Game Info
Loot and Drops
The same drops as ever — now driven by tables the team can tune, with a heads-up when something good hits the ground.
Nothing was nerfed
With the Steam update, monster drops moved from code baked into every creature template into data tables (one per zone, plus the pentagram tables). The conversion was one-to-one: the drops themselves are unchanged. What changed is that the team can now adjust a table without a server release — and that a few long-standing quirks could be fixed cleanly.
Valuable-drop announcements
When one of thy kills leaves something worth more than 5,000 gold in value, or an item flagged as a quest item, an artifact-grade find, or something beyond the usual bounds for its level, the chat tells thee — so a rare drop is never overlooked in a pile of corpses.
Pentagram progress
Progress toward guaranteed pentagram drops (the "pity" counter that ensures a long dry streak ends) now survives server restarts. It used to reset whenever an area came back up.
Events
Drop-rate events — Double Drop Day, weekend bonuses — multiply the roll counts of the tables for their duration. The home page's Tidings of the Realm shows what is active and what is coming.
Picking it up
- Every gold reward reads the same way: "You received 12.50G."
- Keys thou pickest up go straight onto thy Key Ring.
-
A Loot Goblin companion fetches loot, gold and keys from thy
own kills;
/petlootsets its filter. /sorttidies thy bag by value and type.
See also
- Orbs — orb stands and their anti-orb odds.
- Random Dungeons — shrines with their own finds.
- The Auction House — where good drops go.