Game Mechanics

Complete reference for probabilities, drop rates, gold values, and hidden systems — all extracted from official game data.

Card Rarity

Starts at -5%, increases by 0.5% per non-rare rolled. Resets to -5% when rare is rolled. Cannot exceed +40%.

Base Rare Chance
Regular Combat3% (1.5% ascension)
Elite Combat10% (5%)
Boss Combat100%
Shop9% (4.5%)
Uncommon Chance
Regular Combat37%
Elite Combat40%
Boss Combat0%
Shop37%
Upgrade Chance
Act 10%
Act 225% (12.5%)
Act 350% (25%)

Gold Drops

Combat Gold
Regular Combat10-20 (7-15 ascension)
Elite Combat35-45 (26-33)
Boss Combat100 (75)
Chest Gold
Treasure Chest42-53 (31-39 ascension)

Potions

Drop Chance

Starts at 40%. +10% when no drop, -10% when dropped. Elites add flat 12.5% bonus.

Rarity
Common65%
Uncommon25%
Rare10%
Shop Prices
Common47-53
Uncommon71-78
Rare95-105

Relics

Rarity Chances
Common50%
Uncommon33%
Rare17%
Shop Prices
Common170-230
Uncommon255-345
Rare340-460

Shop

Shop Contents

2 attacks, 2 skills, 1 power (your class) + 1 uncommon colorless + 1 rare colorless + 2 relics + 1 shop relic + 3 potions + card remove

One card is randomly on sale at 50% off.

Card Prices
Common Class Card47-53
Uncommon Class Card71-78
Rare Class Card142-157
Uncommon Colorless81-90
Rare Colorless163-181

Combat Encounters

Encounter Pools

First 3 regular combats of Act 1, first 2 of Acts 2-3 are easy pool. All others are hard pool.

Elite Pool

3 possible elites per act, all seen once before any repeats.

No-Repeat Rule

No encounter can share a tag with the previous encounter.

? Room Probabilities

All probabilities start at base chance and increase each time that room type is not seen, resetting when it appears.

Combat
Base Chance10%

+10% each time not seen, resets on seen

Treasure Chest
Base Chance2%

+2% each time not seen

Shop
Base Chance3%

+3% each time not seen

Cannot roll if adjacent node is a shop