Probability

Probability Information

Service: Rise of the Archer (양궁소녀 키우기) (Google Play · App Store) · As of: November 7, 2026

This page is an English translation of the Korean original. If the versions differ, the Korean original is the reference, except where the mandatory laws of your place of habitual residence require that the version provided to you, or the interpretation most favourable to you, applies. For users residing in France or the Province of Quebec, the French version governs.

Summary of paid randomized items

Bow and Accessory Crafting

Each craft first determines the equipment’s grade, then its 1★ to 4★ within that grade. Bows and accessories use the same probability table, and the craft level rises separately for bows and for accessories. Primordial-grade equipment cannot be obtained by crafting.

TypePriceYou receive
10 crafts1,000 Diamonds10 pieces of equipment (each drawn separately)
30 crafts3,000 Diamonds30 pieces of equipment (each drawn separately)
10 crafts by watching an adFree (3 times a day each for bows and accessories, 10-minute wait after each)10 pieces of equipment, same probability table as paid crafting

If you have purchased the Remove Ads Pack, the reward is granted immediately without an ad; the 3-per-day limit and the 10-minute wait still apply. The count resets at midnight Korea Standard Time (KST, UTC+9).

Grade probabilities by craft level

Craft levelCommonGreatRareAncientLegendaryMythicTotal
Level 167%25%7.2%0.779%0.02%0.001%100%
Level 252%33%12%2.838%0.16%0.002%100%
Level 332%42%19%6.635%0.36%0.005%100%
Level 411%51%25%12.18%0.8%0.02%100%
Level 57%39%30%22.45%1.5%0.05%100%
Level 65%27%38%27.93%2%0.07%100%
Level 73%20%36%38.1%2.8%0.1%100%
Level 82%15%28%51.05%3.8%0.15%100%
Level 90.2%3.8%11%77.3%7.5%0.2%100%
Level 100.1%2%7%78.6%12%0.3%100%

1★ to 4★ probabilities within a grade

StarsProbability
1★40%
2★30%
3★20%
4★10%

This applies equally to every grade, every craft level, and both bows and accessories. Probability of one piece of equipment = grade probability × star probability.

Raising the craft level

Each piece of equipment crafted adds 1 crafting experience to that type (bow or accessory). Crafts by watching an ad count too.

LevelCrafts needed for the next levelTotal crafts to reach this level
Level 1500
Level 210050
Level 3500150
Level 42,500650
Level 55,0003,150
Level 610,0008,150
Level 720,00018,150
Level 835,00038,150
Level 950,00073,150
Level 10Maximum level123,150
  • A batch (10 or 30 crafts) is drawn entirely at the level you had before gaining its experience. If your level rises during a batch, the new level’s probabilities apply from the next batch.
  • The craft level never decreases. Level 10 is the maximum.
  • There is no pity system (a guaranteed result after a set number of attempts). There is no limited sales period or limited quantity.
Show the final probability of every item (24 items × 10 levels)
Grade · starsBowAccessoryLevel 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8Level 9Level 10
Common 1★Wooden BowFaded Bracelet26.8%20.8%12.8%4.4%2.8%2%1.2%0.8%0.08%0.04%
Common 2★Sturdy Wooden BowStone Earrings20.1%15.6%9.6%3.3%2.1%1.5%0.9%0.6%0.06%0.03%
Common 3★Refined Wooden BowMetal Ring13.4%10.4%6.4%2.2%1.4%1%0.6%0.4%0.04%0.02%
Common 4★Hunter's BowWooden Necklace6.7%5.2%3.2%1.1%0.7%0.5%0.3%0.2%0.02%0.01%
Great 1★Training BowGleaming Bracelet10%13.2%16.8%20.4%15.6%10.8%8%6%1.52%0.8%
Great 2★Horn BowPearl Earrings7.5%9.9%12.6%15.3%11.7%8.1%6%4.5%1.14%0.6%
Great 3★Azure BowEmerald Ring5%6.6%8.4%10.2%7.8%5.4%4%3%0.76%0.4%
Great 4★Crimson Hawk BowSapphire Necklace2.5%3.3%4.2%5.1%3.9%2.7%2%1.5%0.38%0.2%
Rare 1★Greenwood BowForest Bracelet2.88%4.8%7.6%10%12%15.2%14.4%11.2%4.4%2.8%
Rare 2★Scarlet Flame BowRuby Earrings2.16%3.6%5.7%7.5%9%11.4%10.8%8.4%3.3%2.1%
Rare 3★Azure Spirit BowRuby Ring1.44%2.4%3.8%5%6%7.6%7.2%5.6%2.2%1.4%
Rare 4★Umbral BowPetal Necklace0.72%1.2%1.9%2.5%3%3.8%3.6%2.8%1.1%0.7%
Ancient 1★Primeval BowArcane Bracelet0.3116%1.1352%2.654%4.872%8.98%11.172%15.24%20.42%30.92%31.44%
Ancient 2★Silverlight BowMystic Earrings0.2337%0.8514%1.9905%3.654%6.735%8.379%11.43%15.315%23.19%23.58%
Ancient 3★Ruinshade BowBinding Ring0.1558%0.5676%1.327%2.436%4.49%5.586%7.62%10.21%15.46%15.72%
Ancient 4★Golden BowAbyssal Necklace0.0779%0.2838%0.6635%1.218%2.245%2.793%3.81%5.105%7.73%7.86%
Legendary 1★Bloodjade BowForbidden Bracelet0.008%0.064%0.144%0.32%0.6%0.8%1.12%1.52%3%4.8%
Legendary 2★Dragon's Bow - FrostMoonlight Earrings0.006%0.048%0.108%0.24%0.45%0.6%0.84%1.14%2.25%3.6%
Legendary 3★Abyssal Treasure - LooperLightdrain Ring0.004%0.032%0.072%0.16%0.3%0.4%0.56%0.76%1.5%2.4%
Legendary 4★Immortal Remnant - IgnisNecklace of the Dead0.002%0.016%0.036%0.08%0.15%0.2%0.28%0.38%0.75%1.2%
Mythic 1★Bow of the Sun - RagnaDimensional Bracelet0.0004%0.0008%0.002%0.008%0.02%0.028%0.04%0.06%0.08%0.12%
Mythic 2★Bow of Life - EldaCataclysm Earrings0.0003%0.0006%0.0015%0.006%0.015%0.021%0.03%0.045%0.06%0.09%
Mythic 3★Bow of the Soul - AetherFrost Dragon Ring0.0002%0.0004%0.001%0.004%0.01%0.014%0.02%0.03%0.04%0.06%
Mythic 4★Bow of the Sea - MareNecklace of Grace0.0001%0.0002%0.0005%0.002%0.005%0.007%0.01%0.015%0.02%0.03%

