Loot & Equipment
Loot drops are items earned from completing tasks, killing bosses, and reaching milestones. Equipment fills three slots on the Grace tab — a weapon, a shield, and a talisman — each providing a distinct passive benefit. Consumables are used directly from your inventory for immediate effects.
Loot Rarity Tiers
| Rarity | Color | Examples |
|---|---|---|
| Common | Gray / White | Goldener Rune, Golden Rune, Gold-Pickled Fowl Foot, Warming Stone |
| Uncommon | Green | Skill Point, Grace Ward, Flask of Crimson Tears, Neutralizing Boluses, Greases |
| Rare | Blue / Purple | Boss Weakening Scroll, Flame Grant Me Strength, Rejection, Larval Tear, Hero's Rune |
| Legendary | Gold / Orange | Double Runes, Golden Vow, Lord's Rune, Physick of the Erdtree |
Equipment Slots
Three equipment slots are available on the Grace tab. Each slot accepts one item. You can swap loadout at any time, including during an active boss week.
Weapon Slot
Your weapon deals damage to your weekly boss every time you earn Runes. Higher rarity weapons deal more damage per Rune earned. Weapons can be temporarily coated in an element via Greases — see below. Your starting weapon is the Broadsword.
Shield Slot
Reduces the Vigor damage you take from boss counterattacks by a percentage. A better shield means surviving longer on bad Grace days and buying more time to recover.
Talisman Slot
One talisman equipped at a time. Talismans provide passive buffs — examples include bonus Runes on workouts, improved loot drop rates, and bonus boss damage on sustained Blazing Grace days. You can swap talismans freely to match your current focus.
Greases & Elemental Weaknesses
Each boss has an elemental weakness. Applying the matching Grease to your weapon deals 1.3x weapon damage against that boss for the full week. Greases are Uncommon loot drops and are consumed after one week. Five types are available:
| Grease | Vs. Matching Boss | Vs. All Other Bosses |
|---|---|---|
| Fire Grease | 1.3x damage | 1.1x damage |
| Frost Grease | 1.3x damage | 1.1x damage |
| Lightning Grease | 1.3x damage | 1.1x damage |
| Poison Grease | 1.3x damage | 1.1x damage |
| Magic Grease | 1.2x damage vs any boss | 1.2x damage (wildcard) |
Magic Grease is the wildcard — 1.2x against everything regardless of weakness. Slightly weaker than a matching elemental Grease, but useful when you don't have the right type or don't know the current boss's weakness.
How Loot Drops Work
Almost everything you do rolls a chance at loot. The shaded TOTAL column is the chance the action drops anything; the four rarity columns split that total — each is the combined chance of landing that exact rarity from one action. Example: a Tier 3 task drops loot 6% of the time, and 0.60% of Tier 3 completions produce a Legendary. (Arcane and the daily decay scale the TOTAL of the daily rows up or down — the rarity split within a drop never changes.)
| Action | Total | Common | Uncommon | Rare | Legendary |
|---|---|---|---|---|---|
| Daily actions — rolled per action | |||||
| Workout logged (rest days included) | 8% | 4.80% | 2.24% | 0.72% | 0.24% |
| Tier 3 task | 6% | — | 3.30% | 2.10% | 0.60% |
| Weekly task | 5% | 3.25% | 1.25% | 0.40% | 0.10% |
| Tier 2 task | 3% | 1.80% | 0.75% | 0.36% | 0.09% |
| Companion task | 3% | 1.95% | 0.75% | 0.24% | 0.06% |
| Meal logged (while meals still pay Runes) | 2% | 1.60% | 0.30% | 0.08% | 0.02% |
| Tier 1 task | 1% | 0.80% | 0.15% | 0.04% | 0.01% |
| Daily login | 1% | 0.85% | 0.12% | 0.025% | 0.005% |
| Guaranteed & event drops — no daily decay, Arcane doesn't apply | |||||
| Boss kill (mid-week or Monday) | 100% | — | 60% | 30% | 10% |
| Near Victory (boss barely survives Monday) | 12.5% | — | 7.5% | 3.75% | 1.25% |
| Class promotion (below Level 21) | 100% | — | 70% | 25% | 5% |
| Class promotion (Level 21+) | 100% | — | — | 90% | 10% |
When a drop fires, the item is drawn from that rarity's pool (weighted — some items are slightly more common than others). What each rarity's pool holds right now:
| Rarity | Weapon | Talisman | Shield | Consumable | Grease |
|---|---|---|---|---|---|
| Common (14 items) | 32% | — | 19% | 48% | — |
| Uncommon (28 items) | 17% | 20% | 10% | 34% | 20% |
| Rare (25 items) | 20% | 40% | 12% | 29% | — |
| Legendary (18 items) | 27% | 33% | 16% | 23% | — |
Boss kills guarantee a minimum Uncommon drop. Monthly Raid Boss kills guarantee a minimum Rare drop. A loot reveal popup fires when a drop occurs — it never interrupts a multi-step flow like the workout logging modal. (A boss kill also pays a Rune windfall — 10,000 / 15,000 / 25,000 by tier — plus a permanent Echo and a Remembrance; see How Bosses Work for the full kill rewards.)
