Drops
Many actions can give an extra item on top of what they normally make. This is a drop. Each action's page lists its drops and their chances.
The short version
- Each drop on a list is rolled on its own, once per completed action. You can get several at once.
- Drop chances are the same at every skill level.
- Drops with a chance of 5% or less are rare drops. They are marked ✦ and shown in the Welcome back report.
- Bad luck has a limit. A rare drop is guaranteed by 3 times its expected number of actions. A 1% drop comes by the 300th action at the latest.
- Keep a free bank slot. A drop with no room in the bank is lost, but the action goes on.
How do drops work in a fight?
Only a kill can give drops. A missed round gives nothing, and it does not count toward a rare drop's guarantee.
Can I make rare drops more likely?
Yes, with mastery: a gathering activity at mastery 99 (+50%), and a gathering skill's pool at 50% full (+25%). See Mastery. The guarantee is always counted from the normal chance, so a bonus can only help.
Exact numbers
- Every entry is rolled separately. It is never one item picked from the list.
- A drop is rare when its chance is 5% or less.
- The guarantee: a rare drop that keeps missing is given on action number 3 × (100 ÷ its chance), rounded up, counted from the last time it dropped. The normal roll still comes first, so an early lucky drop can still happen.
- A drop always comes in Normal quality.
- If the bank has no slot for a new item, the drop is lost. The action never stops because of a drop.