Regions & Loot
All 5 regions, in unlock order, and exactly how loot actually rolls.
Traveling the world
Every session opens on your home base, your hero standing at the centre with a gate to each part of the game around them. Tap the crest in the header to return there from anywhere.
The World Map gate is how you move. Each kingdom is drawn as its own map, its areas marked along the road with the village that anchors each one. Tap any unlocked area to travel to it; an area stays sealed until you defeat the guardian barring its road. Once you have opened a second kingdom, the map lets you look over any kingdom you have reached and set out for it, always arriving at its entrance.
Regions
| # | Region | Power tier | Unlocked by | Monsters |
|---|---|---|---|---|
| 1 | Green Plains | 1 | Available from the start | 17 (boss: Thornevald the Corrupted) |
| 2 | Shadowfen Marsh | 2 | Defeat Thornevald the Corrupted | 16 (boss: The Drowned King) |
| 3 | Frostpeak Reaches | 3 | Defeat The Drowned King | 16 (boss: Isolde, Keeper of the Third Seal) |
| 4 | Cinder Wastes | 4 | Defeat Isolde, Keeper of the Third Seal | 16 (boss: Pyrocles the Ashlord) |
| 5 | The Sundered Abyss | 5 | Defeat Pyrocles the Ashlord | 16 (boss: Zoroa, the Hollowed) |
The material tier ladder
A loot item's power comes from its own material tier - Copper through Voidsteel, not from which region it dropped in. A monster's lootBand determines which tier(s) it can drop from (its own band, or one below), so a region's danger and its loot quality track each other without a separate multiplier layered on top.
| Tier | Material | Equip level |
|---|---|---|
| 1 | Copper | 1 |
| 2 | Bronze | 8 |
| 3 | Iron | 18 |
| 4 | Steel | 27 |
| 5 | Blacksteel | 36 |
| 6 | Silver | 47 |
| 7 | Mithral | 60 |
| 8 | Adamant | 70 |
| 9 | Runeforged | 80 |
| 10 | Hollowsteel | 90 |
| 11 | Voidsteel | 100 |
How loot actually rolls
Every monster kill is resolved in this order:
- Does anything drop at all? Each monster has its own drop chance (see its region page). Ordinary trash rolls this ~25% of the time, and most of that is junk material rather than equipment: a kingdom boss always drops.
- Which item (or material)? A weighted pick from that monster's own loot table, which mixes equipment and junk-material ids in one pool.
- What rarity? Rolled independently from the table below. Ordinary trash ceilings at Rare: a Legendary+ roll is structurally impossible from a trash mob, not just unlikely. Elite/area-exclusive trash ceilings at Epic. Mini-bosses floor at Uncommon with no ceiling, and kingdom bosses floor at Rare with no ceiling and double odds on Legendary/Mythic.
- How good are its rolled stats? The item's own tier, slot, and family (generic ladder / named set / chase / crafted) set its stat budget; the rarity roll above applies a further multiplier on top, capped well below one tier step, so rarity alone can never make an item outroll the next tier up.
- Is it Gilded? A separate, purely cosmetic 1-in-48,000 roll: a gold name and 3x its vendor sell value, no extra power. It can land on any rarity, any tier.
| Rarity | Odds (of a drop) | Stat budget | Affix count |
|---|---|---|---|
| Common | 69.6% | 1x | 1 |
| Uncommon | 22.3% | 1.06x | 2 |
| Rare | 6.3% | 1.14x | 3 |
| Epic | 1.5% | 1.23x | 4 |
| Legendary | 0.3% | 1.32x | 5 |
| Mythic | 0.035% | 1.4x | 6 |