Drop rates & loot
When you win a fight, a single drop roll happens. Its odds depend on the monster’s tier and on which zone you fought it in. These are the exact numbers the game rolls against.
Starter zones (below level 15)
| 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% |
Level 15+ zones
Ruins of Pompeii, Catacombs of the Colosseum, Gates of Avernus, Rutupiae Landing, Silva Anderida, Vallum Aelium, Caledonian Highlands roll 3× the epic weight on easy, normal and hard monsters, paid for out of the common share. Bosses roll the same table everywhere.
| Tier | Drop chance | common | uncommon | rare | epic | legendary | mythic |
|---|---|---|---|---|---|---|---|
| Easy | 12% | 61% | 27% | 9% | 3% | — | — |
| Normal | 18% | 61% | 27% | 9% | 3% | — | — |
| Hard | 24% | 39% | 34% | 17.5% | 9% | 0.5% | — |
| Boss | 60% | 20% | 36% | 34.5% | 7% | 2% | 0.5% |
Rarity percentages are conditional on a drop happening. A loss rolls nothing. The drop chance itself is identical in every zone — only the quality mix moves.
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.
Ladon is the exception: his loot roll is guaranteed rather than rolled against a drop chance, so his uniques land on the full 10% — see Ladon.
Materials that drop from group bosses
Socket stones, Magnum catalysts and Magnum patterns do not come out of the loot table above. They are their own rolls, made after the fight and independent of the item drop and of each other.
| Drop | From | Requires | Chance | Amount |
|---|---|---|---|---|
| Legion Garnet | Warcamp of the Legion | clear | 15% × lockout | 1 |
| Drowned Sapphire | The Drowned Deep | clear | 15% × lockout | 1 |
| Avernal Onyx | The Avernal Throne | clear | 15% × lockout | 1 |
| Moonstone of Mona | The Grove of Mona | clear | 15% × lockout | 1 |
| Cinder of the Throne | The Avernal Throne | clear | 60% × lockout | 1–2 |
| Magnum weapon pattern | The Avernal Throne | clear | 25% × lockout | 1 |
| Scale of Ladon | Ladon | kill, 3+ strikes | 60% | 1–2 |
| Magnum armour pattern | Ladon | kill, 3+ strikes | 15% | 1 |
The raid rolls are multiplied by the daily repeat lockout, so the listed chance is the first clear of the day — see Raids. Ladon's are not: he is a once-a-day server event, so there are no repeat kills to scale down. Every drop in this table is bound.
Mythic gear can enter the world through a boss item rarity roll (0.5 % of boss item drops), an Imperial Cache (0.5 %), or the completion-item roll shared by the all-dailies bonus and day-7 Lares' Favor reward (0.5 %). At the Forge, Legendary→Mythic is either an ordinary ascension (2 % base) or that same final step guaranteed with Lapis Numinis from the Ossuary. Lapis Certus stops at Legendary.