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⚔️Item Drop Rates

For transparency, Etherscape publishes information about item drop rates shown on this wiki. Bear in mind that these rates are subject to change at any time without notice. We are constantly monitoring the economy to evaluate if adjustments are required to maintain health.

Below are the base chances for items to be rolled with different kinds of rarity. These chances will be increased by your magic find %.

Item Rarity Chances

Rarity Chance
Artifact 0%
Ascended Legendary .00001% (level 17 and up)
Sacred Legendary .0002% (level 15 and up)
Legendary .02%
Epic .4%
Rare 10%
Magic 30%
Common Default

Sacred and Ascended rarity items are possible to drop from Heroic Bonus rewards from Heric Dungeons at all levels.

With all loot systems based on RNG you can end up with periods of bad luck where you don't get a rare drop for a long period of time. In order to sooth this pain a bit, Etherscape has a pity system which increases your magic find for legendary items based on how long it has been since your last drop. This will help to continually increase your odds until you eventually get that lucky drop.

The pity system provides a separate bonus for legendary, sacred legendary and ascended legendary drops. Each time you get an item drop that is not of the relevant rarity type your pity bonus increases. Once you do get the drop of the relevant rarity type, you pity bonus resets for that rarity type.

Pity Bonus

Below are the pity bonus amounts based on rarity type:

Rarity Bonus Per Drop Improvement After Average*
Legendary .03% 12.5%
Sacred Legendary .003% 110%
Ascended Legendary .0003% 187%

* Improvement After Average: This is the measure of how much boost you are getting after you have passed the average number of drops you would have expected to get a drop of that legendary type at.

The pity system is new in version 0.20.6.1 and the exact values of the bonus could be adjusted after observing how it works on the live servers.

Loot Quality Index

The chances that enemies drop items depends on the difficulty of the monster. The stronger the monster, the higher the Loot Quality Index (LQI). With high LQI it is possible for the item roll to result in more than 1 item drop on death. Each of the following item types has its own drop chance and roll when an enemy dies depending on the LQI.

  • Equipment
  • Gold
  • Potions
  • Quest Keys
  • Energy Orbs

LQI is increased significantly for champion enemies. Champion enemies are also guaranteed to have at least 1 magic equipment drop.

Champion Rarity LQI Multiplier
Rare 5x
Epic 10x
Legendary 20x

Quest Level Bonuses

Once you reach level 11 the quests will provide additional magic find and gold drop bonuses. Here is the bonus based on quest level...

Level Magic Find Multiplier Gold Drop Bonus
11 1.11x 28%
12 1.23x 39%
13 1.36 54%
14 1.51x 76%
15 1.68x 107%
16 1.87x 150%
17 2.07x 210%
18 2.30x 295%
19 2.55x 413%
20 2.83x 578%

Note that the magic find bonus is a multiplier. This is applied to all of the magic find your character has including equipment and account upgrades. So, if your character has 500 magic find from all their bonuses then on a level 15 quest this would become 840 magic find.

Per Enemy Drop Limits

In order to control the number of items dopped there is a cap on how many drops a single enemy can provide depending on their type. In the event that the cap kicks in, the game will follow this logic...

  • Roll all the item rarities which could be more than the allowed cap
  • Sort the rarities from highest to lowest
  • Cap the item drops keeping the highest rarity ones

The end result is that there is no impact on the number of high rarity drops you receive. However, the low rarity ones will be removed if the cap is crossed.

The drop caps are the following...

Enemy Type Drop Cap
Default 2
Rare Elite 5
Epic / Leg Elite 10
Boss 20

Item Decay

In order to protect the game performance, it is necessary to ensure that players do no have too many items on the ground at a time. As a result, there is an item decay that ensures you generally do not have more than 50 items on the ground at a time. When there are too many items on the ground, they will start to decay and be removed based on the following logic...

  • Lowest rarity items will be removed first
  • If items are the same rarity, then the oldest item based on drop time will be removed
  • Items on the ground more than 3 minutes will be removed.

This is a new feature so we will be watching and adjusting some constants such as what the max items on the ground should be and what the max age of items on the ground should be

Attack Patterns

Advanced attack patterns are considered anything that is better than single. The probability to roll an advanced attack pattern is based on the weapons rarity.

Rarity Chance
Common / Magic 0%
Rare 20%
Epic 60%
Legendary 80%
Sacred / Ascended / Artifact 100%

If an item rolls an advanced attack pattern, then the following base probabilities are used to determine which pattern they will receive...

Pattern Chance
2 Spread 46.5%
Double 45%
Tripple 4%
3 Spread 4%
Quad .2%
4 Spread .2%
Nova .04%
Pent .03%
5 Spread .03%

Sacred Legendary items have a 10X bonus chance to receive a rarer attack pattern and Ascended Legendary items get a 50X bonus chance.