Chests and loot

3 chest tiers · where gear, materials and gems drop

Beta 0.7.2

Kills give gold and XP; gear, materials and gems drop from chests. The rarer the chest, the more often it holds an item and the better its rarity rolls.

The three chests

What is inside

A chest's contents are rolled when you open it, from a seed fixed when it dropped. One roll picks the kind:

ResultCommon chestStage-boss and act-boss chests
One item50%90%
One ore or essence39.5%0%
Dispel Scroll0.5%0%
One gem10%10%

Your first common chest always holds an item. From stage 6 of each act, a common or stage-boss chest can turn into a riftstone instead (see Rift & Colossus).

How each result rolls

Item slotCommon chests roll only the 8 non-jewellery slots; stage-boss chests give jewellery (necklace, earrings, bracelet, ring) 10% of the time; act-boss chests can roll any of the 12 slots.
Class and armourWeapons and offhands roll for the classes of your heroes, party and reserve, and armour for their armour weights, favouring the party 80% of the time. With the "Loot only for the party" setting on, they roll for the party only.
Material53.5% ore, 46.5% essence, always 1 unit. A "rare proc" bumps the tier by one, with a chance of 4% × (1 + x), at most 50% (x as in the rarity formula). From tier 2 up there is a 25% chance to drop a random lower tier instead. See Materials & potions.
GemIn a biome with an element, half of all gems are that element's gem; otherwise any of the 24 gems, evenly.
Before unlocksUntil the workbench's socket station is unlocked, gem results become materials; until enchanting is unlocked, Dispel Scrolls do too.

Rarity and luck

An item's rarity is a weighted roll. Better chests scale the top rarities less and add flat luck, and your party's Luck pushes the odds further up, with diminishing returns. Pick a party Luck to see the odds per item:

ChestCommonUncommonRareHeroicMythicLegendaryEternal
Common chest68.28%20.48%8.19%2.87%0.143%0.0344%0.0017%
Stage-boss chest61.07%22.55%11.1%4.78%0.385%0.114%0.0028%
Act-boss chest52.73%23.73%14.24%7.48%1.33%0.481%0.0061%

With no Luck, about 1 common-chest item in 697 is Mythic and 1 in 58,120 is Eternal.

How the roll works
x = party Luck ÷ 10,000 + chest luck (common 0, stage-boss 0.3, act-boss 1)
luck factor = 1 + x ÷ (1 + x)
weight = rarity weight × luck factorstep (step 0 for Common … 5 for Legendary, 1.6 for Eternal)

Base weights: Common 1,000, Uncommon 300, Rare 120, Heroic 42, Mythic 5, Legendary 1.2, Eternal 0.06. Mythic and above are multiplied by 0.42 in common chests (and the forge) and 0.55 in stage-boss chests.

Where Luck comes from

Luck is counted in hundredths of a percent (100 = 1%) and summed over the party's heroes.

Item level

Items drop in level steps: 1, 10, 20 … 100. An item takes the highest step at or below the level the chest rolls:

Common chestThe step of the stage's recommended level, but always the next step one or two levels before it. The game's 1-in-3 and 2-in-3 chances are tested against the roll that dropped the chest, and with the shipped settings every brown chest comes from the kill guarantee, which counts as a roll of 0. Item level
Stage-boss chestIn practice the stage's recommended level + 2, capped by your best hero's level.
Act-boss chestThe act boss's recommended level + 2. The Veil act 6 boss (recommended level 20) gives level-20 items; the Abyss act 10 boss gives level 100.
Gem tier1 + (raw chest level ÷ 20, rounded down), from 1 to 5.
Material tierTier 1 up to level 10, tier 2 up to 30, tier 3 up to 50, tier 4 up to 70 and tier 5 above.

Stage levels for every stage are on Maps & stages.

How chests are earned

Common chests

A kill has no chance to drop a common chest. The game counts kills since your last one and hands one over when the count reaches the larger of two numbers, a kill guarantee and a time floor turned into kills at your current kill speed:

kills per chest = max(guarantee, ceil(time × kills per second))
guarantee = round(90 × (1 + 0.0018 × max(0, level − 20)²)) ÷ (1 + drop find)
time = max(floor, floor × (1 + bonus) ÷ (1 + drop find))
Stage levelKill guaranteeTimeWith +50% dropsWith +80% dropsMost per hour
190216 s180 s180 s16.7
1090405 s300 s300 s8.9
2090405 s300 s300 s8.9
30106607.5 s450 s450 s5.9
40155607.5 s450 s450 s5.9
50236652.5 s450 s450 s5.5
60349652.5 s450 s450 s5.5
70495652.5 s450 s450 s5.5
755801,080 s720 s600 s3.3
806731,080 s720 s600 s3.3
908841,260 s840 s700 s2.9
1001,1271,260 s840 s700 s2.9

At normal farming speed the time floor wins, so you get one common chest per stretch of fighting time. "Most per hour" is with no drop bonus, once you kill fast enough for the time floor to decide (at stage level 40, above 0.26 kills a second).

Drop bonuses and a worked example

Item drop bonuses (Codex, pets) cut both numbers: they divide the kill guarantee and shorten the time down to its floor. The Codex's +75% item drops plus the Magpie's +5% reach the floor everywhere below level 90.

Example: at stage level 40 and 2 kills a second, a chest takes 1,215 kills, one every 10.1 min.

The "seconds" are measured with the game's own estimate of your kill speed, not the clock on the wall, so real timings can drift. Offline progress gives no chests at all.

Stage-boss chests

  • Every stage boss (stages 1 to 9, whether you move on or repeat the stage) has a 50% chance to give one.
  • That roll only counts once 30 min worth of kills (at your current kill speed) have passed since your last stage-boss chest, so at most about one per 30 min of fighting.
  • The first stage boss of a new save always gives one.

Act-boss chests

  • Every act-boss win (stage 10 of an act) gives exactly one act-boss chest.
  • The fight costs one riftstone of that map, taken from the bag first, then the stash. A win spends it.
  • The fight will not start while your act-boss chests are at their cap ("open a red chest first"), and the riftstone is not spent. So act-boss chests are never lost.

Caps, queue and lost chests

Each tier has a cap on unopened chests, and all chests share a queue of 60. A common or stage-boss chest earned while its tier or the queue is full is lost. Codex runes raise the caps:

Harvest, Cornucopia and Horn of Plenty name no tier, so the game adds them to the common-chest cap.

Opening and auto-open

Chests are opened by hand, and a full bag blocks opening ("Bag full - make room to open this chest"). A Codex rune per tier unlocks an auto-open toggle that opens one chest of that tier on a timer; more runes shorten the timer:

ChestAuto-open runeTimerFaster withFastest
Common chestRune of Vigil15 min10 runes, −30 s each10 min
Stage-boss chestRune of the Keen Eye1 h6 runes, −5 min each30 min
Act-boss chestRune of the Crimson Seal1 min5 runes, −10 s each10 s

Rune of Gathering: the spacebar collects every chest. Rune of the Magnet: right-click collects every chest of one tier. Online, stage-boss and act-boss chests can arrive sealed, and open once the server sends their roll.

Not documented yet

  • Whether Codex and pet Luck count once for the party or once per hero. That changes real Luck totals.

Source: closed-beta game client 0.7.2. Data from the closed beta, so values may change at launch. Rates use the balance settings bundled with the client, which are much stingier than the code's fallbacks.