
When an item is dropped, the game automatically assigns it to a specific member of the party, and for a period of time, only that player can pick it up. To eliminate bickering or "stealing" another party member's "kill," the game engine assigns loot to each player at random. See Style and formatting/Bestiary for a list of common drops. The chance of dropping a rare item is greater at higher difficulty levels as well. However, sometimes foes will drop the double ("uncommon") or even the quadruple ("rare") amount of gold. The pattern for gold is a little different: It starts at 3 for a level 1 foe and it increases at geometric rate to reach an average of about 42 for a level 12 foe and 140 for a level 24 foe. They can only be obtained from collectors, weaponsmiths, chests, Ritualist bosses and Shiro'ken Ritualists, which are the only non-boss Ritualists in the campaign. It is not currently known if Warriors, Rangers or Assassins can drop variable attribute focus items.īecause of this, Ritualists wands, staves and focus items are quite rare in Guild Wars Nightfall. Variable attribute focus items dropped by Monks, Necromancer, Mesmer, Elementalist and Ritualist monsters are linked to one of the attributes of the monster's profession. Variable attribute wands and staves dropped by any monster can be linked to the attributes of any caster profession.

Profession-specific wands, staves and focus items are generally only dropped by monsters of the same profession. Different monsters drop different types of loot, for example Tengu drop feathers, most Stone Summit drop Stone Summit Badges and most Ettins drop Ettin's Pauldrons.Īxes, hammers, swords, shields and bows are dropped by monsters of all professions in all campaigns, and daggers are dropped by monsters of all professions in the Factions campaign.


The average quality of dropped weapons and items follows the same pattern: It starts with about 20% of the max damage/energy/AL for a level 1 foe, and increases linearly to 100% for a level 24 foe, give or take a few random percent. The quantity of loot is random, but is also related to the uniqueness and difficulty of the slain mob.
