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Odds & luck 76

Every probability of the game: rift spawns, drops, gemstones, chests and rolls.

Real game dataOverview
Luck modifiers

Rift kinds when a city rift opens

every rift opening (red rolled first, then PvP) · one outcome per roll

default values: the team can tune these rates live; 50% of A / S rifts open as guild raids

OutcomeChance1 inIn 100 tries
Plain rift90.2%190.2
Red rift (anomaly)6%176
PvP rift3.8%273.8

Rift ranks in the Docks

every rift opening in that district · one outcome per roll

weights x (1 + 3 x the share of awakened here wanting that rank: their rank and the next one); S+ rifts only while an awakened of rank S or above is in the server, Nation rifts only while a Nation awakened is (their weight is 0 otherwise); default values: the team can tune these rates live

OutcomeChance1 inIn 100 tries
Rank EE60%260
Rank DD35%335
Rank CC5%205

Rift ranks in the Residential Quarter

every rift opening in that district · one outcome per roll

weights x (1 + 3 x the share of awakened here wanting that rank: their rank and the next one); S+ rifts only while an awakened of rank S or above is in the server, Nation rifts only while a Nation awakened is (their weight is 0 otherwise); default values: the team can tune these rates live

OutcomeChance1 inIn 100 tries
Rank EE40%340
Rank DD40%340
Rank CC18%618
Rank BB2%502

Rift ranks in the Old Town

every rift opening in that district · one outcome per roll

weights x (1 + 3 x the share of awakened here wanting that rank: their rank and the next one); S+ rifts only while an awakened of rank S or above is in the server, Nation rifts only while a Nation awakened is (their weight is 0 otherwise); default values: the team can tune these rates live

OutcomeChance1 inIn 100 tries
Rank CC40%340
Rank DD30%330
Rank BB25%425
Rank AA5%205

Rift ranks in the Industrial Zone

every rift opening in that district · one outcome per roll

weights x (1 + 3 x the share of awakened here wanting that rank: their rank and the next one); S+ rifts only while an awakened of rank S or above is in the server, Nation rifts only while a Nation awakened is (their weight is 0 otherwise); default values: the team can tune these rates live

OutcomeChance1 inIn 100 tries
Rank BB37%337
Rank AA27.8%427.8
Rank CC18.5%518.5
Rank SS9.3%119.3
Rank S+EX5.6%185.6
Rank NationEX1.9%541.9

A rift's timer runs out

when an open rift expires with nobody inside · one outcome per roll

at most 2 breaks at once

OutcomeChance1 inIn 100 tries
Breaks (monsters in the district)35%335
Folds65%265

Dungeon theme and guardian, rank E

when the dungeon is generated · one outcome per roll

the theme brings its rooms' monsters and its guardian

OutcomeChance1 inIn 100 tries
Drowned Marsh (guardian Rotwood Behemoth)27.6%427.6
Ruined Temple (guardian Hollow Sovereign)24.1%424.1
The Shattered Threshold (guardian Rift Colossus)13.8%713.8
Frozen Cavern (guardian Frost Matriarch)10.3%1010.3
Sunken Abyss (guardian Drowned King)10.3%1010.3
Iron Fortress (guardian Cinder Colossus)6.9%146.9
Clockwork Vault (guardian Grand Mechanist)6.9%146.9

Guardian variant, rank E

when the dungeon is generated · one outcome per roll

Enraged: faster below 50% HP; Summoner: calls adds at 66% / 33% HP

OutcomeChance1 inIn 100 tries
Standard50%250
Enraged30%330
Summoner20%520

Dungeon theme and guardian, rank D

when the dungeon is generated · one outcome per roll

the theme brings its rooms' monsters and its guardian

OutcomeChance1 inIn 100 tries
Frozen Cavern (guardian Frost Matriarch)26.7%426.7
Ruined Temple (guardian Hollow Sovereign)16.7%616.7
Drowned Marsh (guardian Rotwood Behemoth)13.3%813.3
The Shattered Threshold (guardian Rift Colossus)10%1010
Sunken Abyss (guardian Drowned King)10%1010
Iron Fortress (guardian Cinder Colossus)10%1010
Storm Peak (guardian Storm Titan)6.7%156.7
Clockwork Vault (guardian Grand Mechanist)6.7%156.7

Guardian variant, rank D

when the dungeon is generated · one outcome per roll

Enraged: faster below 50% HP; Summoner: calls adds at 66% / 33% HP

OutcomeChance1 inIn 100 tries
Enraged40%340
Standard30%330
Summoner30%330

Dungeon theme and guardian, rank C

when the dungeon is generated · one outcome per roll

the theme brings its rooms' monsters and its guardian

OutcomeChance1 inIn 100 tries
Iron Fortress (guardian Cinder Colossus)22.9%422.9
Frozen Cavern (guardian Frost Matriarch)17.1%617.1
Ruined Temple (guardian Hollow Sovereign)11.4%911.4
Clockwork Vault (guardian Grand Mechanist)11.4%911.4
The Shattered Threshold (guardian Rift Colossus)8.6%128.6
Storm Peak (guardian Storm Titan)8.6%128.6
Crimson Cathedral (guardian Scarlet Archon)8.6%128.6
Sunken Abyss (guardian Drowned King)5.7%175.7
Drowned Marsh (guardian Rotwood Behemoth)5.7%175.7

Guardian variant, rank C

when the dungeon is generated · one outcome per roll

Enraged: faster below 50% HP; Summoner: calls adds at 66% / 33% HP

OutcomeChance1 inIn 100 tries
Summoner40%340
Enraged40%340
Standard20%520

Dungeon theme and guardian, rank B

when the dungeon is generated · one outcome per roll

the theme brings its rooms' monsters and its guardian

OutcomeChance1 inIn 100 tries
Iron Fortress (guardian Cinder Colossus)25.7%425.7
Frozen Cavern (guardian Frost Matriarch)17.1%617.1
Storm Peak (guardian Storm Titan)11.4%911.4
Crimson Cathedral (guardian Scarlet Archon)11.4%911.4
Ruined Temple (guardian Hollow Sovereign)8.6%128.6
Clockwork Vault (guardian Grand Mechanist)8.6%128.6
Sunken Abyss (guardian Drowned King)5.7%175.7
The Shattered Threshold (guardian Rift Colossus)5.7%175.7
Drowned Marsh (guardian Rotwood Behemoth)5.7%175.7

Guardian variant, rank B

when the dungeon is generated · one outcome per roll

Enraged: faster below 50% HP; Summoner: calls adds at 66% / 33% HP

OutcomeChance1 inIn 100 tries
Summoner45%245
Enraged45%245
Standard10%1010

Dungeon theme and guardian, rank A

when the dungeon is generated · one outcome per roll

the theme brings its rooms' monsters and its guardian

OutcomeChance1 inIn 100 tries
Iron Fortress (guardian Cinder Colossus)25%425
Frozen Cavern (guardian Frost Matriarch)16.7%616.7
Crimson Cathedral (guardian Scarlet Archon)13.9%713.9
Storm Peak (guardian Storm Titan)11.1%911.1
Ruined Temple (guardian Hollow Sovereign)8.3%128.3
Clockwork Vault (guardian Grand Mechanist)8.3%128.3
Sunken Abyss (guardian Drowned King)5.6%185.6
The Shattered Threshold (guardian Rift Colossus)5.6%185.6
Drowned Marsh (guardian Rotwood Behemoth)5.6%185.6

Guardian variant, rank A

when the dungeon is generated · one outcome per roll

Enraged: faster below 50% HP; Summoner: calls adds at 66% / 33% HP

OutcomeChance1 inIn 100 tries
Enraged50%250
Summoner50%250

Dungeon theme and guardian, rank S

when the dungeon is generated · one outcome per roll

the theme brings its rooms' monsters and its guardian

OutcomeChance1 inIn 100 tries
Iron Fortress (guardian Cinder Colossus)27%427
Frozen Cavern (guardian Frost Matriarch)16.2%616.2
Storm Peak (guardian Storm Titan)13.5%713.5
Crimson Cathedral (guardian Scarlet Archon)13.5%713.5
Clockwork Vault (guardian Grand Mechanist)8.1%128.1
Ruined Temple (guardian Hollow Sovereign)5.4%195.4
Sunken Abyss (guardian Drowned King)5.4%195.4
The Shattered Threshold (guardian Rift Colossus)5.4%195.4
Drowned Marsh (guardian Rotwood Behemoth)5.4%195.4

Guardian variant, rank S

when the dungeon is generated · one outcome per roll

Enraged: faster below 50% HP; Summoner: calls adds at 66% / 33% HP

OutcomeChance1 inIn 100 tries
Enraged50%250
Summoner50%250

Dungeon theme and guardian, rank S+

when the dungeon is generated · one outcome per roll

the theme brings its rooms' monsters and its guardian

OutcomeChance1 inIn 100 tries
Iron Fortress (guardian Cinder Colossus)23.1%423.1
Crimson Cathedral (guardian Scarlet Archon)15.4%715.4
Frozen Cavern (guardian Frost Matriarch)12.8%812.8
Storm Peak (guardian Storm Titan)12.8%812.8
Ruined Temple (guardian Hollow Sovereign)10.3%1010.3
Sunken Abyss (guardian Drowned King)7.7%137.7
Clockwork Vault (guardian Grand Mechanist)7.7%137.7
The Shattered Threshold (guardian Rift Colossus)5.1%205.1
Drowned Marsh (guardian Rotwood Behemoth)5.1%205.1

Guardian variant, rank S+

when the dungeon is generated · one outcome per roll

Enraged: faster below 50% HP; Summoner: calls adds at 66% / 33% HP

OutcomeChance1 inIn 100 tries
Enraged50%250
Summoner50%250

Dungeon theme and guardian, rank Nation

when the dungeon is generated · one outcome per roll

the theme brings its rooms' monsters and its guardian; off-theme rooms x0.88 HP, x0.9 damage

OutcomeChance1 inIn 100 tries
Eclipse Citadel (guardian Eclipse Monarch)80%180
Crimson Cathedral (guardian Scarlet Archon)4%254
Iron Fortress (guardian Cinder Colossus)4%254
Storm Peak (guardian Storm Titan)4%254
Ruined Temple (guardian Hollow Sovereign)3%333
Frozen Cavern (guardian Frost Matriarch)3%333
Drowned Marsh (guardian Rotwood Behemoth)2%502

Guardian variant, rank Nation

when the dungeon is generated · one outcome per roll

Enraged: faster below 50% HP; Summoner: calls adds at 66% / 33% HP

OutcomeChance1 inIn 100 tries
Enraged50%250
Summoner50%250

Elite monsters by dungeon rank

each monster placed in a combat room · each line rolled on its own

an elite: x1.25 size, +1 tier, x2 XP, 3-6 shards (x the rank's chest scale) and an item at 8%

OutcomeChance1 inAt least 1 in 100
Rank EE10%10100%
Rank DD15%7100%
Rank CC22%5100%
Rank BB28%4100%
Rank AA34%3100%
Rank SS40%3100%
Rank S+EX50%2100%
Rank NationEX55%2100%

Mid-boss in a dungeon

when the dungeon is generated · each line rolled on its own

its kill: chest shards x3 and one item for every awakened

OutcomeChance1 inAt least 1 in 100
Rank S+EX40%3100%
Rank NationEX100%1100%

Monsters of another rank

each monster placed · each line rolled on its own

OutcomeChance1 inAt least 1 in 100
One rank below20%5100%
One rank above4%2598.3%

Calm rooms

dungeon generation (from 3 combat rooms) · each line rolled on its own

at most 1 per dungeon

OutcomeChance1 inAt least 1 in 100
A combat room is calm (no monsters)22%5100%
A calm room holds a chest65%2100%

Side branches

dungeon generation · each line rolled on its own

at most 2

OutcomeChance1 inAt least 1 in 100
A side branch opens35%3100%

A dungeon event happens

when the dungeon is generated · each line rolled on its own

pity per awakened: +15% per dungeon without event, guaranteed after 5 in a row (the party uses its highest pity)

OutcomeChance1 inAt least 1 in 100
First event30%3100%
Second event (never a second major)20%5100%

Which dungeon event

once an event happens · one outcome per roll

only the events allowed at the rank of the dungeon are drawn; at most one major event

OutcomeChance1 inIn 100 tries
Rule room (A room here follows its own law.)23.6%423.6
Timed vault (A vault of shards lies ahead. It will not stay open.)19.7%519.7
Theme rift (A pocket of another world is lodged in this rift.)15.7%615.7
Rival awakened (Another awakened claims this rift.)9.4%119.4
Invincible wanderer (Something no blade can wound roams these halls. Avoid it.)7.9%137.9
Locked dungeon (The way out is sealed until the guardian falls.)7.9%137.9
Awakened guardian (The guardian of this rift is awake. It is far stronger.)6.3%166.3
??? (never announced)9.4%119.4

A rift anomaly modifier

when the dungeon is generated · each line rolled on its own

OutcomeChance1 inAt least 1 in 100
A modifier45%2100%

Which modifier

once a modifier happens · one outcome per roll

Time limit: 480 s; Regeneration: 3% HP/s

OutcomeChance1 inIn 100 tries
Darkness (XP x1.25, shards x1.2)33.3%333.3
Regeneration (XP x1.15, shards x1.15)27.8%427.8
Collapse (XP x1.2, shards x1.3)22.2%522.2
Resonance (XP x2) (XP x2, shards x1)16.7%616.7

Alcoves

an alcove found in a dungeon · one outcome per roll

a timed treasure's chest is a mimic 30% of the time

OutcomeChance1 inIn 100 tries
Chest70%170
Mimic18%618
Empty12%812

Secret chamber puzzles

each secret chamber of a dungeon · one outcome per roll

secret chambers per dungeon: E 2-3, D 2-3, C 5-6, B 5-6, A 5-6, S 5-6, S+ 6-8, Nation 6-8; shards x1.2

OutcomeChance1 inIn 100 tries
Lieutenant6.6%156.6
Echo6.6%156.6
Ascension6.6%156.6
Seal6.6%156.6
Twins6.6%156.6
Shards6.6%156.6
Kindle6.6%156.6
Relic6.6%156.6
Oracles5.9%175.9
Path5.9%175.9
Prism5.9%175.9
Wisp5.9%175.9
Lock5.9%175.9
Sentinel5.9%175.9
Gauntlet5.9%175.9
Climb5.9%175.9

Chest tiers, rank E dungeon

each chest placed · one outcome per roll

weight x (1 + 0 x its place: Common 0 .. Astral 4); a chest's item: rarity table item-rarity-normal (x luck on the chance); shards 8-14 x the tier

OutcomeChance1 inIn 100 tries
Common chest (shards x1, item chance 25.0%)64%264
Ashen chest (shards x1.5, item chance 30.0%)24%424
Obsidian chest (shards x2.2, item chance 37.5%)9%119
Gilded chest (shards x3.2, item chance 50.0%)2.6%382.6
Astral chest (shards x4.5, item chance 75.0%)0.4%2500.4

Chest tiers, rank D dungeon

each chest placed · one outcome per roll

weight x (1 + 0.08 x its place: Common 0 .. Astral 4); a chest's item: rarity table item-rarity-normal (x luck on the chance); shards 14-24 x the tier

OutcomeChance1 inIn 100 tries
Common chest (shards x1, item chance 25.0%)61.5%261.5
Ashen chest (shards x1.5, item chance 30.0%)24.9%424.9
Obsidian chest (shards x2.2, item chance 37.5%)10%1010
Gilded chest (shards x3.2, item chance 50.0%)3.1%323.1
Astral chest (shards x4.5, item chance 75.0%)0.51%1970.5

Chest tiers, rank C dungeon

each chest placed · one outcome per roll

weight x (1 + 0.16 x its place: Common 0 .. Astral 4); a chest's item: rarity table item-rarity-normal (x luck on the chance); shards 24-40 x the tier

OutcomeChance1 inIn 100 tries
Common chest (shards x1, item chance 25.0%)59.1%259.1
Ashen chest (shards x1.5, item chance 30.0%)25.7%425.7
Obsidian chest (shards x2.2, item chance 37.5%)11%911
Gilded chest (shards x3.2, item chance 50.0%)3.6%283.6
Astral chest (shards x4.5, item chance 75.0%)0.61%1650.6

Chest tiers, rank B dungeon

each chest placed · one outcome per roll

weight x (1 + 0.25 x its place: Common 0 .. Astral 4); a chest's item: rarity table item-rarity-normal (x luck on the chance); shards 40-65 x the tier

OutcomeChance1 inIn 100 tries
Common chest (shards x1, item chance 25.0%)56.7%256.7
Ashen chest (shards x1.5, item chance 30.0%)26.6%426.6
Obsidian chest (shards x2.2, item chance 37.5%)12%812
Gilded chest (shards x3.2, item chance 50.0%)4%254
Astral chest (shards x4.5, item chance 75.0%)0.71%1410.7

Chest tiers, rank A dungeon

each chest placed · one outcome per roll

weight x (1 + 0.35 x its place: Common 0 .. Astral 4); a chest's item: rarity table item-rarity-normal (x luck on the chance); shards 65-100 x the tier

OutcomeChance1 inIn 100 tries
Common chest (shards x1, item chance 25.0%)54.2%254.2
Ashen chest (shards x1.5, item chance 30.0%)27.5%427.5
Obsidian chest (shards x2.2, item chance 37.5%)13%813
Gilded chest (shards x3.2, item chance 50.0%)4.5%224.5
Astral chest (shards x4.5, item chance 75.0%)0.81%1230.8

Chest tiers, rank S dungeon

each chest placed · one outcome per roll

weight x (1 + 0.5 x its place: Common 0 .. Astral 4); a chest's item: rarity table item-rarity-normal (x luck on the chance); shards 100-160 x the tier

OutcomeChance1 inIn 100 tries
Common chest (shards x1, item chance 25.0%)50.9%250.9
Ashen chest (shards x1.5, item chance 30.0%)28.6%328.6
Obsidian chest (shards x2.2, item chance 37.5%)14.3%714.3
Gilded chest (shards x3.2, item chance 50.0%)5.2%195.2
Astral chest (shards x4.5, item chance 75.0%)0.95%1051

Chest tiers, rank S+ dungeon

each chest placed · one outcome per roll

weight x (1 + 0.65 x its place: Common 0 .. Astral 4); a chest's item: rarity table item-rarity-normal (x luck on the chance); shards 160-250 x the tier

OutcomeChance1 inIn 100 tries
Common chest (shards x1, item chance 25.0%)48%248
Ashen chest (shards x1.5, item chance 30.0%)29.7%329.7
Obsidian chest (shards x2.2, item chance 37.5%)15.5%615.5
Gilded chest (shards x3.2, item chance 50.0%)5.7%175.7
Astral chest (shards x4.5, item chance 75.0%)1.1%931.1

Chest tiers, rank Nation dungeon

each chest placed · one outcome per roll

weight x (1 + 0.8 x its place: Common 0 .. Astral 4); a chest's item: rarity table item-rarity-normal (x luck on the chance); shards 250-380 x the tier

OutcomeChance1 inIn 100 tries
Common chest (shards x1, item chance 25.0%)45.4%245.4
Ashen chest (shards x1.5, item chance 30.0%)30.6%330.6
Obsidian chest (shards x2.2, item chance 37.5%)16.6%616.6
Gilded chest (shards x3.2, item chance 50.0%)6.3%166.3
Astral chest (shards x4.5, item chance 75.0%)1.2%841.2

Secret chamber chests

a secret chamber's chest · one outcome per roll

OutcomeChance1 inIn 100 tries
Obsidian chest60%260
Gilded chest30%330
Astral chest10%1010

Item rarity (chests, elites, mimics, mid-bosses)

each item drawn · one outcome per roll

luck changes the chance an item drops, not these weights; red rifts beyond S raise the source (normal -> guardian -> bonus)

OutcomeChance1 inIn 100 tries
Common (rank E)E48%248
Uncommon (rank D)D30%330
Rare (rank C)C12%812
Trash (rank F)6%176
Epic (rank B)B3.5%293.5
Legendary (rank A)A0.45%2220.5
Mythic (rank S)S0.05%2,0000.1

Item rarity (guardian fallback, rival awakened, rift breaks)

each item drawn · one outcome per roll

luck changes the chance an item drops, not these weights; red rifts beyond S raise the source (normal -> guardian -> bonus)

OutcomeChance1 inIn 100 tries
Uncommon (rank D)D36%336
Rare (rank C)C28%428
Common (rank E)E18%618
Epic (rank B)B13%813
Legendary (rank A)A2.7%372.7
Trash (rank F)2%502
Mythic (rank S)S0.3%3330.3

Item rarity (bonus source: special guardians' fallback, loot raised twice)

each item drawn · one outcome per roll

OutcomeChance1 inIn 100 tries
Rare (rank C)C38%338
Epic (rank B)B30%330
Uncommon (rank D)D20%520
Legendary (rank A)A10%1010
Mythic (rank S)S2%502

Item slot

each item drawn without a set base · one outcome per roll

a weapon is one of the awakened's class weapons 25% of the time, else any weapon of that rank; high-rank models (MinRank) only from their rank

OutcomeChance1 inIn 100 tries
Weapon40%340
Accessory35%335
Armor25%425

Elite kill

an elite killed (its killer) · each line rolled on its own

plus shards; chance x the luck multiplier (100% at most)

OutcomeChance1 inAt least 1 in 100
An item (item-rarity-normal)8%13100%

Chest item

a chest opened (each awakened) · each line rolled on its own

x the chest tier's item factor (Ashen 1.2, Obsidian 1.5, Gilded 2, Astral 3), then x luck, 100% at most

OutcomeChance1 inAt least 1 in 100
An item (Common chest)25%4100%

Guardian spoils (the reel)

one prize per awakened who fought the guardian · one outcome per roll

a dungeon with 3 stars gives a second roll; stars add luck: +10% / +25% / +40%; the reel shows rare cards far more often than they come (tease)

OutcomeChance1 inIn 100 tries
Equipment58%258
Shards25%425
Boost14%714
Rare3%333

Spoils equipment grade (offset from the centre rank)

an equipment prize · one outcome per roll

centre = the lower of the dungeon's loot rank and the awakened's rank (S+ / Nation count as S+); top = S (S+ when the dungeon or the awakened is S+ or above), ranks beyond the top fold into it; the chances above the centre x 2 per bonus step (special guardian, beyond S) and x the luck (3 at most), then renormalised

OutcomeChance1 inIn 100 tries
-2 ranks2%502
-1 rank14%714
Same rank81.4%181.4
+1 rank2.5%402.5
+2 ranks0.1%1,0000.1

Paid reroll equipment grade

a paid reroll (Robux, within 10 min) · one outcome per roll

slightly better than a guardian's; shown in game before paying; never offered where Roblox restricts paid random items

OutcomeChance1 inIn 100 tries
-2 ranks2%502
-1 rank14%714
Same rank75.5%175.5
+1 rank7.5%137.5
+2 ranks1%1001

Spoils equipment slot

an equipment prize · one outcome per roll

OutcomeChance1 inIn 100 tries
Weapon45%245
Armor30%330
Accessory25%425

Spoils shard prize

a shard prize · one outcome per roll

OutcomeChance1 inIn 100 tries
Pile (x2.5 the rank's clear shards)72%172
Hoard (x6 the rank's clear shards)24%424
Jackpot (x15 the rank's clear shards)4%254

Spoils boost item

a boost prize · one outcome per roll

each: x2 for 15 min of play

OutcomeChance1 inIn 100 tries
XP boost40%340
Shard boost35%335
Luck boost25%425

Spoils rare item

a rare prize · one outcome per roll

OutcomeChance1 inIn 100 tries
Rift summon55%255
Server boost25%425
Private rift15%715
Anomaly summon5%205

Nation edition (guardian rare roll)

each guardian spoils draw, taken from the equipment share · each line rolled on its own

luck not counted; none below Nation; also on a paid reroll; a Nation weapon is of the awakened's class 60% of the time; its rarity: Epic 42, Legendary 30, Mythic 8, Rare 20

OutcomeChance1 inAt least 1 in 100
Nation dungeon0.15%66713.9%
ERROR dungeon (beyond a Nation double dungeon)1.3%8071.6%

Market stock rarity

every 60 min, the same for every awakened of a rank · one outcome per roll

buy price x4; selling gives back 80%

OutcomeChance1 inIn 100 tries
Uncommon48%248
Common22%522
Rare20%520
Epic8%138
Legendary2%502

Forge: reforge bonuses

a reforge (shards: 2.5 x the item's value) · each line rolled on its own

bonuses per rarity: Common 0, Uncommon 1, Rare 1, Epic 2, Legendary 3, Mythic 4, Limited 4; forge upgrades and grade climbs never fail (no random part)

OutcomeChance1 inAt least 1 in 100
Each bonus stat: one of 7 (Strength, Agility, Vitality, Defense, Perception, Intelligence, Spirit), no duplicate14.3%7100%
Bonus amount 1 x item rank order33.3%3100%
Bonus amount 2 x item rank order33.3%3100%
Bonus amount 3 x item rank order33.3%3100%

Armor Gem

a gem opened · one outcome per roll

25,000 shards or Robux; already owned: back Legendary 50%, Mythic 75%, Epic 30%, Limited 100%, Rare 15% of the price in shards; the secret's name is hidden in game

OutcomeChance1 inIn 100 tries
Ronin armor (Rare)C18%618
Glacier armor (Rare)C18%618
Desert nomad armor (Rare)C18%618
Operative armor (Epic)B11%911
Verdant armor (Epic)B11%911
Inferno armor (Legendary)A8%138
Celestial regalia (Legendary)A8%138
Voidwalker garb (Mythic)S7%147
Secret cosmetic (???)EX1%1001

Pendant Gem

a gem opened · one outcome per roll

20,000 shards or Robux; already owned: back Legendary 50%, Mythic 75%, Epic 30%, Limited 100%, Rare 15% of the price in shards; the secret's name is hidden in game

OutcomeChance1 inIn 100 tries
Wolf fang (Rare)C18%618
Jade lotus (Rare)C18%618
Wayfinder compass (Rare)C18%618
Blood ruby (Epic)B11%911
Storm sigil (Epic)B11%911
Sunstone (Legendary)A8%138
Moonveil (Legendary)A8%138
Astral heart (Mythic)S7%147
Secret cosmetic (???)EX1%1001

Aura Gem

a gem opened · one outcome per roll

30,000 shards or Robux; already owned: back Legendary 50%, Mythic 75%, Epic 30%, Limited 100%, Rare 15% of the price in shards; the secret's name is hidden in game

OutcomeChance1 inIn 100 tries
Ember drift aura (Rare)C18%618
Tidal aura (Rare)C18%618
Sakura aura (Rare)C18%618
Runic aura (Epic)B11%911
Volt aura (Epic)B11%911
Solar crown aura (Legendary)A8%138
Abyssal aura (Legendary)A8%138
Starfall aura (Mythic)S7%147
Secret cosmetic (???)EX1%1001

Weapon Gem

a gem opened · one outcome per roll

25,000 shards or Robux; already owned: back Legendary 50%, Mythic 75%, Epic 30%, Limited 100%, Rare 15% of the price in shards; the secret's name is hidden in game

OutcomeChance1 inIn 100 tries
Frostbite finish (Rare)C18%618
Thornwood finish (Rare)C18%618
Bloodsteel finish (Rare)C18%618
Gilded finish (Epic)B11%911
Spectral finish (Epic)B11%911
Voidglass finish (Legendary)A8%138
Magma finish (Legendary)A8%138
Celestial finish (Mythic)S7%147
Secret cosmetic (???)EX1%1001

Halloween merchant chest: Pumpkin

a chest opened (candies; or Robux, one or ten at once) · one outcome per roll

150 candies; cosmetics already owned refund part of the price; the items are SP season gear

OutcomeChance1 inIn 100 tries
Pumpkin Patch15%715
Candy Corn edge15%715
Jack-o'-lantern weapon15%715
Scarecrow armor15%715
Pumpkin pendant15%715
Ghostfire6%176
Ghostglass weapon6%176
Hexfire edge5.6%185.6
Gravewarden armor5.6%185.6
Pumpkin King's Plate0.5%2000.5
Nightwing Leathers0.5%2000.5
Shroud of the Wraith Lich0.5%2000.5
Pumpkin King's Maul0.1%1,0000.1
The Lich's Harvest0.1%1,0000.1
Nightwing Staff0.1%1,0000.1

Halloween merchant chest: Crypt

a chest opened (candies; or Robux, one or ten at once) · one outcome per roll

450 candies; cosmetics already owned refund part of the price; the items are SP season gear

OutcomeChance1 inIn 100 tries
Ghostfire13%813
Ghostglass weapon13%813
Hexfire edge13%813
Gravewarden armor13%813
Grave lantern pendant13%813
Bat Swarm12%812
Midnight Hex weapon12%812
Crown of the Wraith Lich6.2%166.2
Pumpkin King's Plate1.5%671.5
Nightwing Leathers1.5%671.5
Shroud of the Wraith Lich1.5%671.5
Pumpkin King's Maul0.1%1,0000.1
The Lich's Harvest0.1%1,0000.1
Nightwing Staff0.1%1,0000.1

Halloween merchant chest: Reliquary

a chest opened (candies; or Robux, one or ten at once) · one outcome per roll

1200 candies; cosmetics already owned refund part of the price; the items are SP season gear

OutcomeChance1 inIn 100 tries
Bat Swarm24%424
Midnight Hex weapon24%424
Crown of the Wraith Lich20%520
Gravewarden armor9.9%109.9
Grave lantern pendant9.9%109.9
Pumpkin King's Plate4%254
Nightwing Leathers4%254
Shroud of the Wraith Lich4%254
Pumpkin King's Maul0.1%1,0000.1
The Lich's Harvest0.1%1,0000.1
Nightwing Staff0.1%1,0000.1

Halloween dungeon reel

the Haunted Castle's guardian (one per awakened) · one outcome per roll

OutcomeChance1 inIn 100 tries
Handful (x1 a clear's candies)55%255
Bag (x2 a clear's candies)30%330
Basket (x4 a clear's candies)12%812
Cauldron (x10 a clear's candies)3%333

