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Drop rates

Every random reward in Arcane Blademasters, with its real odds. Every figure here is worked out from the game's own data, the same way the game works out its own Drop Rates page, so the two always say the same thing.

PLATINUM NOTICE & TERMS

Platinum is a premium currency. You can buy it with Robux, or convert Gold into it: 100 Gold (10,000 Silver) makes 1 Platinum.

  • Account-Bound: Platinum, Re-Rolls, Radiant Cores, Mystic Eggs, character slots, Private Realm time, and unlocked races, classes and cosmetics are shared by all your characters.
  • Character-Bound: stat boosts, XP, Loot and Wealth boosts, and Qualifier Tickets belong to the character that bought them. Heartstones cracked from a Core, and Familiars hatched from an Egg, belong to the character that opened them.
  • Non-Transferable: Platinum cannot be given to other players or accounts. Clan donations go to the clan's vault, are spent by the clan, and cannot be withdrawn.
  • One Way: Platinum cannot be converted into Gold or Silver.
  • All Sales Final: Platinum purchases and Clan donations are non-refundable.
  • No Real-World Value: Platinum is a virtual currency with no monetary value, and it cannot be exchanged for money.

REGIONAL RESTRICTIONS

Some countries restrict paid random items. Roblox tells the game where that applies to you, and there:

  • Radiant Cores, Mystic Eggs and Re-Rolls cannot be bought, in any shop or menu.
  • Ones you already have, or earn in play, can still be used.
  • The Daily Reward Spin is free (one token per login day), so it stays available.

DAILY REWARD SPIN

Earn 1 free Token each day you log in. Tokens cannot be bought. Rewards are rolled securely on the server.

  • 50 Silver: 60%
  • 3x Health Potion: 25%
  • 100 Gold: 8%
  • Bedroll: 4.5%
  • 5 Platinum: 1%
  • Radiant Core: 1%
  • Mystic Egg: 0.5%

MYSTIC EGGS (FAMILIARS)

Bought with Platinum or earned as rewards, such as the Daily Reward Spin. A hatch rolls a rarity, then one familiar of that rarity, each equally likely. Hatching a familiar you already have gives spirit essence for it.

  • Common: 60%
  • Uncommon: 24%
  • Rare: 11%
  • Epic: 4%
  • Legendary: 0.8%
  • Mythic: 0.2%
  • Common, 12% each: Lizard, Rat, Raven, Spider, Toad
  • Uncommon, 4.8% each: Boar, Cat, Owl, Pack Mule, Tortoise
  • Rare, 2.2% each: Eagle, Panda, Scorpion, Timber Wolf, Wisp
  • Epic, 0.8% each: Elephant, Gorilla, Panther, Polar Bear, Rhino
  • Legendary, 0.16% each: Djinni, Fenrir, Sabertooth, Suanni, Unicorn
  • Mythic, 0.04% each: Dragon, Griffon, Immortal Firebird, Nine-Tailed Fox, Pegasus
  • Pity: if 49 hatches in a row give nothing Epic or better, the 50th hatch is guaranteed to be at least Epic. The count is shared by all your characters, and starts over whenever you get Epic or better.
  • The guaranteed hatch's odds: Epic 99%, Legendary 0.8%, Mythic 0.2%.

MYTHIC INCUBATOR (FAMILIARS)

At the Beastmaster, spare spirit essence can be infused into the Mythic Incubator; your familiars themselves always stay with you. Each essence adds energy by its familiar's rarity, and every 1,500 energy takes form as one Mythic familiar, chosen at random. Energy over 1,500 carries on to the next one. The incubator costs no Platinum.

  • Energy per spirit essence: Common 1, Uncommon 3, Rare 5, Epic 15, Legendary 75, Mythic 750.
  • 1,500 energy forms 1 Mythic familiar.
  • Mythic, 20% each: Dragon, Griffon, Immortal Firebird, Nine-Tailed Fox, Pegasus

BOSS HEARTSTONE CORE EXTRACTIONS

Monster Cores are cracked to reveal Heartstones. Cores are dropped by Boss Monsters and some Elite Monsters. Mythic heartstones come only from fusing 4 Legendary heartstones together.

  • Faded Core: 95% Common | 5% Uncommon
  • Fractured Core: 85% Common | 13% Uncommon | 2% Rare
  • Warped Core: 75% Common | 20% Uncommon | 4.5% Rare | 0.5% Epic
  • Hollow Core: 60% Common | 28% Uncommon | 10% Rare | 1.8% Epic | 0.2% Legendary

RADIANT HEARTSTONE CORE EXTRACTIONS

Premium Cores bought with Platinum. Mythic heartstones come only from fusing 4 Legendary heartstones together.

  • Common: 60%
  • Uncommon: 28%
  • Rare: 9%
  • Epic: 2.5%
  • Legendary: 0.5%
  • Pity: if 49 cracks in a row give nothing Epic or better, the 50th crack is guaranteed to be at least Epic. The count is shared by all your characters, and starts over whenever you get Epic or better.
  • The guaranteed crack's odds: Epic 99.5%, Legendary 0.5%.

