Battle Arena/Drop Mechanics

Original information gathered from http://www.kongregate.com/forums/60-anti-idle-the-game/topics/345746-drop-mechanics-guide .
You should check if the thread has more actual information than this page.

## Calculating Drop Rate

The drop rate listed on the stats page is a lie! Well, it has some additional multipliers applied to it when it’s determined whether or not an item will drop. These are:

* (.25 + .25 \* enemyRank + (level \* 2) / 9001) \* partKilled
	+ enemyRank is 1 if yellow-named, 2 if white-named, 3 if red-named, 4 if boss.
	+ level is enemy level.
	+ partKilled only applies when killing things that explode, and is the % of the monster you killed before it exploded on you, with a minimum of 20% (20% is .2, so drop rate gets multiplied by .2)
* ULTRA-3/ULTRA-2/ULTRA-1 monster – 200/100/50x
* Epic/Rare Monster – 20/10x
* Bestiary level 6/5/4 – 3/2/1.5x
* Secret Crystal (#322) – (.25 + level/3000)
* Secret Crystal 2 (#435) – (5 + level/300)
* use of Specialized skill MINE!!!!1! – 20x
* Corrupted Giant Treeman/CHAOS (not ULTRA)– 5x
* Chaos/Chuck Norris/Boss of DOOOOOOM (not ULTRA)– 3x
* THE MEGABOSS (not ULTRA)– 2x
* ??? mob in Secret lab – 10x
* Foodlandistan – .3x
* Mob evolving into same mob – .1x

Example1: If you fight CHAOS, with bestiary level 3 and 1500% drop rate in stats.

* it is Boss with level 9001
	+ dropRate = 1500 \* (0.25 + 0.25 \* 4 + (9001 \* 2) / 9001) = 4875
* it is Epic, and has mob specific drop rate bonus
	+ dropRate = 4875 \* 20 \* 5 = 487500

Example2: If you are mining, fighting the rare Secret Crystal with bestiary level 4 with 500% drop rate in stats. You are on Casual with Diamond pickaxe.

* it is Boss with level 5000
	+ dropRate = 500 \* (0.25 + 0.25 \* 4 + (5000 \* 2) / 9001) = 1180.49
* it is rare, with bestiary level 4
	+ dropRate = 1180.49 \* 10 \* 1.5 = 17707,41
* it has mob specific drop rate bonus
	+ dropRate = 17707,41 \* (0.25 + 5000/3000) = 33939.2
* if you use Specialized skill
	+ dropRate = 33939.2 \* 20 = 678783

## A Few Notes on Reading This Guide

 All ULTRA monsters are also considered as epic. All epic monsters are also considered as rare.

 When you see "level", it means level of the monster, not player's level.

### Rolls

A roll is the computer picking a random number between 0 and 1 and comparing it to a programmer-defined number. If the roll is less than the programmer-defined number, the roll succeeds and whatever it was ‘rolling’ for happens (for example, an item getting selected to drop). Now, this gets weird when there are sequential rolls, because the results of the latest roll can overwrite the results of a previous roll. In the weapon table, for instance, when you’re level 8000 or above, there are 5 different rolls happening to determine what weapon you get. The level 1000, 2500, 4000, 6000, and 8000. These rolls happen in order and the results can override that of previous rolls. For instance, if you pass the check for a level 1000 weapon, then the check for the level 8000 weapon, you’ll instead get the level 8000 weapon. Normally, this is a good thing (better weapons!), but with the advent of rebirths you may want a lower level weapon. In this case, you’d want the monsters you’re killing to be between the levels of the weapon you want to drop.

Also, you’ll note that there are multiple items listed under each category (for example, the weapon table’s ‘level’ categories). This means that there is an equal chance of each one dropping.

### Gem of Good Luck

Whenever you see GoGL that means Gem of Good Luck. It’s functions are three-fold. It makes ANY stat roll (with a few exceptions that should be noticed) have a 40% chance to be perfect. For example: if the guide says

* 60% (HC), 60% (WM), 60% (Apoc), 80% (GoGL)
	+ + 1-270 Defense

Then, with the Gem of Good Luck equipped, if the stat increase is going to happen, it will have a 40% chance of being perfect (+270 defense).

It also gives you additional rolls to get stat increases, these are indicated (as above) by 80% (GoGL), which means that with Gem of Good Luck equipped, you get an extra roll that has an 80% chance of succeeding to get the bonus stats.

It ALSO gives you a chance to get ‘perfect’ rolls on currency drops (coins, pixels, cm, etc…). Random is a function that returns a number between 0 and 1 (I’m not sure of its precision, maybe Tukkun or another flash developer can tell me). GoGL replaces Random with 1 during these rolls.

