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Jewel of Soul: complete guide to upgrading +7 to +9 in MU Online

Complete guide to the Jewel of Soul in MU Online: what it does (upgrades +7/+8/+9 with failure risk), failure consequences per server type (drop to +0 vs item destruction), success rates per level, how to improve odds (item with additional option +0 increases rate), Lucky Coin alternatives, when to attempt and when to wait, the economic cost of failed attempts, and the psychological discipline needed for high-risk upgrading.

BR Bruno · Updated on Jan 23, 2026 · ⏱ 12 min read
Quick answer

The Jewel of Soul is where MU Online's upgrade system becomes genuinely risky. You've safely upgraded to +6 with JoB. Now you want +7, +8, or +9 — and every attempt has a real chance to fail and lose your work. This guide covers the full mechanics, risk assessment, and strategy for upgrading beyond

The Jewel of Soul is where MU Online's upgrade system becomes genuinely risky. You've safely upgraded to +6 with JoB. Now you want +7, +8, or +9 — and every attempt has a real chance to fail and lose your work. This guide covers the full mechanics, risk assessment, and strategy for upgrading beyond +6.

Dica: Core principle: JoB = safe (+1 to +6, no failure). JoS = risky (+7, +8, +9, can fail). NEVER skip JoB for the safe range — that's the most common beginner mistake. JoS is ONLY for +7 and above.
Atenção: CHECK YOUR SERVER'S FAILURE RULE BEFORE USING JoS ON VALUABLE ITEMS. The difference between "fails to +0" and "item destroyed" is enormous. If your server destroys items on failure: never use JoS on your only copy of an irreplaceable item.

What Jewel of Soul does

Mechanical function:

How it works:
1. Right-click Jewel of Soul in inventory
2. Click the item to upgrade
3. Animation plays → result: success or failure

On success:
→ Item gains +1 upgrade level (e.g., +6 → +7)
→ Item is now at the new level

On failure:
→ Item penalty applies (server-dependent — see below)
→ JoS is consumed regardless

---

Upgrade range (JoS only):

+6 → +7: JoS (failure risk)
+7 → +8: JoS (failure risk)
+8 → +9: JoS (failure risk — highest)
+9: maximum upgrade level (Excellent items cap at +9)

Note: +10/+11/+13 exist on some servers via special materials
These are server-specific and NOT standard S6 mechanics

---

Success rates (approximate for standard S6):

Level          | Success rate  | Failure rate
---------------|---------------|--------------
+6 → +7        | ~75%          | ~25%
+7 → +8        | ~65%          | ~35%
+8 → +9        | ~55%          | ~45%

Important notes:
→ These rates VARY by server configuration
→ Some servers have 80%/70%/60% (generous rates)
→ Some have 70%/60%/50% (punishing rates)
→ Always check your server's rates before attempting

---

Failure consequences:

The two most common server behaviors:

Type A (most common): fails to +0
→ Item survives but loses ALL upgrade levels
→ Example: fail at +9 attempt → item drops to +0
→ Loss: all the JoS invested in previous levels (need to redo)
→ The item itself is preserved — no permanent loss

Type B (less common, more punishing): item destruction
→ Item is completely destroyed on failure
→ Loss: the item itself + all invested JoS
→ Very high stakes — NEVER attempt with only one copy

Type C (some servers): fails back one level
→ +9 attempt fails → item drops to +8 (not +0)
→ Less punishing — just loses the most recent level
→ This is the most player-friendly failure mode

Check which type your server uses BEFORE any +7+ attempt.

Success rate improvement

The "+0 additional option" technique:

How it works:
On many S6 configurations:
→ Upgrading with the item's additional option at +0 (unleveled)
→ Gives a higher success rate than upgrading with leveled option

Standard approach:
1. Get your item to +6 (JoB only, option at +0 is fine here)
2. Use JoS to upgrade to +7, +8, +9 BEFORE adding option with JoL
3. Once at +9: THEN add Jewel of Life for option levels
4. Result: higher JoS success rate during the risky phase

Why this works:
→ The item's additional option level is a second multiplier in the formula
→ Option at +0 simplifies the calculation → better base rate
→ Option at +28 (max) + JoS: slightly lower rate (more complex formula)

Practical impact:
→ Difference is small (maybe +5-10% better rate) but meaningful over many attempts
→ Standard advice: "upgrade level first, option later"

---

Happy Hour:

Many servers run "Happy Hour" periods:
→ Time windows where upgrade rates are boosted
→ Typically: +5-15% to success rates
→ Check server website/Discord for Happy Hour schedule

Strategy:
→ Save your high-risk +9 attempts for Happy Hour
→ A single successful Happy Hour session can save 5-10 wasted JoS

---

Lucky variants (server-specific):

Some servers have:
→ "Lucky JoS" or "Blessed JoS": guaranteed success (rare)
→ "Upgrade protection": item doesn't drop if failure occurs
→ "Combo upgrade": multiple JoS in one attempt with rate boost

These are NOT standard S6 mechanics — check your server's custom features

Economic cost of failed attempts

Understanding the JoS investment:

To upgrade one item from +6 to +9 (optimistic scenario, no failures):
→ 1 JoS for +7
→ 1 JoS for +8
→ 1 JoS for +9
→ Total: 3 JoS

Expected attempts accounting for failure rates (~70%/65%/55%):

