Dev Blog: Revealing Drop RatesThread is sticky

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All currently revealed drop rates!


For the entire history of RuneScape, we have been extremely secretive of what the chances are of obtaining rare loot from PvM, be that from Slayer creatures or from the numerous boss monsters that we have since released. From today, we'll no longer hold people in the dark about what the chance to obtain a rare drop from a boss monster is all part of our effort to be more transparent with you guys, the players.

With Unfinished Business ongoing, we want to start being more open with you guys and this Dev Blog is going to talk about why we've kept this a secret in the past, how we come to set rare drop rates in the past and current as well as how we'll release drop rates and what we'll do for new content.

Why so secretive?

Traditionally we very rarely used to give out information on how rare items are from drops or other various sources and used to do that for a few good reasons. First of all, one of the reasons that has been given out repeatedly in the past was the feeling of excitement and mystery about when you got a drop - not knowing exactly when you were 'owed' a drop.

One of our other reasons was economical, this kinda ties in to our previous point a little too. If there's not certainty on the drop rates of items then there is some ambiguity about the prices of items. There's the other flip side that the price of items simply isn't just a calculation of effort and supplies once you know the missing numbers.

The last main reason to talk about is simply reluctance in wanting to release drop rates. There is an unwritten rule in a lot of games who have random loot that the rates aren't revealed so that a piece of the magic isn't lost whilst doing pieces of content.

Why the change of heart?

We want to open up much more to you all, we want you to be more involved in our processes and get involved with how content is developed. That is beginning with many more meaningful polls, more development blogs like this where we explain why we're taking certain decisions and finally with revealing such a big secret in drop rates.

After much discussion among ourselves and the outpouring of passion from players over the years, we've decided that it's better for the game and for ourselves for you to have as much information as possible at your fingertips regarding putting effort in to obtain the drops. Whether or not you want to keep any sense of mystery is in your own hands now, we won't be withholding that information any longer.

How are drop rates determined?

Rolling a d6 and then multiplying it by 1,000.

We're kidding, promise! Before we talk about how we're going to be revealing drop rates, we should talk about how we come up with them for some context. This is how we determine drop rates, a small process that goes from design through to QA. Here it is in a rough form:

Ľ The developer/designer has an initial idea how rare they want the item to be
Ľ We match to see if that sort of rarity is appropriate for the item, considering the following:
Ľ What is the average kill time for the monster/boss that drops the item?
Ľ How many of this item do want to enter the game each week?
Ľ Are there any special modifiers that need to be applied?
Ľ Anything else special that might effect drop chances?

The first point we consider when it comes to drop rates, is that it all comes down to how rare the developer/designer of the project wants the item to be, in keeping with their vision and design for the content. Whether or not that is as rare as the infamous Hazelmere's Signet Ring or a common drop like Muspah Spines, the vision and intended rarity by the developer is one of the most important parts of the process.

Next up is testing and time trials of the (mostly) finished boss or monster. It is here that we get an accurate feel of how likely it is to get an item based on these kill times.

We take a look at varying skill levels of players too. How does this drop rate feel for a more casual player? Is it still appropriate even though they will be killing much slower than other players? Once we have this data, we can gauge how many items we want to come in a week based on the number of players who can even access the content and its kill times. This will determine the availability (and, as such, the price) of the items so we need to make sure that we get this right.

Once that is all set and done, we're mostly happy with the drop rate. We then make sure there are no extra special circumstances that might change the drop rate or need to be checked. This is, 99% of the time, making sure everything we've done so far is correct and that we haven't missed any edge cases.

Revealing drop rates

So how exactly are we going to be revealing drop rates? Over the course of the next couple of weeks, we're going to be revealing a number of drop rates on Friday at 10:00 game time (UTC). Be sure to come back each week and check out this thread and also on our Twitter and Facebook!

Based on your feedback to the blog will determine which drop rates we release in order so if you have any particular drop, or set of drops, that you've been wanting to know the most - let us know. The first drop rate reveal will be Friday 29thSeptember at 10:00 game time (UTC) so make sure to check back to social media and the forums to see what we reveal.

It is important to note here that while we will be totally open about what the drop rates of items are, we are not going to be changing the drop rates of any of the older items that we reveal. As talked about previously in the blog, these rates have been through the process and are what they are either for game health reasons.

Going forward, for new content there will be a one month gap between the content going live and the drop rates being revealed. The reason for this is that we don't want to reveal them straight away and let the update have a bit of breathing room and get a chance for prices to settle.

That's it!

Thank you for reading the blog. Please let us know your feedback, what you thought about it and what you want the first drop rate reveal to be.

Mod Timbo and the RuneScape Team
Mod Timbo
| Senior Game Designer & Balancer
on Twitter!

