๐ฒ Luminariah โ Randomized Item Odds
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 level | Base success chance |
|---|---|
| +0 to +4 | 100% |
| +5 to +6 | 75% |
| +7 | 70% |
| +8 | 60% |
| +9 | 50% |
| +10 | 40% |
| +11 | 30% |
| +12 | 20% |
| +13 to +14 | 10% |
| +15 (Nightmare) | 50% |
| +16 | 40% |
| +17 | 30% |
| +18 | 20% |
| +19 | 10% |
| Failure outcome | Chance |
|---|---|
| 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 tier | Grimoire chance (Gamble) | Grimoire chance (Open for a Seal) | Seal value range (rolled) |
|---|---|---|---|
| T1 | 16% | 0% | 2โ5% |
| T2 | 15% | 0% | 4โ8% |
| T3 | 14% | 0% | 6โ12% |
| T4 | 13% | 0% | 8โ15% |
| T5 | 12% | 0% | 10โ18% |
| T6 | 10% | 0% | 12โ22% |
| Mastery | Added to the Gamble chance |
|---|---|
| Binding at full rank | up 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.
| Outcome | Chance |
|---|---|
| Safe slot โ success | 50% |
| Safe slot โ seal shatters (grimoire safe) | 50% |
| Risky slot โ success | 50% |
| Risky slot โ grimoire destroyed | 25% |
| Risky slot โ seal shatters, grimoire safe | 25% |
| Risky slot with full Warding, success | 50% |
| Risky slot with full Warding, grimoire destroyed | 18% |
| Risky slot with full Warding, seal shatters, grimoire safe | 32% |
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.
| Outcome | Chance |
|---|---|
| Piece destroyed | 20% |
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 tier | Bonus roll range |
|---|---|
| Epic | 0 to 40% |
| Legendary | 10 to 50% |
| Nightmare | 20 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.
| Method | Gem destroyed |
|---|---|
| Gold | 10% |
| 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.
| Roll | Chance | Fills |
|---|---|---|
| Critical | 5% | 50โ100% of gap |
| Standard | 95% | 5โ25% 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.
| Boost | Chance |
|---|---|
| XP Surge: +50% XP | 1 in 3 (33.3%) |
| Gold Surge: +50% gold find | 1 in 3 (33.3%) |
| Loot Surge: +25% drop chance | 1 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.
| Value | Amount |
|---|---|
| Elite chance (after each kill) | 4% |
| Elite damage | 2.5ร normal |
| Elite health | 6ร normal |
| Ancient Coins per Elite kill | 8โ15 |
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.
| Reward | Value |
|---|---|
| First kill, Ancient Coins | 50 |
| First kill, XP | 10ร that kill |
| Mini chance | 0.001% per kill |
| Nightmare weapon chance | 0.003% per kill |
| Prize range | 10 levels below to 25 above you |
| Lowest level to roll | Level 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.
| Subscription | Draw weight bonus |
|---|---|
| No subscription | No 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.
| Amplifier | Value |
|---|---|
| Chance to fire | 14.9% |
| Skill damage bonus | +119.2% |
| Carried from level | 300 |
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.
| Source | Chance |
|---|---|
| Monster kill that drops materials | 0.03% of those drops |
| Hades claim | 0.1% 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 home | Chance |
|---|---|
| Wayfarer's Haul | 70% |
| Spirit-Touched Cache | 25% |
| 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.
| Outcome | Chance |
|---|---|
| Legendary of your class, per return | 0.5% |
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 draw | Chance |
|---|---|
| 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 draw | Chance |
|---|---|
| A Spirit Vessel | 7.92% |
| A colourway for your profession pets | 0.99% |
| Draws per Reliquary | 5 |
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 home | Tome | Chance |
|---|---|---|
| Wayfarer's Haul | Codex of the Trade | 4% |
| Spirit-Touched Cache | Codex of the Trade | 10% |
| Trailblazer's Strongbox | Masterwork Folio | 25% |
| Menagerie Reliquary | Ledger of Ten Thousand Hours | 20% |
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.
| Outcome | Chance |
|---|---|
| Each stat, when a charm is crafted | 11.11% |
| Each other stat, on a Diamond re-roll | 12.5% |
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 attempt | Chance |
|---|---|
| +0 to +1 | 100% |
| +1 to +2 | 100% |
| +2 to +3 | 90% |
| +3 to +4 | 80% |
| +4 to +5 | 70% |
| +5 to +6 | 60% |
| +6 to +7 | 50% |
| +7 to +8 | 40% |
| +8 to +9 | 35% |
| +9 to +10 | 30% |
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 piece | Chance |
|---|---|
| A Legendary piece of gear, in every coffer | 100% |
| Each slot: weapon, offhand, helmet, chest, legs or boots | 1 in 6 (16.7%) |
| Its Legendary bonus, rolled evenly across the range | 10% 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 Legendary | Chance |
|---|---|
| A gem of your level band | 35% |
| Ingots of your level's ore (5 to 20) | 25% |
| Artificer tablets of your highest tier (3 to 8) | 20% |
| A rune | 20% |
| Inside a draw | Chance |
|---|---|
| A gem draw pays a Gem Chip | 70% |
| A gem draw pays a full Gem | 30% |
| A rune draw pays each of the 4 runes | 25% |
| Draws after the Legendary | Draws |
|---|---|
| Level 100 Laurel Coffer | 3 |
| Level 200 Laurel Coffer | 5 |
| Level 300 Laurel Coffer | 7 |
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.
| Source | Chance |
|---|---|
| Scroll, ordinary kill, level 200 and up | 1 in 2000 kills |
| Scroll, ordinary kill, level 100 to 199 | 1 in 2500 kills |
| Scroll, boss kill, level 200 and up | 1 in 300 kills |
| Scroll, boss kill, level 100 to 199 | 1 in 350 kills |
| Scroll, Hades run | 1 in 1000 runs |
| Scroll, world boss event won | 1 in 10 events |
| Sigil, ordinary kill, level 200 and up | 1 in 500 kills |
| Sigil, ordinary kill, level 100 to 199 | 1 in 600 kills |
| Sigil, boss kill, level 200 and up | 1 in 100 kills |
| Sigil, boss kill, level 100 to 199 | 1 in 200 kills |
| Sigil, Hades run | 1 in 250 runs |
| Sigil, world boss event won | 1 in 4 events |
| World boss sigil, world boss event won | 1 in 3 events |
| Your own class | 3 finds in 4 |
| Drop range | 10 levels below to 25 above you |
| Under level 100 | None 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.
| Source | Chance |
|---|---|
| Ordinary kill, level 200 and up | 1 in 2000 kills |
| Ordinary kill, level 100 to 199 | 1 in 2500 kills |
| Boss kill, level 200 and up | 1 in 300 kills |
| Boss kill, level 100 to 199 | 1 in 350 kills |
| Under level 100 | None from any source |
| Drop range | 10 levels below to 25 above you |
| Minutes per Hourglass | 30 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.