The bow and the accessory in the same row have the same probability (you receive a bow or an accessory depending on what you craft). The 24 cells of each level add up to 100%.

Skill Summon

Each summon gives 1 skill piece of one of the 12 skills. There are no summon levels, so the probabilities are always the same.

TypePriceYou receive
10 summons3,000 Diamonds10 skill pieces
30 summons9,000 Diamonds30 skill pieces
SkillTierTypeProbability
QuickdrawBasicPassive15%
Deep QuiverBasicPassive15%
Radiant ShotBasicActive15%
Rapid ShotBasicActive15%
Power DrawSpecialPassive7.5%
Swift ArcherySpecialPassive7.5%
Ice ShatterSpecialActive7.5%
FirefallSpecialActive7.5%
DeathblowUltimatePassive2.5%
Pyramid ShotUltimatePassive2.5%
RiftcleaveUltimateActive2.5%
Gale BarrageUltimateActive2.5%

Totals by tier: Basic 60% · Special 30% · Ultimate 10%. Skills already at the maximum level can still appear and are given as pieces. You can hold up to 9,999 pieces of one skill; pieces beyond that do not accumulate. [Primordial] Radiant Volley cannot be summoned. There is no pity system, limited period or limited quantity.

Relic Summon

Each summon gives 1 relic piece of one of the 8 relics. Relics already at the maximum level (Lv.100) do not appear; the remaining relics share the probability equally.

TypePriceYou receive
10 summons5,000 Diamonds10 relic pieces
30 summons15,000 Diamonds30 relic pieces
Relics at Lv.100Relics that can appearProbability of each relic
0812.5%
1714.286%
2616.667%
3520%
4425%
5333.333%
6250%
71100%
8-You cannot summon when all relics are at Lv.100

The 8 relics: Korean Warbow (Strength up), Ring of Lethality (Crit Damage up), Bracelet of Wind (Attack Speed up), Wand of Storms (Skill Attack Speed up), Golden Necklace (Gold Gain up), Ruby Necklace (Ruby Gain up), Deadeye Gloves (Accuracy up), Invisibility Cloak (Evasion up). Probabilities do not change within a batch (10 or 30 summons). There is no pity system, limited period or limited quantity.

Skill Fusion

Putting in 5 pieces of the same skill gives a random skill piece of the next tier up. The probabilities are the same regardless of which skill you used, how many you hold or its level.

