The Loot System
One rule runs the whole thing - the tougher the monster, the better the drop. No junk, no fame-table guesswork.
Overview
The loot system is built around one idea: what a monster drops should track how hard it was to kill. Not its fame, not some legacy loot table - its raw toughness. A stronger monster is worth more, every time, and the rule is the same everywhere on the shard.
The result is loot you can read at a glance. See something with a huge health bar and you already know the payout is worth the fight before you swing. Everything below - gold, gear, rares, and the class coin - hangs off that single number.
Loot Follows HP
Every creature is sorted into a difficulty tier by its maximum Hit Points. That one number decides how much gold falls, how many magic items drop and how good they are, how likely a rare is, and the odds on a class coin. Raise a monster's health and everything about its loot follows automatically - HP is the difficulty rating.
Because the tier is read from Hit Points at spawn, it stays honest. There is no separate "loot flag" a designer can forget to set: a thing that is hard to kill pays like a thing that is hard to kill.
The Tiers
There are seven tiers, from trash mobs up to world bosses. The HP breakpoints are fixed:
| Tier | Max HP | What to expect |
|---|---|---|
| Poor | 1 - 49 | Scraps. The weakest critters - no magic gear at all |
| Meager | 50 - 199 | A little gold, the odd item |
| Average | 200 - 599 | Reliable gold and gear |
| Rich | 600 - 1,999 | Solid payouts, better magic, a real coin chance |
| Filthy Rich | 2,000 - 4,999 | Strong drops, doubled boss-rare odds |
| Ultra Rich | 5,000 - 14,999 | Big gold, multiple items, a coin on nearly every kill |
| Super Boss | 15,000+ | The best the system pays out |
Gold
Each tier drops a gold pile scaled to its rank, then rolls it plus or minus a quarter so the number varies. The tier baselines are:
| Tier | Base gold |
|---|---|
| Poor | 20 |
| Meager | 80 |
| Average | 120 |
| Rich | 300 |
| Filthy Rich | 2,000 |
| Ultra Rich | 5,000 |
| Super Boss | 8,000 |
A handful of classic high-fame monsters pay a little above their HP tier: the gold drop is the larger of the tier base and a fame-scaled amount, so a balron (around 650 HP, but very famous) drops closer to 750 gold than the flat 300 its tier would suggest. On top of all that, your active class's gold passives scale the pile after it lands, and your class earns experience worth 10% of whatever gold is on the corpse.
Magic Gear
Magic weapons and armour use the classic bonus ladder. Each tier rolls its own number of pieces at its own quality band:
| Tier | Items per kill | Bonus level |
|---|---|---|
| Poor | None | - |
| Meager | 0 - 1 | 1 - 2 |
| Average | 0 - 1 | 1 - 2 |
| Rich | 1 - 2 | 1 - 3 |
| Filthy Rich | 1 - 3 | 2 - 4 |
| Ultra Rich | 2 - 3 | 3 - 5 |
| Super Boss | 3 - 5 | 3 - 5 |
Bonus level runs 1 to 5. On weapons that is Ruin, Might, Force, Power, and Vanquishing; on armour it is Defense, Guarding, Hardening, Fortification, and Invulnerability. Weapons roll a Damage and/or Accuracy enchant; armour rolls Protection. Everything drops pre-identified, so there is no identify step.
No durability enchant, and no clothing. Every piece of gear on the shard sits at a flat 250 durability, so "of Durability" is not a rollable mod anymore - see Durability & Repair. Loot also never drops hats or clothing, only weapons, armour, and shields.
Rare Drops
On top of gold and gear, kills roll a set of independent rare pools. Each is its own separate roll, so a single corpse can drop from more than one:
| Pool | What comes out of it |
|---|---|
| Rare | Hued cloth and cloth bundles, hair and beard dyes, backpack / spellbook / armour / armament / mask dyes, ship-paint deeds, enchanting recipes, pet power scrolls, and treasure maps (levels 1-5) |
| Ultra Rare | The same dyes in richer hues, higher-grade recipes and power scrolls, spell-hue deeds, and the occasional Map of the Known World |
| Mythical | The top hues, the best recipes and power scrolls, and mythical-hue spell-hue deeds |
| Unique | A separate one-roll pool that no bonus or multiplier ever touches |
Higher tiers roll these pools more often and at much better odds. As of the summer tuning pass, the three boss tiers (Filthy Rich, Ultra Rich, Super Boss) have their rare, ultra-rare, and mythical chances doubled over where they started - bosses are meant to be the place rares actually come from. Enchanting-recipe quality also climbs with the tier, so the best recipes come off the biggest bosses. A few classes lift your rare odds further: Pirate, Assassin, and Cutpurse drop bonuses stack onto the first three pools, and a fulfilled contract scroll multiplies them again. The Unique pool ignores all of it - it rolls the same for everyone.
Class Coins
Separately from everything above, monsters roll a Class Coin on its own track, by the same HP tiers. There are nine class currencies plus a universal Prism Coin that spends as any class's coin; when a coin drops, it is one of those ten picked at random, and any player can find any coin. The drop chance climbs steeply with the tier:
| Tier | Chance per kill |
|---|---|
| Poor | 0.1% |
| Meager | 0.4% |
| Average | 2% |
| Rich | 10% |
| Filthy Rich | 10% |
| Ultra Rich | 100% |
| Super Boss | 100% |
Those numbers were doubled in the same pass that boosted boss rares, because coins were not dropping often enough. The upshot: the top two tiers hand a class coin on essentially every kill, so a boss run is one of the best ways to bank them. A good kill can pay gold, gear, a rare, and a coin all at once.
No More Junk
The old late-era clutter is gone. When a creature spawns, its vanilla loot pack is suppressed and the pack is stripped clean immediately - not on death, at spawn - so you never wade through wax, polish, and reagent filler to find what matters. Even the peerless crafting ingredients that some monsters carry are cleared out. What survives is a short allowlist (the shard's own drops, and oddities like the Dragon Turtle's egg); a couple of specific junk items, "Pot of Wax" and any polish, are hard-banned wherever loot is generated.
So a corpse holds exactly what the tier gave it: the gold, the magic gear, any rares, and the coin. Nothing else.
One exception: event creatures are excluded from the loot system entirely. Monsters in Defense of the Shards and the Paintball arenas are not stripped, scaled, or paid out - they are there for the match, not the loot.
Chests & Holds
The tier charts are not just for corpses. The same gold, gear, coin, and rare rolls fill several other places, with the container's difficulty mapped to a tier:
- Dungeon lockpick chests and treasure-map chests pack a tier's worth of loot by their level.
- Ship holds pay out on the same charts (in Plunder instead of gold) - pirate holds roll Filthy Rich, ghost and armada holds roll Ultra Rich. See The Sea.
- The hidden golden chests tucked into dungeons carry a full Ultra Rich pack - see Bosses & Champions for how to find them.
Where It Sits
Monster farming pays well, but it is deliberately kept below the Trade Pack ceiling. Trade packs are meant to be the top gold-per-hour activity on the shard, so grinding mobs sits a step under a good haul route. Farm loot for the gear, the rares, and the coins; run trade packs when raw gold-per-hour is the only goal.
Tips
- Read the health bar. High HP means high tier means better loot - that is the whole rule.
- Bosses aren't just gold. Their rare odds are the best in the game and the top tiers hand a class coin almost every time.
- Gear drops pre-identified and never rolls durability - all gear is a flat 250 durability, so plan around wear, not repair.
- Pirate, Assassin, and Cutpurse builds pull more rares; a contract scroll stacks on top.
- Chasing pure gold-per-hour? Trade Packs out-earn any grind by design.