15-Sep-2017 14:30:39 - Last edited on 13-Oct-2017 13:25:44 by ModáTimbo



Jagex Moderator Forum Profile Posts by user
Hey guys,

Thanks you for all of your feedback so far, its been great. It's RuneFest tomorrow and for that reason, I haven't had a chance to get anything ready to release drop rates today. My apologies for that, we'll release the first drop rates next week at the same time of 10:00 game time.

Mod Timbo
| Senior Game Designer & Balancer
on Twitter!

22-Sep-2017 11:12:49



Jagex Moderator Forum Profile Posts by user
Hey everyone,

Today is the first day for released drop rates and we've decided to put two together to make up for not releasing one last week.

And without a shadow of a doubt, they are some of the most requested drop rates we have in-game. Today we bring you, Nex: Angel of Death and Telos.

Nex: Angel of Death

The amount of players that you kill Nex with has a impact on the drop chance of the unique items but not the cosmetic chests. The chance decreases massively if there are more than the intended group size in the fight.

Chance with 7 people:

1/1,000 chance for a unique item like Wand of the Praesul or Imperium core
1/250 chance for a Praesul Codex (only if you failed the unique roll)
1/5,000 chance for an Intricate chest

Chance with 8+ people: (only the top 7 are eligible for unique loot)

1/5,000 chance for a unique item like Wand of the Praesul or Imperium core
1/250 chance for a Praesul Codex (only if you failed the unique roll)
1/5,000 chance for an Intricate chest

Telos, the Warden

Whilst looting Telos, your current streak and enrage that you fought Telos at has an impact at the chance of looting the unique items. The higher your streak and/or your enrage, you have a greater chance at getting a unique item. However, at under 100 enrage, you have a 1/10 worse chance for unique items and under 25 enrage, that chance is further reduced by 1/3.

Not only that, the higher enrage and/or streak you are - the greater chance at better regular loot you have too. The higher you are, the greater chance of drops like Onyx Bolt Tips, Uncut Onyxes and Crystal keys you'll have.

Don't forget, whilst equipping Luck of the Dwarves you have the potential to see a different loot list than you would without. The reason for this is that Luck of the Dwarves effectively adds 25 enrage worth of better loot chances and also has a chance to add extra pieces of regular loot too.

One question that we see a lot is this: "Which is better for me to get a unique drop, a higher enrage or a better streak?"

Streak is a much greater modifier than enrage is in the Telos formula meaning that if you wanted to get unique drops then the best thing to do is to get a higher streak. A greater streak will give you a better chance than a high enrage, low streak kill.

Due to the sensitive nature and volatility of Telos' drops, we won't be revealing the full formula in which Telos determines their unique drops but will instead give a few examples to demonstrate how it works. We've decided to go with some key milestone examples to make sure they're relatable.

Streak: 1, Enrage: 100 - 1/263 chance of a unique drop
Streak: 1, Enrage: 500 - 1/72 chance of a unique drop
Streak: 5, Enrage: 200 - 1/133 chance of a unique drop
Streak: 1, Enrage: 999 - 1/38 chance of a unique drop
Streak: 1, Enrage: 1024 - 1/37 chance of a unique drop

If you roll a unique drop on Telos, these are the drop chances for the unique items:

75/115 chance for an Anima orb (the next one in sequence)
10/115 chance for a Dormant Seren Godbow
10/115 chance for Dormant Staff of Sliske
10/115 chance for Dormant Zaros Godsword
10/115 chance for Reprisal Ability Codex

I hope that you've gotten some insight into the drop rates for these bosses and understand a bit more about them. Next week, we'll be taking a look at Araxxor, Rise of the Six and Kalphite King!

Mod Timbo and the RuneScape team
Mod Timbo
| Senior Game Designer & Balancer
on Twitter!

29-Sep-2017 11:01:12 - Last edited on 29-Sep-2017 11:48:23 by ModáTimbo



Jagex Moderator Forum Profile Posts by user
ErikáShun said:
also are orbs and dormants rolled from the same table? or is it separate. (same question about the reprisal codex and dormant weapons)

They're all on the same table.
Mod Timbo
| Senior Game Designer & Balancer
on Twitter!

29-Sep-2017 11:35:11



Jagex Moderator Forum Profile Posts by user
Hello everyone,

This week we'll be talking about Araxxor's, Kalphite King's and Rise of the Six's drop rates. We hope you'll enjoy looking through the chances on these dastardly bosses.


If you decide to fight with a friend against Araxxor, that will have an impact on your chances at loot although both players do have a chance at obtaining unique loot. Here are the differences:

Fighting Araxxor SOLO
1/120 chance at a weapon component (Araxxi's Fang, Web or Eye)
1/40 chance at a leg piece (Top, Middle or Bottom)

Fighting Araxxor DUO
1/200 chance at a weapon component (Araxxi's Fang, Web or Eye)
1/70 chance at a leg piece (Top, Middle or Bottom)

Which component or leg piece you obtain depends on a number of factors. What type of component you get can depend on what combat style of Araxxor you're fighting. You have a 1/2 chance of getting the same component style of the boss type you're fighting. For example, if you're fighting a Magic-style Araxxor then you have a 50% chance to get an Araxxi's Eye if you get a component.