Material (5 pieces of the same skill)ResultProbability of each resulting skill
5 Basic skill pieces1 Special skill piecePower Draw / Ice Shatter / Swift Archery / Firefall: 25% each
5 Special skill pieces1 Ultimate skill pieceDeathblow / Riftcleave / Pyramid Shot / Gale Barrage: 25% each
5 Ultimate skill pieces3 Ultimate skill piecesDrawn separately for each piece: Deathblow / Riftcleave / Pyramid Shot / Gale Barrage: 25% each

In Ultimate → Ultimate fusion, the same skill as the material can also appear. You can fuse up to 30 times at once for Basic and Special, and up to 10 times for Ultimate.

Relic Enhancement

Each attempt uses 1 piece of the same relic. On success the level rises by 1; on failure only the piece is used and the level stays the same (no downgrade or destruction). Failure probability = 100% − success probability.

Current level+0+1+2+3+4+5+6+7+8+9
0–999%96%93%90%88%86%84%82%80%78%
10–1976%74.5%73%71.5%70%68.5%67%65.5%64.5%63%
20–2961.5%60%59%58%57%56%55%54%53%52%
30–3951%50%49%48%47%46%45%44%43%42%
40–4941%40%39%38%37%36%35%34%33%32%
50–5931%30%29.5%28.5%28%27%26.5%25.5%25%24%
60–6922.5%22%21.5%21%20.5%20%19.5%19%18.5%18%
70–7917.5%17%16.5%16%15.5%15%14.5%14%13.5%13%
80–8912.5%12%11.5%11%10.5%10%9.5%9%8.5%8%
90–997.5%7%6.5%6%5.5%5%4.5%4%3.5%3%

How to read: current level = row + column. Example: the success probability from Lv.23 to Lv.24 is in the "+3" cell of the "20–29" row. Lv.100 is the maximum; leftover pieces of a relic at the maximum level can be exchanged for 500 Diamonds each (guaranteed). There is no pity system and no bonus for accumulated failures.

Mystic Key Shop

Star Bomb Box (2,000 Mystic Keys)

Stars receivedProbability
509.0909%
559.0909%
609.0909%
659.0909%
709.0909%
759.0909%
809.0909%
859.0909%
909.0909%
959.0909%
1009.0909%

The 11 outcomes from 50 to 100 in steps of 5 are equally likely (1/11 each). There is no purchase limit.

Archer Box (3,000 Mystic Keys, once per month, Korea Standard Time)

ResultProbability
1 Bow of the Sea - Mare (Mythic 4★ bow)5%
1 Necklace of Grace (Mythic 4★ accessory)5%
120,000 Diamonds20%
30,000 Emeralds20%
60,000 Diamonds25%
15,000 Emeralds25%

For both boxes the server draws the result and sends it by mail (kept for 7 days). Retrying the same purchase gives the original result. The Diamond Box (1,000 keys → 24,000 Diamonds) and the Emerald Box (1,000 keys → 6,000 Emeralds) are fixed items with no probability.

Arrow Booster

While the booster is active, every single arrow summon (manual or automatic) separately checks whether a +5-level arrow appears. It does not apply to merging, leveling up or splitting.

TierPriceDuration (play time)+5-level arrow probability
FreeFree (once a day)30 minutes2%
Tier 1300 Emeralds1 hour3%
Tier 2600 Emeralds1 hour 30 minutes4%
Tier 31,500 Emeralds3 hours5%
Tier 43,600 Emeralds6 hours7%
  • Tiers can only be used in order: Free → Tier 1 → Tier 2 → Tier 3 → Tier 4. Buying the next tier while one is running reserves it to start right after.
  • Each tier can be bought only once per day (Korea Standard Time). Once you have used up to Tier 4 you cannot buy more that day; after the date changes and all running or reserved boosters end, it starts again from the Free tier.
  • When the booster is off, the +5-level probability is 0%. If no +5-level arrow appears, an arrow of the base summon level appears.
  • While the booster is on, the waiting time for arrow production, auto summon and auto merge is reduced to 1/3 (guaranteed).
  • The remaining time only counts down while the app is open and you are playing.
  • If it coincides with the +1 level from an archery title (guaranteed at a set interval), a +6-level arrow appears.
  • The result is determined by a value the server issued to your account, and the server re-checks it with the same calculation. There is no pity system.

Star Monster Appearance

Each time a hunting (wave) monster or a pirate on a voyage appears, its number of stars (0–5) is determined once. Bosses, treasure chests, Pirate Hunt and Time Rift never have stars.

GradeAppearance probabilityHPDefeat reward (Gold · Ruby)
Normal (0 stars)99.13%×1×1
1★0.5%×2×4
2★0.2%×3×10
3★0.1%×5×20
4★0.05%×10×60
5★0.02%×30×300

These are fixed probabilities unrelated to stage, buffs, pets or relics. On stages 281–310, defeating a star monster always gives Condensed Will equal to its stars × 1, and on stages 741–760 its stars × 2.

