Skip to content
RPG Thunder
Menu

How to play

Sparks and caches

Sparks come from playing. Caches cost Sparks. Money buys neither.

Where Sparks come from

Everything below is something you do in the game. The limits are the most an honest player can earn, so you won't meet them by playing a lot. Sparks belong to your account and survive death.

WhatSparksHow often
A job claimed on the job board20up to 8 a day
Every job you picked that day, claimed30once a day
The Sparks on a job's own rewardeasy 2, standard 3, hard 5once per job, and some three-part jobs add more at the end
The weekly chest150once a week
A daily gauntlet run finished, won or lost10once a day
A gauntlet medal, at the day's closebronze 15, silver 30, gold 60once a day
An achievement, by its title reward50 without a title; common 50, uncommon 75, rare 100, epic 150, legendary 250once each
A season on the leaderboards, by your best placementRank 1: 400; Ranks 2 to 3: 250; Ranks 4 to 10: 150; any row: 50once a season
Creature dex milestones5 found: 25; 10 found: 50; 15 found: 75; 20 found: 100; 25 found: 150; 30 found: 300; each complete family: 50once each
Your first visit to the caches100once
Your first death25once
Each city's gate boss, the first time25once each
Your first legend200once
A level milestone, the first time any life reaches itlevel 5: 20; level 10: 40; level 20: 60; level 30: 80; level 50: 120; level 70: 200once each

Caches

Caches open at level 3, for your whole account. Every opening gives one cosmetic, name pack, epitaph pack, egg or shards. There are no Sparks inside a cache.

  • Supply cache, 100 Sparks. A crate of whatever the quartermaster could spare. Mostly spare. See the supply cache odds.
  • Storm cache, 300 Sparks. Sealed with storm glass. Rare or better, every time. The common stuff was not invited. See the storm cache odds.

Every cache's exact odds, with and without pity, and the whole pool are on the odds page.

Pity, in plain words

  • Supply cache: rare or better by pull 10 at the latest; epic or better by pull 40; a legendary gets likelier from pull 60 and is certain on pull 80.
  • Storm cache: epic or better by pull 10; a legendary gets likelier from pull 20 and is certain on pull 30.
  • Each cache counts its own pulls since your last rare, epic and legendary. A result resets the counts it meets or beats. Your counts never reset except by pulling, and they survive death.
  • The cache screen shows your counts and how many pulls each guarantee is away.

Duplicates and Stormglass

Inside a rarity you always get something you don't own yet, until you own it all. Only then can a result be a duplicate, and a duplicate pays Stormglass instead: common 5, uncommon 10, rare 25, epic 60, legendary 150. Stormglass buys the pool item you choose at the glass counter: common 25, uncommon 50, rare 125, epic 300, legendary 750. Duplicates are the only way to get it.

What caches never contain

Stats, gear, gold, XP, energy or anything else that changes a fight. Caches hold looks, names, creature eggs and shards.

Why caches are safe to open

  • No money goes in. Nothing money buys gives Sparks, Stormglass or a cache.
  • Nothing of cash value comes out. What you pull can't be traded, gifted or sold.
  • The odds and the pity are published, and they are the ones the game rolls with.
  • The result is decided when you press Open. The reveal only shows it: no near misses, no fake reels, no timers. How a reveal works.