๐ŸŽฒ Luminariah โ€” Randomized Item Odds

Odds current as of: September 29, 2026

Luminariah discloses the probabilities for every mechanic with a randomized outcome. The odds below are also shown inside the game at the point of each action.

The in-game disclosure is authoritative. Odds may be adjusted for game balance. The live values are always displayed in-game before you commit to any action; this page is a published snapshot updated alongside those changes.

Weapon & Armor Refinement

Upgrade equipment from +0 to +20. Success chance drops as the level rises. On failure the main item is never destroyed; offhands are the exception at +10 and above, where a failed attempt can destroy them wherever they are held. An offhand at +10 or above can pay an extra Gold fee that prevents that destruction โ€” the gems are still spent.

Each failed attempt at the same rung raises the next attempt's success chance by 2%, and the bonus can never lift an attempt above 75%. At +5 and +6 the base chance is already 75%, so failing there does not raise it. A success clears the bonus.

Refinement levelBase success chance
+0 to +4100%
+5 to +675%
+770%
+860%
+950%
+1040%
+1130%
+1220%
+13 to +1410%
+15 (Nightmare)50%
+1640%
+1730%
+1820%
+1910%
Failure outcomeChance
Offhand destroyed on a failed attempt (+10 and above)25%

Grimoire Satchel Opening

Every satchel opens two ways. Open for a Seal always pays one Seal of the satchel tier and never a Grimoire. Gamble rolls for a Grimoire first and pays a Seal otherwise; the chance falls with the tier, and your Occultation level adds up to +3% (0.5% per level). The Binding mastery perk adds a further 1% per rank on top of that cap, up to +5% at full rank, to every tier's Gamble chance. Every level past that cap lifts the Seal value roll toward the top of its range instead, up to +12% of the range. A Sealed satchel asks which Seal category it opens for and pays two results. A Grimoire opens with no Base Roll: its first Seal rolls it from the level bracket stamped at open, and you pick the stat that roll feeds.

Satchel tierGrimoire chance (Gamble)Grimoire chance (Open for a Seal)Seal value range (rolled)
T116%0%2โ€“5%
T215%0%4โ€“8%
T314%0%6โ€“12%
T413%0%8โ€“15%
T512%0%10โ€“18%
T610%0%12โ€“22%
MasteryAdded to the Gamble chance
Binding at full rankup to +5%

Grimoire Seal Application

Safe slots (the first half) carry no risk to the grimoire โ€” a seal either takes hold or shatters. Risky slots can destroy the entire grimoire. A seal is consumed on every attempt, success or fail. When a risky slot destroys the grimoire, half the time one already-applied seal is salvaged. Seals cannot be removed once applied. The Warding mastery perk lowers the chance a risky slot destroys the grimoire by 1.4 points per rank, from 25% to 18% at full rank; the difference moves to the seal shattering with the grimoire safe. Warding never changes the chance a seal takes hold.

OutcomeChance
Safe slot โ€” success50%
Safe slot โ€” seal shatters (grimoire safe)50%
Risky slot โ€” success50%
Risky slot โ€” grimoire destroyed25%
Risky slot โ€” seal shatters, grimoire safe25%
Risky slot with full Warding, success50%
Risky slot with full Warding, grimoire destroyed18%
Risky slot with full Warding, seal shatters, grimoire safe32%

Jewelry Stat Reroll

Rerolling a ring or necklace replaces every stat on it with a fresh roll. The cost is paid in Gold, and each attempt carries a chance of destroying the piece. The Gold cost and the destruction chance are the same at every tier; the reroll confirmation shows both before you commit.

OutcomeChance
Piece destroyed20%

Remorph Tier Bonus Roll

Promoting an item to the next tier rolls a random bonus multiplier within the new tier's range. The higher the roll, the stronger the item.

