A while ago, Drakorle had told me about the idea to save progress in custom Overwatch game modes with a password system. I loved this idea, but decided not to add it to my ‘World of Overwatch’ game mode since that mode, in the end, wasn’t designed around a slower, MMORPG-like progress system anymore.

I have however made a new RPG mode now that allows players to save progress with a password system and includes another mechanic that I couldn’t implement in World of Overwatch anymore: individual player loot.

Loot Quest – the Eternal Hunt (by Delwion#2667)

Map Share Code (v7.2.0.1) Default Enemy Levels Training CTHE4 Tutorial for new players Regular Maps 4QV99 16 different hunting maps, recommended player level: 1-60 Adventure Maps JSTPC 6 more dangerous hunting maps, recommended player level: 15-45 Arreat Summit CATCH Level 60 boss encounter Elite Maps XPCRY 2 different elite hunting maps, recommended player level: 60+ Secret Cow Level HH3XY 1 secret hunting map, recommended player level: 60 Secret Bazaar AHMNA 1 secret area with services for high level players Fishing and Herbalism BGM95 Non combat maps for up to 12 players of all level ranges Unstable Core HYPVE Level 100 raid Frozen Factory VTMND Level 105 raid Code Conversion Tool EGHGE Converts save codes from v3.2 - 5.1.2 to version 6.0+

If you would like to play on a specific map, deselect all others in the custom game lobby settings.

Loot Quest forums: https://lootquest.shivtr.com

Make sure you play with a host you can trust (a malicious host could give you invalid save codes or manipulate the script in other abusive ways).

Always import a script directly from its share code to ensure you have the latest official version of the game mode (if you copy the settings from another lobby and then host that version, you might be contributing to spreading a manipulated version of the game mode without knowing it).

Changelog v7.2.0.1 Bugfixes Fixed an oversight that caused D.Va players to have a max ammo of 0 in alternate form.

Fixed a bug that caused D.Va players using an item without Ultimate ability unlocked to never be able to summon a mech again when gaining a level, picking up a rune, or imbuing their item (in some cases) in alternate form.

Added an additional safety on raid maps, to ensure that non participant player deaths do not count toward the number of player deaths for raid completion purposes.

Changelog v7.2.0.0 New Raid: Frozen Factory A second raid has been added to the game (enemy level 105; recommended for a group of 6 players of level 90+; level 85 is required to participate).

Players who successfully complete Frozen Factory have a chance to upgrade +1 items to +2 (it is not possible to enchant +0 items in Frozen Factory).

Heirloom items obtained from Frozen Factory have a new heirloom ability thematically related to the raid.

The Soul Stones, Gamble, Imbue, and Reroll stations will no longer appear after raid completion (players can still freely gift equippable raid rewards to other participants in the same match).

Players can still freely gift raid reward items to other participants of the raid (in the same match).

Player teams who complete Frozen Factory without suffering a single death can claim an additional item reward from a new station that only appears when a team mastered that challenge.

Deathless run rewards can now only be claimed once per player and run. Base Game Update The level cap for players has been increased to 110 (from 105).

The base stat Projectiles has been replaced by the new stat Sustain. Sustain no longer increases Projectile Speed (players now always have a projectile speed of 100%), but it instead has two new effects: It increases a player’s max ammo. It increases a player’s chance to obtain an ability charge when defeating an enemy (up to a maximum of 10 charges; only works for abilities with charges). Like Projectiles did, Sustain still reduces the remaining cooldown time for all non ult hero abilities (primary fire, secondary fire, ability 1, ability 2) when a player defeats an enemy. A player’s level also increases the chance to obtain an ability charge and reduces the remaining cooldown time for non ult hero abilities when an enemy is defeated.

Knocking back a monster will now always trigger all on hit special abilities (even if the knockback attack does not deal any damage).

Gaining ultimate charge from the Ult charge special ability when healing another player will no longer reset the cooldowns for on hit effects (effects that get activated when a player deals damage to or knocks back a monster).

Healing an ally will now put a player in combat state as if they had taken or dealt damage.

Players can now hold Melee for 1 second to respawn or press Melee while standing inside the white station in town to toggle between default/alternative selling method.

The match time default HUD element will now only be visible in the last 10 minutes of a match.

Players now lose 1 point of Horadric Favor when they respawn after dying.

The Mercy AI will now sometimes use her pistol to attack players.

Players will now be teleported back to town when they have been idle for 2 minutes (hunting maps only).

The default and maximum duration for matches in Loot Quest is now 4 hours and 25 minutes. Bugfixes Fixed a bug with the first boss in the Unstable Core raid sometimes attacking players earlier than intended.

Fixed a problem with some primal items that were obtained before Loot Quest v7.0 and could not be transformed by the Essence of Evil.

Many small bugfixes and improvements.

Manual

Table of Contents

Introduction Controls

2.1 General Commands

2.2 Entering Save Codes

2.3 Host Commands

2.4 Fishing and Herbalism Stations in Town

3.1 Teleporter

3.2 Buy Back

3.3 Gamble

3.4 Reroll and Roll Back

3.4.1 Reroll

3.4.2 Roll Back

3.5 Imbue

3.6 Soul Stones

3.7 Quests

3.7.1 Start/Turn In Quest

3.7.2 Abandon Quest

3.8 Create Save Code and Autosave

3.8.1 Create Save Code

3.8.2 Autosave

3.9 Load Save State and Load Item

3.9.1 Load Save State

3.9.2 Load Item Hunting and Experience

4.1 Experience and Level Progress

4.2 Temporary Experience Bonuses

4.3 Group Experience Bonus

4.4 Horadric Favor

4.5 Experience/Drop Penalty

4.6 Tagging Enemies - Contributor Status

4.7 Monster Types

4.8 Map Types

4.8.1 Training

4.8.2 Regular Maps

4.8.3 Adventure Maps

4.8.4 The Arreat Summit

4.8.5 Elite Maps

4.8.6 Secret Cow Level

4.8.7 Raids

4.8.8 Fishing and Herbalism Maps Loot and Drop Chances

5.1 Drop Rates & Magic Find

5.2 Gold

5.3 Equippable Items

5.4 Runes and Lucky Charms

5.4.1 Runes

5.4.2 Lucky Charms

5.5 Arcane Crystal Fragments

5.6 Enchant Levels

5.7 Stones of Jordan & Puzzle Rings Equippable Items and Stats

6.1 Equipped Item & Inventory

6.2 Item Quality and Values

6.3 Base Stats

6.4 Special Abilities

6.4.1 Items and Special Abilities

6.4.2 The Abilities

6.4.3 Specialist Bonuses

6.4.4 Universalist Items

6.5 Visual Effects

6.6 Glow Effects

6.7 Item Power / Item Gold Value

6.8 Super Novice Items

6.9 Unique Item Bonus

6.10 Out of Combat Healing Special Services

7.1 Item Gifting

7.2 Third Special Ability

7.3 Change Visual Effect

7.4 Renewal

7.5 Dung Items

7.6 Essence Absorption FAQ Known Issues

1. Introduction

Loot Quest is a long-term, slow progress PvE RPG mode for 1-6 players in which players hunt monsters to gain levels and and find equippable items that can make them stronger. Most progress can be saved in the form of 40-digit save codes that can be entered in another match to load the saved state.

2. Controls

When playing on console or with a controller on the PC, make sure a button is bound to Crouch (instead of the default Toggle Crouch) so every button press gets registered for custom Crouch button commands!

2.1 General Commands

Action Command Alternative Commands Pick up loot Crouch Use the primary function of a station in town Crouch Use the secondary function of a station Crouch while holding Reload Respawn (when dead) Hold Interact for 1 second Hold Melee for 1 second Go to next item in inventory Melee Equip selected inventory item Communicate: Acknowledge while at full health and out of combat¹ Communicate: Yes while at full health and out of combat¹ Sell selected inventory item for gold (default selling method selected) Interact Sell selected inventory item for gold (alternative selling method selected) Melee while holding Crouch Toggle between default/alternative selling method Interact while standing inside the white station in town Melee while standing inside the white station in town Teleport to spawn room Communicate: Need healing outside of town and out of combat¹ Show cost of services in town Communicate: Thanks Communicate: Need healing while in town Use Soul Stone² Communicate: Group Up outside of town Communicate: Press the Attack or Communicate: Push Forward Show stats of equipped item Communicate: Ultimate Status Communicate: Ready Show stats of selected inventory item Communicate: Ultimate Status while holding Crouch Communicate: Ready while holding Crouch Use the Teleport special ability³ Communicate: Hello Communicate: Goodbye or Reload + Interact Gift selected inventory item to player you are facing Melee while holding Reload ¹ Players are out of combat when they have not taken or dealt any damage for 3 seconds (their health will start to regenerate until they enter combat again). ² Only one player can have a Soul Stone active at the same time. Cannot be used when there is already a boss in the game. ³ The player needs to have an item with that special ability equipped.

2.2 Entering Save Codes

To load only the item of a save state, hold Reload when activating the white Load Save State (Load Item) station with Crouch. The HUD text at the top should read “Load Item” instead of “Load Save State” when you have successfully activated the load item function.¹ Action Command Alternative Command Enter number Primary Fire while aiming at the number in the number pad Increase current digit Interact Lower current digit Melee Go to next digit Crouch Ability 2 Go to previous digit Ability 1 Confirm code Ultimate Cancel enter code mode Secondary Fire Reset code Secondary Fire while holding Reload² ¹ Items cost gold to load ( cost = item power value / 8 ) and are added to the player’s inventory (empty inventory slot required). Items from a save state with a higher level than the current player level cannot be loaded (exception: level 60+ players can load an item from any level 60+ save state). Item loading is disabled when a player carries any rank 5 (white) item and is not level 60 or higher. Rank 5 items that are not Super Novice items cannot be loaded. ² Resets the code to all zeros. The game will remember all numbers entered until a player successfully loads a save state, obtains or changes an item in any other way, or uses this command.

