Acheron WorldDocumentation

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.

7field jewels
1 in 6,667field excellent
8 / 3 / 1Rare / Epic / Legendary per day
2.5%common item per kill

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.

7 rows
Jewel of ChaosRare121 in 6,0611 in 3,0301 in 2,020
Jewel of BlessRare201 in 9,0911 in 4,5451 in 3,030
Jewel of SoulRare251 in 10,0001 in 5,0001 in 3,333
Jewel of LifeEpic46—1 in 14,2861 in 9,524
Jewel of CreationEpic46—1 in 14,2861 in 9,524
GemstoneEpic70—1 in 28,5711 in 19,048
Jewel of GuardianLegendary90——1 in 55,556
Note
Jewel of Harmony does not drop from monsters: it comes from Gemstone refined by Elpis (Refinery). The server drop rate and drop bonuses (seals) multiply these chances.

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:

8 rows
200.1900
400.380.130.02
600.560.230.02
800.750.30.02
1000.940.360.04
1201.130.410.04
1401.130.410.04
1601.130.410.04

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.

4 rows
Rare8 per day16 per dayno longer rolled
Epic3 per day6 per dayno longer rolled
Legendary1 per day2 per dayno longer rolled
Mythic——never drops in the field
Note
In the game, the ✦ Daily luck button at the bottom of the inventory shows how much your account has used today. Bosses, events, missions and the Season Pass do not spend this budget — they have their own limits. Item Luck raises the cap: every 2 worn pieces with Luck (weapon, shield, armor, wing) +1 on the Rare one (up to +4), and 8 pieces +1 on the Epic one — it counts for whoever gets the drop.

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:

4 rows
Splinter of ArmorUncommon60 to 1501 in 1,000
Bless of GuardianUncommon60 to 1501 in 1,000
Claw of BeastUncommon60 to 1501 in 1,000
Condor FlameEpic100 or more1 in 66,667

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