Each drop performs each roll below once.
Rare rewards
Rare rewards are judged by a rule attached to each entry. The value shown is the base chance per roll; after a set number of consecutive misses, each further miss raises the chance by a fixed ratio until it is guaranteed at the listed try.
Rare rewards
Rare rewards appear to pick an entry first and then judge it by that entry's rule (the order is a server detail, so this is an estimate). Values are each entry's base chance per roll.
Scenario variants
In the scenarios below this drop table has different contents. The default contents are shown above.
Rebecca (Novice), Manibus (Novice), Evolution's Call (Novice), Manibus +22 more
Rare rewards
Rare rewards appear to pick an entry first and then judge it by that entry's rule (the order is a server detail, so this is an estimate). Values are each entry's base chance per roll.
Endless Dream, Endless Dream (Lunar Revelry), Endless Dream (Gravity Abyss), Endless Dream (Aberrant Progeny)
Rare rewards
Rare rewards are judged by a rule attached to each entry. The value shown is the base chance per roll; after a set number of consecutive misses, each further miss raises the chance by a fixed ratio until it is guaranteed at the listed try.
Rare rewards
Rare rewards are judged by a rule attached to each entry. The value shown is the base chance per roll; after a set number of consecutive misses, each further miss raises the chance by a fixed ratio until it is guaranteed at the listed try.
Rare rewards
Rare rewards appear to pick an entry first and then judge it by that entry's rule (the order is a server detail, so this is an estimate). Values are each entry's base chance per roll.
Evolution's Call, Manibus (Lunar Revelry), Prismverse's Clash (Lunar Revelry), Endless Dream (Lunar Revelry) +1 more
Rare rewards
Rare rewards are judged by a rule attached to each entry. The value shown is the base chance per roll; after a set number of consecutive misses, each further miss raises the chance by a fixed ratio until it is guaranteed at the listed try.
Rare rewards
Rare rewards are judged by a rule attached to each entry. The value shown is the base chance per roll; after a set number of consecutive misses, each further miss raises the chance by a fixed ratio until it is guaranteed at the listed try.
Rare rewards
Rare rewards appear to pick an entry first and then judge it by that entry's rule (the order is a server detail, so this is an estimate). Values are each entry's base chance per roll.
Field drops of world bosses (Treant, Arachsiam, Lord of Oblivion) are not shown.