Card reward odds
How card rewards are rolled: rarity odds, the rare pity counter and the potion chance.
After a normal fight you get gold, a three-card pack rolled one card at a time with a base rare chance of 3% plus a pity offset that starts at minus 5% and climbs 1 point per non-rare card, and a potion roll that starts at 40%.
Elites raise the rare chance to 10% and add a relic; a boss pack is three rares.
What a fight drops
Normal fight
Gold10 to 20
Cards3, regular odds
PotionRoll at the current chance
RelicNone
Elite
Gold35 to 45
Cards3, elite odds
PotionRoll with +12.5 points
Relic1, rarity 50 / 33 / 17
Boss
Gold100
Cards3, all rare
PotionRoll at the current chance
RelicNone
Final boss
GoldNone
CardsNone
PotionNone
RelicNone
- Gold. A whole number between the two ends, scaled by the encounter's gold proportion and multiplied by 0.75 under Poverty.
- Skip. Skipping the pack is always allowed.
Relics bolt more onto this list
Prayer WheelAdds a second regular pack after normal fights.
White StarAdds an all-rare pack after elites.
Lasting CandyAdds a Power to every other combat's pack.
DriftwoodAdds one reroll per pack.
Pael's WingAdds a Sacrifice button.
OrreryHands you five packs on pickup.
Forbidden GrimoireThis power adds a card removal to the screen.
The drops as a table
| Room | Gold | Cards | Potion | Relic |
|---|---|---|---|---|
| Normal fight | 10 to 20 | 3, regular odds | Roll at the current chance | None |
| Elite | 35 to 45 | 3, elite odds | Roll with +12.5 points | 1, rarity 50 / 33 / 17 |
| Boss | 100 | 3, all rare | Roll at the current chance | None |
| Final boss | none | none | none | none |
Rarity odds and the rare offset
Each of the three cards is rolled on its own. A card is rare if the roll lands under the base rare chance plus the current offset, uncommon if it lands under that plus the uncommon chance, and common otherwise.
After a normal fight
After an elite
In the shop
After a bossThe offset is ignored.
The rare offset, your pity counter
Rare, fight0%1%3%8%18%28%43%
Rare, elite5%8%10%15%25%35%50%
7Fight at Ascension 70%0%0%1.49%6.49%11.49%18.99%
7Elite at Ascension 70%1.5%2.5%5%10%15%22.5%Offset -5 points: the start of a run, and right after a rare.Offset -2 points.Offset 0 points.Offset +5 points.Offset +15 points.Offset +25 points.Offset +40 points: the cap.
- It starts below zero. The offset starts a run at -5%, so the first pack has no rare chance at all after a normal fight and a 5% chance after an elite.
- It climbs. Every non-rare card adds 1 point, capped at +40, and the first rare card resets it to -5.
- Three per pack. Because every card in a pack moves the counter, a fight with no rare advances it by three. The cap of +40 gives a ceiling of 43% after fights and 50% after elites.
- Fights only. Only encounter packs move the offset. The shop reads it without changing it, and packs from other sources such as Orrery roll with a fixed 3% rare, 34% uncommon and 63% common.
- Scarcity. Under Scarcity (Ascension 7) the base rates fall to 1.49%, 5% and 4.5% and the growth halves to half a point per card.
- The base rates. Rare is 3% after a normal fight, 10% after an elite, 9% in the shop and 100% after a boss. Uncommon is 37% for fights and shops and 40% for elites.
The offset steps as a table
| Non-rare cards since the last rare | Rare, fight | Rare, elite | Fight at A7 | Elite at A7 |
|---|---|---|---|---|
| 0 | 0% | 5% | 0% | 0% |
| 3 | 1% | 8% | 0% | 1.5% |
| 5 | 3% | 10% | 0% | 2.5% |
| 10 | 8% | 15% | 1.49% | 5% |
| 20 | 18% | 25% | 6.49% | 10% |
| 30 | 28% | 35% | 11.49% | 15% |
| 45 | 43% | 50% | 18.99% | 22.5% |
Upgrades, potions and pity
Upgraded reward cards
Act 10%
70%
Act 225%
712.5%
Act 350%
725%- By act. A non-rare reward card is upgraded with a chance of 25% times the act index: never in Act 1, 25% in Act 2, 50% in Act 3.
- Scarcity. It halves the step to 12.5%.
- Not for rares. Rare cards skip this roll, and shop cards never take it.
The potion roll
Starts at40%A drop: -10A miss: +10Elites: +12.5 to the roll
From your character's pool plus the shared pool.
- A drop lowers the stored chance by 10 points and a miss raises it by 10.
- Elites add 12.5 points to the roll without touching the stored value (a 25% bonus, halved).
White Beast StatueForces a potion after every combat and still lowers the counter each time.

Molten Egg, Silver Crucible and Lava LampRelics such as these upgrade pack cards after the roll.
Colorless, event and quest cards
Packs draw from your character's pool only.
Dingy RugColorless cards enter packs.
Prismatic GemOther colours enter packs.
- Or buy them. Otherwise you buy colorless cards: the shop keeps one uncommon and one rare colorless slot.
- Filtered out. Basic cards and Ancient-rarity cards are filtered out of every roll.
- Never in a pack. Event, Quest and Token cards never appear in a pack because they are granted directly by their source.
- No repeats. A pack never repeats a card, since each draw rules out the cards already drawn. If the rolled rarity has no legal card the roll steps to the next rarity up.
- See the Card Reward and Linked Rewards keywords for the on-screen rules.
Your first run is scripted
A brand-new save playing the Ironclad with no epochs revealed gets fixed packs: the first seven normal fights, the first two elites and the first boss.
Fight 1Cards and gold only
Fight 2Cards and gold only
Fight 3
Fight 4Cards and gold only
Fight 5
Fight 6Cards and gold only
Fight 7
First elite
Second elite
First bossCards and gold only
- Each of the seven fights also pays 10 to 20 gold.
- Rerolling one of these packs falls back to the normal odds.
Related


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