Enemy loot
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Enemy loot describes the rewards awarded after combat. EXP and ordinary gold depend on the defeated enemies and difficulty; they are shown in each enemy’s stats. Items and extra gold are determined by the encounter’s reward rules.
Fixed chest contents, named quest prizes and other scripted encounter rewards can bypass this search check. An enemy without an ordinary corpse-loot table may still award a fixed prize.
The Taunting Potion effect makes encounters more frequent, but reduces the initial corpse-search chance. It also improves some subsequent loot rolls. A guaranteed-search encounter bypasses the ordinary chance; encounters configured to skip corpse loot instead use their own reward rules.
Luck can alter the die by one or two points on half of rolls. Luck explains the thresholds. Lucky Die and Crimson Die add their applicable bonus when used. Slayer's Ring +8 can add +1 on a 10% check during loot rolls; wearing it in both ring slots does not double that check. The active Taunting Potion effect also has a 33.333% chance to add +1 to the loot die.
Unlucky modifiers can produce a result of zero or below; these outcomes are shown in the ≤0 column. Positive bonuses can also push a roll above 7. The highest reward thresholds still apply, but extra gold calculated from the loot die can continue to increase.
The extra AP unlock and Old Woods news progression can change some tables. These conditions are shown separately rather than presented as difficulty-only modifiers.
The available and exhausted views are two clearly defined examples. A partly depleted pool can differ from both. Tables with a Reward progression section list the intermediate awards and their prerequisites, including allocations shared by different items. Separate supply draws also share their limited allocations: an earlier draw can use up a reward before a later draw.
A shrine must be at least level 1 and the fight must be in its supported area. These percentages apply when the additional-material bonus check is reached, not automatically after every victory. An earlier bonus reward can reroll the working die before this check, so the detailed outcome tables also account for those extra rolls.
How battle loot works
Ordinary corpse-loot encounters make one search check after victory. The base chance of a searchable corpse is 50%. A successful search selects the encounter’s shared loot table and rolls its loot die. This is one search for the whole battle, not one roll for every corpse.Fixed chest contents, named quest prizes and other scripted encounter rewards can bypass this search check. An enemy without an ordinary corpse-loot table may still award a fixed prize.
Search chance modifiers
| Situation | Search chance |
|---|---|
| No potion or shrine adjustment | 50% |
| Matching combat shrine at level 1 | 55% |
| Matching combat shrine at level 2 | 60% |
| Matching combat shrine at level 3 | 65% |
| Matching combat shrine at level 4 | 70% |
| Matching combat shrine at level 5 | 75% |
| Taunting Potion active | 25% without a shrine bonus; add 5 percentage points per matching shrine level |
The Taunting Potion effect makes encounters more frequent, but reduces the initial corpse-search chance. It also improves some subsequent loot rolls. A guaranteed-search encounter bypasses the ordinary chance; encounters configured to skip corpse loot instead use their own reward rules.
Loot dice and item probabilities
Without a roll modifier and at neutral Luck, each final result from 1 through 6 has a 16.667% chance. A normal successful search therefore reaches any one unmodified die result in 8.333% of victories. A result of 7 or higher requires a positive modifier. The detailed tables show the chance of each item after the indicated die result, not a universal drop percentage.Luck can alter the die by one or two points on half of rolls. Luck explains the thresholds. Lucky Die and Crimson Die add their applicable bonus when used. Slayer's Ring +8 can add +1 on a 10% check during loot rolls; wearing it in both ring slots does not double that check. The active Taunting Potion effect also has a 33.333% chance to add +1 to the loot die.
Unlucky modifiers can produce a result of zero or below; these outcomes are shown in the ≤0 column. Positive bonuses can also push a roll above 7. The highest reward thresholds still apply, but extra gold calculated from the loot die can continue to increase.
Limited rewards and repeat loot
Rare equipment, quest objects and some cleansing supplies have shared one-time or limited allocations. Those limits belong to the reward table, so fighting a different enemy that uses the same pool does not restore them. Open a table’s available/exhausted reward view to see the difference. Some allocations are shared by several different items; their limits are labelled as shared pools.The extra AP unlock and Old Woods news progression can change some tables. These conditions are shown separately rather than presented as difficulty-only modifiers.
The available and exhausted views are two clearly defined examples. A partly depleted pool can differ from both. Tables with a Reward progression section list the intermediate awards and their prerequisites, including allocations shared by different items. Separate supply draws also share their limited allocations: an earlier draw can use up a reward before a later draw.
Additional material rewards
Blood Potion adds one Viscera whenever the encounter’s additional-material check is reached. This is not a universal extra drop for every battle. Rich Cookie multiplies applicable extra-gold loot awards by 110; it does not rewrite the ordinary difficulty-adjusted gold shown in enemy stats.Shrine-enhanced loot
In eligible Mall, Old Woods and Catacombs encounters, sufficiently high loot results can trigger a separate shrine reward. The trigger is 0% on results 1–2, then increases with the result. The normal/strong-encounter percentages are:| Final result at the bonus check | Normal encounter | Strong encounter |
|---|---|---|
| 1–2 | 0% | 0% |
| 3 | 8.333% | 14.286% |
| 4 | 11.667% | 20% |
| 5 | 15% | 25.714% |
| 6 | 18.333% | 31.429% |
| 7+ | 20% | 34.286% |
A shrine must be at least level 1 and the fight must be in its supported area. These percentages apply when the additional-material bonus check is reached, not automatically after every victory. An earlier bonus reward can reroll the working die before this check, so the detailed outcome tables also account for those extra rolls.
Encounter groups using the stronger shrine-bonus chance
- Hungry Plant
- Fingerman, Fingerman, Fingerman
- Rat level 3 ×2
- Shopper level 2, Rat level 3
- Fungal Swarm
- Stoneface
- Pale Wiggler
- Fingerman level 2, Fingerman level 2, Fingerman level 2, Fingerman, Fingerman, Fingerman
- Pretty Flower ×2
- Strange Plant, Scarecrow
- Hungry Plant level 2
- Pretty Flower, Wild Deer
- Wild Deer, Strange Plant
- Wild Deer, Scarecrow
- Failed Twins, Skeleton Mage
- Skeleton Mage, Failed Skeleton ×3
- Bonefly ×2
- Skeleball, Failed Skeleton ×2
- Gravemoss Colony, Gravemoss ×5
- Skullcrawler ×2, Skullcrawler, Skullcrawler ×2
- Skeleball, Skeleton Mage