_A while ago, Drakorle had told me about the idea to save progress in custom Overwatch game modes with a password system. I loved this idea, but decided not to add it to my 'World of Overwatch' game mode since that mode, in the end, wasn’t designed around a slower, MMORPG-like progress system anymore._
_I have however made a new RPG mode now that allows players to save progress with a password system and includes another mechanic that I couldn't implement in World of Overwatch anymore: individual player loot._
___
### **Loot Quest – the Eternal Hunt**
:::info
Map|Share Code (v7.0)|Default Enemy Levels
|---|---|---
|||
Training|**CTHE4**|Tutorial for new players
Regular Maps|**4QV99**|16 different hunting maps, recommended player level: 1-60
Adventure Maps|**JSTPC**|6 more dangerous hunting maps, recommended player level: 15-45
Arreat Summit|**CATCH**|Level 60 boss encounter
Elite Maps|**XPCRY**|2 different elite hunting maps, recommended player level: 60+
The Secret Place|**HH3XY**|1 secret hunting map, recommended player level: 60
Renewal Zone|**AHMNA**|Reach max level and stats? Renew to strengthen your journey.
Code Conversion Tool|**EGHGE**|Converts save codes from v3.2 - 5.1.2 to version 6.0+
:::
- _Find other players for your region and platform on the Loot Quest Discord server:_ ++https://discord.gg/GpEV5p++
- _If you want to play on a specific map, deselect all others in the custom game lobby settings._
___
<details>
<summary>Changes since the release of v7.0</summary>
:::info
- Fixed an error that would display Super Novice items in the inventory for all players instead of just the owner.
- The gold cost for Quests, Soul Stones, and Gamble has been reduced by 40%.
- The amount of gold required for the Pick up gold quest on the Elite maps has been greatly reduced.
- The cost for Quests will no longer be displayed on the Arreat Summit map since they aren't available on that map.
- The Wrecking Ball AI has been changed to be slightly less evasive.
- The amount of gold required for the Pick up gold quest on the Elite maps has been reduced again :slight_smile:
- Fixed a bug on the Secret Place map that could lead to players technically counting as level 100+ when they weren't.
- The tutorial for new players has been released. Share code: CTHE4
- Fixed a bug that prevented players from progressing in the tutorial when dead.
- The position of objectives in collection quests is now indicated with an icon.
- A player can now use the same save code more than once per match again (but no other player can use that same code in the same match).
- There is now a timer that shows the remaining duration of Echo's Duplicate ability.
- Increased the amount of Ultimate charge a player can obtain while duplicating an enemy, once every 2 seconds, when dealing damage, knocking back an enemy, or healing an ally by 66.7%.
- Players below level 45 can no longer step through the portals on Elite maps.
- The Teleport special ability has been slightly altered to make it less likely that a player will end up in an out of bounds area.
- A bug with the reroll system that caused players to sometimes lose unlocked default abilities has been fixed.
- The ingame instructions have been adjusted to inform new players about the tutorial.
- Enemies that die from falling into a pit but do not award EXP to any player, do not longer count towards the limit of enemies that can die from falling into a pit before players no longer obtain rewards from enemies that die from falling into a pit.
- Fixed an error that prevented level 60+ players that carried a common item from loading a non common item from a save state below level 60.
- Fixed a problem with bosses that could get stuck in a teleport loop on the Chaos Sanctuary map.
- Fixed an error in the tutorial: Rerolls should be free to use again.
- Fixed an error with the Reroll system.
- Fixed an old bug that had resurfaced in the secret place and caused some inventory item HUD texts to be visible for all players instead of just the owner of the item.
- Slightly increased the chance to find something unique on Elite maps to more fairly take into account the average time to kill an enemy on each map type.
- Players that complete the Training will now receive a save code that allows them to start playing the game with 50 gold as a reward.
- It is now possible to obtain unique and primal items from gambling or as quest rewards (very rarely). Player level 60+ is required to obtain a primal that way.
- Slightly increased the drop rates for primals for all enemies except special bosses (only level 60+ enemies can drop primals).
- Reinhardt's Primary Fire will no longer knock back enemies.
- The Training reward code can be entered by multiple players on all maps now.
- The reroll cost for some item qualities have changed. It should now possible to reroll dung primals.
- The double specialist bonus for legendary items is now calculated more consistently (before this, different special ability slots could in some cases lead to different final values).
- Fixed a problem with damage reduction effects for the player team that could cause players to actually take more damage at very high levels, when a damage reduction effect was active.
- Drops will now appear directly below an enemy that died if that position is walkable ground (or at the nearest walkable position to the ground position below the enemy; before this, they appeared at the nearest walkable position to the position of the enemy, which sometimes caused drop to appear in unexpected positions or mad them float slightly above ground).
- It is now possible to use the Quests and Buyback stations on the Temple of Anubis map.
- All Echo enemies will no longer use Duplicate.
- Using Melee to go to the next inventory item now has a cooldown for 0.5 seconds.
- There are now 2 messages informing a player that left a no damage area when their damage is available again (and 5 seconds before that moment).
- No damage areas on Adventure maps, Elite maps, and in the secret place are now marked with a yellow sphere.
- The count of Stones of Jordans/Puzzle Rings sold to merchants now increases when a player obtains a legendary or higher quality item for all players in all level ranges.
- A small quest-related issue has been fixed.
- Echo's custom Duplicate ability now grants 1.35 seconds of invulnerability when cast, and 1 second of invulnerability when it ends.
- The Mei AI will now use Secondary Fire slightly more often.
- The "Crouch here for instructions" text can now be seen through walls.
- Fixed a problem with the special boss loot tables.
- Ultimate gain for the player team is now more consistent:
- The way that player damage is calculated has been changed to make ult gain for players more consistent.
- Players will still gain ultimate charge faster on higher levels.
- At level 1, players will gain ult charge from damage very slowly (they get about 9.5% of what they would get in a normal Overwatch game).
- At level 60, they gain about 76% of what they would gain in a normal Overwatch game.
- At level 100, they gain almost exactly as much ult charge from damage as they would in a normal Overwatch game.
- One unexpected side effect of the new damage and health calculations is that regular enemies on very low levels will die quite a bit faster than before. Due to a hidden cap for the damage received value that was exceeded in the previous versions, regular enemies on low levels took less damage than they should have.
- Echo players will now also passively gain 16% ultimate charge per second while the custom Duplicate ability is active (on top of the existing bonus that acts like an Ult charge special ability of rank 25).
- It should now also be much easier to break enemy shields and kill enemy deployables at high levels.
- Fixed a shameful bug which gave players broken items when they were supposed to get a unique from gambling or turning in a quest.
- Fixed a problem in the tutorial where players could get stuck in the Teleport special ability stage if they had received a legendary item as a gift from a player that was past that stage already and had used the gamble station to obtain another legendary item.
- Fixed a bug that showed incorrect level ranges when enemy levels were set to fixed: 42-54 and fixed: 45-57.
- Fixed an error with the gifting system.
- Players can no longer damage themselves with their own attacks.
- Fixed an error that could corrupt items for level 100+ players.
- Enemies will no longer turn around when asleep, frozen, knocked down, or stunned.
- Runes now will grant players a very small amount of EXP when the base stat they would improve is at 50 already (the amount of EXP gained is equal to the amount a player would have gained from defeating a regular enemy of their level; on non Elite maps, players above level 60 count as level 60 for the purpose of calculating rune EXP rewards).
- The specialist bonus for legendary items is now more powerful. Double abilities have their rank increased by 50%, and triple abilities have it increased by 100%, putting the highest possible rank a player can have in a special ability at 60 (was 50 before).
- Fixed several problems with damage calculation on Elite maps and reduced enemy health to make regular player damage more viable compared to special ability damage.
- Damage dealt by special abilities is now consistent among all map types.
- The experience bonus for multiplayer has been doubled to +20% per additional contributor (so it can go as high as +100% in the case of 6 players contributing to a kill).
- Imbuing a primal or unique item now costs only 5 Horadric Favor.
- Fixed several bugs in the reroll system that could cause players to gain or lose base stat points when rerolling an item.
- Implemented a potential fix for a problem with Echo's Duplicate ability.
- Players can now see a small icon in the top left corner of the screen when they have an active boss or lucky charm bonus.
- Players can now display the stats of their selected inventory item by holding crouch while using _Communicate: Ultimate Status_ or _Communicate: Ready_.
- The game mode, by default, no longer has any spectator slots.
- Fixed a problem that made it possible for players to deal damage to themselves after rejoining a match.
- Fixed a problem that would sometimes display the number of Arcane Crystal Fragments an item has been infused with as "false" instead of "0".
- Fixed a bug on the Adventure maps that had caused Super Novice items in a player's inventory to be visible for all players instead of just the owner.
- Fixed a problem that could lead to players not obtaining contributor status when dealing damage to or knocking back an enemy.
- Abilities that deal damage based on enemy max health now have their damage reduced in the same way that all other player damage is reduced for elite enemies, champions, and bosses.
- Added an additional safeguard that prevents Echo AIs from using the Duplicate ultimate ability.
- The Ultimate charge special ability can no longer trigger while a player is using an ultimate ability (exception: Echo still gains ult as if she had 25 ranks of the Ultimate charge special ability while using the custom Duplicate ability).
- The HUD now displays a timer with the remaining duration of a player's boss and lucky charm bonuses (the timer will only be updated once every 5 seconds, with some exceptions).
:::
</details>
<details>
<summary>Changelog 7.0</summary>
:::info
**New Share Codes**
- All regular maps are now included in a single share code (which is the same share code that was used for v1.0a, the first publically posted version of Loot Quest): 4QV99
- Likewise,all Adventure maps are now included in a single share code: JSTPC
- Both Elite maps now also share a single share code: XPCRY
- The new share code for the Arreat Summit map is: CATCH
- These share codes will remain the same for all future updates of Loot Quest.
**Level Cap**
- The level cap has been raised to 105.
- Gaining levels after level 100 is a lot slower compared to previous levels.
- Level 100+ items cannot be loaded on characters below level 100.
- Any item equipped by a level 100+ character will turn into a level 100+ item (no change in stats).
- Level 100+ items cannot be gifted to players below level 100.
- All level 100+ items have all default abilities unlocked (Secondary Fire, Ability 1, Ability 2, and Ultimate).
**Enemy Levels Settings**
- Enemy levels, by default, are now based on the player's level (or the average of the levels of the two players closest to the median level of all players in hunting zones when there is more than one player in a hunting zone).
- For example, when a player is level 24 on Eichenwalde, enemies will be set to level 18-30.
- The host can increase or lower the enemy difficulty which shifts the enemies' levels up or down by one step (in the example of the level 24 player, the enemy levels would be 21-33 with difficulty +1, or 15-27 with difficulty -1).
- The host can also switch back to the old system with fixed enemy levels by pressing _Interact_ while holding _Jump_ inside the yellow station in town (Soul Stones).
- The maximum difficulty setting in the auto-adjust mode is +5; the minimum setting is -5.
**Match Duration**
- The default total match duration of 3 hours and 55 minutes can now be changed by the host.
- The host can reduce or increase the total match duration in steps of 10 minutes by pressing _Interact_ (increase) or _Ultimate + Interact_ (reduce) while standing inside the orange _Buy Back_ station in town, as long as the match isn't in its last 10 minutes already.
- The match duration cannot be increased beyond 3 hours and 55 minutes.