If you fail this roll then you have a 50/50 chance to obtain one of the other styles. Following this example, if we failed the chance to the Araxxi's Eye from the Magic-style Araxxor then you have a 50/50 chance to get either Araxxi's Web or Araxxi's Fang.

What leg piece you get depends on what path you fight Araxxor down. Fighting Araxxor down path 1 will get you a chance at Spider leg top, path 2 a chance at Spider leg middle and down path 3 a chance at Spider leg bottom.

Araxyte pheromones work in a slightly different way in their drop chance is effected by Araxxor's current enrage. The higher the enrage, the greater chance at obtaining an Araxyre pheromone. Araxxor's current enrage has no impact on the common or unique drop tables however.

1/50 base chance to obtain an Araxyte pheromone at 0% enrage
1/(50-(Current Enrage / 20)) meaning that at 300% enrage you have a 1/35 chance at obtaining an Araxyte pheromone.

Kalphite King

Kalphite King has a fairly straight forward drop table and there is nothing special to report other than the unique drop chances.

1/128 chance to get either Drygore Rapier or Drygore Rapier Offhand
1/128 chance to get either Drygore Longsword or Drygore Longsword Offhand
1/128 chance to get either Drygore Mace or Drygore Mace Offhand

1/50 chance at getting Perfect Chitin for the defender

1/50 chance to get triple Rare Droptable as a bonus drop

35/128 chance to get 50 cooked sharks

Rise of the Six

You always get a malevolent energy but you have a 50% chance to get an extra energy. In order to actually get an energy, however, you need to complete the collapsing tunnels and escape through the well else they will disappear.

1/80 chance to get either Malevolent, Vengeful or Merciless shields

All of the common drops have an equal 1/11 chance to drop meaning that you have a 1/11 chance to get up to 10 barrows amulets for example.

We hope you enjoyed this week's drop rates, next week we'll be talking about Legiones from the Ascension Dungeon, God Wars Dungeon 2 and Nex!

Mod Timbo and the RuneScape Team
Mod Timbo
| Senior Game Designer & Balancer
on Twitter!

06-Oct-2017 11:07:28 - Last edited on 06-Oct-2017 17:43:52 by ModáTimbo



Jagex Moderator Forum Profile Posts by user
Hey everyone,

This week we're bringing you the drop tables for Legios, God Wars Dungeon 2 and Nex. We hope you enjoy reading about how they work!


It's worth explaining some of the misdirection surrounding Legios before the drop rate is revealed. On launch, the drop chance for getting an Ascension Signet from a Legio was 1/64, but we later hotfixed this silently to it's current rate as we weren't getting as many in-game as we wanted (amount of people killing Legios was fine). In trying to not cause a mass panic sale, we were a little coy about confirming the new drop rate.

1/50 chance to get an Ascension Signet from each Legio

1/2,056 chance at Ascension grips (can only drop on a Slayer task)

1/64 chance at Ascension keystones from any Ascension creature, except from Scutarius where its 1/50 chance. There is also an equal chance for each keystone regardless of type.

God Wars Dungeon 2

This drop table is a little bit complicated so I'll try and explain it as simply as I can. All four God Wars Dungeon 2 bosses "share" the same drop rate for rare items, and that drop rate is affected by either Reputation, Challenge Mode or wearing Ring of Fortune/Luck of the Dwarves equally.

There are two random numbers created for rare items within God Wars Dungeon; there is the roll for uniques which we'll call Unique Roll and a roll for the different boss essences which we'll call Essence Roll..

The base chance for both rolls are:

1/512 chance for a particular unique item from a boss (Anima core armour, weapons etc)
1/128 chance for boss essence

Reputation changes

God Wars Dungeon 2 has a number of different unlocks that affect the drop chance from bosses. There's the 25%, 50%, 75% and 100% upgrades, depending on your reputation with a particular faction. It's worth noting, although obvious, that having a 100% drop chance increase on Helwyr doesn't impact any other boss.

So what happens is that we change both Unique Roll and Essence Roll depending on what your reputation is to the below values. (Reputation unlock = Unique Roll and Essence Roll)

0% bonus = 512 and 128
25% bonus = 448 and 112
50% bonus = 384 and 96
75% bonus = 320 and 80
100% bonus = 256 and 64

Challenge Mode

If the fight was in Challenge Mode, it also infers a better chance at both Unique Roll and Essence Roll after reputation bonuses have been applied.

