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.

Rare, after a fight
3%plus the pity offset
Rare, after an elite
10%and a relic
Boss pack
3 raresthe offset is ignored
Pity offset
From -5%+1 point per non-rare card
Potion roll
Starts at 40%down 10 on a drop, up 10 on a miss

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

The drops as a table
RoomGoldCardsPotionRelic
Normal fight10 to 203, regular oddsRoll at the current chanceNone
Elite35 to 453, elite oddsRoll with +12.5 points1, rarity 50 / 33 / 17
Boss1003, all rareRoll at the current chanceNone
Final bossnonenonenonenone

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
Common 60%Uncommon 37%Rare 3%
After an elite
Common 50%Uncommon 40%Rare 10%
In the shop
Common 54%Uncommon 37%Rare 9%
After a boss
Common 0%Uncommon 0%Rare 100%

The offset is ignored.

The rare offset, your pity counter

Non-rare cards since the last rare
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 rareRare, fightRare, eliteFight at A7Elite at A7
00%5%0%0%
31%8%0%1.5%
53%10%0%2.5%
108%15%1.49%5%
2018%25%6.49%10%
3028%35%11.49%15%
4543%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

Rarity of the potion
Common 65%Uncommon 25%Rare 10%

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).

Colorless, event and quest cards

Packs draw from your character's pool only.

  • 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.

  1. Fight 1

    Cards and gold only

  2. Fight 2

    Cards and gold only

  3. Fight 3

    Fire Potion

  4. Fight 4

    Cards and gold only

  5. Fight 5

    Strength Potion

  6. Fight 6

    Cards and gold only

  7. Fight 7

    Energy Potion

  8. First elite

    Block PotionVajra

  9. Second elite

    Ornamental Fan

  10. First boss

    Cards 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.
Purchase today
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