Loot & Magic Find
How rarity is rolled
When a drop is generated, the game makes one rarity roll against the table below, then rolls that item's stats (zone drops land between about 60% and 100% of their maximum values). Every drop is independent — there's no pity streak on rarity, so a legendary can land on any tick.
| Rarity | Base chance (0 Magic Find) |
|---|---|
| Common | ~40% |
| Uncommon | ~38% |
| Rare | ~15% |
| Named | ~5% |
| Legendary | ~2% |
Magic Find
Magic Find is a yield stat you get from certain affixes ("of the Lucky," "Fortunate") and inscriptions. It scales up your Uncommon-and-better odds — roughly doubling non-common rates near 100 Magic Find, and rising further toward the hundreds. Because it multiplies the rare end of the table, a dedicated Magic Find setup meaningfully changes how often legendaries appear.
Tip
Roughly how often?
As an approximate design target at zero Magic Find: about one rare every 8 hours, one named per day, and one legendary every few days of active play. Treat these as ballpark tuning goals, not promises — they're the average of many independent rolls, and Magic Find pulls them all forward.
Where loot comes from
- Expeditions — the steady stream, from zone encounters.
- The Descent — no commons; the daily dungeon skews heavily to rare, named, and legendary.
- Crafting — crafted gear rolls just like a drop.
- The gambling merchant & The Keeper — spend gold or sigils for a random-rarity item in a slot you choose.
- The player market — buy exactly what you need from other players.
Questions this page didn't answer? Ask in the Discord — and we'll add the answer here.
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