Drop Rates
Every combat victory in Yomi no Sho has a 20% chance to roll an item drop. This page documents the full drop mechanic, including the rarity weights, the min-zone filter, and the expected drop rates per zone.
The drop algorithm
Section titled “The drop algorithm”When you win a combat, the game runs this algorithm:
- Roll for a drop. 20% chance. If this fails, no drop — you only get XP and gold.
- Roll for rarity. Weighted random from the table below.
- Filter the item pool. Only items whose
raritymatches the rolled rarity AND whoseminZoneis ≤ your current zone are eligible. - Roll a specific item. Uniformly random from the eligible pool. If the pool is empty (e.g. you rolled “legendary” in zone 1), the drop is silently discarded — you get nothing.
Rarity weights
Section titled “Rarity weights”| Rarity | Weight | Drop chance |
|---|---|---|
| Common | 60 | 60% |
| Rare | 28 | 28% |
| Epic | 10 | 10% |
| Legendary | 2 | 2% |
Eligible items per rarity per zone
Section titled “Eligible items per rarity per zone”The number of items in each rarity pool that are eligible in each zone:
| Zone | Common | Rare | Epic | Legendary |
|---|---|---|---|---|
| 1 | 9 | 0 | 0 | 0 |
| 2 | 10 | 7 | 0 | 0 |
| 3 | 10 | 10 | 1 | 0 |
| 4 | 10 | 10 | 9 | 0 |
| 5 | 10 | 11 | 9 | 0 |
| 6 | 10 | 11 | 10 | 0 |
| 7 | 10 | 11 | 10 | 8 |
| 8 | 10 | 11 | 10 | 11 |
Effective drop rates per zone
Section titled “Effective drop rates per zone”Combining the 20% drop chance, the rarity weights, and the eligible-item counts, the effective per-fight chance of getting each rarity is:
| Zone | Common | Rare | Epic | Legendary | No drop |
|---|---|---|---|---|---|
| 1 | 1200.0% | 0% (discarded) | 0% (discarded) | 0% (discarded) | 88.0% |
| 2 | 1200.0% | 560.0% | 0% (discarded) | 0% (discarded) | 82.4% |
| 3 | 1200.0% | 560.0% | 200.0% | 0% (discarded) | 80.4% |
| 4 | 1200.0% | 560.0% | 200.0% | 0% (discarded) | 80.4% |
| 5 | 1200.0% | 560.0% | 200.0% | 0% (discarded) | 80.4% |
| 6 | 1200.0% | 560.0% | 200.0% | 0% (discarded) | 80.4% |
| 7 | 1200.0% | 560.0% | 200.0% | 40.0% | 80.0% |
| 8 | 1200.0% | 560.0% | 200.0% | 40.0% | 80.0% |
Note: in zone 1, only common-rarity items are eligible, so the 28% rare roll, 10% epic roll, and 2% legendary roll are all silently discarded. This means zone 1 has a 12% chance of getting no drop despite the drop roll succeeding. By zone 4, all rarities are eligible and the no-drop rate is exactly 80%.
Specific item drop rates
Section titled “Specific item drop rates”The chance of getting a specific item (e.g. the Muramasa Blade) per fight is:
P(specific item) = 0.20 × rarity_weight × (1 / eligible_items_in_rarity)For the Muramasa Blade (legendary, minZone 8), in zone 8:
P = 0.20 × 0.02 × (1 / 11) = 0.036%So you can expect to see roughly one Muramasa Blade per 1,667 zone-8 fights. At ~30 fights per hour of active play, that’s ~55 hours of farming. Good luck.
Boss drop rates
Section titled “Boss drop rates”Bosses use the same drop mechanic as regular enemies — 20% chance, same rarity weights, same min-zone filter. The boss’s 5× XP and 5× gold rewards do not extend to drops. The only drop advantage of fighting bosses is that you fight them at a higher zone (so more items are eligible), and you can farm them indefinitely on stage 10.
Selling items
Section titled “Selling items”The Kitsune Merchant in Yomi Town buys items at 50% of their value. The Ash Wanderer in zone 5 also buys items, at the same 50% rate. There is no way to sell items at full value — the 50% buyback ratio is fixed across all merchants.
Item values range from 20 gold (common, minZone 1) to 1,600 gold (Muramasa Blade, legendary, minZone 8). Selling a Muramasa Blade gives you 800 gold — a substantial chunk, but only if you don’t need it for yourself.
See also
Section titled “See also”- Items Index — every item’s stats.
- Bestiary — what enemies drop what.
- Zones — which zones drop which items.