Jump to: Chests · Quest loot · Forge · The Descent · Combat
Chests
A chest always gives one piece of gear for your class. It picks an item from your level down to 4 levels below (up to 2 above); if there is none, the closest lower level wins. The item's stats are raised to the chest's rarity.
| Chest | Epic | Legendary | Where it comes from |
|---|---|---|---|
| Warlord Chest | 85% | 15% | Weekly Ladder (Warlord tier), Barkeep day 7, auctions, events |
| Legendary Chest | — | 100% | Barkeep every 30 days in a row, auctions, events |
The shop never sells legendary gear. Legendary items (level 50+) only come from chests, quests, bosses, auctions and events.
Quest loot
Chance per finished quest, by its energy cost. Treasure contracts on the quest board multiply the item chance by 2.5, alchemy contracts the elixir chance by 2.5; quest mini-games can raise them further. Item chance is capped at 40% (50% on a Legend Hunt weekend).
| Quest | Item | Elixir | Nightmare Coin |
|---|---|---|---|
| 1 energy | 0.3% | 1% | 0.5% |
| 5 energy | 6.8% | 11.7% | 0.9% |
| 10 energy | 15% | 25% | 1.5% |
| 15 energy | 23.2% | 38.3% | 2.1% |
| 20 energy | 27% | 51.7% | 2.6% |
When an item drops, there is a 15% chance it is a trophy. Otherwise it is gear from about your level (±5 levels), with these rarity odds:
| Hero level | Common | Uncommon | Rare | Epic | Legendary | Legendary on Legend Hunt |
|---|---|---|---|---|---|---|
| 5 | 50.31% | 31.26% | 13.47% | 4.96% | — | — |
| 10 | 36.02% | 33.14% | 24.5% | 6.34% | — | — |
| 20 | 41.69% | 26.94% | 24.05% | 7.31% | — | — |
| 30 | 29.49% | 42.97% | 13.9% | 13.65% | — | — |
| 40 | 49.5% | 29.7% | 14.85% | 5.94% | — | — |
| 50 | 60.35% | 16.71% | 16.71% | 5.57% | 0.65% | 2.55% |
| 60 | 48.12% | 28.87% | 14.43% | 6.74% | 1.84% | 6.99% |
| 70 | 53.03% | 22.73% | 15.91% | 6.36% | 1.97% | 7.44% |
| 80 | 47.71% | 28.63% | 14.31% | 6.87% | 2.48% | 9.24% |
| 90 | 43.96% | 32.97% | 13.19% | 6.59% | 3.3% | 12% |
Weekend events: Legend Hunt makes legendary drops 4× as likely and items 1.5× as likely; Alchemist's Weekend doubles elixir drops.
Forge
Enhancing costs gold and an elixir. A failed attempt keeps the item's level; from +6 a failed attempt can also shatter the item, unless it carries an Immortal charge. Lucky Powder adds 7 points of success chance. Your very first enhancement always succeeds and is free.
| Target | Success | With Lucky Powder | Shatter if it fails | Gold |
|---|---|---|---|---|
| +1 | 80% | 87% | — | 50 |
| +2 | 71.3% | 78.3% | — | 155 |
| +3 | 62.7% | 69.7% | — | 260 |
| +4 | 54% | 61% | — | 365 |
| +5 | 45.3% | 52.3% | — | 470 |
| +6 | 36.7% | 43.7% | 15% | 580 |
| +7 | 28% | 35% | 23.8% | 685 |
| +8 | 19.3% | 26.3% | 32.5% | 790 |
| +9 | 10.7% | 17.7% | 41.2% | 895 |
| +10 | 2% | 9% | 50% | 1000 |
Immortal Stone: 50% chance to bind 1–5 Immortal charges to an item.
The Descent
| Room | Odds |
|---|---|
| Mystery door | 45% treasure · 25% blessing · 30% ambush |
| Shrine | 60% blessing · 40% curse (costs 10% HP either way) |
| Treasure vault | 35% elixir · 12% piece of gear |
| Fight | 20% piece of gear on a win |
| Ambush | 30% piece of gear on a win |
| Trap | 30% elixir among the coins |
Combat
Every swing a hero makes has a 1% chance to become an ultimate: 5–6× damage that cannot be dodged or blocked. Monsters and bosses do not have ultimates.
Questions about the odds? Ask us on Discord.
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