Chests

GUIDEDUNGEONS

Chests are found in dungeons and lairs. There are three kinds: small, mid and rare. Each holds one, two or three main things (gear, charms, Spirit Gems or fibers) and a burst of spirits. Harder dungeons give more spirits, better odds of a Spirit Gem, and a better chance of gear in a higher metal.

CONTENTS
  1. The three kinds
  2. Where each kind is found
  3. What the main things are
  4. The metal of gear and charms
  5. Spirits
  6. Gem pity
  7. Arrows for bow users
  8. Chests outside dungeons
  9. In online play
  10. Tips

The three kinds

KindName when openedMain thingsSpirits (Breeze)
Smalla weathered coffer130
Midan iron-bound chest280
Rarea gilded reliquary3 (the first is always gear)175

Walk up to a chest and press E to open it. Better chests open with a bigger burst of light and their own sound. Chests hold no ores, woods, ingots or food: only the main things, spirits, and sometimes arrows.

Where each kind is found

WhereKind
A dungeon's side rooms (40% of rooms; every room in a Gilded dungeon)Small, or mid: 27% at Breeze, 31% at Mild, 35% at Grim, 39% at Dire, 43% at Fatal
The room a dungeon is for (always one; opening it beats the dungeon)Mid, or rare: 15% at Breeze, 21% at Mild, 27% at Grim, 33% at Dire, 39% at Fatal
Where a champion fallsMid 85%, rare 15%
A cleared lock-in roomMid 85%, rare 15%
A hidden vaultMid 85%, rare 15%
A lair, once its boss is downRare, always

In a Swarming or Lightless dungeon each small chest has a 55% chance to be a mid one instead. See Dungeons for champions, lock-in rooms, hidden vaults and omens.

What the main things are

Each main thing is rolled as gear, a charm, a fiber or a Spirit Gem. A rare chest's first is always gear; its other two are rolled. The weights:

KindGearCharmFiberSpirit Gem
Small4512358
Mid50201515
Rare50201522

Each step of difficulty above Breeze adds 2 to the Spirit Gem's weight (so +8 at Fatal), and gem pity (below) adds more. The chance that a roll is a Spirit Gem, with no pity:

DifficultySmallMidRare
Breeze8%15%21%
Mild10%17%22%
Grim12%18%23%
Dire13%20%25%
Fatal15%21%26%

A chest never gives the same Spirit Gem twice or the same fiber twice. If a gem can't be given, it gives a charm instead; if a fiber can't be given, it gives gear.

Gear

Gear is a weapon 55% of the time (the sword, greatsword, daggers, war hammer, blade staff or bow, equally likely), a mattock 15%, a fishing pole 12%, and a raincoat 18% (the Runner's, Tank's, Warrior's, Courier's, Olympian's or Farmer's, equally likely).

Charms

A charm is one of the five: Angler's, Gardener's, Fighter's, Wanderer's or Packer's, equally likely.

Fibers

Which fiber depends on the chest. If a chest gives a second fiber, it's the other one in its row.

ChestFiber
SmallDubious Fiber (a second one: Decent Fiber)
MidDecent Fiber 55%, Dubious Fiber 45%
RareEpic Fiber 70%, Decent Fiber 30%
A lair's chestEpic Fiber (a second one: Decent Fiber)

Spirit Gems

Which Spirit Gem depends on how many Jewels you hold:

Jewels heldSpirit Gem ISpirit Gem IISpirit Gem III
0100%0%0%
175%25%0%
260%40%0%
345%40%15%
430%45%25%
520%45%35%

The metal of gear and charms

Gear and charms come in the metal that matches the Jewels you hold, or sometimes the next one up. With 4 or more Jewels, it is always endurium.

Jewels heldUsual metalOne step up
0StoneBronze
1BronzeIron
2IronSteel
3SteelEndurium
4 or 5EnduriumEndurium

The chance of the step up is 15% from a small chest, 30% from a mid chest and 50% from a rare one. A lair's chest adds 15%, and each step of difficulty above Breeze adds 3% (12% at Fatal), up to 90% at most. A rare chest's first piece of gear always has a 90% chance of the step up.

Spirits

Every chest lets out spirits, spread at random over the four elements. They go straight to you and take no pack space. Each step of difficulty adds 25% of the base amount.

DifficultySmallMidRare
Breeze3080175
Mild38100219
Grim45120263
Dire53140306
Fatal60160350

A lair's chest counts as Grim for a normal lair, Dire for a Fatal lair and Fatal for an Abyssal lair, so it gives 263, 306 or 350 spirits, and those steps also count toward its Spirit Gem weight and its metal.

Gem pity

Each mid or rare chest that gives no Spirit Gem makes the next mid or rare chest likelier to give one: it adds 5 to the Spirit Gem's weight, up to +50 after ten chests in a row without one. As soon as a mid or rare chest gives a Spirit Gem, the bonus goes back to 0. Small chests don't use or change it.

With the full bonus, a mid chest at Breeze gives a Spirit Gem on 43% of its rolls, and a rare chest on 46%.

Arrows for bow users

If you carry a bow and have fewer than 30 arrows in all, each chest has a 50% chance to add a bundle of 20 to 30 arrows, on top of its main things. They are of the metal that matches your Jewels:

Jewels heldArrows
0Arrows
1Arrows
2Arrows
3Arrows
4 or 5Arrows

Chests outside dungeons

  • A champion out in the world: some village quests have a champion to beat. When it falls, what its chest would hold (mid 85%, rare 15%, counted as Breeze) drops at its feet.
  • The lakebed chest: in the first world, the one that starts in the valley, a chest lies on the bed of the valley's lake. Dive down to open it, once, for 3 Copper Ore, 2 Iron Ore and 2 Pearls. Worlds made later from the title screen don't have it.

In online play

Chests are each player's own. When you open a chest, nobody else loses it, and what's inside is rolled in your own game, by your own Jewels and your own gem pity. Which side rooms have a chest can differ from player to player. When a champion falls, every Wanderer within 25 tiles of it gets a chest of their own.

Tips

  • Harder dungeons pay more: more spirits, more Spirit Gems and more gear in the higher metal.
  • Champions, lock-in rooms and hidden vaults never give small chests, so they are worth the fight.
  • If you use a bow, let your arrows run low before a dungeon run: chests only add arrows when you have fewer than 30.
  • Pick up everything a chest drops before you leave. Anything left lying on a dungeon floor is lost.

See also