Full enhance cost model for Loot To Forge: 8.55 attempts and 434 Ember Stones for +0 to +6, and 38.92 attempts for +5 to +8 once level loss starts.
Loot To Forge Enhance Cost: the +6 cliff, priced in attempts and stones
Quick answer: A fresh weapon taken from +0 to +6 costs 8.55 expected enhance attempts, roughly 434 Ember Stones and roughly 117,140 coins, and the single step from +5 to +6 is 58% of the stones and 68% of the coins by itself. Past +6 the picture changes shape rather than size, because a failed attempt starts knocking levels off. Reaching +8 from +5 takes 38.92 expected attempts against 9.53 in a game where a miss never cost you a level. That gap is the +6 cliff, and it is worth 4.1x the attempts, paid almost entirely on the two steps above it.
- The rate and price ladder below +6 comes from a single on-screen capture, so treat it as community-observed; it may change with game updates.
- Every figure assumes materials are consumed on a failed attempt. No source states that outright, and it is the assumption most likely to make these numbers look too expensive.
- Above +6 nobody has recorded the per-attempt stone price, so this page gives a sensitivity table instead of one invented number.
Official source: live game page on Roblox, checked 2026-09-29. Enhance shipped with the 2026-09-26 update, and the Roblox virtual events feed confirms a live event window running to 2026-10-02. The developer prices for the Enhance Packs come from the official developer products API.
What one attempt actually costs
Expected cost for a step is 1 divided by its success rate, multiplied by the step price. Six steps have both numbers readable on the enhance panel.
| Step | Ember Stones | Coins | Success | Failure consequence | Evidence |
|---|---|---|---|---|---|
| +0 to +1 | 5 | 200 | 100% | none possible | Community-observed, one capture |
| +1 to +2 | 10 | 1,000 | 100% | none possible | Community-observed, one capture |
| +2 to +3 | 20 | 3,000 | 85% | no level loss | Community-observed, one capture |
| +3 to +4 | 40 | 7,000 | 75% | no level loss | Community-observed, one capture |
| +4 to +5 | 60 | 15,000 | 65% | no level loss | Community-observed, one capture |
| +5 to +6 | 100 | 32,000 | 40% | no level loss | Community-observed, one capture |
| +6 to +7 | not recorded | not recorded | 33% | drops one level | Confirmed, two independent chains |
| +7 to +8 | not recorded | not recorded | 25% | drops one level | Community-observed, single source |
The stone column has one cross-check: another creator built two cheap Katanas, pushed each to +2 for the quest line, and reported 30 Ember Stones for four enhances. Five plus ten is 15 per weapon, two weapons is 30. The coin column has no such check and is the softest data here. The failure rule is the best-evidenced part of the system, read off the game UI in a walkthrough of the enhance station and restated by a second source putting a Level 7 enhance near 33%. The price table comes from this enhance panel capture.

One source describes a high-level attempt as asking for 400 Ember Stones plus coins each time, which implies a charge on every try. No source directly says whether a failure refunds anything. If it does, every stone total here drops, and the shape of the advice does not change.
The +0 to +6 bill
| Step | Expected attempts | Expected Ember Stones | Expected Coins |
|---|---|---|---|
| +0 to +1 | 1.00 | 5 | 200 |
| +1 to +2 | 1.00 | 10 | 1,000 |
| +2 to +3 | 1.18 | 23 | 3,529 |
| +3 to +4 | 1.33 | 53 | 9,333 |
| +4 to +5 | 1.54 | 92 | 23,077 |
| +5 to +6 | 2.50 | 250 | 80,000 |
| Total | 8.55 | 434 | 117,140 |
Twenty-nine percent of the attempts, fifty-eight percent of the stones and sixty-eight percent of the coins sit in one step. The first five levels together cost 6.05 attempts and 184 stones, so a player who stops at +5 has done most of the grinding for a fraction of the bill.
The enhance quests pay 15 Ember Stones at 5 enhances and 40 at 10, and every attempt counts, successful or not. Since nothing above +1 can drop a level, the cheapest route is to forge two bottom-tier Katanas, push each to +2, and collect: 30 stones of spend for 55 stones of reward. The forge recipes page covers what a four-ore stack actually rolls.
