PvE & Loot

Loot & Rarity

What the colour of an item's name means, how good drops are handed out among a party, and why the same weapon can drop stronger from a tougher monster. Everything below is live in Evolution.

Name colours

Every item's name is coloured by its category, so you can size up a drop at a glance — on the ground, in a tooltip or in a chat link. There are six, from plain to legendary, and an item always shows the highest one that applies to it. The +N from an upgrade never changes the colour: a Long Sword and a Long Sword +2 look the same.

Item categories
ColourCategoryWhat it means
WhiteNormalNo attributes at all — a plain item, whatever its +N.
SteelForgedA Masterwork or Perfect piece from Tom's Forge, with no property forged on it.
BlueMagicAt least one attribute — any prefix or secondary stat, word prefixes like Sharp included — or stats fixed from the factory, like a Magic Necklace.
VioletMagic EpicAttributes worth enough to go straight to your Item Drops list, a property forged by Tom, or the +Experience/+Gold capes of the Coin Shop and the Fortune capes.
Muted orangeFragileA Fragile copy of a unique item, bought with Event Tokens; it lasts 7 days from purchase. One step below Unique.
OrangeUniqueA named item with fixed stats that never roll — named rings and necklaces, the Tutelary Angels, the Dark weapons from the City Hall and the spell manuals that only monsters drop among them.

Item Drops — Need / Greed

When a monster drops an item strong enough to matter, it does not fall to the ground for anyone to grab. Instead it is raffled among the party members who were present for the kill, so the loot goes to a person rather than to the fastest click. An item qualifies in one of three ways: one of its attributes reaches that attribute's own cutoff — the same test that turns it Magic Epic (violet), and two weaker attributes do not add up to it — or it carries a strong word prefix, or it is flagged as a guaranteed drop.

These are the cutoffs, one per attribute. An item whose attribute reads at least the value below is raffled and lands in Item Drops; an attribute that is not in the table never sends an item there by itself.

Item Drops cutoff per attribute
AttributeRolled asGoes to Item Drops from
Poison DamagePrefix32
LightPrefix36%
Mana ConvPrefix14%
Crush ChancePrefix14%
ExperiencePrefix24%
Poison ResistanceSecondary attribute30%
Hitting ProbabilitySecondary attribute49
Defense RatioSecondary attribute42
HP recoverySecondary attribute42%
MP recoverySecondary attribute42%
Magic ResistanceSecondary attribute42%
Physical AbsorptionSecondary attribute15%
Magic AbsorptionSecondary attribute15%
Crush DamageSecondary attribute24%
ExperienceSecondary attribute30%

The item you win doesn't drop at your feet — it lands in your personal, persistent Item Drops list. Open your inventory (F6), click the Drops button on it, and click a line to claim the item into your bag. The list survives logout, pages sixteen at a time, and can be searched and sorted by rarity, so a full bag never costs you a win.

Identical drops stack into a single row with a count, wherever they came from — a potion a monster dropped sits in the same row as one you bought. Each click claims one, so you take exactly as many as your bag can hold and leave the rest waiting.

It holds up to 200 items. Past that, nothing is thrown away either — the overflow is mailed to you and waits at the city hall.

In a party, the Loot share mode decides whose bag the loot goes to: Individual (whoever killed the monster — the default), Turns (the party members near the monster take it in turn) or Random (drawn among the members near the monster). With Turns, Item Drops skip the vote and follow a rotation of their own, separate from regular loot, so nobody gets two in a row. The realm-wide party is always Random. The mode is set in the Hunting panel.

Regular loot can skip the floor as well. The Hunting panel — Inventory » gear button » Auto-pickup settings — has an Auto-pickup switch and a filter by kind of item: big potions (small ones always fall to the ground), monster spoils, weapons, armor, rings, necklaces, ancient stones and minerals. Whatever you tick goes straight into the bag as the monster dies — minerals, as you mine them — and Keep free bag slots holds some room back. Anything the filter rejects, or that does not fit, falls to the ground as always.

Gold never touches the floor. It goes straight into your bag whether Auto-pickup is on or off, and in a party it is split in equal shares among the members near the monster.

Weapon variants

Every weapon drops Common. The two higher qualities don't drop from monsters or come from fishing: Tom's Forge makes them, one step at a time (Common → Masterwork → Perfect), for gold and materials, keeping the weapon for 24 hours per step. Weapons that were already Superior or Exceptional kept their quality under the new names. Each step hits harder, and asks more of whoever wields it:

Weapon quality variants
VariantEffect
CommonThe base weapon.
Masterwork+1 damage, added after Str and talents. Endurance +80%. Required level +5, and +4 Str for full speed.
Perfect+2 damage, added after Str and talents. Endurance +120%. Required level +15, and +8 Str for full speed.

Tom works bows and metal chest armours the same way, except that on a chest armour each step adds physical absorption instead of damage. On a Perfect piece he can also forge one property (each kind of piece has its own list, in Tom's Forge), and the piece stays Perfect. Quality stacks with the damage prefixes Sharp (+1) and Ancient (+2), so a single weapon can carry both. The full name is built in a fixed order:

[Prefix] [Property] [Quality] [Base] [+N]

For example, a Poisoning Perfect Battle Axe is a Battle Axe with the Poisoning prefix and the Perfect quality (+2 damage). See the Weapons page for base damage on every weapon.

Drop quality by monster tier

Every piece of equipment a monster drops now rolls two magic properties — a prefix and a secondary stat. How high those values roll depends on the tier of the monster that dropped it: each tier has its own floor and ceiling, and inside that band the low values are the common ones and the top of the band is the rare roll.

Once you've collected the material, break gear down and pour it into your keepers on the Enchanting page.

Player-facing summary of live Evolution systems.

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