- The host can give the command to end the current match in 10 minutes by pressing _Ultimate + Melee + Interact_ inside the orange _Buy Back_ station in town.
- Once a match is in its last 10 minutes, the host can no longer change the match duration.
**New Stations in Town**
- The Reroll function now has a separate station (sky blue ring).
- A new _Buy Back_ station has been added (orange ring).
- At this station, Players can buy back the last item they sold for the amount of gold they received from selling it.
- Loading a save state or an item from a save code will remove the item in the Buy Back station.
- A new _Quests_ station has been added (purple ring); it allows players to start and turn in quests.
- A new station, only visible to players of level 3 or lower will display 37 pages of ingame instructions that explain the most important rules and commands of Loot Quest to brand new players. I would like to take this opportunity to thank everyone who has explained Loot Quest to new players over the course of the almost 10 months since the game mode's original release on the 12th of July 2019. You took the time to help others, even though - in many cases - they didn't deserve it ^^ And that makes you a great person . Hopefully, the new instructions will make life a bit easier for hosts :)
**Quests**
- Quests are small missions that can usually be completed within 10 minutes.
- They cost gold to start, and award the player with EXP, Horadric Favor, and a random item upon completion.
- Players obtain a random one of 8 available quests when they start a quest.
- Holding _Reload_ while using the _Quests_ station will abandon the current quest.
**Improved Reroll System And New Roll Back Function**
- All base stats points will now randomly be redistributed when rerolling. So an item with 2 points in each of the five base stats, for example, could end up with all 10 points in a single stat (slightly uneven distributions are the most likely outcome).
- Players can now undo the last item Reroll they performed by holding _Reload_ while pressing _Crouch_ at the _Reroll_ station (sky blue).
- Rolling back an item is free, but is not possible anymore once a player equips another item, imbues the rerolled item, picks up a rune, loads a save state, or reaches level 100.
**New Ability Cooldown Effect**
- The _Projectiles_ stat now has an additional effect: It reduces the cooldown of all default abilities a player has access to by a percentage of the remaining duration whenever the player earns a kill (was a contributor to killing an enemy).
- The player's level also adds a small bonus to this cooldown reduction effect.
**Alternative Communication Wheel Commands**
Some actions in Loot Quest now have alternative commands:
- _Communicate: Goodbye_ > Teleport special ability
- _Communicate: You are Welcome_ > Show prices for services
- _Communicate: Fall Back_ > Town portal spell (teleport back to town)
- _Communicate: Press the Attack_ > Use Soul Stone (summon boss)
- _Communicate: Push Forward_ > Use Soul Stone (summon boss)
- _Communicate: Yes_ > Equip item
- _Communicate: Ready_ > Show stats of equipped item
**Glow Effects**
- Permanent glow effects have been added for the rarest and hardest to obtain items in the game.
- Each item type has a different color.
**Movement Speed Adjustments**
- The movement speed of both players and enemies at higher levels as been slightly reduced. This affected champions and bosses more than players and regular enemies.
**Arreat Summit**
- The Arreat Summit is now a level 60 boss encounter, that players of level 20 or higher can complete (there is no maximum level requirement anymore; it is recommended to fight the Ancients in a group of players near level 60).
- The Ancients grant much more Experience than before and are guaranteed to drop a random +1 rune when defeated, but every player can only receive this reward once.
- To obtain a sky blue visual effect on their equipped item, players must defeat the Ancients an additional time (they can do this repeatedly with as many items as they want; the effect can only be applied to items that prior had no visual effect).
- Players will obtain a visual effect based on the Ancient they killed last.
- They can remove that visual effect by using the Roll Back function of the Reroll station in the same match (the item can no longer be rolled back when a player performs any of the Roll Back breaking actions listed above).
- Players now can only enter the Worldstone Keep after they have defeated the Ancients at least once.
- Level 100+ players can no longer earn the reward for defeating the Ancients for the first time and can always enter the Worldstone Keep.
**Various**
- Added a calibration system at the beginning of the match. Do not press any button in the first few seconds of the game or it may crash.
- The item qualities have new names now:
- White: Common (formerly Rank 5)
- Green: Uncommon (formerly Rank 4)
- Blue: Rare (formerly Rank 3)
- Purple: Epic (formerly Rank 2)
- Orange: Legendary (formerly Rank 1)
- Lower level items now drop with slightly lower base stats and special ability ranks to encourage players to try out other items.
- The number of special abilities is now fixed per item quality: Rare items get one special ability, epic items get two special abilities, and legendary items get three. (Legendary items with two special abilities that were obtained in a previous version of Loot Quest, can now be updated to have three special abilities, for free, in a secret place.)
- The auto-save option is now disabled by default. It can be enabled or disabled again with _Reload + Crouch_ inside the green _Create Save Code_ station.
- Damage from the Crit special ability now scales in the same way damage from the Burning special ability does. Crit deals 5% less total damage than Burning (at the same ability rank), by default, but 25% more in the case of a critical hit. It also has the advantage of dealing all its damage instantaneously, compared to Burning which deals its damage over the course of 2 seconds.
- If the Crit special ability is triggered by a critical hit, a larger purple explosion appears at the eye position of the victim. In case of a regular hit, the explosion effect is smaller and appears at the center of the victim's body.
- Healing another player will now trigger the Ult charge special ability and let visual effects appear like dealing damage does.
- Players can no longer use the Teleport special ability when they are asleep, frozen, hacked, knocked down, or stunned.
- Enemies will now sometimes use melee attacks when they are close to a player.
- Knockback effects that do not deal damage will now also tag enemies as hit for contributor status.
- Runes that increase a base stat by 2 or 5 now have new names.
- Players using common items will now find runes more often and lucky charms less often (but still more often than players that are not using a common item).
- Greatly improved feedback when a player cannot use a Soul Stone.
- There is now better feedback when a host cannot change the enemy difficulty/levels setting.
- There is now better feedback when a player tries to create a save code, but cannot because another code was created in the previous 6 seconds.
- Magic Find is now correctly displayed as ‰ (and not %).
- Players will now globally gain 50% more Horadric Favor for defeating enemies.
- When an enemy dies in an area that players can't access, loot will now appear at the location where the defeated enemy spawned instead.
- Some drop and EXP rates have been adjusted.
- Bosses, in general, will spawn a lot faster now when they are being summoned.
- Boss summon stones are now called Soul Stones.
- The gold cost of Soul Stones now increases with the player level.
- Soul Stones now cost 1 Horadric Favor to use.
- Bosses will no longer spawn near the player spawn room.
- Bosses will now teleport back to their spawn location when they get too close to the player spawn room.
- Players who are in town can no longer deal any damage and will not be able to deal any damage until about 10 seconds after they have left the spawn room (using a teleporter lets them deal damage without delay).
- Bosses will now teleport back to their initial spawn location when they enter an inactive spawn room of their team.
- Players can now remove the visual effect from uncommon, rare, epic, legendary,and primal items in a secret place.
- The Essence of Evil now can only be absorbed by items that have maxed base stats (and meet certain other requirements). Transformed items can be rolled back at the Reroll station in the same match (until the player performs an action that removes the stored Roll Back item; see notes on new Roll Back system). The transformation outcome for some special items has been changed to more fairly reward players for their efforts.
- The code conversion tool now uses the Workshop Island Night map (for better legibility of the HUD texts).
- Something unique has been added for all level ranges.
**Bugfixes**
- Echo's default Duplicate ability has been replaced with a custom version to avoid several problems caused by the default version.
- A D.Va character without her ultimate ability unlocked can now regain her mech by playing normally.
- A problem with gifting items to heroes with large character models has been fixed.
- Fixed an issue that caused loot to sometimes appear in the wrong location or not at all.
- Fixed a bug that would not correctly update Super Novice items when a player reached level 60 or loaded a save state.
:::
</details>
___
### **Loot Quest Manual**
___
### **Table of Contents**
1. **Introduction**
2. **Controls**
2.1 General Commands
2.2 Entering Save Codes
2.3 Host Commands
3. **Stations in Town**
3.1 Teleporter
3.2 Buy Back
3.3 Gamble
3.4 Reroll and Roll Back
3.4.1 Reroll
3.4.2 Roll Back
3.5 Imbue
3.6 Soul Stones
3.7 Quests
3.7.1 Start/Turn In Quest
3.7.2 Abandon Quest
3.8 Create Save Code and Autosave
3.8.1 Create Save Code
3.8.2 Autosave
3.9 Load Save State and Load Item
3.9.1 Load Save State
3.9.2 Load Item
4. **Hunting and Experience**
4.1 Experience and Level Progress
4.2 Temporary Experience Bonuses
4.3 Group Experience Bonus
4.4 Horadric Favor
4.5 Experience/Drop Penalty
4.6 Tagging Enemies - Contributor Status
4.7 Monster Types
4.8 Map Types
4.8.1 Training
4.8.2 Regular Maps
4.8.3 Adventure Maps
4.8.4 The Arreat Summit
4.8.5 Elite Maps
5. **Loot and Drop Chances**
5.1 Drop Rates & Magic Find
5.2 Gold
5.3 Equippable Items
5.4 Runes and Lucky Charms
5.4.1 Runes
5.4.2 Lucky Charms
5.5 Arcane Crystal Fragments
5.6 Stones of Jordan & Puzzle Rings
6. **Equippable Items and Stats**
6.1 Equipped Item & Inventory
6.2 Item Quality and Values
6.3 Base Stats
6.4 Special Abilities
6.4.1 Items and Special Abilities
6.4.2 The Abilities
6.4.3 Specialist Bonuses
6.4.4 Universalist Items
6.5 Visual Effects
6.6 Glow Effects
6.7 Item Power / Item Gold Value
6.8 Super Novice Items
6.9 Unique Item Bonus
6.10 Out of Combat Healing
7. **Special Services**
7.1 Item Gifting
7.2 Third Special Ability
7.3 Change Visual Effect
7.4 Renewal
7.5 Dung Items
7.6 Essence Absorption
8. **FAQ**
9. **Known Issues**
___
### **1. Introduction**
Loot Quest is a ++long-term, slow progress++ PvE RPG mode for 1-6 players in which players hunt monsters to gain levels and and find equippable items that can make them stronger. Most progress can be saved in the form of 40-digit save codes that can be entered in another match to load the saved state.
