New Item Rarity
Welcome to the full breakdown of the Item Rarity System in Eternal Odyssey.
This guide will help you understand:
How rare items are rolled when a monster dies
What influences your chance of getting a rare item
Why certain mobs (like Elites or Insane bosses) are more rewarding
And how to maximize your chances of finding Legendary gear
π§± Overview: What is Item Rarity?
When you loot monsters in EO, some items may drop with special rarity tiers that give random bonus attributes. The higher the rarity, the more stats an item can roll:
Common
1
Gray
β
Uncommon
2
Green
β
Rare
3
Blue
β
Epic
4
Purple
β
Legendary
5
Yellow
β
These bonus stats are powerful, randomized, and scale with gear tier.
β
Which Items Can Have Rarity?
Not every item can be rare. The system only rolls rarity on combat gear:
β Eligible: Swords, axes, clubs, bows, crossbows, wands, rods, spellbooks (can have all normal stats except "Defense"), helmet, chest, legs, boots, rings, necklaces and quivers.
β Not Eligible: Stackables, Items with charges or transformEquipId, Tools, containers, utility items
π― Target Rarity Frequencies
This table reflects how often a rarity should appear on average (based on monsters killed, not items dropped).
β This table is not scaled β it's used to adjust actual rarity rolls to match the intended drop rate based on how much loot the monster has.
π Rarity Thresholds (Max Caps)
Even after scaling, rarity is capped based on where the monster is found.
π¦ Dungeon Creatures & Bosses
π² Open World Monsters
π World Boss Tiers
World Bosses use their own scaling rarity table, which is then boosted by monster level via the expChance()
function.
π§ͺ How the System Works (Dissected)
The magic happens in this core function:
Letβs walk through the steps one by one:
Determine the Rarity Threshold
Fetch the Monster's Loot Table
Then we get the drop chance of the current item, and the total drop chance of all eligible items from this monster:
Drop Table Dilution Scaling
This is key:
This inversely scales rarity chances based on how many eligible items a monster drops.
β Fewer eligible items β higher rarity chance β Lots of eligible items β lower chance per item
This makes small loot tables more rewarding.
Monster Level Scaling
This uses a level-based multiplier:
Elite
1.025
Champion
1.05
Overlord
1.075
Insane I
1.1
Insane II
1.2
Insane III
1.3
Insane IV
1.4
Insane V
1.5
Insane VI
1.6
Insane VII
1.7
Insane VIII
1.8
Insane IX
1.9
Insane X
2
Rarity Tier Roll (Core Loop)
Now we apply all the above and roll the rarity tier:
β
Final Output
The function returns a custom rarity tier table for this specific item, adjusted by:
Loot dilution
Monster level
Area caps
Intended target rarity frequency
This final rarity roll is used in:
π§ Tips for Players
πΉ Want more legendaries?
Fight high-level monsters
Prioritize Elite, Superior, or Insane variants
Hunt in the open world where thresholds are higher
Higher Insane Dungeon Bosses (VIII, IX, and X) have significantly boosted scaling β they're some of the best sources for Epic and Legendary gear
Stack player rarity boosts (e.g. scrolls, bonuses)
World Bosses are excellent β personal loot + strong scaling
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