[Workshop Mode] Loot Quest - Long-term PvE RPG with Save Codes [v7.0]

A while ago, Drakorle had told me about the idea to save progress in custom Overwatch game modes with a password system. I loved this idea, but decided not to add it to my ‘World of Overwatch’ game mode since that mode, in the end, wasn’t designed around a slower, MMORPG-like progress system anymore.
I have however made a new RPG mode now that allows players to save progress with a password system and includes another mechanic that I couldn’t implement in World of Overwatch anymore: individual player loot.

Loot Quest – the Eternal Hunt (by Delwion#2667)

  • Find other players for your region and platform on the Loot Quest Discord server: discord.gg/mdydY4z
  • If you want to play on a specific map, deselect all others in the custom game lobby settings.

Changes since the release of v7.0
Changelog 7.0

Loot Quest Manual


Table of Contents

  1. Introduction
  2. Controls
    2.1 General Commands
    2.2 Entering Save Codes
    2.3 Host Commands
  3. Stations in Town
    3.1 Teleporter
    3.2 Buy Back
    3.3 Gamble
    3.4 Reroll and Roll Back
    3.4.1 Reroll
    3.4.2 Roll Back
    3.5 Imbue
    3.6 Soul Stones
    3.7 Quests
    3.7.1 Start/Turn In Quest
    3.7.2 Abandon Quest
    3.8 Create Save Code and Autosave
    3.8.1 Create Save Code
    3.8.2 Autosave
    3.9 Load Save State and Load Item
    3.9.1 Load Save State
    3.9.2 Load Item
  4. Hunting and Experience
    4.1 Experience and Level Progress
    4.2 Temporary Experience Bonuses
    4.3 Group Experience Bonus
    4.4 Horadric Favor
    4.5 Experience/Drop Penalty
    4.6 Tagging Enemies - Contributor Status
    4.7 Monster Types
    4.8 Map Types
    4.8.1 Training
    4.8.2 Regular Maps
    4.8.3 Adventure Maps
    4.8.4 The Arreat Summit
    4.8.5 Elite Maps
  5. Loot and Drop Chances
    5.1 Drop Rates & Magic Find
    5.2 Gold
    5.3 Equippable Items
    5.4 Runes and Lucky Charms
    5.4.1 Runes
    5.4.2 Lucky Charms
    5.5 Arcane Crystal Fragments
    5.6 Stones of Jordan & Puzzle Rings
  6. Equippable Items and Stats
    6.1 Equipped Item & Inventory
    6.2 Item Quality and Values
    6.3 Base Stats
    6.4 Special Abilities
    6.4.1 Items and Special Abilities
    6.4.2 The Abilities
    6.4.3 Specialist Bonuses
    6.4.4 Universalist Items
    6.5 Visual Effects
    6.6 Glow Effects
    6.7 Item Power / Item Gold Value
    6.8 Super Novice Items
    6.9 Unique Item Bonus
    6.10 Out of Combat Healing
  7. Special Services
    7.1 Item Gifting
    7.2 Third Special Ability
    7.3 Change Visual Effect
    7.4 Renewal
    7.5 Dung Items
    7.6 Essence Absorption
  8. FAQ
  9. Known Issues

1. Introduction

Loot Quest is a long-term, slow progress PvE RPG mode for 1-6 players in which players hunt monsters to gain levels and and find equippable items that can make them stronger. Most progress can be saved in the form of 40-digit save codes that can be entered in another match to load the saved state.


2. Controls

2.1 General Commands

Action Command Alternative Commands
Pick up loot Crouch
Use the primary function of a station in town Crouch
Use the secondary function of a station Crouch while holding Reload
Respawn (when dead) Hold Interact for 1 second
Go to next item in inventory Melee
Equip selected inventory item Communicate: Acknowledge while at full health and out of combat¹ Communicate: Yes while at full health and out of combat¹
Sell selected inventory item for gold (default selling method selected) Interact
Sell selected inventory item for gold (alternative selling method selected) Any Emote or Voice Line while holding Crouch
Toggle between default/alternative selling method Interact while standing inside the white station in town
Teleport to spawn room Communicate: Need healing outside of town and out of combat¹
Show cost of services in town Communicate: Thanks Communicate: Need healing while in town
Use Soul Stone² Communicate: Group Up outside of town Communicate: Press the Attack or Communicate: Push Forward
Show stats of equipped item Communicate: Ultimate Status Communicate: Ready
Use the Teleport special ability³ Communicate: Hello Communicate: Goodbye or Reload + Interact
Gift selected inventory item to player you are facing Melee while holding Reload
¹ Players are out of combat when they have not taken or dealt any damage for 3 seconds (their health will start to regenerate until they enter combat again).
² Only one player can have a Soul Stone active at the same time. Cannot be used when there is already a boss in the game.
³ The player needs to have an item with that special ability equipped.

2.2 Entering Save Codes

Action Command Alternative Command
Increase current digit Interact
Lower current digit Melee Interact while holding Ultimate
Go to next digit / confirm code (at digit 40) Crouch Ability 2
Go to previous digit Ability 1
Cancel enter code mode Secondary Fire
Load item only¹ Crouch at digit 40 while holding Reload Ability 2 at digit 40 while holding Reload
Reset code² Secondary Fire while holding Reload
¹ Items cost gold to load ( cost = item power value / 8 ) and are added to the player’s inventory (empty inventory slot required). Items from a save state with a higher level than the current player level cannot be loaded (exception: level 60+ players can load an item from any level 60+ save state). Item loading is disabled when a player carries any rank 5 (white) item and is not level 60 or higher. Rank 5 items that are not Super Novice items cannot be loaded.
² Resets the code to all zeros. The game will remember all numbers entered until a player successfully loads a save state, obtains an item in any other way, or uses this command.