Earning Stars (currency)

Each time you defeat a monster with 1–5 stars, one check is made; on success you receive as many Stars as the monster had. The higher the stage (or voyage difficulty), the higher the probability. It is ×5 while the Starlit Grimoire (ad buff) is active.

Hunting (waves)

Probability = 0.1% + 0.0005% × (stage − 1)

StageBaseWith Starlit Grimoire
10.1%0.5%
1000.1495%0.7475%
2000.1995%0.9975%
3000.2495%1.2475%
5000.3495%1.7475%
7000.4495%2.2475%
9000.5495%2.7475%
1,0000.5995%2.9975%
1,2000.6995%3.4975%

Pirate voyage

Probability = 0.55% + 0.05% × (difficulty − 1)

Voyage difficultyBaseWith Starlit Grimoire
10.55%2.75%
101%5%
201.5%7.5%
302%10%
402.5%12.5%
503%15%

Stars earned through play, such as by defeating monsters, accumulate up to 1,000; each Star beyond that turns into 500 Diamonds. Stars received by mail, such as from the Star Bomb Box or paid items (except the daily cheer gift), are given in full without this limit. Starlit Grimoire: 60 minutes per ad, twice a day (Korea Standard Time), at most 1,200 minutes remaining, and it only counts down while you play.

Monster Defeat Rewards

ItemProbabilityAmount
Gold100% (every defeat)Base amount × 0.9 to 1.1 (uniformly random within this range)
Ruby10%Base amount for the stage (no randomness)

This applies to ordinary monsters in hunting (waves) and in Time Rift. Star monsters and ad buffs increase only the amount, not the probability. While the Wealth Grimoire (ad buff) is active, Gold and Ruby amounts are doubled.

Number of Monsters per Hunting Wave

Stage2 monsters3 monsters4 monsters5 monsters
1–10045%27%18%10%
101–20038%30%20%12%
201–30032%32%22%14%
301–40027%33%24%16%
401–50022%34%26%18%
501–60018%35%27%20%
601–1,20015%35%28%22%

The number of monsters you must defeat before a treasure chest appears is fixed for each stage (20 for stages 1–20, rising by 1 every 20 stages to 50 from stage 601). To hit that number exactly, the wave size is adjusted as below when 6 or fewer monsters remain.

Actual probabilities when 6 or fewer monsters remain

6 monsters remaining

Stage2 monsters3 monsters4 monsters
1–10050%30%20%
101–20043.182%34.091%22.727%
201–30037.209%37.209%25.581%
301–40032.143%39.286%28.571%
401–50026.829%41.463%31.707%
501–60022.5%43.75%33.75%
601–1,20019.231%44.872%35.897%

5 monsters remaining

Stage2 monsters3 monsters5 monsters
1–10054.878%32.927%12.195%
101–20047.5%37.5%15%
201–30041.026%41.026%17.949%
301–40035.526%43.421%21.053%
401–50029.730%45.946%24.324%
501–60024.658%47.945%27.397%
601–1,20020.833%48.611%30.556%

4 monsters remaining

Stage2 monsters4 monsters
1–10061.644%38.356%
101–20054.286%45.714%
201–30047.059%52.941%
301–40040.299%59.701%
401–50033.333%66.667%
501–60027.692%72.308%
601–1,20023.077%76.923%

With 3 remaining, 3 monsters always appear; with 2 remaining, 2 always appear. Time Rift uses the same table with the row of that difficulty’s reference stage, and a boss appears instead of a chest (fixed at 20 monsters).

Hunting Treasure Chest Types

Each time you defeat the set number of monsters, 1 treasure chest is guaranteed to appear and its type is determined once. The ratio of Bronze, Silver and Gold Chests is always 90 : 9 : 1. Stages 1,001 and above are the same as 1,001.

StageWooden ChestBronze ChestSilver ChestGold Chest
199.9%0.09%0.009%0.001%
10199.72%0.252%0.0252%0.0028%
20199.54%0.414%0.0414%0.0046%
30199.36%0.576%0.0576%0.0064%
40199.18%0.738%0.0738%0.0082%
50199%0.9%0.09%0.01%
60198.8%1.08%0.108%0.012%
70198.6%1.26%0.126%0.014%
80198.4%1.44%0.144%0.016%
90198.2%1.62%0.162%0.018%
1,001–1,20098%1.8%0.18%0.02%

While the Miracle Grimoire (ad buff) is active, the probabilities of Bronze, Silver and Gold Chests are each ×5, and the Wooden Chest probability decreases by the same amount.

