Probability & Random Event Rates¶
All random event probabilities extracted from game data. Understanding these rates helps you make informed decisions about resource investment.
Enhancement Success Rates¶
Equipment enhancement uses the same rates across all equipment types (Weapon, Armour, Accessory).
| Column | Meaning |
|---|---|
| Success Rate | Chance to succeed on a single enhancement attempt |
| Cumulative Chance | Odds of a "perfect run" from +0 with zero failures |
| Attempts (this level) | Average tries needed for this one upgrade |
| Total Attempts (from +0) | Average total tries to reach this level from +0 |
| Level | Success Rate | Cumulative Chance | Attempts (this level) | Total Attempts (from +0) |
|---|---|---|---|---|
| +1 | 100% | 100% | 1.0 | 1.0 |
| +2 | 100% | 100% | 1.0 | 2.0 |
| +3 | 100% | 100% | 1.0 | 3.0 |
| +4 | 100% | 100% | 1.0 | 4.0 |
| +5 | 80% | 80% | 1.25 | 5.25 |
| +6 | 75% | 60% | 1.33 | 6.58 |
| +7 | 70% | 42% | 1.43 | 8.01 |
| +8 | 65% | 27.3% | 1.54 | 9.55 |
| +9 | 60% | 16.38% | 1.67 | 11.22 |
| +10 | 50% | 8.19% | 2.0 | 13.22 |
| +11 | 40% | 3.28% | 2.5 | 15.72 |
| +12 | 30% | 0.983% | 3.33 | 19.05 |
| +13 | 25% | 0.246% | 4.0 | 23.05 |
| +14 | 20% | 0.0491% | 5.0 | 28.05 |
| +15 | 10% | 0.00491% | 10.0 | 38.05 |
| +16 | 9% | 0.000442% | 11.11 | 49.16 |
| +17 | 8% | 0.0000354% | 12.5 | 61.66 |
| +18 | 7% | 0.00000248% | 14.29 | 75.95 |
| +19 | 5% | 0.000000124% | 20.0 | 95.95 |
| +20 | 3% | 0.00000000372% | 33.33 | 129.28 |
| +21 | 3% | 0.000000000112% | 33.33 | 162.61 |
No Downgrade on Failure
Enhancement failure does NOT reduce your current level - you simply stay at your current level and lose the materials used.
Example: Reaching +21
On average, expect ~163 total enhancement attempts to go from +0 to +21. The final +20→+21 step alone takes ~33 tries on average at 3% success rate.
Magic Power (Random Stat) Rates¶
When rolling a new stat on equipment, the grade of stat you get depends on your equipment grade.
Roll Probabilities by Equipment Grade¶
Magic Equipment:
| Stat Grade | Chance |
|---|---|
| Normal | 48% |
| Magic | 32% |
| Rare | 20% |
Rare Equipment:
| Stat Grade | Chance |
|---|---|
| Normal | 45% |
| Magic | 31.5% |
| Rare | 15.5% |
| Unique | 8% |
Boss Equipment:
| Stat Grade | Chance |
|---|---|
| Normal | 46.5% |
| Magic | 30% |
| Rare | 15% |
| Unique | 6% |
| Boss | 2.5% |
Expected Rolls for Target Grade¶
| Target | Magic Equip | Rare Equip | Boss Equip |
|---|---|---|---|
| Rare+ | 5 rolls | 4.3 rolls | 4.3 rolls |
| Unique+ | N/A | 12.5 rolls | 11.8 rolls |
| Boss | N/A | N/A | 40 rolls |
Reroll Costs¶
Opening New Stat (Gold):
| Grade | Weapon | Sub Weapon | Armor/Helmet/Gloves/Boots |
|---|---|---|---|
| Magic | 5,000 | 10,000 | 5,000 |
| Rare | 20,000 | 40,000 | 20,000 |
| Boss | 100,000 | 200,000 | 100,000 |
Locking Stat (to preserve during reroll):
| Stat Grade | Cost |
|---|---|
| Normal | 10,000 Gold |
| Magic | 100,000 Gold |
| Rare | 20 Gems |
| Unique | 50 Gems |
| Boss | 100 Gems |
Bounty Quest Tier Rates¶
When bounty quests are generated, they roll for tier using this system:
| Tier | Displayed Rate | Actual Calculation |
|---|---|---|
| Tier 4 | 1.6% | Roll ≤ 16,000 out of 1,000,000 |
| Tier 3 | 7% | Roll ≤ 70,000 out of 1,000,000 |
| Tier 2 | 30% | Roll ≤ 300,000 out of 1,000,000 |
| Tier 1 | 61.4% | Default (all other rolls) |
How the System Works¶
The game uses sequential rolls with early exit:
1. Roll for Tier 4 (1.6% chance) → if success, stop
2. Roll for Tier 3 (7% chance) → if success, stop
3. Roll for Tier 2 (30% chance) → if success, stop
4. Otherwise → Tier 1
This means the actual rates are: - Tier 4: 1.6% - Tier 3: 7% × (1 - 0.016) = 6.888% - Tier 2: 30% × (1 - 0.016) × (1 - 0.07) = 27.46% - Tier 1: Remaining = 64.05%
Bounty Limits¶
| Limit | Value |
|---|---|
| Daily Accept Limit | 15 quests |
| Max Active | 6 quests |
| Refresh List Size | 7 quests |
Loot Box Drop Weights¶
Loot boxes use a weighted random selection system. Each item in the drop table has a weight, and the probability is:
Example: Basic Loot Box (DropSet 10011)¶
| Item Type | Weight | Approx. Chance |
|---|---|---|
| Weapon Shards (Normal) | 2,500 | 11.3% |
| Armor Shards (Normal) | 5,000 | 22.6% |
| Accessory Shards | 70 | 0.3% |
| Equipment (various) | 10,050 | 45.4% |
| Epic Equipment | 150 | 0.7% |
| Boss Equipment | 35 | 0.16% |
| Skill Books | 2,800 | 12.6% |
| Rare Skill Books | 280 | 1.3% |
| Other Materials | ~1,500 | 6.8% |
Drop Quality Increases with Map Level
Higher level maps have loot boxes with better weight distributions favoring rare items.
