Otherworld Chest Odds
Full disclosure of chest drop rates and contents odds — by Explore, Spire, raids and World Boss, plus how much Luck shifts them — straight from the server values.
This page lists every roll behind Otherworld Chests. The numbers in the tables are the exact values the server uses.
Where to get chests, how to unseal them and the slot rules are covered on the Otherworld Chests page. This page is only about the odds.
Chances of getting a chest
Exploring
Each time you finish an expedition, one roll is made. Tiers are rolled in order from Legendary down to Worn, and the first one that hits is the chest you get — so the values below are the actual chances, already accounting for the higher tiers missing first.
| Tier | Per expedition |
|---|---|
| Worn | 8.11% |
| Sturdy | 2.78% |
| Epic | 0.56% |
| Legendary | 0.07% |
| Chance of getting any chest | 11.53% |
You get at most one chest per expedition.
Rift Spire · Outpost raids
Every ten floors you clear in the Rift Spire (plus once more when you reach the top), and every successful Outpost raid, always drops one chest. What is left to chance is not whether you get one but which tier you get.
| Tier | Every ten Spire floors | Every raid won |
|---|---|---|
| Worn | 65.79% | 65.64% |
| Sturdy | 26.32% | 25.46% |
| Epic | 6.58% | 7.36% |
| Legendary | 1.32% | 1.53% |
World Boss
At the World Boss, only players whose share passes the gear-reward threshold get a roll. Everyone past the threshold rolls on equal terms — dealing more damage does not improve the tier.
| Tier | Once past the threshold |
|---|---|
| Worn | 17.32% |
| Sturdy | 9.62% |
| Epic | 2.98% |
| Legendary | 0.80% |
| Chance of getting any chest | 30.72% |
Where no odds apply
Chests from Union Joint Objectives (by rank), City Conquest, and the Archive of Engravings (by placement) have their tier fixed in advance. Nothing is rolled, so there is no odds table.
What Luck changes
Luck works differently in two cases.
- Where chests drop by chance (Exploring · World Boss) — every tier goes up by the same multiplier. Each point of Luck adds 0.05%, capping at 1.5×. This is the "drops more often" side.
- Where a chest is guaranteed (Spire · raids) — the total stays the same and only the weight of the higher tiers grows. Legendary rises by three times the bonus, Epic by twice, Sturdy by once, and Worn stays as it is. This is the "drops better things" side.
With the bonus maxed out, the Spire's tier distribution changes like this.
| Tier | No Luck | Max bonus |
|---|---|---|
| Worn | 65.79% | 54.05% |
| Sturdy | 26.32% | 32.43% |
| Epic | 6.58% | 10.81% |
| Legendary | 1.32% | 2.70% |
What's inside when you open one
Each chest first sets its guaranteed contents, then runs its rolls a fixed number of times. Every roll starts from scratch, so the same thing can come up twice — when it does, the quantities stack. Gold always comes along too, within a range set for each tier.
"Per roll" below is the chance that a single roll lands on that entry.
Contents are matched to your level at the moment you get the chest — potion tier, Essence tier and gear item level are all locked in then. Letting a chest sit does not make it grow with you. (Only chests from the World Boss and the Archive of Engravings fix just their tier first; their contents are set by your level at the moment you claim them.)
"Normal · Elite · Boss · Overlord" in the tables tells you which kind of roll fills that slot. Essence follows it in tier, and gear follows it in grade.
Worn Otherworld Chest
Rolls 2~3 · Gold 80~220
Always inside — Health Potion ×1~2.
| What a roll can give | Per roll |
|---|---|
| Mana Potion ×1~2 | 13.45% |
| Attack Elixir ×1 | 8.97% |
| Rubble ×2~5 | 11.21% |
| Essence ×1~2 — one of the eight elements · Normal tier | 17.71% |
| Conqueror's Sigil ×1~2 | 2.02% |
| Soul Remnants ×1~2 — from Souls you have already met | 5.38% |
| Armor ×1 — 1~3 levels below your level at the time · Normal-grade roll | 17.94% |
| Weapon ×1 — 1~3 levels below your level at the time · Normal-grade roll | 17.04% |
| Armor ×1 — 3~6 levels above your level at the time · Elite-grade roll | 6.28% |
Sturdy Otherworld Chest
Rolls 3~4 · Gold 240~600
Always inside — Attack Elixir ×1~3.
