Chaos BibleLunia Handbook
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Gear and Items

Enchanting

The real fortification and light fortification tables: what each step costs, what each catalyst changes, and how likely your weapon is to explode.

Before the anvil

Know your upgrade odds

Choose an upgrade to see all four outcomes and the cost of one attempt.

Standard upgrades without a catalyst. Use the higher of the item's required level and accumulated-level requirement. These are chances for one attempt; special item rules are not included.

Two separate upgrade ladders run on the same anvil at the Blacksmith, and both of them can destroy the item you feed in.

  • Fortification is the +N ladder, +1 up to +15. It eats Fortification Stones.
  • Light Fortification is the Shining ladder: Dimly Shining, Shining, Brightly Shining, Cold Shining. It eats Shining Jewels.

They are independent: a +12 item can be ungraded light, and a Cold Shining item can be +0. Accessories and support gear use their own stones, gems and catalysts, but follow the same numbers. (The in-game help panel still claims accessories cannot be fortified. That text is out of date.)

What one attempt costs

Material counts are driven by the required level of the item, not by how far up the ladder you already are.

Item levelFortification StonesShining Jewels
1 to 1051
11 to 20102
21 to 30153
31 to 40204
41 to 50255
51 to 70307
71 to 90358
91 to 110409
111 to 1404510
141 to 1705011
171 and up5012

When an item has both a level requirement and an accumulated-level requirement, material counts and the fee use the higher of the two. Your character's current level does not set this cost.

The jewel has to match the grade you are climbing into: Dimly Shining Jewel for the first step, then Shining, Brightly Shining, Cold Shining.

The blacksmith's fee is item level x grade factor x step factor, counted in copper (100 copper = 1 silver, 10,000 copper = 1 gold).

GradeLowNormalRareEpicLegendArtifactAvatar
Factor1223345

Step factor for fortification, by the level you are attempting from: +0 to +4 is 10, +5 to +7 is 20, then 40, 60, 80, 120, 180, 270, and 405 for the final step. For light fortification it is 20, 40, 80, 160.

An Epic level 50 chest attempting +14 to +15 therefore pays 50 x 3 x 405 = 60,750 copper, about 6 gold. Money is not what this system costs you.

How an attempt resolves

Three rolls happen in a fixed order, and the first one that hits ends the attempt.

  1. Destroy roll. If it hits, the item breaks. Nothing else is checked.
  2. Success roll. If it hits, the item goes up one step.
  3. Downgrade roll. If it hits, and you are above +0, the item goes down one step. Otherwise nothing changes.

The order matters: the listed success number is not your real success rate. That is (1 - destroy) x success, and your chance of losing a step is (1 - destroy) x (1 - success) x downgrade. Stones and catalysts are consumed on every attempt, successes included.

Fortification table

Raw roll values. Breakage is identical with or without the basic Catalyst.

StepBreakSuccessDowngradeSuccess (Catalyst)Downgrade (Catalyst)
+0 to +10%100%0%100%10%
+1 to +20%90%5%100%15%
+2 to +30%80%10%95%20%
+3 to +40%70%20%85%30%
+4 to +50%60%25%75%35%
+5 to +60%50%30%65%40%
+6 to +75%35%15%50%25%
+7 to +810%30%15%45%25%
+8 to +915%25%15%40%25%
+9 to +1020%20%15%35%25%
+10 to +1125%15%10%30%20%
+11 to +1230%15%10%30%20%
+12 to +1350%15%10%30%20%
+13 to +1460%15%10%30%20%
+14 to +1570%15%10%30%20%

Worked example, +9 to +10 with no catalyst: 20% broken, 16% success, 9.6% dropped to +8, 54.4% nothing happened.

What the steps give you

The number of stat lines a fortified item carries depends only on its level:

FortificationLines granted
+1 to +31
+4 to +62
+7 to +113
+12 to +154

The stats, and the order they unlock in, are fixed per slot. The fourth line is always extra Strength, and it stacks on top of any Strength already granted.

