Probability Information
These are the probabilities for every random element that can be bought directly or indirectly with the paid currency, gems. Values are computed with the same formulas as the game code and rounded for display (totals may differ slightly from 100%). We will announce any change on this page and in the Game before it applies.
1. Gem Shop · Recipe Scroll (300 gems)
You get one recipe you don't know yet from the dungeons currently open. Every candidate has the same chance: 1 ÷ (remaining recipes). The remaining count is shown on the button, and the scroll can't be bought when none remain.
| Dungeon (added once stage 1 is cleared) | Recipe tier | Recipes added |
|---|---|---|
| Sewer Rat Den | T2 | 9 |
| Raccoon Alley | T3 | 9 |
| Moonlit Forest | T4 | 9 |
| Volcano Forge | T5 | 5 |
| Frozen Harbor | T5 | 4 |
| Starlit Sky Castle | T6 | 5 |
| Sand Temple | T6 | 4 |
| Abyssal Coral Palace | T7 | 5 |
| Shadow Demon Castle | T7 | 4 |
Example: with all 9 dungeons open and no recipes known, 1 of 54 → 1.85% each. With only the Sewer Rat Den open and 2 of its recipes known, 1 of 7 → 14.29% each. (Endless Tower T8–T10 recipes never come from scrolls.)
2. Gem Shop · Dungeon Material Box (120 gems)
12 materials are drawn independently. Each draw picks one of the dungeon materials you have obtained at least once, with equal chance (1 ÷ number of types obtained).
If you have not obtained any dungeon material yet, you receive the 5 basic materials (Hardwood, Iron Scrap, Tough Leather, Soft Cloth, Twisted Yarn) — 6 of each, guaranteed (30 total, no randomness).
| Dungeon material types obtained so far | Chance per material per draw | Expected per material (Material Box, 12) | Expected per material (free box, 6) |
|---|---|---|---|
| 1 | 100% | 12.00 | 6.00 |
| 3 | 33.33% | 4.00 | 2.00 |
| 5 | 20.00% | 2.40 | 1.20 |
| 10 | 10.00% | 1.20 | 0.60 |
| 15 | 6.67% | 0.80 | 0.40 |
| 22 | 4.55% | 0.55 | 0.27 |
Eligible dungeon materials (22): Silver Fish Scale, Rat Fang, Ember Crystal, Black Feather, Sticky Web, Moon Herb, Glow Crystal, Dark Iron, Star Shard, Dragon Scale, Lava Whetstone, Frost Crystal, Star Essence, Sunstone, Mummy Wrap, Abyssal Coral, Black Pearl, Shadow Shard, Demon Lord's Horn, Comet Core, Eclipse Shard, Cat God's Fur
Note: the shop's free ad Material Box (3 per day, free) works the same way with 6 draws (3 of each basic material if you have no dungeon materials).
3. Crafting quality
Crafted gear gets one of 8 quality grades when collected from the anvil. The odds depend on your hammer level, raised with gold or the Gem Shop's Master's Whetstone (hammer +1); the Blessed Vestment costume counts as hammer +3. The table is for gear with a crafting time of 99 seconds or more (T5 and above).
| Grade | Hammer Lv.0 | Hammer Lv.10 | Hammer Lv.20 | Hammer Lv.29 | Hammer Lv.40 | Hammer Lv.50 |
|---|---|---|---|---|---|---|
| Common | 68.14% | 56.14% | 44.14% | 33.34% | 32.92% | 32.73% |
| Fine | 22.00% | 22.00% | 22.00% | 22.00% | 21.86% | 21.73% |
| Rare | 8.00% | 15.48% | 22.96% | 29.69% | 29.62% | 29.44% |
| Epic | 1.70% | 5.66% | 9.62% | 13.18% | 13.16% | 13.09% |
| Legendary | 0.150% | 0.630% | 1.11% | 1.54% | 2.05% | 2.50% |
| Mythic | 0.012% | 0.084% | 0.156% | 0.221% | 0.342% | 0.449% |
| Transcendent | 0.00100% | 0.011% | 0.020% | 0.029% | 0.051% | 0.071% |
| Primal | 0.0000500% | 0.00053% | 0.00101% | 0.00144% | 0.00303% | 0.00444% |
- Up to hammer Lv.29, Common decreases while Rare through Primal increase. After Lv.29, Common–Epic stay almost the same, and each level multiplies the base Legendary chance by +3%, Mythic +5%, Transcendent +7% and Primal +10%.
- Gear with a short crafting time has its Legendary-and-above chances scaled by crafting time (time ÷ 99 s, minimum 3%); the remainder is shared among the other grades. This uses the gear's original crafting time, not time reduced by speed products or costumes.
| Hammer | Tier (craft time) | Legendary | Mythic | Transcendent | Primal |
|---|---|---|---|---|---|
| Hammer Lv.0 | T1 (3s) | 0.00455% | 0.00036% | 0.0000304% | 0.0000015% |
| Hammer Lv.0 | T2 (7s) | 0.011% | 0.00085% | 0.0000708% | 0.0000035% |
| Hammer Lv.0 | T3 (17s) | 0.026% | 0.00206% | 0.00017% | 0.0000086% |
| Hammer Lv.0 | T4 (41s) | 0.062% | 0.00497% | 0.00041% | 0.0000207% |
| Hammer Lv.0 | T5 (99s) | 0.150% | 0.012% | 0.00100% | 0.0000500% |
| Hammer Lv.29 | T1 (3s) | 0.048% | 0.00681% | 0.00089% | 0.0000445% |
| Hammer Lv.29 | T2 (7s) | 0.111% | 0.016% | 0.00207% | 0.00010% |
| Hammer Lv.29 | T3 (17s) | 0.269% | 0.038% | 0.00503% | 0.00025% |
| Hammer Lv.29 | T4 (41s) | 0.645% | 0.092% | 0.012% | 0.00060% |
| Hammer Lv.29 | T5 (99s) | 1.54% | 0.221% | 0.029% | 0.00144% |
Auto Workshop · Master's Touch
Gear made by the Auto Workshop (30-day in-app pass, 120 gems = 24 h, 30-min ad trial) rolls at half your hammer level, and results above Rare become Rare.
