> For the complete documentation index, see [llms.txt](https://docs.1move.io/1move/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.1move.io/1move/game-fi-systems-and-mechanics/treasure-chest-dynamics.md).

# Treasure Chest Dynamics

## Treasure Chest Content

The loot obtained from Treasure Chest is randomized based on the following table:

| Quality  | Tokens | Artifact (1 Star) | Artifact (2 Stars) |
| -------- | ------ | ----------------- | ------------------ |
| Bronze   | 1MT    | 100% x 1          | 1% x1              |
| Silver   | 1MT    | 100% x 2          | 50% x1             |
| Ruby     | -      | 100% x 3          | 60% x1             |
| Gold     | -      | 100% x 5          | 70% x1             |
| Platinum | -      | 100% x 6          | 100% x1, 50% x 1   |

## Treasure Chest Drop Rate

Treasure Chest value determines if there will be a Treasure Chest drop

If more energy is spent per session, the higher the probability of getting a treasure chest.

Rate of Treasure Chest drop is depending on the total energy spent in 1 single run session. For every energy spent, the % will go up by 1%. For example, if the person spends 15 energies in 1 run, he has a 15% chance to receive a Treasure Chest. Every Luck attribute of the selected sneaker in that run will boost the % up by 0.2. For example, if the sneaker has 100 Luck attribute, he will receive a 20% extra chance of obtaining a Treasure Chest. But if the person has not spent a full energy in one run, the drop rate % is still 0.

## Treasure Chest Quality

The quality of a treasure chest is determined by the sneaker quality and the luck attribute. The following table shows the probability of quality depending on the sneaker type with luck attribute at 0.

<table><thead><tr><th width="162">Sneaker Quality</th><th>Bronze</th><th>Silver</th><th>Ruby</th><th>Gold</th><th>Platinum</th></tr></thead><tbody><tr><td>Basic</td><td>97</td><td>3</td><td>0</td><td>0</td><td>0</td></tr><tr><td>Standard</td><td>25</td><td>73</td><td>2</td><td>0</td><td>0</td></tr><tr><td>Athletics</td><td>0</td><td>27</td><td>71</td><td>2</td><td>0</td></tr><tr><td>Pro</td><td>0</td><td>0</td><td>30</td><td>68</td><td>2</td></tr><tr><td>Champion</td><td>0</td><td>0</td><td>0</td><td>30</td><td>65</td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td><td></td><td></td></tr></tbody></table>

&#x20;

If the Luck attribute is not 0, each Luck attribute will –0.2% of the lowest treasure box quality chance and add it to the highest quality. If the lowest quality chance is already 0, the second lowest will be added. For example, if a sneaker (basic quality) has 100 Luck Attribute, the chance of getting Bronze Treasure Box will be reduced from 97% -> 77%, and chance of getting Silver will be increased from 3% -> 23%. Another example is, if the sneaker (standard quality) has 200 Luck Attribute, the chance of getting Bronze will be reduced from 25% - 0%, and Silver will be reduced from 73% -> 58%, and chance of getting Ruby will be increased from 2% -> 42%

Treasure Chest value determines if there will be a Treasure Chest drop:

1\.   PSL: Player Sneaker Luck

2\.   PSLC: Player Sneaker Luck Coefficient (Artifact/Socket)

In short, the factors which affect Treasure Chest Quality are:

1. &#x20;Energy used in one single session&#x20;
2. &#x20;Luck value of Sneaker