### Unobtainium Enhancement

Unless otherwise specified, Unobtainium Enhancement always works as follows:

* 0 base
* +2 for Hardcore
* +4 for Worst Moon
* +1 for Apocalypse

### Censor Sword

* .0005 \* dropRate% Chance from Censor Sheep
* Attack + 66-120

### Rain Bow

* 100% Chance from shinki, the bridge dweller
* Attack + 66-120

### Ultimate (element) Weapons

* .0001 \* dropRate% Chance from any boss in Secret Dungeon (Except Chaos/CHAOS/Shinki)
* Attack + 66-120

### Collector’s Pendant Weapons

* .00002 \* dropRate% Chance
* Boss Only
* these weapons can override Censor Sword/Rain Bow/Ultimate (element) Weapons drop
* Requires Collector’s Pendant
* 80% Chance
	+ Fauchard or Military Fork or Fauchard-Fork or Naginata
	+ 90% chance if enemy level >= 1000 to override it with:
		- Nagimaki or Fukuro Yari or Voulge or Scythe
	+ 80% chance if enemy level >= 2500 to override it with:
		- Bardiche or Poleaxe or Lochaber Axe or Bohemian Earspoon
	+ 70% chance if enemy level >= 4000 to override it with:
		- Bec de Corbin or Ox Tongue or Spetum or Glaive
	+ 60% chance if enemy level >= 6000 to override it with:
		- Guisarme or Longspear or Lucerne Hammer or Glaive-Guisarme
	+ 50% chance if enemy level >= 8000 to override it with:
		- Guisarme-Glaive or Glaive-Guisarme-Glaive or Glaive-Glaive-Glaive-Guisarme-Glaive or Greatsword or Greatersword
* 18% Chance (20% if rank < 500)
	+ Strong Machine Gun
	+ 80% chance if enemy level >= 3000 to override it with:
		- Mystic Bow or Mystic Crossbow
	+ 70% chance if enemy level >= 5000 to override it with:
		- Pure Darkness Claw or Slingshot or Oversized Slingshot
	+ 60% chance if enemy level >=7000 to override it with:
		- Crimson Bow or Cannon or Gold Cannon
* 2% Chance AND Rank = 500
	+ all monsters except for the specific ones have equal chance for each weapon listed above
		- you cannot get Fauchard, Military Fork, Fauchard-Fork and Naginata from this roll
	+ Specific Monsters drop Special weapons:
		- Master Dummy – Dummy Sword
		- Carabbit – Carrot Gun
		- Giant Rat – Rat Tail
		- Treeman – Treeman Dagger
		- Dark Mage – Dark Mage Wand
* Bonus Stats
	+ If enemy is not Secret Crystal
		- + 100 Attack
		- + 180 Defense
	+ 35% (HC), 35% (WM), 35% (Apoc), 50% (GoGL)
		- + 10\*(1-5) Item Ranks (50% perfect chance with GoGL)
	+ 100% Chance
		- + 51-250 Attack (50% perfect chance with GoGL)
	+ 70% (HC), 70% (WM), 70% (Apoc), 100% (GoGL)
		- + 1-10 Speed (50% perfect chance with GoGL)
	+ 70% (HC), 70% (WM), 70% (Apoc), 100% (GoGL)
		- + 1-270 Defense
	+ 35% (HC), 35% (WM), 35% (Apoc), 50% (GoGL)
		- + 1-30 Crit (50% perfect chance with GoGL)
	+ 35% (HC), 35% (WM), 35% (Apoc), 50% (GoGL)
		- + 1-30 Accuracy (50% perfect chance with GoGL)
	+ 35% (HC), 35% (WM), 35% (Apoc), 50% (GoGL)
		- + 1-30 Health (50% perfect chance with GoGL)
* Enhancements (each adds +1 to enhancement level):
	+ 5% Chance (each):
		- + 100 Attack
		- + 6 Speed
		- + 240 Defense
		- + 20 Crit
		- + 20 Accuracy
		- + 20 HP%
* Unobtainium Enhancement
	+ 0 base
	+ + 2 for Hardcore
	+ + 4 for Worst Moon
	+ + 1 for Apocalypse or GoGL

### Epic (element) Staves and Light/Dark Glaive

* .00005 \* dropRate% Chance of dropping, your rank has to be > 100.
* epic monsters only
* these weapons can override Censor Sword/Rain Bow/Ultimate (element) Weapons drop
* Element is random, unless enemy has an element, in which case the element is that of the enemy’s.
* Item rank is 200+Floor(level/30) (capped to your current rank).
* Attack is 200 + Item Rank + 66-120 (cap of 820).

### Corrupted Elm Armor

* 100% Chance Corrupted Giant Treeman (WM Corruption)
* Cannot have bonus stats of any kind

### Censor Armor

* .0005 \* dropRate% Chance from mobs in Censor Ship
* Cannot have bonus stats of any kind

### Wizard Armor

* 100% Chance from !!!!!
* Cannot have bonus stats of any kind

### Fairy Stuff

Fairy Godfather

* .0005 \* dropRate% Chance from Fairy Godfather
* + 33-60 Defense

Fairy Godmother

* .0005 \* dropRate% Chance from Fairy Godmother
* +66-120 Defense

### Crystal Armor

* .00002 \* dropRate% Chance from Secret Crystal (#322)
	+ Blue/Red/Yellow Crystal armor
* .00001 \* dropRate% Chance from Secret Crystal (#435)
	+ Green/Purple/Pink Crystal armor
* Rank is equal to the rank of the pickaxe used
* Unobtainium enhancement:
	+ 0 base for Blue/Red/Yellow, 4 base for Green/Purple/Pink
	+ +2 for Hardcore
	+ +4 for Worst Moon
	+ +1 for Apocalypse
* +66-120 Defense

### CHAOS Armor

Everyone’s Favorite!