___
### **2. Controls**
#### **2.1 General Commands**
|Action|Command|Alternative Commands
|---|---|---|
|Pick up loot|_Crouch_||
|Use the primary function of a station in town|_Crouch_||
|Use the secondary function of a station|_Crouch_ while holding _Reload_
|Respawn (when dead)|Hold _Interact_ for 1 second||
|Go to next item in inventory|_Melee_||
|Equip selected inventory item|_Communicate: Acknowledge_ while at full health and out of combat¹|_Communicate: Yes_ while at full health and out of combat¹|
|Sell selected inventory item for gold (default selling method selected)|_Interact_||
|Sell selected inventory item for gold (alternative selling method selected)|Any _Emote_ or _Voice Line_ while holding _Crouch_|
|Toggle between default/alternative selling method|_Interact_ while standing inside the white station in town||
|Teleport to spawn room|_Communicate: Need healing_ outside of town and out of combat¹||
|Show cost of services in town|_Communicate: Thanks_|_Communicate: Need healing_ while in town|
|Use Soul Stone²|_Communicate: Group Up_ outside of town|_Communicate: Press the Attack_ or _Communicate: Push Forward_|
|Show stats of equipped item|_Communicate: Ultimate Status_|_Communicate: Ready_|
|Show stats of selected inventory item|_Communicate: Ultimate Status_ while holding _Crouch_|_Communicate: Ready_ while holding _Crouch_|
|Use the _Teleport_ special ability³|_Communicate: Hello_|_Communicate: Goodbye_ or _Reload + Interact_|
|Gift selected inventory item to player you are facing|_Melee_ while holding _Reload_||
_¹ Players are out of combat when they have not taken or dealt any damage for 3 seconds (their health will start to regenerate until they enter combat again)._
_² Only one player can have a Soul Stone active at the same time. Cannot be used when there is already a boss in the game._
_³ The player needs to have an item with that special ability equipped._
#### **2.2 Entering Save Codes**
|Action|Command|Alternative Command
|---|---|---|
|Increase current digit|_Interact_||
|Lower current digit|_Melee_|_Interact_ while holding _Ultimate_|
|Go to next digit / confirm code (at digit 40)|_Crouch_|_Ability 2_|
|Go to previous digit|_Ability 1_||
|Cancel enter code mode|_Secondary Fire_||
|Load item only¹|_Crouch_ at digit 40 while holding _Reload_|_Ability 2_ at digit 40 while holding _Reload_
|Reset code²|_Secondary Fire_ while holding _Reload_
_¹ Items cost gold to load ( cost = item power value / 8 ) and are added to the player's inventory (empty inventory slot required). Items from a save state with a higher level than the current player level cannot be loaded (exception: level 60+ players can load an item from any level 60+ save state). Item loading is disabled when a player carries any rank 5 (white) item and is not level 60 or higher. Rank 5 items that are not Super Novice items cannot be loaded._
_² Resets the code to all zeros. The game will remember all numbers entered until a player successfully loads a save state, obtains an item in any other way, or uses this command._
#### **2.3 Host Commands**
|Action|Command|
|---|---|
|Toggle between dynamic enemy levels and fixed level range|_Interact_ while holding _Jump_ standing inside the yellow station in town|
|Increase enemy levels|_Interact_ while standing inside the yellow station in town|
|Reduce enemy levels|_Interact_ while holding _Ultimate_ inside the yellow station in town|
|Increase match duration¹ ²|_Interact_ while standing inside the orange station in town|
|Reduce match duration²|_Interact_ while holding _Ultimate_ inside the orange station in town|
|End match in 10 minutes²|_Interact_ while holding _Ultimate_ and _Melee_ inside the orange station in town|
_¹ Enemy levels cannot be changed when there is a boss or a Soul Stone currently active on the map._
_² The match duration can not be increased beyond 3 hours and 55 minutes._
_³ The match duration can no longer be altered, once a match is in its last 10 minutes._
___
### **3. Stations in Town**
#### **3.1 Teleporter**
_Teleporters_ will transport players directly to a hunting area. They appear as light shafts or as orbs surrounded by a good aura. Players can immediately attack and deal damage after using a teleporter (if they walk out of a spawn room without using a teleporter, they cannot deal any damage to enemies for up to 10 seconds).
- Regular maps always feature two teleporters: a green one that leads to the second and a purple one that leads to the fourth of five hunting zones.
- Teleporters on Adventure maps, on Elite maps, and in the secret place will transport players to a random one of several spawn locations in the hunting area.
- The teleporter on the Arreat Summit map will transport players to a fixed location. It is red when the boss encounter has started and sky blue while the Ancients are resting.
#### **3.2 Buy Back**
At the _Buy Back_ station - marked by an orange ring - players can buy back the last item they have sold for gold. Only one item will be stored in the Buy Back station and it is removed when a player loads their progress or an item from a save code. Buying back an item costs the same amount of gold that was obtained from selling it, but it requires no Horadric Favor.
#### **3.3 Gamble**
Inside the blue ring of the _Gamble_ station, players can purchase a random item - that will always be at least of uncommon quality - for gold and Horadric Favor. The gold cost depend on the player's level (they do not increase anymore after player level 60) while gambling always consumes 1 point of Horadric Favor. Items obtained from gambling scale according to the player's level. Magic Find ‰ increase the chance to obtain a higher quality item (temporary bonuses work as well) which are the same they would be if a champion had dropped an uncommon or better quality item.
:::info
<details>
<summary>Gamble Cost</summary>
18 + 1.5 * Player Level
_Prices are rounded to the nearest integer and will not increase after player level 60._
</details>
:::
#### **3.4 Reroll and Roll Back**
##### **3.4.1 Reroll**
At the sky blue _Reroll_ station, players can reroll the unlocked hero abilities, the base stat bonuses, and the special abilities of their equipped item. The total number of stat points and the special ability ranks remain the same, but the points will be randomly redistributed and the item can obtain different types of special abilities. A sligthly uneven stat distribution is the most likely outcome when rerolling. Some items grant ranks in all 6 special abilities; that bonus will not change when rerolling an item. An item's hero, quality, and visual effect cannot be changed by rerolling. The item power of a rerolled item stays the same; the item is not rescaled to the player's level.
:::info
<details>
<summary>Reroll Example</summary>
An Epic Tracer item is rerolled twice:
Stat/special ability|Original item|Result after reroll 1|Result after reroll 2
---|---|---|---
Secondary Fire unlocked|+|-|+
Ability 1 unlocked|+|+|-
Ability 2 unlocked|+|+|+
Ultimate unlocked|-|+|+
Attack|20|18|1
Defense|10|18|0
Health|30|18|5
Speed|20|18|80
Projectiles|10|18|4
Special ability 1|Burning rank 2|Ult charge rank 2|Root rank 2
Special ability 2|Teleport rank 3|Ult charge rank 3|Burning rank 3
_The hero, item quality, and visual effect will not change. The total number of stat points remains the same. After the first reroll, the item has a total of 5 ranks in Ult charge (the ranks from two special ability slots are added together)._
</details>
:::
Rerolling costs both gold and Horadric Favor. The price depends on the player's level and the item's quality. The level factor does not increase anymore after level 60.
:::info
<details>
<summary>Reroll Cost</summary>
Item quality|Gold cost|Favor cost
---|---|---
Common (white)|2.5 * ( 1 + ( 0.02 * player level / 1.1 ) )|0
Uncommon (green)|12.5 * ( 1 + ( 0.02 * player level / 1.1 ) )|1
Rare (blue)|87.5 * ( 1 + ( 0.02 * player level / 1.1 ) )|1
Epic (purple)|200 * ( 1 + ( 0.02 * player level / 1.1 ) )|1
Legendary (orange)|750 * ( 1 + ( 0.02 * player level / 1.1 ) )|2
Primal (red)|5000 * ( 1 + ( 0.02 * player level / 1.1 ) )|2
Unique (orange)|500 * ( 1 + ( 0.02 * player level / 1.1 ) )|3
Renewed item|3000|3
Special Super Novice item|3000|3
_Prices are rounded to the nearest integer and will not increase after player level 60._
</details>
:::
##### **3.4.2 Roll Back**
The secondary function of the Reroll station is called _Roll Back_ and allows players to revert the last reroll action they performed if they are unhappy with the outcome. Rolling back an item is free. However, the gold cost of the Reroll aren't returned to the player. The roll back function can also be used to undo the Essence of Evil transformation or to remove the sky blue visual effect obtained by defeating the Ancients on the Arreat Summit map a second time.
- Rolling back an item is no longer possible when the player equips another item, picks up a rune, imbues their equipped item, reaches level 100, or loads their progress or an item from a save code.
#### **3.5 Imbue**
The Imbue station appears as a red ring and allows players to upgrade their equipped item. Any item that is not of legendary or better quality can be upgraded to the next highest quality here. It will be rerolled as if it had just been dropped by a monster of the player's level (so it is rescaled to the player's level!). The only attribute that is guaranteed to remain unchanged is the item's hero.
Legendary or higher quality items can also be improved with Imbue and will gain 1 point to a random base stat or special ability rank. Base stat bonuses cannot be higher than 50 nor can they be increased beyond the player's current level. The maximum rank for each special ability slot is 10. So at some point, an item can no longer be improved with Imbue. If both an item's base stats bonuses and its special ability ranks can still be improved, then a base stat bonus will be increased in 75% of all cases, and a special ability rank in the other 25%.
Imbuing an item is quite expensive, costs both gold and Horadric favor, and the price increases with the player's level, up to player level 60.
:::info
<details>
<summary>Imbue Cost</summary>
Item quality|Gold cost|Favor cost
---|---|---
Common (white/yellow)¹|71.016 * ( 0.5 + 0.01 * player level )|1
Uncommon (green)|284.064 * ( 0.5 + 0.01 * player level )|2
Rare (blue)|1136.256 * ( 0.5 + 0.01 * player level )|3
Epic (purple)|4545.024 * ( 0.5 + 0.01 * player level )|4
Legendary (orange)|500|5
Primal (red)|500|6
Unique (orange)|500|8
_Prices are rounded to the nearest integer and will not increase after player level 60._
_¹ Super Novice items still count as common items and will turn into a regular green item when imbued._
</details>
:::
#### **3.6 Soul Stones**
While standing inside the yellow ring in town, players can purchase _Soul Stones_ for some gold and 1 point of Horadric Favor. Soul Stones can be used to summon a boss opponent outside of town. They cost another point of Horadric Favor to use and only one Soul Stone can be active at a time.
:::info
<details>
<summary>Soul Stone Cost</summary>
36 + 3 * Player Level
_Prices are rounded to the nearest integer and will not increase after player level 60._
</details>
:::
#### **3.7 Quests**
##### **3.7.1 Start/Turn In Quest**
At the _Quests_ station (purple ring), players can start, abandon, and turn in quests.
Quests are short missions, available on most maps, that can usually be completed within about 10 minutes. They cost a small amount of gold to start and award the player with Experience, Horadric Favor, and a random item of at least uncommon (green) quality upon completion. The random item reward follows the same rules that apply to items obtained from the Gamble station (see 3.3 Gamble). The amount of Horadric Favor gained is the amount a player would have earned by defeating 15 regular monsters on the same map (while not suffering from any EXP/drop penalty).
Quests are lost when loading progress from a save state.
:::info
<details>
<summary>Quest cost</summary>
24 + 2.25 * Player Level
_Prices are rounded to the nearest integer and will not increase after player level 60._
</details>
:::
:::info
<details>
<summary>Quest types</summary>
Quest|Description
---|---
Kill boss|Requires the player to kill a boss.
Kill champions|Requires the player to kill a certain number of champions.
Kill enemies|Requires the player to kill a certain number of enemies of any type (regular, champion, boss, or special boss).
Pick up gold|Requires the player to obtain a certain amount of gold from picking up loot spheres.
|Obtain equippable items|Requires the player to obtain a certain number of equippable items by picking up loot spheres or by gambling.
Charge crystal with moonlight|Requires the player to find sky blue light shafts, step inside them, and press *Crouch* to charge a crystal with moonlight for a certain number of times.
Close demonic portals|Requires the player to find and close a certain number of demonic portals that appear as large red auras. Portals can be closed by pressing *Crouch* while standing near them.
Destroy corruption tumors|Requires the player to find and destroy a certain number of corruption tumors (large green bad auras). Tumors can be destroyed by pressing *Crouch* while standing near them.