2.3 Host Commands

Action Command
Toggle between dynamic enemy levels and fixed level range Interact while holding Jump standing inside the yellow station in town
Increase enemy levels Interact while standing inside the yellow station in town
Reduce enemy levels Interact while holding Ultimate inside the yellow station in town
Increase match duration¹ ² Interact while standing inside the orange station in town
Reduce match duration² Interact while holding Ultimate inside the orange station in town
End match in 10 minutes² Interact while holding Ultimate and Melee inside the orange station in town
¹ Enemy levels cannot be changed when there is a boss or a Soul Stone currently active on the map.
² The match duration can not be increased beyond 3 hours and 55 minutes.
³ The match duration can no longer be altered, once a match is in its last 10 minutes.


3. Stations in Town

3.1 Teleporter

Teleporters will transport players directly to a hunting area. They appear as light shafts or as orbs surrounded by a good aura. Players can immediately attack and deal damage after using a teleporter (if they walk out of a spawn room without using a teleporter, they cannot deal any damage to enemies for up to 10 seconds).

  • Regular maps always feature two teleporters: a green one that leads to the second and a purple one that leads to the fourth of five hunting zones.
  • Teleporters on Adventure maps, on Elite maps, and in the secret place will transport players to a random one of several spawn locations in the hunting area.
  • The teleporter on the Arreat Summit map will transport players to a fixed location. It is red when the boss encounter has started and sky blue while the Ancients are resting.

3.2 Buy Back

At the Buy Back station - marked by an orange ring - players can buy back the last item they have sold for gold. Only one item will be stored in the Buy Back station and it is removed when a player loads their progress or an item from a save code. Buying back an item costs the same amount of gold that was obtained from selling it, but it requires no Horadric Favor.

3.3 Gamble

Inside the blue ring of the Gamble station, players can purchase a random item - that will always be at least of uncommon quality - for gold and Horadric Favor. The gold cost depend on the player’s level (they do not increase anymore after player level 60) while gambling always consumes 1 point of Horadric Favor. Items obtained from gambling scale according to the player’s level. Magic Find ‰ increase the chance to obtain a higher quality item (temporary bonuses work as well) which are the same they would be if a champion had dropped an uncommon or better quality item.

3.4 Reroll and Roll Back

3.4.1 Reroll

At the sky blue Reroll station, players can reroll the unlocked hero abilities, the base stat bonuses, and the special abilities of their equipped item. The total number of stat points and the special ability ranks remain the same, but the points will be randomly redistributed and the item can obtain different types of special abilities. A sligthly uneven stat distribution is the most likely outcome when rerolling. Some items grant ranks in all 6 special abilities; that bonus will not change when rerolling an item. An item’s hero, quality, and visual effect cannot be changed by rerolling. The item power of a rerolled item stays the same; the item is not rescaled to the player’s level.

Rerolling costs both gold and Horadric Favor. The price depends on the player’s level and the item’s quality. The level factor does not increase anymore after level 60.

3.4.2 Roll Back

The secondary function of the Reroll station is called Roll Back and allows players to revert the last reroll action they performed if they are unhappy with the outcome. Rolling back an item is free. However, the gold cost of the Reroll aren’t returned to the player. The roll back function can also be used to undo the Essence of Evil transformation or to remove the sky blue visual effect obtained by defeating the Ancients on the Arreat Summit map a second time.

  • Rolling back an item is no longer possible when the player equips another item, picks up a rune, imbues their equipped item, reaches level 100, or loads their progress or an item from a save code.

3.5 Imbue

The Imbue station appears as a red ring and allows players to upgrade their equipped item. Any item that is not of legendary or better quality can be upgraded to the next highest quality here. It will be rerolled as if it had just been dropped by a monster of the player’s level (so it is rescaled to the player’s level!). The only attribute that is guaranteed to remain unchanged is the item’s hero.

Legendary or higher quality items can also be improved with Imbue and will gain 1 point to a random base stat or special ability rank. Base stat bonuses cannot be higher than 50 nor can they be increased beyond the player’s current level. The maximum rank for each special ability slot is 10. So at some point, an item can no longer be improved with Imbue. If both an item’s base stats bonuses and its special ability ranks can still be improved, then a base stat bonus will be increased in 75% of all cases, and a special ability rank in the other 25%.

Imbuing an item is quite expensive, costs both gold and Horadric favor, and the price increases with the player’s level, up to player level 60.

3.6 Soul Stones

While standing inside the yellow ring in town, players can purchase Soul Stones for some gold and 1 point of Horadric Favor. Soul Stones can be used to summon a boss opponent outside of town. They cost another point of Horadric Favor to use and only one Soul Stone can be active at a time.

3.7 Quests

3.7.1 Start/Turn In Quest

At the Quests station (purple ring), players can start, abandon, and turn in quests.