2.3 Host Commands

Action Command Toggle between dynamic enemy levels and fixed level range Interact while holding Jump standing inside the yellow station in town Increase enemy levels Interact while standing inside the yellow station in town Reduce enemy levels Interact while holding Ultimate inside the yellow station in town Increase match duration¹ ² Interact while standing inside the orange station in town Reduce match duration² Interact while holding Ultimate inside the orange station in town End match in 10 minutes² Interact while holding Ultimate and Melee inside the orange station in town ¹ Enemy levels cannot be changed when there is a boss or a Soul Stone currently active on the map. ² The match duration can not be increased beyond 3 hours and 55 minutes. ³ The match duration can no longer be altered, once a match is in its last 10 minutes.

2.4 Fishing and Herbalism

Action Command Harvest herb Crouch Start fishing Melee while aiming at a fishing pool Catch fish Wait until you get a bite and then press the series of buttons that appears on your screen. Pressing the wrong button will let the fish get away. Cancel fishing Secondary Fire while holding Reload

3. Stations in Town

3.1 Teleporter

Teleporters will transport players directly to a hunting area. They appear as light shafts or as orbs surrounded by a good aura. Players can immediately attack and deal damage after using a teleporter (if they walk out of a spawn room without using a teleporter, they cannot deal any damage to enemies for up to 10 seconds).

Regular maps always feature two teleporters: a green one that leads to the second and a purple one that leads to the fourth of five hunting zones.

Teleporters on Adventure maps, on Elite maps, and in the secret place will transport players to a random one of several spawn locations in the hunting area.

The teleporter on the Arreat Summit map will transport players to a fixed location. It is red when the boss encounter has started and sky blue while the Ancients are resting.

3.2 Buy Back

At the Buy Back station - marked by an orange ring - players can buy back the last item they have sold for gold. Only one item will be stored in the Buy Back station and it is removed when a player loads their progress or an item from a save code. Buying back an item costs the same amount of gold that was obtained from selling it, but it requires no Horadric Favor.

3.3 Gamble

Inside the blue ring of the Gamble station, players can purchase a random item - that will always be at least of uncommon quality - for gold and Horadric Favor. The gold cost depend on the player’s level (they do not increase anymore after player level 60) while gambling always consumes 1 point of Horadric Favor. Items obtained from gambling scale according to the player’s level. Magic Find ‰ increase the chance to obtain a higher quality item (temporary bonuses work as well) which are the same they would be if a champion had dropped an uncommon or better quality item.

Gamble Cost 18 + 1.5 * Player Level

Prices are rounded to the nearest integer and will not increase after player level 60.

3.4 Reroll and Roll Back

3.4.1 Reroll

At the sky blue Reroll station, players can reroll the unlocked hero abilities, the base stat bonuses, and the special abilities of their equipped item. The total number of stat points and the special ability ranks remain the same, but the points will be randomly redistributed and the item can obtain different types of special abilities. A sligthly uneven stat distribution is the most likely outcome when rerolling. Some items grant ranks in all 6 special abilities; that bonus will not change when rerolling an item. An item’s hero, quality, and visual effect cannot be changed by rerolling. The item power of a rerolled item stays the same; the item is not rescaled to the player’s level.

Reroll Example An Epic Tracer item is rerolled twice: Stat/special ability Original item Result after reroll 1 Result after reroll 2 Secondary Fire unlocked + - + Ability 1 unlocked + + - Ability 2 unlocked + + + Ultimate unlocked - + + Attack 20 18 1 Defense 10 18 0 Health 30 18 5 Speed 20 18 80 Sustain 10 18 4 Special ability 1 Burning rank 2 Ult charge rank 2 Root rank 2 Special ability 2 Teleport rank 3 Ult charge rank 3 Burning rank 3 The hero, item quality, and visual effect will not change. The total number of stat points remains the same. After the first reroll, the item has a total of 5 ranks in Ult charge (the ranks from two special ability slots are added together).

Rerolling costs both gold and Horadric Favor. The price depends on the player’s level and the item’s quality. The level factor does not increase anymore after level 60.

Reroll Cost Item quality Gold cost Favor cost Common (white) 2.5 * ( 1 + ( 0.02 * player level / 1.1 ) ) 0 Uncommon (green) 12.5 * ( 1 + ( 0.02 * player level / 1.1 ) ) 1 Rare (blue) 87.5 * ( 1 + ( 0.02 * player level / 1.1 ) ) 1 Epic (purple) 200 * ( 1 + ( 0.02 * player level / 1.1 ) ) 1 Legendary (orange) 750 * ( 1 + ( 0.02 * player level / 1.1 ) ) 2 Primal (red) 5000 * ( 1 + ( 0.02 * player level / 1.1 ) ) 2 Unique (orange) 500 * ( 1 + ( 0.02 * player level / 1.1 ) ) 3 Renewed item 3000 3 Special Super Novice item 3000 3 Prices are rounded to the nearest integer and will not increase after player level 60.

3.4.2 Roll Back

The secondary function of the Reroll station is called Roll Back and allows players to revert the last reroll action they performed if they are unhappy with the outcome. Rolling back an item is free. However, the gold cost of the Reroll aren’t returned to the player. The roll back function can also be used to undo the Essence of Evil transformation or to remove the sky blue visual effect obtained by defeating the Ancients on the Arreat Summit map a second time.

Rolling back an item is no longer possible when the player equips another item, picks up a rune, imbues their equipped item, reaches level 100, or loads their progress or an item from a save code.

3.5 Imbue

The Imbue station appears as a red ring and allows players to upgrade their equipped item. Any item that is not of legendary or better quality can be upgraded to the next highest quality here. It will be rerolled as if it had just been dropped by a monster of the player’s level (so it is rescaled to the player’s level!). The only attribute that is guaranteed to remain unchanged is the item’s hero.

Legendary or higher quality items can also be improved with Imbue and will gain 1 point to a random base stat or special ability rank. Base stat bonuses cannot be higher than 50 nor can they be increased beyond the player’s current level. The maximum rank for each special ability slot is 10. So at some point, an item can no longer be improved with Imbue. If both an item’s base stats bonuses and its special ability ranks can still be improved, then a base stat bonus will be increased in 75% of all cases, and a special ability rank in the other 25%.

Imbuing an item is quite expensive, costs both gold and Horadric favor, and the price increases with the player’s level, up to player level 60.

Imbue Cost Item quality Gold cost Favor cost Common (white/yellow)¹ 71.016 * ( 0.5 + 0.01 * player level ) 1 Uncommon (green) 284.064 * ( 0.5 + 0.01 * player level ) 2 Rare (blue) 1136.256 * ( 0.5 + 0.01 * player level ) 3 Epic (purple) 4545.024 * ( 0.5 + 0.01 * player level ) 4 Legendary (orange) 500 5 Primal (red) 500 6 Unique (orange) 500 8 Prices are rounded to the nearest integer and will not increase after player level 60.

¹ Super Novice items still count as common items and will turn into a regular green item when imbued.

3.6 Soul Stones

While standing inside the yellow ring in town, players can purchase Soul Stones for some gold and 1 point of Horadric Favor. Soul Stones can be used to summon a boss opponent outside of town. They cost another point of Horadric Favor to use and only one Soul Stone can be active at a time.

Soul Stone Cost 36 + 3 * Player Level

Prices are rounded to the nearest integer and will not increase after player level 60.

3.7 Quests

3.7.1 Start/Turn In Quest

At the Quests station (purple ring), players can start, abandon, and turn in quests.

Quests are short missions, available on most maps, that can usually be completed within about 10 minutes. They cost a small amount of gold to start and award the player with Experience, Horadric Favor, and a random item of at least uncommon (green) quality upon completion. The random item reward follows the same rules that apply to items obtained from the Gamble station (see 3.3 Gamble). The amount of Horadric Favor gained is the amount a player would have earned by defeating 15 regular monsters on the same map (while not suffering from any EXP/drop penalty).

Quests are lost when loading progress from a save state.

Quest cost 24 + 2.25 * Player Level

Prices are rounded to the nearest integer and will not increase after player level 60.

Quest types Quest Description Kill boss Requires the player to kill a boss. Kill champions Requires the player to kill a certain number of champions. Kill enemies Requires the player to kill a certain number of enemies of any type (regular, champion, boss, or special boss). Pick up gold Requires the player to obtain a certain amount of gold from picking up loot spheres. Obtain equippable items Requires the player to obtain a certain number of equippable items by picking up loot spheres or by gambling. Charge crystal with moonlight Requires the player to find sky blue light shafts, step inside them, and press Crouch to charge a crystal with moonlight for a certain number of times. Close demonic portals Requires the player to find and close a certain number of demonic portals that appear as large red auras. Portals can be closed by pressing Crouch while standing near them. Destroy corruption tumors Requires the player to find and destroy a certain number of corruption tumors (large green bad auras). Tumors can be destroyed by pressing Crouch while standing near them. The Kill boss quest can only be obtained when the player either has enough gold to purchase a Soul Stone and at least 2 points of Horadric Favor, or already has at least one Soul Stone in their possession as well as 1 point of Horadric Favor. If a player meets these requirements, they have a chance of 1 in 6 to obtain the Kill boss quest. If they do not meet these requirements or did not get the boss quest, they have an even chance to obtain any of the seven other quests.

Players will never get the same quest type twice in a row.

Quest EXP and Horadric Favor rewards Default EXP reward = ( 0.625 * Player Level ^ 2 + 39.375 * Player Level + 112.5 ) / 9 Map type EXP reward multiplier Horadric Favor rewards Regular maps + Secret place 1 1.125 Adventure map type 1¹ 1.1 0.956 Adventure map type 2² 1.25 0.788 Elite map 2 2.25 ¹ Type 1 maps: Forgotten Tower (Lijiang Tower), Arcane Sanctuary (Oasis).

² Type 2 maps: Lower Kurast (Ilios), Travincal (Busan), City of the Damned (Lijiang Tower Lunar New Year), Bloody Foothills (Nepal).

3.7.2 Abandon Quest

The secondary function of the Quests station - accessed by holding Reload while pressing Crouch - allows a player to abandon their current quest. All quest progress is lost and the player does not get their gold back.

3.8 Create Save Code and Autosave

3.8.1 Create Save Code

By using the green Create Save Code station, players can obtain a 40-digit save code that represents their current progress.

