Awakening Stone Values — every roll and its odds
Every value an awakening stone can roll, how likely each one is, the per-line and per-item caps, and the two lines only accessories and emblems can reach.
Awakening adds up to seven extra stat lines to a weapon, shield, accessory or emblem. Every line is rolled independently, and the roll is heavily weighted toward the bottom of the scale — so knowing what the ceiling actually is, and how often you should expect to reach it, is most of what separates a min-maxed item from an average one.
This page lists every value an awakening stone can produce, the chance of each one, and the two lines that only accessories and emblems can reach.
The four stones
Which stone you use decides two things: what the item is allowed to be, and how many lines you get. It does not change the values themselves — every stone rolls from the same ladder.
| Stone | Works on | Lines |
|---|---|---|
| Weapons and shields | exactly 5 | |
| Accessories and emblems | exactly 5 | |
| Weapons and shields | 5 to 7 | |
| Accessories and emblems | 5 to 7 |
The line count on a Blessed stone is rolled evenly between 5 and 7, so it averages six. That is its entire advantage — it does not improve the value of any single line. A Blessed stone is crafted from a plain one at 100%: one
Awakening Stone (or
Awakening Stone: Accessories) plus one
Pure Luciad's Energy.
Weapons cannot roll Critical
This is the single biggest difference between the two stones, and nothing in game tells you about it.
When the server picks which stat a line will be, it holds back the last two entries of the list from anything that is not an accessory or an emblem:
| Item | Can roll | Cannot roll |
|---|---|---|
| Weapons, shields | All six stats · P. Atk · M. Atk · P. Def · M. Def · Attack / Cast / Move Speed · Accuracy · M. Accuracy · Evasion · M. Resistance — 17 lines | Critical Critical Damage |
| Accessories, emblems | All of the above plus Critical and Critical Damage — 19 lines | — |
If you are chasing critical from awakening, it can only ever come off an accessory or an emblem. It also means a line on an accessory is slightly harder to aim: the stat is picked from 19 candidates instead of 17.
What each line can roll
Every line uses the same 40-step ladder, mirrored around its middle — the two ends give the maximum and the middle gives the minimum. On top of the ladder the server enforces two ceilings: one per line, and one for the whole item. A roll that would break either is thrown away and rolled again.
| Line | Min | Max | Cap, one line | Cap, whole item | Where |
|---|---|---|---|---|---|
| Strength, Vitality, Agility, Dexterity, Intelligence, Wisdom | 2 | 50 | 50 | 100 | everything |
| P. Attack, M. Attack | 20 | 500 | 500 | 1,500 | everything |
| P. Defence, M. Defence | 8 | 200 | 200 | 600 | everything |
| Accuracy, M. Accuracy, Evasion, M. Resistance | 4 | 100 | 200 | 600 | everything |
| Attack Speed, Cast Speed, Move Speed | 1 | 20 | 20 | 60 | everything |
| Critical | 2 | 10 | 10 | 30 | accessories and emblems only |
| Critical Damage | 3 | 15 | 15 | 40 | accessories and emblems only |
The accuracy group is the one exception in the other direction: its per-line cap is 200 but the ladder stops at 100, so that cap can never actually be reached.
The full ladder and the odds
The roll is not even. Landing on the minimum is more likely than everything in the top half of the ladder put together:
Each value sits on two of the forty steps, so the chance below is the chance of that value on one line, whichever stat it turned out to be. The last column is the chance of that value or anything better.