Craftable Mystery Chests¶
These mystery chests can be crafted at the Forge using Mana Stones. Click each box to see its loot table with drop rates.
Random Accessory Boxes (Gem Shop)¶
Random Ring Box and Random Necklace Box are purchased from the gem shop and yield accessories of varying grades.
| Grade | Weight | Chance | Avg. Pulls |
|---|---|---|---|
| Normal | 300,000 | 84.36% | 1.2 |
| Magic | 45,000 | 12.65% | 7.9 |
| Rare | 8,777 | 2.47% | 40.5 |
| Unique | 1,777 | 0.50% | 200 |
| Boss | 77 | 0.022% | 4,619 |
Total Weight: 355,631
Ring vs Necklace
Both boxes use identical drop tables. The only difference is the slot type.
Random Skill Book Boxes¶
Skill book boxes drop a random skill of a specific grade range. The box grade determines which skill grades can appear.
Magic Grade Skill Boxes¶
Available as "Random Skill Book: Common" or class-specific (Sword, Bow, Staff, Wand, Axe, Dagger).
| Skill Grade | Weight | Chance | Avg. Pulls |
|---|---|---|---|
| Normal | 20,000 | 95.82% | 1.0 |
| Magic | 725 | 3.47% | 28.8 |
| Rare | 147 | 0.70% | 142 |
Total Weight: 20,872
Rare Grade Skill Boxes¶
Higher tier boxes that guarantee at least Magic grade skills.
| Skill Grade | Weight | Chance | Avg. Pulls |
|---|---|---|---|
| Magic | 40 | 97.56% | 1.0 |
| Rare | 1 | 2.44% | 41 |
Total Weight: 41
Unique Grade Skill Boxes¶
Highest tier boxes that guarantee Rare grade skills.
| Skill Grade | Weight | Chance | Avg. Pulls |
|---|---|---|---|
| Rare | 1 | 100% | 1 |
Class-Specific Boxes
Class boxes (Sword, Bow, Staff, Wand, Axe, Dagger) use the same rates as Common boxes but filter to skills usable by that weapon type only.
Potion Charge Rates¶
Potions charge based on monster kills:
| Monster Grade | Charges per Kill |
|---|---|
| Normal | +3 |
| Magic | +4 |
| Rare | +10 |
| Unique | +20 |
| Boss | +30 |
| Legendary | +50 |
- Charge Distance: 1,500 units from kill location
- Passive charge rate: 0 per second (only charges on kills)
Critical Hit Calculation¶
Critical chance is calculated from your INT stat:
Critical hits multiply damage by your Crit Multiplier:
Crit DPS Contribution¶
Your effective DPS multiplier from crits:
Example: 30% crit chance with 200% crit damage:
Map Boost Multipliers (Ruins)¶
| Mode | Tickets | XP | Gold | Drop Qty | Drop Rarity |
|---|---|---|---|---|---|
| Normal | 1 | 1× | 1× | 1× | 1× |
| Boost | 10 | 2× | 2× | 1× | 1× |
| Overdrive | 100 | 6× | 6× | 5× | 5× |
Overdrive Effective Drop Rate
Drop Quantity and Rarity multiply together: Overdrive gives 25× effective rare drop rate (5 boxes × 5× rarity each).
Stat Caps¶
| Stat | Maximum |
|---|---|
| Defense Reduction | 90% |
| Damage Reduction | 90% |
| Cooldown Reduction | 80% |
| Life Leech (per hit) | 50,000 HP |
Data Value Reference¶
When reading raw game values:
| Format | Meaning | Example |
|---|---|---|
| 1,000,000 | 100% | Percent="800000" = 80% |
| Value / 10,000 | Percentage stat | CritChance="50000" = 5% |
| Raw Integer | Flat bonus | MaxLife_Flat="500" = +500 HP |
Understanding Probabilities
Most rates in the game use a scale of 0-1,000,000 where 1,000,000 = 100%. This allows for precise decimal percentages without floating point math.