Loot

Loot are items dropped by enemies in the game. They consist of various item types. There are four different Loot categories in the game, depending on the item's rarity.

## **Loot Types**

Four different Loot types are indicated by four different "chests"; **Common** (Red Chest), **Rare** (Blue Chest), **Legendary** (Purple Chest), and **Epic** (Green Chest).

Unless specified otherwise, items dropped in the Common, Rare, and Legendary chests are *not* eternal and will not persist through time warp and ascension.

### **Common Drop**

 The possible **"Common"** drops consist of items listed below:

* Common-type equipment (Weapons, Armors, and Accessories), with various quality and socketed status. They can also be found in the Weapon, Armor, and Accessory Shops.
* Consumables, that can also be found in the Potion Shop.
* Cooking Ingredients, that can also be found in the Potion Shop once Kitchen building has unlocked.

### **Rare Drop**

 The possible **"Rare"** drops only consist of Common-type equipment (Weapons, Armors, and Accessories) with added modifiers (prefix and suffix) by default. Most of the items modifiers can be made in the Enchanter building, although some others can only be found as drops in battle. Alternate Timelines that offer unique item modifiers can also appear as Rare chest drops.

### **Legendary Drop**

 The possible **"Legendary"** drops only consist of Legendary-type equipment (Weapons, Armors, and Accessories) with various quality and socketed status.

Legendary-type equipment are usually more powerful than Common-type ones. They may have higher base Attack/Defense, two or more Statistical Bonuses, and other special effects. Legendary equipment drops never appear with modifiers, however, and it requires a specific Alchemy recipe to apply modifiers on them.

### **Epic Drop**

 The possible **"Epic"** drops consist of various miscellaneous items listed below:

* Gem Stones, that can be equipped on socketed items. Each area drops a different type of gem stone.
* Monster Eggs, that can be used in the Hatchery building. Eggs dropped in battle are unique based on the monster type.
* Ores and Ingots.
* Tablets. It should be noted that while Tablets appear in the "Common" chests, they still count as "Epic" in the loot drop pool, and thus are always treated as such.
* Beast Brooth, that can be used in the Kitchen building.
* Alternate Timeline-specific items.
* Other special items as rewards from various game modes.

Epic-type equipment is generally equal to Legendary-type ones in terms of base Attack/Defense, Stat Bonus, and special effects. And like Legendary items, Epic items requires a specific Alchemy recipe to apply modifiers on them.

All Epic drops are **Eternal** by default, meaning they will persist through Time Warps and Dimension Ascensions.

## **Drop Rate and Drop Pool**

**Drop rate** is the chance for an enemy to drop a chest of any kind when defeated. However, instead of only using **drop rate**, this game also uses **drop pool** system. Each enemy can drop a chest of any type, divided into different pool rate. Using various **"Treasure Find"** effects, drop pool can be manipulated, which increases the pool rate of Legendary (Purple) and Epic (Green) chests, at the cost of reducing the pool rate of Common (Red) and Rare (Blue) chests.

As of v0.11.140 patch, players can see the party's overall drop rate in the Accolades menu. Drop rate is now determined by various factors:

* Total Charm and Luck stats.
* Total Treasure Find % from Equipment and modifiers.
* Total Treasure Find % from Kitchen recipe.
* Other small modifiers such as Hero Facet perk and Pantheon boons.

### **Scavenge Skill**

**Scavenge** is an Active Skill from the Ranger, which deals damage against an enemy with **higher base chance** (about 35%) of enemy's loot to drop. The skill only has 2 cooldown, and thus can easily reduced by Chi skill gem or a weapon with Efficiency suffix. With reduced skill cooldown, the Ranger can use their skill every turn. It is generally advised to use a party consists of 4 Rangers, combined with various Treasure Find means listed below, both to increase the drop rate and change the drop pool, if players wish to farm for items more efficiently.

### **Treasure Find**

Certain Treasure Find (TF) effects can modify drop rate, while some others modify the drop pool.

Drop rate can be modified using these effects:

* **Looter** prefix on armors.
* **Candy Cane** staff.
* **Treasure Find** effect from the Kitchen Recipe.
* **Treasure Find** boon from the Pantheon.

Drop pool can be modified using these effects:

* **Lucky Looter** passive skill gem (from the Jester).
* **Spirit of the Season** skill gem (from the Holiday Teddy).
* **Statue of Treasure**.
* **Treasure Hunt** Wizard Power spell.
* **Treasure Find** trait from pets.

## **Loot Filter**

Loot Filter option determines which items players will keep among the amount of chests obtained in battle. There are three main Loot Filter options, Auto-Sell, Keep specific item types, and Text Filter.

### **Auto-Sell**

The **Auto-Sell** section has 4 options to automatically sell all Common, Rare, Legendary and Epic chests players obtain at the end of the battle, based on the bonus level, allowing you to keep any item of a certain bonus level or higher. Any item sold this way will still count toward the "Collected" stat for the Mastery Bonus of that item. Whichever chest types are set to **"On"** will be sold for gold at the end of a battle, **"Off"** will not auto-sell any item of that chest type. This feature has exceptions, which prevent the items being sold automatically; certain Epic items, items that match the text filter, and items flagged to keep. The arrows next to these buttons allow players to specify a Bonus Level above which the item is not sold, setting the arrows to "None" while auto-sell is active will allow the game to automatically sell the items regardless of its Bonus Level.

### **Keep Item Types**

Consumables, cooking ingredients, socketed items, and items flagged as Eternal have toggles to prevent them being auto-sold, these options overwrite auto-sell and text filters, so these options will keep \*any\* eternal/socketed/cooking/consumable item if set. It should be noted that **Gold Potions** and **Experience Potions** are not affected even when players set "Keep Consumables" to "Off".

### **Text Filter**

The **Text Filter** option allows players to modify the behavior of the Auto-Sell option by providing a filter for items not to be sold. Each filter will be applied to any item players find and, if matching, will protect said item from automatically being sold. Items found to match the text filter are excluded from the enabled auto sell, allowing players to retain items needed.

It is possible to apply multiple filters at the same time to every item by connecting them with the plus ("+") sign. A filter of *"perfect+bow"* for example will keep any item with *"bow"* in its name that is also of perfect (100+) quality. Different filters need to be separated by a comma (","). A filter of *"perfect+bow, phasal"* for example will keep, like before, all perfect bow items, but will also keep any item with *"phasal"* prefix in its name, regardless of quality, as *"perfect+bow"* and *"phasal"* will be applied seperately.

Another example:

* *massive, eternal, time* : the game will keep any item that have *massive*, *eternal*, or *time* on its name.
* *massive+time* : only items that have both **massive** and **of time** suffix on its name are retained.

The following is a list of tags that can be used to prevent items being auto sold:

* *perfect* (quality 100-199)
* *prime* (quality 200, can only be found in **Quality** timeline)
* *socketed*
* prefix name (e.g. *massive*)
* suffix name (e.g. *time*)
* item's name (e.g. *spear*, *excalibur*)

### **Exceptions to Auto-Sell**

Certain items are flagged to keep regardless of Auto-Sell settings. They consist of most Epic-type chests such as:

* Hatchery eggs
* Gemstones
* Tablets
* Ores and Ingots
* Pantheon Items
* Gold and Experience Potions