Upgrading runs level by level, and each level has its own row: a yang fee, a success chance and sometimes a material list. Early armour upgrades are cheap and safe — Iron Plate Armour pays 600 yang for +1 at a 90% chance. The chance falls as you climb, and from +6 the blacksmith demands items on top of yang.
| Step | Yang | Chance | Materials |
|---|---|---|---|
| +0 → +5 | 600 / 1,200 / 2,500 / 5,000 / 10,000 | 90% each step | — |
| +5 → +6 | 20,000 | 60% | — |
| +6 → +7 | 30,000 | 50% | Bear Gall ×2 |
| +7 → +8 | 45,000 | 40% | Ornament ×1 |
| +8 → +9 | 75,000 | 30% | Black Uniform ×2 |
Follow the whole ladder on one item page: Iron Plate Armour+6 shows the Bear Gall row exactly as the table above prices it, and every +N twin down to +8 carries its own step. When an upgrade fails you keep the piece at the level it had before the attempt — a failed +7 leaves you holding a +7, minus the fee and materials.
Armour families differ in where materials kick in; higher tiers lean on them harder and their chances bite earlier. The full family list with wear levels sits in Sets, and the terms — yang cost, chance, apply — are defined in the Glossary.
Try it in the upgrade simulatorBrowse armour families
Before spending in-game currency, run the exact chain in the upgrade simulator — it rolls the same table the server does, failures included.