A save code will only appear for 5.5 seconds on the screen of the player who saved, so it is vital that the player takes a screenshot or uses camera to keep an image of their code.

Be aware that some spectators may be able to see your code!

A save code stores

a player’s level

progress towards the next level

the amount of gold a player owns

the number of carried Soul Stones

the player’s equipped item

The gold value of the player’s inventory is included in the code as well, but the actual items in the player’s inventory are not. To save multiple items, a player needs equip and get a different save code for each item. Horadric Favor and the number of Stones of Jordan/Puzzle Rings that have been sold to merchants cannot be saved.

Save codes store all values at the state they were in when the code was created. Anything that happens after that is not included in the same code anymore. (You can think of the save codes like of passwords in old video games.)

Whenever a player obtains a save code, no other player can create a code for 6 seconds.

The player who obtains a code cannot create another code for 40 seconds.

3.8.2 Autosave

Using the secondary function of the Create Save Code station by holding Reload while pressing Crouch will activate/deactivate the Autosave feature for the user. Autosave is disabled by default. When a player has activated it, they will automatically obtain a save code once every 30 minutes of playtime. Autosave is the only way a player can obtain a save code outside of town and without manually using the Create Save Code station.

3.9 Load Save State and Load Item

3.9.1 Load Save State

At the Load Save State station (represented by a white ring), players can load their progress as it was stored in a save code. In order to do that, they need to enter all 40 digits of a save code correctly (see 2.2 Entering Save Codes on how to enter a code).

The game will remember the numbers that each player entered, until that player resets the code by pressing Secondary Fire while holding Reload, successfully loads a save state or item, or obtains or changes an item in any other way.

When loading a save state by confirming a valid code with Ultimate, all progress the player had before loading will be lost and be replaced by the loaded progress. Horadric Favor is always lost since it cannot be saved. Any item stored for the Buy back and Roll back services will be removed.

No save code can be used by more than one player in the same game (with the exception of the Training completion reward code).

3.9.2 Load Item

Players also have the option to load only the item that is stored in a save code, by using the secondary function of the Load Save State station: Load Item. This function can be accessed by holding Reload when activating the Load Item station with Crouch.

Loading an item will add the item to the player’s inventory, so the player needs to have at least one empty inventory slot (carry less than 5 inventory items) to successfully load an item. Furthermore, there are some (quite complicated) restrictions:

Load Item Restrictions Player Level Restrictions 1-59 The player can only load items from save states that have a level equal to or lower than the player’s current level. The player cannot load any item while carrying a common item (equipped or in the inventory). The player cannot load any common item from a save state. 60+ The player can load any item from a save state below level 100 as long as it is not a common item from a save state below level 60. They cannot load items from level 100+ save states. 100+ The player can load any item that is not a common item from a save state below level 60.

4. Hunting and Experience

4.1 Experience and Level Progress

Players can earn Experience (EXP) by defeating monsters and by completing quests. The higher the level of an enemy, the more EXP a player can earn from defeating it. The higher a player’s level, the more EXP they will obtain from completing a quest.

Once a player’s EXP progress towards the next level reaches 100%, they will gain a level. A higher player level increases a player’s Attack, Defense, Health, Speed, and Sustain values (see 6.3 for exact values), and the their Magic Find ‰. It also increases the price for Gamble, Soul Stones, Quests, Imbue, and Reroll (up to player level 60).

The higher a player’s level, the more EXP they will need to reach the next one. After level 100, EXP progress gets a lot slower.

EXP required to reach the next level Player Level EXP required to reach the next level 1-99 Player Level * Player Level * 10 100+ Player Level * Player Level * 100 * (Player Level - 99)

EXP rewards Default EXP reward = ( 0.05 * Level ^ 2 + 3.15 * Level + 9 ) / 9 Default enemy EXP values Enemy Level EXP 1 1 3 2.1 6 3.3 9 4.6 12 6 15 7.5 18 9.1 21 10.8 24 12.6 27 14.5 30 16.5 33 18.6 36 20.8 39 23.1 42 25.5 45 28 48 30.6 51 33.3 54 36.1 57 39 60 42 EXP source EXP reward multiplier Regular enemy 1 Champion 2.5 Boss 12.5 Quest 12.5 Special boss 36.25 On Elite maps, all enemies count as level 60 for the purpose of EXP calculation, but kill EXP rewards are multiplied by: 2 + 0.05 * ( Enemy Level - 60 ) and EXP rewards for quests are multiplied by 2.

The Player Level is used when calculating quest rewards, otherwise the enemy level is used.

Hunting Guide: Highest EXP per enemy and highest EXP per enemy with 100% drop chance multiplier, for every player level Player Level Enemy level with top EXP EXP per enemy Drop chance penalty Enemy level with top EXP & no drop penalty EXP per enemy difference to top EXP 1 9 3.68 -20% 6 3.3 -10.33% 2 9 4.14 -10% 6 3.3 -20.29% 3 9 4.6 9 4.6 4 12 4.8 -20% 9 4.6 -4.17% 5 12 5.4 -10% 9 4.6 -14.81% 6 12 6 12 6 7 12 / 15 6 12 6 8 15 6.75 -10% 12 6 -11.11% 9 15 7.5 15 7.5 10 15 7.5 15 7.5 11 18 8.19 -10% 15 7.5 -8.42% 12 18 9.1 18 9.1 13 18 9.1 18 9.1 14 21 9.72 -10% 18 9.1 -6.38% 15 21 10.8 21 10.8 16 21 10.8 21 10.8 17 24 11.34 -10% 21 10.8 -4.76% 18 24 12.6 24 12.6 19 24 12.6 24 12.6 20 27 13.05 -10% 24 12.6 -3.45% 21 27 14.5 27 14.5 22 27 14.5 27 14.5 23 30 14.85 -10% 27 14.5 -2.36% 24 30 16.5 30 16.5 25 30 16.5 30 16.5 26 33 16.74 -10% 30 16.5 -1.43% 27 33 18.6 33 18.6 28 33 18.6 33 18.6 29 36 18.72 -10% 33 18.6 -0.64% 30 36 20.8 36 20.8 31 36 20.8 36 20.8 32 36 20.8 36 20.8 33 39 23.1 39 23.1 34 39 23.1 39 23.1 35 39 23.1 39 23.1 36 42 25.5 42 25.5 37 42 25.5 42 25.5 38 42 25.5 42 25.5 39 45 28 45 28 40 45 28 45 28 41 45 28 45 28 42 48 30.6 48 30.6 43 48 30.6 48 30.6 44 48 30.6 48 30.6 45 51 33.3 51 33.3 46 51 33.3 51 33.3 47 51 33.3 51 33.3 48 54 36.1 54 36.1 49 54 36.1 54 36.1 50 54 36.1 54 36.1 51 57 39 57 39 52 57 39 57 39 53 57 39 57 39 54+ 60 42 60 42

4.2 Temporary Experience Bonuses

Players can earn three different temporary bonuses to their Experience gain that fully stack, when they defeat a boss, pick up a Lucky Charm, or earn Horadric Favor.

EXP gain bonuses Source Effect Duration Boss defeated +20% EXP 5 minutes Lucky Charm picked up +20% EXP 2-10 minutes (the durations stack when multiple charms are picked up) Horadric Favor 1% per full point Indefinite until the Favor is lost or the match ends All temporary EXP gain bonuses are lost when a player loads progress from a save code or leaves the match, or when the match ends.

4.3 Group Experience Bonus

When defeating enemies, there is a 10% bonus for each player after the first that contributed to defeating an enemy (for example, when three players contributed to defeating an enemy, each of them will get an EXP bonus of +20%). This bonus fully stacks with all temporary EXP bonuses a player may have.

4.4 Horadric Favor

Horadric Favor can be earned slowly be defeating enemies and by completing quests (and a tiny amount can be obtained by selling items on any hunting map other than the Arreat Summit).

It acts as a secondary currency for many services in town, but also grants the player an EXP bonus and a bonus to their Magic Find ‰ for as long as they have it. Horadric Favor cannot be saved and will be lost when a player leaves a match or loads progress from a save code.

A player can have up to 40 points of Horadric Favor. Each full point grants an EXP bonus of 1% and a Magic Find bonus of 2.5‰ (half permille values are rounded down).

Horadric Favor is required for the following services and actions:

Gamble

Reroll (not always)

Imbue

Buy Soul Stone

Use Soul Stone

Gift item

Horadric Favor gain rates Action Amount of Horadric Favor rewarded Kill regular enemy 0.09 Kill champion 0.18 Kill boss 0.27 Kill special boss 0.36 Turn in quest 1.125 Sell item¹ 0.09 Kill Ancients for the first time 5 ¹ Selling an item on the Arreat Summit map will not grant any Horadric Favor. On Adventure maps type 1², all amounts except for the Sell item reward are reduced by 15%.

On Adventure maps type 2³, all amounts except for the Sell item reward are reduced by 30%.

On Elite maps, all amounts gained from kills are multiplied by: 2 + 0.018 * ( Enemy Level - 50 ) and turning in a quest grants 2.25 Horadric Favor. Selling an item still returns the default amount of 0.09 Horadric Favor. ² Type 1 maps: Forgotten Tower (Lijiang Tower), Arcane Sanctuary (Oasis).

³ Type 2 maps: Lower Kurast (Ilios), Travincal (Busan), City of the Damned (Lijiang Tower Lunar New Year), Bloody Foothills (Nepal).

The rate at which Horadric Favor is gained is subject to the EXP/drop penalty (see 4.3 Experience/Drop Penalty).

4.5 Experience/Drop Penalty

When a player kills an enemy whose level is too far above or below their own (7 or more levels difference), they will suffer a penalty to the amount of EXP and Horadric Favor they gain and to their chance to obtain loot.

Exact penalty values Level Difference EXP and Horadric Favor penalty Chance to get no loot roll 0-6 -0% 0% 7 -10% 10% 8 -20% 20% 9 -30% 30% 10 -40% 40% 11 -50% 50% 12 -60% 60% 13 -70% 70% 14 -80% 80% 15 -90% 90% 16+ -100% 100% Example: A level 12 enemy that by default would have a 30.15% chance to drop loot for a level 1 player effectively only has a 15.075% chance to drop loot for that player due to the 50% chance that the loot roll will be lost.

