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Enemy drop rules
For each enemy’s gold, equipment rolls and other drops in Regular and Elite Dungeons, see the Enemy loot tables. Blue-glowing Elite enemies have extra drops; see Enemy loot tables.
| Enemy | Item cap |
|---|---|
| Ordinary enemy in a Regular Dungeon | 3 |
| Ordinary enemy in an Elite Dungeon | 5 |
| Boss | Exempt |
The cap includes gold. When applying it, items are kept in this order:
- Gold.
- Quest items.
- Magic-or-better equipment.
- Potions and rest supplies.
- The most valuable remaining items.
A humanoid’s worn equipment also rolls on the rarity ladder when it dies. Potions are scarce.
About 1 enemy in 14 at level 3 or above becomes a named champion, with twice the health and one trait: Mighty, Stalwart, Swift, Vampiric or Thorned.
Online containers have a shared base list plus a personal bonus layer from each player’s Luck and Renown. Only that player sees their bonus layer.
Loot left on the floor after a boss goes to your mailbox’s Lost and Found; see Friends and parties.
Sources (29)
- src/systems/loot/lootRarity.js
- src/systems/loot/lootPowers.js
- src/systems/loot/lootCurse.js
- src/systems/rarityTier.js
- src/ui/lootBanner.js
- bible/06-Systems/Loot-Rarity.md
- bible/06-Systems/Loot-Arc.md
- bible/06-Systems/Loot-II-Arc.md
- bible/10-UI/Loot-Banner.md
- src/systems/unleveledLoot.js
- vendor/unleveledLoot/
- bible/06-Systems/Unleveled-Loot.md
- src/systems/foeLootCap.js
- src/systems/renownLoot.js
- src/systems/healingSupply.js
- src/systems/roomLoot.js
- src/systems/eliteFoes.js
- bible/06-Systems/Searchables.md
- src/systems/searchables.js
- src/systems/quickLoot.js
- src/systems/containers.js
- src/systems/silverFinds.js
- src/systems/reforge.js
- src/systems/loot/lootCodex.js
- src/systems/loot/lootScry.js
- src/systems/ayleidStones.js
- src/systems/worldTick.js
- src/net/wire.js
- src/scenes/dungeonContext.js