Quests are short missions, available on most maps, that can usually be completed within about 10 minutes. They cost a small amount of gold to start and award the player with Experience, Horadric Favor, and a random item of at least uncommon (green) quality upon completion. The random item reward follows the same rules that apply to items obtained from the Gamble station (see 3.3 Gamble). The amount of Horadric Favor gained is the amount a player would have earned by defeating 15 regular monsters on the same map (while not suffering from any EXP/drop penalty).

Quests are lost when loading progress from a save state.

3.7.2 Abandon Quest

The secondary function of the Quests station - accessed by holding Reload while pressing Crouch - allows a player to abandon their current quest. All quest progress is lost and the player does not get their gold back.

3.8 Create Save Code and Autosave

3.8.1 Create Save Code

By using the green Create Save Code station, players can obtain a 40-digit save code that represents their current progress.

A save code will only appear for 5.5 seconds on the screen of the player who saved, so it is vital that the player takes a screenshot or uses camera to keep an image of their code.

A save code stores

  • a player’s level
  • progress towards the next level
  • the amount of gold a player owns
  • the number of carried Soul Stones
  • the player’s equipped item

The gold value of the player’s inventory is included in the code as well, but the actual items in the player’s inventory are not. To save multiple items, a player needs equip and get a different save code for each item. Horadric Favor and the number of Stones of Jordan/Puzzle Rings that have been sold to merchants cannot be saved.

Save codes store all values at the state they were in when the code was created. Anything that happens after that is not included in the same code anymore. (You can think of the save codes like of passwords in old video games.)

  • Whenever a player obtains a save code, no other player can create a code for 6 seconds.
  • The player who obtains a code cannot create another code for 40 seconds.

3.8.2 Autosave

Using the secondary function of the Create Save Code station by holding Reload while pressing Crouch will activate/deactivate the Autosave feature for the user. Autosave is disabled by default. When a player has activated it, they will automatically obtain a save code once every 30 minutes of playtime. Autosave is the only way a player can obtain a save code outside of town and without manually using the Create Save Code station.

3.9 Load Save State and Load Item

3.9.1 Load Save State

At the Load Save State station (represented by a white ring), players can load their progress as it was stored in a save code. In order to do that, they need to enter all 40 digits of a save code correctly (see 2.2 Entering Save Codes on how to enter a code).

The game will remember the numbers that each player entered, until that player resets the code by pressing Secondary Fire while holding Reload, successfully loads a save state or item, or obtains or changes an item in any other way.

When loading a save state by confirming a valid code at digit 40, all progress the player had before loading will be lost and be replaced by the loaded progress. Horadric Favor is always lost since it cannot be saved. Any item stored for the Buy back and Roll back services will be removed.

No save code can be used by more than one player in the same game.

3.9.2 Load Item

Players also have the option to load only the item that is stored in a save code, by using the secondary function of the Load Save State station: Load Item. The process is almost the same as when entering a save code to load progress, but when confirming the last digit with Crouch or Ability 2 the player needs to hold Reload.

Loading an item will add the item to the player’s inventory, so they need to be at least one empty inventory slot (carry less than 5 inventory items) to successfully load an item. Furthermore, there are some (quite complicated) restrictions:


4. Hunting and Experience

4.1 Experience and Level Progress

Players can earn Experience (EXP) by defeating monsters and by completing quests. The higher the level of an enemy, the more EXP a player can earn from defeating it. The higher a player’s level, the more EXP they will obtain from completing a quest.

Once a player’s EXP progress towards the next level reaches 100%, they will gain a level. A higher player level increases a player’s Attack, Defense, Health, Speed, and Projectiles values, and the their Magic Find ‰. It also increases the price for Gamble, Soul Stones, Quests, Imbue, and Reroll (up to player level 60).

The higher a player’s level, the more EXP they will need to reach the next one. After level 100, EXP progress gets a lot slower.

4.2 Temporary Experience Bonuses

Players can earn three different temporary bonuses to their Experience gain that fully stack, when they defeat a boss, pick up a Lucky Charm, or earn Horadric Favor.

4.3 Group Experience Bonus

When defeating enemies, there is a 10% bonus for each player after the first that contributed to defeating an enemy (for example, when three players contributed to defeating an enemy, each of them will get an EXP bonus of +20%). This bonus fully stacks with all temporary EXP bonuses a player may have.

4.4 Horadric Favor

Horadric Favor can be earned slowly be defeating enemies and by completing quests (and a tiny amount can be obtained by selling items on any hunting map other than the Arreat Summit).

It acts as a secondary currency for many services in town, but also grants the player an EXP bonus and a bonus to their Magic Find ‰ for as long as they have it. Horadric Favor cannot be saved and will be lost when a player leaves a match or loads progress from a save code.

A player can have up to 20 points of Horadric Favor. Each full point grants an EXP bonus of 1% and a Magic Find bonus of 2.5‰ (half permille values are rounded down).

Horadric Favor is required for the following services and actions:

  • Gamble
  • Reroll (not always)
  • Imbue
  • Buy Soul Stone
  • Use Soul Stone
  • Gift item

The rate at which Horadric Favor is gained is subject to the EXP/drop penalty (see 4.3 Experience/Drop Penalty).

4.5 Experience/Drop Penalty

When a player kills an enemy whose level is too far above or below their own (7 or more levels difference), they will suffer a penalty to the amount of EXP and Horadric Favor they gain and to their chance to obtain loot.

