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Caches and odds

Every cache, its exact odds and its pity. The numbers are worked out from the same data by the same functions the game rolls with, so if this page is wrong, so is the game.

Caches cost Sparks, and Sparks come only from playing. Money never buys a cache, Sparks or Stormglass.

Caches open at level 3, account-wide. What Sparks are and where they come from is in the Sparks and caches guide. Odds last changed 2026-10-01.

Supply cache

100 Sparks

A crate of whatever the quartermaster could spare. Mostly spare.

RarityBaseWith pity
Common60.00%56.24%
Uncommon28.00%26.24%
Rare9.00%11.82%
Epic2.50%3.76%
Legendary0.50%1.94%

"With pity" is the long-run share of all pulls, pity included.

Pity

  • Rare or better by pull 10 at the latest.
  • Epic or better by pull 40 at the latest.
  • Legendary: from pull 60 without one, the chance rises 4.5 points a pull. Pull 80 is certain.

On average

  • 51.5 pulls to a legendary (5,149 Sparks).
  • 20.2 pulls to epic or better (2,017 Sparks).
The legendary chance on each pull from 60
Pull without a legendaryLegendary chance
605%
619.5%
6214%
6318.5%
6423%
6527.5%
6632%
6736.5%
6841%
6945.5%
7050%
7154.5%
7259%
7363.5%
7468%
7572.5%
7677%
7781.5%
7886%
7990.5%
80100% (certain)

Before pull 60 it is the base 0.50%. The other rarities share what's left in proportion to their base odds.

On a pull where a floor applies, the rarities left share the whole 100%, so the legendary chance is higher than this table: a pull where epic or better is guaranteed has 16.67% before the ramp. The "with pity" table above counts this.

The pool

Each chance is the entry's long-run share of Supply cache pulls, pity included, for someone who owns nothing of that rarity. Inside a rarity you get something you don't own until you own it all.

Common (16)
Uncommon (18)
Rare (16)
Epic (7)
Legendary (3)

Storm cache

300 Sparks

Sealed with storm glass. Rare or better, every time. The common stuff was not invited.

RarityBaseWith pity
Rare78.00%74.48%
Epic18.00%18.75%
Legendary4.00%6.77%

"With pity" is the long-run share of all pulls, pity included.

Pity

  • Epic or better by pull 10 at the latest.
  • Legendary: from pull 20 without one, the chance rises 9 points a pull. Pull 30 is certain.

On average

  • 14.8 pulls to a legendary (4,431 Sparks).
  • 4.2 pulls to epic or better (1,250 Sparks).
The legendary chance on each pull from 20
Pull without a legendaryLegendary chance
2013%
2122%
2231%
2340%
2449%
2558%
2667%
2776%
2885%
2994%
30100% (certain)

Before pull 20 it is the base 4.00%. The other rarities share what's left in proportion to their base odds.

On a pull where a floor applies, the rarities left share the whole 100%, so the legendary chance is higher than this table: a pull where epic or better is guaranteed has 18.18% before the ramp. The "with pity" table above counts this.

The pool

Each chance is the entry's long-run share of Storm cache pulls, pity included, for someone who owns nothing of that rarity. Inside a rarity you get something you don't own until you own it all.

Rare (16)
Epic (7)
Legendary (3)

How pity works

  • Each cache keeps three counts for your account: pulls since a rare or better, since an epic or better and since a legendary.
  • A result resets the counts it meets or beats. A rare resets the rare count; a legendary resets all three. Every other pull adds one.
  • The counts never decay or expire. They survive death, and only pulling that cache moves them. Pulling one cache doesn't touch the other's.
  • A floor ("rare or better by pull 10") removes the rarities below it for that pull. The rarities left share the whole 100%, so it can only raise the legendary chance.
  • The soft ramp raises only the legendary chance, and the hard pull is certain. The game refuses odds where the ramp would reach 100% before the published hard pull.

Duplicates and the glass counter

A duplicate only happens once you own everything of its rarity. It pays Stormglass instead, and the result says so on the same line as the item. At the glass counter, Stormglass buys a cosmetic or pack of your choice from the pool. Eggs and shards are never duplicates, and the counter doesn't sell them.

RarityA duplicate paysGlass counter price
Common5 Stormglass25 Stormglass
Uncommon10 Stormglass50 Stormglass
Rare25 Stormglass125 Stormglass
Epic60 Stormglass300 Stormglass
Legendary150 Stormglass750 Stormglass

How a reveal works

  • The server rolls the moment you press Open, spends the Sparks and grants the item. Nothing after that can change the result.
  • The reveal only shows it. The cache glows in the result's rarity colour and the rarity is named in words before you see the item.
  • On Discord, the first tap shows the cache cracked open in that colour and the second shows the item. In the Activity and on the web the glow climbs from grey up to the real colour and stops there. It never shows a colour above the result, not even for a moment, and it never climbs back down.
  • Rarer results get a longer build-up and a bigger burst. Each rarity's timing is fixed, so the build-up tells the truth.
  • Tap to skip at any point. With reduced motion there is no build-up at all. No reels, no near misses, no timers, no limited-time caches.