Drop Tables

Digital Extremes publishes WARFRAME's drop tables on their website, which is automatically generated from the game's internal data. It covers the drop rates of most items in the game obtainable through bounties, caches, missions, relics and enemies. Since the game updates frequently, some game systems (especially new ones) may or may not be covered.
Due to the length of the full list, the official website for the drop rate tables can be found here or https://www.warframe.com/droptables.
==Table of Contents==
*Missions
**This section lists the drop tables of every standard planetary missions in the game, including the drop rate listing of mods, relics, resources, weapon parts and warframe blueprint parts.
*Relics
**This section lists the drop rates of every Void Relic in the game, including their refined variant such as exceptional and radiant.
*Keys
**This section lists the drop tables of every mission in the game that requires an existing key to enter (such as Mutalist Alad V Assassination), as well as select missions that can only be accessed via quest (such as Jordas Golem).
*Dynamic Location Rewards
**This section lists the drop tables of every mission in the game that dynamically appears and disappears (such as Nightmare Mode and Arbitrations).
*Sorties
**This section lists the drop table of Sortie missions.
*Cetus Bounty Rewards
**This section lists the drop table of every standard Cetus bounty playable in the game.
*Fortuna Bounty Rewards
**This section lists the drop table of every standard Fortuna bounty playable in the game.
*Necralisk Bounty Rewards
**This section lists the drop table of every standard Necralisk bounty playable in the game.
*Mod Drops by Mod
**This section lists most mods obtainable in the game, as well as the drop rate from enemies which they drop from. Certain purchasable mods like Syndicate mods are not listed here.
*Mod Drops by Source
**This section lists all of the fight-able enemies in the game, as well as their own drop tables of the mods they drop.
*Blueprint/Part Drops by Item
**This section lists all the drop rates of items, parts, and blueprint obtainable from enemies in the game.
*Blueprint/Part Drops by Source
**This section lists the drop tables of every enemy in the game, detailing the drop rates of items, parts, and blueprints.
*Resource Drops by Source
**This section lists the drop tables of every enemy in the game, detailing the drop rates of resources they can drop.
*Resource Drops by Resource
**This section lists the drop rates of resources and where they can drop from.
*Sigil Drops by Source
**This section lists the drop tables of every enemy in the game, detailing the drop rates of sigils they can drop.
*Additional Item Drops by Source
**This section lists the rest of the drop tables that do not fit in any other categories.
*Relic Drops by Source
**This section lists the drop tables of every enemy in the game, detailing the drop rates of the Void Relics they can drop (only applicable to Hemocyte as of )
==Missing Content==
*Daily Tribute rewards
*Storage Container spawn rates (technically not a drop table)
*Fish spawn rates (technically not a drop table)
*Orokin Tower Containers
*Ores/gem drop chances from Mining
*Isolation Vault Bonus stage containers
*Definitions for "Resource Bundles" from Railjack missions and "Region Resource" for Star Chart enemies
*Kubrow Eggs drop chances
*Drop chances of , , , 
*Drop chances of Exploiter Orb Articula and Deck 12 Captura Scene from Exploiter Orb
*Pickups drop chances
*Requiem Relic drop chances of Kuva Thralls and Hounds
*Invasions
* from scanning Feral Kavats (unique drop table)
*Pigment drop chances
*Archwing Eximus enemies which are the only sources for , , and augments
*Drop Table rotation mechanics
==Mechanics==
===General===
Based on the official drop table repository, one can deduce several rules that apply to all drop tables in the game:
*All individual drop chances of items in the same drop table must add up to 100% (there may be rounding issues due to drop chances rounded to the two decimal places).
*Each drop table has its own chance of rolling a reward from its reward pool (separate from item drop chance). This chance can be over 100%, meaning that a player may roll a reward from said drop table more than once. Mod drop tables are an exception and are capped at 100% drop table chance.
*There are multiple drop table types in the game that have an independent chance of rolling rewards. These types do not necessarily restrict the type of contents that a drop table may reward. For example, a Sigil drop table can drop resources despite there being a Resource drop table type.
===Rarity Classification===
In the official drop table repository, each possible reward that can be randomly pulled from a drop table has a rarity classification based on their individual drop chance. Rarity weighting is a separate concept independent from classification and is used by the game internally to calculate an item's individual drop chance.