Special cases/exceptions:

  • Level 60+ enemies will always give full rewards to players that are above their level.
  • The bosses on the Arreat Summit boss encounter map will always give full rewards to players who can enter (level 20+).
  • When too many enemies die from falling into a pit, then additional enemies that die from falling into a pit will not grant any rewards to players anymore until some enemies have died in other ways (bosses cannot die from falling into a pit).

4.6 Tagging Enemies - Contributor Status

In order to be eligible for an enemy kill reward, players need to have dealt damage to that enemy or have knocked it back at least once. Players on a tank hero also become contributors when they take damage from an enemy. Players on support heroes additionally count as contributors when they are alive near a monster that dies, and not in town. The contributor status will only be lost when a player loads progress from a save code or leaves the match.

4.7 Monster Types

On most hunting maps, players can encounter different types of enemies.

  • Regular enemies (white name): They are the default enemies in Loot Quest. Players can encounter them on all regular maps, Adventure maps, and in the secret place. On the Elite maps they will encounter an Elite version of regular enemies.
  • Champions (blue name): Champions are a stronger version of the default enemy. They will sometimes spawn on all regular maps, Adventure maps, and in the secret place (for champion spawn rates, see 4.5 Map Types). On the Elite maps, players will encounter Elite champions. Champions will always drop at least gold when defeated (unless the drop penalty prevents them from doing so).
  • Bosses (orange name): Bosses are the toughest opponents in Loot Quest. They will only appear when a player summons them by using a Soul Stone. There can never be more than one active boss in a game at the same time, with the exception of the Ancients on the Arreat Summit map.
  • The Ancients (orange names: Talic the Defender, Madawc the Guardian, and Korlic the Protector): They are three level 60 bosses that the player(s) must fight at the same time. The Ancients have also mastered the art of the Barbarian Leap and will sometimes jump to reach higher ground (see 4.5 Map Types to learn more about the Arreat Summit boss encounter).
  • Special Bosses (red name): These bosses are even stronger than the default ones and only appear under special circumstances.

Enemy damage dealt, max health, movement speed, and projectile speed depend on the enemy’s level (on regular maps movement speeds vary slightly depending on which hunting zone an enemy spawned in; this does not affect level 60 enemies and in some cases does not affect enemies near level 60.)

All enemies will take slightly less damage for each additional player in the game.

4.8 Map Types

4.8.1 Training

The Training map is a guided tutorial in which new players can learn about the core mechanics of Loot Quest. Saving and loading are disabled on this map. Just follow the instructions on screen.

4.8.2 Regular Maps

Regular maps are a good place to start playing Loot Quest on. There are a total of 16 different maps that all feature 5 hunting zones in which enemies of 5 different level increments will spawn. Champion spawn rates on regular maps depend on the player’s level and the hunting zone. 5 level increments on the same map allow players of a higher level range to play in the same match, and new players can easily find the enemy level that they feel most comfortable hunting. The easiest hunting zone is always the one closest to town (the player team’s spawn area), with zones getting progressively more difficult the further away they are from it. The green teleporter in town will always lead to hunting zone 2, while the purple teleporter can transports players to zone 4. All monsters on regular maps will be a random hero.

Enemies on regular maps are between level 1 and 60 (+3 levels per increment).

The number of enemies that can be up at the same time on regular maps is equal to the number of players in hunting zones + 1 (up to a maximum of 6 enemies).

4.8.3 Adventure Maps

Adventure maps are a bit more dangerous than regular maps, but offer some increased rewards. There are 6 different Adventure maps that have only one hunting zone each, so there is only one enemy level increment for the entire map. Enemies on Adventure maps will deal more damage, compared to regular maps, and more monsters can be up at the same time in a game with 4 or less players in hunting zones. The champion spawn rate, however, is fixed, and players receive less Horadric Favor from kills and from turning in quests. Most enemy types on Adventure maps can only spawn as certain heroes or roles (damage dealer, tank, or support).

Enemies on regular maps are between level 1 and 60 (+3 levels per increment).

The number of enemies that can be up at the same time on Adventure maps is equal to the number of players in hunting zones + 2 (up to a maximum of 6 enemies).

4.8.4 The Arreat Summit

The Arreat Summit map is a special boss encounter in which the player(s) must defeat the Ancients - three level 60 bosses that will all come to live and attack them at the same time. Player level 20 is required to use the portal to the summit. To begin the encounter, a player must active the sky blue orb (the tablet of the Ancients) by pressing Crouch.

Unlike other bosses, the Ancients can jump and will leap on top of elevated positions. Player cannot leave the combat area, delimited by a large sky blue sphere during the battle.

When defeating the Ancients for the first time, a player will receive an enormous amount of Experience, 5 points of Horadric Favor, and a random +1 Rune as a drop.

A player may choose to battle the Ancients again, to obtain a sky blue visual effect on their equipped item. This effect can only be added to an item that previously had no visual effect. On common items, the effect will be replaced by the everchanging visual effect when they turn into Super Novice items. Defeating the Ancients is the only way to obtain a sky blue visual effect. Only players who have defeated the Ancients before can obtain this effect.

The visual effect that is added depends on the Ancient that was killed last.

Ancient Hero Effect
Talic the Defender (Brigitte) Good pickup effect
Madawc the Guardian (Torbjörn) Bad pickup effect
Korlic the Protector (Orisa) Ring explosion

The effect can be removed again with the Roll Back function of the Reroll station in town, until the player equips another item, loads progress or an item from a save state, reaches level 100, imbues the equipped item, or leaves the match.