StageWooden ChestBronze ChestSilver ChestGold Chest
199.5%0.45%0.045%0.005%
50195%4.5%0.45%0.05%
1,001–1,20090%9%0.9%0.1%

Stages not in the table change in proportion to the stage between the two neighboring rows. Formula: for stage n (at most 1,001) with i = n − 1, if i ≤ 500 then Bronze Chest = 0.09% + 0.00162% × i; if i > 500 then Bronze Chest = 0.9% + 0.0018% × (i − 500). Silver Chest = Bronze Chest ÷ 10, Gold Chest = Bronze Chest ÷ 90, Wooden Chest = the remainder. The stage info window on the hunting screen shows values truncated after the fourth decimal place.

Treasure Chest Rewards

Wooden Chest

Gold is always given, with its multiplier drawn separately. Ruby is 0 to 3 units. The two draws are independent.

Gold multiplierProbability
×310%
×415%
×520%
×625%
×730%
RubyProbability
None21.6%
1 unit43.2%
2 units28.8%
3 units6.4%

The base Gold amount and 1 Ruby unit depend on the stage and your Gold/Ruby bonuses (no randomness). While the Wealth Grimoire is active, Gold and Ruby are doubled.

Bronze Chest

Reward (only one is given)Probability
Large amount of Ruby (1 Wooden Chest Ruby unit × 20)90%
300 Diamonds6%
100 Emeralds3%
500 Diamonds1%

Silver Chest

Reward (only one is given)Probability
300 Diamonds60%
100 Emeralds30%
500 Diamonds6%
200 Emeralds3%
1,500 Diamonds1%

Gold Chest

You receive 1 currency reward and 1 piece of equipment together. The currency, the equipment grade and bow/accessory are each determined separately.

Currency (only one is given)Probability
500 Diamonds60%
200 Emeralds30%
1,500 Diamonds6%
600 Emeralds3%
5,000 Diamonds1%
Equipment grade · starsProbabilityBow (half)Accessory (half)
Legendary 1★36%Bloodjade Bow 18%Forbidden Bracelet 18%
Legendary 2★27%Dragon's Bow - Frost 13.5%Moonlight Earrings 13.5%
Legendary 3★18%Abyssal Treasure - Looper 9%Lightdrain Ring 9%
Legendary 4★9%Immortal Remnant - Ignis 4.5%Necklace of the Dead 4.5%
Mythic 1★4%Bow of the Sun - Ragna 2%Dimensional Bracelet 2%
Mythic 2★3%Bow of Life - Elda 1.5%Cataclysm Earrings 1.5%
Mythic 3★2%Bow of the Soul - Aether 1%Frost Dragon Ring 1%
Mythic 4★1%Bow of the Sea - Mare 0.5%Necklace of Grace 0.5%

Silver and Gold Chests use the same reward tables in hunting, on pirate voyages and as 1:1 Duel winner chests. The Diamond and Emerald amounts of Bronze, Silver and Gold Chests are fixed regardless of stage or buffs.

Squirrel

A squirrel sometimes appears on the hunting screen; tap it to receive a reward. Its type and whether it is a ×2 squirrel are set by values the server determined when it appeared, each separately.

DrawProbability
Gold squirrel80%
Ruby squirrel20%
×2 squirrel (separate from type)20%
Normal (×1)80%
CombinationProbability
Gold · ×164%
Gold · ×216%
Ruby · ×116%
Ruby · ×24%
Time until the next squirrelRange (uniform)
First squirrel of the accountAt least 2 and under 3 minutes
NormalAt least (5 + ⌊(stage − 1) ÷ 20⌋) and under (15 + ⌊(stage − 1) ÷ 20⌋) minutes
e.g. stages 1–205 to 15 minutes
e.g. stages 1,181–1,20064 to 74 minutes
Once, right after missing oneAt least 2 and under 3 minutes

The reward amount is set by your stage at the moment you catch it, with no randomness (×2 for a ×2 squirrel, ×2 while the Wealth Grimoire is active). It stays on screen for 12 seconds normally and 6 seconds for a ×2 squirrel. Time only passes while the app is open.

Pirate Voyage

The voyage difficulty is the one you chose when setting sail and stays fixed until the voyage ends. All tables below apply only to voyages (idle) and not to Pirate Hunt.

Pirate ship encounters

Each time you pass one empty stretch of sea, a pirate ship appears with the probability below. After 12 empty stretches in a row, one is guaranteed in the 13th. Right after setting sail (or reconnecting), the first pirate ship appears immediately.

Voyage difficultyAppearance probability per stretch (base)Range including adjustment
1–1020%15% – 25%
11–2021%15.75% – 26.25%
21–3023%17.25% – 28.75%
31–4026%19.5% – 32.5%
41–5030%22.5% – 37.5%

Adjustment: depending on how many seconds on average it took to sink the pirate ships up to the previous chest, up to ±25% (multiplicative) is applied to the base probability until the next chest. An average of 0.5 seconds or less gives −25%, 3 seconds gives 0%, 9 seconds or more gives +25%, proportional in between. The first cycle has no adjustment. This probability does not change the number of pirate ships needed for one chest (below); it only changes the distance between ships.

