Drop Tables
When a mob drops an item, its rarity is determined by weighted random selection. Weights shift toward rarer items as mob level increases.
Base Drop Weights
| Rarity | Base Weight | Base Probability |
|---|---|---|
| common | 650 | 65.0% |
| uncommon | 250 | 25.0% |
| rare | 80 | 8.0% |
| epic | 18 | 1.8% |
| legendary | 2 | 0.2% |
Weight Shift per Mob Level
For each mob level above 1, 2 weight is shifted from Common to higher rarities.
totalShift = min(commonWeight, (mobLevel - 1) * 2)
Shift Distribution
The total shift is distributed among higher rarities according to these ratios:
| Rarity | Ratio | Share |
|---|---|---|
| uncommon | 2 | 50.0% |
| rare | 1.2 | 30.0% |
| epic | 0.6 | 15.0% |
| legendary | 0.2 | 5.0% |
Zone Event Multiplier
World events can apply a dropChanceMultiplier to the non-common weights. A multiplier of 2 doubles the effective weight of uncommon through legendary drops, while common weight remains reduced by the level-based shift only.
adjustedWeight = (baseWeight + levelShift) * dropChanceMultiplier (uncommon through legendary only)