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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.
* 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 for Luck? 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.
* What does "Unspecified" mean for gold? The submission included gold, but with an unspecified amount.
* 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.
* There is a ~2.5% chance for 300-500g to be presented. Note that some submissions may have accidentally missed Gold being one of the presented options, making the odds for Gold potentially higher.


==Learning Tokens==
==Learning Tokens==

Revision as of 15:02, 19 April 2024

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WIP Page

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.


Reward Token Confirmation.png


Occasionally, Gold is also 1 of the 3 options at a quantity of either 300g, 400g, or 500g.


Reward Token Redeem.png


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 716 522 194 110
Luck Any <100 or unspecified >=100 >=200
Rarities Percent
Uncommon 9.8% 9.8% 9.8% 10.9%
Rare 49.2% 48.1% 52.1% 52.7%
Epic 35.6% 37.5% 30.4% 26.4%
Legendary 4.6% 4.2% 5.7% 7.3%
Unique 0.8% 0.4% 2.1% 2.7%
Gold Percent
300g 1.12% 1.15% 1.03% 1.82%
400g 0.56% 0.77% 0.00% 0.00%
500g 0.42% 0.38% 0.52% 0.91%
Unspecified 0.14% 0.19% 0.00% 0.00%
Any amount 2.23% 2.49% 1.55% 2.73%
  • 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 for Luck? 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 "Unspecified" mean for gold? The submission included gold, but with an unspecified amount.
  • There is a ~2.5% chance for 300-500g to be presented. Note that some submissions may have accidentally missed Gold being 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.