* Drops from CHAOS on Worst Moon (or Apocalypse)
* Chance
	+ 10% base chance
	+ + 5% for each chest opened
	+ + 15% for Apocalypse
	+ + 25% for Hardcore
	+ 0% for ULTRA CHAOS
* Unobtainium Enhancement
	+ 7 base
	+ +1 for each chest opened
	+ +8 for Hardcore
	+ +5 for Apocalypse
* + 66-200 Defense

### Neon Skin

* kills = Triangle Hideout Kills
* Can only drop if ‘Current’ kills > = ‘Today’ kills
* .05 \* kills% Chance (caps at 5% chance)
* +66-120 + 2 \* kills defense (caps at 1000)

### Collector’s Pendant Armor

Requires Collector’s Pendant. (This should be obvious, but…) Unlike weapons, Collector's Pendant armor cannot override previous drops. Most visible example of this is Crystal armor.Loot Armor

* Rare Only
* .00004 \* dropRate% Chance
* Rank requirement is 30 + floor(level/20) if level < 9001
* Rank is 500 if level = 9001
	+ rank requirement will be changed if it is below minimal or above maximal rank for specific color of armor
* Purple Armor of Loot
	+ Epic AND Boss monsters
		- Minimum Rank requirement of 120
* Blue Armor of Loot
	+ Epic OR Boss monsters
		- Minimum rank requirement of 70
		- Maximum rank requirement of 350
* Green Armor of Loot
	+ Rare (not epic) Non-Boss Monsters
		- Maximum rank requirement of 250
* Bonus Stats
	+ 60% HC, 60% WM, 60% Apoc, 80% GoGL
		- + 1-60 Attack
	+ 60% HC, 60% WM, 60% Apoc, 80% GoGL
		- + 5-50% Speed
	+ 90% Casual, 100% HC, 100% WM
		- + 51-250 Defense
	+ 30% HC, 30% WM, 30% Apoc, 50% GoGL
		- + 1-30 Critical Damage
	+ 30% HC, 30% WM, 30% Apoc, 50% GoGL
		- + 1-30 Evasion%
	+ 30% HC, 30% WM, 30% Apoc, 50% GoGL
		- + 1-30 HP%
* Unobtainium Enhancement
	+ 4 base
	+ + 2 for Hardcore
	+ + 4 for Worst Moon
	+ + 1 for Apocalypse or GoGL

Other

* This armor cannot override Loot armor or any armor which doesn't require Collector's pendant.
* Boss Only
* .00004 \* dropRate% Chance
* 90% Chance (100% if rank < 500)
	+ Enchanted Leather or Golden armor
	+ 90% chance if enemy level >= 1000 to override it with:
		- Golden or Regeneration armor
	+ 80% chance if enemy level >= 2000 to override it with:
		- Regeneration or Berserker armor
	+ 70% chance if enemy level >= 3000 to override it with:
		- Berserker or Defensive armor
	+ 60% chance if enemy level >= 5000 to override it with:
		- Defensive or Pure Darkness armor
	+ 50% chance if enemy level >= 7000 to override it with:
		- Pure Darkness or Crimson armor
	+ 50% chance if enemy level >= 9000 to override it with:
		- Crimson or Knightmare armor
* 10% Chance if rank = 500
	+ Equal Chance (2% each) of a piece from ANY armor set above plus *Samurai* and *Dress armor*.
* Bonus Stats
	+ If enemy is not Secret Crystal
		- + 40 attack
		- + 60 defense
	+ 35% HC, 35% WM, 35% Apoc, 50% GoGL
		- + 10\*(1-5) Item Ranks (50% perfect chance with GoGL)
	+ 70% HC,70% WM, 70% Apoc, 100% GoGL
		- + 1-60 Attack (50% perfect chance with GoGL)
	+ 70% HC, 70% WM, 70% Apoc, 100% GoGL
		- + 5-50% Speed (50% perfect chance with GoGL)
	+ 100% chance
		- + 51-500 Defense (50% perfect chance with GoGL)
	+ 35% HC, 35% WM, 35% Apoc, 50% GoGL
		- + 1-30 Critical Damage (50% perfect chance with GoGL)
	+ 35% HC, 35% WM, 35% Apoc, 50% GoGL
		- + 1-30 Evasion% (50% perfect chance with GoGL)
	+ 35% HC, 35% WM, 35% Apoc, 50% GoGL
		- + 1-30 HP% (50% perfect chance with GoGL)
* Enhancements (each adds +1 to enhancement level):
	+ 5% Chance (each):
		- + 40 Attack
		- + 30% Speed
		- + 60 Defense
		- + 20 Crit
		- + 20 Evasion%
		- + 20 HP%
* Unobtainium Enhancement
	+ 0 base
	+ + 2 for Hardcore
	+ + 4 for Worst Moon
	+ + 1 for Apocalypse or GoGL