| Hammer | Common | Fine | Rare |
|---|---|---|---|
| Hammer Lv.0 | 68.14% | 22.00% | 9.86% |
| Hammer Lv.10 | 62.14% | 22.00% | 15.86% |
| Hammer Lv.20 | 56.14% | 22.00% | 21.86% |
| Hammer Lv.29 | 51.34% | 22.00% | 26.66% |
| Hammer Lv.40 | 44.14% | 22.00% | 33.86% |
| Hammer Lv.50 | 38.14% | 22.00% | 39.86% |
While Master's Touch (gems, 30 minutes of work) is active, and for gear made while the app is closed with Auto Workshop Premium (in-app), rolls use half your hammer level, results below Rare become Rare and results above Legendary become Legendary (table for crafting time ≥ 99 s; shorter gear has its Legendary chance scaled as above).
| Hammer | Rare | Epic | Legendary |
|---|---|---|---|
| Hammer Lv.0 | 98.14% | 1.70% | 0.163% |
| Hammer Lv.10 | 95.88% | 3.68% | 0.444% |
| Hammer Lv.20 | 93.61% | 5.66% | 0.725% |
| Hammer Lv.29 | 91.81% | 7.24% | 0.950% |
| Hammer Lv.40 | 89.09% | 9.62% | 1.29% |
| Hammer Lv.50 | 86.83% | 11.60% | 1.57% |
Re-roll by watching an ad (free)
Right after crafting you can watch an ad to re-roll with the table for hammer level +30. The result is never worse than the current one and is capped at Epic (Epic or above becomes Epic).
| Hammer | Common | Fine | Rare | Epic |
|---|---|---|---|---|
| Hammer Lv.0 | 33.12% | 21.99% | 29.79% | 15.10% |
| Hammer Lv.10 | 32.92% | 21.86% | 29.62% | 15.61% |
| Hammer Lv.20 | 32.73% | 21.73% | 29.44% | 16.11% |
| Hammer Lv.29 | 32.55% | 21.61% | 29.29% | 16.55% |
4. Enhancing (+1 to +15)
Enhancing costs materials and gold. With protection on, success chance is +20 percentage points and failure never drops or destroys the gear. Protection uses one Enhance Protection Ticket (in-app or rewards), or gems (30 + 20 × current level) when you have no ticket.
| Level | Success | With protection | On failure (unprotected) | Destroy chance (unprotected) | Protection gems (no ticket) |
|---|---|---|---|---|---|
| +0 → +1 | 100% | 100% | Stays | - | 30 |
| +1 → +2 | 100% | 100% | Stays | - | 50 |
| +2 → +3 | 100% | 100% | Stays | - | 70 |
| +3 → +4 | 85.00% | 100% | Stays | - | 90 |
| +4 → +5 | 75.00% | 95.00% | Stays | - | 110 |
| +5 → +6 | 65.00% | 85.00% | Stays | - | 130 |
| +6 → +7 | 55.00% | 75.00% | Stays | - | 150 |
| +7 → +8 | 45.00% | 65.00% | Stays | - | 170 |
| +8 → +9 | 35.00% | 55.00% | Drops 1 level | - | 190 |
| +9 → +10 | 25.00% | 45.00% | Drops 1 level | - | 210 |
| +10 → +11 | 22.00% | 42.00% | 30% destroyed · 70% drops 1 level | 23.40% | 230 |
| +11 → +12 | 19.00% | 39.00% | 30% destroyed · 70% drops 1 level | 24.30% | 250 |
| +12 → +13 | 16.00% | 36.00% | 30% destroyed · 70% drops 1 level | 25.20% | 270 |
| +13 → +14 | 13.00% | 33.00% | 30% destroyed · 70% drops 1 level | 26.10% | 290 |
| +14 → +15 | 10.00% | 30.00% | 30% destroyed · 70% drops 1 level | 27.00% | 310 |
"Destroy chance" is the chance the gear is lost on one unprotected attempt ((1 − success) × 30%).
5. Refining (raise quality one grade, gems)
An attempt to raise equipped gear's quality by one grade. Up to 3 times per item per day, up to Mythic (Transcendent and Primal only through crafting). A Refine Charm (in-app) adds +15 percentage points and prevents drops on failure. Enhancement level is never lost.
| Refine | Gems | Success | With Refine Charm | On failure (no charm) | Drop chance (no charm) |
|---|---|---|---|---|---|
| Common → Fine | 25 | 60.00% | 75.00% | Unchanged | - |
| Fine → Rare | 50 | 45.00% | 60.00% | Unchanged | - |
| Rare → Epic | 100 | 30.00% | 45.00% | Unchanged | - |
| Epic → Legendary | 260 | 15.00% | 30.00% | 30% drops 1 grade · 70% unchanged | 25.50% |
| Legendary → Mythic | 650 | 8.00% | 23.00% | Always drops 1 grade | 92.00% |
"Drop chance" is the chance the grade goes down on one attempt without a charm.
6. Paid products without randomness
Gem Shop Gold Pouch, Gold Vault, Master's Whetstone, Mercenary Training Manual, Customer Rush, Friendship Snack and all in-app packs (gems, passes, costumes, supply boxes, etc.) give exactly what the purchase screen lists, with no random element.
Contact: support@leoncorpcore.com