Loot In " World of Warcraft " , loot can mean a couple of things : Looting while solo . When soloing , looting is easy — a " lootable " corpse emits a " glistening " effect , and the cursor will change to the " trade " cursor when you mouse over the corpse . Simply right - click ( or Command - click on a Mac with 1 - button mouse ) on the corpse of the mob you just killed , and a window will pop up containing any loot the mob was carrying . ( Sometimes this window is empty , which means the mob had no loot ) Using Shift - right / Command - click " autoloots " the corpse , which picks up all items except " Bind on Pickup " items . For Bind on Pickup items , you will be prompted to accept the item , binding it to you , or turn it down , leaving it in the corpse . You can return and loot the corpse of any remaining items until it disappears . Looting while in a party . In party situations , looting is vastly more complicated . The leader of the party can set the group looting parameters , as well as the threshold where items of particular quality are automatically roll ed for . There are five group looting parameters : In all loot settings , money on the corpse is distributed as evenly as possible among all the party members . The group leader may set an item quality threshold . Items below this threshold are handled in a round - robin way preventing people from wasting time rolling for vendor trash . By default , uncommon and better items are rolled for . In raids , it ' s common to raise the threshold to rare or epic , since uncommon items are insignificant to players equipped enough to raid . Quest Loot : Quest loot is on a separate loot distribution and there are two common modes for this to occur . 1 ) In quests where the party is to collect one of a specific item from a specific mob ( " Collect the head of ( mob name here ) " ) then regardless of loot setting , the mob will indicate lootable by every party member with the quest ( and without the object ) . Each member may loot the quest item off the corpse . The other loot on the corpse is subject to the party loot setting . 2 ) In other quests which require collecting several items of a type ( harpy feathers for example ) , the quest items will drop on some mobs and be looted in the normal way , except that if the current looter can ' t collect the items ( not on quest , already has full set ) then the quest loot is FFA for those members who can still pick up the quest items . Other items on the corpse are governed by the party loot setting . On some quests the quest loot is always free - for - all and this may be the above mechanic gone haywire . Some quests where the party is collecting one item will use the named mob mechanism ( 1 ) ( the Shaman Voodoo Charm from quest , for example , where all party members can get the charm off the same shaman . ) Loot options : Need , Greed , Disenchant and Pass . Items of Uncommon ( green ) quality or higher might not be immediately lootable , depending on the loot rolling threshold established by the party leader . When an item is available that falls within that rolling threshold , the looter is prohibited from taking the item and a ' roll window ' pops up for all party members with an image of the item and three or four buttons — a pair - of - dice button , a coin button , and a red circle with diagonal line button , and possibly a button showing a disintegrating sword . The high - roller among those who roll is awarded the item , and it goes in that character ' s backpack . If their backpack is full , that person , and only that person , may loot it by clicking on the monster ' s corpse after first clearing up space . If everyone passes on a rollable item , the item becomes freely lootable to anyone in the party . The roll window has a timer shown as a shrinking bar ; if the timer expires before you choose " need " or " greed " , you will " pass " on the item . This is generally the recommended action for Bind on pickup items that you cannot equip . For very valuable Bind on Equip items — which nearly any player can be expected to sell on the Auction House — Blizzard applied a loot - lock which if a player rolls " Need " , it cannot be traded . Group policies and other loot options . Note that loot from containers — chests , food crates , and the like — as opposed to corpses , also uses the party loot threshold ( if one is in effect ) , although the container will always be lootable by any party member . If the container holds a high - quality item , that item will be rolled on ( or not ) , the same as if it were looted from a corpse . Since this is a recent change ( Patch 2 . 1 . 0 ) , many groups may still require rolling on content , or at least to link the common items such as foods and potions to give to those who need it . Since chests do not normally contain items of high value , usually the party members / roll for it . Battlegrounds . In battlegrounds , players can loot enemy corpses . This will remove their insignia so that they must revive at the graveyard , and give the looter a small sum of money . Note that if the player ' s ghost is running toward the corpse when its insignia is removed , he ' ll have to run all the way back to the graveyard to resurrect , so it may be wise to wait a moment before looting . Looting the player ' s corpse will also force its spirit to release , if they have not already done so , thus preventing their ghost from spying on the area around their corpse . Secondary rolls . In the event of two or more rolls being equal ( for example : if 2 players have a ' greed ' roll with the number 56 for a certain item ) , the system performs a hidden secondary roll to determine which player will receive the item . Loot systems . Groups and guilds that party regularly go beyond the built - in loot distribution mechanisms that Blizzard provides . There are numerous loot system s that can be used to distribute loot , with their own set of trade - offs . Notes . There is a common misconception among game mechanics analysts that the Gambler ' s Fallacy applies to the case of getting a specific loot item to drop at least once from a mob by repeatedly farming said mob . This is not exactly true . It is correct that every single time you kill said mob , the chance of the desired loot dropping is constant . However , the probability of getting the desired loot to drop at least once in a collective set of multiple kills is not constant . Rather , it is a normal probability density function centered on the expected number of kills for the loot to drop at least once . Also , loot tables are NOT dependent on the leader ' s class .