Pirates aboard each ship

Voyage difficulty1 pirate2 pirates3 piratesPirate ships needed for 1 chest
1–1010%70%20%8
11–208%62%30%7
21–305%50%45%6
31–402%32%66%5
41–500%5%95%4

The last pirate ship before a chest always carries 3 pirates, all of them gunners. The crews of one cycle (one chest) are all determined when that cycle starts.

Gunners

Probability that each pirate is a gunner = 1% + 1% × ⌊minutes elapsed in the voyage ÷ 10⌋, up to 48% (after 470 minutes).

Time elapsed in the voyageGunner probability
0 to under 10 minutes1%
10 to under 20 minutes2%
1 hour to under 1 hour 10 minutes7%
4 hours to under 4 hours 10 minutes25%
After 7 hours 50 minutes48%

The gunners of a cycle are determined from the elapsed time when that cycle starts.

Treasure chest types

Sinking the set number of pirate ships guarantees 1 chest, whose type is determined once. Voyages have no Wooden or Bronze Chests. The Miracle Grimoire does not apply to voyage chests.

Gold Chest = 0.011% + 0.001% × (difficulty − 1), Silver Chest = Gold Chest × 9, Pirate Chest = the remainder

Voyage difficultyPirate ChestSilver ChestGold Chest
199.89%0.099%0.011%
599.85%0.135%0.015%
1099.8%0.18%0.02%
1199.79%0.189%0.021%
2099.7%0.27%0.03%
2199.69%0.279%0.031%
3099.6%0.36%0.04%
3199.59%0.369%0.041%
4099.5%0.45%0.05%
4199.49%0.459%0.051%
5099.4%0.54%0.06%

Silver and Gold Chest rewards are the same as for hunting Silver and Gold Chests (Treasure Chest Rewards above). When a Silver or Gold Chest appears, there is no Pirate Chest reward (Ruby, Emeralds, relic).

Pirate Chest: Ruby

A Pirate Chest always gives Ruby. The number of Ruby gems is drawn as below, and the amount per gem is set by the difficulty and your Ruby bonus (no randomness).

Voyage difficultyProbability of the number of gemsAverage
18: 11.111% · 9–16: 11.111% each12
28: 10% · 9–16: 11.111% each · 17: 1.1111%12.1
108: 1.1111% · 9–16: 11.111% each · 17: 10%12.9
119: 11.111% · 10–17: 11.111% each13
209: 1.1111% · 10–17: 11.111% each · 18: 10%13.9
2110: 11.111% · 11–18: 11.111% each14
3010: 1.1111% · 11–18: 11.111% each · 19: 10%14.9
3111: 11.111% · 12–19: 11.111% each15
4011: 1.1111% · 12–19: 11.111% each · 20: 10%15.9
4112: 11.111% · 13–20: 11.111% each16
5012: 1.1111% · 13–20: 11.111% each · 21: 10%16.9

Formula: with j = difficulty − 1, one value from (8 + ⌊j ÷ 10⌋) to (16 + ⌊j ÷ 10⌋) is chosen with equal probability (1/9 each), then 1 more is added with probability (j mod 10) ÷ 10.

Pirate Chest: 100 Emeralds

Probability that one Pirate Chest contains 100 Emeralds (drawn separately from Ruby).

Voyage difficulty+1+2+3+4+5+6+7+8+9+10
0+0.1%0.11%0.12%0.13%0.14%0.15%0.16%0.17%0.18%0.19%
10+0.2%0.215%0.23%0.245%0.26%0.275%0.29%0.305%0.32%0.335%
20+0.35%0.37%0.39%0.41%0.43%0.45%0.47%0.49%0.51%0.53%
30+0.55%0.575%0.6%0.625%0.65%0.675%0.7%0.725%0.75%0.775%
40+0.8%0.83%0.86%0.89%0.92%0.95%0.98%1.01%1.04%1.07%

How to read: difficulty = row + column. Example: difficulty 23 is the "+3" cell of the "20+" row.

Pirate Chest: Relic

Voyage difficultyProbability of 1 relicOne specific relic
1–100.05%0.00625%
11–200.15%0.01875%
21–300.3%0.0375%
31–400.5%0.0625%
41–500.75%0.09375%

This is per Pirate Chest and drawn separately from Ruby and Emeralds (they can appear together). On a win, one of the 8 relics is chosen at 12.5% each; unlike Relic Summon, relics at Lv.100 can also appear (1 piece is given, exchangeable for 500 Diamonds).