Each drop makes the next one rarer that day: after every drop you receive, all remaining drop chances for the day are cut in half (a 50% multiplicative decay — two drops in, your rates are at a quarter). The counter resets at 2am. The Talisman of Nokstella softens this decay to 20% per drop. Exact formulas live in the Technical Reference.
Your Arcane stat multiplies all loot drop rates by ×1.035 per point — the effect compounds, so 20 points roughly doubles every drop rate. On top of Arcane, every other loot bonus — the companion loot perk (up to +100% at companion Level 10), boss Echoes, talismans, and consumable boosts — stacks additively into one shared multiplier: each source adds its percentage of your base rates, and the summed total scales every roll. Bonuses never compound against each other — holding two +25% sources means +50%, not ×1.25 × ×1.25.
A held Lazuli Shard upgrades your next in-app drop by one rarity tier (a Legendary drop keeps its Legendary and adds a bonus Rare instead). Shards never upgrade overnight engine drops — see Sites of Grace for how Shards are earned.
Each task gets exactly one loot roll per day — spent the moment you first complete it, hit or miss. Unchecking and re-checking a task will never produce another roll, so there is no way (and no need) to farm the checkbox. Workouts and meals roll per real logged action — but meals only roll while they still pay Runes (the first four paid meals each day; see Runes).
Using Items
Everything you own lives in the Pouch (consumables) and the Armory (equipment) on the Grace tab. Tap an item to see its detail card and USE button. A few rules worth knowing:
- Instant items (Rune caches, Erdtree Heal, Boss Weakening Scroll) fire immediately on use.
- Timed items (Flame Grant Me Strength, Golden Vow, Double Runes, Exalted Flesh, Stimulating Boluses) run on a rolling clock from the moment of use — 24, 48, or 72 hours — not on calendar days.
- Armed one-shots (Warming Stone, Pickled Turtle Neck, Starlight Shards) stay armed until their event actually happens — a rest item is only consumed when a Rest at Grace restore lands, and Starlight Shards wait for your next loot drop.
- Heals refuse at full Vigor — the app won't let you waste an Erdtree Heal or a Flask charge when you're already topped off.
- Greases apply to your equipped weapon for one week — see the Grease table above.
Selling Duplicate Equipment
If you receive a duplicate item you already own, you can sell it from your inventory for Runes:
| Rarity | Sell Value |
|---|---|
| Common | 2,500 Runes |
| Uncommon | 5,000 Runes |
| Rare | 10,000 Runes |
| Legendary | 15,000 Runes |
One exception: Remembrances don't use this table. Killing a boss you've already slain auto-sells the duplicate trophy on its own boss-tier schedule — 20,000 / 30,000 / 40,000 Runes for Standard / Veteran / Legendary — paid on top of the kill reward. See Collectibles.
Notes & Tips
- Check your boss's elemental weakness before applying a Grease. The boss detail popup on the Legacy tab shows current weakness. Spending a Lightning Grease on a Fire-weak boss wastes the 1.3x bonus.
- Grace Ward and Boss Weakening Scroll are loot drops only — not purchasable with Runes. Save them for when they matter.
- Your inventory has no cap and items are never lost. Once something is in your inventory, it stays there permanently until used or sold.
- The full item compendium is available in the Collections modal on the Legacy tab — silhouettes shown for items not yet discovered.
- See All Items for the complete equipment and consumable database.