Fair play
Loot Box Odds
Krawl sells several chests that give a randomized result. Every one of them states what it guarantees before you buy it. The five chests in the table below, bought in the shop with gems or gold, each have a pity counter: after a fixed number of opens, the next open is guaranteed to be the best result that chest can give. The counter is stored with your save, counts opens only, and is never reset by closing the game, reopening the shop, or changing your device clock.
Not every chest has a pity counter. The Epic Loot Chest (real money) always gives an Epic item and has none, and the Ancient Chest and Rune Chest sold by the Wandering Merchant have none either (they are described under Wandering Merchant chests, and are not the same products as the shop chests of the same name). Loot that drops while you descend, and the rewards with a fixed rarity, are listed further down.
| Chest | Price | Guarantee | Pity |
|---|---|---|---|
| Ancient Chest | Gold (scales with your depth) | At least Rare | Every 12th is Epic or better |
| Epic Cache | 300 gems | Always Epic | Every 10th is Legendary |
| Vault of Legends | 1,200 gems | Always Legendary | Every 5th is top-tier |
| Rune Chest | Gold (scales with your depth) | One rune at your depth | Every 12th is Perfect |
| Runewrought Coffer | 450 gems | Polished rune or better | Every 6th is Perfect |
Gems can be earned in-game as well as bought, so every chest above is reachable without spending money.
Exact odds for every chest
The table above states what each shop chest guarantees. The tables below state the probability of each outcome. Each of these chests forces the rarity it advertises, and its pity counter forces a better one on a fixed open. That makes their odds exact rather than approximate — a chest with a pity of 10 gives the upgraded result on exactly 1 open in 10.
| Chest | Outcome | Chance |
|---|---|---|
| Ancient Chest (shop, gold, pity 12) | Rare item | 91.67% (11 in 12) |
| Epic item | 8.33% (1 in 12) | |
| Epic Cache (300 gems, pity 10) | Epic item | 90% (9 in 10) |
| Legendary item | 10% (1 in 10) | |
| Vault of Legends (1,200 gems, pity 5) | Legendary item | 100% |
| …of which, best of 5 rolls | 20% (1 in 5) |
The Vault of Legends already guarantees the highest rarity, so there is no rarity above it for its pity to give. Instead, every 5th vault rolls the item five times and keeps the strongest. It is still a Legendary item — the guarantee improves the stat rolls, not the rarity, and we would rather say so than advertise an upgrade that does not exist.
| Chest | Outcome | Chance |
|---|---|---|
| Runewrought Coffer (450 gems, pity 6) | Polished rune | 83.33% (5 in 6) |
| Perfect rune | 16.67% (1 in 6) | |
| Rune Chest (shop, gold, pity 12) | A rune at your depth — tier by depth, below | 91.67% (11 in 12) |
| Perfect rune | 8.33% (1 in 12) |
The result of a gold-priced Rune Chest depends on how deep you have gone, and so does every rune that drops. On a non-pity open of the shop Rune Chest, and on every Wandering Merchant Rune Chest, dropped rune and Runewake rune, its tier is:
| Your depth | Cracked | Polished | Perfect |
|---|---|---|---|
| Floor 1–349 | 100% | — | — |
| Floor 350–499 | 75% | 25% | — |
| Floor 500–1,999 | — | 100% | — |
| Floor 2,000–2,500 | — | 75% | 25% |
| Floor 2,501+ | — | — | 100% |
Every rune also has a kind, drawn from ten families. The draw is weighted, not even: a Blood rune (maximum life) is 24 parts in 33, and each of the other nine families is 1 part in 33. The weights are the same for every chest, every drop and every depth, and are independent of the rune's tier. A kind that never dropped could not be fused, which is why the nine are kept in the pool at all.