Slot1st2nd3rd4th
WeaponDamageSTRDEXSTR
HeadDEFINTVITSTR
ChestDEFINTSTRSTR
LegDEFVITDEXSTR
HandDEFSTRINTSTR
FootDEFDEXVITSTR
SupportDamageDEXSTRSTR
NecklaceDEFDEXSTRSTR
RingDamageVITSTRSTR
EarringDEFINTSTRSTR

A level 50 weapon, for reference: +3 gives +3 Damage. +6 gives +6 Damage and +3 STR. +11 gives +13 Damage, +12 STR, +10 DEX. +15 gives +24 Damage, +24 STR, +18 DEX and another +8 STR.

Catalysts

Every catalyst has a minimum count for the item's level. Bring fewer and the attempt runs on the plain no-catalyst odds, and the catalysts are spent anyway. The basic Catalyst needs the same count as the stones (25 for a level 50 item). The premium ones need 1 to 20.

CatalystEffect on fortification
CatalystThe table above: more success, more downgrade, same breakage.
Anti-Decay Super Catalyst (and the Star version)Downgrade to zero, small success bump, breakage untouched. Cannot be used in light fortification.
Risk-free catalystNo breakage, but success collapses past +8: 16.6% at +9, 9.4% at +14. Downgrade still applies.
Fatal Risk-Free CatalystNo breakage, no downgrade, 0.8% success on the last step.
Black and White Stone CatalystFlat 50% breakage every step. Survive the roll and success is guaranteed.
Secret Catalyst of Dwarven Royal Family, Secret Catalyst of Lunia KingdomThe same 50/50 gamble.
Strong Protective Catalyst (and the Lunia Kingdom version)No breakage, base success and downgrade, with a better 20% from +10 up.
Lunia Anti-Breakage Catalyst (Lunia Creation for accessories)Best odds in the game below +12: 95% at +1, 75% at +5, 45% at +6, 35% at +10, no breakage. From +12 it turns: 20%, 40% and 60% breakage on the last three steps with a 30% downgrade.

Light Fortification

There is no downgrade roll here. A failure either breaks the item or does nothing.

StepBreakSuccessSuccess (Catalyst)Strong ProtectiveAnti-Breakage
into Dimly Shining10%15%20%0% break, 30%0% break, 70%
into Shining40%15%20%30% break, 30%0% break, 35%
into Brightly Shining70%15%20%60% break, 20%0% break, 17%
into Cold Shining90%15%20%80% break, 20%0% break, 2%

Bare, that first step is 10% broken / 13.5% success / 76.5% nothing. The last step is 90% broken / 1.5% success. The Secret Catalysts behave differently here: they do not touch the break roll, but anything that survives it succeeds.

The payoff is large. A level 50 weapon gains +12 Damage, +2 STR and +4 to DEX, INT and VIT at Dimly Shining, and that doubles at every grade, reaching +96 Damage, +16 STR and +32 to DEX, INT and VIT at Cold Shining. Pieces that already carry a Max HP or Max MP line get that boosted too (+4, +7, +14, +29 at level 50). Light grades also unlock extra identify slots: see Identify and Item Options.

When it breaks

A destroyed item is not deleted. It sits in your bag, unusable, until you take it back to the blacksmith with a restoration stone and 10 silver.

  • Magic Stone of Restoration (the alchemy and drop one) always needs exactly 1, whatever the item level, but it wipes both ladders: the item returns at +0 with no Shining grade.
  • Ultimate Restoration Stones put the item back exactly as it was the instant before it broke. The count scales with item level: 1, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12 across the same bands as the stone table above, and 18 or 20 at the very top.
  • The goddess-blessed Magic Stones also keep everything, and always need 1.

Browse every stone, jewel and catalyst in the item browser.

Chaos Bible

A detailed companion for your adventures in Chaos Lunia. Availability, event rewards, and balance can change. Read the conditions beside each rate and check the current in-game tooltip before spending valuable materials.