Who gets the loot
The loot belongs to whoever tagged the creature first, meaning the first player to hit it. If that player wanders out of sight of it, whoever is fighting it takes over the tag. Party members do not share drops. See party play.
How a loot table rolls
Every creature has one or more loot tables, and each is rolled once per kill, independently of the others. A table has up to three parts:
- A chance of nothing. Checked first. Depending on the table it cancels the whole roll, only the weighted pool, or only the extra drops.
- A weighted pool, rolled a set number of times. Each roll picks exactly one entry, with a chance of its weight divided by the total weight. An entry can also be a roll on another loot table.
- Extra drops, each with its own chance, rolled separately from the pool and from each other.
Amounts are rolled evenly between the minimum and the maximum. A fractional number of rolls, such as 1.5, means one roll plus a 50% chance of a second.
Here is the table of a chicken, one weighted roll and two extra drops:
1 roll on the weighted pool per kill.No chance of dropping nothing.
| Weighted pool entry | Amount | Weight | Chance per roll |
|---|---|---|---|
| 1-2 | 100 | 100 in 130 | |
| 1-3 | 20 | 20 in 130 | |
| 1 | 10 | 10 in 130 |
| Extra drop, rolled on its own | Amount | Chance |
|---|---|---|
| 1 | Always | |
| 1 | 1 in 333% |
| What you get per kill | Chance of at least one | Average per kill |
|---|---|---|
| Always | 1.00 | |
| 1 in 1.376.9% | 1.15 | |
| 1 in 333% | 0.33 | |
| 1 in 6.515.4% | 0.31 | |
| 1 in 137.69% | 0.08 |
A Valac rolls its pool three times, and two of its entries are rolls on other tables. The bottom table adds all of that up per kill:
3 rolls on the weighted pool per kill.No chance of dropping nothing.
| Weighted pool entry | Amount | Weight | Chance per roll |
|---|---|---|---|
| 1 | 100 | 100 in 290 | |
| 1 | 100 | 100 in 290 | |
| A roll on another loot group | Varies | 50 | 50 in 290 |
| A roll on another loot group | Varies | 40 | 40 in 290 |
| Extra drop, rolled on its own | Amount | Chance |
|---|---|---|
| 1 | Always | |
| 1 | 1 in 425% |
| What you get per kill | Chance of at least one | Average per kill |
|---|---|---|
| Always | 1.00 | |
| 1 in 1.375.5% | 1.12 | |
| 1 in 1.471.9% | 1.03 | |
| 1 in 425% | 0.25 | |
| 1 in 6.814.7% | 0.15 | |
| 1 in 109.75% | 0.10 | |
| 1 in 128.59% | 0.09 | |
| 1 in 147.37% | 0.08 | |
| 1 in 166.17% | 0.06 | |
| 1 in 204.96% | 0.05 | |
| 1 in 234.36% | 0.04 | |
| 1 in 273.73% | 0.04 | |
| 1 in 462.2% | 0.02 |
How many kills it takes
"1 in 100" is an average, not a promise. Every kill is a fresh roll, so bad luck does not build up towards a drop. The chance of at least one drop in a number of kills is 1 minus the chance of missing every time.
| Drop chance | Kills for a 50% chance | Kills for 90% | Kills for 99% | Chance after as many kills as the odds |
|---|---|---|---|---|
| 1 in 425% | 3 | 9 | 17 | 68.4% |
| 1 in 1010% | 7 | 22 | 44 | 65.1% |
| 1 in 254% | 17 | 57 | 113 | 64% |
| 1 in 502% | 35 | 114 | 228 | 63.6% |
| 1 in 1001% | 69 | 230 | 459 | 63.4% |
| 1 in 2500.4% | 173 | 575 | 1,149 | 63.3% |
| 1 in 5000.2% | 347 | 1,151 | 2,301 | 63.2% |
| 1 in 1,0000.1% | 693 | 2,302 | 4,603 | 63.2% |
After as many kills as the odds, about 63% of players have their drop (a little more for common drops). The rest are still going.
Magic find and quantity
Two attributes change the rolls:
- Loot Quality Multiplier flattens every weighted pool, so the rare entries get relatively more likely. At x2, a pool weighted 100 to 10 behaves like 10 to 3.2, and the rare entry goes from 1 in 11 to about 1 in 4. It also improves the quality of gear drops (see item quality).
- Loot Quantity Multiplier multiplies how many times the weighted pool is rolled. It does not touch the extra drops.
A world can also set a loot rate, which scales the weighted rolls in the same way. The odds on this wiki are for a loot rate of 1 and no magic find.