Drop Table RepositoryRarity Classification
Rarity Class 	Drop Percentage Range	Possible Values In Drop Tables
Very Common 	60.00% ≤ x ≤ 100.00% 	100.00%, 91.67%, 86.44%, 77.78%, 77.44%, 75.50%, 68.18%
Common 	33.33% ≤ x < 60.00% 	56.34%, 50.00%, 48.71%, 38.72%, 33.33%
Uncommon 	10.00% ≤ x < 33.33% 	28.57%, 26.09%, 19.35%, 15.10%, 14.29%, 12.90%, 12.65%, 11.06%, 10.84%, 10.00%
Rare 	2.00% ≤ x < 10.00% 	9.68%, 8.70%, 7.69%, 7.14%, 5.88%, 5.50%, 4.35%, 2.58%, 2.00%
Ultra Rare 	1.00% < x < 2.00% 	1.84%, 1.58%, 1.36%, 1.01%
Legendary 	0.10% < x ≤ 1.00% 	1.00%, 0.85%, 0.67%, 0.50%, 0.40%, 0.37%, 0.34%, 0.22%, 0.18%
Beyond Legendary	x ≤ 0.10% 	0.00% (rounded to the nearest ten thousandths)
However, in-game, rarity classification of rewards in Codex entries, Sortie menu, Bounty menus, and Void Relics use different systems that are visual in presentation and are based on internal rarity weights after normalization. This classification applies to all items in the same rarity rather than individual drop chances.
 Sortie Rarity Classification
Rarity Weight	Approx. Color Scheme	Hex Code	Drop Percentage(rounded two decimals)
Common 	 	#bd9177 	55.91%
Uncommon 	 	#d1d0d1 	33.91%
Rare 	 	#ece175 	10.00%
Legendary 	 	#b996db 	0.18%
Total 	Total 	Total 	100%
Relic Rarity Classification
Rarity Weight 	Approx. Color Scheme 	Hex Code 	Drop Percentage(rounded two decimals)
Intact Refinement 	Intact Refinement 	Intact Refinement 	Intact Refinement
Common 	 	#bd9177 	76.00%
Uncommon 	 	#d1d0d1 	22.00%
Rare 	 	#ece175 	2.00%
Total 	Total 	Total 	100%
Exceptional Refinement	Exceptional Refinement	Exceptional Refinement	Exceptional Refinement
Common 	 	#bd9177 	70.00%
Uncommon 	 	#d1d0d1 	26.00%
Rare 	 	#ece175 	4.00%
Total 	Total 	Total 	100%
Flawless Refinement 	Flawless Refinement 	Flawless Refinement 	Flawless Refinement
Common 	 	#bd9177 	60.00%
Uncommon 	 	#d1d0d1 	34.00%
Rare 	 	#ece175 	6.00%
Total 	Total 	Total 	100%
Radiant Refinement 	Radiant Refinement 	Radiant Refinement 	Radiant Refinement
Common 	 	#bd9177 	50.00%
Uncommon 	 	#d1d0d1 	40.00%
Rare 	 	#ece175 	10.00%
Total 	Total 	Total 	100%
Codex Rarity Classification
Rarity Weight 	Approx. Color Scheme 	Hex Code 	Drop Percentage(rounded two decimals)
Common 	 	#bd9177 	Varies based on rarity weightings present
Uncommon 	 	#d1d0d1 	Varies based on rarity weightings present
Rare 	 	#ece175 	Varies based on rarity weightings present
Total 	Total 	100% 	
Common, Uncommon, and Rare present(e.g. Elite Lancer and most enemies)	Common, Uncommon, and Rare present(e.g. Elite Lancer and most enemies)	Common, Uncommon, and Rare present(e.g. Elite Lancer and most enemies)	Common, Uncommon, and Rare present(e.g. Elite Lancer and most enemies)
Common 	 	#bd9177 	75.88%
Uncommon 	 	#d1d0d1 	22.11%
Rare 	 	#ece175 	2.01%
Total 	Total 	Total 	100%
Common and Uncommon only(e.g. Detron Crewman) 	Common and Uncommon only(e.g. Detron Crewman) 	Common and Uncommon only(e.g. Detron Crewman) 	Common and Uncommon only(e.g. Detron Crewman)
Common 	 	#bd9177 	77.44%
Uncommon 	 	#d1d0d1 	22.56%
Rare 	 	#ece175 	0%
Total 	Total 	Total 	100%
Common and Rare only 	Common and Rare only 	Common and Rare only 	Common and Rare only
Common 	 	#bd9177 	97.42%
Uncommon 	 	#d1d0d1 	0%
