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Lucky drops and rarity

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How rare finds work, the odds of master gear from every tier, and the help the game gives when luck runs dry.


Somewhere out there, a level-200 creature is carrying an Eternal Springstaff. One cleanse in 10,000, it lets go. When it does, everyone nearby sees your name: "Ann found a master-made Eternal Springstaff!"

That moment is real, and it can be yours. Here's how luck works in the valley, and how to tilt it your way.

Rarity: the colour of a find

Every piece of gear has a rarity, shown by the colour of its name and slot:

RarityWhat it means
Common and UncommonEveryday gear. Creatures drop it, and you craft most of it.
RareA named find, or master gear. About 8% of the gear creatures drop is rare or better.
EpicMuch harder to find. Bosses give epic gear on their first roll.
LegendaryThe rarest of all: a find to remember.

Rare and better finds are announced to everyone within shouting distance. Elites, mini-bosses and bosses roll better than ordinary creatures.

Master gear: the top of the ladder

From tier 75 up, gear is master gear. You can craft it from rare master materials, and creatures can drop it too, but rarely. Every cleanse of a strong enough creature is a roll of the dice:

TierCreature levelChance per cleanseElitesEach master material to craft one
7571+1 in 8001 in 1332
8076+1 in 1,0001 in 1673
9086+1 in 1,5001 in 2504
10096+1 in 2,0001 in 3336
125121+1 in 3,5001 in 58310
150146+1 in 5,0001 in 83314
200196+1 in 10,0001 in 1,66729

The world's loot rate changes these chances. Mini-bosses drop a master piece 2% of the time, bosses 10%. Heads, legs and feet take fewer materials than a full-size piece.

  • The piece comes from the tier at or just below the creature's level.
  • Elites roll 6 times the chance. A mini-boss drops master gear 2% of the time, and a boss 10%.
  • Half for your class. 50% of master finds are pieces your class can wear. The rest could be for anyone.
  • In a party, everyone near gets their own roll. Nobody fights over a drop.

When luck runs dry

Dice can be unkind. The game keeps count for you, and it helps:

  1. A rare piece every 60 cleanses. Go 60 cleanses without a rare find and the next one gives you one. Bosses and mini-bosses give an epic after 10 clears without one.
  2. A rising chance for master gear. Go 2× as long as usual without a master piece, and your chance is ×2 until one drops.
  3. Break it down. Found a master piece for another class? Before anyone wears it, take it to the station that makes it and break it down into 50% of its master materials. That's a real step towards your own craft. See Salvage: take old gear apart.

Why top gear has no price tag

A tier-200 staff isn't worth a number the game made up. It's worth what players will pay. So master gear shows no fixed worth:

  • its tooltip shows what it has sold for on your world's market this week, or "no sales yet";
  • the market keeper won't buy it: list it on the board and let players decide;
  • every world has its own market, so the price on a busy server can be very different from a quiet one.

If you find one you can't use, you may have found the most valuable thing on your world's board.

Hunt where the elites are

Elites roll 6 times the chance of an ordinary creature. Hunting in a party near creatures of your own level gives everyone their own roll, and mini-bosses are the best odds of all. Keep an eye out for the glow of an elite before you pick a fight.

Where next

Pick a creature at your level, bring friends, and start counting cleanses. Read how master gear is crafted in The gear ladder, how to sell a lucky find in The market and trading, what breaking down gives back in Salvage: take old gear apart, and how parties share loot in Level sync and parties.