Drop Rates
Generated from the server's own data. Every number here is read out of the live game or computed with the same formula the server uses, so it cannot quietly go stale.
Three different things can fall from a monster, and they are rolled separately — a single kill can pay all three.
1. What the monster itself carries
Silver, and its own potion. Almost every monster in the world drops silver (60-100% of kills, the amount scaling with its level) and a healing or mana potion of the tier that suits its level (4-6%). Nothing about this depends on where you stand — a monster carries what its own kind carries, on any map.
A short list of monsters carries something you actually want. This is all of them:
| Item | Chance | From | Where it lives |
|---|---|---|---|
| CleanWater | 30% | WaterLord (level 100) | the Snail Islands |
| CloudDiamond | 1% | SlingerL120 (level 120) | Labyrinth floor 4 |
| CommandToken | 3% | ToughHorn (level 70) | Tactic map 1, Tactic map 2, Tactic map 3, Tactic map 4, Tactic map 5, Tactic map 6 |
| EarthToken | 4% | SlingerL110 (level 110) | Labyrinth floor 2 |
| Emerald | 5% | HillMonsterL73 (level 73) | Desert City, the Blade Road |
| MoonDiamond | 1% | SlingerL110 (level 110) | Labyrinth floor 2 |
| SkyToken | 4% | Slinger (level 105) | Labyrinth floor 1 |
| SoulToken | 4% | SlingerL115 (level 115) | Labyrinth floor 3 |
| StarDiamond | 1% | SlingerL115 (level 115) | Labyrinth floor 3 |
| SunDiamond | 2% | Slinger (level 105) | Labyrinth floor 1 |
2. The rare stream — every monster, everywhere
Meteors, DragonBalls and +3/+4 PlusStones can drop from anything you kill. There is no special monster and no special map for them: one roll per kill, and the chance rises in a straight line with the monster's level. A level-110 monster is twice as likely to pay as a level-55 one, and a level-20 one is nearly four times less likely.
At most one of the four drops per kill, so the rarities below never compete with each other.
| Where | Monster levels | Meteor | DragonBall | +3 Stone | +4 Stone |
|---|---|---|---|---|---|
| Twin City | 1-25 | 1 in 2,202 | 1 in 90,909 | 1 in 27,777 | 1 in 250,000 |
| the Snake Zone | 1-120 | 1 in 1,572 | 1 in 66,666 | 1 in 20,000 | 1 in 166,666 |
| Phoenix Castle | 27-45 | 1 in 647 | 1 in 26,315 | 1 in 8,130 | 1 in 66,666 |
| the Phoenix outlands | 27-42 | 1 in 628 | 1 in 25,641 | 1 in 7,874 | 1 in 66,666 |
| the Lower Fairy Lands | 42-57 | 1 in 458 | 1 in 18,518 | 1 in 5,747 | 1 in 47,619 |
| Ape Mountain | 47-65 | 1 in 407 | 1 in 16,393 | 1 in 5,102 | 1 in 41,666 |
| the Ape Canyon | 47-62 | 1 in 392 | 1 in 15,873 | 1 in 4,926 | 1 in 40,000 |
| the Monkey Zone | 60-70 | 1 in 338 | 1 in 13,698 | 1 in 4,237 | 1 in 34,482 |
| the Cateran Zone | 62-72 | 1 in 338 | 1 in 13,698 | 1 in 4,237 | 1 in 34,482 |
| the Fairy Plain | 58-78 | 1 in 318 | 1 in 12,820 | 1 in 4,000 | 1 in 32,258 |
| Tactic map 1 | 70 | 1 in 314 | 1 in 12,658 | 1 in 3,937 | 1 in 32,258 |
| Tactic map 2 | 70 | 1 in 314 | 1 in 12,658 | 1 in 3,937 | 1 in 32,258 |
| Tactic map 3 | 70 | 1 in 314 | 1 in 12,658 | 1 in 3,937 | 1 in 32,258 |
| Tactic map 4 | 70 | 1 in 314 | 1 in 12,658 | 1 in 3,937 | 1 in 32,258 |
| Tactic map 5 | 70 | 1 in 314 | 1 in 12,658 | 1 in 3,937 | 1 in 32,258 |
| Tactic map 6 | 70 | 1 in 314 | 1 in 12,658 | 1 in 3,937 | 1 in 32,258 |
| Desert City | 67-85 | 1 in 301 | 1 in 12,195 | 1 in 3,773 | 1 in 30,303 |
| the deep desert | 67-82 | 1 in 293 | 1 in 11,764 | 1 in 3,676 | 1 in 29,411 |
| the Blade Road | 72-80 | 1 in 293 | 1 in 11,764 | 1 in 3,676 | 1 in 29,411 |
| the Snake Highlands | 78 | 1 in 282 | 1 in 11,363 | 1 in 3,533 | 1 in 28,571 |
| the Bandit Road | 80-85 | 1 in 268 | 1 in 10,752 | 1 in 3,355 | 1 in 27,027 |
| the Bird Pass | 85-90 | 1 in 252 | 1 in 10,204 | 1 in 3,164 | 1 in 25,641 |
| the Far Canyon | 82-97 | 1 in 241 | 1 in 9,708 | 1 in 3,030 | 1 in 24,390 |
| Bird Island | 87-105 | 1 in 239 | 1 in 9,615 | 1 in 2,994 | 1 in 24,390 |
| the Hawk Ridge | 88-95 | 1 in 239 | 1 in 9,615 | 1 in 2,994 | 1 in 24,390 |
