Chests

**Chests** can be found in the  The Inner Cursed Pyramid  after a floor is cleared, with a base chance of 5%. They can also appear in the Borb Claw Machine in The Cheese Pub, with a 0.3% chance to spawn Common~Rare Chest.

## Drop Chance

*See Upgrade Effects below for details.*

Chests have a **5% chance** to drop from a cleared floor in  The Inner Cursed Pyramid . This can be upgraded with *Mulched Chests* in the  Mulch Shop Mulch Shop, and increased with  Camelo, making a **maximum drop chance of 22%**.

All pyramid floors have the same chance to drop a chest. As pyramid floors drop, higher chest tiers become available, with both common and uncommon being available at level -1, and each subsequent drop of 5 floors unlocking a new chest tier, until floor -15, when legendary chests become available. The rarity of the rarest tier of chest available can be upgraded through the *Mulched Chest* upgrade in the Mulch Shop.

Chests can also appear in the Borb Claw Machine in The Cheese Pub, with a **0.3% chance** to spawn Common~Rare Chest.

## Menu

The chest menu can be accessed at the top left of the screen. This menu is used to open chests, and is unlocked when the player obtains their first chest, which will be visible in the menu, other chests will appear as silhouettes with ? in their descriptions until they are obtained by the player.

## Bulk Chest Opening

Opening chests in bulk (e.g. by holding shift) may be counter-intuitive to how you'd expect — as the number of resources is fixed, it's only the amount multiplier that changes.

For example, opening  *1x Rare Chest* awards 1m of one random  Gem Leaf  type. But opening  *10x Rare Chests* still only rewards you with one random type of  Gem Leaf  (rather than a random assortment from 10 possible gem leaves), only its amount is multiplied by 10 (i.e. 10m).

If you're using chests for a chance to acquire  Gems and  Beer, it may be better to open chests individually. However, that won't necessarily make a difference with Chest Funneling because bulk quantities should average out in the long run.

This does not apply to the "Open all chests" button, which will give resources as if each chest was opened individually.

## Rewards

Chests reward with a number of random resources in quantities based on Offline Rewards, including:

* Leaves  — Chosen from the leaves currently unlocked; see Chest Funneling.
* General resources —  Beer,  Borbs,  Cheese,  Gems, or  Mulch.
* Silver Tokens or  Gold Tokens
* Artifacts
* Equipment
* Scrolls
* Community Leaves
* Gem Leaves

### Rewards Table

1. ↑ **Rarity:** When a chest spawns, this is the chance for the given rarity of chest to appear vs. other types. It's *not* related to the initial spawn chance (ie. *Mulched Chests*), but **is** affected by *Mulched Luck*. See Upgrade Effects (below) for full details.
2. ↑ **Leaves:** The first value is the number of leaf types rolled (eg. Basic, Gold). The second value is offline minutes. The same leaf type can be rolled more than once.
3. ↑ **Tokens:** The exact rewards multiplier is currently unknown, but you'll get an increasing number of both gold + silver tokens for each chest rarity.

## Upgrade Effects

### Mulched Chests

To determine if a chest should spawn, the spawn chance is checked first. The base spawn chance is 5%, but it can be increased to a maximum of 22.4% with *Mulched Chests* at level 20 (+10%) and  Camelo with all bonuses (+7.4%).

### Mulched Luck

If a chest *will* spawn, the formula below is used to determine the rarity of the spawned chest.

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Random number between 0 and 100

(
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1.5

{\displaystyle Max\ Rarity={\frac {\mbox{Random number between 0 and 100}}{(1+Mulched\ Luck)^{1.5}}}}

If *Max Rarity* is less than or equal to (≤) a chest's rarity, then that chest can spawn, with the rarest chest taking priority.

### Mulched Luck: Probabilities

The table below shows the chest probabilities with various Mulched Luck values. It shows how even a minor investment into Mulched Luck can have a huge effect. Calculations were made with this spreadsheet by Darkly77 (which includes a calculator tab for working out the average, by setting RNG would be 50, which is the middle/average RNG number).

1. ↑ **Uncommon** is guaranteed at level 2.
2. ↑ **Rare** is guaranteed at level 4.
3. ↑ **Epic** is guaranteed at level 21.

The next table below shows how the average chests were calculated, using an RNG value of 50 (which represents the average, because it's the middle value of the possible 0-100 RNG values). The calculation uses the Mulched Luck formula shown above.

## Chest Funneling

Leaves given from opening chests are random but are limited to whatever is unlocked. By keeping leaves from  Basic to  Sand locked, gain of higher level leaves can be increased. This is one way to get a high enough  Crafting level for Hematite.

Here are the basic steps:

1. Turn off *Crunchy Seeds Lite* in the  MLC shop, and turn off other auto buyers.
2. Mega crunch to revert leaves to their default locked status.
3. Don't unlock  Gold Leaves, and don't buy  Basic Leaf fertilizer.
4. Go to the Spark Range and remake your Hematite pile, because the Offline Rewards were reset from the MLC.
5. Open chests. May need to open a few hundred.

These things are also important:

* Before mega crunch, turn off auto leafscensions and build a stockpile of gem leaves. Otherwise it will be difficult to buy Seeds for gem leaves again.
* *Upgrade Discount* in  Prestige  shop.
* Unlock  Crafting and  Artifacts  in  BLC shop.