What happens is that the roll we got from the reputation is again further scaled in Challenge Mode with a slight buff. Here are all of the calculations on the numbers. "Loot bonus" is the extra % buff that you have from reputation. For example, if you had 50% drop increase then your Loot bonus would be 50.

Unique Roll
0% bonus = 512 * ((90 - (loot bonus/5))/100) which is 512 * ((90 - 0) / 100) = 460
25% bonus = 448 * ((90 - (Loot bonus/5))/100) which is 448 * (90 - 5) / 100) = 380
50% bonus = 384 * ((90 - (Loot bonus/5))/100) which is 384 * (90 - 10) / 100) = 307
75% bonus = 320 * ((90 - (Loot bonus/5))/100) which is 320 * (90 - 15) / 100) = 240
100% bonus = 256 * ((90 - (loot bonus/5))/100) which is 256 * (90 - 20) / 100) = 179

Essence Roll
0% bonus = 128 * ((90 - (loot bonus/5))/100) which is 128 * ((90 - 0) / 100) = 115
25% bonus = 112 * ((90 - (Loot bonus/5))/100) which is 112 * (90 - 5) / 100) = 95
50% bonus = 96 * ((90 - (Loot bonus/5))/100) which is 96 * (90 - 10) / 100) = 76
75% bonus = 80 * ((90 - (Loot bonus/5))/100) which is 80 * (90 - 15) / 100) = 60
100% bonus = 64 * ((90 - (loot bonus/5))/100) which is 64 * (90 - 20) / 100) = 44

Luck Interaction

If you're wearing Ring of Fortune or Luck of the Dwarves, a further 1% is taken off the numbers after all other bonuses have been applied. Here that is for all of the different reputation thresholds, on and off Challenge Mode.

Unique Roll - Normal Mode
0% bonus = 512 * 0.99 = 506
25% bonus = 448 * 0.99 = 443
50% bonus = 384 * 0.99 = 380
75% bonus = 320 * 0.99 = 316
100% bonus = 256 * 0.99 = 253

Essence Roll - Normal Mode
0% bonus = 128 * 0.99 = 126
25% bonus = 112 * 0.99 = 110
50% bonus = 96 * 0.99 = 95
75% bonus = 80 * 0.99 = 79
100% bonus = 64 * 0.99 = 63

Unique Roll - Challenge Mode
0% bonus = 460 * 0.99 = 455
25% bonus = 380 * 0.99 = 376
50% bonus = 307 * 0.99 = 303
75% bonus = 240 * 0.99 = 237
100% bonus = 179 * 0.99 = 177

Essence Roll - Challenge Mode
0% bonus = 115 * 0.99 = 113
25% bonus = 95 * 0.99 = 94
50% bonus = 76 * 0.99 = 75
75% bonus = 60 * 0.99 = 59
100% bonus = 44 * 0.99 = 43

The chance for a rare is 1/Unique Roll depending on the different number of bonuses applied to it, and the same for boss essence being 1/Essence Roll. This means that a chance at any unique item from a GWD2 boss is X/177 with all of the bonuses applied where X is the number of uniques available from the boss.

This means that the best chance at unique items from GWD2 is by having maxed out reputation bonus for drop chances, in challenge mode and wearing a tier 3 luck ring or higher is:

1/177 chance at a particular unique item
1/43 chance at that boss' essence


1/50 chance for Ancient emblem if you have an appopriate defender

1/128 for Torva Helm, Body or Legs
1/128 for Pernix Helm, Body or Legs
1/128 for Virtus Helm, Body or Legs
1/128 for Zaryte Bow, Virtus Wand or Book
1/128 for Torva, Pernix or Virtus Boots
1/128 for Torva, Pernix or Virtus Gloves

Just for some fun, here are the chances at getting Saradomin Brews and Super Restores from Nex. There are two separate rolls!

7/128 chance for 30 4 dose Super Restores and 10 4 dose Saradomin brews
29/128 chance for 30 4 dose Saradomin brews and 10 4 dose Super Restores

Thank you for reading this week's drop rate announcement. Next week we're going to be revealing Raids, God Wars Dungeon 1, Kalphite Queen and Chaos Elemental!!

Mod Timbo and the RuneScape Team
Mod Timbo
| Senior Game Designer & Balancer
on Twitter!

13-Oct-2017 11:08:26 - Last edited on 13-Oct-2017 13:33:01 by ModáTimbo



Jagex Moderator Forum Profile Posts by user
Hey everyone,

This week on "Drop Rates Revealed!" we're going to be talking about Liberation of Mazcab (Beastmaster Durzag, Yakamaru), God Wars Dungeon 1,Kalphite Queen and Chaos Elemental! We hope that you enjoy the post.

Liberation of Mazcab (Beastmaster Durzag and Yakamaru)

We'll start by explaining the basic structure and order of the droptable.