| the Fairy Road | 95-100 | 1 in 226 | 1 in 9,090 | 1 in 2,840 | 1 in 22,727 |
| the Compass Zone | 78-118 | 1 in 224 | 1 in 9,009 | 1 in 2,808 | 1 in 22,727 |
| the Death Tactic | 100 | 1 in 220 | 1 in 8,849 | 1 in 2,754 | 1 in 22,222 |
| Labyrinth floor 1 | 105 | 1 in 209 | 1 in 8,403 | 1 in 2,624 | 1 in 21,276 |
| the Adventure Zone | 102-117 | 1 in 201 | 1 in 8,130 | 1 in 2,525 | 1 in 20,408 |
| Labyrinth floor 2 | 110 | 1 in 200 | 1 in 8,000 | 1 in 2,500 | 1 in 20,000 |
| Mystic Castle | 102-120 | 1 in 198 | 1 in 7,936 | 1 in 2,481 | 1 in 20,000 |
| the High Zone | 103-120 | 1 in 194 | 1 in 7,812 | 1 in 2,439 | 1 in 19,607 |
| Labyrinth floor 3 | 115 | 1 in 191 | 1 in 7,692 | 1 in 2,392 | 1 in 19,230 |
| the Snail Islands | 100-120 | 1 in 184 | 1 in 7,407 | 1 in 2,314 | 1 in 18,518 |
| Labyrinth floor 4 | 120 | 1 in 183 | 1 in 7,352 | 1 in 2,293 | 1 in 18,518 |
| the Demon Zone | 120 | 1 in 183 | 1 in 7,352 | 1 in 2,293 | 1 in 18,518 |
| the Ice Crypt | 122 | 1 in 180 | 1 in 7,246 | 1 in 2,257 | 1 in 18,181 |
| the Sky Maze, first floor | 123-125 | 1 in 177 | 1 in 7,142 | 1 in 2,222 | 1 in 17,857 |
| the Sky Maze, second floor | 126-128 | 1 in 173 | 1 in 6,944 | 1 in 2,169 | 1 in 17,543 |
| the Sky Maze, third floor | 129-130 | 1 in 170 | 1 in 6,849 | 1 in 2,132 | 1 in 17,241 |
| the Meteor Zone (+50%) | 100-105 | 1 in 142 | 1 in 5,714 | 1 in 1,782 | 1 in 14,492 |
The table is ordered by how well the ground pays. For almost every map that is simply the level of what lives there — hunt the hardest monsters you can kill quickly, and the rest follows.
The one exception is the Meteor Zone. It is named after them for a reason: the whole rare stream there is 50% richer than its monsters' levels alone would give, which makes it the best ground in the game for a Meteor or a DragonBall without holding the highest levels.
A +4 PlusStone is rarer than a DragonBall and always will be: it is a windfall, not a plan. If you need +N, the +3 stones and the compose window are the road.
3. Gear
About 10% of kills drop a piece of equipment (at most 2 from one monster), and its level is drawn around the monster's own, so better monsters drop better gear. Most of it is ordinary. When a piece does drop, its quality is rolled:
| Quality | Chance of a dropped piece |
|---|---|
| Super | 0.3% |
| Elite | 1.0% |
| Unique | 6.0% |
| Refined | 10.0% |
| Normal | everything else |
So a Super piece is about one in three hundred dropped items — rare enough to be worth stopping for, common enough that a long night of hunting can produce one.
4. Lucky Time
While your Lucky Time is running, every kill gets one extra roll on top of everything above:
| Item | Chance per kill |
|---|---|
| Meteor | 0.8% |
| +1 PlusStone | 0.3% |
| DragonBall | 0.1% |
A message names the item when it lands, because it falls among the ordinary loot where you would never spot it otherwise.
5. Mining
Gems do not drop from monsters at all — they are mined. Equip a PickAxe, stand in the Mine Cave and swing; the server rolls once every few seconds for as long as you keep at it. Each swing rolls one item from the rules of that mine:
| Where | Item | Chance per swing |
|---|---|---|
| the Mine Cave | IronOre | 12% |
| the Mine Cave | GoldOre | 6% |
| the Mine Cave | EuxeniteOre | 5% |
| the Mine Cave | MoonGem | 0.15% |
| the Mine Cave | VioletGem | 0.15% |
| the Mine Cave | KylinGem | 0.15% |
| the Mine Cave | RainbowGem | 0.15% |
| the Mine Cave | FuryGem | 0.15% |
| the Mine Cave | DragonGem | 0.15% |
| the Mine Cave | PhoenixGem | 0.15% |
The seven quest gems are what the CelestialStone needs, and at those odds collecting all seven is a long job by design. The ores are the bulk that pays for the trip — and EuxeniteOre is what your level-40 promotion costs.
What is not a drop at all
- MoonBox — the reward of the Eight-Diagram Tactics quest.
- CelestialStone — refined by Celestine from seven gems and a CleanWater.
- +1 and +2 PlusStones — the lottery, not the field.
- +10, +11 and +12 — bought from the Cloud Saint on the Market; no monster carries them.