_The_ Kill boss _quest can only be obtained when the player either has enough gold to purchase a Soul Stone and at least 2 points of Horadric Favor, or already has at least one Soul Stone in their possession as well as 1 point of Horadric Favor. If a player meets these requirements, they have a chance of 1 in 6 to obtain the_ Kill boss _quest. If they do not meet these requirements or did not get the boss quest, they have an even chance to obtain any of the seven other quests._
_Players will never get the same quest type twice in a row._
</details>
:::
:::info
<details>
<summary>Quest EXP and Horadric Favor rewards</summary>
Default EXP reward = ( 0.625 * Player Level ^ 2 + 39.375 * Player Level + 112.5 ) / 9
Map type|EXP reward multiplier|Horadric Favor rewards
---|---|---
Regular maps + Secret place|1|1.125
Adventure map type 1¹|1.1|0.956
Adventure map type 2²|1.25|0.788
Elite map|2|2.25
_¹ Type 1 maps: Forgotten Tower (Lijiang Tower), Arcane Sanctuary (Oasis)._
_² Type 2 maps: Lower Kurast (Ilios), Travincal (Busan), City of the Damned (Lijiang Tower Lunar New Year), Bloody Foothills (Nepal)._
</details>
:::
##### **3.7.2 Abandon Quest**
The secondary function of the _Quests_ station - accessed by holding _Reload_ while pressing _Crouch_ - allows a player to abandon their current quest. All quest progress is lost and the player does not get their gold back.
#### **3.8 Create Save Code and Autosave**
##### **3.8.1 Create Save Code**
By using the green _Create Save Code_ station, players can obtain a 40-digit save code that represents their current progress.
A save code will only appear for 5.5 seconds on the screen of the player who saved, so it is vital that the player takes a screenshot or uses camera to keep an image of their code.
:::info_Be aware that some spectators may be able to see your code!_:::
A save code stores
- a player's level
- progress towards the next level
- the amount of gold a player owns
- the number of carried Soul Stones
- the player's equipped item
The gold value of the player's inventory is included in the code as well, but the actual items in the player's inventory are not. To save multiple items, a player needs equip and get a different save code for each item. Horadric Favor and the number of Stones of Jordan/Puzzle Rings that have been sold to merchants cannot be saved.
Save codes store all values at the state they were in when the code was created. Anything that happens after that is not included in the same code anymore. (You can think of the save codes like of passwords in old video games.)
- Whenever a player obtains a save code, no other player can create a code for 6 seconds.
- The player who obtains a code cannot create another code for 40 seconds.
##### **3.8.2 Autosave**
Using the secondary function of the Create Save Code station by holding _Reload_ while pressing _Crouch_ will activate/deactivate the _Autosave_ feature for the user. Autosave is disabled by default. When a player has activated it, they will automatically obtain a save code once every 30 minutes of playtime. Autosave is the only way a player can obtain a save code outside of town and without manually using the Create Save Code station.
#### **3.9 Load Save State and Load Item**
##### **3.9.1 Load Save State**
At the _Load Save State_ station (represented by a white ring), players can load their progress as it was stored in a save code. In order to do that, they need to enter all 40 digits of a save code correctly (see _2.2 Entering Save Codes_ on how to enter a code).
The game will remember the numbers that each player entered, until that player resets the code by pressing _Secondary Fire_ while holding _Reload_, successfully loads a save state or item, or obtains or changes an item in any other way.
When loading a save state by confirming a valid code at digit 40, all progress the player had before loading will be lost and be replaced by the loaded progress. Horadric Favor is always lost since it cannot be saved. Any item stored for the Buy back and Roll back services will be removed.
No save code can be used by more than one player in the same game.
##### **3.9.2 Load Item**
Players also have the option to load only the item that is stored in a save code, by using the secondary function of the Load Save State station: _Load Item_. The process is almost the same as when entering a save code to load progress, but when confirming the last digit with _Crouch_ or _Ability 2_ the player needs to hold _Reload_.
Loading an item will add the item to the player's inventory, so they need to be at least one empty inventory slot (carry less than 5 inventory items) to successfully load an item. Furthermore, there are some (quite complicated) restrictions:
:::info
<details>
<summary>Load Item Restrictions</summary>
Player Level|Restrictions
---|---
1-59|The player can only load items from save states that have a level equal to or lower than the player's current level. The player cannot load any item while carrying a common item (equipped or in the inventory). The player cannot load any common item from a save state.
60+|The player can load any item from a save state below level 100 as long as it is not a common item from a save state below level 60. They cannot load items from level 100+ save states.
100+|The player can load any item that is not a common item from a save state below level 60.
</details>
:::
___
### **4. Hunting and Experience**
#### **4.1 Experience and Level Progress**
Players can earn Experience (EXP) by defeating monsters and by completing quests. The higher the level of an enemy, the more EXP a player can earn from defeating it. The higher a player's level, the more EXP they will obtain from completing a quest.
Once a player's EXP progress towards the next level reaches 100%, they will gain a level. A higher player level increases a player's Attack, Defense, Health, Speed, and Projectiles values, and the their Magic Find ‰. It also increases the price for Gamble, Soul Stones, Quests, Imbue, and Reroll (up to player level 60).
The higher a player's level, the more EXP they will need to reach the next one. After level 100, EXP progress gets a lot slower.
:::info
<details>
<summary>EXP required to reach the next level</summary>
Player Level|EXP required to reach the next level
---|---
1-99|Player Level * Player Level * 10
100+|Player Level * Player Level * 100 * (Player Level - 99)
</details>
:::
:::info
<details>
<summary>EXP rewards</summary>
Default EXP reward = ( 0.05 * Level ^ 2 + 3.15 * Level + 9 ) / 9
<details>
<summary>Default enemy EXP values</summary>
|Enemy Level|EXP|
|---|---|
|1|1|
|3|2.1|
|6|3.3|
|9|4.6|
|12|6|
|15|7.5|
|18|9.1|
|21|10.8|
|24|12.6|
|27|14.5|
|30|16.5|
|33|18.6|
|36|20.8|
|39|23.1|
|42|25.5|
|45|28|
|48|30.6|
|51|33.3|
|54|36.1|
|57|39|
|60|42|
</details>
EXP source|EXP reward multiplier
---|---
Regular enemy|1
Champion|2.5
Boss|12.5
Quest|12.5
Special boss|36.25
On Elite maps, all enemies count as level 60 for the purpose of EXP calculation, but kill EXP rewards are multiplied by: 2 + 0.05 * ( Enemy Level - 60 ) and EXP rewards for quests are multiplied by 2.
The Player Level is used when calculating quest rewards, otherwise the enemy level is used.
</details>
:::
:::info
<details>
<summary>Hunting Guide: Highest EXP per enemy and highest EXP per enemy with 100% drop chance multiplier, for every player level</summary>
|Player Level|Enemy level with top EXP|EXP per enemy|Drop chance penalty|Enemy level with top EXP & no drop penalty|EXP per enemy|difference to top EXP|
|---|---|---|---|---|---|---|
|1|9|3.68|-20%|6|3.3|-10.33%|
|2|9|4.14|-10%|6|3.3|-20.29%|
|3|9|4.6||9|4.6||
|4|12|4.8|-20%|9|4.6|-4.17%|
|5|12|5.4|-10%|9|4.6|-14.81%|
|6|12|6||12|6||
|7|12 / 15|6||12|6||
|8|15|6.75|-10%|12|6|-11.11%|
|9|15|7.5||15|7.5||
|10|15|7.5||15|7.5||
|11|18|8.19|-10%|15|7.5|-8.42%|
|12|18|9.1||18|9.1||
|13|18|9.1||18|9.1||
|14|21|9.72|-10%|18|9.1|-6.38%|
|15|21|10.8||21|10.8||
|16|21|10.8||21|10.8||
|17|24|11.34|-10%|21|10.8|-4.76%|
|18|24|12.6||24|12.6||
|19|24|12.6||24|12.6||
|20|27|13.05|-10%|24|12.6|-3.45%|
|21|27|14.5||27|14.5||
|22|27|14.5||27|14.5||
|23|30|14.85|-10%|27|14.5|-2.36%|
|24|30|16.5||30|16.5||
|25|30|16.5||30|16.5||
|26|33|16.74|-10%|30|16.5|-1.43%|
|27|33|18.6||33|18.6||
|28|33|18.6||33|18.6||
|29|36|18.72|-10%|33|18.6|-0.64%|
|30|36|20.8||36|20.8||
|31|36|20.8||36|20.8||
|32|36|20.8||36|20.8||
|33|39|23.1||39|23.1||
|34|39|23.1||39|23.1||
|35|39|23.1||39|23.1||
|36|42|25.5||42|25.5||
|37|42|25.5||42|25.5||
|38|42|25.5||42|25.5||
|39|45|28||45|28||
|40|45|28||45|28||
|41|45|28||45|28||
|42|48|30.6||48|30.6||
|43|48|30.6||48|30.6||
|44|48|30.6||48|30.6||
|45|51|33.3||51|33.3||
|46|51|33.3||51|33.3||
|47|51|33.3||51|33.3||
|48|54|36.1||54|36.1||
|49|54|36.1||54|36.1||
|50|54|36.1||54|36.1||
|51|57|39||57|39||
|52|57|39||57|39||
|53|57|39||57|39||
|54+|60|42||60|42||
</details>
:::
#### **4.2 Temporary Experience Bonuses**
Players can earn three different temporary bonuses to their Experience gain that fully stack, when they defeat a boss, pick up a Lucky Charm, or earn Horadric Favor.
:::info
<details>
<summary>EXP gain bonuses</summary>
Source|Effect|Duration
---|---|---
Boss defeated|+20% EXP|5 minutes
Lucky Charm picked up|+20% EXP|2-10 minutes (the durations stack when multiple charms are picked up)
Horadric Favor|1% per full point|Indefinite until the Favor is lost or the match ends
All temporary EXP gain bonuses are lost when a player loads progress from a save code or leaves the match, or when the match ends.
</details>
:::
#### **4.3 Group Experience Bonus**
When defeating enemies, there is a 10% bonus for each player after the first that contributed to defeating an enemy (for example, when three players contributed to defeating an enemy, each of them will get an EXP bonus of +20%). This bonus fully stacks with all temporary EXP bonuses a player may have.
#### **4.4 Horadric Favor**
Horadric Favor can be earned slowly be defeating enemies and by completing quests (and a tiny amount can be obtained by selling items on any hunting map other than the Arreat Summit).
It acts as a secondary currency for many services in town, but also grants the player an EXP bonus and a bonus to their Magic Find ‰ for as long as they have it. Horadric Favor cannot be saved and will be lost when a player leaves a match or loads progress from a save code.
A player can have up to 20 points of Horadric Favor. Each full point grants an EXP bonus of 1% and a Magic Find bonus of 2.5‰ (half permille values are rounded down).
Horadric Favor is required for the following services and actions:
- Gamble
- Reroll (not always)
- Imbue
- Buy Soul Stone
- Use Soul Stone
- Gift item
:::info
<details>
<summary>Horadric Favor gain rates</summary>
Action|Amount of Horadric Favor rewarded
---|---
Kill regular enemy|0.09
Kill champion|0.18
Kill boss|0.27
Kill special boss|0.36
Turn in quest|1.125
Sell item¹|0.09
Kill Ancients for the first time|5
_¹ Selling an item on the Arreat Summit map will not grant any Horadric Favor._
On Adventure maps type 1², all amounts except for the _Sell item_ reward are reduced by 15%.