Rare 	 	#ece175 	2.58%
Total 	Total 	Total 	100%
Uncommon and Rare only(e.g. Feral Kavat, Battalyst, Kela De Thaym) 	Uncommon and Rare only(e.g. Feral Kavat, Battalyst, Kela De Thaym) 	Uncommon and Rare only(e.g. Feral Kavat, Battalyst, Kela De Thaym) 	Uncommon and Rare only(e.g. Feral Kavat, Battalyst, Kela De Thaym)
Common 	 	#bd9177 	0%
Uncommon 	 	#d1d0d1 	91.67%
Rare 	 	#ece175 	8.33%
Total 	Total 	Total 	100%
Rare only(e.g. Torment, Corpus Cestra Target, Ved Xol) 	Rare only(e.g. Torment, Corpus Cestra Target, Ved Xol) 	Rare only(e.g. Torment, Corpus Cestra Target, Ved Xol) 	Rare only(e.g. Torment, Corpus Cestra Target, Ved Xol)
Common 	 	#bd9177 	0%
Uncommon 	 	#d1d0d1 	0%
Rare 	 	#ece175 	100%
Total 	Total 	Total 	100%
Uncommon only(e.g. Demolisher Nox) 	Uncommon only(e.g. Demolisher Nox) 	Uncommon only(e.g. Demolisher Nox) 	Uncommon only(e.g. Demolisher Nox)
Common 	 	#bd9177 	0%
Uncommon 	 	#d1d0d1 	100%
Rare 	 	#ece175 	0%
Total 	Total 	Total 	100%
Common only(e.g. Kosma Gokstad Crewship, Vorac Crewship) 	Common only(e.g. Kosma Gokstad Crewship, Vorac Crewship) 	Common only(e.g. Kosma Gokstad Crewship, Vorac Crewship) 	Common only(e.g. Kosma Gokstad Crewship, Vorac Crewship)
Common 	 	#bd9177 	100%
Uncommon 	 	#d1d0d1 	0%
Rare 	 	#ece175 	0%
Total 	Total 	Total 	100%
Bounties Rarity Classification
Rarity Weight	Approx. Color Scheme	Hex Code	Drop Percentage(rounded two decimals)
Common 	 	#bd9177 	Varies based on rarity weightings present
Uncommon 	 	#d1d0d1 	Varies based on rarity weightings present
Rare 	 	#ece175 	Varies based on rarity weightings present
===Drop Table Types===
Any enemy may have more than one drop table to pull rewards from. For example, a Heavy Gunner has both a mod drop table and a blueprint/item drop table, each with an independent chance of rolling a drop from their own reward pool.
 Heavy Gunner Mod Drop TableObtained from the official drop table repository https://www.warframe.com/droptables on 2021-09-16
Heavy Gunner	Mod Drop Chance: 3.00%	Mod Drop Chance: 3.00%
 	Slip Magazine 	Uncommon (18.97%)
 	Magazine Warp 	Uncommon (18.97%)
 	Blunderbuss 	Uncommon (18.97%)
 	15 Endo 	Uncommon (18.97%)
 	Shell Compression 	Uncommon (11.06%)
 	50 Endo 	Uncommon (11.06%)
 	Decisive Judgement 	Ultra Rare (1.01%)
 	80 Endo 	Ultra Rare (1.01%)
 Heavy Gunner Blueprint/Item Drop Table
Heavy Gunner	Blueprint/Item Drop Chance: 1.00%	Blueprint/Item Drop Chance: 1.00%
 	Gorgon Blueprint 	Very Common (100.00%)
According to the official drop tables, the following drop tables types are available:
*Mod (is affected by Mod Drop Chance Booster)
*Blueprint/Item
*Sigil (may also be used to drop resources like with Thumpers or Exploiter Orb)
*Additional Item
*Relic (only used by Hemocyte as of )
*Resource (is affected by Resource Drop Chance Booster)
*Pigment (unlisted, is affected by Resource Drop Chance Booster)
===Over 100% Drop Chance===
If a drop table has over a 100% chance to have a reward chosen from its reward pool, then that means it will have a chance to grant another reward from the same pool in addition to the guaranteed roll(s). For example, the Exploiter Orb has a Sigil Drop Table with a 300% drop chance, meaning it will choose a reward three times independently (with replacement).
