Drop Rates
Last updated: April 13, 2026
Runeforged Heroes is in development. Rates and reward systems can change with patches, balancing, events, and live-ops updates. This page reflects current configured behavior and may be revised at any time.
Daily Roulette
Configured weights total 100, so listed percentages are direct odds.
| Reward | Chance |
|---|---|
| 10,000 essence | 25% |
| 10,000 gold | 25% |
| 50 gems | 20% |
| 1 silver key | 13% |
| 1 gold key | 7% |
| 300 gems | 5% |
| 3 universal shards | 3% |
| 10 universal shards | 2% |
- 1st daily spin: free
- 2nd daily spin: rewarded ad
- 3rd and later daily spins: 120 gems each
Chest Opening
Each chest table totals 100, so listed percentages are direct odds.
Silver Chest
Gem cost fallback: 100
| Reward | Chance |
|---|---|
| Essence worth 12.5% of current campaign-gold curve value | 25% |
| Gold worth 12.5% of current campaign-gold curve value | 15% |
| 1 common gear piece | 40% |
| 1 uncommon gear piece | 15% |
| 1 rare gear piece | 5% |
Gold Chest
Gem cost fallback: 250
| Reward | Chance |
|---|---|
| Essence worth 33.33% of current campaign-gold curve value | 25% |
| Gold worth 33.33% of current campaign-gold curve value | 15% |
| 1 uncommon gear piece | 40% |
| 1 rare gear piece | 15% |
| 1 epic gear piece | 5% |
Champion Chest
Gem cost fallback: 400
| Reward | Chance |
|---|---|
| 5 uncommon hero shards | 40% |
| 5 rare hero shards | 30% |
| 5 epic hero shards | 17% |
| 5 legendary hero shards | 10% |
| 5 mythic hero shards | 3% |
Ascendant Chest
Gem cost fallback: 1000
| Reward | Chance |
|---|---|
| 3 legendary hero shards | 22% |
| 3 mythic hero shards | 13% |
| 1 epic gear piece | 40% |
| 1 legendary gear piece | 15% |
| 10 legendary hero shards | 8% |
| 10 mythic hero shards | 2% |
Chest Gear Pool Notes
- Gear sets: abyss, bastion, divine, pyro, reaper, titanbane, viper
- Slots: belt, boots, chestplate, elixir, helmet, necklace, ring, weapon_1, weapon_2, weapon_3
- The exact final piece is selected by authoritative cloud or backend gear-pool logic.
Campaign Gear Drops
Current runtime behavior reflects code-level drop-count clamping.
| Drop count | Effective chance |
|---|---|
| 2 drops | 90% |
| 3 drops | 10% |
| Rarity | Chance per gear drop |
|---|---|
| Common | 65% |
| Uncommon | 33% |
| Rare | 2% |
- Completion scaling applies after the roll: rolled drop count is multiplied by completion percentage, then floored.
Hero Delve Gear Drops
| Drop count | Effective chance |
|---|---|
| 3 drops | 100% |
| Rarity | Chance per gear drop |
|---|---|
| Common | 65% |
| Uncommon | 33% |
| Rare | 2% |
Hero Delve Shard Rewards
Full-clear shard count
| Shards before completion scaling | Chance |
|---|---|
| 3 | 30% |
| 4 | 30% |
| 5 | 20% |
| 6 | 12% |
| 7 | 8% |
Target hero rarity
| Hero rarity | Chance |
|---|---|
| Uncommon | 35% |
| Rare | 30% |
| Epic | 20% |
| Legendary | 10% |
| Mythic | 5% |
Within each chosen rarity, target hero selection is uniform across eligible heroes.
Mission Random Gear Rewards
- For mission rewards like random common, uncommon, rare, or epic gear, rarity is fixed by reward definition.
- The specific piece is selected uniformly from the configured authoritative pool for that reward type.
Run Upgrade Shop Offer Rarity
| Rarity | Relative chance |
|---|---|
| Common | 60% |
| Rare | 30% |
| Epic | 9% |
| Legendary | 1% |
Final observed odds depend on currently eligible, non-maxed upgrades at the time of roll.
Guild Daily Chest
Guild daily rewards are currently level or tier-based rather than one simple weighted table. Reward quantity, rarity bands, and eligible pools vary by guild level or tier. Each guild daily claim also grants 50 gems.