| What a roll can give | Per roll |
|---|---|
| Fortune Tonic ×1~2 | 9.88% |
| Rubble ×4~9 | 8.03% |
| Essence ×1~3 — one of the eight elements · Normal tier | 21.83% |
| Enhancement Core ×1 | 3.29% |
| Conqueror's Sigil ×2~4 | 3.09% |
| Soul Remnants ×2~3 — from Souls you have already met | 6.59% |
| Auto-Explore steps: 5 steps | 1.15% |
| Auto-Gather steps: 5 steps | 1.15% |
| Outpost Shield ×1 | 1.15% |
| Spire Climbing Pass: 1~2 floors | 0.99% |
| Armor ×1 — 0~2 levels below your level at the time · Elite-grade roll | 14.83% |
| Weapon ×1 — 0~2 levels below your level at the time · Elite-grade roll | 14.00% |
| Accessory ×1 — 0~2 levels below your level at the time · Elite-grade roll | 9.06% |
| Weapon ×1 — 4~7 levels above your level at the time · Boss-grade roll | 4.94% |
Epic Otherworld Chest
Rolls 4~5 · Gold 650~1,500
Always inside — Enhancement Core ×1~2.
| What a roll can give | Per roll |
|---|---|
| Attack Elixir ×1~2 — never below tier 3 | 8.55% |
| Spellpower Elixir ×1~2 — never below tier 3 | 8.55% |
| Bulwark Elixir ×1~2 — never below tier 3 | 7.60% |
| Essence ×2~4 — one of the eight elements · Elite tier | 17.09% |
| Conqueror's Sigil ×3~7 | 2.85% |
| Soul Remnants ×3~5 — from Souls you have already met | 8.55% |
| Auto-Explore steps: 30 steps | 0.76% |
| Auto-Gather steps: 30 steps | 0.76% |
| Outpost Shield ×2 | 0.76% |
| Spire Climbing Pass: 3~5 floors | 0.85% |
| Armor ×1 — around your level at the time (-1~+1) · Boss-grade roll | 14.25% |
| Weapon ×1 — around your level at the time (-1~+1) · Boss-grade roll | 13.30% |
| Accessory ×1 — around your level at the time (-1~+1) · Boss-grade roll | 10.45% |
| Weapon ×1 — 5~8 levels above your level at the time · Overlord-grade roll | 5.70% |
Legendary Otherworld Chest
Rolls 5~6 · Gold 1,600~3,600
Always inside — Enhancement Core ×2~3.
| What a roll can give | Per roll |
|---|---|
| Rift Hunter's Elixir ×1~3 | 9.50% |
| Essence ×2~4 — one of the eight elements · Elite tier | 15.84% |
| Essence ×1 — one of the eight elements · Boss tier | 4.22% |
| Celestial Dust ×1~3 | 6.34% |
| Conqueror's Sigil ×5~12 | 4.75% |
| Soul Remnants ×4~7 — from Souls you have already met | 9.50% |
| Auto-Explore steps: 120 steps | 0.53% |
| Auto-Gather steps: 120 steps | 0.53% |
| Outpost Shield ×3 | 0.53% |
| Spire Climbing Pass: 10~15 floors | 0.74% |
| Weapon ×1 — 1~3 levels above your level at the time · Overlord-grade roll | 15.84% |
| Accessory ×1 — 1~3 levels above your level at the time · Overlord-grade roll | 13.73% |
| Armor ×1 — 1~3 levels above your level at the time · Overlord-grade roll | 12.67% |
| Weapon ×1 — 6~9 levels above your level at the time · Overlord-grade roll | 5.28% |
Gear grades
The grade of gear from a chest is decided not by the chest but by the kind of roll. Higher-tier chests use stronger rolls, leaving more room for Set and Legendary gear.
| Chest | Chance a roll is gear | Chance that gear is Set | Chance it is Legendary |
|---|---|---|---|
| Worn | 41.26% | 0.08% | 0.03% |
| Sturdy | 42.83% | 0.67% | 0.29% |
| Epic | 43.68% | 2.26% | 1.23% |
| Legendary | 47.52% | 4.00% | 2.88% |
Gear that is neither Set nor Legendary splits into Common · Uncommon · Rare. That split follows item level, so the higher your level, the larger the Rare share (see Gear Basics).
The tables on this page are generated directly from the game data.