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Sword Enchant

Pay to swing the hammer. Success is +1, failure shatters the blade. Selling what you built is the only way to earn.

  • ① Every swing costs gold. A failure shatters the sword and sends you back to +0
  • ② Selling is the only income. Each level multiplies what the sword is worth
  • ③ Guard Scrolls save a failed swing — but higher levels burn several scrolls per save
  • ④ Warp Scrolls start you at +9, +13, +14 or +15. Ranked by the highest level you reached

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Where you stand

+0

A faithful take on the old Korean flash game "Sword Enchant". You start with gold, pay to upgrade a sword, sell what you built for far more than it cost, and push the next one higher. Every swing costs money, and a failure shatters the blade outright. Selling swords is the only income. A Guard Scroll saves a sword from a failed swing, but higher levels burn several scrolls per save (2 at +13, 15 at +20, and nothing at all works above +25). Warp Scrolls drop you straight at +9, +13, +14 or +15. Ranked by the highest level you ever reached. Free, no install, no sign-up.

How to play

  1. Press ▶ START and you begin with 2,000,000 gold and a +0 rusted iron sword. FORGE (or Space / Enter) deducts the cost and swings the hammer.
  2. Success is +1. Failure shatters the sword and drops you to +0. The scraps left behind can be traded for Guard Scrolls.
  3. Value climbs steeply: +9 sells for 90K, +12 for 1M, +15 for 10M. Sell takes the money and puts you back at +0.
  4. The Shop stocks Guard Scrolls (2.1M each, 6M for three) and Warp Scrolls. With a Guard equipped, a failed swing consumes as many scrolls as that level demands instead of the sword.
  5. Press Record when you want to stop — your best level is posted with a nickname. Keep forging leaves your sword and gold untouched.

Rates, costs and prices

Everyone rolls the same numbers. Nothing on sale raises your success rate.

  • +0 → +5 98–86% · costs 500–7K · sells 200–6K
  • +6 → +9 81–66% · costs 10K–30K · sells 15K–90K
  • +10 → +13 62–50% · costs 40K–80K · sells 180K–2M
  • +14 → +16 48–44% · costs 100K–170K · sells 5M–20M
  • +17 → +19 41–35% · costs 230K–400K · sells 38M–140M
  • +20 → +29 33–15% · costs 650K–14M · sells 270M–92B

Bare-handed, a clean run reaches +9 about 27% of the time, +13 3.5%, +15 just 0.8% (119 attempts on average), and +20 0.009% (about 10,000). That is what the scrolls are for.

How many scrolls does a save cost?

The price per scroll is fixed at 2.1M, but the number burned per save climbs with the level — straight from the original's hard mode.

  • +3 and below — none. A break costs you almost nothing down here
  • +4 to +12 one scroll (2.1M)
  • +13 two · +14 three · +15 four (8.4M)
  • +16 seven · +17 nine · +18 ten (21M)
  • +19 twelve · +20 fifteen (31.5M)
  • +21 seventeen · +22 twenty · +23 twenty-two · +24–25 twenty-three (48.3M)
  • Above +25 — no scroll works. Those levels are bare-handed

So insurance inflates as fast as the sword does: one +16 blade (20M) buys a single save at +20. Scraps drop in proportion to the level that shattered, and six of them trade for one scroll.

How the ranking works

The highest level reached comes first. When two players tie, the one who got there in fewer swings ranks higher — the winner should be whoever got lucky, not whoever sat there longest.

FAQ

What counts as a good result?

Fifteen minutes usually lands you around +14. +18 is roughly the top 5% and +21 the top 1%. The original game ends at +29; here there is no ceiling — a cap would just pile up perfect scores and kill the leaderboard.

What if I run out of gold?

If you cannot afford even the cheapest swing, you scrape together 20,000 from scrap metal. The run never gets stuck.

Can I buy better odds?

No. Success rates are identical for everyone; a Guard Scroll only saves the sword after a failure, it never changes the roll. Above +25 even scrolls stop working — the top of the board is decided by luck, not by gold.

Does it work on desktop?

Yes — Space or Enter swings the hammer, and fast presses queue up instead of being dropped.

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