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Gear & Upgrades

Guardian Core drop chances by floor and Curse

Exact Guardian Core drop rates for every floor from 20 to 45, every Curse level, and the effect of Luck.

Checked for v4.4.4Reviewed

Quick answer

How do floor and Curse levels affect Guardian Core drop chances?

Only floor guardians on Floor 20 onward can drop Guardian Cores, one per successful roll. At 0 Luck, the chance rises from 2% on Floor 20 to 5% on Floor 45 at Curse 1–9; at Curse 15 it rises from 20% to 50%. Floor scaling stops at 45. Luck multiplies these chances by up to 1.10, giving a maximum of 55%.

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Which enemies drop Guardian Cores?

Floor guardians defeated on Floor 20 or deeper get one Guardian Core roll. A successful roll awards one core. Guardians below Floor 20, ordinary enemies, chests and Dungeon Monarchs do not award Guardian Cores. Dungeon Monarchs are a separate boss type from floor guardians.

The core roll is separate from equipment and Refine Stone drops: a guardian does not need to drop equipment to drop a core. The chance uses the current run’s Curse and your character’s Luck, not your highest unlocked Curse.

Guardian Cores are used with gold and Refine Stones to refine level 100 equipment beyond +10.

Drop chance by floor and Curse

Every entry is the chance of one core per defeated floor guardian, at 0 Luck. Curse 1–9 all use the same rates. Floors 45 and deeper all use the final row. Below Floor 20, every chance is 0%.

FloorCurse 1–9Curse 10Curse 11Curse 12Curse 13Curse 14Curse 15
202%4%7.2%10.4%13.6%16.8%20%
212.12%4.24%7.632%11.024%14.416%17.808%21.2%
222.24%4.48%8.064%11.648%15.232%18.816%22.4%
232.36%4.72%8.496%12.272%16.048%19.824%23.6%
242.48%4.96%8.928%12.896%16.864%20.832%24.8%
252.6%5.2%9.36%13.52%17.68%21.84%26%
262.72%5.44%9.792%14.144%18.496%22.848%27.2%
272.84%5.68%10.224%14.768%19.312%23.856%28.4%
282.96%5.92%10.656%15.392%20.128%24.864%29.6%
293.08%6.16%11.088%16.016%20.944%25.872%30.8%
303.2%6.4%11.52%16.64%21.76%26.88%32%
313.32%6.64%11.952%17.264%22.576%27.888%33.2%
323.44%6.88%12.384%17.888%23.392%28.896%34.4%
333.56%7.12%12.816%18.512%24.208%29.904%35.6%
343.68%7.36%13.248%19.136%25.024%30.912%36.8%
353.8%7.6%13.68%19.76%25.84%31.92%38%
363.92%7.84%14.112%20.384%26.656%32.928%39.2%
374.04%8.08%14.544%21.008%27.472%33.936%40.4%
384.16%8.32%14.976%21.632%28.288%34.944%41.6%
394.28%8.56%15.408%22.256%29.104%35.952%42.8%
404.4%8.8%15.84%22.88%29.92%36.96%44%
414.52%9.04%16.272%23.504%30.736%37.968%45.2%
424.64%9.28%16.704%24.128%31.552%38.976%46.4%
434.76%9.52%17.136%24.752%32.368%39.984%47.6%
444.88%9.76%17.568%25.376%33.184%40.992%48.8%
45+5%10%18%26%34%42%50%

Exactly how much does each level add?

Floor: from Floor 20 to Floor 45, each additional floor adds 2.4% of the Curse-specific peak chance. At 0 Luck, that means these increases in percentage points per floor:

CurseIncrease per floor, through Floor 45
1–9+0.12 percentage points
10+0.24 percentage points
11+0.432 percentage points
12+0.624 percentage points
13+0.816 percentage points
14+1.008 percentage points
15+1.20 percentage points

At the same Curse and Luck, Floor 45 has 2.5 times the chance of Floor 20. Going deeper than Floor 45 adds no further drop-chance bonus.

Curse: moving between Curse 1 and 9 adds nothing to this particular drop chance. Moving from Curse 9 to 10 doubles it at any eligible floor. Each further step, from Curse 10 through 15, adds 3.2 percentage points at Floor 20, rising to 8 percentage points at Floor 45, before Luck.

For example, on Floor 30 at 0 Luck, Curse 9 gives 3.2%, Curse 10 gives 6.4%, and Curse 11 gives 11.52%. The increases are 3.2 and 5.12 percentage points respectively.

How Luck changes the table

Multiply any table entry by 1 + Luck / 1400, using Luck between 0 and its cap of 140.

LuckMultiplierFloor 45+, Curse 15
01.00×50%
351.025×51.25%
701.05×52.5%
1051.075×53.75%
1401.10×55%

At 140 Luck the bonus is 10% relative, not ten percentage points: a 2% chance becomes 2.2%, and a 50% chance becomes 55%. The per-floor and per-Curse increases above receive the same multiplier.

Exact formula

Below Floor 20, the chance is zero. Otherwise:

Drop chance = peak chance × floor multiplier × Luck multiplier

  • Peak chance: 5% at Curse 1–9; otherwise 10% + 8% × (Curse − 10) at Curse 10–15.
  • Floor multiplier: 0.4 + 0.024 × (min(Floor, 45) − 20).
  • Luck multiplier: 1 + min(max(Luck, 0), 140) / 1400.

For example, Floor 25 at Curse 12 with 70 Luck gives 26% × 0.52 × 1.05 = 14.196% per guardian.

Choosing a farming difficulty

Our recommendation is to compare the chance with how reliably and quickly you can defeat eligible guardians. Curse 2–9 offer no core-chance advantage over Curse 1 at the same floor and Luck; Curse 10 is the first increase. Higher Curse still changes difficulty and equipment tier, so consider those rewards too.

Each drop is random. Even the maximum 55% chance does not guarantee a core every second guardian, and an unlucky streak does not increase the next roll’s chance.