Time Rift: Thread (bowstring material)

Difficulty1 thread per ordinary monster defeated
Time Rift7.5%
Oblivion Rift22.5%
Life-Death Rift37.5%
Threads from defeating the boss23456
Time Rift34.5%36%20%6.5%3%
Oblivion Rift31%33%22.5%9.5%4%
Life-Death Rift28%31.5%22.5%11%7%

Grade of each dropped thread

Region (unlock stage)Time RiftOblivion RiftLife-Death Rift
Desert Abyss (60)Common 100%Common 80% · Great 20%Great 90% · Rare 10%
Frozen Forest (120)Common 70% · Great 30%Common 30% · Great 70%Great 50% · Rare 50%
Legendary Palace (180)Great 100%Great 75% · Rare 25%Rare 85% · Ancient 15%
Soul Forest (300)Great 60% · Rare 40%Great 10% · Rare 90%Rare 10% · Ancient 90%
Sky Castle (400)Rare 75% · Ancient 25%Rare 35% · Ancient 65%Ancient 55% · Legendary 45%
Gate of Heaven (600)Ancient 90% · Legendary 10%Ancient 50% · Legendary 50%Legendary 50% · Mythic 50%
Tomb of Oblivion (720)Legendary 95% · Mythic 5%Legendary 70% · Mythic 30%Legendary 5% · Mythic 95%
Mystic Forest (900)Legendary 40% · Mythic 60%Mythic 95% · Primordial 5%Mythic 80% · Primordial 20%

Each run has 20 ordinary monsters, and each defeated monster is drawn separately. Each thread given by the boss has its grade drawn separately. Entry costs 3 Stars (Time Rift), 6 Stars (Oblivion Rift) or 9 Stars (Life-Death Rift).

Archery Challenge

Score per arrow

A round is 12 arrows, and each arrow scores 0–11 points depending on its power. Power = bowstring term + accuracy term + arrow level term + ball timing term (limited to −0.20 to 2.50).

Power0 pts1 pts2 pts3 pts4 pts5 pts6 pts7 pts8 pts9 pts10 pts11 pts
−0.20 or less20%18%15%12%10%8%6%5%4%1.5%0.3%0.2%
0.004%6%10%11%12%15%13%11%9%7%1.5%0.5%
0.251.7%2.7%4.6%5.6%8.5%11.4%17%18%17%9.5%2.9%1.1%
0.500.4%0.8%1.2%1.6%4%6%13.5%21.5%26%17%5.5%2.5%
0.750.06%0.12%0.18%0.24%0.6%1.2%5.4%13.6%24.6%30.5%15%8.5%
1.000.01%0.02%0.03%0.04%0.05%0.1%0.25%0.5%5%28%39%27%
2.50 or more0.001%0.002%0.003%0.004%0.005%0.01%0.025%0.05%0.5%7.2%20.2%72%
  • Power values between the rows are blended cell by cell in proportion between the two neighboring rows (e.g. power 0.60 = 0.50 row × 0.6 + 0.75 row × 0.4).
  • Bowstring term: highest-grade bowstring you own — Common 0.01 · Great 0.02 · Rare 0.03 · Ancient 0.04 · Legendary 0.06 · Mythic 0.09 · Primordial 0.15.
  • Accuracy term: Accuracy × 0.0001. Arrow level term: for the level L of that arrow, 0.01 × L if L ≤ 30, 0.30 + 0.02 × (L − 30) if 31–40, and 0.50 + 0.03 × (L − 40) if 41 or higher. Each arrow uses the highest-level arrows on the board first, in order.
  • Ball timing term: +0.30 if you shoot when the two balls overlap, −0.30 when they are farthest apart, and proportional to the distance in between.
  • Each round is drawn from a value issued by the server; because of the actual draw unit (1/16,777,216), each cell may differ from the table by up to 0.000006 percentage points. The actual values for 0–4 points at power 2.50 or more are 0.001001%, 0.002003%, 0.002998%, 0.003999% and 0.005001%.

Archery rewards follow a fixed table by score: Diamonds = total score × 30; Stars = 0 below 100 points / 1 for 100–109 / 2 for 110–114 / 3 for 115–119 / 4 for 120–124 / 5 for 125–127 / 6 for 128–129 / 7 for 130 or more.

Arrow summon bonus from archery titles (not a probability, a fixed interval)

TitleRequirement (total score in one round)Effect
Archer80 points or more, 1 time in total+1 level every 30 summons
Marksman100 points or more, 2 times in total+1 level every 25 summons
Adept110 points or more, 3 times in total+1 level every 20 summons
Apex115 points or more, 4 times in total+1 level every 15 summons
Flawless120 points or more, 5 times in total+1 level every 10 summons
Fatebound125 points or more, 6 times in total+1 level every 5 summons
Pinpoint128 points or more, 7 times in total+1 level every 3 summons

Only the interval of your single highest title applies. Only arrow summons that actually succeed are counted.

