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
The three kinds
| Kind | Name when opened | Main things | Spirits (Breeze) |
|---|---|---|---|
| Small | a weathered coffer | 1 | 30 |
| Mid | an iron-bound chest | 2 | 80 |
| Rare | a gilded reliquary | 3 (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
| Where | Kind |
|---|---|
| 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 falls | Mid 85%, rare 15% |
| A cleared lock-in room | Mid 85%, rare 15% |
| A hidden vault | Mid 85%, rare 15% |
| A lair, once its boss is down | Rare, 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:
| Kind | Gear | Charm | Fiber | Spirit Gem |
|---|---|---|---|---|
| Small | 45 | 12 | 35 | 8 |
| Mid | 50 | 20 | 15 | 15 |
| Rare | 50 | 20 | 15 | 22 |
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:
| Difficulty | Small | Mid | Rare |
|---|---|---|---|
| Breeze | 8% | 15% | 21% |
| Mild | 10% | 17% | 22% |
| Grim | 12% | 18% | 23% |
| Dire | 13% | 20% | 25% |
| Fatal | 15% | 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.
| Chest | Fiber |
|---|---|
| Small | Dubious Fiber (a second one: Decent Fiber) |
| Mid | Decent Fiber 55%, Dubious Fiber 45% |
| Rare | Epic Fiber 70%, Decent Fiber 30% |
| A lair's chest | Epic Fiber (a second one: Decent Fiber) |
Spirit Gems
Which Spirit Gem depends on how many Jewels you hold:
| Jewels held | Spirit Gem I | Spirit Gem II | Spirit Gem III |
|---|---|---|---|
| 0 | 100% | 0% | 0% |
| 1 | 75% | 25% | 0% |
| 2 | 60% | 40% | 0% |
| 3 | 45% | 40% | 15% |
| 4 | 30% | 45% | 25% |
| 5 | 20% | 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 held | Usual metal | One step up |
|---|---|---|
| 0 | Stone | Bronze |
| 1 | Bronze | Iron |
| 2 | Iron | Steel |
| 3 | Steel | Endurium |
| 4 or 5 | Endurium | Endurium |
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.
| Difficulty | Small | Mid | Rare |
|---|---|---|---|
| Breeze | 30 | 80 | 175 |
| Mild | 38 | 100 | 219 |
| Grim | 45 | 120 | 263 |
| Dire | 53 | 140 | 306 |
| Fatal | 60 | 160 | 350 |
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:
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.