## Accessory Drops

### Triangle Gem

* .001 \* dropRate% Chance from Strange Box

### Dominator Gem

* .01 \* sqrt(SC streak current)% Chance from Spooky Crypt enemies (1% maximum at 10,000 streak)
* Rank is 250 + Floor(SC kills today / 5) (capped at 500)
* Bonus Stats
	+ 60% Chance
		- + 12\*(1-10) Attack (max is 120)
	+ 60% Chance
		- +15\*(1-3)% Speed (max is 45%)
	+ 60% Chance
		- + 12\*(1-10) Defense (max is 120)
	+ 50% Chance
		- +6\*(1-10) Critical Damage (max is 60)
	+ 50% Chance
		- + 6\*(1-10) Evasion (max is 60)
	+ 50% Chance
		- + 6\*(1-10) HP% (max is 60)
* Unobtainium Enhancement
	+ 1 base
	+ + 2 for epic monster
	+ + 3 for Hardcore
	+ + 4 for Worst Moon
	+ + 1 for Apocalypse or GoGL

### Mega Triangle Gem

* kills = current Triangle Hideout kills streak
* .002 \* kills% Chance from Triangle
* must improve best daily streak
* Rank is 250 + kills
* Bonus Stats
	+ 60% Chance
		- + 16 \*(1-10) Attack (max is 160)
	+ 60% Chance
		- + 20\*(1-3) Speed (max is 60%)
	+ 60% Chance
		- + 16\*(1-10) Defense (max is 160)
	+ 50% Chance
		- + 8\*(1-10) Critical Damage (max is 80)
	+ 50% Chance
		- + 8\*(1-10) Evasion% (max is 80)
	+ 50% Chance
		- + 8\*(1-10) HP% (max is 80)
* Unobtainium Enhancement
	+ 1 base
	+ + 2 for epic monster
	+ + 3 for Hardcore
	+ + 4 for Worst Moon
	+ + 1 for Apocalypse or GoGL

### Immortal Pendant

* .01% Chance from Dark Pyramid monsters
* Rank is your Rank
* Bonus Stats
	+ 40% Chance
		- + 8\*(1-10) Attack (max is 80)
	+ 40% Chance
		- + 10\*(1-3) Speed (max is30%)
	+ 40% Chance
		- + 8\*(1-10) Defense (max is 80)
	+ 30% Chance
		- + 4\*(1-10) Critical Damage (max is 40)
	+ 30% Chance
		- + 4\*(1-10) Evasion% (max is 40)
	+ 30% Chance
		- + 4\*(1-10) HP% (max is 40)

### Pendants

* .001 \* dropRate% from any rare monster

Roflhunter’s pendant

* 50% Chance if in Smiley Island and Treasure Hunter was killed at least 1,000 times
* 160-300 rank (Not affected by GoGL)
* Bonus Stats
	+ 50% Chance
		- +12\*(1-10) Attack (max is 120)
	+ 50% Chance
		- + 15\*(1-3) Speed% (max is 45%)
	+ 50% Chance
		- + 12\*(1-10) Defense (max is 120)
	+ 40% Chance
		- + 6\*(1-10) Critical Damage (max is 60)
	+ 40% Chance
		- + 6\*(1-10) Evasion% (max is 60)
	+ 40% Chance
		- + 6\*(1-10) HP% (max is 60)
* Unobtainium Enhancement
	+ 10 base
	+ + 2 for epic monster
	+ + 1 for Hardcore
	+ + 1 for Worst Moon
	+ + 2 for boss monster

Collector’s pendant

* 1% Chance

“Metal pendants”

* 30% Chance if over player rank 70
	+ Bronze Pendant is default
	+ 85% Chance if rank >= 120 AND level >= 1000 Silver Pendant
	+ 70% Chance if rank >= 180 AND level >= 3000 Gold Pendant
	+ 55% Chance if rank >= 250 AND level >= 5000 Platinum Pendant
	+ 40% Chance if rank >= 350 AND level >= 7000 AND monster is epic Unobtainium Pendant

Pendant of “...”

* 70% Chance
	+ Equal chance for each: Pendant of Double Hit, Pendant of Rage, Pendant of Recovery, Pendant of Bosshunter, Pendant of Spell Protection, Pendant of Cruelty, Pendant of Resistance
	+ Base rank is 30
	+ Base bonusPow is 16
	+ Base multiplier is .3 + level / 10000
	+ If Enemy is Boss
		- Multiplier \* 2
		- Unobtainium Enhancement + 1
	+ If enemy is Epic
		- Multiplier \* 3
		- Unobtainium Enhancement + 2
	+ If Hardcore Mode
		- Multiplier \* 2
		- Unobtainium Enhancement + 1
	+ If Worst Moon Mode
		- Multiplier \* 3
		- Unobtainium Enhancement + 2
	+ 40% Chance if GoGL
		- Multiplier is 100
* 90 \* Multiplier% Chance if((Rank >= 65 AND level >= 500) OR rank >= 145)
	+ Rank = 70
* 60 \* Multiplier% Chance if((Rank >= 115 AND level >= 1000) OR rank >= 210)
	+ Rank = 120
* 40 \* Multiplier% Chance if((Rank >= 175 AND level >= 2000) OR rank >= 295)
	+ Rank = 180
* 20 \* Multiplier% Chance if((Rank >= 245 AND level >= 3000) OR rank >= 420)
	+ Rank = 250
* 10 \* Multiplier% Chance if(Rank >= 345 AND level >= 4500)
	+ Rank = 350
* 4 \* Multiplier% Chance if(Rank >= 495 AND level >=6000)
	+ Rank = 500
* 1 \* Multiplier% Chance if(Unobtainium Enhancement < 5)
	+ Unobtainium Enhancement + 1

