Drops and rarity
How much of each jewel drops by monster level, the account daily luck budget, field excellent and the materials that drop again.
Field monster drops are controlled: good jewels drop more from strong monsters, and each account has a daily luck budget. Bosses and events have their own rules — see Bosses, invasions and events.
Field jewels#
Each jewel rolls on its own on every kill, from the monster minimum level. The chance is per million × factor ÷ 1,000,000, with factor = monster level ÷ 80, clamped between 0.35 and 1.5: weak monsters give fewer jewels, high maps give more.
| Jewel of Chaos | Rare | 12 | 1 in 6,061 | 1 in 3,030 | 1 in 2,020 |
| Jewel of Bless | Rare | 20 | 1 in 9,091 | 1 in 4,545 | 1 in 3,030 |
| Jewel of Soul | Rare | 25 | 1 in 10,000 | 1 in 5,000 | 1 in 3,333 |
| Jewel of Life | Epic | 46 | — | 1 in 14,286 | 1 in 9,524 |
| Jewel of Creation | Epic | 46 | — | 1 in 14,286 | 1 in 9,524 |
| Gemstone | Epic | 70 | — | 1 in 28,571 | 1 in 19,048 |
| Jewel of Guardian | Legendary | 90 | — | — | 1 in 55,556 |
No row matches the filter.
How much drops in 1,000 kills#
Sum of what rolls per kill at each monster level (jewels, field excellent and Condor Flame), before the daily budget cuts in:
| 20 | 0.19 | 0 | 0 |
| 40 | 0.38 | 0.13 | 0.02 |
| 60 | 0.56 | 0.23 | 0.02 |
| 80 | 0.75 | 0.3 | 0.02 |
| 100 | 0.94 | 0.36 | 0.04 |
| 120 | 1.13 | 0.41 | 0.04 |
| 140 | 1.13 | 0.41 | 0.04 |
| 160 | 1.13 | 0.41 | 0.04 |
No row matches the filter.
Daily luck budget#
Each account has, per day (Brasília day, resets at midnight), a cap of Rare, Epic and Legendary items from field monsters and the Golden Invasion. Up to the cap the chance is full; from the cap up to double it the chance drops to ×0.25; past double, that tier stops being rolled until the reset — kills still give zen, experience and items of the other tiers. Common and Uncommon have no cap.
| Rare | 8 per day | 16 per day | no longer rolled |
| Epic | 3 per day | 6 per day | no longer rolled |
| Legendary | 1 per day | 2 per day | no longer rolled |
| Mythic | — | — | never drops in the field |
No row matches the filter.
Items#
- Common item: 2.5% per kill, chosen among the items of the monster level (same +level, Luck, Skill and option table as always).
- Field excellent: 1 in 6,667 per kill on monsters of level 25 or higher — 15% come with 2 options, the rest with 1. It counts toward the budget as Epic (1 option) or Legendary (2 options). Event maps and Kalima keep the old excellent rule.
Useless items removed from the roll#
These items have no use in the game and only stole the common drop turn — they no longer drop from monsters:
Devil s Eye Devil s Key Scroll of Archangel Blood Bone Old Scroll Illusion Sorcerer Covenant Spirit Sign of Dimensions Sealed Golden Box Sealed Silver Box Rena Moonstone Pendant
Materials that drop again#
The Horn of Fenrir materials and Condor Flame (3rd wing) never dropped: the rule pointed to maps with no monsters. Now they drop on any map, by monster level range:
| Splinter of Armor | Uncommon | 60 to 150 | 1 in 1,000 |
| Bless of Guardian | Uncommon | 60 to 150 | 1 in 1,000 |
| Claw of Beast | Uncommon | 60 to 150 | 1 in 1,000 |
| Condor Flame | Epic | 100 or more | 1 in 66,667 |
No row matches the filter.
Code reference: shared/src/economia.ts → JOIAS_CAMPO, fatorNivel, ORCAMENTO_DIA, ORCAMENTO_DECAI, ITEM_COMUM_CHANCE, EXC_CAMPO_*, ESPECIAIS_OFF, DESTRAVA · server/src/game/world.ts → rollDrop · server/src/game/economia.ts → multOrcamento, registra