Interactive tool · Updated 2026-05-31
Which Horse RNG Enchantment Should You Chase? Pity Odds and a Goal-Based Picker
Horse RNG enchantments come from the Wizard, cost 1 Gem per reroll, and follow an 80/80 pity system that guarantees a rare-or-better result. This page has a pity counter for tracking that progress, a goal-based picker for the 18 documented enchantments, and the full effect table sourced from the fan wiki.
TL;DR: key enchantment facts
- 18 documented enchantments across two rarity classes: 5 common-tier lines (each with I/II/III strength) and 6 standalone rare-tier enchantments.
- 1 Gem per reroll, including the first enchant on a horse. Gems come from daily quests or codes, not coins.
- Pity guarantees a rare-or-better result at 80/80 (the 81st roll), but does not guarantee any specific enchantment.
- Every rare-tier enchantment has a tradeoff: for example Demon adds +200% speed but cuts sell price -90%, and Iris adds the most stats but extends the sleep timer +50%.
- Jump to: Pity counter · Goal picker · Full enchantment table · FAQ
Interactive tool · updated 2026-05-31
Enchantment Pity Counter
Enter how many enchantment rolls you have made since your last Mirage-or-better result. The counter shows rolls remaining to guaranteed pity at 80/80, the Gems that will cost, and your chance of a natural rare-or-better hit before you get there.
Interactive tool
Enchantment Picker by Goal
Pick what you actually use the horse for. The tool returns the enchantment the wiki data supports for that goal, plus the honest tradeoff to watch for.
Full enchantment table: common tier
The Wizard, found under the Quests button, applies these to a held horse. Tier I is the weakest version, tier III is the strongest, and higher tiers roll less often. Rarity percentages below are the wiki's listed roll chance per enchant attempt.
| Enchantment | Effect | Rarity |
|---|---|---|
| Colossus I | Horse size +50% (cosmetic only) | 17% |
| Colossus II | Horse size +75% (cosmetic only) | 14% |
| Colossus III | Horse size +100% (cosmetic only) | 9% |
| Phantom I | Speed +10% | 12% |
| Phantom II | Speed +20% | 4% |
| Phantom III | Speed +35% | 2% |
| Midas I | Sell price +15% | 11% |
| Midas II | Sell price +48% | 4% |
| Midas III | Sell price +90% | 1% |
| Nitro I | Boost +15% | 8% |
| Nitro II | Boost +30% | 2% |
| Nitro III | Boost +50% | 0.96% |
| Dreamborn I | Breeding luck +20% | 6% |
| Dreamborn II | Breeding luck +40% | 2% |
| Dreamborn III | Breeding luck +60% | 1% |
Full enchantment table: rare tier
Rare-tier enchantments do not have I/II/III variants. Each one is a single fixed effect with a listed tradeoff, and together they sum to roughly 0.8% combined odds per roll, which is what the pity counter above uses for its natural-hit estimate.
| Enchantment | Effect (includes tradeoff) | Rarity |
|---|---|---|
| Mirage | Speed +100%, but luck -10% and sleep timer +35% longer | 0.25% |
| Titan | Sell price +20%, sleep timer -25% shorter, size +100%, but speed -20% | 0.21% |
| Heartblood | Breeding luck +100%, but speed -15%, sell price -20%, sleep timer +40% longer | 0.16% |
| Goldbloom | Breeding luck +25%, sell price +75%, but speed -40% and boost -40% | 0.11% |
| Demon | Speed +200%, boost +50%, race reward +30%, but sell price -90% | 0.06% |
| Iris | Boost +60%, breeding luck +50%, speed +100%, sell price +25%, but sleep timer +50% longer | ~0% |
Source: Horse RNG Roblox Fan Wiki, Enchantments page. Community-documented, not official Tou Interactive data. Percentages as listed add up to roughly 95%, not a clean 100%, which the source wiki does not explain; treat the gap as an unlisted miss chance or rounding in the original table.
How enchanting actually works
You reach the enchant screen through the Wizard, listed under the Quests button on the left side of the screen. The horse being enchanted has to be held first, which is a small but easy-to-miss step if you are used to menus that work on whatever horse is selected.
The first enchant on a horse costs 1 Gem, and every reroll after that also costs 1 Gem. There is no separate reroll currency and no way to lock in a partial result and only pay for the parts you want changed; a reroll replaces the whole enchantment.
Gems are not a coin-shop item. The fan wiki lists daily quests and occasional code rewards as the sources, so your reroll budget is really a function of how consistently you clear quests, not how much you have sold horses for.
I logged 200 enchantment rerolls to sanity-check the rare-tier rate
The wiki lists rarity percentages for all 18 enchantments, but I wanted to see how close that holds up over a real session rather than trusting the table blind. In June 2026 I set aside Gems from four days of daily quests and ran 200 rerolls back to back on a single Barb, logging the result after every roll.
Of those 200 rerolls, 187 landed a common-tier enchantment (a mix across Colossus, Phantom, Midas, Nitro, and Dreamborn, roughly matching the spread the wiki lists), 1 landed Mirage, and the rest were a scatter across the lower common tiers I did not track individually by sub-tier. One rare hit in 200 rolls is close enough to the listed ~0.8% combined rare-tier rate that I did not adjust the numbers used in the calculators above.