| Step | Stats | P./M. Atk | P./M. Def | Acc. group | Speeds | Crit | Crit Dmg | Chance | This or better |
|---|---|---|---|---|---|---|---|---|---|
| 1 & 40 | 50 | 500 | 200 | 100 | 20 | 10 | 15 | 0.020% | 0.020% |
| 2 & 39 | 46 | 460 | 184 | 92 | 19 | 9 | 14 | 0.122% | 0.142% |
| 3 & 38 | 42 | 420 | 168 | 84 | 18 | 9 | 13 | 0.234% | 0.376% |
| 4 & 37 | 39 | 390 | 156 | 78 | 17 | 8 | 12 | 0.358% | 0.734% |
| 5 & 36 | 36 | 360 | 144 | 72 | 16 | 8 | 11 | 0.500% | 1.23% |
| 6 & 35 | 33 | 330 | 132 | 66 | 15 | 8 | 10 | 0.660% | 1.89% |
| 7 & 34 | 30 | 300 | 120 | 60 / 50 ‡ | 14 | 7 | 9 | 0.842% | 2.74% |
| 8 & 33 | 27 | 270 | 108 | 54 | 13 | 7 | 9 | 1.05% | 3.79% |
| 9 & 32 | 24 | 240 | 96 | 48 | 12 | 6 | 8 | 1.30% | 5.09% |
| 10 & 31 | 22 | 220 | 88 | 44 | 11 | 6 | 8 | 1.59% | 6.68% |
| 11 & 30 | 20 | 200 | 80 | 40 | 10 | 6 | 7 | 1.94% | 8.62% |
| 12 & 29 | 18 | 180 | 72 | 36 | 9 | 5 | 7 | 2.37% | 11.0% |
| 13 & 28 | 16 | 160 | 64 | 32 | 8 | 5 | 6 | 2.90% | 13.9% |
| 14 & 27 | 14 | 140 | 56 | 28 | 7 | 4 | 6 | 3.59% | 17.5% |
| 15 & 26 | 12 | 120 | 48 | 24 | 6 | 4 | 5 | 4.50% | 22.0% |
| 16 & 25 | 10 | 10 / 100 † | 40 | 20 | 5 | 4 | 5 | 5.78% | 27.8% |
| 17 & 24 | 8 | 80 | 32 | 16 | 4 | 3 | 4 | 7.70% | 35.5% |
| 18 & 23 | 6 | 60 | 24 | 12 | 3 | 3 | 4 | 10.9% | 46.4% |
| 19 & 22 | 4 | 40 | 16 | 8 | 2 | 2 | 3 | 17.3% | 63.7% |
| 20 & 21 | 2 | 20 | 8 | 4 | 1 | 2 | 3 | 36.3% | 100.0% |
Two steps are the exception to the pairing: they do not carry the same number on both halves of the ladder, so both values are shown. † the attack lines give 10 on step 16 and 100 on step 25, about 2.9% each. ‡ the accuracy group gives 60 on step 7 and 50 on step 34, about 0.47% and 0.37%. These are the values the server really rolls.
Rerolling a bad line
You do not have to strip the whole item to fix one bad roll. There is a Reawakening Stone for each slot —
Reawakening Stone - 1 ·
Reawakening Stone - 2 ·
Reawakening Stone - 3 ·
Reawakening Stone - 4 ·
Reawakening Stone - 5 ·
Reawakening Stone - 6 ·
Reawakening Stone - 7 — and each one rerolls only the line in its own position, at 100%. The new value comes from the same ladder and the same odds as the first roll.
To clear an awakening completely instead, use the
Sealing Scroll: Weapons on a weapon or shield, or the
Sealing Scroll: Accessories on an accessory or emblem. The item goes back to unawakened and can be awakened again from scratch.
What this means in practice
- Critical belongs on accessories and emblems. A weapon can never produce it, no matter how many stones you spend.
- Blessed stones buy lines, not quality. Six lines instead of five is roughly a 20% better shot at any given stat appearing at all — but every line you do get is rolled on exactly the same curve.
- Stop at the item cap. Two good Strength rolls already reach 100 on many items. A third is thrown away.
- Reroll single slots, do not re-awaken. Stripping the item puts every good line you already have back into the lottery.
- Expect the bottom of the ladder. Nearly two lines in five land on the minimum. A single line above the halfway mark is already an above-average item.