DYNASTIES Pre-Alpha

Hunting & Loot

Killing monsters is the heart of the game. Most kills give a little gold and a chance at gear or
potions — the real thrill is the rare ladder.

The drop ladder

  • Common — gold, random gear, potions. The steady trickle, from anything you kill.
  • Meteor — the main upgrade material (see Gear & Upgrading). Uncommon, and more
    likely from higher-level monsters.
  • DragonBall — the rarest, most prized drop of all. When someone finds one, the whole server
    hears about it
    in a red announcement.

What only elites and bosses give up

EXP Potions, Loot Charms and gems never fall from ordinary monsters. They come from elite and
boss kills
— the Marked, the world bosses and the great field bosses — and what
a boss pays scales with its own level:

Boss level On top of its normal loot
22–60 a guaranteed Meteor, and a gem you'll almost always see
61–100 1–5 Meteors guaranteed, an ExpPill, a gem — and the first real Loot Charm chance
101+ 3–8 Meteors guaranteed, a full EXP Potion, the best gem and charm rates, and the only meaningful DragonBall chance in the game

The one exception is an invasion. During a Monster Invasion the mobs the event
itself spawns drop gems and Meteors that the same species never drops on an ordinary day, and
the invasion boss adds a serious Meteor and DragonBall roll on top. Gems have one other home
outside combat entirely — the pick, see Mining — and Kylin squama can pay an EXP
Potion or Loot Charm too.

So a Pheasant will never hand you a gem. If you want these, hunt something that hunts you — or turn
up when the city is under attack.

Quality gear, and why low-level monsters are worth hunting

Every piece you pick up names its own quality on the tile — see reading an item.

Around 60% of kills drop a piece of equipment, and each one rolls once for quality. Monsters at
level 80 and below roll double the odds of the good tiers:

Quality Mob ≤ 80 Mob 81+
Super 0.05% 0.025%
Elite 0.24% 0.12%
Unique 0.84% 0.42%
Refined 1.07% 0.535%

A Super is genuinely rare — roughly one in a few thousand kills — and it is meant to be. The doubled
low band is deliberate, and the opposite of what most people assume: the early and middle world is
not a corridor to rush, it is where the best odds are. These are the live numbers, from the same
table the server rolls against.

Farming far below your level cuts your drops

How often a kill drops equipment at all depends on how far you out-level what you killed. Punch
far enough down and the gate falls to a tenth:

Your level Full rate ÷5 ÷10
1–19 gap under 3 under 6 beyond
20–49 gap under 5 under 10 beyond
50–85 gap under 4 under 8 beyond
86–112 gap under 3 under 6 beyond
113+ gap under 2 under 4 beyond

Fighting something at or above your level is never penalised — only punching down is. So the way
to find gear is to fight things that can fight back, and the low band's better quality odds are
there for players who are actually that level.

Drop rates lift in the early season and during events — see The Season and
Events. Higher-level zones hold tougher monsters and better loot; group up for the
big targets, since world bosses reward everyone who takes part.

See also: The Marked — named rare beasts that stalk the world and fight back
— and the Bounty board for kills that pay.

Last updated 2026-08-31