Iron Soul Dungeon Blessing Costs: Every Tier +1 to +12
Blessing is the fastest reliable way to raise the base attack or health of a piece you already own. You pay gold plus crystal materials at the stone statue to the right of the main spawn. From +4 upward a blessing can fail — the materials are consumed, but the item keeps its current level, so a failure costs resources and not progress.
Cost table
| Tier | Gold | Materials | Success chance |
|---|---|---|---|
| +1 | 2,000 | 2x shard | 100% |
| +2 | 2,500 | 2x shard, 2x flake | 100% |
| +3 | 3,300 | 2x shard, 3x flake | 100% |
| +4 | 4,500 | 2x shard, 2x flake, 2x prism | 80% |
| +5 | 6,500 | 1x shard, 2x flake, 3x prism | 60% |
| +6 | 7,500 | 3x flake, 4x prism | 50% |
| +7 | 12,000 | 1x flake, 3x prism, 1x gem | 45% |
| +8 | 15,000 | 4x prism, 2x gem | 40% |
| +9 | 20,000 | 3x prism, 4x gem | 30% |
| +10 | 23,000 | 3x gem, 1x star | 30% |
| +11 | 26,000 | 2x gem, 2x star | 25% |
| +12 | 30,000 | 2x gem, 4x star | 20% |
Running the table end to end costs 152,300 gold before a single failure is priced in, and the expected number of attempts climbs sharply past +8. Most progression guides stop at +3 until late Frozen Valley, because +1 to +3 are guaranteed and only cost shards and flakes.
The formulas
Blessing applies as a multiplier on the item's base value:
- Weapons:
blessing multiplier = 1 + (blessing level x 17) / 100 - Armour:
blessing multiplier = 1.1 + ((blessing level - 1) x 17) / 100
Divide a blessed item's current stat by that multiplier to recover its base value — that is how you compare a +5 weapon you own against an unblessed craft you are considering. The blessing calculator does both directions for you.
The wiki flags that these formulas were written before the cap was raised to +12 and still need verification at the top tiers, so treat +10 to +12 output as an approximation.
Blessing costs transcribed from the official wiki: