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
Outcome
Chance
1 in
In 100 tries
Plain rift
90.2%
1
90.2
Red rift (anomaly)
6%
17
6
PvP rift
3.8%
27
3.8
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
Outcome
Chance
1 in
In 100 tries
Rank EE
60%
2
60
Rank DD
35%
3
35
Rank CC
5%
20
5
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
Outcome
Chance
1 in
In 100 tries
Rank EE
40%
3
40
Rank DD
40%
3
40
Rank CC
18%
6
18
Rank BB
2%
50
2
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
Outcome
Chance
1 in
In 100 tries
Rank CC
40%
3
40
Rank DD
30%
3
30
Rank BB
25%
4
25
Rank AA
5%
20
5
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
Outcome
Chance
1 in
In 100 tries
Rank BB
37%
3
37
Rank AA
27.8%
4
27.8
Rank CC
18.5%
5
18.5
Rank SS
9.3%
11
9.3
Rank S+EX
5.6%
18
5.6
Rank NationEX
1.9%
54
1.9
A rift's timer runs out
when an open rift expires with nobody inside · one outcome per roll
at most 2 breaks at once
Outcome
Chance
1 in
In 100 tries
Breaks (monsters in the district)
35%
3
35
Folds
65%
2
65
Dungeon theme and guardian, rank E
when the dungeon is generated · one outcome per roll
the theme brings its rooms' monsters and its guardian
Outcome
Chance
1 in
In 100 tries
Drowned Marsh (guardian Rotwood Behemoth)
27.6%
4
27.6
Ruined Temple (guardian Hollow Sovereign)
24.1%
4
24.1
The Shattered Threshold (guardian Rift Colossus)
13.8%
7
13.8
Frozen Cavern (guardian Frost Matriarch)
10.3%
10
10.3
Sunken Abyss (guardian Drowned King)
10.3%
10
10.3
Iron Fortress (guardian Cinder Colossus)
6.9%
14
6.9
Clockwork Vault (guardian Grand Mechanist)
6.9%
14
6.9
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
Outcome
Chance
1 in
In 100 tries
Standard
50%
2
50
Enraged
30%
3
30
Summoner
20%
5
20
Dungeon theme and guardian, rank D
when the dungeon is generated · one outcome per roll
the theme brings its rooms' monsters and its guardian
Outcome
Chance
1 in
In 100 tries
Frozen Cavern (guardian Frost Matriarch)
26.7%
4
26.7
Ruined Temple (guardian Hollow Sovereign)
16.7%
6
16.7
Drowned Marsh (guardian Rotwood Behemoth)
13.3%
8
13.3
The Shattered Threshold (guardian Rift Colossus)
10%
10
10
Sunken Abyss (guardian Drowned King)
10%
10
10
Iron Fortress (guardian Cinder Colossus)
10%
10
10
Storm Peak (guardian Storm Titan)
6.7%
15
6.7
Clockwork Vault (guardian Grand Mechanist)
6.7%
15
6.7
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
Outcome
Chance
1 in
In 100 tries
Enraged
40%
3
40
Standard
30%
3
30
Summoner
30%
3
30
Dungeon theme and guardian, rank C
when the dungeon is generated · one outcome per roll
the theme brings its rooms' monsters and its guardian
Outcome
Chance
1 in
In 100 tries
Iron Fortress (guardian Cinder Colossus)
22.9%
4
22.9
Frozen Cavern (guardian Frost Matriarch)
17.1%
6
17.1
Ruined Temple (guardian Hollow Sovereign)
11.4%
9
11.4
Clockwork Vault (guardian Grand Mechanist)
11.4%
9
11.4
The Shattered Threshold (guardian Rift Colossus)
8.6%
12
8.6
Storm Peak (guardian Storm Titan)
8.6%
12
8.6
Crimson Cathedral (guardian Scarlet Archon)
8.6%
12
8.6
Sunken Abyss (guardian Drowned King)
5.7%
17
5.7
Drowned Marsh (guardian Rotwood Behemoth)
5.7%
17
5.7
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
Outcome
Chance
1 in
In 100 tries
Summoner
40%
3
40
Enraged
40%
3
40
Standard
20%
5
20
Dungeon theme and guardian, rank B
when the dungeon is generated · one outcome per roll
the theme brings its rooms' monsters and its guardian
Outcome
Chance
1 in
In 100 tries
Iron Fortress (guardian Cinder Colossus)
25.7%
4
25.7
Frozen Cavern (guardian Frost Matriarch)
17.1%
6
17.1
Storm Peak (guardian Storm Titan)
11.4%
9
11.4
Crimson Cathedral (guardian Scarlet Archon)
11.4%
9
11.4
Ruined Temple (guardian Hollow Sovereign)
8.6%
12
8.6
Clockwork Vault (guardian Grand Mechanist)
8.6%
12
8.6
Sunken Abyss (guardian Drowned King)
5.7%
17
5.7
The Shattered Threshold (guardian Rift Colossus)
5.7%
17
5.7
Drowned Marsh (guardian Rotwood Behemoth)
5.7%
17
5.7
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
Outcome
Chance
1 in
In 100 tries
Summoner
45%
2
45
Enraged
45%
2
45
Standard
10%
10
10
Dungeon theme and guardian, rank A
when the dungeon is generated · one outcome per roll
the theme brings its rooms' monsters and its guardian
Outcome
Chance
1 in
In 100 tries
Iron Fortress (guardian Cinder Colossus)
25%
4
25
Frozen Cavern (guardian Frost Matriarch)
16.7%
6
16.7
Crimson Cathedral (guardian Scarlet Archon)
13.9%
7
13.9
Storm Peak (guardian Storm Titan)
11.1%
9
11.1
Ruined Temple (guardian Hollow Sovereign)
8.3%
12
8.3
Clockwork Vault (guardian Grand Mechanist)
8.3%
12
8.3
Sunken Abyss (guardian Drowned King)
5.6%
18
5.6
The Shattered Threshold (guardian Rift Colossus)
5.6%
18
5.6
Drowned Marsh (guardian Rotwood Behemoth)
5.6%
18
5.6
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
Outcome
Chance
1 in
In 100 tries
Enraged
50%
2
50
Summoner
50%
2
50
Dungeon theme and guardian, rank S
when the dungeon is generated · one outcome per roll
the theme brings its rooms' monsters and its guardian
Outcome
Chance
1 in
In 100 tries
Iron Fortress (guardian Cinder Colossus)
27%
4
27
Frozen Cavern (guardian Frost Matriarch)
16.2%
6
16.2
Storm Peak (guardian Storm Titan)
13.5%
7
13.5
Crimson Cathedral (guardian Scarlet Archon)
13.5%
7
13.5
Clockwork Vault (guardian Grand Mechanist)
8.1%
12
8.1
Ruined Temple (guardian Hollow Sovereign)
5.4%
19
5.4
Sunken Abyss (guardian Drowned King)
5.4%
19
5.4
The Shattered Threshold (guardian Rift Colossus)
5.4%
19
5.4
Drowned Marsh (guardian Rotwood Behemoth)
5.4%
19
5.4
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
Outcome
Chance
1 in
In 100 tries
Enraged
50%
2
50
Summoner
50%
2
50
Dungeon theme and guardian, rank S+
when the dungeon is generated · one outcome per roll
the theme brings its rooms' monsters and its guardian
Outcome
Chance
1 in
In 100 tries
Iron Fortress (guardian Cinder Colossus)
23.1%
4
23.1
Crimson Cathedral (guardian Scarlet Archon)
15.4%
7
15.4
Frozen Cavern (guardian Frost Matriarch)
12.8%
8
12.8
Storm Peak (guardian Storm Titan)
12.8%
8
12.8
Ruined Temple (guardian Hollow Sovereign)
10.3%
10
10.3
Sunken Abyss (guardian Drowned King)
7.7%
13
7.7
Clockwork Vault (guardian Grand Mechanist)
7.7%
13
7.7
The Shattered Threshold (guardian Rift Colossus)
5.1%
20
5.1
Drowned Marsh (guardian Rotwood Behemoth)
5.1%
20
5.1
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
Outcome
Chance
1 in
In 100 tries
Enraged
50%
2
50
Summoner
50%
2
50
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
Outcome
Chance
1 in
In 100 tries
Eclipse Citadel (guardian Eclipse Monarch)
80%
1
80
Crimson Cathedral (guardian Scarlet Archon)
4%
25
4
Iron Fortress (guardian Cinder Colossus)
4%
25
4
Storm Peak (guardian Storm Titan)
4%
25
4
Ruined Temple (guardian Hollow Sovereign)
3%
33
3
Frozen Cavern (guardian Frost Matriarch)
3%
33
3
Drowned Marsh (guardian Rotwood Behemoth)
2%
50
2
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
Outcome
Chance
1 in
In 100 tries
Enraged
50%
2
50
Summoner
50%
2
50
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%
Outcome
Chance
1 in
At least 1 in 100
Rank EE
10%
10
100%
Rank DD
15%
7
100%
Rank CC
22%
5
100%
Rank BB
28%
4
100%
Rank AA
34%
3
100%
Rank SS
40%
3
100%
Rank S+EX
50%
2
100%
Rank NationEX
55%
2
100%
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
Outcome
Chance
1 in
At least 1 in 100
Rank S+EX
40%
3
100%
Rank NationEX
100%
1
100%
Monsters of another rank
each monster placed · each line rolled on its own
Outcome
Chance
1 in
At least 1 in 100
One rank below
20%
5
100%
One rank above
4%
25
98.3%
Calm rooms
dungeon generation (from 3 combat rooms) · each line rolled on its own
at most 1 per dungeon
Outcome
Chance
1 in
At least 1 in 100
A combat room is calm (no monsters)
22%
5
100%
A calm room holds a chest
65%
2
100%
Side branches
dungeon generation · each line rolled on its own
at most 2
Outcome
Chance
1 in
At least 1 in 100
A side branch opens
35%
3
100%
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)
Outcome
Chance
1 in
At least 1 in 100
First event
30%
3
100%
Second event (never a second major)
20%
5
100%
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
Outcome
Chance
1 in
In 100 tries
Rule room (A room here follows its own law.)
23.6%
4
23.6
Timed vault (A vault of shards lies ahead. It will not stay open.)
19.7%
5
19.7
Theme rift (A pocket of another world is lodged in this rift.)
15.7%
6
15.7
Rival awakened (Another awakened claims this rift.)
9.4%
11
9.4
Invincible wanderer (Something no blade can wound roams these halls. Avoid it.)
7.9%
13
7.9
Locked dungeon (The way out is sealed until the guardian falls.)
7.9%
13
7.9
Awakened guardian (The guardian of this rift is awake. It is far stronger.)
6.3%
16
6.3
??? (never announced)
9.4%
11
9.4
A rift anomaly modifier
when the dungeon is generated · each line rolled on its own
Outcome
Chance
1 in
At least 1 in 100
A modifier
45%
2
100%
Which modifier
once a modifier happens · one outcome per roll
Time limit: 480 s; Regeneration: 3% HP/s
Outcome
Chance
1 in
In 100 tries
Darkness (XP x1.25, shards x1.2)
33.3%
3
33.3
Regeneration (XP x1.15, shards x1.15)
27.8%
4
27.8
Collapse (XP x1.2, shards x1.3)
22.2%
5
22.2
Resonance (XP x2) (XP x2, shards x1)
16.7%
6
16.7
Alcoves
an alcove found in a dungeon · one outcome per roll
a timed treasure's chest is a mimic 30% of the time
Outcome
Chance
1 in
In 100 tries
Chest
70%
1
70
Mimic
18%
6
18
Empty
12%
8
12
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
Outcome
Chance
1 in
In 100 tries
Lieutenant
6.6%
15
6.6
Echo
6.6%
15
6.6
Ascension
6.6%
15
6.6
Seal
6.6%
15
6.6
Twins
6.6%
15
6.6
Shards
6.6%
15
6.6
Kindle
6.6%
15
6.6
Relic
6.6%
15
6.6
Oracles
5.9%
17
5.9
Path
5.9%
17
5.9
Prism
5.9%
17
5.9
Wisp
5.9%
17
5.9
Lock
5.9%
17
5.9
Sentinel
5.9%
17
5.9
Gauntlet
5.9%
17
5.9
Climb
5.9%
17
5.9
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
Outcome
Chance
1 in
In 100 tries
Common chest (shards x1, item chance 25.0%)
64%
2
64
Ashen chest (shards x1.5, item chance 30.0%)
24%
4
24
Obsidian chest (shards x2.2, item chance 37.5%)
9%
11
9
Gilded chest (shards x3.2, item chance 50.0%)
2.6%
38
2.6
Astral chest (shards x4.5, item chance 75.0%)
0.4%
250
0.4
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
Outcome
Chance
1 in
In 100 tries
Common chest (shards x1, item chance 25.0%)
61.5%
2
61.5
Ashen chest (shards x1.5, item chance 30.0%)
24.9%
4
24.9
Obsidian chest (shards x2.2, item chance 37.5%)
10%
10
10
Gilded chest (shards x3.2, item chance 50.0%)
3.1%
32
3.1
Astral chest (shards x4.5, item chance 75.0%)
0.51%
197
0.5
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
Outcome
Chance
1 in
In 100 tries
Common chest (shards x1, item chance 25.0%)
59.1%
2
59.1
Ashen chest (shards x1.5, item chance 30.0%)
25.7%
4
25.7
Obsidian chest (shards x2.2, item chance 37.5%)
11%
9
11
Gilded chest (shards x3.2, item chance 50.0%)
3.6%
28
3.6
Astral chest (shards x4.5, item chance 75.0%)
0.61%
165
0.6
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
Outcome
Chance
1 in
In 100 tries
Common chest (shards x1, item chance 25.0%)
56.7%
2
56.7
Ashen chest (shards x1.5, item chance 30.0%)
26.6%
4
26.6
Obsidian chest (shards x2.2, item chance 37.5%)
12%
8
12
Gilded chest (shards x3.2, item chance 50.0%)
4%
25
4
Astral chest (shards x4.5, item chance 75.0%)
0.71%
141
0.7
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
Outcome
Chance
1 in
In 100 tries
Common chest (shards x1, item chance 25.0%)
54.2%
2
54.2
Ashen chest (shards x1.5, item chance 30.0%)
27.5%
4
27.5
Obsidian chest (shards x2.2, item chance 37.5%)
13%
8
13
Gilded chest (shards x3.2, item chance 50.0%)
4.5%
22
4.5
Astral chest (shards x4.5, item chance 75.0%)
0.81%
123
0.8
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
Outcome
Chance
1 in
In 100 tries
Common chest (shards x1, item chance 25.0%)
50.9%
2
50.9
Ashen chest (shards x1.5, item chance 30.0%)
28.6%
3
28.6
Obsidian chest (shards x2.2, item chance 37.5%)
14.3%
7
14.3
Gilded chest (shards x3.2, item chance 50.0%)
5.2%
19
5.2
Astral chest (shards x4.5, item chance 75.0%)
0.95%
105
1
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
Outcome
Chance
1 in
In 100 tries
Common chest (shards x1, item chance 25.0%)
48%
2
48
Ashen chest (shards x1.5, item chance 30.0%)
29.7%
3
29.7
Obsidian chest (shards x2.2, item chance 37.5%)
15.5%
6
15.5
Gilded chest (shards x3.2, item chance 50.0%)
5.7%
17
5.7
Astral chest (shards x4.5, item chance 75.0%)
1.1%
93
1.1
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
Outcome
Chance
1 in
In 100 tries
Common chest (shards x1, item chance 25.0%)
45.4%
2
45.4
Ashen chest (shards x1.5, item chance 30.0%)
30.6%
3
30.6
Obsidian chest (shards x2.2, item chance 37.5%)
16.6%
6
16.6
Gilded chest (shards x3.2, item chance 50.0%)
6.3%
16
6.3
Astral chest (shards x4.5, item chance 75.0%)
1.2%
84
1.2
Secret chamber chests
a secret chamber's chest · one outcome per roll
Outcome
Chance
1 in
In 100 tries
Obsidian chest
60%
2
60
Gilded chest
30%
3
30
Astral chest
10%
10
10
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)
luck changes the chance an item drops, not these weights; red rifts beyond S raise the source (normal -> guardian -> bonus)
Outcome
Chance
1 in
In 100 tries
Uncommon (rank D)D
36%
3
36
Rare (rank C)C
28%
4
28
Common (rank E)E
18%
6
18
Epic (rank B)B
13%
8
13
Legendary (rank A)A
2.7%
37
2.7
Trash (rank F)
2%
50
2
Mythic (rank S)S
0.3%
333
0.3
Item rarity (bonus source: special guardians' fallback, loot raised twice)
each item drawn · one outcome per roll
Outcome
Chance
1 in
In 100 tries
Rare (rank C)C
38%
3
38
Epic (rank B)B
30%
3
30
Uncommon (rank D)D
20%
5
20
Legendary (rank A)A
10%
10
10
Mythic (rank S)S
2%
50
2
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
Outcome
Chance
1 in
In 100 tries
Weapon
40%
3
40
Accessory
35%
3
35
Armor
25%
4
25
Elite kill
an elite killed (its killer) · each line rolled on its own
plus shards; chance x the luck multiplier (100% at most)
Outcome
Chance
1 in
At least 1 in 100
An item (item-rarity-normal)
8%
13
100%
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
Outcome
Chance
1 in
At least 1 in 100
An item (Common chest)
25%
4
100%
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)
Outcome
Chance
1 in
In 100 tries
Equipment
58%
2
58
Shards
25%
4
25
Boost
14%
7
14
Rare
3%
33
3
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
Outcome
Chance
1 in
In 100 tries
-2 ranks
2%
50
2
-1 rank
14%
7
14
Same rank
81.4%
1
81.4
+1 rank
2.5%
40
2.5
+2 ranks
0.1%
1,000
0.1
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
Outcome
Chance
1 in
In 100 tries
-2 ranks
2%
50
2
-1 rank
14%
7
14
Same rank
75.5%
1
75.5
+1 rank
7.5%
13
7.5
+2 ranks
1%
100
1
Spoils equipment slot
an equipment prize · one outcome per roll
Outcome
Chance
1 in
In 100 tries
Weapon
45%
2
45
Armor
30%
3
30
Accessory
25%
4
25
Spoils shard prize
a shard prize · one outcome per roll
Outcome
Chance
1 in
In 100 tries
Pile (x2.5 the rank's clear shards)
72%
1
72
Hoard (x6 the rank's clear shards)
24%
4
24
Jackpot (x15 the rank's clear shards)
4%
25
4
Spoils boost item
a boost prize · one outcome per roll
each: x2 for 15 min of play
Outcome
Chance
1 in
In 100 tries
XP boost
40%
3
40
Shard boost
35%
3
35
Luck boost
25%
4
25
Spoils rare item
a rare prize · one outcome per roll
Outcome
Chance
1 in
In 100 tries
Rift summon
55%
2
55
Server boost
25%
4
25
Private rift
15%
7
15
Anomaly summon
5%
20
5
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
Outcome
Chance
1 in
At least 1 in 100
Nation dungeon
0.15%
667
13.9%
ERROR dungeon (beyond a Nation double dungeon)
1.3%
80
71.6%
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%
Outcome
Chance
1 in
In 100 tries
Uncommon
48%
2
48
Common
22%
5
22
Rare
20%
5
20
Epic
8%
13
8
Legendary
2%
50
2
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)
Outcome
Chance
1 in
At least 1 in 100
Each bonus stat: one of 7 (Strength, Agility, Vitality, Defense, Perception, Intelligence, Spirit), no duplicate
14.3%
7
100%
Bonus amount 1 x item rank order
33.3%
3
100%
Bonus amount 2 x item rank order
33.3%
3
100%
Bonus amount 3 x item rank order
33.3%
3
100%
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
Outcome
Chance
1 in
In 100 tries
Ronin armor (Rare)C
18%
6
18
Glacier armor (Rare)C
18%
6
18
Desert nomad armor (Rare)C
18%
6
18
Operative armor (Epic)B
11%
9
11
Verdant armor (Epic)B
11%
9
11
Inferno armor (Legendary)A
8%
13
8
Celestial regalia (Legendary)A
8%
13
8
Voidwalker garb (Mythic)S
7%
14
7
Secret cosmetic (???)EX
1%
100
1
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
Outcome
Chance
1 in
In 100 tries
Wolf fang (Rare)C
18%
6
18
Jade lotus (Rare)C
18%
6
18
Wayfinder compass (Rare)C
18%
6
18
Blood ruby (Epic)B
11%
9
11
Storm sigil (Epic)B
11%
9
11
Sunstone (Legendary)A
8%
13
8
Moonveil (Legendary)A
8%
13
8
Astral heart (Mythic)S
7%
14
7
Secret cosmetic (???)EX
1%
100
1
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
Outcome
Chance
1 in
In 100 tries
Ember drift aura (Rare)C
18%
6
18
Tidal aura (Rare)C
18%
6
18
Sakura aura (Rare)C
18%
6
18
Runic aura (Epic)B
11%
9
11
Volt aura (Epic)B
11%
9
11
Solar crown aura (Legendary)A
8%
13
8
Abyssal aura (Legendary)A
8%
13
8
Starfall aura (Mythic)S
7%
14
7
Secret cosmetic (???)EX
1%
100
1
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
Outcome
Chance
1 in
In 100 tries
Frostbite finish (Rare)C
18%
6
18
Thornwood finish (Rare)C
18%
6
18
Bloodsteel finish (Rare)C
18%
6
18
Gilded finish (Epic)B
11%
9
11
Spectral finish (Epic)B
11%
9
11
Voidglass finish (Legendary)A
8%
13
8
Magma finish (Legendary)A
8%
13
8
Celestial finish (Mythic)S
7%
14
7
Secret cosmetic (???)EX
1%
100
1
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
Outcome
Chance
1 in
In 100 tries
Pumpkin Patch
15%
7
15
Candy Corn edge
15%
7
15
Jack-o'-lantern weapon
15%
7
15
Scarecrow armor
15%
7
15
Pumpkin pendant
15%
7
15
Ghostfire
6%
17
6
Ghostglass weapon
6%
17
6
Hexfire edge
5.6%
18
5.6
Gravewarden armor
5.6%
18
5.6
Pumpkin King's Plate
0.5%
200
0.5
Nightwing Leathers
0.5%
200
0.5
Shroud of the Wraith Lich
0.5%
200
0.5
Pumpkin King's Maul
0.1%
1,000
0.1
The Lich's Harvest
0.1%
1,000
0.1
Nightwing Staff
0.1%
1,000
0.1
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
Outcome
Chance
1 in
In 100 tries
Ghostfire
13%
8
13
Ghostglass weapon
13%
8
13
Hexfire edge
13%
8
13
Gravewarden armor
13%
8
13
Grave lantern pendant
13%
8
13
Bat Swarm
12%
8
12
Midnight Hex weapon
12%
8
12
Crown of the Wraith Lich
6.2%
16
6.2
Pumpkin King's Plate
1.5%
67
1.5
Nightwing Leathers
1.5%
67
1.5
Shroud of the Wraith Lich
1.5%
67
1.5
Pumpkin King's Maul
0.1%
1,000
0.1
The Lich's Harvest
0.1%
1,000
0.1
Nightwing Staff
0.1%
1,000
0.1
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
Outcome
Chance
1 in
In 100 tries
Bat Swarm
24%
4
24
Midnight Hex weapon
24%
4
24
Crown of the Wraith Lich
20%
5
20
Gravewarden armor
9.9%
10
9.9
Grave lantern pendant
9.9%
10
9.9
Pumpkin King's Plate
4%
25
4
Nightwing Leathers
4%
25
4
Shroud of the Wraith Lich
4%
25
4
Pumpkin King's Maul
0.1%
1,000
0.1
The Lich's Harvest
0.1%
1,000
0.1
Nightwing Staff
0.1%
1,000
0.1
Halloween dungeon reel
the Haunted Castle's guardian (one per awakened) · one outcome per roll
Outcome
Chance
1 in
In 100 tries
Handful (x1 a clear's candies)
55%
2
55
Bag (x2 a clear's candies)
30%
3
30
Basket (x4 a clear's candies)
12%
8
12
Cauldron (x10 a clear's candies)
3%
33
3
Halloween candy pickups
a monster killed · each line rolled on its own
at most 4 per dungeon; they last 600 s
Outcome
Chance
1 in
At least 1 in 100
Dungeon monster drops candiesQuantity 2-4
30%
3
100%
Tower monster drops candiesQuantity 2-4
15%
7
100%
Group daily reward: shards
the AwaitLab group's daily reward · one outcome per roll
plus a weapon every day (spoils grades, luck counted)
Outcome
Chance
1 in
In 100 tries
Pile (x2.5 the rank's clear shards)
72%
1
72
Hoard (x6 the rank's clear shards)
24%
4
24
Jackpot (x15 the rank's clear shards)
4%
25
4
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
Outcome
Chance
1 in
In 100 tries
600 shards
45.5%
2
45.5
XP boost x1
20.5%
5
20.5
Shard boost x1
15.9%
6
15.9
Luck boost x1
11.4%
9
11.4
Rift summon x1
6.8%
15
6.8
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)
Outcome
Chance
1 in
At least 1 in 100
SP edition weaponQuantity 10.0-50.0%
10%
10
100%
EX edition weaponQuantity 1.0-10.0%
1%
100
63.4%
Staff event wheel
a spin of the staff event's wheel · one outcome per roll
staff events only
Outcome
Chance
1 in
In 100 tries
Shards x1
24%
4
24
XP boost
14%
7
14
Shards x2
14%
7
14
Shard boost
11%
9
11
An item
10%
10
10
Luck boost
9%
11
9
Rift summon
8%
13
8
Shards x5
4%
25
4
Anomaly summon
3%
33
3
An item (+1 rank)
3%
33
3
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
Outcome
Chance
1 in
In 100 tries
Your rank
80%
1
80
One rank above
8%
13
8
One rank below
12%
8
12
Endless Tower elites
each tower monster · each line rolled on its own
chance = 0.05 + 0.0015 x floor, 0.45 at most
Outcome
Chance
1 in
At least 1 in 100
Elite on floor 1
5.2%
19
99.5%
Elite on floor 100
20%
5
100%
Elite cap
45%
2
100%
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
Outcome
Chance
1 in
At least 1 in 100
Rank E dungeon
12%
8
100%
Rank D dungeon
14%
7
100%
Rank C dungeon
17%
6
100%
Rank B dungeon
20%
5
100%
Rank A dungeon
24%
4
100%
Rank S dungeon
28%
4
100%
Rank S+ dungeon
32%
3
100%
Rank Nation dungeon
35%
3
100%
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
Outcome
Chance
1 in
In 100 tries
Common
52%
2
52
Uncommon
26%
4
26
Rare
13%
8
13
Epic
6%
17
6
Legendary
2.4%
42
2.4
Mythic
0.6%
167
0.6
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%
Outcome
Chance
1 in
In 100 tries
Common (6 offers, -10%)
55%
2
55
Rare (7 offers, -15%)
28%
4
28
Epic (8 offers, -20%, a cosmetic, 1 elixir)
13%
8
13
Legendary (9 offers, -25%, a cosmetic, 2 elixirs)
4%
25
4
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.