1. If you have less than 5 effigies, there's a small chance to drop one.
2. Then we add all guaranteed drops, which are charms (or Airut bones for Durzag).
3. We then add some supplies, which can be either Saradomin Brews, Super restores, or Eeligator. (Bonus fun fact: in code, Eeligator is named "Raid Overpriced Fish")
4. Then we try to give you an Achto piece, which I'll explain in more detail below. If an Achto piece is dropped, the following steps are all skipped.
5. If you don't get Achto, there's a 1 in 20 chance to get a codex. If you get a codex, the following steps are all skipped.
6. If you don't get Achto or a codex, we then give you some Teci, to let you save up for a comparable reward.
6a. If you don't already own Lil' Tuzzy, Durzag rolls a 1 in 512 chance to drop the pet. Getting Tuzzy doesn't cause the next steps to be skipped.
6b. Durzag also rolls a 1 in 500 chance to drop Razorback Gauntlets. This is the same chance as regular Airut. If Durzag drops Razorbacks then the following step is skipped.
7. We then pick some items off of a more traditional droptable. Yakamura will drop approximately twice as many items than Durzag from this table.

There are a couple of exciting numbers in there, but we all know they're not what you're really here for. Let's talk about how Achto works.

When you kill one of the two bosses, the game decides which piece of Achto you're attempting to roll using two factors:

1. Which combat style you used to inflict the most damage. This determines which style of Achto the games tries to give you first. For example, taking a Magic approach on Beastmaster Durzag will increase your odds of getting Primeval equipment.

2. Which boss you killed. This determines which slot of Achto armour the game tries to give you first. Beastmaster Durzag starts with boots, Yakamaru with gloves.

If you already own the Achto version of the armour in question, the game will choose another style in the same armour slot; for example, Primeval boots instead of Teralith boots. If you don't own Achto or either of the two "off styles", the game does a coin flip to decide which style to use.

If you own all styles within that armour slot, it will move on to the next armour slot.

Each boss and equipment slot has a priority.

Durzag - Priority 1
Yakamaru - Priority 2

Boots - Priority 1
Gloves - Priority 2
Helmet - Priority 3
Legs - Priority 4
Chest - Priority 5

The game first tries to give you an item of a priority matching the boss'. If it can't do that, it'll try to give you one with lower priority. If it can't do that, it then starts testing each higher priority slot in order.

However, if you own a full set of Achto in each combat style, we throw all the rules out the window and just pick an item at complete random.

When the game has decided which piece of Achto it might give out, it then rolls to see if you win it. This time we've got a three step process.

1. Each boss has a Generous and a Harsh chance. If the priority of the item is less than or equal to the priority of the boss, the game uses the generous chance. If the priority is higher, the game uses the harsh.

The Generous and Harsh chances for each boss are as follows:

Beastmaster Durzag:
Generous chance = 1 in 35
Harsh chance = 1 in 55

Generous chance = 1 in 30
Harsh chance = 1 in 50

2. If you're wearing Luck of the Dwarves or an equal effect, the game improves your chance by one.

3. After that, owning an inferior version of the exact piece of armour (including style) you're rolling for will halve the chance value. This also applies if you already own every Achto set.

The resulting number becomes the roll which determines whether or not you receive the item.

Here's an example:

You kill Yakamaru as a mage wearing Luck of the Dwarves. You own all Achto gloves. You also own Achto Primeval (magic) boots. You own inferior Teralith (melee) boots.
1. The game tries to give you gloves, but you already own them all.
2. The game looks for a lower priority item to give you and finds you don't own all boots.
3. You already own the magic boots, but you don't own either of the off-styles. The game flips a coin between ranged and melee. For the sake of illustrating mechanics, we'll pick melee boots, but picking between the two was a fair 50/50 unaffected by you owning the inferior melee boots.
4. Boots have a lower priority than Yakamaru's priority (which is two) so we use Yakamaru's generous roll of 30.
5. Luck of the Dwarves improves your chance to one in 29.
6. You own the inferior version of the melee boots, so we further half this roll and round down to 14.

God Wars Dungeon 1

All bosses in God Wars Dungeon 1 follow the same drop rate as their items. These are as follows:

2/128 chance to obtain a unique item (equal chance at any unique if you roll)
1/128 chance then a 1/4 chance to obtain a Godsword hilt (if you fail the 1/4 you'll get 19,501-21,000 coins instead)
1/128 chance then a 1/2 chance to obtain a Godsword shard (if you fail the 1/2 you'll get 20,500-21,000 coins instead)

The bodyguards that accompany each boss in God Wars Dungeon 1 also have a chance to drop unique items. These work slightly differently:

1/128 chance to roll on to the "bodyguard unique" table.

