Seven items were impossible to get, and one zone dropped nothing at all
Somebody opened the Codex and found a drop rate of 0.0000019%. That is one in 52.6 million kills — about seventeen years of solid farming for one item. That is not rare. That is broken, and it has been fixed.
What was actually wrong, and what was not
The first instinct is to raise everything that looks too low. We checked instead, and most of it was fine.
There are 452 drop rows in the game below 0.00001%, and almost none of them
matter. Of the 102 items that have one, 90 also drop at 1% or better
somewhere else — the tiny number is a world-wide lottery on top of a real
source, not the way you were supposed to get the item. Another group only looks
broken: the +1/+2 bracelets and earrings at 0.0002% are the slotted
versions of items that drop at 1.75% normally.
So we asked a better question: which items can you not get at all? Take every item, look at its best source anywhere in the game, and see what is left.
Out of 1,366 obtainable items, the answer was seven.
The seven
| item | was | now |
|---|---|---|
| Perfect Core (Highest) | 1 in 10,000,000 | 1 in 100 |
| Perfect Core (High) | 1 in 10,000,000 | 1 in 200 |
| Perfect Core (Low) | 1 in 10,000,000 | 1 in 20,000 |
| Perfect Core (Medium) | 1 in 10,000,000 | 1 in 50,000 |
| Astral Board Card - Zero Black | 1 in 52,600,000 | 1 in 10,000 |
| Bracelet Of Seven Coins +1 | 1 in 133,000 | 1 in 13,300 |
| Earring Of Seven Coins +1 | 1 in 133,000 | 1 in 13,300 |
Perfect Cores were never meant to be unobtainable. Another copy of the same Episode 8 data has them dropping from dungeon chests at 0.1% to 1% — our server's copy had simply lost those rows. They are back, and they come from where they were always supposed to: Legendary Boxes and Legacy Chests in Catacomb Frost, Forbidden Island, Steamer Crazy and the Frozen Tower. The best grades sit behind level 120–135 content. The Low and Medium grades stay what they were designed to be — a lucky find anywhere in Bloody Ice or Port Lux.
Zero Black is the same board as Zero Silver. They ship with identical drop rows. Zero Silver only became gettable because it is in the eCoin shop, and every cosmetic in the shop also falls from the game — so it got proper rates and its twin, which nobody sells, was left at one in fifty million. Zero Black now drops from exactly the same two monsters as Zero Silver, at exactly the same rates: Berderk Faello in Lakeside and Pierce Blade Peryton in Exilian Volcano.
The Seven Coins +1 accessories were a dip in their own ladder. The +0 drops at 0.0075%, the +2 at 0.038%, the +3 at 1% — and the +1 sat at 0.00075%, ten times rarer than the unupgraded version of itself. It now matches its own +0.
Hazardous Valley was dropping nothing whatsoever
Checking the drop tables against another copy of the same game data turned up something worse than a bad rate.
Hazardous Valley (Normal) had no loot table at all. Forty-eight kinds of monster, hundreds of spawn points, and twelve chests — three each of Treasure, Relic, Legacy and Legendary — and every single one of them gave you nothing but alz. Not "bad drops". Nothing. The table our server shipped with was simply missing.
It is back: 99 drop rows, including all four chest types. The Legendary Box in there now opens into Upgrade and Force Cores, Enchant Safeguards, Core Superior, Potions of Luck, Soul and Honor, Critical Ring +3, Ring of Luck +3 and the Drei Frame epaulets. Ordinary monsters in the zone now drop crafting materials too.
If you tried Hazardous Valley and concluded it was not worth farming, you were right, and you are not any more.
What we did not touch
117 items sit between 0.001% and 0.01%, and they stay exactly where they are. That band is the rare tier, on purpose. A cosmetic at one in 10,000 kills is meant to take about twelve hours. Nothing about this change makes rare things common — it only makes impossible things possible.
Every rate you can see in the Codex is read straight out of the server's data, so the numbers in the table above are already on the item pages.
For the curious
A hundred and eight rows were added and seven were reduced, and nothing else in the drop file moved. Every point added to a monster's drop wheel was taken back out of the bulk crafting filler in that same wheel, so all 179 complete wheels still add up to exactly 100 — which is what keeps bosses dropping an item every single time.