Target tierBonus roll range
Epic0 to 40%
Legendary10 to 50%
Nightmare20 to 80%

Gem Unsocket & Gem Swap

Removing or swapping a socketed gem with Gold carries a 10% chance to destroy the gem. Using Diamonds (25) guarantees a safe removal or swap.

MethodGem destroyed
Gold10%
Diamonds (safe, 25)0%

Daily Buff Boost

Each 5-diamond boost fills a random percentage of the remaining gap to the stat's maximum. Critical rolls fill a larger share of the gap. The first roll of the day is free, and every roll counts against your daily limit whether or not you paid for it.

RollChanceFills
Critical5%50โ€“100% of gap
Standard95%5โ€“25% of gap

Boost Tokens

Using a Boost Token rolls one boost at random, each as likely as the others, and runs it for the time shown on the token. Every token rolls the same odds wherever it came from: a shop, a PvP win, or a gift. You can use up to 2 a day (the count resets at 00:00 UTC), at least 5 minutes apart.

BoostChance
XP Surge: +50% XP1 in 3 (33.3%)
Gold Surge: +50% gold find1 in 3 (33.3%)
Loot Surge: +25% drop chance1 in 3 (33.3%)

Elite Monsters

After you defeat a monster, its next appearance may become an Elite โ€” a much tougher version of the same monster that drops Ancient Coins into your wallet. Bosses and level-999 anomaly monsters never become Elites. Elites give the same XP and Gold as the normal monster; Ancient Coins are the extra reward, and they spend on any zone's Ancient Relic, the Void Reliquary, and the Ancient shop.

ValueAmount
Elite chance (after each kill)4%
Elite damage2.5ร— normal
Elite health6ร— normal
Ancient Coins per Elite kill8โ€“15

Boss Drops

Every boss you have not killed before pays a first-kill reward, once per boss per character. From level 100, every boss kill near your level also rolls two rare prizes, independently and only for the character who lands the kill: the mini that summons that world's Nightmare boss, and a Nightmare weapon of your class minted at your level, which grows with you for 75 levels and is bound to your account. A boss more than 10 levels below you or more than 25 above you rolls neither. A boss also rolls Epic and Legendary gear at twice the odds of an ordinary monster of its level.

RewardValue
First kill, Ancient Coins50
First kill, XP10ร— that kill
Mini chance0.001% per kill
Nightmare weapon chance0.003% per kill
Prize range10 levels below to 25 above you
Lowest level to rollLevel 100

Primordial Cache Drops

While a Primordial Cache is open, its items are released on a fixed schedule across the run, paced by how much time has passed rather than by a per-tick roll. Each release picks one eligible player at random: anyone who fought in the last 5 minutes, plus anyone still farming while away. Every release is an independent draw, so the same player can be picked more than once in a run.

A subscription raises your draw weight by the amount below.

SubscriptionDraw weight bonus
No subscriptionNo bonus
Tier 1+2%
Tier 2+5%
Tier 3+10%
Founder+15%

Combat Rolls (Crit, Dodge, Armor)

Critical hit, dodge and armor are derived from your attributes, equipment, gems, pets, sphere grid and active buffs rather than fixed values. Every swing lands: your attacks roll only for a critical hit, and each monster attack rolls against your Dodge.

Crit Chance stops at a cap. Every point past that cap is added to your Crit Damage instead, so a point of Crit Chance is never wasted.

Dodge and armor are ratings, not percentages. Each becomes a chance by dividing the rating by that rating plus a constant times the monster's level, under a ceiling below certainty, so every point you add moves it and no amount pins it. A higher-level monster is therefore dodged less often and cuts through more of your armor. Dodge granted as a flat percentage by a pet, a set bonus or the daily buff is added after that, under the same ceiling. A monster's own toughness reduces your damage on the same shape, read the other way round: its level against yours.

The tenth slot of your class's ladder is an amplifier, carried by your class's damage trait at full strength from the level it opens at. On a turn where at least one of your other ladder effects triggers, it rolls to fire; when it fires, that turn's total skill damage is increased.