| Rune kind | Chance |
|---|---|
| Blood Rune | 72.73% (24 in 33) |
| Ember Rune | 3.03% (1 in 33) |
| Frost Rune | 3.03% (1 in 33) |
| Storm Rune | 3.03% (1 in 33) |
| Venom Rune | 3.03% (1 in 33) |
| Radiant Rune | 3.03% (1 in 33) |
| Iron Rune | 3.03% (1 in 33) |
| Stone Rune | 3.03% (1 in 33) |
| Eagle Rune | 3.03% (1 in 33) |
| Wind Rune | 3.03% (1 in 33) |
The Epic Loot Chest (US $2.99 or local equivalent) is the one chest bought directly with real money rather than with gems. Its drop odds are:
| Item rarity | Chance |
|---|---|
| Epic (guaranteed) | 100% |
| Slot | Chance |
|---|---|
| Weapon | 20% |
| Armor | 20% |
| Ring | 20% |
| Amulet | 20% |
| Boots | 20% |
An Epic item has 4 stat bonuses (affixes) (other rarities have 1 to 5; see below). Each one is rolled independently from the pool for that item's slot, shown below — the same stat can appear more than once. The size of each bonus scales with the floor the item was found on.
| Slot | Possible stat bonus | Chance per roll |
|---|---|---|
| Weapon | Added Damage | 33.3% |
| Critical Strike Chance | 33.3% | |
| Critical Strike Damage | 33.3% | |
| Armor | Maximum Life | 33.3% |
| Increased Maximum Life | 33.3% | |
| Armour | 33.3% | |
| Ring | Added Fire Damage | 25% |
| Added Cold Damage | 25% | |
| Added Lightning Damage | 25% | |
| Critical Strike Chance | 25% | |
| Amulet | Increased Spell Damage | 33.3% |
| Increased Attack Damage | 33.3% | |
| Maximum Life | 33.3% | |
| Boots | Cooldown Recovery | 33.3% |
| Maximum Life | 33.3% | |
| Life Regeneration | 33.3% |
How big each bonus is (Epic items)
Most bonuses scale with the floor the item was found on — deeper items are stronger. The value is fixed for a given floor (it does not vary between two items found on the same floor). Approximate values:
| Stat bonus | Floor 1 | Floor 100 | Floor 500 | Floor 1500 | Floor 3500 |
|---|---|---|---|---|---|
| Added Damage (Weapon) | 14 | 46 | 430 | 2,429 | 9,381 |
| Added Elemental Damage (Ring) | 8 | 27 | 258 | 1,457 | 5,629 |
| Maximum Life (Armor / Amulet) | 50 | 165 | 1,549 | 8,743 | 33,771 |
| Maximum Life (Boots) | 34 | 110 | 1,033 | 5,828 | 22,514 |
| Armour | 84 | 274 | 2,582 | 14,571 | 56,285 |
| Life Regeneration | 6 | 18 | 172 | 971 | 3,752 |
| Stat bonus | Value |
|---|---|
| Critical Strike Chance | +8% |
| Critical Strike Damage | +40% |
| Increased Maximum Life | +16% |
| Increased Spell Damage | +24% |
| Increased Attack Damage | +24% |
| Cooldown Recovery | +12% |
The Epic Loot Chest's rarity is always Epic; the slot and its stat bonuses are what vary. Every size above is for an Epic item. Other rarities scale from it: depth-scaled (flat) bonuses are 0.36 times these values on a Common item, 0.57 on Magic, 0.79 on Rare, 1.00 on Epic and 1.21 on Legendary; the fixed percentage bonuses are 0.25, 0.50, 0.75, 1.00 and 1.25 times these values.
Loot found while descending
These are not bought and have no pity counter. They are chances rolled as you clear floors, and they only roll on a floor that is deeper than your previous best — re-clearing floors you have already beaten drops nothing, so they cannot be farmed.
| Drop | When | Chance |
|---|---|---|
| Gear item | Every newly-reached floor | 15% (3 in 20) |
| Rune | Every newly-reached floor, if no other rune has dropped on that floor | 5% (1 in 20) |
| Rune | Elite floor (a floor with an elite monster) | 20% (1 in 5) |
| Rune | Boss floor in a season whose special rule is The Gauntlet, if no elite-floor rune dropped on that floor | 20% (1 in 5) |
The gear roll and the rune roll are separate: a floor can give one gear item, one rune, both or neither. A floor never gives more than one rune: the elite-floor roll is made first, and the Gauntlet boss roll and the 5% roll are skipped on a floor that has already given a rune. In a season whose special rule is The Ascetic, the floor gear drop above does not happen; runes, fixed-rarity rewards and chests are unaffected. Treasure and altar floors pay extra gold, not items.