Each god then has a different chance to obtain a unique from their bodyguards. These are:

1/320 chance for a specific unique from Saradomin bodyguards
1/384 chance for a specific unique from Bandos/Armadyl bodyguards
1/512 chance for a specific unique from Zamorak bodyguards

You then have a X/Y chance at any uniques. X is the number of unique items that can drop and Y is the bodyguard drop table chance. If you don't get a unique drop then you'll get 1,000-1,500 coins instead.

There's no difference in drop tables between normal mode and hard mode in God Wars Dungeon 1; the only difference is the Soulstones. The chance to obtain a Soulstone from a hard mode boss is 1/25.

Kalphite Queen

1/128 chance for Dragon Chainbody
1/128 chance then 1/2 chance for Dragon 2h Sword (For the Exiled Kalphite Queen it is just a 1/128 chance)
1/128 chance for the Kalphite Queen head trophy

Chaos Elemental

1/128 chance to obtain a Dragon 2h Sword
1/128 chance access the Ancient Warriors' drop table

Rolling to access the Ancient Warriors' drop table will open up a new table where you can try to obtain unique equipment. The full table is as follows:

1/224 chance to obtain a specific unique drop (44/224 chance to obtain any Ancient Warrior's equipment)
100/224 chance at 3 random herbs
10/224 chance at a weapon poison
70/224 chance at four 4 dose antipoisons

That's it for this week's drop table reveals! We hope that you enjoyed them. Next week we'll be talking about The Magister, Barrows, Queen Black Dragon and the Dagannoth Kings!

Mod Deg, Mod Timbo and the RuneScape Team
Mod Timbo
| Senior Game Designer & Balancer
on Twitter!

20-Oct-2017 11:05:01 - Last edited on 20-Oct-2017 20:05:08 by ModáTimbo



Jagex Moderator Forum Profile Posts by user
Hey everyone,

This week sees the next installment of "Drop Rates Revealed", and this time we're spilling all the beans on The Magister, Barrows Brothers, Queen Black Dragon and the Dagannoth Kings! Without any further ado, here they are:

The Magister

First of all, we'll talk about the drop chances and then get into the specifics of obtaining scraps of scripture from phylacteries.

1/18 chance at obtaining a Phylactery (1/17 chance with Luck of the Dwarves equipped)
1/128 chance at a Key to the Crossing
2/128 chance at 10 Vital sparks
2/128 chance at 20 Vital sparks
1/500 chance at Gloves of Passage (Was 1/2,000 prior to 13/11/2017's update)

Opening Phylacteries
40/100 chance at 5 Scraps of scripture
30/100 chance at 10 Scraps of scripture
25/100 chance at 15 Scraps of scripture
5/100 chance at 25 Scraps of scripture

Barrows Brothers

Much like the Liberation of Mazcab drop table, there is a lot of complication involved in finding out what sort of items we want to drop and then actually dropping the items. We will try to guide you through the complex process of how a drop is determined and then provide the chance of obtaining that item.

The number of Brothers that you kill, including Akrisae but excluding Linza, has a large impact on various aspects of the drop table. First of all, how many brothers you kill determines how many rewards you get and consequently how many chances of rare items you have. The number of pieces of loot is (Number of Brothers killed + 1) up to a maximum of 7.

Linza isn't a part of the below. Instead there is a 1/512 chance to roll on to Linza's unique table at the start of assigning a reward. If this is successful then you obtain a random piece of Linza gear (all has an equal chance of dropping after this) and if it isn't then it carries on with the below information.

The chance of getting a unique item at base is 450 - (Number of Brothers killed x 58) to a minimum of 73. So for example killing all brothers the chance is 1/73, or for killing 6 it is 1/102.

If you managed to get on to the unique table, we then try to determine which brother's armour you're going to obtain. First of all, we take how many brothers you've killed and then random it. Whatever this number corresponds to is what sort of equipment you'll get based on the numbers below. Each of the unique items on each brother's table has the same drop chance as each other.

6 - Akrisae
5 - Verac
4 - Torag
3 - Karil
2 - Guthan
1 - Dharok
0 - Ahrim

If this fails, we then see if you obtain some Rise of the Six entry tokens which has a 1 / (20 - Number of Brothers killed) chance of dropping.

If this fails, we then see if the player is eligible for a defender drop and if they are you have a 50 x (7 - Number of Brothers killed) chance of obtaining a defender.

If this fails, then we roll the regular drop table. The loot on the regular drop table is dependent on the total combat level of creatures you've killed in the tunnels and how many brothers you've killed. The maximum number for combined total combat level of creatures killed is 1,000. We then take this number and add it to Number of Brothers killed multiplied by 2. This means that the maximum random roll we can achieve is 1,014. Once we have our random number, we random it and see what drop we get based on the below table.

