Spire Codex is now on Overwolf. Get the in-game overlay with live card lookups and one-click run uploads. Learn more →Potion drop chances from combat with an adaptive pity system. Starts at 40%, ±10% per combat (down on a drop, up on a miss), no hard cap. Elites add a 12.5% effective drop bonus, but any drop still moves pity down 10%.
| Encounter | Drop Chance |
|---|---|
| Normal monster | pity counter (starts at 40%) |
| Elite | pity counter + 12.5% bonus |
| Boss | pity counter (same as Normal) |
| Treasure / Shop / Event / Rest | no roll, no pity change |
Pity counter (
PotionRewardOdds.CurrentValue): Starts at 40%. After each combat the counter moves ±10% — down 10% if a potion drops, up 10% if not. There is no hard cap in the code (the underlyingAbstractOdds.CurrentValueis an unclampedfloat). The constanttargetOdds = 50%is a design target, not an enforced ceiling.
Elite bonus: The source constant
eliteBonus = 25%is halved when applied to the roll:currentValue + eliteBonus * 0.5. So the effective Elite bonus is +12.5%, not +25%. That bonus is added to the drop threshold for one roll only — it is never written into the pity counter. The roll is a single check (rng < currentValue + bonus); if it passes you get the potion and pity moves −10%, exactly like any other drop, even when the potion only landed because of the bonus.
Bosses roll just like monsters. The reward switch in
RewardsSet.GenerateRewardsForcalls the sameRollForPotionAndAddTopath forMonster,Elite, andBoss. Bosses don't get the Elite bonus, so they roll against the bare pity counter, and the result moves the counter ±10% like any other combat.
The bonus shifts where the drop / no-drop line sits; it does not change which way pity moves. In every combat the rule is the same:
| Roll vs threshold | Drop? | Pity |
|---|---|---|
rng < currentValue + bonus | ✅ | −10% |
rng ≥ currentValue + bonus | ❌ | +10% |
bonus is 12.5% for Elites and 0 for Monsters and Bosses. So a drop always lowers pity and a miss always raises it — there is no outcome where a drop leaves pity higher. The Elite's +12.5% only widens the drop side of the line: it makes a potion more likely, but a bonus-driven drop still spends the full −10% of pity, so an Elite borrows against your future drop chance rather than handing out a truly free potion.
| Rarity | Chance |
|---|---|
| Common | 65% |
| Uncommon | 25% |
| Rare | 10% |
Default capacity: 3 slots (2 on A4+).