The +6 cliff: what the level-loss rule does to the math
Below +6 a failure is pure retry: the item stays put, you pay again, and a step costs 1/p. From +6 upward a failure drops the item one level, so a miss at +7 costs the whole climb back from +5, not one attempt. The expected cost stops being a division problem and becomes a recursion:
E(L) = 1 + p x E(L+1) + (1 - p) x E(L-1)
with +5 as the floor, since the +5 to +6 attempt is assumed not to drop a level. Solving backwards gives the three numbers that matter.
| Step | Rate | No level loss | With level loss | Blow-up |
|---|---|---|---|---|
| +5 to +6 | 40% | 2.50 | 2.50 | 1.0x, it is the floor |
| +6 to +7 | 33% | 3.03 | 8.11 | 2.7x |
| +7 to +8 | 25% | 4.00 | 28.32 | 7.1x |
| +5 to +7 | 5.53 | 10.61 | 1.9x | |
| +5 to +8 | 9.53 | 38.92 | 4.1x |
The last step is the one that matters. At a 25% rate with a one-level drop, a single failure at +7 sends you back through the 40% and 33% steps, and each pass costs fresh materials. Seven times the naive cost is the shape of the ladder, not a rounding artifact.
Dividing 38.92 by 7.03 gives 5.5x, and that ratio gets quoted as the headline penalty. It mixes two baselines. The 9.53 figure counts the +5 to +6 step; the 7.03 figure does not, because 7.03 is only 1/0.33 plus 1/0.25, the two steps that carry the penalty. That comparison sets a run starting at +5 against a run starting at +6. Measure like with like and the honest figures are 4.1x for the whole +5 to +8 journey and 5.2x for the risky segment alone, which costs 36.42 attempts against 7.03.
Stone cost above +6: a sensitivity table, not a number
The per-attempt stone price at +6 and above has never been recorded by any source, so multiply the 38.92 attempts by candidate prices. Two anchors keep it honest: the confirmed 100 stones per attempt at +5 to +6, and one recorded high-level attempt asking about 400.
| Stones per attempt above +6 | Total for +5 to +8 | Tower minutes at about 200 stones a minute |
|---|---|---|
| 100 | 3,892 | 19 |
| 200 | 7,784 | 39 |
| 400 | 15,568 | 78 |
| 800 | 31,136 | 156 |
| 1,600 | 62,272 | 311 |
The 100 row is the conservative read and the 400 row is where the recorded capture points. Even the conservative row is eleven times the entire +0 to +6 climb. The gap is not that stones got rarer, it is that the attempt count is.
What a Protection Scroll is worth
A Protection Scroll does one thing: it stops a failed enhance from dropping a level. It does not change the success rate, and one creator described it as a guaranteed success before demonstrating a failed attempt that was simply protected.
The arithmetic is unusually clean. If every attempt above +6 is protected, no level is ever lost and the +5 to +8 run collapses to the no-penalty column above: 9.53 attempts instead of 38.92. A scroll on every attempt is worth about 4.1x in materials, making it the highest-leverage purchase in the system rather than a convenience. The catch is supply. Scrolls come from the Robux Enhance Packs at 99, 499, 1,299 and 2,999 Robux, one creator reports the enhance quests do not hand them out, and the official store API leaves every pack description empty, so there is no honest way to convert Robux into cost per scroll.
Nothing at +1 through +5 can drop a level, so a Protection Scroll spent there is Robux burned for nothing. Read the level on the item before you open the pack, and save the scrolls for the first attempt you make standing at +6 or higher.
How the numbers were checked
The recursion was verified two ways. An analytic solution gives 10.61 attempts for +5 to +7 and 38.92 for +5 to +8. A 300,000-run Monte Carlo simulation of the same rules with a fixed seed returned 10.61 and 38.98, a 0.15% difference on a number this heavy-tailed. The simulation also produces two things a formula cannot: the median +5 to +8 run takes 28 attempts, well under the 39-attempt mean, and 6.8% of runs need more than 100.
