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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:

Item Chance = Item Weight / Sum of All Weights

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:

Crit Chance = Base Crit + (INT × 0.2%)

Critical hits multiply damage by your Crit Multiplier:

Crit Multiplier = Base Crit Mult + (DEX × 1%)

Crit DPS Contribution

Your effective DPS multiplier from crits:

DPS Multiplier = (1 - CritChance) + (CritChance × CritMult)

Example: 30% crit chance with 200% crit damage:

(1 - 0.30) + (0.30 × 2.0) = 0.70 + 0.60 = 1.30 (30% DPS increase)


Map Boost Multipliers (Ruins)

Mode Tickets XP Gold Drop Qty Drop Rarity
Normal 1
Boost 10
Overdrive 100

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.