AmplifierValue
Chance to fire14.9%
Skill damage bonus+119.2%
Carried from level300

Profession Pet Vessels

A Spirit Vessel holds a profession pet, and you bond it to add that pet to your character. Vessels can drop from three places, each rolled independently. On monster kills the vessel only rolls on a kill that already dropped gathering materials, so the chance below is a share of those drops rather than of every kill. A vessel always reaches your bag, even when a loot filter would have discarded it.

Which pet a vessel holds is weighted by your own profession levels: each pet weighs as much as your level in its trade, with a minimum of 1. Pets you have already bonded are skipped until you have bonded all ten.

SourceChance
Monster kill that drops materials0.03% of those drops
Hades claim0.1% per claim
World boss reward (each challenger past the participation gate)2%

Expedition Returns

A bonded profession pet can be sent on an expedition. When it returns it brings home one container; which container it is, is the roll below. What is inside is the container's own table, rolled when you open it. The two richest containers arrive sealed and need a Wardencraft key, which a Keysmith crafts once that mastery line is open.

Container that comes homeChance
Wayfarer's Haul70%
Spirit-Touched Cache25%
Trailblazer's Strongbox (sealed)4%
Menagerie Reliquary (sealed)1%

Separately, every return has the chance below to also bring back a Legendary piece of equipment for your class, rolled like an ordinary monster drop and never a set piece from Hades or a world boss.

OutcomeChance
Legendary of your class, per return0.5%

Each container rolls its own draws when opened, and draws of the same kind stack. A Wayfarer's Haul rolls three; the richer rungs roll more and in larger quantities. Ore and herbs come from the vein you pinned for that profession, Occult Dust from your Occultation tier (from level 50), gems from your level band, and fish from your fishing depth. Only a Menagerie Reliquary can hold a Spirit Vessel.

Inside a Wayfarer's Haul, per drawChance
Ore of your pinned Mining vein (150 to 250)33%
Herbs of your pinned Herbology vein (150 to 250)33%
Occult Dust of your Occultation tier (2 to 4)14%
A gem of your level band (1 to 2)14%
Fish of your fishing depth (3 to 8)6%

A Menagerie Reliquary is the only container that holds a Spirit Vessel, and the only place a profession pet colourway is found. Both are ordinary draws on its table, so a Reliquary can pay neither, either or both.

Inside a Menagerie Reliquary, per drawChance
A Spirit Vessel7.92%
A colourway for your profession pets0.99%
Draws per Reliquary5

Separately again, a returning pet may carry a Mastery Tome, rolled on the return itself rather than inside the container, so a tome always belongs to the character whose pet came home. Which tome depends on the container that came home with it. Reading a tome adds mastery points to one profession you choose.

Container that came homeTomeChance
Wayfarer's HaulCodex of the Trade4%
Spirit-Touched CacheCodex of the Trade10%
Trailblazer's StrongboxMasterwork Folio25%
Menagerie ReliquaryLedger of Ten Thousand Hours20%

A supply kit spent on the send aims what comes back. Four kits each multiply one category's weight by 3 inside the container they produced (Prospector's Satchel ore, Warden's Censer Occult Dust, Deepwater Rig fish, Surveyor's Astrolabe gems), which raises that category's share and lowers the others in proportion; no outcome is ever removed. The Reliquary Compass aims the rung instead, multiplying the weight of both sealed containers by 6.

Spirit Charms

A Spirit Charm slots onto a pet and gives it a second stat. When a charm is crafted it rolls one stat, each equally likely. A Diamond re-roll replaces that stat with one of the others, each equally likely, and never gives back the one it replaced.

OutcomeChance
Each stat, when a charm is crafted11.11%
Each other stat, on a Diamond re-roll12.5%

A charm can be upgraded from +0 to +10. Each attempt costs gold and one gem of your level band whether it succeeds or not. Artificer's Etching mastery adds 3 points to every attempt's chance per rank, up to 15, and never past 100%.