On Adventure maps type 2³, all amounts except for the _Sell item_ reward are reduced by 30%.
On Elite maps, all amounts gained from kills are multiplied by: 2 + 0.018 * ( Enemy Level - 50 ) and turning in a quest grants 2.25 Horadric Favor. Selling an item still returns the default amount of 0.09 Horadric Favor.
_² Type 1 maps: Forgotten Tower (Lijiang Tower), Arcane Sanctuary (Oasis)._
_³ Type 2 maps: Lower Kurast (Ilios), Travincal (Busan), City of the Damned (Lijiang Tower Lunar New Year), Bloody Foothills (Nepal)._
</details>
:::
The rate at which Horadric Favor is gained is subject to the EXP/drop penalty (see 4.3 Experience/Drop Penalty).
#### **4.5 Experience/Drop Penalty**
When a player kills an enemy whose level is too far above or below their own (7 or more levels difference), they will suffer a penalty to the amount of EXP and Horadric Favor they gain and to their chance to obtain loot.
:::info
<details>
<summary>Exact penalty values</summary>
|Level Difference|EXP and Horadric Favor penalty|Chance to get no loot roll
|---|---|---
|0-6|-0%|0%
|7|-10%|10%
|8|-20%|20%
|9|-30%|30%
|10|-40%|40%
|11|-50%|50%
|12|-60%|60%
|13|-70%|70%
|14|-80%|80%
|15|-90%|90%
|16+|-100%|100%
_Example: A level 12 enemy that by default would have a 30.15% chance to drop loot for a level 1 player effectively only has a 15.075% chance to drop loot for that player due to the 50% chance that the loot roll will be lost._
</details>
:::
Special cases/exceptions:
- Level 60+ enemies will always give full rewards to players that are above their level.
- The bosses on the Arreat Summit boss encounter map will always give full rewards to players who can enter (level 20+).
- When too many enemies die from falling into a pit, then additional enemies that die from falling into a pit will not grant any rewards to players anymore until some enemies have died in other ways (bosses cannot die from falling into a pit).
#### **4.6 Tagging Enemies - Contributor Status**
In order to be eligible for an enemy kill reward, players need to have dealt damage to that enemy or have knocked it back at least once. Players on a tank hero also become contributors when they take damage from an enemy. Players on support heroes additionally count as contributors when they are alive near a monster that dies, and not in town. The contributor status will only be lost when a player loads progress from a save code or leaves the match.
:::info
_Damage dealt by Torbjörn's Turret, Symmetra's Sentry Turret, or Ashe's Bob will not tag a player as contributor due to technical limitations._
:::
#### **4.7 Monster Types**
On most hunting maps, players can encounter different types of enemies.
- **Regular enemies** (white name): They are the default enemies in Loot Quest. Players can encounter them on all regular maps, Adventure maps, and in the secret place. On the Elite maps they will encounter an Elite version of regular enemies.
- **Champions** (blue name): Champions are a stronger version of the default enemy. They will sometimes spawn on all regular maps, Adventure maps, and in the secret place (for champion spawn rates, see 4.5 Map Types). On the Elite maps, players will encounter Elite champions. Champions will always drop at least gold when defeated (unless the drop penalty prevents them from doing so).
- **Bosses** (orange name): Bosses are the toughest opponents in Loot Quest. They will only appear when a player summons them by using a Soul Stone. There can never be more than one active boss in a game at the same time, with the exception of the Ancients on the Arreat Summit map.
- **The Ancients** (orange names: Talic the Defender, Madawc the Guardian, and Korlic the Protector): They are three level 60 bosses that the player(s) must fight at the same time. The Ancients have also mastered the art of the Barbarian Leap and will sometimes jump to reach higher ground (see 4.5 Map Types to learn more about the Arreat Summit boss encounter).
- **Special Bosses** (red name): These bosses are even stronger than the default ones and only appear under special circumstances.
Enemy damage dealt, max health, movement speed, and projectile speed depend on the enemy's level (on regular maps movement speeds vary slightly depending on which hunting zone an enemy spawned in; this does not affect level 60 enemies and in some cases does not affect enemies near level 60.)
:::info
<details>
<summary>Enemy types: EXP, damage bonus, damage reduction, max health/projectile speed bonus, movement speed bonus</summary>
Enemy type|EXP|Damage dealt|Damage reduction|Max health/proj. speed|Move speed
---|---|---|---|---|---
Regular|x1|-|-|-|-
Champion|x2.5|+25%|50%|+25%|+16.7%
Boss|x12.5|+75%|90%|+50%|+33.4%
Special boss|x36.25|+150%|90%|+95%|+50.1%
Elite regular|x2¹|-|75%|-|-
Elite champion|x5¹|+25%|80%|+25%|+16.7%
Elite boss|x25¹|+75%|95%|+50%|+33.4%
Elite special boss|x72.5¹|+150%|95%|+95%|+50.1%
_¹ See_ EXP rewards _under 4.1 Experience and Level Progress for more details on how EXP rewards are calculated on Elite maps._
</details>
:::
All enemies will take slightly less damage for each additional player in the game.
:::info
<details>
<summary>Enemy damage taken based on number of players in game</summary>
Number of players|Enemy damage taken
---|---
1|100%
2|71.43%
3|55.56%
4|45.45%
5|38.46%
6|33.33%
</details>
:::
#### **4.8 Map Types**
##### **4.8.1 Training**
The _Training map_ is a guided tutorial in which new players can learn about the core mechanics of Loot Quest. Saving and loading are disabled on this map. Just follow the instructions on screen.
##### **4.8.2 Regular Maps**
Regular maps are a good place to start playing Loot Quest on. There are a total of 16 different maps that all feature 5 hunting zones in which enemies of 5 different level increments will spawn. Champion spawn rates on regular maps depend on the player's level and the hunting zone. 5 level increments on the same map allow players of a higher level range to play in the same match, and new players can easily find the enemy level that they feel most comfortable hunting. The easiest hunting zone is always the one closest to town (the player team's spawn area), with zones getting progressively more difficult the further away they are from it. The green teleporter in town will always lead to hunting zone 2, while the purple teleporter can transports players to zone 4. All monsters on regular maps will be a random hero.
Enemies on regular maps are between level 1 and 60 (+3 levels per increment).
:::info
<details>
<summary>Champion spawn rates (regular maps)</summary>
Enemy level in zone 1|Zone 1|Zone 2|Zone 3|Zone 4|Zone 5
---|---|---|---|---|---
1|10%|10%|10%|10%|10%|
3|10%|10%|10%|10%|10%|
6|10%|10%|10%|10%|20%|
9|10%|10%|20%|20%|20%|
12|10%|10%|20%|20%|30%|
15|10%|20%|20%|30%|30%|
18|10%|20%|30%|30%|40%|
21|10%|20%|30%|40%|40%|
24|10%|20%|30%|40%|50%|
27|20%|30%|40%|50%|60%|
30|20%|30%|40%|50%|60%|
33|20%|30%|40%|50%|70%|
36|20%|30%|50%|60%|70%|
39|20%|30%|50%|60%|80%|
42|20%|40%|50%|70%|80%|
45|20%|40%|60%|70%|90%|
48|20%|40%|60%|80%|100%|
51|40%|60%|80%|100%|100%|
54|70%|90%|100%|100%|100%|
57|90%|100%|100%|100%|100%|
60|100%|100%|100%|100%|100%|
</details>
:::
The number of enemies that can be up at the same time on regular maps is equal to the number of players in hunting zones + 1 (up to a maximum of 6 enemies).
##### **4.8.3 Adventure Maps**
Adventure maps are a bit more dangerous than regular maps, but offer some increased rewards. There are 6 different Adventure maps that have only one hunting zone each, so there is only one enemy level increment for the entire map. Enemies on Adventure maps will deal more damage, compared to regular maps, and more monsters can be up at the same time in a game with 4 or less players in hunting zones. The champion spawn rate, however, is fixed, and players receive less Horadric Favor from kills and from turning in quests. Most enemy types on Adventure maps can only spawn as certain heroes or roles (damage dealer, tank, or support).
Enemies on regular maps are between level 1 and 60 (+3 levels per increment).
:::info
<details>
<summary>Adventure maps overview</summary>
Map|EXP / enemy damage|Runes / Lucky Charms|CSR¹|Regular|Champion|Boss|HF²|Special
---|---|---|---|---|---|---|---|---
Forgotten Tower (Lijiang Tower)|+10%|+50%|16.7%|67% damage, 33% support|Tank|Ana, Ashe, Brigitte, Echo, Mercy, Moira, Widowmaker|-15%|-
Arcane Sanctuary (Oasis)|+10%|+50%|16.7%|Damage|Tank|Mei, Sigma, Symmetra|-15%|-
Lower Kurast (Ilios)|+25%|+100%|25%|67% damage, 33% support|Tank|Reinhardt|-30%|+25% healing dealt
Travincal (Busan)|+25%|+100%|25%|Damage|Support|Ashe, Doomfist, Genji, Hanzo, Junkrat, Pharah, Reaper, Symmetra, Soldier: 76, Tracer, Widowmaker|-30%|+25% healing dealt
City of the Damned (Lijiang Tower Lunar New Year)|+25%|+100%|25%|Tank|50% damage, 50% support|D.Va, Reinhardt, Sigma|-30%|-
Bloody Foothills (Nepal)|+25%|+100%|25%|Damage|Tank|Orisa, Reinhardt, Roadhog|-30%|+25% max health
_¹ Champion spawn rate_
_² Horadric Favor gain is reduced on Adventure maps for all actions except when selling an item._
</details>
:::
The number of enemies that can be up at the same time on Adventure maps is equal to the number of players in hunting zones + 2 (up to a maximum of 6 enemies).
##### **4.8.4 The Arreat Summit**
The _Arreat Summit_ map is a special boss encounter in which the player(s) must defeat the Ancients - three level 60 bosses that will all come to live and attack them at the same time. Player level 20 is required to use the portal to the summit. To begin the encounter, a player must active the sky blue orb (the tablet of the Ancients) by pressing _Crouch_.
Unlike other bosses, the Ancients can jump and will leap on top of elevated positions. Player cannot leave the combat area, delimited by a large sky blue sphere during the battle.
When defeating the Ancients for the first time, a player will receive an enormous amount of Experience, 5 points of Horadric Favor, and a random +1 Rune as a drop.
A player may choose to battle the Ancients again, to obtain a sky blue visual effect on their equipped item. This effect can only be added to an item that previously had no visual effect. On common items, the effect will be replaced by the everchanging visual effect when they turn into Super Novice items. Defeating the Ancients is the only way to obtain a sky blue visual effect. Only players who have defeated the Ancients before can obtain this effect.
The visual effect that is added depends on the Ancient that was killed last.
Ancient|Hero|Effect
---|---|---
Talic the Defender|(Brigitte)|Good pickup effect
Madawc the Guardian| (Torbjörn)|Bad pickup effect
Korlic the Protector |(Orisa)|Ring explosion
The effect can be removed again with the Roll Back function of the Reroll station in town, until the player equips another item, loads progress or an item from a save state, reaches level 100, imbues the equipped item, or leaves the match.
Players can only earn Horadric Favor once on the Arreat Summit map, when they defeat the Ancients for the first time (no Favor is granted for subsequent kills or from selling items).