## Bonus Rocks

* .0005 \* dropRate% Chance to get Bonus rock or Finalizer

Finalizers

* This counts as a bonus rock for the purposes of drops
* Boss Only
* 20% Chance if passed Bonus rock roll
* Equal chance for Weapon or Armor
* Rank is 100 + Floor(level / 300) \* 10
	+ Worst Moon adds 50 ranks
	+ Apocalypse adds 50 ranks
	+ rank is 500 if dropped by CHAOS

C Rocks

* Rare (or Epic) Boss Monsters only
* 32% Chance if passed Bonus rock roll

A Rocks

* Epic Monsters only
* 80% Chance if passed Bonus rock roll and didn't get Finalizer or C rock

B Rocks

* Rare Monsters only
* 100% Chance if passed Bonus rock roll and didn't get Finalizer, C rock or A rock

Special rocks

* A, B and C Bonus Rocks are governed by the following rules:
	+ Enemy Level must be 9001
	+ If Hardcore and Apocalypse mode are active
		- 1% chance of [S][I] Rock
	+ If Hardcore and Worst Moon mode are active OR Apocalypse mode is active
		- 1% Chance of [I] Rock
	+ If Worst Moon mode is active
		- 1% Chance of [S] Rock

Corrupted Bonus Rocks

* Drops from non-ULTRA Corrupted Giant Treeman with 100% Chance
* Overrides any previous bonus rock drop
* Can only be used on Corrupted Elm Set (but have weapon-only bonuses)
* Bonuses:
	+ Defaults to random (any Orange bonus)
	+ 20% Chance for Instant Kill
	+ 20% Chance for Boss Damage
	+ 30% Chance for Potion Efficiency
	+ 30% Chance for Negate Effect
	+ 30% Chance for Magic Resist
	+ 40% Chance for Poison Damage
* Those rolls are in order and can overwrite the previous results.

## Outfits

Invisible weapon/projectiles

* ULTRA monsters only
* .00005 \* dropRate%
	+ equal 33.33% chance for "Invisible weapon", "Invisible Projectiles", "Invisible Weapon and Projectiles"

Transparent Earrings

* Epic Bosses only
* .00005 \* dropRate%

Yellow Skin

* Rare Bosses only
* .00005 \* dropRate%

Invisible Skin

* Zombies only
* .00005 \* dropRate%

## Buffs

Air Bubble

* 100% chance from Alien Secret Box

Elixir of Greatness

* Drops from CHAOS with Hardcore AND Apocalypse active AND with 10 chests opened
* 100% chance
	+ it can drop from ULTRA CHAOS if player opened 10 chests last time in Secret Dungeon or on last visited floor of Endless Dungeon

## Stats

Stats are a little confusing. There are 3 separate rolls, one for boss, one for rare, one for epic (with percentages listed below). For boss and rare monsters, you get either stats OR bacon, for epic monsters you get both. An epic boss monster, for example, would have a 0.12\*dropRate% chance of getting stats (from being a boss), a 70% chance of getting stats (from being rare) and a 100% chance of getting stats AND bacon (from being epic). To further complicate things, for Secret Crystals the rare chance is 100% to be stats BUT the amount is set to 1, but they abide by the same rules as every other monster for the boss and epic rolls.

70% Rare, 100% Epic (all epic monsters are also rare)

0.2\*dropRate% for either bacon or stats from Bosses, 60% chance of that are stats

* Amount of stat gain = Ceiling (level/1000)
* 2 \* amount if player has rebirthed and current rank < 500
* 20 \* amount if player has rebirthed and current rank = 500
* Stat you get:
	+ 22.25% Chance (each) of Attack, Defense, MaxHP, MaxMP
	+ 3.5% Chance (each) of Accuracy, Evasion
		- If MaxHP: gain Amount of stats \* 10
		- If MaxMP: gain Amount of stats \* 4
		- If Accuracy or Evasion: Ceiling(Amount of stats / 4.5)
	+ 2.45% Chance of 1000 \* amount Arena Exp
	+ 1.05% Chance of Buff
		- Buff has 10 second duration
		- Equal chance to be Power, Master, or Reward
		- If you already have Power, Master, or Reward buff, it will extend the time by 1 second
		- If you have another buff, you will get Arena Exp instead

## Bacon/Broccoli

Per the explanation above, Secret Crystals have a 0% chance to give you bacon on the rare roll. Also, you can only get Bacon OR Stats from the boss and rare rolls, not both.

30% (Rare), 100% (Epic)

0.2\*dropRate% for either bacon or stats from Bosses, 60% chance of that is bacon

NOTE Foodlandistan monsters give a guaranteed 5 bacon drop, in addition to any other rolls they might get (from being boss, rare, etc…)

* Bosses have a (level/200)% chance of giving 2, else they give 1.
* Rares (except Secret Crystal) have a (level/200)% chance of giving 3, else they give 2.
* Epics have a (level/200%) chance of giving 4, else they give 3.

