Blessing +1 to +12: Full Cost Table
What this page helps you decide: whether to keep pushing a piece of gear past +9, once you can see what the last three levels really cost.
Blessing is the upgrade you do at the tall stone statue to the right of spawn, and it is the one system in this game where the published numbers let you work out the true price rather than the sticker price. The wiki lists twelve levels with a gold cost, a crystal cost and a stated success chance for each. Add the gold column up and you get 152,300, which is the number most people quote. That number is only correct if you never fail, and from +4 onward the game tells you outright that you will. Failure burns the gold and the crystals and leaves the item exactly where it was, so the honest cost of a level is its listed price divided by its chance. Do that for all twelve rows and the expected cost of taking one item from nothing to +12 is about 500,758 gold, which is 3.29 times the sticker price. Two thirds of that total is spent on the last three levels alone.

What failure actually costs you
The failure rule is unusually kind by the standards of upgrade systems, and it is worth stating precisely because it changes the arithmetic. A failed blessing consumes the gold and the crystals for that attempt and nothing else. The item does not drop a level, it does not break, and the blessing level you already have is untouched. That is why expected cost is simply the listed price divided by the success chance, with no risk of losing earlier progress. It is also why the correct mental model is a slot machine you can afford to keep feeding rather than a gamble you can lose everything on. Both wikis that cover blessing agree on this, and the failure chance only appears from +4 upward, which the pages describe as the point where the system starts asking for luck rather than money.
The multiplier formula, and where it disagrees with itself
The wiki publishes two approximation formulas. For a weapon the multiplier is 1 plus the blessing level times 17 divided by 100. For armour it is 1.1 plus the blessing level minus one, times 17 divided by 100. It also gives a worked example: a sword with 100 base damage taken to +3, which the page counts as level 4, ends up at 163 damage for 7,800 gold, 6 shards and 5 flakes. We checked all four figures. The gold adds up exactly, 2,000 plus 2,500 plus 3,300 equals 7,800. The shards add up exactly, two per level for three levels equals 6. The flakes add up exactly, zero plus two plus three equals 5. Only the damage disagrees: the formula gives 1 plus 4 times 17 divided by 100, which is 1.68, and 100 times 1.68 is 168, not 163. The page describes its own formula as approximate, so treat it as a planning tool with a known five-point drift rather than as a calculator.
Why the +12 ceiling matters more than the formula
The three top rows of this table exist only on one of the two wikis. The other stops at +9, and outside guides describe the ceiling as +9 with anything above +3 being a gamble. The fuller page states directly that the cap has been raised to +12 and that its formulas need rechecking as a result. That is a complete version change that no competing page carries, and it is the reason our expected-cost figure looks so much larger than any other on this subject: three quarters of the expected gold in this run sits in rows most pages do not print. If you have been planning around a +9 ceiling, the practical consequence is that the item you thought was finished has three levels left and they cost more than everything before them combined.
Step-by-Step
- Find the tall stone statue by turning right from the spawn point and interact with it. The crystals it wants come out of the Cave of Crystal, which costs a Cave Ticket per run.
- Push to +3 without thinking about it. The first three levels are all stated at 100 percent, cost 7,800 gold together and consume 6 Crystal Shard and 5 Crystal Flake, which the wiki confirms in its own worked example.
- Decide at +4 whether this is the item you are keeping. That is the first level with a failure chance, stated at 80 percent, and everything after it gets worse.
- Read the interface as a per-attempt odds display: a prompt reading +8 to +9 with 30 percent in brackets means this attempt succeeds 30 percent of the time, not that you are 30 percent of the way there.
- Budget the endgame separately. Reaching +9 costs about 170,092 gold in expectation; the three levels from +10 to +12 cost about 330,667 more, which is 66 percent of the entire run.
Data Tables
| Level | Gold | Crystals | Stated chance | Expected attempts | Expected gold |
|---|---|---|---|---|---|
| +1 | 2,000 | 2 Shard | 100% | 1.00 | 2,000 |
| +2 | 2,500 | 2 Shard, 2 Flake | 100% | 1.00 | 2,500 |
| +3 | 3,300 | 2 Shard, 3 Flake | 100% | 1.00 | 3,300 |
| +4 | 4,500 | 2 Shard, 2 Flake, 2 Prism | 80% | 1.25 | 5,625 |
| +5 | 6,500 | 1 Shard, 2 Flake, 3 Prism | 60% | 1.67 | 10,833 |
| +6 | 7,500 | 3 Flake, 4 Prism | 50% | 2.00 | 15,000 |
| +7 | 12,000 | 1 Flake, 3 Prism, 1 Gem | 45% | 2.22 | 26,667 |
| +8 | 15,000 | 4 Prism, 2 Gem | 40% | 2.50 | 37,500 |
| +9 | 20,000 | 3 Prism, 4 Gem | 30% | 3.33 | 66,667 |
| +10 | 23,000 | 3 Gem, 1 Star | 30% | 3.33 | 76,667 |
| +11 | 26,000 | 2 Gem, 2 Star | 25% | 4.00 | 104,000 |
| +12 | 30,000 | 2 Gem, 4 Star | 20% | 5.00 | 150,000 |
Gold, crystals and chance are read from the wiki blessing page, last edited 2026-07-19. Expected attempts is one divided by the stated chance and expected gold is cost times that figure; both are our arithmetic, rounded to whole gold.
| Crystal | Listed total if nothing fails | Expected total with failures | Overspend |
|---|---|---|---|
| Crystal Shard | 9 | 10.2 | 1.13x |
| Crystal Flake | 13 | 19.1 | 1.47x |
| Crystal Prism | 19 | 42.2 | 2.22x |
| Crystal Gem | 14 | 48.6 | 3.47x |
| Crystal Star | 7 | 31.3 | 4.47x |
Each expected figure is the sum across levels of that level's crystal count divided by its stated success chance. The overspend column shows why the late-game crystals, Gem and Star, are the real bottleneck rather than gold.
FAQ
What does a full +12 upgrade really cost?
About 500,758 gold in expectation, against a sticker price of 152,300 if every attempt succeeded. In crystals, expect roughly 10 Shard, 19 Flake, 42 Prism, 49 Gem and 31 Star. Every one of those figures is the listed cost divided by the stated chance for that level, summed across the ladder.
Can a failed blessing destroy or downgrade my gear?
No. Both wikis state that a failure consumes the gold and the crystals for that attempt and leaves the item and its current blessing level untouched. That is why the expected cost is a simple division and not a risk calculation.
Is the blessing cap +9 or +12?
The more complete of the two wiki pages lists costs and odds up to +12 and states outright that the ceiling has been raised to that number, adding that its own multiplier formulas need rechecking as a result. The other page and several guides still stop at +9.
Where do the crystals come from?
The Cave of Crystal, which takes one Cave Ticket to enter and holds four tiers. Cave Tickets drop from daily quests, and the VIP game pass is documented as doubling that drop, which is the closest thing to a shortcut this system has.
Sources
- Official Official Iron Soul Roblox Wiki - Blessing — Every gold, crystal and chance figure in the twelve-row table, the two multiplier formulas, the worked +3 example we reconciled, and the statement that the cap is now +12. Last edited 2026-07-19.
- Official Official Iron Soul Roblox Wiki - Frozen Valley guide — Source of the advice not to bless a weapon past +3 until the final difficulty tiers, and of the note that armour blessing returns diminish.