Players need to have defeated the Ancients at least once, to step through the portal on the Worldstone Keep map.
##### **4.8.5 Elite Maps**
Elite maps feature the toughest opponents in Loot Quest. Enemies here are level 60 or higher. Only players of level 45 or above may enter the portals (to use the Worldstone Keep portal, a player must also have defeated the Ancients on the Arreat Summit map at least once). EXP and Horadric Favor rewards from quests are doubled here, and kills give more than twice as much EXP and Favor per enemy compared to regular maps (see _EXP rewards_ under 4.1 Experience and Level Progress and _Horadric Favor gain rates_ under 4.2 Horadric Favor for details). The drop rate for Runes and Lucky Charms is 4 times as high as it is on regular maps, but the bonus for using a common item does not work on Elite maps.
Enemies on regular maps are between level 60 and 100 (+10 per increment).
:::info
<details>
<summary>Champion spawn rate (Elite maps)</summary>
Enemy level|Champion spawn rate
---|---
60|14.3%
70|16.7%
80|20%
90|25%
100|33.3%
</details>
:::
##### **4.8.6 The Secret Place**
This place is secret. There is only one hunting zone. Champions are much more scarce here (6.67% spawn rate), and all items reek of dung... quest rewards and Horadric Favor gains are the same they are on regular maps, but reports mention a suspicious amount of Runes and Lucky Charms. Regular monsters appear to drop no gold, will have to find out about the champions...
Enemies in the secret place are between level 1 and 60 (+3 levels per increment).
___
### **5. Loot and Drop Rates**
#### **5.1 Drop Rates & Magic Find**
Defeated monsters in Loot Quest have a chance to drop loot (represented by a colored sphere on the ground) for all players who contributed in fighting them (see 4.4 Tagging Enemies - Contributor Status on what qualifies a player to count as a contributor). The chance to obtain a drop depends solely on the defeated enemy type and a player's Magic Find ‰ bonus, except for Runes and Lucky Charms where the drop rate is determined by the map, but is greatly increased for players that use a common item (that bonus for common items does not apply on Elite maps).
The chance to obtain a higher quality item when using the Gamble station is also increased by a player's current Magic Find ‰.
- A player's default Magic Find ‰ is equal to their level multiplied with 5.
- Each point of Horadric Favor a player owns, will add another 2.5‰ (half permille values are rounded down).
- Defeating a boss grants a temporary bonus of 20‰ for 5 minutes.
- Picking up a Lucky Charm adds another bonus of 20‰ for 2-10 minutes (durations of multiple Lucky Charms that were picked up by the player stack).
- All temporary bonuses to Magic Find are lost when a player leaves the match or loads progress from a save state, or when the match ends. They cannot be saved.
Loot is evaluated and created individually for each player. Each loot drop stays on the ground for 90 seconds, then it will disappear. A player can have up to 3 drops on the ground at any given time. When there are 3 drops on the ground already, new drops will replace the existing ones if the new drop is of equal or better quality than all of the three drops on the ground (if multiple drops on the ground are of the same lowest quality, the oldest one gets replaced first).
:::info
<details>
<summary>Drop qualities and their appearance (from lowest to highest quality)</summary>
Drop quality|Drop type|Appearance
---|---|---
1|Gold|Yellow sphere
2|Common item|White sphere
3|Uncommon item|Green sphere
4|Rare item|Blue sphere
5|Epic item|Purple sphere
6|Lucky Charm|Lime green sphere
7|Rune|Aqua sphere
8|Legendary item|Orange sphere
9|Arcane Crystal Fragment|Blue orb
10|Primal item|Red sphere
11|Unique item|Orange orb
</details>
:::
Each enemy in Loot Quest can only award a player with one drop.
#### **5.2 Gold**
Regular enemies and champions can drop gold when they are defeated (visible as yellow sphere on the ground). Champions will always drop gold or something better if their drop roll is not removed by a drop penalty. The average amount of gold dropped depends on the level of the defeated monster but will vary; champions in the average will drop twice as much gold as regular enemies. Bosses cannot drop gold since they will always drop an item of at least uncommon quality. Enemies on Elite maps will drop twice as much gold compared to enemies of the same type and level on all other maps. Champions in the secret place follow different rules... Regular enemies in the secret place will not drop any gold!
:::info
<details>
<summary>Dropped gold amounts</summary>
|Level|Regular enemy|Champion|
|---|---|---|
|1|1-2|1-2|
|3|1-2|1-3|
|6|1-2|2-4|
|9|1-3|2-5|
|12|1-3|2-5|
|15|1-3|2-6|
|18|2-4|3-7|
|21|2-4|3-8|
|24|2-4|3-8|
|27|2-5|3-9|
|30|2-5|4-10|
|33|2-6|4-11|
|36|2-6|4-11|
|39|2-6|4-12|
|42|3-7|5-13|
|45|3-7|5-14|
|48|3-7|5-14|
|51|3-8|5-15|
|54|3-8|6-16|
|57|3-9|6-17|
|60|3-9|6-17|
|60 (elite)|6-17|12-48|
|70 (elite)|7-19|13-51|
|80 (elite)|7-20|13-51|
|90 (elite)|7-21|14-51|
|100 (elite)|8-23|15-53|
</details>
:::
#### **5.3 Equippable Items**
All enemies (with the exception of the Ancients) may drop equippable items.
Equippable items come in various qualities. Each quality has its own loot appearance:
- White sphere: common item
- Green sphere: uncommon item
- Blue sphere: rare item
- Purple sphere: epic item
- Orange sphere: legendary item
- Red sphere: primal item
- Orange orb: unique item
:::info
- _Common (white) items can only drop from enemies of level 6 or lower!_
- _Primal (red) items can only drop from enemies of level 60 or higher. There is a 4% chance that a legendary item will drop as a primal in that level range._
- _Unique (named orange) items are very rare but may drop with an equal chance from any enemy in the game. On Elite maps, that chance is doubled._
:::
See 6. Equippable Items and Stats for more information on equippable items.
#### **5.4 Runes and Lucky Charms**
_Runes_ and _Lucky Charms_ - unlike all other drops - are not found more often by a player with a higher Magic Find ‰. Instead, the drop chance is solely determined by the map type. Runes and Lucky Charms can only be dropped by regular enemies and champions - but not by bosses - and the latter globally are four times as likely to award them as a drop. Players, in the average, will find just as many Runes as they find Lucky Charms.
There is one exception to this rule: A player who uses a common item benefits from a greatly increased chance to find Runes and Lucky Charms, which is the same across all map types (with the exception of Elite maps where this bonus does not apply). Players using a common item will find Runes twice as often as they find Lucky Charms (except on Elite maps).
:::info
<details>
<summary>Rune/Lucky Charm drop chances per map type</summary>
Map type|Drop chance - regular enemy|Drop chance - champion
---|---|---
Regular map|1/250|1/62.5
Adventure maps type 1¹|1/166.7|1/41.7
Adventure maps type 2²|1/125|1/32.3
Elite maps|1/62.5|1/15.6
Secret place|1/50|1/5
Common item user (regular and Adventure maps)|1/30.3|1/7.5
Common item user (secret place)|1/30.3|1/5
_¹ Type 1 maps: Forgotten Tower (Lijiang Tower), Arcane Sanctuary (Oasis)._
_² Type 2 maps: Lower Kurast (Ilios), Travincal (Busan), City of the Damned (Lijiang Tower Lunar New Year), Bloody Foothills (Nepal)._
The values given here are the chances to obtain either a Rune or a Lucky Charm.
</details>
:::
##### **5.4.1 Runes**
_Runes_ - when picked up - will permanently increase one of the base stats of the player's equipped item by 1-5 (base stats cannot be increased beyond 50, but they can reach values that are higher than the player's current level while Imbue cannot increase an item's base stat beyond the player's level). They are visible as aqua colored spheres on the ground.
When finding a Rune, there is a 60% chance that it will add +1 to a base stat, a 30% chance that it is a +2 Rune, and a 10% chance that it will be a + 5 Rune.
:::info
<details>
<summary>List of Runes</summary>
Rune|Effect
---|---
Sol|+1 Attack
Nef|+1 Defense
Io|+1 Health
Shael|+1 Speed
El|+1 Projectiles
Fal|+2 Attack
Pul|+2 Defense
Dol|+2 Health
Ko|+2 Speed
Gul|+2 Projectiles
Ohm|+5 Attack
Ber|+5 Defense
Jah|+5 Health
Cham|+5 Speed
Vex|+5 Projectiles
Zod|+10 (stat depends on how it was obtained)
</details>
:::
##### **5.4.2 Lucky Charms**
_Lucky Charms_ when picked up, increase a player's Magic Find by 20‰ for 2-10 minutes. They appear as lime green spheres on the ground. When a player picks up a Lucky Charm while already benefitting from a Lucky Charm effect, the duration of the new charm is added to the remaining duration.
When a player picks up a Lucky Charm, there is a 60% chance that it will grant a Magic Find bonus for 2 minutes, 30% chance that it will grant a bonus for 5 minutes, and a 10% chance that the bonus will last for 10 minutes.
#### **5.5 Arcane Crystal Fragments**
Players that are level 100 or higher may obtain an _Arcane Crystal Fragment_ as a drop from any enemy they defeat (Magic Find ‰ does not increase the chance to find an Arcane Crystal Fragment).
:::info
<details>
<summary>Arcane Crystal Fragment: drop chance multiplier by enemy type</summary>
Enemy type|Drop chance multiplier
---|---
Regular enemy|x1
Champion|x1.43
Boss|x2.5
Special boss|x10
Elite regular|x2
Elite champion|x2.86
Elite boss|x5
Elite special boss|x20
</details>
:::
Arcane Crystal Fragments will infuse the player's equipped item; they can only be picked up if the player's equipped item is of legendary or higher quality or is a Super Novice item. Items that have been infused with an Arcane Crystal Fragment can no longer be gifted to other players.
Level 100+ items can be infused with up to 9 framents. The infusement level will be stored in a save code that includes the item and can be seen when a player uses _Communicate: Ultimate status_ or _Communicate: Ready_ to display the stats of their equipped item.
:::info
_The infusement level has no effect on an item, but will be imporant in the next major update of Loot Quest._
:::
#### **5.6 Stones of Jordan & Puzzle Rings**
The game keeps track of the number of legendary or higher quality items that have been found by players in each match. For each item found, one or more Stones of Jordan or Puzzle Rings is sold to the merchants. This progress cannot be stored in a save code and is lost when the match ends.
Rumors have it that - when enough Stones of Jordan or Puzzle Rings have been sold to merchants - Soul Stones may attract something more dangerous than a mere boss on the highest possible level of each map...
___
### **6. Equippable Items and Stats**
#### **6.1 Equipped Item & Inventory**
At any time, players need to have one equippable item equipped. They can carry up to 5 additional equippable items in their inventory.
A player's equipped item determines which hero a player is and what hero abilities they have access to. The equipped item also grants the player between 0 and 50 bonus points to each of the five base stats: _Attack, Defense, Health, Speed,_ and _Projectiles_, and in some cases powerful special ability passives.
A player's equipped item is visible on the left side of the screen; the player's inventory is displayed on the right side of the screen.
Players always have exactly one item equipped (everyone starts the game at level 1 with a Tracer item that has an item power of 5).
#### **6.2 Item Quality and Values**
Equippable items come in various qualities. Players can upgrade an item's quality up to legendary at the Imbue station (see 3.5 Imbue).