## Boost

Boost is crazy simple. You have a .02 \* dropRate% chance (caps at 40%) to get 1% boost from every monster.

## Rings

.005 \* dropRate% Chance from any monster

.Must be rank 20

* If in Smiley Island and active quest is Roflhunter’s Ring, there is a 50% chance this will be a Roflhunter’s Ring
* If in Corruption or Secret Dungeon, there is an even chance of getting any ring (4.5% chance for a specific ring)
* If not in Corruption or Secret Dungeon, there is an even chance of getting one of the first 16 rings (6.25% chance for a specific ring)
* If the ring is already owned
	+ Pixels are gained equal to floor(100 \* rank)
	+ 25% Chance to gain stats or buff (equal 1/7 chance for each stat type and buff)
		- 5-10 Attack, 5-10 Defense, 50-100 MaxHP, 20-40 MaxMP, 2 Accuracy (15% chance for 1 more Accuracy), 2 Evasion (15% for 1 more Evasion)
		- 10 second random buff if player doesn't have any buff
		- 1 second buff time if player does have buff
		- 70% chance to get 1000-2000 arena exp instead of buff

Amount of stats and arena exp can have 6 values with equal chance, not affected by GoGL.

## Skill Books

???? Skills

* Abandoned Mobs each have 100% chance to drop their matching skill book

Om Nom Nom

* 100% chance to get after defeating Prehistoric Mission

Roundhouse Kick

* 100% chance to get after defeating Chuck Norris

Others

.000000001 \* yourRank \* level \* dropRate% chance from rare monsters if Rank >= 70

* 30% chance OR level < 1000
	+ 40% chance of 21-25
	+ 42% chance of 11-16
	+ 18% chance of 9-10
* 42% chance OR level < 3000 OR rank < 120
	+ 40% chance of 18-20
	+ 48% chance of 27-33
	+ 12% chance of 36-38
* 11.2% chance AND level > 3000 AND rank > 120
	+ equal chances 50-53
* 13.4% chance AND level > 3000 AND rank > 120
	+ equal chances 39-45
* 3.36% chance AND level > 3000 AND rank > 120
	+ 55

.0000000005 \* rank \* monster level \* dropRate% chance from epic monsters if Rank >= 120, monster level >= 60

* 60% chance OR rank < 180
* Base skill 61-62
* 40% chance if rank >= 180
	+ skill 63-66

These skill books can drop together with the previous ones.

## Recipes

This section is also going to include special skill books (throw, spirit skills) and bonus SP (after rank 500) because that’s the way it is in the code.

.02 \* dropRate% from any monster

* Ultimate SP
	+ The variable “arenaUltimateSP” is incremented by 1 each time you get an SP drop.
	+ Ultimate skill points start to drop after player reaches rank 500
	+ boss with level >= arenaUltimateSP \* 35 only
	+ player can have 150 + floor(battlePoint/10000) drops, with maximum 250 at 1,000,000 Battle Points
	+ 1/(arenaUltimateSP+1)1.5 chance of gaining 10 SP.
	+ Chance for last SP drop is 0.0252982%, if passed overall recipe roll
* Secret recipe
	+ 100/(recipeLevel+1)3% chance from rare monsters
* lrn2craft recipe
	+ 100/(recipeLevel+1)3% chance from boss monsters with level >= 100 \* root.save.recipeLevel3
* Pixel Throw
	+ Cannot be using a spirit weapon
	+ 20/(throwLevel + 1)% chance
* Enrage
	+ Must be using a spirit weapon
	+ Doesn't drop when mining
	+ (10 \* spiritCount)/(enrageLevel + 1)% chance
* Elemental Boost
	+ Must be using a spirit weapon
	+ Doesn't drop when mining
	+ Mobs with level 2500 or more only
	+ (5 \* spiritCount)/(boostLevel + 1)% chance
* Invincibility
	+ Must be using a spirit weapon
	+ Doesn't drop when mining
	+ Bosses with level 5000 or more only
	+ (2 \* spiritCount)/(invincibilityLevel + 1)% chance
		- spiritCount is number of equipped spirit items (Robacon's weapon doesn't count)

Note: You can only get one of the above and latter rolls do not override previous ones (e.g. if you get ultimate SP, you won’t get throw).

## Coins!

### Yellow Coins

In addition to the coins you get immediately upon killing things, coins can drop!

* .05 \* dropRate%
* coins = Floor(coin \* boost / 100)
	+ coin is the amount of coin the monster gives
	+ This is also the amount of coins you get in the “Monster defeated” message.
* Loot Value = coins \* (4 + (Random \* 4)) + 800
* If you have the Hard ascension perk, this is then multiplied by 1.4/1.6/2 depending on perk level.

### Green Coin

You automatically get coins equal to 18 + enemyRank^2 + Floor(coin/100) (where enemyRank is the same as defined above, coin is the amount listed in bestiary). There’s also a drop for green coins!

* .05 \* dropRate%
* Loot Value = 50\*enemyRank^2 + 200
	+ If you have the Hard ascension perk, this is then multiplied by 1.4/1.6/2 depending on perk level.