Players can only earn Horadric Favor once on the Arreat Summit map, when they defeat the Ancients for the first time (no Favor is granted for subsequent kills or from selling items).

Players need to have defeated the Ancients at least once, to step through the portal on the Worldstone Keep map.

4.8.5 Elite Maps

Elite maps feature the toughest opponents in Loot Quest. Enemies here are level 60 or higher. Only players of level 45 or above may enter the portals (to use the Worldstone Keep portal, a player must also have defeated the Ancients on the Arreat Summit map at least once). EXP and Horadric Favor rewards from quests are doubled here, and kills give more than twice as much EXP and Favor per enemy compared to regular maps (see EXP rewards under 4.1 Experience and Level Progress and Horadric Favor gain rates under 4.2 Horadric Favor for details). The drop rate for Runes and Lucky Charms is 4 times as high as it is on regular maps, but the bonus for using a common item does not work on Elite maps.

Enemies on regular maps are between level 60 and 100 (+10 per increment).

4.8.6 The Secret Place

This place is secret. There is only one hunting zone. Champions are much more scarce here (6.67% spawn rate), and all items reek of dung… quest rewards and Horadric Favor gains are the same they are on regular maps, but reports mention a suspicious amount of Runes and Lucky Charms. Regular monsters appear to drop no gold, will have to find out about the champions…

Enemies in the secret place are between level 1 and 60 (+3 levels per increment).


5. Loot and Drop Rates

5.1 Drop Rates & Magic Find

Defeated monsters in Loot Quest have a chance to drop loot (represented by a colored sphere on the ground) for all players who contributed in fighting them (see 4.4 Tagging Enemies - Contributor Status on what qualifies a player to count as a contributor). The chance to obtain a drop depends solely on the defeated enemy type and a player’s Magic Find ‰ bonus, except for Runes and Lucky Charms where the drop rate is determined by the map, but is greatly increased for players that use a common item (that bonus for common items does not apply on Elite maps).

The chance to obtain a higher quality item when using the Gamble station is also increased by a player’s current Magic Find ‰.

  • A player’s default Magic Find ‰ is equal to their level multiplied with 5.
  • Each point of Horadric Favor a player owns, will add another 2.5‰ (half permille values are rounded down).
  • Defeating a boss grants a temporary bonus of 20‰ for 5 minutes.
  • Picking up a Lucky Charm adds another bonus of 20‰ for 2-10 minutes (durations of multiple Lucky Charms that were picked up by the player stack).
  • All temporary bonuses to Magic Find are lost when a player leaves the match or loads progress from a save state, or when the match ends. They cannot be saved.

Loot is evaluated and created individually for each player. Each loot drop stays on the ground for 90 seconds, then it will disappear. A player can have up to 3 drops on the ground at any given time. When there are 3 drops on the ground already, new drops will replace the existing ones if the new drop is of equal or better quality than all of the three drops on the ground (if multiple drops on the ground are of the same lowest quality, the oldest one gets replaced first).

Each enemy in Loot Quest can only award a player with one drop.

5.2 Gold

Regular enemies and champions can drop gold when they are defeated (visible as yellow sphere on the ground). Champions will always drop gold or something better if their drop roll is not removed by a drop penalty. The average amount of gold dropped depends on the level of the defeated monster but will vary; champions in the average will drop twice as much gold as regular enemies. Bosses cannot drop gold since they will always drop an item of at least uncommon quality. Enemies on Elite maps will drop twice as much gold compared to enemies of the same type and level on all other maps. Champions in the secret place follow different rules… Regular enemies in the secret place will not drop any gold!

5.3 Equippable Items

All enemies (with the exception of the Ancients) may drop equippable items.
Equippable items come in various qualities. Each quality has its own loot appearance:

  • White sphere: common item
  • Green sphere: uncommon item
  • Blue sphere: rare item
  • Purple sphere: epic item
  • Orange sphere: legendary item
  • Red sphere: primal item
  • Orange orb: unique item

See 6. Equippable Items and Stats for more information on equippable items.

5.4 Runes and Lucky Charms

Runes and Lucky Charms - unlike all other drops - are not found more often by a player with a higher Magic Find ‰. Instead, the drop chance is solely determined by the map type. Runes and Lucky Charms can only be dropped by regular enemies and champions - but not by bosses - and the latter globally are four times as likely to award them as a drop. Players, in the average, will find just as many Runes as they find Lucky Charms.

There is one exception to this rule: A player who uses a common item benefits from a greatly increased chance to find Runes and Lucky Charms, which is the same across all map types (with the exception of Elite maps where this bonus does not apply). Players using a common item will find Runes twice as often as they find Lucky Charms (except on Elite maps).

5.4.1 Runes

Runes - when picked up - will permanently increase one of the base stats of the player’s equipped item by 1-5 (base stats cannot be increased beyond 50, but they can reach values that are higher than the player’s current level while Imbue cannot increase an item’s base stat beyond the player’s level). They are visible as aqua colored spheres on the ground.

When finding a Rune, there is a 60% chance that it will add +1 to a base stat, a 30% chance that it is a +2 Rune, and a 10% chance that it will be a + 5 Rune.

5.4.2 Lucky Charms

Lucky Charms when picked up, increase a player’s Magic Find by 20‰ for 2-10 minutes. They appear as lime green spheres on the ground. When a player picks up a Lucky Charm while already benefitting from a Lucky Charm effect, the duration of the new charm is added to the remaining duration.

