Drop rates & loot
When you win a fight, a single drop roll happens. Its odds depend only on the monster’s tier. These are the exact numbers the game rolls against.
Drop chance & rarity by tier
| Tier | Drop chance | common | uncommon | rare | epic | legendary | mythic |
|---|---|---|---|---|---|---|---|
| Easy | 12% | 63% | 27% | 9% | 1% | — | — |
| Normal | 18% | 63% | 27% | 9% | 1% | — | — |
| Hard | 24% | 45% | 34% | 17.5% | 3% | 0.5% | — |
| Boss | 60% | 20% | 36% | 34.5% | 7% | 2% | 0.5% |
Rarity percentages are conditional on a drop happening. A loss rolls nothing.
Item level gate (epic+)
Epic and better only drop from item level 15 upward. Below that, an epic-or-better roll is clamped to rare, so the early zones effectively yield only common–rare. Each monster page shows its effective distribution.
Themed loot
60% of template rolls draw from the monster’s drop-class pool (beasts favour leather, humanoids weapons, constructs heavy armour, spirits magic, vermin trinkets); the remaining 40% draw uniformly from the whole item catalogue. The pool weights the roll — it never excludes anything.
Boss uniques
Bosses that have a unique item drop it on roughly 6% of kills (60% drop chance × 10% unique rate), and a unique is always at least epic. See each boss’s page for its specific uniques.
Mythic can only come from a boss drop (0.5%), the premium Imperial Cache (0.5%) or forge ascension (2%) — see The Forge.