# Item Rarity Calculation in Eternal Odyssey

## Overview

In **Eternal Odyssey**, the rarity system is designed to offer a fair and rewarding experience while preserving the excitement of discovering powerful items. Instead of a single fixed chance for item rarity, we use a **dynamic Local Rarity system** that adapts to each item and monster type — making every encounter meaningful.

### 🌍 Open World Rarity Targets

In open-world combat, each monster kill has a **target rarity rate** that defines how often a particular rarity tier should appear on average. These rates are used as a **reference** to calculate rarity chances, but actual drop outcomes also depend on the specific monster, item, and tier.

**Open World Target Rarity Rates:**

| Rarity    | Approx. Chance | Target Rate |
| --------- | -------------- | ----------- |
| Common    | \~3.5%         | 1 in 35     |
| Uncommon  | 1%             | 1 in 100    |
| Rare      | \~0.29%        | 1 in 350    |
| Epic      | 0.1%           | 1 in 1,000  |
| Legendary | 0.04%          | 1 in 2,500  |

These rates ensure that common items drop more frequently, while **Legendary items remain extremely rare and valuable**. The exact rarity chance of an item is determined dynamically per kill.

### 📊 Local Rarity Scaling

The **Local Rarity system** adjusts rarity chances on a **per-item, per-monster basis**, using several factors:

1. **Base Drop Rate**: The actual drop rate of the item from the monster’s loot table.
2. **Scaling Multiplier**: Items with lower base drop rates scale rarity chance downward — making rare base drops even rarer.
3. **Monster Tier Bonus**: Higher-tier monsters (e.g., Champion, Elite, Insane) apply multipliers to increase rarity chances.
4. **Maximum Caps**: Each rarity tier has a hard cap to **prevent excessive drop frequency**, even with all scaling factors combined.

This ensures players can’t exploit high-spawn-rate monsters for unlimited high-tier loot and encourages engagement with **tougher enemies**.

### 🗝️ Dungeon Rarity & Scaling

Dungeon mechanics use a **separate rarity system** that is tightly coupled to **Dungeon Tier** and **Monster Difficulty**:

* **Normal Dungeon Monsters**: Have **low rarity chances**, encouraging players to focus on completing the dungeon rather than farming individual mobs.
* **Dungeon Bosses**: Provide significantly **higher rarity chances**, with scaling based on difficulty.
* **Insane Dungeon Bosses**: Offer the **highest possible chance** to drop Epic or Legendary gear, rewarding players who take on the game's hardest PvE content.

Dungeon item rewards are designed to be **completion-based** rather than farm-based, often requiring **Dungeon Keystones** to enter (see [Dungeon](/dungeons.md) section).

### 📌 Strategy Tips

* **Higher-tier monsters** in the open world yield **better rarity chances**, but also pose a greater threat — team up and be prepared.
* **Dungeon bosses** are the best source for consistent high-rarity items, especially on **Insane difficulty**.
* Focus your hunts based on the item you want: **lower-rarity gear** can drop from common mobs, but **Legendary loot** requires either luck, risk, or both.


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