Item levels, from +0 to +15
Jewel of Bless takes it to +6 with no risk, Jewel of Soul to +9 with risk, and the Chaos Machine does the rest.
Every piece of equipment can be refined from +0 to +15. Each level adds damage or defense, changes the name color and multiplies the price. The path has three stretches, and each one has a different rule.
| Stretch | How | Risk |
|---|---|---|
| +0 → +6 | Jewel of Bless | none |
| +7 → +9 | Jewel of Soul | loses a level, or goes back to +0 |
| +10 → +15 | Chaos Machine | the item is destroyed |
+0 to +6: Jewel of Bless#
Right-click the Jewel of Bless and then the item. It goes up +1 level, with 100% success, up to +6.
There is no risk at all. Every piece of equipment you plan to use for more than one afternoon deserves six Bless.
+7 to +9: Jewel of Soul#
From +6 on, Bless no longer works — it's the Jewel of Soul's turn, which goes up +1 level with 50% chance.
If the item has Luck, the chance goes to 75%. That's the practical reason to value Luck: it's not just crit, it's refinement.
What happens on failure#
| Situation | Failure |
|---|---|
| Item at +6 or lower | loses 1 level |
| Item at +7 or higher | goes back to +0 |
Read it again: from +7 on, a failed Soul wipes the whole refinement. A +8 item that fails becomes +0 and you start over from scratch with six Bless.
That's why MU's golden rule applies here:
Go up to +6 with Bless, then stop and think. Only risk the Soul on an item you're willing to lose — or that has Luck.
+10 to +15: Chaos Machine#
From +9 on, only the Chaos Goblin, in Noria (180, 103), can solve it. The recipes consume jewels and zen, and on failure the item is destroyed.
| From | To | Chaos | Bless | Soul | Zen | Chance |
|---|---|---|---|---|---|---|
| +9 | +10 | 1 | 1 | 1 | 2,000,000 | 60% |
| +10 | +11 | 1 | 2 | 2 | 4,000,000 | 60% |
| +11 | +12 | 1 | 3 | 3 | 6,000,000 | 50% |
| +12 | +13 | 1 | 4 | 4 | 8,000,000 | 50% |
| +13 | +14 | 1 | 5 | 5 | 10,000,000 | 40% |
| +14 | +15 | 1 | 6 | 6 | 12,000,000 | 30% |
Yes, +15 is guaranteed. That's a generosity of this server: MU's most expensive step has no risk here. The bottleneck is getting to +14.
How to improve the chance#
- Item with Luck: +20 percentage points. A +13 with Luck goes up to 70%.
- Talisman of Luck: +1% each, up to 10. They are consumed even on failure.
- Talisman of Chaos Assembly: with it checked, on failure the item goes back to +0 instead of being destroyed. It's the system's insurance — expensive, but the difference between losing a refinement and losing the item.
Both talismans come from the cash shop: Talisman of Luck for 3,000 Cash and Talisman of Chaos Assembly for 15,000.
What is lost#
On failure: the item, the jewels, the talismans and the zen. The zen is charged before the roll and never comes back.
Wings can also go to +15 through this same recipe — which doesn't happen in the original MU.
What each level gives#
The exact value depends on the item, but the logic is MU's: the gain per level grows as you go up. From +0 to +5 the increase is modest; from +9 to +15 it explodes.
This shows clearly in the price: in the game's value table, an item gets a fixed bonus per level that jumps from 4 points at +5 to 365 points at +15. A +15 item is worth, literally, a hundred times a +0 with the same name.
Recommended order#
- Find the right piece for your class and level.
- If possible, get one with Luck — it improves refinement, crit and price.
- Six Bless up to +6. Don't skip steps.
- Add additional option with Jewel of Life, which is independent of level.
- Only then think about Soul, and only if the item is worth the risk.
- From +9 on, save up zen: it's 42 million zen and 21 Bless and 21 Soul to go from +9 to +15, not counting failures.