> For the complete documentation index, see [llms.txt](https://siegfried.gitbook.io/wiki/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://siegfried.gitbook.io/wiki/ro-siegfried/adjustments/drop-rates.md).

# Drop Rates

## Drop Adjustments

To keep the game balanced and ensure fair progression, we’ve made adjustments to certain item drop rates. These changes focus primarily on **high-tier items** and the **most commonly used ones** to prevent market flooding and maintain long-term economic stability.

### 📊 Transparency on Drop Rates

* A **full list of changes is not available** because there are already too many adjustments made across different items.
* Instead, players can use the `@mi` **command in-game** to check the **real drop rate** of any item directly.
* This ensures that information is always accurate and up-to-date, without requiring manual documentation of every single change.

### 🎯 Key Notes

* Adjustments target **high-value and frequently used items**.
* Common or low-tier items generally remain unchanged.
* The goal is to **balance gameplay** and **preserve item rarity**, making progression more rewarding.
* Drop adjustments are part of ongoing efforts to keep the server’s economy healthy and engaging.

### 📖 Why Adjustments Exist

* **Prevent Inflation** – Without adjustments, rare items could become too common, reducing their value.
* **Maintain Rarity** – High-tier items should feel special and rewarding to obtain.
* **Encourage Player Interaction** – Balanced drops promote trading, vending, and community engagement.
* **Long-Term Stability** – Keeps the economy consistent and fair for both new and veteran players.