Upgrade attemptChance
+0 to +1100%
+1 to +2100%
+2 to +390%
+3 to +480%
+4 to +570%
+5 to +660%
+6 to +750%
+7 to +840%
+8 to +935%
+9 to +1030%

On a failed upgrade: The charm drops one level, never below +0.

Laurel Coffers

An account receives a Laurel Coffer the first time any of its characters reaches level 100, 200 and 300. A coffer can be traded while sealed and opens only with a Laurel Seal-Key, which is spent on the opening. Everything inside is scaled to the level of the character who opens it, and every draw is independent. Every coffer pays one Legendary piece of gear first.

The Legendary pieceChance
A Legendary piece of gear, in every coffer100%
Each slot: weapon, offhand, helmet, chest, legs or boots1 in 6 (16.7%)
Its Legendary bonus, rolled evenly across the range10% to 50%

The piece is picked with even odds from any class's gear made for your level, the same pool monsters drop from. Then the coffer rolls its draws.

Each draw after the LegendaryChance
A gem of your level band35%
Ingots of your level's ore (5 to 20)25%
Artificer tablets of your highest tier (3 to 8)20%
A rune20%
Inside a drawChance
A gem draw pays a Gem Chip70%
A gem draw pays a full Gem30%
A rune draw pays each of the 4 runes25%
Draws after the LegendaryDraws
Level 100 Laurel Coffer3
Level 200 Laurel Coffer5
Level 300 Laurel Coffer7

Skill Scrolls & Sigils

A scroll teaches your class one of the actives found in the world; a sigil changes what one of your actives does. From level 100, both roll on kills near your level, on a Hades run you have not outgrown, and on a world boss event won, for the character who earns them. Three finds in four are for your own class, the rest for one of the other three alike. Magic find and drop bonuses do not change these chances, and a kill more than 10 levels below you or more than 25 above you rolls neither.

SourceChance
Scroll, ordinary kill, level 200 and up1 in 2000 kills
Scroll, ordinary kill, level 100 to 1991 in 2500 kills
Scroll, boss kill, level 200 and up1 in 300 kills
Scroll, boss kill, level 100 to 1991 in 350 kills
Scroll, Hades run1 in 1000 runs
Scroll, world boss event won1 in 10 events
Sigil, ordinary kill, level 200 and up1 in 500 kills
Sigil, ordinary kill, level 100 to 1991 in 600 kills
Sigil, boss kill, level 200 and up1 in 100 kills
Sigil, boss kill, level 100 to 1991 in 200 kills
Sigil, Hades run1 in 250 runs
Sigil, world boss event won1 in 4 events
World boss sigil, world boss event won1 in 3 events
Your own class3 finds in 4
Drop range10 levels below to 25 above you
Under level 100None from any source

Fortune's Hourglass

An Hourglass adds its minutes to your party's Fortune's Favor, under the cap. From level 100 it rolls on ordinary kills and zone boss kills near your level, for the character who lands them, and from nowhere else. Magic find and drop bonuses do not change these chances, and a kill more than 10 levels below you or more than 25 above you rolls none. Hades, world bosses, fishing, merges, shops and rewards never pay one.

SourceChance
Ordinary kill, level 200 and up1 in 2000 kills
Ordinary kill, level 100 to 1991 in 2500 kills
Boss kill, level 200 and up1 in 300 kills
Boss kill, level 100 to 1991 in 350 kills
Under level 100None from any source
Drop range10 levels below to 25 above you
Minutes per Hourglass30 minutes

Loot & Gathering Drops

Defeated monsters may drop equipment; the tier (Common, Epic, Legendary, Nightmare) is weighted by monster level and your Magic Find stat. Gathering Occult Dust always returns the tier your character level has unlocked, or the tier you picked on the Occultation panel โ€” there is no roll for a higher one. Occultation level changes how much dust a gather returns, not which tier it is.