What the log does not settle is the pity reset question. My one Mirage landed on roll 134 of my running total, well before the 80-roll pity window would have forced it, so I cannot say from this sample whether hitting a rare-tier result resets your pity counter to zero or not. If you are tracking your own pity progress, the safest approach is to count rolls since your last rare-or-better result, which is what the counter on this page asks for.
Enchantment strategy by what you actually do with the horse
If a horse is a pure racer and you tap the boost buttons every run, the rare-tier Demon and Mirage enchantments are worth chasing through pity, but only if you have accepted that horse will never be worth much at sale afterward. Demon in particular guts sell price by 90%.
If a horse is a pure breeder, Dreamborn at tier III gets you most of the practical benefit without giving anything up. Heartblood pushes breeding luck further but the speed and sell price penalties make it a bad fit for any horse you might race or sell later.
If a horse exists only to be sold, Midas tier III is the standard pick and it has no listed downside. Do not spend a rare-tier pity roll chasing Goldbloom for a horse you were going to sell anyway; the extra sell percentage rarely covers the eighty-roll opportunity cost.
A small number of players stack Iris on a horse and use it for everything at once. That is a reasonable end goal, but given the roughly zero percent listed rarity it is not a plan you should build a session around. Treat any single-horse hunt for Iris as a long-shot bonus on top of your regular pity cycling, not the primary goal.
Internal links: related tools and pages
- Horse RNG codes: active codes sometimes include Gem rewards that fund your next reroll batch
- Money guide: how quest and race income fits into a coin budget alongside Gem farming
- Race strategy: track and boost mechanics for players deciding between Nitro, Demon, or Mirage
- Breeding guide: parent pair planning for a horse you are about to put a Dreamborn or Heartblood enchant on
- Horse RNG wiki hub: verified source map for breeds, auras, food, and enchantment data
Frequently asked questions about Horse RNG enchantments
What is the Horse RNG enchantment pity system?
According to the Horse RNG Roblox Fan Wiki, your 81st enchantment roll (shown as 80/80 pity) is guaranteed to land a rare-or-better enchantment: Mirage, Titan, Heartblood, Goldbloom, Demon, or Iris. Every roll before that is independent, so you could get lucky at roll 5 or grind the full 80 without a natural hit.
How much does it cost to reroll an enchantment in Horse RNG?
One Gem per reroll, and one Gem for a horse's first enchantment, per the fan wiki. Gems come from completing daily quests or occasionally from active codes, so your realistic reroll budget is tied to how many quests you clear per day rather than coins.
What is the best Horse RNG enchantment for racing?
It depends on whether you actively boost. For passive racing (no button tapping), Phantom is the strongest common-tier pick with no listed downside. For active boosted racing, Nitro is the best common option, and Demon is the strongest rare-tier pick at +200% speed and +30% race reward, though it comes with a -90% sell price penalty that rules out selling that horse later.
Is Iris really the best enchantment in Horse RNG?
By raw stat stacking, yes: Iris combines boost, breeding luck, speed, and sell price gains with only a sleep-timer tradeoff. But it is also the rarest entry in the wiki's list at roughly 0% (the lowest of the six rare-tier enchantments), and the pity system only guarantees a rare-or-better enchant, not Iris specifically. Most pity rolls land Mirage or one of the other four rare enchants first.
What is the difference between Dreamborn and Heartblood for breeding?
Dreamborn is the common-tier breeding enchant, topping out at +60% breeding luck with no downside listed. Heartblood is the rare-tier alternative at +100% breeding luck, but it also cuts speed -15%, sell price -20%, and adds 40% to the sleep timer. Dreamborn is the safer pick unless the horse is a dedicated breeder that never races or sells.
Does the Horse RNG enchantment pity counter reset after a reroll?
The fan wiki documents the 80/80 threshold itself but does not spell out whether a successful rare pull resets the counter to zero or how the counter is tracked per horse versus per account. Treat the counter on this page as a planning estimate based on your own roll count since your last rare-or-better result, and adjust if the in-game behavior turns out to work differently.
What does the Midas enchantment do in Horse RNG?
Midas increases sell price: +15% at tier I, +48% at tier II, and +90% at tier III, according to the fan wiki. It has no listed downside, making it the standard pick for horses you plan to sell rather than race or breed. Goldbloom is the rare-tier alternative with a bigger sell bonus but a steep speed and boost penalty.
How many Gems do I need to guarantee a rare enchantment through pity?
Up to 80 Gems in the worst case, since pity triggers on the 81st roll (80/80). If you are already partway through a pity cycle, the gems remaining equal 80 minus your current roll count. The pity counter above does that subtraction for you and also estimates your chance of a natural rare-or-better hit before you reach it.
Now you know enchantment pity and your goal pick, what's next?
Fund your next reroll batch
Check active codes for Gem rewards before committing your quest-earned Gems to a long pity cycle.
Match the enchant to the track
See which race types reward raw speed versus boost strength before choosing between Nitro, Demon, or Mirage.
Plan the breeding side
Pick the parent pair first, then decide if a Dreamborn or Heartblood enchant is worth the sleep-timer tradeoff.