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Introduction[]

Each monster kill has a chance of dropping something. If a drop occurs, the game has an random function that defines at what probability every potential drop is going to occur. Both the basic drop chance and the rng that determines a drop are slightly different between Arcuz and Arcuz 2. There is also drop rng for chests that are standing around on the map.

Basic drop chance[]

All regular types of enemy drops are calculated by RNG as follows:

dropRate = Luck + External Modifiers (Droprate Composes, Luck Potion (30))

You get a drop if:

  • random(80 + dropRate) < dropRate + 10, which results in a drop chance of (10+dropRate)/(80+dropRate) for Arcuz.
  • random(50 + dropRate) < dropRate + 35, which results in a drop chance of (35+dropRate)/(50+dropRate) for Arcuz 2.

Drop table for enemy kills in Arcuz[]

  • 50% coins:
    • Amount=10+random[Enemy Level]+[Enemy Level]*(random(3) + 1)
      • Mininum Gold=10+[Enemy Level]
      • Maximum Gold=9+4*[Enemy Level]
  • 50% treasure chest:
    • 25% Equipment (weapon and armor unlock level based on the killed enemy's level)
      • 8.3% (1/12) for each type of equipment, aka all weapons, armor and accessories are equally likely
      • Quality of items is determined by more rng:
        • Equipment Level (weapons and armor only):
          • 1% Lv 4
          • 2% Lv 3
          • 3% Lv 2
          • 4% Lv 1
          • 90% Lv 0
        • Grade (weapons and armor only):
          • 1% grade 3
          • 4% grade 2
          • 95% grade 1
        • Compose bonuses:
          • 1% Give some stat 1-3 , give some stat 1, give some stat 1.
            • Note that these apply sequential in the order listed here, they can overwrite each other if rng puts them on the same compose. Furthermore, since weapons may not have two elements, they will also overwrite each other.
          • 3% Give some stat 1, give some stat 1-2
            • Note that these apply sequential in the order listed here, they can overwrite each other if rng puts them on the same compose. Furthermore, since weapons may not have two elements, they will also overwrite each other.
          • 6% Give some stat 1
          • 90% No composes
    • 25% Potion. For potions with size variants, 2% are large, 8% are medium, 90% are small
      • 45% Health
      • 25% Mana
      • 10% Rejuvenation
      • 3% for each of the following: Alexipharmic, Defense Potion, Attack Potion, Magic Resistance Potion, Berserk Potion and Luck Potion.
      • 2% Archangel Potion
    • 10% Crystal. 2% are large, 8% are medium, 90% are small
      • Equal chances of Fire, Water, Wind and Earth Crystals
    • 8% Portal Scroll
    • 2% Book
      • 1/60 chance for each of Tome of Skill and Small Tome of Experience
      • 29/120 chance for each Strength, Agility, Constitution and Luck Tome
    • 3% stones. 2% are Holy, 8% are Soul, 90% are Blessing
    • 27% Empty Chest

Drop table for enemy kills in Arcuz 2[]

