Choose who an item can drop for: player level, skill level, passives, class and quests.

Item Drop Conditions

Drop conditions decide who an item can drop for. A level-40 sword can stay out of a level-5 player's loot even when it sits in the same table as the bread, and an ore only drops for players who have the mining level for it.

The conditions belong to the item, so they apply in every loot table, chest and node that lists it. You don't have to repeat them per table.

Where to author it

Database → Items → open an item → Drop Conditions tab. The tab is on every item type, chests included.

Setting it up

1. Open the item and switch to the Drop Conditions tab. 2. Click Add condition. 3. Pick the kind of condition from the Condition dropdown. 4. Fill in its fields. A skill, passive, class or quest is chosen from a searchable list of what you've authored, so you never type an id. 5. Add more conditions if you need them. Every condition must pass, so a class and a passive together mean "this class and has this passive". 6. Click Save (or Apply to keep editing). A local playtest server picks up the change right away. A hosted or VPS server gets it the next time you Publish.

If there are no conditions, the item drops for everyone. That is the default, so existing items are unchanged.

Condition types

ConditionFieldsPasses when
Player levelMinimum level, Maximum level (either can be blank)The player's level is between the two, inclusive. Leave the maximum blank for "level N and up", or the minimum blank for "up to level N".
Skill levelSkill, Minimum skill level (1 or more)The player's level in that skill (gathering, crafting or combat) is at least the minimum. A skill they haven't discovered counts as level 0.
Has passivePassiveThe player holds that passive: learned from a quest, book, achievement or event, granted by a skill level, or granted by gear they're wearing right now. A timed passive from food or a potion counts until it runs out.
ClassClassThe player's class is the one picked.
Quest completedQuestThe player has turned in that quest.

When the conditions are checked

The server checks the conditions before it rolls the loot, for the player the loot is for. If the player fails any condition, the item is removed from that roll. It isn't dropped, isn't shown and doesn't show up as a failed roll.

LootThe player it is for
Mob kills (loot tables, direct drops, the world loot pool, bosses)The player who gets kill credit, which is the top damage dealer. The whole drop is one pool, so a party shares one check against that player, whatever the loot mode (round robin, need/greed, master looter).
Chests and treasure (authored chests, treasure spawns, arena loot chests)The player who opens the chest first. That opening fills the chest, and later visitors see the same contents.
Gathering from resource nodesThe player gathering.
Crop harvestsThe player harvesting.

Other items keep their own odds. A row with its own chance is unaffected when another row is removed. In a pick group ("exactly one of these"), each remaining item keeps its own chance and the removed item's share yields nothing. For example, take four gems at 25% each where one is locked: each of the other three still drops 25% of the time, and a quarter of kills give no gem.

Gotchas

  • Explicit rewards ignore drop conditions. Shop purchases, crafting, quest rewards, instance rewards and event "give item" commands are deliberate, so they always hand the item over. Drop conditions only apply to random loot.
  • A mob can carry an item the killer can't loot. Mobs roll their loot-table items when they spawn, before any player is involved, and can visibly wear that gear. If the credited killer fails the item's conditions, the item isn't in the drop.
  • NPC kills aren't filtered. When an adventurer NPC earns the kill credit, no player is behind the drop, so the authored table stands.
  • Some loot isn't covered. Procedural-dungeon loot sockets are rolled once for the whole group when the dungeon is generated, and pasture yields build up on a timer. Neither is rolled for a single player, so drop conditions don't apply to them.
  • A deleted skill is ignored. If a Skill level condition points at a skill that no longer exists, the condition is skipped, as with Use & Equip Requirements. A deleted passive, class or quest can never be met, so the item stops dropping. The tab flags any reference it can't find with a ⚠ warning.
  • Passives need the passive system. With the contextualSkills feature flag off, players hold no passives, so a Has passive condition is never met.
  • Half-filled conditions block the save. A skill, passive, class or quest condition with nothing picked, a Player level condition with both boxes blank, or a minimum above the maximum is refused with a message naming the condition. Fix it or remove it.
  • The AI tools accept the same list as dropConditions on item create and update, and refuse a malformed one.