Special cases/exceptions:

Level 60+ enemies will always give full rewards to players that are above their level.

The bosses on the Arreat Summit boss encounter map will always give full rewards to players who can enter (level 20+).

When too many enemies die from falling into a pit, then additional enemies that die from falling into a pit will not grant any rewards to players anymore until some enemies have died in other ways (bosses cannot die from falling into a pit).

4.6 Tagging Enemies - Contributor Status

In order to be eligible for an enemy kill reward, players need to have dealt damage to that enemy or have knocked it back at least once. Players on a tank hero also become contributors when they take damage from an enemy. Players on support heroes additionally count as contributors when they are alive near a monster that dies, and not in town. The contributor status will only be lost when a player loads progress from a save code or leaves the match.

Damage dealt by Torbjörn’s Turret, Symmetra’s Sentry Turret, or Ashe’s Bob will not tag a player as contributor due to technical limitations.

4.7 Monster Types

On most hunting maps, players can encounter different types of enemies.

Regular enemies (white name): They are the default enemies in Loot Quest. Players can encounter them on all regular maps, Adventure maps, and in the secret place. On the Elite maps they will encounter an Elite version of regular enemies.

(white name): They are the default enemies in Loot Quest. Players can encounter them on all regular maps, Adventure maps, and in the secret place. On the Elite maps they will encounter an Elite version of regular enemies. Champions (blue name): Champions are a stronger version of the default enemy. They will sometimes spawn on all regular maps, Adventure maps, and in the secret place (for champion spawn rates, see 4.5 Map Types). On the Elite maps, players will encounter Elite champions. Champions will always drop at least gold when defeated (unless the drop penalty prevents them from doing so).

(blue name): Champions are a stronger version of the default enemy. They will sometimes spawn on all regular maps, Adventure maps, and in the secret place (for champion spawn rates, see 4.5 Map Types). On the Elite maps, players will encounter Elite champions. Champions will always drop at least gold when defeated (unless the drop penalty prevents them from doing so). Bosses (orange name): Bosses are the toughest opponents in Loot Quest. They will only appear when a player summons them by using a Soul Stone. There can never be more than one active boss in a game at the same time, with the exception of the Ancients on the Arreat Summit map.

(orange name): Bosses are the toughest opponents in Loot Quest. They will only appear when a player summons them by using a Soul Stone. There can never be more than one active boss in a game at the same time, with the exception of the Ancients on the Arreat Summit map. The Ancients (orange names: Talic the Defender, Madawc the Guardian, and Korlic the Protector): They are three level 60 bosses that the player(s) must fight at the same time. The Ancients have also mastered the art of the Barbarian Leap and will sometimes jump to reach higher ground (see 4.5 Map Types to learn more about the Arreat Summit boss encounter).

(orange names: Talic the Defender, Madawc the Guardian, and Korlic the Protector): They are three level 60 bosses that the player(s) must fight at the same time. The Ancients have also mastered the art of the Barbarian Leap and will sometimes jump to reach higher ground (see 4.5 Map Types to learn more about the Arreat Summit boss encounter). Special Bosses (red name): These bosses are even stronger than the default ones and only appear under special circumstances.

Enemy damage dealt, max health, movement speed, and projectile speed depend on the enemy’s level (on regular maps movement speeds vary slightly depending on which hunting zone an enemy spawned in; this does not affect level 60 enemies and in some cases does not affect enemies near level 60.)

Enemy types: EXP, damage bonus, damage reduction, max health/projectile speed bonus, movement speed bonus Enemy type EXP Damage dealt Damage reduction Max health/proj. speed Move speed Regular x1 - - - - Champion x2.5 +25% 50% +25% +16.7% Boss x12.5 +75% 90% +50% +33.4% Special boss x36.25 +150% 90% +95% +50.1% Elite regular x2¹ - 75% - - Elite champion x5¹ +25% 80% +25% +16.7% Elite boss x25¹ +75% 95% +50% +33.4% Elite special boss x72.5¹ +150% 95% +95% +50.1% ¹ See EXP rewards under 4.1 Experience and Level Progress for more details on how EXP rewards are calculated on Elite maps.

All enemies will take slightly less damage for each additional player in the game.

Enemy damage taken based on number of players in game Number of players Enemy damage taken 1 100% 2 71.43% 3 55.56% 4 45.45% 5 38.46% 6 33.33%

4.8 Map Types

4.8.1 Training

The Training map is a guided tutorial in which new players can learn about the core mechanics of Loot Quest. Saving and loading are disabled on this map. Just follow the instructions on screen.

4.8.2 Regular Maps

Regular maps are a good place to start playing Loot Quest on. There are a total of 16 different maps that all feature 5 hunting zones in which enemies of 5 different level increments will spawn. Champion spawn rates on regular maps depend on the player’s level and the hunting zone. 5 level increments on the same map allow players of a higher level range to play in the same match, and new players can easily find the enemy level that they feel most comfortable hunting. The easiest hunting zone is always the one closest to town (the player team’s spawn area), with zones getting progressively more difficult the further away they are from it. The green teleporter in town will always lead to hunting zone 2, while the purple teleporter can transports players to zone 4. All monsters on regular maps will be a random hero.

Enemies on regular maps are between level 1 and 60 (+3 levels per increment).

Champion spawn rates (regular maps) Enemy level in zone 1 Zone 1 Zone 2 Zone 3 Zone 4 Zone 5 1 10% 10% 10% 10% 10% 3 10% 10% 10% 10% 10% 6 10% 10% 10% 10% 20% 9 10% 10% 20% 20% 20% 12 10% 10% 20% 20% 30% 15 10% 20% 20% 30% 30% 18 10% 20% 30% 30% 40% 21 10% 20% 30% 40% 40% 24 10% 20% 30% 40% 50% 27 20% 30% 40% 50% 60% 30 20% 30% 40% 50% 60% 33 20% 30% 40% 50% 70% 36 20% 30% 50% 60% 70% 39 20% 30% 50% 60% 80% 42 20% 40% 50% 70% 80% 45 20% 40% 60% 70% 90% 48 20% 40% 60% 80% 100% 51 40% 60% 80% 100% 100% 54 70% 90% 100% 100% 100% 57 90% 100% 100% 100% 100% 60 100% 100% 100% 100% 100%

The number of enemies that can be up at the same time on regular maps is equal to the number of players in hunting zones + 1 (up to a maximum of 6 enemies).

4.8.3 Adventure Maps

Adventure maps are a bit more dangerous than regular maps, but offer some increased rewards. There are 6 different Adventure maps that have only one hunting zone each, so there is only one enemy level increment for the entire map. Enemies on Adventure maps will deal more damage, compared to regular maps, and more monsters can be up at the same time in a game with 4 or less players in hunting zones. The champion spawn rate, however, is fixed, and players receive less Horadric Favor from kills and from turning in quests. Most enemy types on Adventure maps can only spawn as certain heroes or roles (damage dealer, tank, or support).

Enemies on regular maps are between level 1 and 60 (+3 levels per increment).

Adventure maps overview Map EXP / enemy damage Runes / Lucky Charms CSR¹ Regular Champion Boss HF² Special Forgotten Tower (Lijiang Tower) +10% +50% 16.7% 67% damage, 33% support Tank Ana, Ashe, Brigitte, Echo, Mercy, Moira, Widowmaker -15% - Arcane Sanctuary (Oasis) +10% +50% 16.7% Damage Tank Mei, Sigma, Symmetra -15% - Lower Kurast (Ilios) +25% +100% 25% 67% damage, 33% support Tank Reinhardt -30% +25% healing dealt Travincal (Busan) +25% +100% 25% Damage Support Ashe, Doomfist, Genji, Hanzo, Junkrat, Pharah, Reaper, Symmetra, Soldier: 76, Tracer, Widowmaker -30% +25% healing dealt City of the Damned (Lijiang Tower Lunar New Year) +25% +100% 25% Tank 50% damage, 50% support D.Va, Reinhardt, Sigma -30% - Bloody Foothills (Nepal) +25% +100% 25% Damage Tank Orisa, Reinhardt, Roadhog -30% +25% max health ¹ Champion spawn rate

² Horadric Favor gain is reduced on Adventure maps for all actions except when selling an item.

The number of enemies that can be up at the same time on Adventure maps is equal to the number of players in hunting zones + 2 (up to a maximum of 6 enemies).

4.8.4 The Arreat Summit

The Arreat Summit map is a special boss encounter in which the player(s) must defeat the Ancients - three level 60 bosses that will all come to live and attack them at the same time. Player level 20 is required to use the portal to the summit. To begin the encounter, a player must active the sky blue orb (the tablet of the Ancients) by pressing Crouch.

Unlike other bosses, the Ancients can jump and will leap on top of elevated positions. Player cannot leave the combat area, delimited by a large sky blue sphere during the battle.

When defeating the Ancients for the first time, a player will receive an enormous amount of Experience, 5 points of Horadric Favor, and a random +1 Rune as a drop.

A player may choose to battle the Ancients again, to obtain a sky blue visual effect on their equipped item. This effect can only be added to an item that previously had no visual effect. On common items, the effect will be replaced by the everchanging visual effect when they turn into Super Novice items. Defeating the Ancients is the only way to obtain a sky blue visual effect. Only players who have defeated the Ancients before can obtain this effect.

The visual effect that is added depends on the Ancient that was killed last.

Ancient Hero Effect Talic the Defender (Brigitte) Good pickup effect Madawc the Guardian (Torbjörn) Bad pickup effect Korlic the Protector (Orisa) Ring explosion

The effect can be removed again with the Roll Back function of the Reroll station in town, until the player equips another item, loads progress or an item from a save state, reaches level 100, imbues the equipped item, or leaves the match.

Players can only earn Horadric Favor once on the Arreat Summit map, when they defeat the Ancients for the first time (no Favor is granted for subsequent kills or from selling items).

Players need to have defeated the Ancients at least once, to step through the portal on the Worldstone Keep map.

