Items and economy
God and Chaos raws
Rare T11/T12 raws that replace a T10 raw on an overworld gather. They feed the Chaos and God bars, weaves and essences used in endgame gear.
Rules and numbers
- confirmed Any overworld gather that yields one of the four T10 raws rolls 1/5,000 to become the God version, then 1/2,500 to become Chaos (ore, bloom, essence only).
P(God) = 1/5000; P(Chaos) = (1-1/5000)/2500Source: Constants.js:5140-5162 - dev note A T10 activity always produces the T10 raw; a T9 activity does so 1/100 of the time.Source: Constants.js:5142
- confirmed Fishing a Raw Whale also rolls an independent 1/2,500 for Sturdy Whale Ribs, fishing's Chaos-tier find.Source: Constants.js:5145-5148; Constants.js:5163
- dev note Fortress skilling never reaches these rolls.Source: Constants.js:5148
- confirmed Chaos/God bars, weaves and charged essences cost the raw, 1,000 of the T10 processed material and 1,000,000 gold, give no XP, and God ones need the trimmed cape.Source: Constants.js:3541-3546
- dev note These resources only come from the gathering skill; they cannot be bought, bartered or dropped.Source: LoginScreen.js:183 (patch note)
Connected systems
- Chaos Dungeon supplies weapon components alongside God and Chaos raws
- God and Chaos raws fill Gathering section of Collection log
- God and Chaos raws combine with Gems
- God and Chaos raws valued by Gold and item values
Arrows show who acts on whom: → this system acts on the other, ← the other acts on this one, ↔ both do.
More in Items and economy
Almanacs · Bard · Barter · Brewing · Collection log · Discover · Food healing · Gems · Gold and item values · Mob drops · Plunder · Skills overview · Total level · Treasure chests · Treasure scrolls
Statuses: confirmed is a value or rule in the game files; observed is measured from recorded play; dev note comes from a developer comment, tooltip or patch note; inferred is worked out from the files with the assumption stated; unknown is decided on the server. Game data read 2026-10-03.