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Loot

What a corpse or a chest gives up is decided twice: whether anything drops at all, and then who gets it. The first is a roll against the loot tables that object carries. The second depends on where the loot drops.

What drops

Every creature and every container carries its own loot tables, one or several. A dungeon or an area can replace them. Without a table nothing drops: there is no automatic loot by challenge rating.

Any wearable that drops can come out vengeful. The base chance is 1%. These raise it:

  • Hardcore characters in the run. Each hardcore character raises the chance by 10% of itself, up to +60%: 1% becomes 1.6%. If every character in the run is hardcore, the chance is doubled instead: 1% becomes 2%.
  • Happy Hour raises the base chance to 4% while it runs.
  • An item dropped by a unique creature has double the chance.

Who gets it: the four modes

ModeWhere
On the corpsethe open world - anything outside a dungeon or a world boss
Personalworld boss events
Need / Greed / Discardinside dungeons and raids, normally
Master loota dungeon, when the party leader switches to it

Each dungeon has its own mode. The party leader can switch to master loot from the dungeon options in the Player Menu. An ordinary area can also have a mode of its own.

On the corpse: the loot stays in the container, and whoever opens it takes it.

Personal: the boss drops loot for each player separately. You loot the corpse yourself and get your own roll from the boss's tables, once per account.

Need, Greed and Discard

When something drops in a dungeon with more than one person in it, a window offers everyone the same three choices for each item.

Need beats Greed. If one person chooses Need, the Greed rolls are not made. Greed rolls decide the item only when nobody chose Need. Discard takes you out of both.

The roll is not a d100

A Greed roll is a d100. A Need roll is a roll from 1 to your Need Power, and your Need Power falls as the run goes on:

Choosing Need on an item-5, whether you win it or not
Winning ita further -5 to -40, by the item's quality - 40 for a legendary, 30 for a purple
The floor20 - it never drops below that

Need Power 100 rolls 1-100; Need Power 60 rolls 1-60. The window shows your Need Power in colour: green from 80, yellow from 50, orange from 30, red below 30.

Joining late costs you

Your Need Power is set when you enter the instance. Each stage the party cleared before you arrived takes 5 points off it, up to 4 stages.

Bad luck is tracked

On a purple item, a hidden balancer is added to your Need roll. It is stored on your account, grows the longer you go without winning one, and cannot push a roll past 100.

Ties

Two identical top rolls are settled by a 50% roll between them. The winner is announced with everyone's roll.

See also