4.8.5 Elite Maps

Elite maps feature the toughest opponents in Loot Quest. Enemies here are level 60 or higher. Only players of level 45 or above may enter the portals (to use the Worldstone Keep portal, a player must also have defeated the Ancients on the Arreat Summit map at least once). EXP and Horadric Favor rewards from quests are doubled here, and kills give more than twice as much EXP and Favor per enemy compared to regular maps (see EXP rewards under 4.1 Experience and Level Progress and Horadric Favor gain rates under 4.2 Horadric Favor for details). The drop rate for Runes and Lucky Charms is 4 times as high as it is on regular maps, but the bonus for using a common item does not work on Elite maps.

Enemies on regular maps are between level 60 and 100 (+10 per increment).

Champion spawn rate (Elite maps) Enemy level Champion spawn rate 60 14.3% 70 16.7% 80 20% 90 25% 100 33.3%

4.8.6 Secret Cow Level

This place is secret. There is only one hunting zone. Champions are much more scarce here (6.67% spawn rate), and all items reek of dung… quest rewards and Horadric Favor gains are the same they are on regular maps, but reports mention a suspicious amount of Runes and Lucky Charms. Regular monsters appear to drop no gold, will have to find out about the champions…

Enemies in the secret place are between level 1 and 60 (+3 levels per increment).

4.8.7 Raids

Raids are difficult endgame instances, in which players need to complete certain objectives (usually by defeating strong enemies).

Preparation Phase:

At the start of the match, players have access to the Load Save State, Buy Back, and Create Save Code stations. There is also a new station called Start Raid (Host Only).

The autosave feature cannot be activated in raids.

When the host uses the Start Raid station, a countdown of 30 seconds will start. When it reaches 0, the raid begins and all players who are level 85 or higher at that moment will participate (any item left in their inventory will be removed and converted to gold).

Players who are not level 85 or higher when the countdown reaches 0 can no longer participate. The same applies to players who join the match at a later point.

The host can cancel the starting countdown by using the Start Raid station again.

Selling items will not grant any Horadric Favor on raid maps.

During the Raid

All players can resurrect fallen allies by pressing crouch near a dead player.

Resurrecting a player takes 3 full seconds and will be canceled when the resurrecting player presses Primary Fire, Secondary Fire, Ability 1, Ability 2, or Ultimate, or moves too far away from the fallen ally.

Players will not obtain any EXP, loot, or Horadric Favor during a raid. All rewards are obtained upon completion.

Players will not lose EXP % when they die during a raid, but they cannot recall to town and will have to wait for other players to resurrect them.

When all players participating in a raid are dead, then the raid has failed, the match will end, and the players need to start over again in another match.

After Completion

When a group of players successfully completes a raid, they will receive a lot of EXP, gold, 40 Horadric Favor, a rare item, and an Arcane Crystal Fragment (blue orb, level 100+ players only).

The match will automatically end 10 minutes after a raid has been completed.

The amount of gold and EXP players will receive upon completion depends on the number and types of enemies they have defeated during the raid.

The completion time will be rated with a rank. Better completion ranks grant a bonus to the initial base stats of equippable items obtained as raid rewards. The completion time has no impact on the item quality of reward items.

In the final area, players have access to the Buy Back, and Create Save Code stations. Level 100+ players can also use the Enchant station once per raid completion.

When a group of players completes a raid without suffering a single death, they can obtain an additional reward from a special No Death Reward station (once per player and run).

Players may gift equippable items obtained from completing a raid to other players who participated in the raid (until the match ends) even when the items are of a quality that normally cannot be gifted (however, level 100+ players still cannot gift items to players below level 100 and infused or enchanted items still cannot be gifted; when a player creates a save code, the item included in the code no longer benefits from the exception to the gifting rules).

All services used after completing a raid consume no Horadric Favor (stations and gifting).

The Enchant station can increase the Enchant level of an item with the correct Enchant level for the current raid by 1 with a certain probability (see tables Enchant success rate and Raid maps overview below for details).

Super Novice items and items of legendary or higher quality may be enchanted (the same item qualities that can be infused with Arcane Crystal Fragments).

The Enchant success rate depends on the number of Arcane Crystal Fragments that an item has been infused with.

Enchant success rate Arcane Crystal Fragments Success rate 0 - 1 1.23% 2 4.94% 3 11.11% 4 19.75% 5 30.86% 6 44.44% 7 60.49% 8 79.01% 9 100%

Raid maps overview Map Enemy level Required Enchant level Enchant level obtained after successful enchantment Unstable Core 100 +0 +1 Frozen Factory 105 +1 +2 UD 110 +2 +3 GC 115 +3 +4 MV 120 +4 +5

4.8.8 Fishing and Herbalism Maps

Fishing and Herbalism maps are peaceful, slow progress maps for up to 12 players of all level ranges. On these maps, players can harvest rare herbs and catch rare fish (see 2.4 on how to harvest herbs and catch fish), but there are no enemies to fight here.

When harvesting a herb or catching a fish, players will earn a small amount of EXP, gold, and Horadric Favor. They also have a chance to find an equippable item, a rune, or a lucky charm (the rune finding bonus of common items does not apply on these maps; common items can only be found by players of level 6 or lower).

The average rewards earned from catching a fish are slightly better than the average rewards obtained from harvesting a herb. Primal items and Diablo 2 themed uniques cannot be found when fishing or harvesting, but they may be aquired - with luck - from using the Gamble station (if the usual requirements are met).

When harvesting a herb, players additionally have the chance to get a speed boost for 7.5 seconds.

When catching a fish, players may also find a special lure, that will make all fish bite faster for 30 seconds.

Herbs are shared among all players in a match, so when a herb is harvested by one player it will disappear for all.

Fishing pools can be used by multiple players at the same time. When a pool disappears, players that had started fishing in it, can still catch a fish.

Using a Soul Stone on a Fishing and Herbalism map, will activate scrying for 2 minutes . A player who is scrying can see the location of the rarest herb that is currently on the map and may press the wrong button twice per fish without losing it.

There is no penalty for dying on a Fishing and Herbalism map.

The number of players in the game increases the EXP gained from harvesting herbs and slightly increases the chance for rare herbs to spawn.

The number of players fishing from the same pool increases the EXP gained from fishing at that pool and slightly increases a player’s chance to catch a rare fish (the calculation uses the highest number of players that were fishing concurrently from the same pool as the player at any point during a player’s fishing action).

Crafting Stations

Crafting stations can sometimes randomly spawn when a player collects a herb or a fish. These stations stay in the game for 90 seconds after spawning and allow players to upgrade one base stat or special ability multiple times, for the cost of either herbs or fish.

As with Imbue, base stats cannot be increased beyond their maximum value of 50 or beyond the player’s current level.

Special ability ranks cannot be upgraded beyond 10 per ability slot (before the specialist bonus is applied).

75% of all crafting stations offer base stat upgrades and 25% offer upgrades for special abilities.

A player can only upgrade a special ability’s rank on an item that has said special ability (universalist bonuses cannot be upgraded via crafting station).

Common items, in general, cannot be upgraded with crafting stations.

The number of materials required to craft can be seen in the lists of collected herbs and fish in brackets. More common materials will be used first.

When loading a save state, a player will lose all the herbs and fish they have collected so far.

5. Loot and Drop Rates

5.1 Drop Rates & Magic Find

Defeated monsters in Loot Quest have a chance to drop loot (represented by a colored sphere on the ground) for all players who contributed in fighting them (see 4.4 Tagging Enemies - Contributor Status on what qualifies a player to count as a contributor). The chance to obtain a drop depends solely on the defeated enemy type and a player’s Magic Find ‰ bonus, except for Runes and Lucky Charms where the drop rate is determined by the map, but is greatly increased for players that use a common item (that bonus for common items does not apply on Elite maps).

The chance to obtain a higher quality item when using the Gamble station is also increased by a player’s current Magic Find ‰.

A player’s default Magic Find ‰ is equal to their level multiplied with 5.

Each point of Horadric Favor a player owns, will add another 2.5‰ (half permille values are rounded down).

Defeating a boss grants a temporary bonus of 20‰ for 5 minutes.

Picking up a Lucky Charm adds another bonus of 20‰ for 2-10 minutes (durations of multiple Lucky Charms that were picked up by the player stack).

All temporary bonuses to Magic Find are lost when a player leaves the match or loads progress from a save state, or when the match ends. They cannot be saved.

Loot is evaluated and created individually for each player. Each loot drop stays on the ground for 90 seconds, then it will disappear. A player can have up to 3 drops on the ground at any given time. When there are 3 drops on the ground already, new drops will replace the existing ones if the new drop is of equal or better quality than all of the three drops on the ground (if multiple drops on the ground are of the same lowest quality, the oldest one gets replaced first).

Drop qualities and their appearance (from lowest to highest quality) Drop quality Drop type Appearance 1 Gold Yellow sphere 2 Common item White sphere 3 Uncommon item Green sphere 4 Rare item Blue sphere 5 Epic item Purple sphere 6 Lucky Charm Lime green sphere 7 Rune Aqua sphere 8 Legendary item Orange sphere 9 Arcane Crystal Fragment Blue orb 10 Primal item Red sphere 11 Heirloom item Aqua orb 12 Unique item Orange orb

Each enemy in Loot Quest can only award a player with one drop.

5.2 Gold

Regular enemies and champions can drop gold when they are defeated (visible as yellow sphere on the ground). Champions will always drop gold or something better if their drop roll is not removed by a drop penalty. The average amount of gold dropped depends on the level of the defeated monster but will vary; champions in the average will drop twice as much gold as regular enemies. Bosses cannot drop gold since they will always drop an item of at least uncommon quality. Enemies on Elite maps will drop twice as much gold compared to enemies of the same type and level on all other maps. Champions in the secret place follow different rules… Regular enemies in the secret place will not drop any gold!