HEARTSTONE TYPES (EVERY CORE, RE-ROLL AND COMBINE)

A stone's rarity comes from its core, above. Its type is rolled separately, with these odds. A Ward or Power stone then gets one of 12 elements, each equally likely: Physical, Fire, Frost, Shock, Poison, Acid, Earth, Wind, Water, Menos, Ordis and Vitra. Every other type always has the same element.

  • Ward (Resistance): 30% (2.5% for each element)
  • Power (Weapon Damage): 16.5% (1.375% for each element)
  • Endurance (Stamina): 10%
  • Sustenance (Hunger): 10%
  • Magic (Spell Damage): 5%
  • Insight (Skill Damage): 5%
  • Alacrity (Haste): 5%
  • Regeneration (Regen): 5%
  • Freedom (Control Resist): 5%
  • Lethargy (Slow): 5%
  • Paralysis (Stun): 3.5%
  • The chance of one exact stone is its rarity chance times its type chance: a Legendary Fire Ward from a Radiant Core is 0.5% x 2.5% = 0.0125%.
  • Forge Re-Roll: after cracking a single core, a Re-Roll rolls that stone's type and element again with these same odds. Its rarity is kept.
  • Forge Combine: 4 stones of one rarity become 1 stone of that rarity, its type and element rolled with these same odds.

STAT ROLLS AND RE-ROLLS

Re-Rolls are bought with Platinum or earned in play. Every die is fair: each face is equally likely.

  • Character creation: each of the six stats is 4d6, dropping the lowest die. A Re-Roll rolls all six again.
  • Level up: Hit Points and Magic Points are rolled with your class's dice, then the modifier of your class's stat is added. Hit Points gain at least 1 and Magic Points at least 0. A Re-Roll rolls both again.
  • Each stat at character creation (4d6, lowest dropped): 3: 0.07716% · 4: 0.30864% · 5: 0.7716% · 6: 1.6204% · 7: 2.9321% · 8: 4.784% · 9: 7.0216% · 10: 9.4136% · 11: 11.42% · 12: 12.886% · 13: 13.272% · 14: 12.346% · 15: 10.108% · 16: 7.2531% · 17: 4.1667% · 18: 1.6204%
  • Cleric: Hit Points 1d8 + 1d6 + CON modifier, Magic Points 1d10 + 1d4 + WIS modifier
  • Mage: Hit Points 1d8 + CON modifier, Magic Points 1d12 + 1d8 + INT modifier
  • Nightblade: Hit Points 1d10 + 1d6 + CON modifier, Magic Points 1d10 + DEX modifier
  • Paladin: Hit Points 1d10 + 1d6 + CON modifier, Magic Points 1d8 + CHA modifier
  • Ranger: Hit Points 1d10 + 1d4 + CON modifier, Magic Points 1d6 + WIS modifier
  • Warlock: Hit Points 1d10 + 1d6 + CON modifier, Magic Points 1d8 + STR modifier
  • Warrior: Hit Points 1d12 + 1d8 + CON modifier, Magic Points 1d4 + STR modifier
  • 1d8 + 1d6: 2: 2.0833% · 3: 4.1667% · 4: 6.25% · 5: 8.3333% · 6: 10.417% · 7: 12.5% · 8: 12.5% · 9: 12.5% · 10: 10.417% · 11: 8.3333% · 12: 6.25% · 13: 4.1667% · 14: 2.0833%
  • 1d10 + 1d4: 2: 2.5% · 3: 5% · 4: 7.5% · 5: 10% · 6: 10% · 7: 10% · 8: 10% · 9: 10% · 10: 10% · 11: 10% · 12: 7.5% · 13: 5% · 14: 2.5%
  • 1d8: 1 to 8, 12.5% each
  • 1d12 + 1d8: 2: 1.0417% · 3: 2.0833% · 4: 3.125% · 5: 4.1667% · 6: 5.2083% · 7: 6.25% · 8: 7.2917% · 9: 8.3333% · 10: 8.3333% · 11: 8.3333% · 12: 8.3333% · 13: 8.3333% · 14: 7.2917% · 15: 6.25% · 16: 5.2083% · 17: 4.1667% · 18: 3.125% · 19: 2.0833% · 20: 1.0417%
  • 1d10 + 1d6: 2: 1.6667% · 3: 3.3333% · 4: 5% · 5: 6.6667% · 6: 8.3333% · 7: 10% · 8: 10% · 9: 10% · 10: 10% · 11: 10% · 12: 8.3333% · 13: 6.6667% · 14: 5% · 15: 3.3333% · 16: 1.6667%
  • 1d10: 1 to 10, 10% each
  • 1d6: 1 to 6, 16.667% each
  • 1d4: 1 to 4, 25% each
  • Probabilities are rounded; total of displayed individual probabilities may not equal 100%.

Last updated October 15, 2026. Some features are unavailable in countries whose laws restrict them; see the regional section above. Questions? Contact support.