When a player picks up a Lucky Charm, there is a 60% chance that it will grant a Magic Find bonus for 2 minutes, 30% chance that it will grant a bonus for 5 minutes, and a 10% chance that the bonus will last for 10 minutes.

5.5 Arcane Crystal Fragments

Players that are level 100 or higher may obtain an Arcane Crystal Fragment as a drop from any enemy they defeat (Magic Find ‰ does not increase the chance to find an Arcane Crystal Fragment).

Arcane Crystal Fragments will infuse the player’s equipped item; they can only be picked up if the player’s equipped item is of legendary or higher quality or is a Super Novice item. Items that have been infused with an Arcane Crystal Fragment can no longer be gifted to other players.

Level 100+ items can be infused with up to 9 framents. The infusement level will be stored in a save code that includes the item and can be seen when a player uses Communicate: Ultimate status or Communicate: Ready to display the stats of their equipped item.

5.6 Stones of Jordan & Puzzle Rings

The game keeps track of the number of legendary or higher quality items that have been found by players in each match. For each item found, one or more Stones of Jordan or Puzzle Rings is sold to the merchants. This progress cannot be stored in a save code and is lost when the match ends.

Rumors have it that - when enough Stones of Jordan or Puzzle Rings have been sold to merchants - Soul Stones may attract something more dangerous than a mere boss on the highest possible level of each map…


6. Equippable Items and Stats

6.1 Equipped Item & Inventory

At any time, players need to have one equippable item equipped. They can carry up to 5 additional equippable items in their inventory.

A player’s equipped item determines which hero a player is and what hero abilities they have access to. The equipped item also grants the player between 0 and 50 bonus points to each of the five base stats: Attack, Defense, Health, Speed, and Projectiles, and in some cases powerful special ability passives.

A player’s equipped item is visible on the left side of the screen; the player’s inventory is displayed on the right side of the screen.

Players always have exactly one item equipped (everyone starts the game at level 1 with a Tracer item that has an item power of 5).

6.2 Item Quality and Values

Equippable items come in various qualities. Players can upgrade an item’s quality up to legendary at the Imbue station (see 3.5 Imbue).

From most common to rarest:

  • Common (white text)
  • Uncommon (green text)
  • Rare (blue text)
  • Epic (purple text)
  • Legendary (orange text)
  • Primal (red text)
  • Unique (named orange)

Items will drop with the following values at level 60+:

Some item values will be affected by item scaling (see Dropped item value ranges just above). Dropped items scale to the level of the enemy that dropped them or to the player’s level if the enemy is of a higher level than the player that obtained the item. Items obtained from gambling or as a quest reward scale to the player’s level. Items that are upgraded to a higher item quality at the Imbue station are rescaled to the player’s level (they are not rescaled when they only gain +1 to a random base stat or special ability rank from imbuing).

For items with unusually low base stat values, see 7.5 Dung Items.

6.3 Base Stats

Players can obtain 0-50 points in the five base stats Attack, Defense, Health, Speed, and Projectiles from their equipped item.

  • Attack increases a player’s damage dealt (does not affect damage dealt by special abilities).
  • Defense reduces the damage a player takes from enemy attacks.
  • Health increases as player’s max health and healing received.
  • Speed increases a player’s movement speed.
  • Projectiles increases the speed of projectiles fired by the player and reduces the remaining cooldown time of hero abilities whenever the player defeats an enemy (counts as a contributor for an enemy that dies).

6.4 Special Abilities

6.4.1 Items and Special Abilities

Item of rare or higher quality will grant the player one or more special abilities.

Legendary items from a previous version of Loot Quest that have only 2 special abilities can be upgraded to obtain a third special ability (see 7.2 Third Special Ability).

If an item gets the same special ability more than once, the ranks from both ability slots are added together.

6.4.2 The Abilities

Most special abilities are passives that will activate once every two seconds when a player deals damage to a monster (or heals an ally in the case of Ult charge only). Teleport is the only exception to this rule: it can be activated manually, and has a slightly longer cooldown.

6.4.3 Specialist Bonuses

Legendary items (and only legendary items) will gain bonus ranks to a special ability if they have the same special ability more than once.

  • Double ability: The final rank is increased by 35% (rounded to nearest integer)
  • Triple ability: The final rank is increased by 66.7% (rounded to nearest integer)

6.4.4 Universalist Items

Some items such as primals or uniques grant the player ranks in all 6 special abilities. These universalist bonuses cannot be improved with Imbue. However, not all universalist bonuses are equal and the number of ranks granted by them also depend on the item’s quality. As Pliny the Elder already stated in his Naturalis Historia: “Quod licet bovi, non licet Iovi” - all animals are equal but some animals are more equal than others.

6.5 Visual Effects

Item of epic or higher quality have a chance to roll with a visual effect.

Visual effects are purely cosmetic effects, visible to all players, that are created once every two seconds at the player’s position when a player deals damage or heals an ally (they trigger at the same special ability passives do). Visual effects can be changed or removed under certain conditions (see 7.3 Change Visual Effect). An item without a visual effect will have a lower item power value.

Super Novice items always have an everchanging visual effect, that takes on a random shape and color every time it appears.

6.6 Glow Effects

The rarest and most powerful items in Loot Quest will grant a player an ongoing good aura effect (glow effect) while they are equipped. The color of the glow effect depends on the item type.