Dropped gold amounts Level Regular enemy Champion 1 1-2 1-2 3 1-2 1-3 6 1-2 2-4 9 1-3 2-5 12 1-3 2-5 15 1-3 2-6 18 2-4 3-7 21 2-4 3-8 24 2-4 3-8 27 2-5 3-9 30 2-5 4-10 33 2-6 4-11 36 2-6 4-11 39 2-6 4-12 42 3-7 5-13 45 3-7 5-14 48 3-7 5-14 51 3-8 5-15 54 3-8 6-16 57 3-9 6-17 60 3-9 6-17 60 (elite) 6-17 12-48 70 (elite) 7-19 13-51 80 (elite) 7-20 13-51 90 (elite) 7-21 14-51 100 (elite) 8-23 15-53

5.3 Equippable Items

All enemies (with the exception of the Ancients) may drop equippable items.

Equippable items come in various qualities. Each quality has its own loot appearance:

White sphere: common item

Green sphere: uncommon item

Blue sphere: rare item

Purple sphere: epic item

Orange sphere: legendary item

Red sphere: primal item

Aqua orb: heirloom item

Orange orb: unique item

Common (white) items can only drop from enemies of level 6 or lower!

Primal (red) items can only drop from enemies of level 60 or higher. There is a 4% chance that a legendary item will drop as a primal in that level range.

Unique (named orange) items are very rare but may drop with an equal chance from any enemy in the game. On Elite maps, that chance is doubled.

See 6. Equippable Items and Stats for more information on equippable items.

5.4 Runes and Lucky Charms

Runes and Lucky Charms - unlike all other drops - are not found more often by a player with a higher Magic Find ‰. Instead, the drop chance is solely determined by the map type. Runes and Lucky Charms can only be dropped by regular enemies and champions - but not by bosses - and the latter globally are four times as likely to award them as a drop. Players, in the average, will find just as many Runes as they find Lucky Charms.

There is one exception to this rule: A player who uses a common item benefits from a greatly increased chance to find Runes and Lucky Charms, which is the same across all map types (with the exception of Elite maps where this bonus does not apply). Players using a common item will find Runes twice as often as they find Lucky Charms (except on Elite maps).

Rune/Lucky Charm drop chances per map type Map type Drop chance - regular enemy Drop chance - champion Regular map 1/250 1/62.5 Adventure maps type 1¹ 1/166.7 1/41.7 Adventure maps type 2² 1/125 1/32.3 Elite maps 1/62.5 1/15.6 Secret place 1/50 1/5 Common item user (regular and Adventure maps) 1/30.3 1/7.5 Common item user (secret place) 1/30.3 1/5 ¹ Type 1 maps: Forgotten Tower (Lijiang Tower), Arcane Sanctuary (Oasis).

² Type 2 maps: Lower Kurast (Ilios), Travincal (Busan), City of the Damned (Lijiang Tower Lunar New Year), Bloody Foothills (Nepal). The values given here are the chances to obtain either a Rune or a Lucky Charm.

5.4.1 Runes

Runes - when picked up - will permanently increase one of the base stats of the player’s equipped item by 1-5 (base stats cannot be increased beyond 50, but they can reach values that are higher than the player’s current level while Imbue cannot increase an item’s base stat beyond the player’s level). They are visible as aqua colored spheres on the ground.

When finding a Rune, there is a 60% chance that it will add +1 to a base stat, a 30% chance that it is a +2 Rune, and a 10% chance that it will be a + 5 Rune.

List of Runes Rune Effect Sol +1 Attack Nef +1 Defense Io +1 Health Shael +1 Speed El +1 Sustain Fal +2 Attack Pul +2 Defense Dol +2 Health Ko +2 Speed Gul +2 Sustain Ohm +5 Attack Ber +5 Defense Jah +5 Health Cham +5 Speed Vex +5 Sustain Zod +10 (stat depends on how it was obtained)

5.4.2 Lucky Charms

Lucky Charms when picked up, increase a player’s Magic Find by 20‰ for 2-10 minutes. They appear as lime green spheres on the ground. When a player picks up a Lucky Charm while already benefitting from a Lucky Charm effect, the duration of the new charm is added to the remaining duration.

When a player picks up a Lucky Charm, there is a 60% chance that it will grant a Magic Find bonus for 2 minutes, 30% chance that it will grant a bonus for 5 minutes, and a 10% chance that the bonus will last for 10 minutes.

5.5 Arcane Crystal Fragments

Players that are level 100 or higher may obtain an Arcane Crystal Fragment as a drop from any enemy they defeat (Magic Find ‰ does not increase the chance to find an Arcane Crystal Fragment).

Arcane Crystal Fragment: drop chance multiplier by enemy type Enemy type Drop chance multiplier Regular enemy x1 Champion x1.43 Boss x2.5 Special boss x10 Elite regular x2 Elite champion x2.86 Elite boss x5 Elite special boss x20

Arcane Crystal Fragments will infuse the player’s equipped item; they can only be picked up if the player’s equipped item is of legendary or higher quality or is a Super Novice item. Items that have been infused with an Arcane Crystal Fragment can no longer be gifted to other players.

Level 100+ items can be infused with up to 9 framents. The infusement level will be stored in a save code that includes the item and can be seen when a player uses Communicate: Ultimate status or Communicate: Ready to display the stats of their equipped item.

The infusement level has no effect on an item, but will be imporant in the next major update of Loot Quest.

5.6 Enchant Levels

Items that have been infused with Arcane Crystal Fragments can be upgraded to a higher Enchant level at an Enchant station (1 use after completing a raid).

The Enchant success rate depends on the number of Arcane Crystal Fragments that an item has been infused with.

Enchant success rate Arcane Crystal Fragments Success rate 0 - 1 1.23% 2 4.94% 3 11.11% 4 19.75% 5 30.86% 6 44.44% 7 60.49% 8 79.01% 9 100%

A higher Enchant level will increase a player’s damage dealt, max health, and healing dealt (these bonuses are added to the Super Novice and unique bonuses).

Enchant level bonuses Enchant level Damage Max Health Healing Dealt +1 +50% +25% +25% +2 +100% +50% +50% +3 +150% +75% +75% +4 +200% +100% +100% +5 +250% +125% +125%

5.7 Stones of Jordan & Puzzle Rings

The game keeps track of the number of legendary or higher quality items that have been found by players in each match. For each item found, one or more Stones of Jordan or Puzzle Rings is sold to the merchants. This progress cannot be stored in a save code and is lost when the match ends.

Rumors have it that - when enough Stones of Jordan or Puzzle Rings have been sold to merchants - Soul Stones may attract something more dangerous than a mere boss on the highest possible level of each map…

6. Equippable Items and Stats

6.1 Equipped Item & Inventory

At any time, players need to have one equippable item equipped. They can carry up to 5 additional equippable items in their inventory.

A player’s equipped item determines which hero a player is and what hero abilities they have access to. The equipped item also grants the player between 0 and 50 bonus points to each of the five base stats: Attack, Defense, Health, Speed, and Sustain, and in some cases powerful special ability passives.

A player’s equipped item is visible on the left side of the screen; the player’s inventory is displayed on the right side of the screen.

Players always have exactly one item equipped (everyone starts the game at level 1 with a Tracer item that has an item power of 5).

6.2 Item Quality and Values

Equippable items come in various qualities. Players can upgrade an item’s quality up to legendary at the Imbue station (see 3.5 Imbue).

From most common to rarest:

Common (white text)

Uncommon (green text)

Rare (blue text)

Epic (purple text)

Legendary (orange text)

Primal (red text)

Heirloom (aqua)

Unique (named orange)

Items will drop with the following values at level 60+:

Dropped item value ranges Item quality Unlocked hero abilities¹ Points per base stat² Special abilities Special ability ranks Chance for visual effect Common 0 0-30 - - - Uncommon 1 10-35 - - - Rare 2 20-40 1 1-4² - Epic 3 30-45 2 4-7² 10% Legendary 4 40-50 3 7-10² 50% Primal 4 50 Universalist³ 5³ 100% Heirloom 4 40-50 Universalist + 2⁴ 6 + 10⁴ 100% Unique 4 30-50 Universalist + 2⁴ 7 + 10⁴ 100% ¹ For most heroes, primary Fire is always unlocked, and Secondary Fire, Ability 1, Ability 2, and Ultimate are locked by default and have to be unlocked with an item (for Mei and Moira, Secondary Fire is always unlocked, and Primary Fire is locked by default instead).

² These values for base stat points and special ability ranks are multiplied with the item scaling multiplier (results are rounded up to the next integer; Universalist special abilities always have their full values).

³ Primal items grant rank 5 in all 6 special abilities. This bonus cannot be improved with Imbue. Primal items can be transformed with the Essence of Evil.

⁴ Heirloom items grant rank 6 in all 6 special abilities and an additional +10 to 2 random special abilites (those can change in type but not rank when the item is rerolled). Unique items grant rank 7 in all 6 special abilities and an additional +10 to 2 random special abilites.

Some item values will be affected by item scaling (see Dropped item value ranges just above). Dropped items scale to the level of the enemy that dropped them or to the player’s level if the enemy is of a higher level than the player that obtained the item. Items obtained from gambling or as a quest reward scale to the player’s level. Items that are upgraded to a higher item quality at the Imbue station are rescaled to the player’s level (they are not rescaled when they only gain +1 to a random base stat or special ability rank from imbuing).

Item scaling based on level Level Item Scaling Multiplier 0 0.22 1 0.233 2 0.246 3 0.259 4 0.272 5 0.285 6 0.298 7 0.311 8 0.324 9 0.337 10 0.35 11 0.363 12 0.376 13 0.389 14 0.402 15 0.415 16 0.428 17 0.441 18 0.454 19 0.467 20 0.48 21 0.493 22 0.506 23 0.519 24 0.532 25 0.545 26 0.558 27 0.571 28 0.584 29 0.597 30 0.61 31 0.623 32 0.636 33 0.649 34 0.662 35 0.675 36 0.688 37 0.701 38 0.714 39 0.727 40 0.74 41 0.753 42 0.766 43 0.779 44 0.792 45 0.805 46 0.818 47 0.831 48 0.844 49 0.857 50 0.87 51 0.883 52 0.896 53 0.909 54 0.922 55 0.935 56 0.948 57 0.961 58 0.974 59 0.987 60+ 1

For items with unusually low base stat values, see 7.5 Dung Items.

6.3 Base Stats

Players can obtain 0-50 points in the five base stats Attack, Defense, Health, Speed, and Sustain from their equipped item.