From most common to rarest:
- Common (white text)
- Uncommon (green text)
- Rare (blue text)
- Epic (purple text)
- Legendary (orange text)
- Primal (red text)
- Unique (named orange)
Items will drop with the following values at level 60+:
:::info
<details>
<summary>Dropped item value ranges</summary>
Item quality|Unlocked hero abilities¹|Points per base stat²|Special abilities|Special ability ranks|Chance for visual effect
---|---|---|---|---|---
Common|0|0-30|-|-|-
Uncommon|1|10-35|-|-|-
Rare|2|20-40|1|1-4²|-
Epic|3|30-45|2|4-7²|10%
Legendary|4|40-50|3|7-10²|50%
Primal|4|50|Universalist³|5³|100%
Unique|4|30-50|Universalist + 2*|7 + 10*|100%
_¹ For most heroes, primary Fire is always unlocked, and Secondary Fire, Ability 1, Ability 2, and Ultimate are locked by default and have to be unlocked with an item (for Mei and Moira, Secondary Fire is always unlocked, and Primary Fire is locked by default instead)._
_² These values for base stat points and special ability ranks are multiplied with the item scaling multiplier (results are rounded up to the next integer; Universalist special abilities always have their full values)._
_³ Primal items grant rank 5 in all 6 special abilities. This bonus cannot be improved with Imbue. Primal items can be transformed with the Essence of Evil._
_* Unique items grant rank 7 in all 6 special abilities and an additional +10 to 2 random special abilites (those can change in type but not rank when the item is rerolled)._
</details>
:::
Some item values will be affected by item scaling (see _Dropped item value ranges just above_). Dropped items scale to the level of the enemy that dropped them or to the player's level if the enemy is of a higher level than the player that obtained the item. Items obtained from gambling or as a quest reward scale to the player's level. Items that are upgraded to a higher item quality at the Imbue station are rescaled to the player's level (they are not rescaled when they only gain +1 to a random base stat or special ability rank from imbuing).
:::info
<details>
<summary>Item scaling based on level</summary>
|Level|Item Scaling Multiplier|
|---|---|
|0|0.22|
|1|0.233|
|2|0.246|
|3|0.259|
|4|0.272|
|5|0.285|
|6|0.298|
|7|0.311|
|8|0.324|
|9|0.337|
|10|0.35|
|11|0.363|
|12|0.376|
|13|0.389|
|14|0.402|
|15|0.415|
|16|0.428|
|17|0.441|
|18|0.454|
|19|0.467|
|20|0.48|
|21|0.493|
|22|0.506|
|23|0.519|
|24|0.532|
|25|0.545|
|26|0.558|
|27|0.571|
|28|0.584|
|29|0.597|
|30|0.61|
|31|0.623|
|32|0.636|
|33|0.649|
|34|0.662|
|35|0.675|
|36|0.688|
|37|0.701|
|38|0.714|
|39|0.727|
|40|0.74|
|41|0.753|
|42|0.766|
|43|0.779|
|44|0.792|
|45|0.805|
|46|0.818|
|47|0.831|
|48|0.844|
|49|0.857|
|50|0.87|
|51|0.883|
|52|0.896|
|53|0.909|
|54|0.922|
|55|0.935|
|56|0.948|
|57|0.961|
|58|0.974|
|59|0.987|
|60+|1|
</details>
:::
For items with unusually low base stat values, see 7.5 Dung Items.
#### **6.3 Base Stats**
Players can obtain 0-50 points in the five base stats _Attack, Defense, Health, Speed,_ and _Projectiles_ from their equipped item.
- **Attack** increases a player's damage dealt (does not affect damage dealt by special abilities).
:::info
<details>
<summary>Player damage dealt</summary>
+137.36% for every point in _Attack_ and every player level
x3.25 for a Super Novice item
x0.25 for a Unique item
</details>
:::
- **Defense** reduces the damage a player takes from enemy attacks.
:::info
<details>
<summary>Player damage reduction</summary>
0.833% per point in _Defense_ + 0.694% per player level (up to level 60)
</details>
:::
- **Health** increases as player's max health and healing received.
:::info
<details>
<summary>Player max health</summary>
+1.25% max health for every point in _Health_ and every player level
x1.5 for a Super Novice item
x1.125 for a Unique item
</details>
:::
:::info
<details>
<summary>Player healing received</summary>
+1.25% healing received for every point in _Health_ and every player level
x1.5 for a Super Novice item
x1.125 for a Unique item
</details>
:::
- **Speed** increases a player's movement speed.
:::info
<details>
<summary>Player movement speed</summary>
+1.25% for every point in *Speed* and +0.42% for every player level
</details>
:::
- **Projectiles** increases the speed of projectiles fired by the player and reduces the remaining cooldown time of hero abilities whenever the player defeats an enemy (counts as a contributor for an enemy that dies).
:::info
<details>
<summary>Player projectile speed</summary>
+1.25% projectile speed for every point in _Projectiles_ and every player level
</details>
:::
:::info
<details>
<summary>Player cooldown reduction</summary>
1% for every point in _Projectiles_ and 0.2% for every player level
Every time the player obtains a kill (counts as contributor to a kill) the _remaining_ cooldown time of all of the player's hero abilities is reduced by a percentage value. For example: A level 20 Mercy player with 26 points in Projectiles has recently used their Resurrect ability and they need to wait 15 more seconds until they can use it again. They now contribute to a kill and since they have a cooldown reduction of 30%, the remaining cooldown of their Resurrect ability is reduced to 10.5 seconds. They get another kill right away, and the remaining cooldown is now 7.35 seconds. Etc.
</details>
:::
#### **6.4 Special Abilities**
##### **6.4.1 Items and Special Abilities**
Item of rare or higher quality will grant the player one or more special abilities.
:::info
<details>
<summary>Number of special abilities for each item quality</summary>
Item quality|Special abilities|Special ability ranks
---|---|---
Common|-|-
Uncommon|-|-
Rare|1|1-4¹
Epic|2|4-7¹
Legendary|3|7-10¹
Primal|Universalist²|5²
Unique|Universalist + 2³|7 + 10³
_² These values for base stat points and special ability ranks are multiplied with the item scaling multiplier (results are rounded up to the next integer; Universalist special abilities always have their full values)._
_² Primal items grant rank 5 in all 6 special abilities. This bonus cannot be improved with Imbue. Primal items can be transformed with the Essence of Evil._
_³ Unique items grant rank 7 in all 6 special abilities and an additional +10 to 2 random special abilites (those can change in type but not rank when the item is rerolled)._
</details>
:::
Legendary items from a previous version of Loot Quest that have only 2 special abilities can be upgraded to obtain a third special ability (see 7.2 Third Special Ability).
If an item gets the same special ability more than once, the ranks from both ability slots are added together.
:::info
_Example: A legendary item is rolled with the following three special abilities:_
- _Crit rank 2_
- _Root rank 5_
- _Crit rank 4_
_It effectively gives the player Crit rank 6 and Root rank 5, but could obtain three separate special abilities when rerolled._
:::
##### **6.4.2 The Abilities**
Most special abilities are passives that will activate once every two seconds when a player deals damage to a monster (or heals an ally in the case of Ult charge only). Teleport is the only exception to this rule: it can be activated manually, and has a slightly longer cooldown.
:::info
<details>
<summary>1. Crit</summary>
Deals instantaneous bonus damage based on the enemy's max health on hit (cooldown: 2 seconds). The player's _Attack_ stat, level, Super Novice damage bonus, unique damage bonus, and the amount of damage dealt in the moment when the ability gets activated do not affact the damage dealt by Crit. Crit deals 5% less total damage than Burning by default, but 25% more than Burning if it gets activated by a critical hit. The damage dealt by Crit is reduced for champions and bosses as if they had the max health of a regular enemy of the same level. On Elite maps, it is further reduced by 50%, making it twice as powerful as it is on non Elite maps, compared to regular player damage. Each ability rank after the first increases the ability’s damage by 16.67%.
</details>
:::
:::info
<details>
<summary>2. Burning</summary>
Continuously deals damage over a duration of 2 seconds based on the enemy's max health after it triggers (cooldown: 2 seconds). The player's _Attack_ stat, level, Super Novice damage bonus, unique damage bonus, and the amount of damage dealt in the moment when the ability gets activated do not affact the damage dealt by Burning. Burning deals 5.3% more total damage than Crit, in case of a non crit activation. It deals 20% less total damage in case of a crit. The damage dealt by Burning is reduced for champions and bosses as if they had the max health of a regular enemy of the same level. On Elite maps, it is further reduced by 50%, making it twice as powerful as it is on non Elite maps, compared to regular player damage. Each ability rank after the first increases the ability’s total damage by 16.67%.
</details>
:::
:::info
<details>
<summary>3. Lifesteal</summary>
Heals the player when damaging an enemy (cooldown: 2 seconds). Heals the player for 6.800 points of health + 3.400 per ability rank (the amount is multiplied with the player's healing received value).
</details>
:::
:::info
<details>
<summary>4. Ult charge</summary>
Grants extra ultimate charge on hit (cooldown: 2 seconds). The Ult charge special ability can also trigger when healing an ally. The player gain 2.5% Ult charge on activation + 1.95% per ability rank. Players on Echo gain 25 additional ranks of Ult charge while they are using the custom Duplicate ultimate ability.
</details>
:::
:::info
<details>
<summary>5. Root</summary>
Slows an enemy down for a short time (cooldown: 2 seconds). The enemy that was hit has their movement speed reduced by 75% for 0.3 seconds + 0.14 seconds per ability rank.
</details>
:::
:::info
<details>
<summary>6. Teleport</summary>
The player can teleport over a certain distance in the direction they are facing by using _Communicate: Hello_ or _Communicate: Goodbye_, or by pressing _Interact_ while holding _Reload_ (cooldown: 5 seconds minus 0.06 seconds per ability rank). The maximum teleportation distance is 10 distance units + 0.9 units per ability rank. A player also gets healed when using teleport for 50 points of health + 3 points per ability rank (the amount is multiplied with the player's healing received value).
</details>
:::
##### **6.4.3 Specialist Bonuses**
Legendary items (and only legendary items) will gain bonus ranks to a special ability if they have the same special ability more than once.
- **Double ability:** The final rank is increased by 50% (rounded to nearest integer)
- **Triple ability:** The final rank is increased by 100% (rounded to nearest integer)
##### **6.4.4 Universalist Items**
Some items such as primals or uniques grant the player ranks in all 6 special abilities. These universalist bonuses cannot be improved with Imbue. However, not all universalist bonuses are equal and the number of ranks granted by them also depend on the item's quality. As Pliny the Elder already stated in his Naturalis Historia: "Quod licet bovi, non licet Iovi" - all animals are equal but some animals are more equal than others.
#### **6.5 Visual Effects**
Item of epic or higher quality have a chance to roll with a visual effect.
:::info
<details>
<summary>Chance to roll with a visual effect for each item quality</summary>
Item quality|Chance that the item rolls with a visual effect
---|---
Common|-
Uncommon|-
Rare|-
Epic|10%
Legendary|50%
Primal|100%
Unique|100%
</details>
:::
Visual effects are purely cosmetic effects, visible to all players, that are created once every two seconds at the player's position when a player deals damage or heals an ally (they trigger at the same special ability passives do). Visual effects can be changed or removed under certain conditions (see 7.3 Change Visual Effect). An item without a visual effect will have a lower item power value.
