Acheron WorldDocumentation

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.

StretchHowRisk
+0 → +6Jewel of Blessnone
+7 → +9Jewel of Soulloses a level, or goes back to +0
+10 → +15Chaos Machinethe 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#

SituationFailure
Item at +6 or lowerloses 1 level
Item at +7 or highergoes 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.

FromToChaosBlessSoulZenChance
+9+101112,000,00060%
+10+111224,000,00060%
+11+121336,000,00050%
+12+131448,000,00050%
+13+1415510,000,00040%
+14+1516612,000,00030%

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.

  1. Find the right piece for your class and level.
  2. If possible, get one with Luck — it improves refinement, crit and price.
  3. Six Bless up to +6. Don't skip steps.
  4. Add additional option with Jewel of Life, which is independent of level.
  5. Only then think about Soul, and only if the item is worth the risk.
  6. 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.