Attack increases a player’s damage dealt (does not affect damage dealt by special abilities).

Player damage dealt +137.36% for every point in Attack and every player level x3.25 for a Super Novice item

x1.25 for a Unique item

Defense reduces the damage a player takes from enemy attacks.

Player damage reduction 0.833% per point in Defense + 0.694% per player level (up to level 60)

Health increases as player’s max health and healing received.

Player max health +1.25% max health for every point in Health and every player level x1.5 for a Super Novice item

x1.125 for a Unique item

Player healing received +1.25% healing received for every point in Health and every player level x1.5 for a Super Novice item

x1.125 for a Unique item

Speed increases a player’s movement speed.

Player movement speed +1.25% for every point in Speed and +0.42% for every player level

Sustain increases the player’s max ammo, reduces the remaining cooldown time of hero abilities and grants a chance for the player to gain a charge for abilities that can have charges whenever the player defeats an enemy (counts as a contributor for an enemy that dies), collects a herb, or catches a fish.

Player max ammo +4% max ammo for every point in Sustain and +1% for every player level

Player cooldown reduction 0.8% for every point in Sustain and 0.5% for every player level Every time the player obtains a kill (counts as contributor to a kill), collects a herb, or catches a fish, the remaining cooldown time of all of the player’s hero abilities is reduced by a percentage value. For example: A level 20 Mercy player with 26 points in Sustain has recently used their Resurrect ability and they need to wait 15 more seconds until they can use it again. They now contribute to a kill and since they have a cooldown reduction of 30%, the remaining cooldown of their Resurrect ability is reduced to 10.5 seconds. They get another kill right away, and the remaining cooldown is now 7.35 seconds. Etc.

Player chance to gain ability charge 0.8% for every point in Sustain and 0.5% for every player level Every time the player obtains a kill (counts as contributor to a kill), collects a herb, or catches a fish, they have a chance to gain an additional charge for all of their abilities that can have charges, up to a maximum of 10 charges. Abilities with charges: Brigitte Ability 2, Junkrat Ability 1, Symmetra Ability 1, Tracer Ability 1.

6.4 Special Abilities

6.4.1 Items and Special Abilities

Item of rare or higher quality will grant the player one or more special abilities.

Number of special abilities for each item quality Item quality Special abilities Special ability ranks Common - - Uncommon - - Rare 1 1-4¹ Epic 2 4-7¹ Legendary 3 7-10¹ Primal Universalist² 5² Heirloom Universalist + 2³ 6 + 10³ Unique Universalist + 2³ 7 + 10³ ² These values for base stat points and special ability ranks are multiplied with the item scaling multiplier (results are rounded up to the next integer; Universalist special abilities always have their full values).

² Primal items grant rank 5 in all 6 special abilities. This bonus cannot be improved with Imbue. Primal items can be transformed with the Essence of Evil.

³ Heirloom items grant rank 6 in all 6 special abilities and an additional +10 to 2 random special abilites (those can change in type but not rank when the item is rerolled). Unique items grant rank 7 in all 6 special abilities and an additional +10 to 2 random special abilites.

Legendary items from a previous version of Loot Quest that have only 2 special abilities can be upgraded to obtain a third special ability (see 7.2 Third Special Ability).

If an item gets the same special ability more than once, the ranks from both ability slots are added together.

Example: A legendary item is rolled with the following three special abilities: Crit rank 2

Root rank 5

Crit rank 4 It effectively gives the player Crit rank 6 and Root rank 5, but could obtain three separate special abilities when rerolled.

6.4.2 The Abilities

Most special abilities are passives that will activate once every two seconds when a player deals damage to a monster (or heals an ally in the case of Ult charge only). Teleport is the only exception to this rule: it can be activated manually, and has a slightly longer cooldown.

1. Crit Deals instantaneous bonus damage based on the enemy’s max health on hit (cooldown: 2 seconds). The player’s Attack stat, level, Super Novice damage bonus, unique damage bonus, and the amount of damage dealt in the moment when the ability gets activated do not affact the damage dealt by Crit. Crit deals 5% less total damage than Burning by default, but 25% more than Burning if it gets activated by a critical hit. The damage dealt by Crit is reduced for champions and bosses as if they had the max health of a regular enemy of the same level. On Elite maps, it is further reduced by 50%, making it twice as powerful as it is on non Elite maps, compared to regular player damage. Each ability rank after the first increases the ability’s damage by 16.67%.

2. Burning Continuously deals damage over a duration of 2 seconds based on the enemy’s max health after it triggers (cooldown: 2 seconds). The player’s Attack stat, level, Super Novice damage bonus, unique damage bonus, and the amount of damage dealt in the moment when the ability gets activated do not affact the damage dealt by Burning. Burning deals 5.3% more total damage than Crit, in case of a non crit activation. It deals 20% less total damage in case of a crit. The damage dealt by Burning is reduced for champions and bosses as if they had the max health of a regular enemy of the same level. On Elite maps, it is further reduced by 50%, making it twice as powerful as it is on non Elite maps, compared to regular player damage. Each ability rank after the first increases the ability’s total damage by 16.67%.

3. Lifesteal Heals the player when damaging an enemy (cooldown: 2 seconds). Heals the player for 6.800 points of health + 3.400 per ability rank (the amount is multiplied with the player’s healing received value).

4. Ult charge Grants extra ultimate charge on hit (cooldown: 2 seconds). The Ult charge special ability can also trigger when healing an ally. The player gains 2.5% Ult charge on activation + 1.95% per ability rank. Ult charge cannot trigger while the player is using an ultimate ability.

5. Root Slows an enemy down for a short time (cooldown: 2 seconds). The enemy that was hit has their movement speed reduced by 75% for 0.3 seconds + 0.14 seconds per ability rank.

6. Teleport The player can teleport over a certain distance in the direction they are facing by using Communicate: Hello or Communicate: Goodbye, or by pressing Interact while holding Reload (cooldown: 5 seconds minus 0.06 seconds per ability rank). The maximum teleportation distance is 10 distance units + 0.9 units per ability rank. A player also gets healed when using teleport for 50 points of health + 3 points per ability rank (the amount is multiplied with the player’s healing received value).

6.4.3 Specialist Bonuses

Legendary items (and only legendary items) will gain bonus ranks to a special ability if they have the same special ability more than once.

Double ability: The final rank is increased by 50% (rounded to nearest integer)

The final rank is increased by 50% (rounded to nearest integer) Triple ability: The final rank is increased by 100% (rounded to nearest integer)

6.4.4 Universalist Items

Some items such as primals or uniques grant the player ranks in all 6 special abilities. These universalist bonuses cannot be improved with Imbue. However, not all universalist bonuses are equal and the number of ranks granted by them also depend on the item’s quality. As Pliny the Elder already stated in his Naturalis Historia: “Quod licet bovi, non licet Iovi” - all animals are equal but some animals are more equal than others.

6.5 Visual Effects

Item of epic or higher quality have a chance to roll with a visual effect.

Chance to roll with a visual effect for each item quality Item quality Chance that the item rolls with a visual effect Common - Uncommon - Rare - Epic 10% Legendary 50% Primal 100% Heirloom 100% Unique 100%

Visual effects are purely cosmetic effects, visible to all players, that are created once every two seconds at the player’s position when a player deals damage or heals an ally (they trigger at the same special ability passives do). Visual effects can be changed or removed under certain conditions (see 7.3 Change Visual Effect). An item without a visual effect will have a lower item power value.

Super Novice items always have an everchanging visual effect, that takes on a random shape and color every time it appears.

List of visual effects White bad pickup effect

Purple good pickup effect

Purple bad pickup effect

Purple ring explosion

Blue pickup effect

Blue pickup effect

Blue explosion

Aqua good pickup effect

Aqua bad pickup effect

Aqua ring explosion

Green good pickup effect

Green bad pickup effect

Green ring explosion

Lime green good pickup effect

Lime green bad pickup effect

Lime green ring explosion

Yellow good pickup effect

Yellow bad pickup effect

Yellow ring explosion

Orange good pickup effect

Orange bad pickup effect

Orange ring explosion

Red good pickup effect

Red bad pickup effect

Red ring explosion

Sky blue good pickup effect¹

Sky blue bad pickup effect²

Sky blue ring explosion³ ¹ Can only be obtained by defeating the Ancients a second time while killing Talic the Defender last.

² Can only be obtained by defeating the Ancients a second time while killing Madawc the Guardian last.

³ Can only be obtained by defeating the Ancients a second time while killing Korlic the Protector last.

6.6 Glow Effects

The rarest and most powerful items in Loot Quest will grant a player an ongoing good aura effect (glow effect) while they are equipped. The color of the glow effect depends on the item type.

Glow effect colors Color Item type Yellow A non renewed Super Novice item that has absorbed the Essence of Evil White A renewed Super Novice item with 3 rank 10 special abilities Orange A legendary item that has the same special ability three times (triple ability specialist bonus) Red A primal item that has absorbed the Essence of Evil to get rank 15 on all special abilities Aqua An heirloom item Blue A unique item Sky blue A special unique item

6.7 Item Power / Item Gold Value

Most equippable items have an item power value that is visible as a number next to the item’s hero icon. Other players can see the item power of a player’s equipped item. The Item power value is an indicator of an item’s overall power and rarity. It also determines the amount of gold a player will receive when selling it. An item’s gold value is equal to its item power divided by 8 (rounded up to an integer). Uniques do not have an item power value. Their name will be displayed in HUD texts instead. The gold value of a unique is 0.

Item power calculation Item power = item quality multiplier * ( sum of all base stat bonus points * 20 + number of unlocked default abilities [primary fire doesn’t count] * 500 + sum of all special ability ranks * 80 + 599 [if the item has a visual effect] ) + 5 [if the item is a common item] Item quality Item quality multiplier Highest possible item power value (lv 60+ item) Common 0.01 35 Uncommon 0.025 100 Rare 0.05 266 Epic 0.15 1158 Legendary 0.5 5000 Primal 1 9999 Heirloom 1 9999 Unique - - Higher power values are possible under special circumstances, for example when a cosmetic effect is added to an item that normally could’t have one (when the player defeats the Ancients). For Super Novice items, item power is calculated in a different way. Item Highest possible item power value Super Novice 10000 Transformed Super Novice 40000 Renewed Super Novice 9999 Special Transformed Super Novice 20000 Extra Special Transformed Super Novice 30000 Renewed Super Novice items are not weaker than regular Super Novice items even though they have a lower item power value!!

