Drops
Every player gets their own
When a monster dies, each living player within 30 tiles rolls their own drops with their own item rarity. A drop belongs to that player: only they see it and only they can pick it up, within 1.2 tiles. Picking up needs a free inventory slot; currency goes to the pouch and always fits. A player can have at most 500 drops on the ground; past that, their oldest normal item disappears, or their oldest drop if none is normal. Everything on the ground is cleared when the party changes depth.
Per kill
A monster gives a number of drop rolls by rarity. Each roll has a 12% chance of an item and, separately, a 6% chance of a currency. A fractional number of rolls means the last roll happens with that chance. Rares and guardians guarantee a minimum number of items.
| Monster | Drop rolls | Minimum items | Items on average | Currency on average |
|---|---|---|---|---|
| Normal | 1 | – | 0.12 | 0.06 |
| Magic | 2.5 | – | 0.3 | 0.15 |
| Rare | 6 | 1 | 1.18 | 0.36 |
| Guardian | 15 | 2 | 2.39 | 0.9 |
Item rarity
Each item's rarity is drawn from weights 60 : 32 : 7.5 : 0.5 (normal : magic : rare : unique). Item rarity bonuses multiply the magic, rare and unique weights but not normal, up to +1,000%.
| Item rarity bonus | Normal | Magic | Rare | Unique |
|---|---|---|---|---|
| 0% | 60% | 32% | 7.5% | 0.5% |
| +50% | 50% | 40% | 9.4% | 0.6% |
| +100% | 42.9% | 45.7% | 10.7% | 0.7% |
| +200% | 33.3% | 53.3% | 12.5% | 0.8% |
| +500% | 20% | 64% | 15% | 1% |
| +1000% | 12% | 70.4% | 16.5% | 1.1% |
A unique roll picks evenly among the uniques the depth allows (see Uniques); at a depth with none, it becomes a rare.
Currency
| Currency | Weight | Share | Per 100 normal kills |
|---|---|---|---|
| Shard of Kindling | 300 | 30.4% | 1.82 |
| Shifting Ash | 250 | 25.3% | 1.52 |
| Ember of Growth | 200 | 20.2% | 1.21 |
| Gilded Ember | 70 | 7.1% | 0.43 |
| Crowning Flame | 60 | 6.1% | 0.36 |
| Quenching Water | 60 | 6.1% | 0.36 |
| Wildfire Orb | 40 | 4% | 0.24 |
| Sovereign Spark | 8 | 0.8% | 0.05 |