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<br> [[File:Reward_Token_Redeem.png|center|x500px]] <br> | <br> [[File:Reward_Token_Redeem.png|center|x500px]] <br> | ||
Reward Tokens can drop Uncommon through Unique rarity items of category (Weapons, Armor, Accessories), but not Utilities. | Reward Tokens can drop Uncommon through Unique rarity items of category ([[Weapons]], [[Armor]], [[Accessories]]), but not [[Utilities]]. | ||
Following is some data collected on the drop rates (sample size of 600). | Following is some data collected on the drop rates (sample size of 600). | ||
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|3.85% | |3.85% | ||
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* Note that while higher Luck seems to increase drop rates, this can't be statistically conclusive without at least twice the sample size. | |||
What does "<100 or unspecified" mean? Some submissions to track this data did not specify the Luck stat, they are within this category along with any specified amount of Luck less than 100. | * What does "<100 or unspecified" mean? Some submissions to track this data did not specify the Luck stat, they are within this category along with any specified amount of Luck less than 100. | ||
* For Example, with >=100 Luck, there is a 50.7% for Rare items to be presented. | |||
* There is a ~2.5% chance for 300-500g to be presented. Note that some submissions may have accidentally omitted Gold from be one of the presented options, making the odds for Gold potentially higher. | |||
For Example, with >=100 Luck, there is a 50.7% for Rare items to be presented. | |||
There is a ~2.5% chance for 300-500g to be presented. Note that some submissions may have accidentally omitted Gold from be one of the presented options, making the odds for Gold potentially higher. | |||
==Learning Tokens== | ==Learning Tokens== |
Revision as of 02:59, 19 April 2024
This page is work-in-progress. The information may be lacking, may not be up-to-date, however is not deleted as it provides some useful information or is capable of expansion.
This page is massively WIP, please ignore until this indicator is removed.
Training
Reward Tokens
Players can earn Reward Tokens as they level up their character.
When redeeming a Reward Token, 3 rewards are presented each with the same rarity that can be picked from.
Occasionally, Gold is also 1 of the 3 options at a quantity of either 300g, 400g, or 500g.
Reward Tokens can drop Uncommon through Unique rarity items of category (Weapons, Armor, Accessories), but not Utilities.
Following is some data collected on the drop rates (sample size of 600).
Sample Size | 626 | 476 | 150 | 78 |
Luck | Any | <100 or unspecified | >=100 | >=200 |
Rarities | Percent | |||
Uncommon | 10.2% | 9.9% | 11.3% | 12.8% |
Rare | 48.4% | 47.7% | 50.7% | 53.8% |
Epic | 35.9% | 37.4% | 31.3% | 25.6% |
Legendary | 4.6% | 4.6% | 4.7% | 5.1% |
Unique | 0.8% | 0.4% | 2.0% | 2.6% |
Gold | Percent | |||
300g | 1.28% | 1.26% | 1.33% | 2.56% |
400g | 0.64% | 0.84% | 0.00% | 0.00% |
500g | 0.48% | 0.42% | 0.67% | 1.28% |
Unspecified | 0.16% | 0.21% | 0.00% | 0.00% |
Any amount | 2.56% | 2.73% | 2.00% | 3.85% |
- Note that while higher Luck seems to increase drop rates, this can't be statistically conclusive without at least twice the sample size.
- What does "<100 or unspecified" mean? Some submissions to track this data did not specify the Luck stat, they are within this category along with any specified amount of Luck less than 100.
- For Example, with >=100 Luck, there is a 50.7% for Rare items to be presented.
- There is a ~2.5% chance for 300-500g to be presented. Note that some submissions may have accidentally omitted Gold from be one of the presented options, making the odds for Gold potentially higher.
Learning Tokens
Players can begin earning Learning Tokens at level 35. 1 token is provided at each of the following levels: 35...
Redeeming a Learning Token allows the player to Multiclass.
Multiclassing
When redeeming Learning Tokens, you may choose any class to learn from if they are level 30+.
3 options are presented from the class's random pool of Skills and Perks, including Spell Memory 1 (and 2) if they have spells.
Spells
Spells will only enter the random pool after picking Spell Memory 1. Spell Memory 1 must be picked first even if the learning class has Spell Memory. Spell Memory 2 (if it exists for that class) will continue to be in the pool until picked, even if the learning class has Spell Memory 1 and 2. Same rules apply for Song Memory 1 and 2.