1:1 Duel Winner Chest

Only the winner of a real-time 1:1 Archery Duel (1 Archery Ticket per duel) receives 1 winner chest. The chest grade is set by comparing both players’ archery titles at the moment the duel is matched.

Defeated opponentSilver ChestGold Chest
Opponent with a higher title80%20%
Opponent with the same title90%10%
Opponent with a lower title95%5%

The rewards inside are the same as the hunting Silver and Gold Chests under Treasure Chest Rewards above. Both players’ 12 arrows are scored with the Archery Challenge score table above; if the totals are tied, a shoot-off follows (one arrow each, up to 5 times), and if still tied, the winner is decided by a coin (50% each) that the server set and disclosed when the duel was matched.

Other

Amy’s Secret Trade (changes daily at midnight Korea Standard Time)

The day’s trade follows a schedule determined by the date, so it is the same for all users and does not change when you reconnect. The three items are each determined separately.

Trade rewardShare
100 Emeralds60%
500 Diamonds30%
1 Star10%
Condensed Will required per exchangeShare
30025%
50050%
70025%
Exchanges allowed per dayShare
525%
750%
1025%

Pet Poel: Pierce

Poel level12345678910
Pierce probability6%12%20%28%37%46%56%66%80%100%

Checked for each normal-attack arrow; when it triggers, the arrow pierces 1 enemy behind (2 hits on some bosses). It does not trigger for arrows fired by Gale Barrage or in archery.

Combat checks

ItemProbability
Critical hitExactly the critical rate shown in the growth tab (0–100%)
Fatal hitAmong critical hits, at the fatal hit rate
Deathblow (Ultimate skill)Skill level × 5% (Lv.1 5% to Lv.20 100%). When triggered, that attack deals ×3 damage
Firefall damageEvery 3rd attack, uniformly random between the level’s minimum and maximum (maximum = minimum × 2). Lv.1: 120–240% up to Lv.20: 600–1,200%
AccuracyIf your Accuracy is below the requirement, b ÷ (b + shortfall) (at most 98%); if above, 98%–100% depending on the excess
EvasionYour Evasion ÷ (b′ + your Evasion). Enemy attacks always miss while you are using a skill

b and b′ for Accuracy and Evasion depend on the stage (for stage index s, b = 102 + 2s and b′ = 101 + 1.2s). Combat checks are reference information unrelated to item rewards.

Items with No Probability (100% guaranteed)

ItemResult
Equipment enhancement · Primordial equipment amplification · Radiant Volley amplification100% success (uses the set materials)
Equipment fusion5 of the same equipment → 1 piece of the next equipment, guaranteed (+1 star within the same grade; 4★ becomes 1★ of the next grade / 5 Mythic 4★ → 1 Primordial, once)
Bowstring enhancement and fusion, Inner Power, learning and enhancing skills, pet levels, Gold upgrades, Costume purchases100% guaranteed
Skill disassemblyGuaranteed Emeralds per piece: Basic 20 · Special 60 · Ultimate 200
Arrow summon (excluding the booster)Guaranteed arrow of the summon level (the archery title interval bonus is in the table above)
Arrow merge · split2 arrows of the same level → 1 arrow one level higher / 1 level-L arrow → 2 level-(L−1) arrows (L × 10 Emeralds)
Craft level rewards (Amy’s Gold Chest)Once per level for bows and for accessories: Level 5 one Mythic 1★ · Level 6 one Mythic 2★ · Level 7 one Mythic 3★ · Level 8 one Mythic 4★ · Level 9 two Mythic 4★ · Level 10 three Mythic 4★
Check-In · quests · coupons · pre-registration rewards · offline rewards · daily cheer gift · Welcome-Back RewardFixed rewards
Pirate Hunt rewards, Condensed Will rewards from the Frost Dragon and Time Rift, story boss rewardsFixed table based on the result

Notation and Notice of Changes

  • The probabilities on this page are the values set in the game. No item has a pity system (a guaranteed result after a set number of attempts), a limited sales period or a limited quantity (unless stated otherwise).
  • Probabilities that do not divide evenly (e.g. 1/11) are shown to five significant digits from the first non-zero digit (rounded at the sixth).
  • Because of how draws are calculated (24-bit integers for server-drawn crafting, summons, relic enhancement and Gold Chest equipment; the game’s floating-point arithmetic for some other items), actual probabilities may differ very slightly from the values shown (up to about 0.00001 percentage points).
  • If a probability changes, we will announce it in advance, before it takes effect, on the official community (cafe.naver.com/archergirl — the “Community” button in the game settings) and on this page.
  • Contact: support@boomukgames.com