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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.

TierColorFirst drops at
CommonGrayZone 1
UncommonGreenZone 1
RareBlueZone 1
EpicPurpleZone 5
LegendaryOrangeZone 10
MythicRedZone 20
AncientTealZone 35
DivinePale goldZone 55
CosmicPinkZone 75
VoidVioletZone 100
EternalWhiteZone 150
PrimordialRadiantZone 200
Your first Legendary is ten zones away.

Zones 1–5 drop loot on every kill. Momentum starts now.

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How drops actually roll

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.

Tip: Weapons carry a class bonus on top of rarity. A Rare missile rack with +20% damage can out-punch an Epic pea-shooter — read the card, not just the color.