 Exploiter Orb Sigil Drop TableObtained from the official drop table repository https://www.warframe.com/droptables on 2021-09-16
Exploiter Orb	Sigil Drop Chance: 300.00%	Sigil Drop Chance: 300.00%
 	Synathid Ecosynth Analyzer	Uncommon (16.67%)
 	Tromyzon Entroplasma 	Uncommon (16.67%)
 	Charamote Sagan Module 	Uncommon (16.67%)
 	Zodian 	Uncommon (16.67%)
 	Thyst 	Uncommon (16.67%)
 	Longwinder Lathe Coagulant	Uncommon (16.67%)
Over 100% drop chance can also be achieved by using a Resource Drop Chance Booster with a Clan Dojo Pigment research active, causing pigment drops to be doubled since pigments are guaranteed to drop from the corresponding enemy.
Note that Mod Drop Tables and Resource Drop Tables of Bosses or boss-like enemies cannot go over 100% drop chance unless hard-coded by the developers like in the case of Tusk Thumper Doma. This means despite being in the Mod Drop Table, Arcane Enhancement dropped by Eidolons will not drop more than once per enemy, even with a Mod Drop Chance Booster on or with The Steel Path Mod Drop Chance bonus.
===Rerolling Drop Tables===
Players will gain another chance at rerolling the loot drop table of a particular enemy that is affected by the abilities below. These abilities may act on the same enemy more than once to produce multiple loot drops. However, abilities of the same class (e.g. and ) cannot stack to produce more than two loot drops.
Bosses and boss-like enemies are not affected by these abilities.
;Rolling drop tables on Living Enemies
*'s 
;Rolling drop tables on Petrified Enemies
*' 
;Extra drop table rolls upon Enemy Kill
*'s 
*'s 
*'s passive (Monkey Luck buff) 
;Rerolling drop tables on Enemy Corpses
*' 
*'s 
;Rerolling drop tables of Storage Containers
*'s 
===Nonstackable Cases===
====Living====
Additional loot retrieval stacks with other loot abilities that loot while petrified ('s ), loot on death ('s , 's , and 's Monkey Luck passive), and loot corpse ('s and Chesa Kubrow's ).
====Petrified====
Additional loot retrieval stacks with other loot abilities that loot while alive ('s ), loot on death ('s , 's , and 's Monkey Luck passive), and loot corpse ('s and Chesa Kubrow's ).
====Death====
Additional loot retrieval stacks with other loot abilities that loot while alive ('s ), loot while petrified ('s ), and loot corpse ('s and Chesa Kubrow's ). However, it does not stack with other loot on death abilities ('s , 's , and 's Monkey Luck passive).
====Corpse====
Additional loot retrieval stacks with other loot abilities that loot while alive ('s ), loot while petrified ('s ), and loot on death ('s , 's , and 's Monkey Luck passive)). However, it does not stack with other loot corpse abilities ('s and Chesa Kubrow's ).
==Calculating Item Drop Probability==
On the wiki, drop chances of individual items in a drop table are represented as probabilities which are calculated from the drop table's drop chance multiplied by the individual item's drop chance in said table.
{
\text{Item Drop Probability} = \text{Drop Chance of Drop Table} \times \text{Item Drop Chance in Corresponding Drop Table}
}
For example:
*The probability of getting one (18.97% chance) from a Heavy Gunner (Mod Drop Chance: 3.00%) is 
*However, it is a little more complex to calculated the probability of getting atleast one (16.67% chance) from Exploiter Orb (Sigil Drop Chance: 300.00%) since probability is more complex than it seems. To considerate the fact that the loot table is rolled 3 times, the probability is 
===Expected Value===
Using the item drop probability, one can calculate the expected number of drop table rolls before a player sees at least one of that item: 
{
\text{Expected Number of Rolls} = \frac{1}{ \text{Item Drop Probability} }
}
This assumes that the probability distribution of the number of rolls that a player experiences before getting at least one specific item drop follows a geometric distribution.
==Wiki Drop Tables==
==Patch History==
==External Links==
*https://forums.warframe.com/topic/809777-warframe-drop-rates-data/ - Warframe Drop Rates Data forum post by [DE]Rebecca
*https://github.com/WFCD/warframe-drop-data - Warframe Drop Data in an easier to parse format
==References==
*
==See Also==
*World State for data on the current state of the Star Chart
*Public Export for the public manifest
*Warframe Drop Data parsed into JSON / GitHub
Category:Tools
Category:Mechanics