### Blue Coin

You automatically get blue coins for killing some monsters. Those monsters and the amount you get are listed below:

* [#222-225] Defend Mission, [#437] THE MEGABOSS’s Revenge
	+ 1
* [#230-239] Secret Lab mobs
	+ 2
* [#222-225] Defend Mission,[#318] Power Stone, [#319] Elite Crab, [#332] Devil Face, [#367] Rawrquaza
	+ 5
* [#282] Arena Bonus 1,[#288] Arena Bonus 2, [#417] Pharaoh, [#421] Visage of Apathy, [#424] Chimera, [#429] Blob?, [#430] ?, [#431] Chaos
	+ 10
* [#320] Final Alien, [#321] Alien Treasure
	+ 20
* [#226] Super Alien, [#227] Alien Generator
	+ 25
* [#295] THE MEGABOSS
	+ 30
* [#432] CHAOS
	+ 40
* [#229] Alien Secret Box, [#350] Doom Treasure
	+ 50

From Any Monster:

* .005 \* dropRate%
* Loot Value = enemyRank^2 + 4
	+ If you’re idle more than 5 mins, this value is halved
	+ If you have the Hard ascension perk, this is then multiplied by 1.4/1.6/2 depending on perk level.

### White Coin

You can loot 25,000 White Coins from bosses every day.

* wcMult = 0.2 + 0.8 / (sqrt(wcDropToday / 250) + 1)
	+ wcDropToday is amount of White Coins you have already looted today
	+ wcMult is also multiplied by 0.2 if you are idle more than 60 seconds

* Bosses Only
* .0002 \* wcMult \* dropRate%
* loot Value = 1-2
	+ if mob level >= 5000, loot Value + 1
	+ loot Value + 1 for rare mob, +2 for epic mob
* following mobs have set loot value
	+ Secret Crystal
		- loot Value = 1
	+ Defend Mission, Secret Lab, Prehistoric Mission, Secret Dungeon, Chaos/CHAOS, Endless Dungeon
		- loot Value = 10

## Crafting Materials

### Pixel

You automatically get pixels from each monster you kill. You also have a chance to get a drop from every monster you kill.

* pixel = amount you get from killing monster (enemy pixel stat \* your pixel %)
* .02 \* dropRate% Chance
* Loot Value = Floor(pixel \* (2.4 + (Random \* 1.6))) + 1000

### Crafting Material

* .01 \* dropRate% Chance
* Loot Value = Floor((pixel \* (1.2 + (Random \* .8)) + 500) \* (1 + (Item Maker Career Level) \* .005)

### Chaotic Fragments of Chaos

* CHAOS
	+ Drops 3 if on anti-curse
	+ Drops 10 if not on anti-curse
* If not on anti-curse
	+ .001 \* dropRate% chance from non-bosses in SD/ED of 1
	+ .02 \* dropRate% chance from bosses in SD/ED of 1
	+ .1 \* dropRate% chance from Chaos of 1

### Enhancer Fragments

.005 \* dropRate% chance from anything 100% chance drop from Secret Crystal (#322 & #435)

* Loot Value = 1-2
* If Secret Crystal [#322], Loot Value + 3
* If Secret Crystal 2 [#435], Loot Value + 15
* If enemy level >= 2500, Loot Value + 1
* If enemy level >= 5000, Loot Value + 2
* If enemy level >= 7500, Loot Value + 2
* If enemy level = 9001, Loot Value + 3
* If enemy is rare or epic, Loot Value \* 2
* If enemy is boss, Loot Value \* 2
* If enemy is epic, Loot Value \* 3
	+ multiple loot value increases for level can apply, for example level 9001 mobs have loot value increased by 8

### Superior Crafting Material

Rare Only

* .004 \* dropRate% chance of getting amount between 20 and 20 + Round(level/300) from Secret Crystal [#435]
* .004 \* dropRate% chance of getting amount between 4 and 1 + Round(level/1500) from Secret Crystal [#322]
* .004 \* dropRate% chance of getting amount between 2 and 2 + Round(level/3000) from bosses
* .002 \* dropRate% chance of getting amount between 1 and 1 + Round(level/3000) from non-bosses and from bosses which failed the first roll
	+ 40% chance of perfect roll from GoGL doesn't apply here

### Unobtainium

Epic only

* .004 \* dropRate% chance of getting amount between 4 and 4 + Round(level/1500) from Secret Crystal [#435]
* .004 \* dropRate% chance of getting amount between 2 and 2 + Round(level/3000) from bosses
* .002 \* dropRate% chance of getting amount between 1 and 1 + Round(level/3000) from non-bosses and from bosses which failed the first roll
	+ 40% chance of perfect roll from GoGL doesn't apply here

### Crystals

The following monsters have a guaranteed Crystal of Rarity Drop:

* [#226] Super Alien
* [#227] Alien Generator
* [#282] Arena Bonus 1
* [#288] Arena Bonus 2
* [#318] Power Stone
* [#319] Elite Crab
* [#320] Final Alien
* [#417] Pharaoh
* [#421] Visage of Apathy
* [#424] Chimera
* [#429] Blob?
* [#430] ?
* [#435] Secret Crystal

