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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.

TierPer expedition
Worn8.11%
Sturdy2.78%
Epic0.56%
Legendary0.07%
Chance of getting any chest11.53%

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.

TierEvery ten Spire floorsEvery raid won
Worn65.79%65.64%
Sturdy26.32%25.46%
Epic6.58%7.36%
Legendary1.32%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.

TierOnce past the threshold
Worn17.32%
Sturdy9.62%
Epic2.98%
Legendary0.80%
Chance of getting any chest30.72%

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.

TierNo LuckMax bonus
Worn65.79%54.05%
Sturdy26.32%32.43%
Epic6.58%10.81%
Legendary1.32%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 givePer roll
Mana Potion ×1~213.45%
Attack Elixir ×18.97%
Rubble ×2~511.21%
Essence ×1~2 — one of the eight elements · Normal tier17.71%
Conqueror's Sigil ×1~22.02%
Soul Remnants ×1~2 — from Souls you have already met5.38%
Armor ×1 — 1~3 levels below your level at the time · Normal-grade roll17.94%
Weapon ×1 — 1~3 levels below your level at the time · Normal-grade roll17.04%
Armor ×1 — 3~6 levels above your level at the time · Elite-grade roll6.28%

Sturdy Otherworld Chest

Rolls 3~4 · Gold 240~600

Always inside — Attack Elixir ×1~3.

What a roll can givePer roll
Fortune Tonic ×1~29.88%
Rubble ×4~98.03%
Essence ×1~3 — one of the eight elements · Normal tier21.83%
Enhancement Core ×13.29%
Conqueror's Sigil ×2~43.09%
Soul Remnants ×2~3 — from Souls you have already met6.59%
Auto-Explore steps: 5 steps1.15%
Auto-Gather steps: 5 steps1.15%
Outpost Shield ×11.15%
Spire Climbing Pass: 1~2 floors0.99%
Armor ×1 — 0~2 levels below your level at the time · Elite-grade roll14.83%
Weapon ×1 — 0~2 levels below your level at the time · Elite-grade roll14.00%
Accessory ×1 — 0~2 levels below your level at the time · Elite-grade roll9.06%
Weapon ×1 — 4~7 levels above your level at the time · Boss-grade roll4.94%

Epic Otherworld Chest

Rolls 4~5 · Gold 650~1,500

Always inside — Enhancement Core ×1~2.

What a roll can givePer roll
Attack Elixir ×1~2 — never below tier 38.55%
Spellpower Elixir ×1~2 — never below tier 38.55%
Bulwark Elixir ×1~2 — never below tier 37.60%
Essence ×2~4 — one of the eight elements · Elite tier17.09%
Conqueror's Sigil ×3~72.85%
Soul Remnants ×3~5 — from Souls you have already met8.55%
Auto-Explore steps: 30 steps0.76%
Auto-Gather steps: 30 steps0.76%
Outpost Shield ×20.76%
Spire Climbing Pass: 3~5 floors0.85%
Armor ×1 — around your level at the time (-1~+1) · Boss-grade roll14.25%
Weapon ×1 — around your level at the time (-1~+1) · Boss-grade roll13.30%
Accessory ×1 — around your level at the time (-1~+1) · Boss-grade roll10.45%
Weapon ×1 — 5~8 levels above your level at the time · Overlord-grade roll5.70%

Legendary Otherworld Chest

Rolls 5~6 · Gold 1,600~3,600

Always inside — Enhancement Core ×2~3.

What a roll can givePer roll
Rift Hunter's Elixir ×1~39.50%
Essence ×2~4 — one of the eight elements · Elite tier15.84%
Essence ×1 — one of the eight elements · Boss tier4.22%
Celestial Dust ×1~36.34%
Conqueror's Sigil ×5~124.75%
Soul Remnants ×4~7 — from Souls you have already met9.50%
Auto-Explore steps: 120 steps0.53%
Auto-Gather steps: 120 steps0.53%
Outpost Shield ×30.53%
Spire Climbing Pass: 10~15 floors0.74%
Weapon ×1 — 1~3 levels above your level at the time · Overlord-grade roll15.84%
Accessory ×1 — 1~3 levels above your level at the time · Overlord-grade roll13.73%
Armor ×1 — 1~3 levels above your level at the time · Overlord-grade roll12.67%
Weapon ×1 — 6~9 levels above your level at the time · Overlord-grade roll5.28%

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.

ChestChance a roll is gearChance that gear is SetChance it is Legendary
Worn41.26%0.08%0.03%
Sturdy42.83%0.67%0.29%
Epic43.68%2.26%1.23%
Legendary47.52%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.