Contents

Guide / Loot

Auto-open chests and auto-sell

Chests are one of the demo’s income lines, and the only place you can open one is town. This page prints what the build defines about chests, filters and auto-sell, and keeps the community’s requests in a separate column from the build’s own rules.

A lit stone causeway leading into a dungeon gate

Chests open in town

Opening a chest is a town action. An official hotfix note in the 0.1.13b cycle pairs the rule with the bug it fixes: treasure chests had been causing disconnections and lost saves, and the fix restricts opening them to town.

Players had already reported that chests could not be opened during combat, and the hotfix turns that into a rule with a reason behind it. The practical effect is that the clicking is concentrated in town — the one place an idle game would rather not put it.

Stated in an official note

The 0.1.13b hotfix note is the source for the town restriction. The same note adds a cart filter option for reins, which is the same kind of switch this page covers further down.

What a chest is worth

When a chest does open, the roll behind it is the same for every piece of equipment in the build: each equipment entry stores the same drop count and the same four grade chances, so the table below holds for all 114 of them.

A chest produces 3 to 5 drops, and the build stores four chances per drop, one for each grade in use.

The chest roll

Stored identically on every equipment entry; nothing here varies by item.

Grade Chance per drop
Common 50%
Uncommon 30%
Rare 20%
Legendary 5%

The switches that do the work

The life-skill tree is the non-combat tree, and it is where the automation lives. The build defines 92 entries in it; a small part of them carry a published name, and the list below prints exactly those, with the build’s own count underneath.

Two of those switches are the reason this page exists. One decides which equipment the carriage is allowed to pick up at all; the other sells the equipment you told it to sell when the carriage drops its load in town. Both are set once and then lived with, and both are only as useful as the filter behind them.

The same tree carries the switches a long run leans on: recovering to full health on returning to town, refilling potion charges after a return or a revive, filling your inventory out of a full carriage, and a slot that uses a combat potion for you.

  • Auto Recovery Automatically recover to full health when returning to town. available
  • Auto Refill Automatically refill potion charges after returning to town or being revived from death. available
  • Auto-Fill Inventory When Carriage is full, automatically fill your inventory from the Carriage. available
  • Capacity I Increase Carriage Capacity by — available
  • Combat Potion Auto-Use Slot Unlock a slot for a combat potion, which is used automatically during combat whenever its buff is not active. available
  • Equipment Auto-Filter Enable Carriage Equipment Auto-Filter, so that it can collect equipment matching the selected rarities and leaves the rest on the ground. available
  • Equipment Auto-Sell Enable Carriage Equipment Auto-Selling, which will automatically sell equipment of the selected rarities from your carriage and inventory when returning to town. available
  • Gold Find I Increase Gold Find by — available
  • Magic Find I Increase Magic Find by — available
  • Material Find I Increase Material Find by — available
  • Potion Charge I Increase Potion Charges by — available
  • Potion Find I Increase Potion Find by — available
  • Revive Cooldown Reduction Decrease Auto Revive cooldown by 1 second. available
  • Storage Page Unlock an additional storage page. available
  • XP Gain I Increase XP Gain by — available

The build defines 92 life-skill entries; 15 of them carry a published name and are the ones listed here. The rest have no name in either language yet, so they are left out rather than described from a guess.

How wide a filter can be

A filter is a promise about space, and the carriage is not one size. The build stores a capacity on each of its 25 creatures, and those capacities run from 15 to 40. The creature pulling the cart is therefore part of your loot rules, not only part of your team.

Carriage capacity by home

0 further entries in the same data are support abilities: they store no capacity, so they are not listed here.

Home Creatures Capacity In the demo
Woodland 4 15–25 4 of 4
Corrupted woodland 4 16–30 4 of 4
Dungeon 4 20–30 3 of 4
Deep dungeon 2 30–30 2 of 2
Desert 6 20–20 0 of 6
Town stock 4 20–35 4 of 4
Beyond the demo 1 40–40 0 of 1

What players are asking for

Three asks come up repeatedly, and none of them is a feature of this build. They are printed here because they explain what the current behaviour costs the people playing it.

  • Open chests automatically. Players ask for chests to open as they arrive instead of being clicked one at a time in town, which is the same ask as “stop making me visit town to collect my income”.
  • Filter what a chest gives you. The same requests pair opening with keep-or-sell rules on the way out, so a chest becomes a rule you wrote once rather than a stack of clicks.
  • Auto-sell, and clear rules for junk gear. This is asked for in three languages, and it is also reported as incomplete: reviewers say the settings that exist do not take effect when they turn them on.

Requests and reports, not values

The first two items are requests made by players; the third is a player’s report about behaviour. Neither is stated here as a fact about the build, and the table below keeps them in their own rows for that reason.

Settled, reported, unresolved

The first three rows are things the build or an official note states. The rows under them are the community’s asks and reports, plus the one thing nobody has stated; each row is labelled so a reader can tell which is which at a glance.

The state of the loot flow

Subject Status What this page can say
Chests can only be opened in town Verified from the build Stated in the 0.1.13b hotfix note, together with the disconnection and save-loss bug it fixes.
What a chest contains Verified from the build 3 to 5 drops with four stored grade chances, identical on every equipment entry.
The filter and auto-sell switches Verified from the build Both are defined in a life-skill tree of 92 entries.
Automatic opening and chest filtering Player request Asked for repeatedly in Chinese-language threads and reviews, with no equivalent thread in the English ones.
Auto-sell settings not taking effect Player report Reported by a player: the settings exist and are said not to work once enabled. Printed as a report, not as a defect log.
A stated plan for either Not stated No official note we can quote describes automatic opening or chest filtering.