The following monsters have a .00002 \* dropRate% chance to drop a Crystal of Rarity:

* [#159] Dark Mage
* [#177] Super Triangle
* [#195] Supergem
* [#248] Pirate Gem
* [#322] Secret Crystal
* [#375] Corrupted BlobBB
* [#376] Corrupted Treeman
* [#439] Censor Sheep
* [#468] Goldie Bear
* [#474] Pumpkin Carriage
* [#480] Flying Monkey
* [#487] Strange Box

The following monsters have a guaranteed Crystal of Ultimate Rarity drop:

* [#229] Alien Secret Box
* [#275] Chuck Norris
* [#295] THE MEGABOSS
* [#321] Alien Treasure
* [#349] Boss of DOOOOOOM
* [#350] Doom Treasure
* [#377] !!!!!
* [#431] Chaos
* [#432] CHAOS
* [#436] shinki, the bridge dweller

The following monsters have a .00002 \* dropRate% chance to drop a Crystal of Ultimate Rarity:

* [#435] Secret Crystal
* [#484] Fairy Godfather
* [#485] Fairy Godmother
* [#487] Strange Box

.0001 \* dropRate% chance from rare monsters that aren’t yellow-named

* 1 Crystal of Rarity
* If monster is epic, there is a 20% chance that it will be a Crystal of Ultimate Rarity instead
* If monster is boss, there is a 2% chance that it will be a Crystal of Ultimate Rarity instead

### To-Be-Nerfed Gems

* 0.15 \* dropRate% chance from SD/ED mobs
* 0.04 \* dropRate% chance from SD mobs (can stack with previous roll)
* 50% chance from epic mobs in Dark Pyramid

## Invisible Ally

Rare mobs only, arena rank 35 required

Each area in Battle Arena has its own basic ally drop chance.

In all areas not listed above player cannot get Invisible Ally drop (or chip, see below).

Following mobs have set ally drop chance overriding the one from area.

* [#2] Idle Dummy
	+ allyDropChance = 1
* [#275] Chuck Norris
	+ allyDropChance = 0.5
* [#295] THE MEGABOSS
	+ allyDropChance = 0.2
* [#349] Boss of DOOOOOOM
	+ allyDropChance = 0.2
* [#322] Secret Crystal
	+ allyDropChance = 0.05 if level >= 7000; 0 otherwise
* [#435] Secret Crystal
	+ allyDropChance = 0.25 if level >= 8400; 0 otherwise

Real chance to get Invisible Ally drop is:

* allyDropChance % for areas with drop rate set to 0%
* allyDropChance \* dropRate / 1000 % for other areas

## Chip

Drop rate of chips is based on Invisible Allies drop rate (see above)

* allyDropChance = areaAllyChance, for areas with drop rate set to 0%
* allyDropChance = areaAllyChance \* dropRate / 1000 for other areas
	+ areaAllyChance is the number from table above or set ally chance for some mobs
* chipDropChance = allyDropChance / 10
* if Hardcore difficulty, chipDropChance \* 2
* if Worst Moon or Apocalypse mode, chipDropChance \* 3
* if using GoGL, chipDropChance \* 1.5
* if Apocalypse mode, chipDropChance \* 2
* if player doesn't have mob's Invisible Ally yet, chipDropChance = 0

Player has chipDropChance% chance of applying following rolls:

* 25% chance for any chip if fighting ULTRA mob
	+ if ULTRA-2 or ULTRA-3
		- 5% chance for red chip
		- 59.375% chance for green chip
		- 35.625% chance for yellow chip
	+ if ULTRA-1
		- 25% chance for green chip
		- 75% chance for yellow chip
* 10% chance for any chip if fighting epic mob
	+ if over 1,000,000 kills on the mob
		- 0.5% chance for red chip (2.9875% with GoGL)
		- 4.975% chance for green chip (27.8911% with GoGL)
		- 94.525% chance for yellow chip (69.1214% with GoGL)
	+ if less than 1,000,000 kills but more than 10,000 kills on the mob
		- 5% chance for green chip (28.75% with GoGL)
		- 95% chance for yellow chip (71.25% with GoGL)
	+ if less than 10,000 kills on the mob
		- 100% chance for yellow chip
* if fighting rare mob
	+ if more than 100,000 kills on the mob
		- .01% chance for green chip (.04992% with GoGL)
		- .49995% chance for yellow chip (.49975% with GoGL)
		- 99.49% chance for no chip (99.45% with GoGL)
	+ if less than 100,000 kills on the mob
		- .5% chance for yellow chip
		- 99.5% chance for no chip

Note that these rolls are in order and do not override each other. If player gets chip from ULTRA roll, he cannot get better chip from epic or rare roll.
ULTRA mobs use area ally chance from Danger Zone, which can be overwritten by mob specific chance.

## Boost Potions

Rare mobs only

* 0.00001 \* dropRate% chance for Regular Boost Potion
* 50% chance from epic bosses to get Mega Boost Potion instead
* 5% chance from epic non-bosses to get Mega Boost Potion instead
	+ if the mob is yellow named or white named, 90% chance to NOT getting the potion