Loot Rarity Explained — Common to Primordial
Twelve rarity tiers, each with its own color, glow and power multiplier — and a progression gate that makes every new tier an event. Here's the full loot rainbow and how to climb it.
The 12 tiers and where they start dropping
Loot quality is zone-gated: each zone band has a hard ceiling, so a Divine drop in Zone 3 simply cannot happen. Rarity = excitement, by design.
| Tier | Color | First drops at |
|---|---|---|
| Common | Gray | Zone 1 |
| Uncommon | Green | Zone 1 |
| Rare | Blue | Zone 1 |
| Epic | Purple | Zone 5 |
| Legendary | Orange | Zone 10 |
| Mythic | Red | Zone 20 |
| Ancient | Teal | Zone 35 |
| Divine | Pale gold | Zone 55 |
| Cosmic | Pink | Zone 75 |
| Void | Violet | Zone 100 |
| Eternal | White | Zone 150 |
| Primordial | Radiant | Zone 200 |
Zones 1–5 drop loot on every kill. Momentum starts now.
▸ Play Loot Fleet free Free · browser · no downloadHow drops actually roll
- Normal kills roll the zone's rarity table; deeper zones tilt the odds upward.
- Bosses beat the zone cap by exactly one tier — a zone-10 boss can pay Mythic.
- Super bosses roll the table 25× and keep the best, with guaranteed Legendary+ where the zone allows.
- Citadel supernovas shower 8 above-average drops in one blast.
- Prismatic zones (every 25th/100th) multiply loot quality 2×/5×.
- Deep-space galaxy rings run a 10× quality multiplier — the realistic path to Eternal+.
On-rarity beats off-rarity
Rarity multiplies an item's stat budget (a Mythic rolls ~4.5× a Common of the same zone) — but zone scaling matters more. A Rare from Zone 40 usually beats a Legendary from Zone 12. Push depth first, chase color second.
Sell everything you don't wear
Junk is fuel — literally. Selling and salvaging items pays gold plus Galaxy Resources (⬢◆✦), and iron/plasma salvage from common gear is a primary faucet for warp costs. Use sell-below filters and auto-sell so your 100-slot hold never chokes mid-farm — when it fills, new drops auto-scrap with a HOLD FULL warning.