For +7 (75% rate):
→ Expected attempts: 1.33 on average
→ Cost: ~1.33 JoS

For +8 (65% rate):
→ Expected attempts: 1.54 on average
→ Cost: ~1.54 JoS

For +9 (55% rate):
→ Expected attempts: 1.82 on average
→ Cost: ~1.82 JoS

BUT: on Type A servers (fail to +0), each failure at +8 requires re-doing +7
And each failure at +9 requires re-doing +7 AND +8

---

Total expected cost on Type A server (fail to +0):

The math compounds:
→ +9 fails: need to redo +7 (1.33 JoS) + +8 (1.54 JoS) + retry +9 (1.82 JoS)
→ Expected total JoS for +9 on Type A server: ~5-10 JoS
→ "Unlucky" scenarios: 15-20+ JoS for one +9 item

Price implication:
→ 1 JoS ≈ 1 JoB in most markets
→ A +9 item that required 10 JoS to reach = buyer expects to pay 10 JoB premium
→ This is why +9 items cost significantly more than +6 + the upgrade cost

---

Price example (Excellent Sword):

Base excellent sword +0: 5 JoB
At +6 (6 JoB added): value ~11 JoB (5 base + 6 JoB cost)
At +9 (average 8 JoS added): value ~23 JoB (5 + 6 + 12 expected JoS cost)

Why +9 costs more than the sum:
→ The RISK premium: seller lost multiple JoS attempts on the way to +9
→ Buyers pay for the success AND the risk the seller took
→ A +9 item with great options: the risk premium can be very high

When to attempt +7/+8/+9

When you should attempt upgrading:

Safe scenarios:
1. You have 5-10x more JoS than you think you'll need
2. You have access to an equivalent replacement item if it fails to +0
3. You're not in active PvP events (don't upgrade mid-CS)
4. Happy Hour is active or upcoming

Risky scenarios to AVOID:
1. Only one copy of the item + Type A/B server = do NOT upgrade
2. You have exactly the right JoS for 3 attempts (need buffer)
3. Emotionally invested in specific outcome (leads to bad decisions)
4. Server has high failure consequences with no protection

---

The "one item upgrade" discipline:

Common mistake:
→ Upgrade multiple items simultaneously
→ Multiple failures simultaneously = catastrophic loss

Better approach:
→ Finish upgrading ONE item completely (+9) before starting next
→ One success before next risk
→ Psychologically manageable: you see progress

---

When to stop and sell at +6:

Sometimes +6 is the right call:
→ If your server has very punishing +9 failure rates
→ If you need the JoB more than you need the item upgrade
→ If the item isn't critical enough to risk the investment

The calculation:
→ Item at +6 worth 20 JoB
→ Expected cost to reach +9: 8 JoS (8 JoB equivalent)
→ Item at +9 worth 35 JoB
→ Profit from upgrading: 35 - 20 - 8 = +7 JoB
→ If this math is positive: upgrade. If negative: sell at +6 and buy +9 from market.
Nota: The Jewel of Soul's failure mechanic is the primary source of drama in MU Online's economy. A server with no JoS failure would have every item at +9 quickly — prices would collapse. With failure: +9 items require actual investment and risk, which keeps them valuable. The failure mechanic isn't punishing the player — it's maintaining the economic value of end-game items by ensuring they're genuinely hard to obtain.
Atenção: Never attempt +9 on an item on a server where you don't know the failure behavior. This is the most common expensive mistake in MU Online. Join the server's Discord, ask "what happens when JoS fails?" and get a clear answer: "drops to +0," "drops one level," or "item is destroyed." That answer changes everything about how you approach upgrading. Ask before you attempt.

See also the Jewel of Bless guide (the safe +1 to +6 path), the Jewel of Life guide (adding additional option levels), and the item economy guide (understanding +9 item prices and when to buy vs upgrade yourself).

Frequently asked questions

Can the Jewel of Soul fail?

Yes — Jewel of Soul has a failure risk on +7, +8, and +9 upgrades. The exact failure rate varies by server. Typically: +7 attempt has ~70-75% success, +8 has ~60-70% success, +9 has ~55-65% success (server-dependent). On failure: most servers drop the item back to +0 or remove the attempt level. Some servers have item destruction on failure — check your server's rules before attempting.

What happens when Jewel of Soul fails?

Depends entirely on the server configuration. The two most common behaviors: (1) item drops to +0 (the most common — the item is preserved but all upgrade work is lost), (2) item is destroyed (the item disappears completely — very rare, but some servers use this). Check your server's documentation or ask in Discord before upgrading a valuable item.

What's the difference between +6 (JoB max) and +9 (JoS max)?

At +6 (via JoB): item is at base safe level. Stats are improved but not dramatically. At +9 (via JoS): item has maximum upgrade bonus. The power difference between +6 and +9 is significant: +9 items deal more damage and provide more defense than +6 counterparts. In end-game: most serious players have critical items at +9.

How do I increase the success rate of JoS?

On most S6 configurations: using JoS on an item that has additional option at +0 (no option level) gives a higher success rate. This is a standard mechanic — upgrade the item's level first (+7/+8/+9) with the item's option at +0, then optionally add the option with JoL later. Some servers also have: Lucky Coin items that boost rate, Happy Hour bonuses to upgrade rates, or blessed JoS variants.

BR
Events, maps & items editor

Bruno specializes in MU Online events, maps, bosses and item economy. He documents every detail based on real gameplay.

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