0-379 - Up to 4,000 coins
380-504 - Mind runes
505-629 - Chaos runes
630-754 - Death runes
755 - 879 - Blood runes
880 - 1004 - Karils bolt racks
1005-1010 - Loop/Tooth half of a key
1011 - Dragon med helm

If you have a Ring of Wealth (or better) active whilst looting the Barrows, you get an additional drop to the ones listed above. This is an additional drop that isn't affected by any of the above; it's just a bonus from wearing a luck ring equal to or better than a Ring of Wealth. You might get:

4/40 - 2 dose Prayer potion
4/40 - 2 dose Prayer potion, 2 dose Restore
4/40 - 2 dose Restore
4/40 - 2 dose Restore, 2 dose Super defence
4/40 -2 dose Super defence
4/40 - 2 dose Super defence, 2 dose Prayer potion
4/40 - 4 Sharks
4/40 - 15 Death runes
4/40 - 60 Mind runes
4/40 - nothing

Queen Black Dragon

This is a simple drop table and doesn't have anything complicated about its unique drops.

1/128 chance - Dragon kiteshield
2/128 chance - Dragonbone upgrade kit
5/128 chance - Royal bolt stabiliser
5/128 chance - Royal frame
5/128 chance - Royal sight
5/128 chance - Royal torsion spring

1/109 chance of a Draconic visage

Dagannoth Kings

Again, another simple drop table without any complication. The only difference is the different unique loot that each different King drops.

1/128 chance of Dragon hatchet from any Dagannoth King

1/128 chance of Mud Battlestaff from Dagannoth Prime
1/128 chance of Seers' ring from Dagannoth Prime
1/128 chance of Berserker ring from Dagannoth Rex
1/128 chance of Warrior ring from Dagannoth Rex
1/128 chance of Archers' ring from Dagannoth Supreme
1/128 chance of Seercull from Dagannoth Supreme

I hope that you enjoyed this week's drop table reveals. Next week we'll be finishing off all of the bosses with Vorago, Corporeal Beast, Giant Mole and King Black Dragon. Don't worry though, we'll be continuing with other drop rates from Slayer creatures, Quest bosses like the Abomination and anything else you'd like to know about! Let us know on this thread, via Twitter, Reddit or of course, homing pigeon.

Mod Timbo and the RuneScape team
Mod Timbo
| Senior Game Designer & Balancer
on Twitter!

27-Oct-2017 11:03:06 - Last edited on 13-Nov-2017 10:56:40 by ModáTimbo



Jagex Moderator Forum Profile Posts by user
Hello everyone,

Welcome back to Drop Rates Revealed! After a short break, we're back with some of the features that were most requested by you! After trawling through the feedback for the last blog, this week we have: Revenant drop tables, Draconic visage drop chances, Abomination post-quest boss, Elite and regular Skill outfits, Raptor's chest and key chances, Pyramid Plunder rare drops and the chance of obtaining each base Khopesh!

Skilling pet drop chances will be coming out in the next couple of weeks, but since they're quite complicated we're going to need some time to make triple sure that we're 100% correct.

Without any further ado:

Revenant Drop Tables

To calculate the chance of the Revenant dropping a unique item, we first need to figure out its ghostlevel by taking the square root of the killed Revenant's combat level, which is capped at a minimum of 1 and a maximum of 12. We then divide 60,000 by the ghostlevel to get a number between 60,000 and 5,000. This is then reduced by 5% (if you've completed the Elite Wilderness task set) and then by a further 10% (if you have a Revenant drop enhancer active). This means that your lowest number - and best chance at a unique drop - is 4,275. We'll call this your 'revnumber'.

Your revnumber determines your unique drop:

1/revnumber chance to obtain Ancient statuette
1/revnumber chance to obtain Seren statuette
1/revnumber chance to obtain Armadyl statuette
1/revnumber chance to obtain Zamorak statuette
1/revnumber chance to obtain Saradomin statuette
1/revnumber chance to obtain Bandos statuette
2/revnumber chance to obtain Ruby chalice
2/revnumber chance to obtain Guthixian brazier
2/revnumber chance to obtain Armadyl totem
2/revnumber chance to obtain Zamorak medallion
2/revnumber chance to obtain Saradomin carving
2/revnumber chance to obtain Bandos scrimshaw
3/revnumber chance to obtain Saradomin amphora
3/revnumber chance to obtain Ancient psaltery bridge
3/revnumber chance to obtain Bronzed dragon claw
3/revnumber chance to obtain Third age carafe
3/revnumber chance to obtain Broken statue headdress

2/revnumber chance to obtain a Corrupt dragon item
10/revnumber chance to obtain a piece of Ancient Warriors equipment
10/revnumber chance to obtain a short durability piece of Ancient Warriors equipment
1/revnumber chance to obtain a random Brawling Gloves*
If you didn't get any unique, you instead get 50 x ghostlevel amount of coins.