Halloween candy pickups

a monster killed · each line rolled on its own

at most 4 per dungeon; they last 600 s

OutcomeChance1 inAt least 1 in 100
Dungeon monster drops candiesQuantity 2-430%3100%
Tower monster drops candiesQuantity 2-415%7100%

Group daily reward: shards

the AwaitLab group's daily reward · one outcome per roll

plus a weapon every day (spoils grades, luck counted)

OutcomeChance1 inIn 100 tries
Pile (x2.5 the rank's clear shards)72%172
Hoard (x6 the rank's clear shards)24%424
Jackpot (x15 the rank's clear shards)4%254

Group daily reward: extra rolls

each extra roll (by rank: A 3, S 3, C 2, B 2, E 1, Nation 4, S+ 4, D 1) · one outcome per roll

and 0.3% a day for a gem cosmetic

OutcomeChance1 inIn 100 tries
600 shards45.5%245.5
XP boost x120.5%520.5
Shard boost x115.9%615.9
Luck boost x111.4%911.4
Rift summon x16.8%156.8

Invasion special editions

each rewarded awakened at the end of an invasion · each line rolled on its own

chance goes from the board's last place to the max for the first place (or 50% of the damage): qty = the range; every edition of the grade owned already: another copy of one (a special edition may be held several times)

OutcomeChance1 inAt least 1 in 100
SP edition weaponQuantity 10.0-50.0%10%10100%
EX edition weaponQuantity 1.0-10.0%1%10063.4%

Staff event wheel

a spin of the staff event's wheel · one outcome per roll

staff events only

OutcomeChance1 inIn 100 tries
Shards x124%424
XP boost14%714
Shards x214%714
Shard boost11%911
An item10%1010
Luck boost9%119
Rift summon8%138
Shards x54%254
Anomaly summon3%333
An item (+1 rank)3%333

Rift summon rank

a Rift summon used · one outcome per roll

the rift opens at the nearest free spot within 400 m; everyone is told

OutcomeChance1 inIn 100 tries
Your rank80%180
One rank above8%138
One rank below12%812

Endless Tower elites

each tower monster · each line rolled on its own

chance = 0.05 + 0.0015 x floor, 0.45 at most

OutcomeChance1 inAt least 1 in 100
Elite on floor 15.2%1999.5%
Elite on floor 10020%5100%
Elite cap45%2100%

Rune from a dungeon guardian

a dungeon guardian defeated (each awakened rolls) · each line rolled on its own

only dungeon guardians drop runes (not in a PvP rift); a guild raid x1.5

OutcomeChance1 inAt least 1 in 100
Rank E dungeon12%8100%
Rank D dungeon14%7100%
Rank C dungeon17%6100%
Rank B dungeon20%5100%
Rank A dungeon24%4100%
Rank S dungeon28%4100%
Rank S+ dungeon32%3100%
Rank Nation dungeon35%3100%

Rarity of a dropped rune

a rune dropped by a guardian · one outcome per roll

base weights; a higher dungeon rank shifts them toward the rarer runes; which of the 12 runes: equal chance

OutcomeChance1 inIn 100 tries
Common52%252
Uncommon26%426
Rare13%813
Epic6%176
Legendary2.4%422.4
Mythic0.6%1670.6

Rarity of the traveling merchant

a new traveling merchant (every 30 min, the same on every server) · one outcome per roll

his kind (Iron Monger, Bone Peddler, Arcane Hawker, Shadow Fence, Blood Trader, Wandering Herbalist) and his district are rolled too; a Common one has a 15% chance of an elixir, a Rare one 50%

OutcomeChance1 inIn 100 tries
Common (6 offers, -10%)55%255
Rare (7 offers, -15%)28%428
Epic (8 offers, -20%, a cosmetic, 1 elixir)13%813
Legendary (9 offers, -25%, a cosmetic, 2 elixirs)4%254

Pity, modifiers and how to read

  • Luck bonuses are added, not multiplied: multiplier = 1 + the sum of the bonuses, x6 at most. It multiplies the chance of the lines marked with a sparkle, 100% at most.
  • In a guardian's spoils only the grades above the centre rank get the luck (x3 at most, with the dungeon stars bonus), then the table is scaled back to 100%.
  • "At least 1 in N tries" = 1 - (1 - p)^N: the chance to get it at least once.
  • "1 in N" is an average: you can get it sooner or much later.
How luck works

Read first

How the tables work, the two kinds of tables and where luck counts.

Odds overview