6.8 Super Novice Items

Since version 5.0.5 of Loot Quest, players can obtain a Super Novice item by reaching level 60 with a common item (this will only work with common items obtained in Loot Quest version 5.0.5 or newer; it will work with the starter Tracer item if the player began playing in version 5.0.5 or newer).

Common items can only be dropped from enemies of level 6 or lower. They cannot be dropped by bosses or obtained from gambling. It is not possible to load an item from a save state while carrying a common item (equipped or in the inventory) on a character below level 60. It is also not possible to load a common item from a save state that is below level 60.

Super Novice items grant access to all hero abilities and are displayed with a yellow HUD text. A player who has a Super Novice item equipped also gains the following special bonuses:

Damage dealt x3.25

Max health x1.5

Healing dealt x1.5

An everchanging visual effect

Any common item obtained in Loot Quest v5.0.5 or later will turn into a Super Novice item when equipped at level 60 or higher!

6.9 Unique Item bonus

A player who has a unique item equipped also gains the following bonuses:

Damage dealt x1.25

Max health x1.125

Healing dealt x1.125

6.10 Out of Combat Healing

Player start to regenerate health when they have not taken or dealt any damage for 3 seconds. Each player level up to level 60 increases the healed amount per second by 7.5%. The quality of a player’s equipped item will also increase out of combat healing.

Out of combat healing bonus for each item quality Item quality Out of combat healing bonus Common +0% Uncommon +75% Rare +150% Epic +225% Legendary +300% Primal +375% Heirloom +450% Unique +525% x1.5 for a Super Novice item The healed amount is not increased by the player’s healing dealt bonus.

7. Special Services

7.1 Item Gifting

Players can gift items to other players by pressing Melee while holding Reload and looking at a nearby player.

Gifting an item requires a certain amount of Horadric Favor.

Gifting Cost Item quality Favor cost Uncommon (green) 2 Rare (blue) 3 Epic (purple) 4 Legendary (orange) 5

Common, primal, heirloom, and unique items cannot be gifted.

Items that have been infused with Arcane Crystal Fragments cannot be gifted.

Players cannot gift items to other players who are more than 15 levels below their own level (unless the recipient is level 45+).

Level 100+ items cannot be gifted to player below level 100.

Players need to have an empty inventory slot and not perform any complex actions for a few seconds to be able to receive a gift.

7.2 Third Special Ability

In the Secret Bazaar, players who have a legendary item with only two special ability slots from a previous version of Loot Quest may add a third special ablity slot to their item by using the corresponding station.

7.3 Change Visual Effect

In the Secret Bazaar, players may change the visual effect of their equipped item for the small fee of 9999 gold and -10 to all of the item’s base stats. They can also choose to remove the visual effect from their item, for the same price. The visual effect of Super Novice items and some special unique items cannot be changed.

7.4 Renewal

In the Secret Bazaar, players who are level 85 or higher can choose to renew their character to start again at level 1 with a renewed common item. When renewing their character, players lose all their gold, Soul Stones, and inventory items. The base stats they restart with are equal to the level they had before Renewal minus 85.

Players who have a Super Novice item equipped when they renew themselves will start again as a level 1 character with a common item of the same hero they were before, that has no hero abilities unlocked, but starts with 3 special abilities on rank 10.

Players that have any other item equipped - any item that is not a Super Novice item - start again as level 1 character with a common item of the same hero they were before, that has all hero abilities unlocked, and starts with 3 special abilities on rank 5.

The special abilities that a renewed item starts with are determined by the role of the item’s hero.

Renewal: Special abilities at start Hero role Ability 1 Ability 2 Ability 3 Tank Burning Lifesteal Root Damage Crit Lifesteal Teleport Support Burning Ult charge Root

Renewed items can be rerolled, using the Reroll Station. They turn into regular, green uncommon items when imbued. At level 60+, they benefit from the Super Novice bonuses (+225% damage dealt, +50% max health, and +50% healing dealt).

Super Novice items that have rank 10 in 3 special abilities cannot be be renewed again. Super Novice items that have rank 5 in 3 special abilities can be renewed again like regular Super Novice items (see above).

7.5 Dung Items

Dung here does not stand for dungeon. Items found in the secret place will always have very disappointing base stats, but maybe there is some kind of special magic on them that can compensate for the foul stench of *** dung.

7.6 Essence Absorption

To absorb the Essence of Evil, a player needs to be level 85 or higher and have an item equipped that meets all of the requirements:

50 in all base stats and one of the following: An original Super Novice item (nothing renewed, only a good old common item leveled from the start will do) A primal or legendary item that has all special abilities and has the same rank in all of them



The transformation can be undone with a Roll Back, at the Reroll station (hold Reload while using it), until the players equips another item, picks up a rune, imbues their equipped item, loads progress or an item from a save code, or leaves the match.

8. FAQ

How can I save my progress?

Use the green station in town with Crouch to receive a 40-digit save code for your current progress. The code will be visible on screen for 5 seconds. Take a screenshot or use a camera to keep an image of your code. You can then enter your code in another match at the white station in town to load your progress.

What is stored in a save code?

Your level and progress towards the next level, your gold (+ gold value of all the items in your inventory), the number of boss summon stones you carry, and your equipped item with all its stats, at the moment when you receive the save code.

What is not stored in a save code?

The items in your inventory (the actual items), your Horadric Favor, and any progress earned after you received the save code (anything not mentioned in the answer to the previous question).

Why does my item have a name instead of an item power value?

Congratulations, you have found a unique item. They are quite rare and powerful. See section 6 - and 6.9 in particular - in the manual for more details.

Why do I not get any EXP or drops?

You will suffer an EXP and drop penalty for enemies that are more than 6 levels higher or lower than your player level. If they are more than 15 levels higher or lower, you will not receive any rewards for defeating them anymore.

Will I get more EXP for playing with other players?

Yes, for each player after the first that contributed to defeating an enemy, the enemy will award 30% more EXP to all players who contributed.

Will I get better loot and/or more gold for playing with other players?

The drop rates and amounts of gold dropped per enemy are not affected by the number of players in the game, but you will likely defeat more enemies in the same amount of time.

How does the difficulty scale with more players?

Enemies will have more health for each additional player in the game and more enemies will spawn.

What is the maximum level for players?

110

What is the maximum number of equippable items/gold/boss summon stones a player can carry?

A player can carry up to 5 equippable items in their inventory in addition to their equipped item, 9999 gold, and 9 boss summon stones.

Is there a way to improve drop rates?

Your Magic Find ‰ will increase with every level you gain. A higher value improves your chance to find rare items from defeating enemies or obtain one from gambling. You can also gain temporary Magic Find bonuses by defeating a boss or picking up a Lucky Charm (rare drop). Magic Find will not increase your chance to find a Rune or a Lucky Charm (static drop rates).

Why are the drop rates so low?

The game mode was designed with a slower, more long-term, MMORPG-like progress system in mind.

Will I get Overwatch account experience (for lootboxes) from playing this game mode?

No.

Why are the save codes so long? Can you make them any shorter? Can you change it so inventory items can be saved?

In the current system, 36 digits are used to save 36 values and 4 digits are reserved for the code validation system. Saving the stats of up to five inventory items would require the save codes to be 170 digits long. If you have more than one item you would like to keep, create a separate save code for each item and load them back with the Load Item function in a later game.

Can my common item still become a Super Novice item when I have equipped other items?

Yes. Any common item found in Loot Quest v5.0.5 or later will turn into a Super Novice item when you equip it at level 60 or higher. However, only monsters of level 6 or lower can drop common items, and you cannot load common items as items from a save state below level 60, nor can you load any item from a save state while carrying a common item (equipped or in your inventory) below level 60.

9. Known Issues

The damage of Torbjörn’s Turret, Symmetra’s Sentry Turrets, and Ashe’s Bob will not tag an enemy for rewards nor can it trigger special abilities; it can also not activate or prolong the in combat status of players (the damage of these units does not register as player damage; it will not trigger player dealt damage or player took damage events).

will not tag an enemy for rewards nor can it trigger special abilities; it can also not activate or prolong the in combat status of players (the damage of these units does not register as player damage; it will not trigger player dealt damage or player took damage events). Ana dummy bots in team 2 can only use Nanoboost on themselves as if the game were a deathmatch mode (this is an undesired side-effect of setting the slots for team 2 in custom game mode settings to 1 or 0).

on themselves as if the game were a deathmatch mode (this is an undesired side-effect of setting the slots for team 2 in custom game mode settings to 1 or 0). While benefitting from a damage reducing status effect (such as Nanoboost, Bastion’s alternate forms, or Orisa’s Fortify), players can deal damage to themselves (this is due to a hidden cap in the final damage received value that only applies to players that are currently under the effect a damage reducing status effect; this cap will be applied in the case of damage modification actions [which suggests that they effectively change the damage received value of the victim for specific damage events]).

(such as Nanoboost, Bastion’s alternate forms, or Orisa’s Fortify), players can deal damage to themselves (this is due to a hidden cap in the final damage received value that only applies to players that are currently under the effect a damage reducing status effect; this cap will be applied in the case of damage modification actions [which suggests that they effectively change the damage received value of the victim for specific damage events]). Quest objectives can sometimes spawn in inaccessible areas (they will change position after 60 seconds so you should still be able to complete any quest within a reasonable amount of time).

can sometimes spawn in inaccessible areas (they will change position after 60 seconds so you should still be able to complete any quest within a reasonable amount of time). Just like quest objectives, herbs on Fishing and Herbalism maps may also spawn in inaccessible areas.

Final Remarks:

It took me a lot of time to create this mode from scratch, get it to run somewhat stable, keep it updated, and get it to run stable again after every major update, so I hope some people can find some enjoyment in playing it (if not, then there’s plenty of great workshop modes by other creators ). Thanks for playing