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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.

StoneWorks onLines
Awakening StoneWeapons and shieldsexactly 5
Awakening Stone: AccessoriesAccessories and emblemsexactly 5
Blessed Awakening StoneWeapons and shields5 to 7
Blessed Awakening Stone: AccessoriesAccessories and emblems5 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.

Armour is a different system. Armour, helmets, gloves and boots are not awakened with these stones at all. They use the Final Awakening Stone: Armor, which runs on fixed presets instead of the ladder below, and is not covered here.

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:

ItemCan rollCannot roll
Weapons, shieldsAll six stats · P. Atk · M. Atk · P. Def · M. Def · Attack / Cast / Move Speed · Accuracy · M. Accuracy · Evasion · M. Resistance — 17 linesCritical
Critical Damage
Accessories, emblemsAll of the above plus Critical and Critical Damage19 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.

LineMinMaxCap, one lineCap, whole itemWhere
Strength, Vitality, Agility, Dexterity, Intelligence, Wisdom25050100everything
P. Attack, M. Attack205005001,500everything
P. Defence, M. Defence8200200600everything
Accuracy, M. Accuracy, Evasion, M. Resistance4100200600everything
Attack Speed, Cast Speed, Move Speed1202060everything
Critical2101030accessories and emblems only
Critical Damage3151540accessories and emblems only
The item cap bites long before the ladder does. Five perfect Strength lines would be 250, but the ceiling is 100. Five perfect P. Attack lines would be 2,500 against a ceiling of 1,500. On a stacked item it is almost always the cap that stops you, not bad luck — which is why chasing a sixth and seventh line of the same stat is usually wasted effort.

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:

36.3%chance a line lands on the lowest value
8.62%chance of 20 Strength or better on a line
0.020%chance of a perfect roll — about 1 in 5,000

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.

StepStatsP./M. AtkP./M. DefAcc. groupSpeedsCritCrit DmgChanceThis or better
1 & 40505002001002010150.020%0.020%
2 & 394646018492199140.122%0.142%
3 & 384242016884189130.234%0.376%
4 & 373939015678178120.358%0.734%
5 & 363636014472168110.500%1.23%
6 & 353333013266158100.660%1.89%
7 & 343030012060 / 50 ‡14790.842%2.74%
8 & 33272701085413791.05%3.79%
9 & 3224240964812681.30%5.09%
10 & 3122220884411681.59%6.68%
11 & 3020200804010671.94%8.62%
12 & 291818072369572.37%11.0%
13 & 281616064328562.90%13.9%
14 & 271414056287463.59%17.5%
15 & 261212048246454.50%22.0%
16 & 251010 / 100 †40205455.78%27.8%
17 & 2488032164347.70%35.5%
18 & 23660241233410.9%46.4%
19 & 2244016822317.3%63.7%
20 & 212208412336.3%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.

A five-line stone gives you five independent tries at this table, but each try has to pick the right stat first — 1 in 17 on a weapon or shield, 1 in 19 on an accessory or emblem. Getting a specific stat at a specific value is the product of the two, which is why a genuinely maximised item takes so many stones.

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.

Rerolling one slot is judged against the rest of the item, so a line you are trying to improve can come back lower than it was. There is no protection and no undo. If a line is already near its cap, leave it alone.

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.
Awakening Stone Values — every roll and its odds — Rappelz Eternal Realms Wiki