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, and every one has 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.
| 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 chest guarantees. This one states the probability of each outcome. Krawl does not roll a rarity and hope: each chest forces the rarity it advertises, and its pity counter forces a better one on a fixed open. That makes every chest's 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 (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 (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 gold Rune Chest is the only chest whose result depends on how deep you have gone. On a non-pity open 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 evenly from the ten families (Ember, Frost, Storm, Venom, Radiant, Iron, Blood, Stone, Eagle and Wind) — 10% each, independent of tier, chest and depth.
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). 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
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 rarity is always Epic; the slot and its stat bonuses are what vary.
What is not 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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