6.7 Item Power / Item Gold Value

Most equippable items have an item power value that is visible as a number next to the item’s hero icon. Other players can see the item power of a player’s equipped item. The Item power value is an indicator of an item’s overall power and rarity. It also determines the amount of gold a player will receive when selling it. An item’s gold value is equal to its item power divided by 8 (rounded up to an integer). Uniques do not have an item power value. Their name will be displayed in HUD texts instead. The gold value of a unique is 0.

6.8 Super Novice Items

Since version 5.0.5 of Loot Quest, players can obtain a Super Novice item by reaching level 60 with a common item (this will only work with common items obtained in Loot Quest version 5.0.5 or newer; it will work with the starter Tracer item if the player began playing in version 5.0.5 or newer).

Common items can only be dropped from enemies of level 6 or lower. They cannot be dropped by bosses or obtained from gambling. It is not possible to load an item from a save state while carrying a common item (equipped or in the inventory) on a character below level 60. It is also not possible to load a common item from a save state that is below level 60.

Super Novice items grant access to all hero abilities and are displayed with a yellow HUD text. A player who has a Super Novice item equipped also gains the following special bonuses:

  • Damage dealt x3.25
  • Max health x1.5
  • Healing dealt x1.5
  • An everchanging visual effect

6.9 Unique Item bonus

A player who has a unique item equipped also gains the following bonuses:

  • Damage dealt x1.25
  • Max health x1.125
  • Healing dealt x1.125

6.10 Out of Combat Healing

Player start to regenerate health when they have not taken or dealt any damage for 3 seconds. Each player level up to level 60 increases the healed amount per second by 7.5%. The quality of a player’s equipped item will also increase out of combat healing.


7. Special Services

7.1 Item Gifting

Players can gift items to other players by pressing Melee while holding Reload and looking at a nearby player.

  • Gifting an item requires a certain amount of Horadric Favor.
  • Common, primal, and unique items cannot be gifted.
  • Items that have been infused with Arcane Crystal Fragments cannot be gifted.
  • Players cannot gift items to other players who are more than 15 levels below their own level (unless the recipient is level 45+).
  • Level 100+ items cannot be gifted to player below level 100.
  • Players need to have an empty inventory slot and not perform any complex actions for a few seconds to be able to receive a gift.

7.2 Third Special Ability

In the Secret Bazaar, players who have a legendary item with only two special ability slots from a previous version of Loot Quest may add a third special ablity slot to their item by using the corresponding station.

7.3 Change Visual Effect

In the Secret Bazaar, players may change the visual effect of their equipped item for the small fee of 9999 gold and -10 to all of the item’s base stats. They can also choose to remove the visual effect from their item, for the same price. The visual effect of Super Novice items and some special unique items cannot be changed.

7.4 Renewal

In the Secret Bazaar, players who are level 85 or higher can choose to renew their character to start again at level 1 with a renewed common item. When renewing their character, players lose all their gold, Soul Stones, and inventory items. The base stats they restart with are equal to the level they had before Renewal minus 85.

  • Players who have a Super Novice item equipped when they renew themselves will start again as a level 1 character with a common item of the same hero they were before, that has no hero abilities unlocked, but starts with 3 special abilities on rank 10.
  • Player that have any other item equipped - any item that is not a Super Novice item - start again as level 1 character with a common item of the same hero they were before, that has all hero abilities unlocked, and starts with 3 special abilities on rank 5.

The special abilities that a renewed item starts with are determined by the role of the item’s hero.

Renewed items can be rerolled, using the Reroll Station. They turn into regular, green uncommon items when imbued. At level 60+, they benefit from the Super Novice bonuses (+225% damage dealt, +50% max health, and +50% healing dealt).

Super Novice items that have rank 10 in 3 special abilities cannot be be renewed again. Super Novice items that have rank 5 in 3 special abilities can be renewed again like regular Super Novice items (see above).

7.5 Dung Items

Dung here does not stand for dungeon. Items found in the secret place will always have very disappointing base stats, but maybe there is some kind of special magic on them that can compensate for the foul stench of *** dung.

7.6 Essence Absorption

To absorb the Essence of Evil, a player needs to have an item equipped that meets all of the requirements:

  • 50 in all base stats and one of the following:
    • An original Super Novice item (nothing renewed, only a good old common item leveled from the start will do)
    • A primal or legendary item that has all special abilities and has the same rank in all of them

The transformation can be undone with a Roll Back, at the Reroll station (hold Reload while using it), until the players equips another item, picks up a rune, imbues their equipped item, loads progress or an item from a save code, or leaves the match.


8. FAQ

  • What is stored in a save code?
    Your level and progress towards the next level, your gold (+ gold value of all the items in your inventory), the number of boss summon stones you carry, and your equipped item with all its stats, at the moment when you receive the save code.

  • What is not stored in a save code?
    The items in your inventory (the actual items), your Horadric Favor, and any progress earned after you received the save code (anything not mentioned in the answer to the previous question).

  • Why do I not get any EXP or drops?
    You will suffer an EXP and drop penalty for enemies that are more than 6 levels higher or lower than your player level. If they are more than 15 levels higher or lower, you will not receive any rewards for defeating them anymore.

  • Will I get more EXP for playing with other players?
    Yes, for each player after the first that contributed to defeating an enemy, the enemy will award 10% more EXP to all players who contributed.