A dropped gear item's slot is chosen evenly, 20% each for Weapon, Armor, Ring, Amulet and Boots. Its stat bonuses are then rolled from the per-slot pool shown above, and the number of bonuses follows its rarity: Common 1, Magic 2, Rare 3, Epic 4, Legendary 5.
Its rarity depends on the floor it drops on. Write F for the floor number times 0.0012. A roll from 0 to 1 is made, and the item is Legendary below 0.02 + 0.3×F, otherwise Epic below 0.08 + F, otherwise Rare below 0.22 + F, otherwise Magic below 0.50 + F, otherwise Common (any threshold above 1 counts as 1). Worked out for some floors:
| Floor | Common | Magic | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| Floor 1 | 49.9% | 28.0% | 14.0% | 6.1% | 2.0% |
| Floor 100 | 38.0% | 28.0% | 14.0% | 14.4% | 5.6% |
| Floor 250 | 20.0% | 28.0% | 14.0% | 27.0% | 11.0% |
| Floor 500 | — | 18.0% | 14.0% | 48.0% | 20.0% |
| Floor 1,000 | — | — | — | 62.0% | 38.0% |
| Floor 1,500 | — | — | — | 44.0% | 56.0% |
| Floor 2,500 | — | — | — | 8.0% | 92.0% |
| Floor 3,500 | — | — | — | — | 100.0% |
A dropped rune's tier follows the depth table above (the one for non-pity Rune Chest opens), and its kind follows the weighted table above.
In a season whose special rule is Runewake, you also start each run with one free rune, rolled for your deepest floor with that same depth table for its tier and that same weighted table for its kind. It is not a chest and has no pity counter.
Wandering Merchant chests
In a season whose special rule is The Wandering Merchant, a shop appears in the stairwell mid-run and sells an Ancient Chest and a Rune Chest for gold. These are not the shop chests above, although they share names: they promise nothing, have no pity counter, and every open is an independent roll. The Ancient Chest costs 250 gold + 3 per floor of your deepest floor and the Rune Chest 400 gold + 4 per floor, each multiplied by the season's shop-price lever when it has one.
| Chest | Outcome | Chance |
|---|---|---|
| Ancient Chest (Wandering Merchant, gold, no pity) | One gear item, rarity rolled for your deepest floor, slot 20% each | Same as dropped gear, by floor: see the rarity table above. No minimum rarity. |
| Rune Chest (Wandering Merchant, gold, no pity) | One rune, tier by your deepest floor, kind weighted | Same as dropped runes: see the depth table and the kind table above. No Perfect-rune guarantee. |
Rewards with a fixed rarity
Some rewards are not a gamble on rarity: the rarity is fixed, and only the slot and the stat bonuses are rolled, with the same 20% slot odds and the same per-slot bonus pool as above. Items are generated at your deepest floor. Their rune tiers are fixed too; the rune kind follows the weighted table above.
| Reward | Item |
|---|---|
| Floor 50 milestone | Rare gear |
| Floor 100 and floor 250 milestones | Epic gear |
| Floor 500 and floor 1,000 milestones | Legendary gear |
| Floor 100 / 500 / 1,000 milestones | One Cracked / Polished / Perfect rune |
| Daily login, day 7 | Rare gear |
| Season pass, free track | 2 Rare, 2 Epic and 1 Legendary gear items |
| Season pass, premium track | 1 Rare, 4 Epic and 4 Legendary gear items |
What is not random
The Chest of Gems (a gem pack) always gives exactly 600 gems; it is named a chest but nothing in it is random. Gear upgrade levels are not a chest and involve no chance: you spend gems and the item gets stronger by a fixed amount, every time. The daily gear shop is also not random for you — its stock is the same for every player in the world on a given day.
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