Shop rarity odds by round

Hover the shop sign to open Item Chances: the chance of each rarity this round, the chance of a sale, and the chance of a Unique item when you enter the shop, with how many Unique items you hold out of your limit. The sign shows the current round only. The table below gives every round, so you can see when a rarity starts to appear before you spend gold.

Rarity by round
| Round | Common | Rare | Epic | Legendary | Godly |
|---|---|---|---|---|---|
| 1 | 90% | 10% | 0% | 0% | 0% |
| 2 | 84% | 15% | 1% | 0% | 0% |
| 3 | 75% | 20% | 5% | 0% | 0% |
| 4 | 64% | 25% | 10% | 1% | 0% |
| 5 | 45% | 35% | 15% | 5% | 0% |
| 6 | 29% | 40% | 20% | 10% | 1% |
| 7 | 20% | 35% | 25% | 15% | 5% |
| 8 | 20% | 30% | 25% | 15% | 10% |
| 9 | 20% | 28% | 25% | 15% | 12% |
| 10 | 20% | 25% | 25% | 15% | 15% |
| 11 | 20% | 23% | 23% | 17% | 17% |
| 12+ | 20% | 20% | 20% | 20% | 20% |
The shop has 5 slots. Each ordinary shop slot rolls its rarity from the current round's row. Epic first appears in round 2, Legendary in round 4 and Godly in round 6. From round 12 on, every rarity has the same share.
Customer Card
Each Customer Card in your backpack picks one random slot when the shop refreshes and raises its rarity by one. Read that slot from the same row, one column to the right; a roll that would go past Godly stays Godly. Two cards can pick the same slot and raise it twice. Sparkles mark the upgraded slot.
What the table leaves out
Unique is not a column of the table: Unique items use their own chance, shown on the sign, and their own limit. Gate items can reserve a slot, and the first shop, skill choices and subclass choices change what appears. Within a rarity, your class, the items you own and recent offers decide which item you see.
The base chance of a Unique item on entering the shop, by round:
| Round | Unique |
|---|---|
| 1 | 30% |
| 2 | 20% |
| 3 | 20% |
| 4+ | 7% |
Rerolls
The first 4 rerolls in a round cost 1 gold each and later rerolls cost 2. A reroll draws again from the same row; the next round moves to the next row. To spread gold across purchases and rerolls over the run, use the run budget.
A reroll can bring an item back
A reroll throws out the items still in the shop and draws again inside the same rarity. Those thrown-out items leave the pool. If the pool is then empty, they return. The draw uses weights, not a percent from the sign. An item you have never been offered weighs 2.3 times its usual weight. An item last offered more than 5 rolls ago, and whose own offer weight is at least 1, weighs 1.4 times. An item offered fewer than 3 rolls ago weighs 0.1 times, unless it is a bag.
The sale price is the sell price
The discounted price in the shop and the gold you receive for selling that item are the same number: half the shop price, rounded up. Mana Orb costs 6, so both prices are 3. The round-1 sign still shows a 10% sale chance. Before any reroll in round 1, two random slots are marked as sales even when that 10% roll would miss. The other slots still use the 10% roll, so the first shop can show more than those two sales. Each miss adds its chance to a counter, and a counter above 1.3 forces a sale and then clears. A reroll does not mark two new guaranteed sales.