Super Novice items always have an everchanging visual effect, that takes on a random shape and color every time it appears.
:::info
<details>
<summary>List of visual effects</summary>
- White bad pickup effect
- Purple good pickup effect
- Purple bad pickup effect
- Purple ring explosion
- Blue pickup effect
- Blue pickup effect
- Blue explosion
- Aqua good pickup effect
- Aqua bad pickup effect
- Aqua ring explosion
- Green good pickup effect
- Green bad pickup effect
- Green ring explosion
- Lime green good pickup effect
- Lime green bad pickup effect
- Lime green ring explosion
- Yellow good pickup effect
- Yellow bad pickup effect
- Yellow ring explosion
- Orange good pickup effect
- Orange bad pickup effect
- Orange ring explosion
- Red good pickup effect
- Red bad pickup effect
- Red ring explosion
- Sky blue good pickup effect¹
- Sky blue bad pickup effect²
- Sky blue ring explosion³
_¹ Can only be obtained by defeating the Ancients a second time while killing Talic the Defender last._
_² Can only be obtained by defeating the Ancients a second time while killing Madawc the Guardian last._
_³ Can only be obtained by defeating the Ancients a second time while killing Korlic the Protector last._
</details>
:::
#### **6.6 Glow Effects**
The rarest and most powerful items in Loot Quest will grant a player an ongoing good aura effect (glow effect) while they are equipped. The color of the glow effect depends on the item type.
:::info
<details>
<summary>Glow effect colors</summary>
Color|Item type
---|---
Yellow|A non renewed Super Novice item that has absorbed the Essence of Evil
White|A renewed Super Novice item with 3 rank 10 special abilities
Orange|A legendary item that has the same special ability three times (triple ability specialist bonus)
Red|A primal item that has absorbed the Essence of Evil to get rank 15 on all special abilities
Blue|A unique item
Sky blue|A special unique item
</details>
:::
#### **6.7 Item Power / Item Gold Value**
Most equippable items have an item power value that is visible as a number next to the item's hero icon. Other players can see the item power of a player's equipped item. The Item power value is an indicator of an item's overall power and rarity. It also determines the amount of gold a player will receive when selling it. An item's gold value is equal to its item power divided by 8 (rounded up to an integer). Uniques do not have an item power value. Their name will be displayed in HUD texts instead. The gold value of a unique is 0.
:::info
<details>
<summary>Item power calculation</summary>
**Item power** = item quality multiplier * ( sum of all base stat bonus points * 20 + number of unlocked default abilities [primary fire doesn't count] * 500 + sum of all special ability ranks * 80 + 599 [if the item has a visual effect] ) + 5 [if the item is a common item]
|Item quality|Item quality multiplier|Highest possible item power value (lv 60+ item)
|---|---|---
|Common|0.01|35
|Uncommon|0.025|100
|Rare|0.05|266
|Epic|0.15|1158
|Legendary|0.5|5000
|Primal|1|9999
|Unique|-|-
_Higher power values are possible under special circumstances, for example when a cosmetic effect is added to an item that normally could't have one (when the player defeats the Ancients)._
For Super Novice items, item power is calculated in a different way.
Item|Highest possible item power value
|---|---
Super Novice|10000
Transformed Super Novice|40000
Renewed Super Novice|9999
Special Transformed Super Novice|20000
Extra Special Transformed Super Novice|30000
_Renewed Super Novice items are not weaker than regular Super Novice items even though they have a lower item power value!!_
</details>
:::
#### **6.8 Super Novice Items**
Since version 5.0.5 of Loot Quest, players can obtain a Super Novice item by reaching level 60 with a common item (this will only work with common items obtained in Loot Quest version 5.0.5 or newer; it will work with the starter Tracer item if the player began playing in version 5.0.5 or newer).
Common items can only be dropped from enemies of level 6 or lower. They cannot be dropped by bosses or obtained from gambling. It is not possible to load an item from a save state while carrying a common item (equipped or in the inventory) on a character below level 60. It is also not possible to load a common item from a save state that is below level 60.
Super Novice items grant access to all hero abilities and are displayed with a yellow HUD text. A player who has a Super Novice item equipped also gains the following special bonuses:
- Damage dealt x3.25
- Max health x1.5
- Healing dealt x1.5
- An everchanging visual effect
#### **6.9 Unique Item bonus**
A player who has a unique item equipped also gains the following bonuses:
- Damage dealt x1.25
- Max health x1.125
- Healing dealt x1.125
#### **6.10 Out of Combat Healing**
Player start to regenerate health when they have not taken or dealt any damage for 3 seconds. Each player level up to level 60 increases the healed amount per second by 7.5%. The quality of a player's equipped item will also increase out of combat healing.
:::info
<details>
<summary>Out of combat healing bonus for each item quality</summary>
Item quality|Out of combat healing bonus
---|---
Common|+0%
Uncommon|+75%
Rare|+150%
Epic|+225%
Legendary|+300%
Primal|+375%
Unique|+525%
x1.5 for a Super Novice item
_The healed amount is not increased by the player's healing dealt bonus._
</details>
:::
___
### **7. Special Services**
#### **7.1 Item Gifting**
Players can gift items to other players by pressing _Melee_ while holding _Reload_ and looking at a nearby player.
- Gifting an item requires a certain amount of Horadric Favor.
:::info
<details>
<summary>Gifting Cost</summary>
Item quality|Favor cost|
|---|---
Uncommon (green)|2
Rare (blue)|3
Epic (purple)|4
Legendary (orange)|5
</details>
:::
- Common, primal, and unique items cannot be gifted.
- Items that have been infused with Arcane Crystal Fragments cannot be gifted.
- Players cannot gift items to other players who are more than 15 levels below their own level (unless the recipient is level 45+).
- Level 100+ items cannot be gifted to player below level 100.
- Players need to have an empty inventory slot and not perform any complex actions for a few seconds to be able to receive a gift.
#### **7.2 Third Special Ability**
In the Secret Bazaar, players who have a legendary item with only two special ability slots from a previous version of Loot Quest may add a third special ablity slot to their item by using the corresponding station.
#### **7.3 Change Visual Effect**
In the Secret Bazaar, players may change the visual effect of their equipped item for the small fee of 9999 gold and -10 to all of the item's base stats. They can also choose to remove the visual effect from their item, for the same price. The visual effect of Super Novice items and some special unique items cannot be changed.
#### **7.4 Renewal**
In the Secret Bazaar, players who are level 85 or higher can choose to renew their character to start again at level 1 with a renewed common item. When renewing their character, players lose all their gold, Soul Stones, and inventory items. The base stats they restart with are equal to the level they had before Renewal minus 85.
- Players who have a Super Novice item equipped when they renew themselves will start again as a level 1 character with a common item of the same hero they were before, that has no hero abilities unlocked, but starts with 3 special abilities on rank 10.
- Players that have any other item equipped - any item that is not a Super Novice item - start again as level 1 character with a common item of the same hero they were before, that has all hero abilities unlocked, and starts with 3 special abilities on rank 5.
The special abilities that a renewed item starts with are determined by the role of the item's hero.
:::info
<details>
<summary>Renewal: Special abilities at start</summary>
Hero role|Ability 1|Ability 2|Ability 3
---|---|---|---|---
Tank|Burning|Lifesteal|Root
Damage|Crit|Lifesteal|Teleport
Support|Burning|Ult charge|Root
</details>
:::
Renewed items can be rerolled, using the Reroll Station. They turn into regular, green uncommon items when imbued. At level 60+, they benefit from the Super Novice bonuses (+225% damage dealt, +50% max health, and +50% healing dealt).
Super Novice items that have rank 10 in 3 special abilities cannot be be renewed again. Super Novice items that have rank 5 in 3 special abilities can be renewed again like regular Super Novice items (see above).
#### **7.5 Dung Items**
Dung here does not stand for dungeon. Items found in the secret place will always have very disappointing base stats, but maybe there is some kind of special magic on them that can compensate for the foul stench of *** dung.
#### **7.6 Essence Absorption**
To absorb the Essence of Evil, a player needs to have an item equipped that meets all of the requirements:
- 50 in all base stats and one of the following:
- An original Super Novice item (nothing renewed, only a good old common item leveled from the start will do)
- A primal or legendary item that has all special abilities and has the same rank in all of them
The transformation can be undone with a Roll Back, at the Reroll station (hold _Reload_ while using it), until the players equips another item, picks up a rune, imbues their equipped item, loads progress or an item from a save code, or leaves the match.
___
### **8. FAQ**
- **What is stored in a save code?**
Your level and progress towards the next level, your gold (+ gold value of all the items in your inventory), the number of boss summon stones you carry, and your equipped item with all its stats, at the moment when you receive the save code.
- **What is not stored in a save code?**
The items in your inventory (the actual items), your Horadric Favor, and any progress earned after you received the save code (anything not mentioned in the answer to the previous question).
- **Why do I not get any EXP or drops?**
You will suffer an EXP and drop penalty for enemies that are more than 6 levels higher or lower than your player level. If they are more than 15 levels higher or lower, you will not receive any rewards for defeating them anymore.
- **Will I get more EXP for playing with other players?**
Yes, for each player after the first that contributed to defeating an enemy, the enemy will award 10% more EXP to all players who contributed.
- **Will I get better loot and/or more gold for playing with other players?**
The drop rates and amounts of gold dropped per enemy are not affected by the number of players in the game, but you will likely defeat more enemies in the same amount of time.
- **How does the difficulty scale with more players?**
Enemies will take less damage for each additional player in the game and more enemies will spawn.
- **What is the maximum level for players?**
105
- **What is the maximum number of equippable items/gold/boss summon stones a player can carry?**
A player can carry up to 5 equippable items in their inventory in addition to their equipped item, 9999 gold, and 9 boss summon stones.
- **Is there a way to improve drop rates?**
Your Magic Find ‰ will increase with every level you gain. A higher value improves your chance to find rare items from defeating enemies or obtain one from gambling. You can also gain temporary Magic Find bonuses by defeating a boss or picking up a Lucky Charm (rare drop). Magic Find will not increase your chance to find a Rune or a Lucky Charm (static drop rates).
- **Why are the drop rates so low?**
The game mode was designed with a slower, more long-term, MMORPG-like progress system in mind.
- **Will I get Overwatch account experience (for lootboxes) from playing this game mode?**
No.
- **Why are the save codes so long? Can you make them any shorter? Can you change it so inventory items can be saved?**
In the current system, 36 digits are used to save 36 values and 4 digits are reserved for the code validation system. Saving the stats of up to five inventory items would require the save codes to be 170 digits long. If you have more than one item you would like to keep, create a separate save code for each item and load them back with Item Load item function in a later game.
___
### **9. Known Issues**
- The damage of Torbjörn's Turret, Symmetra's Sentry Turrets, and Ashe's Bob will not tag an enemy for rewards nor can it trigger special abilities (the damage of these units does not register as _player damage_).
- The Ana dummy bot will nanoboost herself.
- Quest objectives can sometimes spawn in inaccessible areas (they will change position after 60 seconds so you should still be able to complete any quest within a reasonable amount of time).
___
**Final Remarks:**
This is an open-source Workshop game meant to help not only give Overwatch an RPG feel, but to also teach others how to code in the Workshop.
Ask question in the Discord!
Thanks for playing~