  • 75% coins:
    • Amount=15+random[Enemy Level]+[Enemy Level]*(random(3) + 1)
      • Mininum Gold=15+[Enemy Level]
      • Maximum Gold=14+4*[Enemy Level]
  • 25% Chest
    • 5% Djinn. Consume the djinn and 120*[Player Level] gold for a 15% chance of dropping either a green or yellow chest (50% each) with gear of the player's level.
    • 95% Treasure Chest:
    • Chest quality:
      • 50% for bosses: green chest
      • 3/(10000-(dropRate+[Enemy Level]*0.5)), 50% for bosses: gold chest
      • 50/(10000-(dropRate+[Enemy Level]*0.5)): blue chest
      • else: brown chest
    • For green chests:
      • 12.5% for each type of weapon or armor (weapon and armor unlock level based on the killed enemy's level)
        • Grade 2
        • Equipment Level (weapons and armor only):
          • 1% Lv 4
          • 2% Lv 3
          • 3% Lv 2
          • 4% Lv 1
          • 90% Lv 0
        • 60% Set item
        • 40% randomized item with the following compose bonuses:
          • Give some stat 0-2, Give some stat 0-2, Give some stat 0-2, Give some stat 2-3, Give some stat 3-4
            • Note that these apply sequential in the order listed here, they can overwrite each other if rng puts them on the same compose. Furthermore, since weapons may not have two elements, they will also overwrite each other.
    • For golden chests:
      • 12.5% for each type of weapon or armor (weapon and armor unlock level based on the killed enemy's level) with following composes:
        • Grade 2
        • Equipment Level (weapons and armor only):
          • 1% Lv 4
          • 2% Lv 3
          • 3% Lv 2
          • 4% Lv 1
          • 90% Lv 0
        • Compose bonuses:
          • Give some stat 0-2, Give some stat 0-3, Give some stat 1-3
            • Note that these apply sequential in the order listed here, they can overwrite each other if rng puts them on the same compose. Furthermore, since weapons may not have two elements, they will also overwrite each other.
    • For blue chests:
      • 12.5% for each type of weapon or armor (weapon and armor unlock level based on the killed enemy's level) with following composes:
        • Grade 1
        • Equipment Level (weapons and armor only):
          • 1% Lv 4
          • 2% Lv 3
          • 3% Lv 2
          • 4% Lv 1
          • 90% Lv 0
        • Compose bonuses:
          • Give some stat 0-2, Give some stat 0-2
            • Note that these apply sequential in the order listed here, they can overwrite each other if rng puts them on the same compose. Furthermore, since weapons may not have two elements, they will also overwrite each other.
    • For trap chests:
      • 10% blue chest, with the default rng, see above.
      • 90% brown chest:
        • 8.3% (1/12)% for each type of weapon or armor (weapon and armor unlock level based on the trap chests level) and accessoires with following composes:
          • Grade 0 (weapons and armor only)
          • Equipment Level (weapons and armor only):
            • 3% Lv 2
            • 7% Lv 1
            • 90% Lv 0
          • Compose bonuses:
            • Give some stat 1-2, Give some stat 0-1
              • Note that these apply sequential in the order listed here, they can overwrite each other if rng puts them on the same compose. Furthermore, since weapons may not have two elements, they will also overwrite each other.
    • For brown chests:
      • 30% Equipment (weapon and armor unlock level based on the killed enemy's level)
        • 8.3% (1/12) for each type of equipment, aka all weapons, armor and accessories are equally likely
          • Grade 0 (weapons and armor only)
          • Equipment Level (weapons and armor only):
            • 3% Lv 2
            • 7% Lv 1
            • 90% Lv 0
          • Composes bonuses:
            • 1% Give some stat 1-3 , give some stat 1, give some stat 1.
              • Note that these apply sequential in the order listed here, they can overwrite each other if rng puts them on the same compose. Furthermore, since weapons may not have two elements, they can crossoverwrite each other.
            • 3% Give some stat 1, give some stat 1-2
              • Note that these apply sequential in the order listed here, they can overwrite each other if rng puts them on the same compose. Furthermore, since weapons may not have two elements, they will also overwrite each other.
            • 6% Give some stat 1
            • 90% No composes
      • 30% Potion. For potions with size variants, 2% are large, 8% are medium, 90% are small
        • 45% Health
        • 25% Mana
        • 10% Rejuvenation
        • 3% for each of the following: Antidote, Defense Potion, Attack Potion, Magic Resistance Potion, Berserk Potion and Luck Potion.
        • 2% Archangel Potion
      • 25% Crystal. 2% are large, 8% are medium, 90% are small
        • Equal chances of Fire, Water, Wind and Earth Crystals
      • 5% Portal Scroll
      • 5% Book
        • 1/30 chance for Tome of Skill
        • 29/120 chance for each Strength, Agility, Constitution and Luck Tome
      • 5% Stones
        • 2% Holy Stone
        • 8% Soul Stone
        • 90% Blessing Stone

Random Spawned Chests[]

  • 9% Equipment
    • 8.3% (1/12) for each type of equipment, aka all weapons, armor and accessories are equally likely with no composes.
      • Items based on player level in Arcuz, on dungeon floor in Arcuz 2.
  • 9% Potion. For potions with size variants, 2% are large, 8% are medium, 90% are small
    • 45% Health
    • 25% Mana
    • 10% Rejuvenation
    • 3% for each of the following: Alexipharmic/Antidote, Defense Potion, Attack Potion, Magic Resistance Potion, Berserk Potion and Luck Potion.
    • 2% Archangel Potion
  • 2% Portal Scroll
  • 80% Empty Chest for Arcuz; in Arcuz 2 these 80% are refered to the normal enemy kill droptable in Arcuz 2 as it regards chests, excluding djinns.
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