Interactive Tool

Enchant Cost Calculator

Estimate the expected attempts, Gold, and materials to push your gear from one enchant tier to the next — and see whether protection scrolls are worth it.

Your Enchant Plan

Market value of runes, dust and catalysts burned on each attempt. Editable per-tier below overrides this.
A scroll is consumed on every failed attempt at or above the safe tier.

Expected Cost

Set your current and target tiers, then press Calculate. All math runs in your browser.

Per-Tier Success Rates & Costs (editable)

These are sane defaults for a typical VvW enchant curve. Replace any value with the exact numbers from the in-game enchant table or the runes wiki. Edits recalculate instantly.

Success rate = chance a single attempt succeeds at that step. Gold fee = the station charge per attempt. Material cost overrides the global value when set.
Step Success % Gold fee / attempt Material / attempt

How the Enchant Math Works

Enchanting in Vampires vs. Werewolves is a gamble against the Blood Forge. Each time you feed a rune to your weapon, there is a fixed chance the enchant holds and a chance it shatters. Because every attempt is independent, the number of tries needed to clear a single tier follows a geometric distribution — and the average number of attempts is simply one divided by the success chance.

Expected attempts to clear a tier = 1 / p   (p = success chance, e.g. 0.10 → 10 tries)

To reach a target tier you must clear every step along the way. Below the safe tier, a failure only burns your materials and Gold fee — the enchant level stays put. At and above the safe tier, an unprotected failure downgrades or destroys the item, so the true cost of the high steps balloons: you are not just paying for the successful attempt, you are paying to rebuild everything a shatter wipes out.

With vs. without protection scrolls

A protection scroll is the Forge's insurance policy. Spend one and a failed attempt still consumes the scroll and your materials, but your item keeps its current tier. That converts the compounding, item-destroying risk of the high tiers back into a clean 1 / p problem — at the price of one scroll per failure. The comparison output above tells you exactly where that trade tips in your favour. As a rule of thumb, scrolls are wasted below the safe tier and start paying for themselves once success rates fall below roughly 30–40%.

For the full walkthrough of runes, catalysts and the Blood Forge, read the enchanting guide, browse the rune reference, and see how enchanting fits the wider crafting system.

Frequently Asked Questions

How does the enchant cost calculator work?

Each enchant tier has a success rate. On average you need 1 / p attempts to clear a tier with success chance p — the mean of a geometric distribution. The calculator sums the expected attempts, Gold fees, and materials across every tier from your current level up to your target, then multiplies by the per-attempt costs you supply.

What is expected cost and why isn't it a guarantee?

Expected cost is the long-run average across many enchants. Any single enchant is random — you might hit your target in three attempts or in thirty. The tool reports the mean plus a rough unlucky (roughly 90th-percentile) band so you can budget for bad streaks rather than the best case.

How do protection scrolls change the math?

Without protection, a failed attempt above the safe tier destroys or downgrades the item, so you must re-farm and re-enchant from a lower tier and the attempts compound. A protection scroll is consumed on failure but preserves the item's current tier, so expected attempts per tier stay at 1 / p. The trade-off is the scroll's own Gold cost, charged on every failed attempt.

What does "safe tier" mean?

Below the safe tier, failures cost only materials and Gold — your item never drops a level. At and above the safe tier, an unprotected failure downgrades or destroys the item. In VvW the default safe tier is +3, matching most gear-upgrade systems. You can change it above.

Where do the default success rates come from?

The defaults are representative values for a browser-MMO enchant curve: near-certain at low tiers, tapering toward 5–10% at the highest tiers. They are fully editable — replace them with the exact rates from the in-game enchant table or the runes wiki for your specific gear.

Does this send my data anywhere?

No. All math runs locally in your browser with dependency-free JavaScript. Nothing you type is uploaded, stored on a server, or tracked. Refreshing the page resets everything to defaults.

Why is the unlucky estimate so much higher than the average?

Low success rates have very heavy tails. At 10% per attempt the average is 10 tries, but roughly 22 tries are needed to cover 90% of outcomes. The high-tier steps dominate that tail, so plan your Gold and materials against the unlucky band, not the mean.

How do I account for material costs?

Enter the market or crafting cost of the enchant materials consumed per attempt — runes, dust and catalysts. The calculator multiplies that by the expected number of attempts per tier and sums across the range, so the total reflects materials, not just station fees. Set a per-tier override in the table for steps that use pricier catalysts.

Can I model partial upgrades, like +6 to +9?

Yes. Set the current tier to your gear's present enchant level and the target to your goal. The calculator sums only the tiers in that range, so it works for any span — a single step or the full climb from +0.

Should I always use protection scrolls?

Not always. Below the safe tier they are wasted Gold because failures are harmless. Above the safe tier they usually pay for themselves once success rates drop below roughly 30–40%, because re-farming a destroyed high-tier item costs far more than a scroll. The comparison output tells you which path is cheaper for your exact inputs.