One input stays unverified and sits under the whole +6 model. The in-game wording is that enhancement level six plus failure will lower the level, which reads either as six and above or as the step that produces six. Sources describing the rule in their own words support six and above, which is what this page assumes. If the +5 to +6 attempt drops a level too, the floor moves and every figure in the cliff table rises again. That is a five-minute test in game with a spare weapon.
Farming the bill back
| Source | Recorded rate | What it covers |
|---|---|---|
| Frostbound Tower | about 200 per minute | The whole +0 to +6 climb in roughly 2 minutes |
| Stage 6 idle overnight | about 2,400 | The +0 to +6 climb, slowly |
| Enhance quests, 5 and 10 | 15 and 40 stones | A refund on your first ten attempts |
| Enhance quests, 20 and 30 | 100 and 200 stones | Disputed past 10, treat as unverified |
| Code 50000CCU | 50 stones | About 12% of the +0 to +6 climb |
The tower is the one that matters, and it unlocks on the second rebirth with one Tower Ticket burned per run. That gate interacts with the rebirth guide: gear keeps its enhance levels through a reset, so rebirth first, farm tickets, then push a weapon. Code 50000CCU is the only code still printed in the official game description as of 2026-09-29, so the codes page is where to check whether it is live.
FAQ
How many Ember Stones does it take to get a weapon to +6?
About 434 in expectation, across 8.55 attempts and roughly 117,140 coins. The distribution matters more than the mean, because the 250 stones for +5 to +6 go out in one burst. Bank the quest stones first so the burst is smaller.
Is it better to stop at +5 than push to +6?
On raw cost, yes, and the gap is wider than most players expect. Reaching +5 costs 6.05 attempts and about 184 stones; reaching +6 costs 8.55 and 434. The case for pushing on is that +6 is where every later step becomes three to seven times more expensive than its sticker rate suggests. If you have patience for one expensive step, make it +6 rather than +8.
Does a failed attempt lose your level or just the materials?
Both, above +6. Below +6 you only lose materials. From +6 upward a failure drops the item one level, and a drop from +7 means re-climbing from +5. That one rule is the difference between a 9.53-attempt climb and a 38.92-attempt climb.
What is the maximum enhance level?
Nobody has confirmed a cap. +10 is the highest anyone has recorded and the panel still offers a next level there, so the ceiling is above it or not enforced. Do not build a plan around a cap that has never been stated. The weapon guide covers what the levels do to your numbers.
Related Guides
- Enhance guide — the system itself: the station, Protection Scrolls, and what happens to gear on a reset.
- Ember Stone sources — every route to the currency this page is denominated in.
- Rebirth gates and multipliers — the second rebirth unlocks the tower, the fastest way to fund the climb.
- Forge recipes — the cheapest way to build the throwaway Katanas that pay for the quest stones.
- Ore stages and sell values — Coins come from selling ore, and coins are 68% of the +5 to +6 step.
More Loot To Forge Guides
Frostbound Tower unlocks on rebirth 2, costs 1 Tower Ticket per 30-round run, and drops runes plus Ember Stones. Packs run 49-4999 Robux.
All 6 Loot To Forge gamepasses with official Robux prices from 29 to 999, and the catch: every developer description is blank.
The red book Index and the lobby Skill Index statue are different systems. Tabs, XP, the two known rank titles, milestone rewards, and the claim trap.
The 10-rung ore rarity ladder in Loot To Forge: 29 of 48 ores carry a tier, 19 do not, and exactly where the forge multiplier data stops.
Every +1 Loot To Forge ore by stage, with forge multipliers, sell values and evidence grades: the Stage 7 farm, The Apex x140, and what never to sell.
Every Loot To Forge race buff table disagrees somewhere. Dragonkin is +8/+5/+10 or +20/+11/+20, Vampire has three damage values, and two races stay blank.
Loot To Forge races arrived in Update 4.1 on September 20, 2026. All 9 races with real roll chances, reroll rules, slot costs and what changed.
Rebirth gates, damage and coin multipliers, what the reset deletes, and the payback math that says whether the next rebirth is worth the grind.
