Caches
Three cache types, three key sources, and published odds. If a game asks you to gamble, it can at least show you the numbers.
Status: Live · Gloam caches gated on the token launch
Cache types#
| Cache | Key bought with | Where keys come from |
|---|---|---|
| Plain | Tallow | The renderer, daily contracts |
| Strongbox | Tallow | Renderer (limited daily), Tier IV+ pries |
| Gloam | $GLOAM | Market, events |
Caches themselves come out of pries and contracts. Keys are the limiting factor, not caches — most delvers end up with more boxes than they can open.
Drop tables#
Odds are per open, independent, and identical for every player. There is no pity timer, no luck stat, and no first-open bonus.
Plain cache#
| Tier | Chance |
|---|---|
| Common | 62% |
| Uncommon | 26% |
| Rare | 9% |
| Epic | 2.5% |
| Relic | 0.5% |
Strongbox#
| Tier | Chance |
|---|---|
| Common | 30% |
| Uncommon | 38% |
| Rare | 22% |
| Epic | 8% |
| Relic | 1.8% |
| Gloam | 0.2% |
Gloam cache#
| Tier | Chance |
|---|---|
| Uncommon | 24% |
| Rare | 40% |
| Epic | 26% |
| Relic | 8.5% |
| Gloam | 1.5% |
What is actually inside
Caches contain cosmetics, company and materials. They never contain lamps, tanks or anything else that affects how far down you can get — those come from Fabrication only. You cannot open your way to depth.
Opening them#
Opening is instant and there is no animation you have to sit through. The result is rolled on the server, so it is the same roll whether you open one or forty.
On the odds
The tables above are the real ones. If they change — and they will, when new tiers ship — this page changes with them and the change is announced. We are not going to quietly adjust a number and hope nobody is keeping notes.