Drops & Bonus Time
Beyond XP and gold, every kill rolls on four independent drop channels, and your whole income (XP, gold, drops) can be amplified by Bonus Time and other multipliers. This page is the loot math.
The four drop channels
Each monster carries a 1-in-N rate per channel. On every kill, each channel rolls
independently: drop if random(1..rate) == 1.
| Channel | What you get | Base rate (starter) |
|---|---|---|
| Gem | a gem | 1 in 1000 |
| Shadow | a shadow item mirroring an equipped slot | 1 in 1000 |
| Purse | a gold bundle (~10× the monster's gold) | 1 in 1000 |
| Resource | crafting/quest resources | 1 in 150 |
Themed and higher zones have better base rates than starter zones (down toward 1-in-60–250 for gem/shadow/purse). Resources stay common (~1-in-150) almost everywhere.
Drop multipliers — how to find more loot
The effective rate is the base rate divided by all your multipliers, so more multiplier = more frequent drops. Stack these:
- Zone drop multiplier — e.g., Gallowfen Deep is ×1.5.
- King special monster — ×4 drop chance (the biggest single source); Mimic ×2, Trainer ×2 purse.
- Jasper gem — +luck (drop-rate) %.
- Bonus Time — applies to drops too (below).
- Clan Mine structure — adds a small extra gem channel (see Clans & Kingdoms).
- Accessories with drop bonuses, where available.
Best loot setup: hunt King specials in a high-drop zone like Gallowfen Deep, wearing Jasper gems, with Bonus Time active. Equip the slot types you want shadows for (shadows mirror your equipped slots).
Bonus Time (BT)
Bonus Time is a per-player percentage multiplier applied to exp, gold, and all four drop channels at once — the broadest income booster in the game. Sources include events and a built-in catch-up mechanic for players below the curve:
- Let T = the average level of the top players.
- Players below T gain bonus BT per level-band they're behind, stacking to a cap.
The effect: if you're behind the leaders, the game pays you more per kill so you can catch up faster. Newer/returning players benefit most.
Manual vs. idle, and other reward modifiers
Your per-kill reward is also shaped by how you're playing:
- Manual kills pay +25% vs. idle ones — hands-on grinding is always worth more.
- Jail quarters rewards (×0.25) and disables drops entirely (the
Briar Stocks has
noDrop). - Sunstone (+exp) and Diamond (+gold) gems, the Wisplight Charm (+exp) and Tithe-Coin (+gold) accessories, and the Tollkeeper's Cut mythic all add to the relevant stream.
Resources & purses
- Purses are the gold channel's jackpot — a bundle worth about 10× the monster's normal gold. Great in gold-rich/high-tier farming.
- Resources feed quests and clan conquests; they drop often, so you'll accumulate them naturally.
Putting it together
income per kill = base × Bonus Time × manual/idle × (Sunstone/Diamond, etc.)
drop chance = base rate ÷ (zone × King × Jasper × BT × …)
To maximize loot: pick a high-drop zone, hunt King specials, wear Jasper (and Sunstone/Diamond for XP/gold), keep BT up, and play manually when you can.
Next: Quests → Special Monsters → Gems & Enchanting