* Chances of obtaining each skill's Brawling Gloves are equal (1/15 chance), except for Hunter and Smithing which have a 2/15 chance to be obtained.

Draconic Visage chances

All draconic visage chances are 1/10,000 except for Celestial, Adamant, Rune Dragons, Abomination boss, Arhat and Anagami.. It is different for both King and Queen Black Dragon, but those rates have already been revealed.

1/5,000 chance from Adamant Dragons
1/2,500 chance from the Abomination boss
1/512 chance from Celestial and Rune Dragons, Arhat and Anagami

Abomination boss

1/11,570 chance for the Abomination cape
1/1,000 chance for a Dragon full helm
1/50 chance at 5-25 Bane ore
1/130 chance at either Dragon platelegs or plateskirt

Elite and regular skill outfits
1/846 chance for a Gold Nymph to appear in the Lava Flow Mine after a successful mine at the crust

1/10 chance for your next piece of the Lumberjack outfit from Zombie Lumberjacks during Temple Trekking/Burgh de Rott Ramble. (On Hard paths, there is roughly a 61/1,425 chance of encountering the "fix the bridge" scenario. In that scenario, there is a 1/2 chance to spawn Zombie Lumberjacks and if you obtain a piece of the outfit, you cannot obtain another piece in the same scenario.)

1/1,000 chance whilst searching rubble in Flash Powder Factory to have a 1/5 chance to obtain a piece of Rogue armour. (This is increased to a 1/100 chance if you're wearing either the Rogue or Factory mask)

1/100 chance (1/25 chance whilst scoring a perfect ceremonial sword) whilst scoring a ceremonial sword from Artisan's Workshop to obtain a piece of the Blacksmith outfit

Roll a 200 sided die, if that number is under your Cache score, you obtain a piece of the Diviner's outfit from an experience earning Divination Cache.

1/3 chance from taking part in The Pit to earn a piece of the Nimble outfit.

You are guaranteed a piece of the Shaman's outfit from the "Box of summoning ingredients" from the Familiarisation D&D.

To obtain Elite skill outfit fragments, you must be training the appropriate skill (for example, if you want to earn Shark outfit fragments you must be training Fishing). If you've opted in to collect fragments and have the required levels, you will earn 90-111 fragments every 5 minutes. If you're level 99 in the skill, you earn double fragments. If you've achieved enough XP for virtual level 120 in the skill, you earn triple fragments. If you're 200m XP in the skill then you earn quadruple the amount of fragments. There is a 1/2,500 chance to obtain 3600 elite outfit fragments regardless of your level.

The Raptor's Chest and Key Parts

1/512 chance for Key parts 1 or 2 from Wyvern and Ripper demons respectively
1/256 chance for Key parts 3 or 4 from Camels and Archeron Mammoths respectively

Opening the Raptor's chest with a completed key gives you:

1 Huge slayer lamp
10-20 Slayer VIP tickets
2-4 Pack Mammoth pouches
375 Slayer points
1/3 chance of unlocking the Raptor's basic outfit
1/200 chance of either Wyvern crossbow, Ripper claw, Ripper claw offhand or a Camel staff

Pyramid Plunder's rare drops

1/625 chance (or 1/145 chance with the Master Camouflage outfit or Tier 3 luck) to obtain Scepter of the Gods only from the engraved sarcophagus in the 8th room of Pyramid Plunder.

For Black Ibis pieces, the random number can be reduced by several different factors. Without any benefits or buffs, the chance starts at 1/2,300 for a piece of Black Ibis from a jar. This number is first halved (if you are wearing Scepter of the Gods), then reduced by a further 10% (if you're wearing the Master Camouflage outfit) and then reduced again by 3% (if you have Tier 3 luck or better active/worn). This means that your best chance at obtaining a Black Ibis outfit piece is 1/1,003. (NOTE: You cannot obtain a piece of the Black Ibis outfit if you're under level 78 Thieving.)

Khopesh of the Kharidian

1/15,000 chance (1/8,000 chance on task) to obtain a mainhand Khopesh of the Kharidian from the Slayer creatures inside Sophanem Slayer Dungeon.

1/800 chance of obtaining an offhand Khopesh of the Kharidian from opening a treasure chest in Shifting Tombs.

I hope you enjoyed this miscellaneous edition of Drop Rates Revealed. We'll continue with these blogs as long as there's a critical mass of requests for the sort of drop rates you want to see, so let us know. The best place to do so is on this thread or of course through Reddit or Twitter, etc. Skilling pets are on their way but there might be plenty more you'd like to see in the meantime.

Mod Timbo and the RuneScape Team
Mod Timbo
| Senior Game Designer & Balancer
on Twitter!

17-Nov-2017 10:07:21 - Last edited on 17-Nov-2017 13:22:58 by ModáTimbo

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