  • Will I get better loot and/or more gold for playing with other players?
    The drop rates and amounts of gold dropped per enemy are not affected by the number of players in the game, but you will likely defeat more enemies in the same amount of time.

  • How does the difficulty scale with more players?
    Enemies will take less damage for each additional player in the game and more enemies will spawn.

  • What is the maximum level for players?
    105

  • What is the maximum number of equippable items/gold/boss summon stones a player can carry?
    A player can carry up to 5 equippable items in their inventory in addition to their equipped item, 9999 gold, and 9 boss summon stones.

  • Is there a way to improve drop rates?
    Your Magic Find ‰ will increase with every level you gain. A higher value improves your chance to find rare items from defeating enemies or obtain one from gambling. You can also gain temporary Magic Find bonuses by defeating a boss or picking up a Lucky Charm (rare drop). Magic Find will not increase your chance to find a Rune or a Lucky Charm (static drop rates).
  • Why are the drop rates so low?
    The game mode was designed with a slower, more long-term, MMORPG-like progress system in mind.
  • Will I get Overwatch account experience (for lootboxes) from playing this game mode?
    No.

  • Why are the save codes so long? Can you make them any shorter? Can you change it so inventory items can be saved?
    In the current system, 36 digits are used to save 36 values and 4 digits are reserved for the code validation system. Saving the stats of up to five inventory items would require the save codes to be 170 digits long. If you have more than one item you would like to keep, create a separate save code for each item and load them back with Item Load item function in a later game.

9. Known Issues

  • The damage of Torbjörn’s Turret, Symmetra’s Sentry Turrets, and Ashe’s Bob will not tag an enemy for rewards nor can it trigger special abilities (the damage of these units does not register as player damage).
  • The Ana dummy bot will nanoboost herself.
  • Quest objectives can sometimes spawn in inaccessible areas (they will change position after 60 seconds so you should still be able to complete any quest within a reasonable amount of time).

Final Remarks:

It took me a lot of time to create this mode from scratch, get it to run somewhat stable, keep it updated, and get it to run stable again after every major update, so I hope some people can find some enjoyment in playing it (if not, then there’s plenty of great workshop modes by other creators :slight_smile: ). Thanks for playing :slight_smile:


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This mode is a ton of fun (as is World of Overwatch :grin:). Thanks for taking time to try and sort out the server crash issues. Your work isn’t going unnoticed or unappreciated!

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Hey Delwion Your doing amazing work and I love your game mode.
It’s a shame that is crashes often :slightly_frowning_face:
I dont know if this helps but ive noticed that it crashes when changing Characters in my item slot maybe cause it needs to load lots of info on the character?

anyway im loving it & i hope you keep it up :grinning:

Thanks for all the positive feedback and for playing the game mode :slight_smile:

I will do some tests in the next few days (hopefully) with the new server load values to see if I can identify specific parts of the script that are very problematic.

In the games I hosted, Loot Quest crashed for a variety of reason, sometimes at what seemed like random moments when nothing special was happening (not a lot of loot on the ground, no enemies, no player taking any complex action). But I’ve seen a few rules that triggered crashes more often. Among them is the moment when a player wants to display a code, when a boss dies (even though there is just one extra event compared to when a normal enemy dies which is really simple), when players repeadetly equip high level items. Hopefully, I can identify some problems and find a way to avoid them.

Edit: In an unrelated side note: I’ve posted a smaller, simple and easy PvE mode yesterday in my Various Smaller Projects thread yesterday: Robot Strike Volskaya (it’s very different from Loot Quest though but I thought I’d mention it here in case anyone wants to try it :)).

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Your MOD is the reason I got on this forum for the first time, absolutely amazing. I really love the mod. I would like to add a couple things after playing about 6 hours yesterday.

Are there a min number of players for enemies to spawn in? Often it would just be me and one other while we waited for a third to join and mobs would only spawn then.

Boss scrolls sometimes don’t spawn bosses, yes I know it can take a while, but we waited a very long time :slight_smile:

I’m still not sure how to view the stats of a char, is there an interface for that?

I doubt this but I’m asking anyways, any way to shorten the code…? xD I get it if not but it’s a pain to enter 40-50 times a night until crashes are done.

Thank you so much for working on this, the community really loves it.

I’m glad you like the mode :slight_smile:

The maximum number of enemies that can spawn is equal to the number of players in team 2 that are outside of the spawn room. The game will rotate through all players in team 2 to decide near which player the next enemy will spawn (so the first enemy will spawn near the player in slot 0, the one after that near the player in slot 1, etc.).

When you use a boss summon item, the next enemy that will spawn based on your position will be a boss. So it can take a while.

Regular enemies despawn after 20 seconds of inactivity, leaders after 40 seconds, bosses after a minute.

There are global cooldowns that stop all enemy spawn events for a bit when something complex happens, for example when a player joins the game or presses ultimate status to display a code (that was one of the many things I tried to reduce the risk of crashes) .

It’s possible that there are some issues with respawn. I fixed one problem in the latest version (try to use that one if you didn’t before). But there may be other issues. I haven’t done a ton of testing on the latest version, needed a break from working on this game mode. If respawn feels slow it’s partially due to cooldowns (global and enemy-specific) that I introduced in an attempt to reduce the risk of crashes.

There is unfortunately no way to see your stats (except by looking at the inspector as a host if you know which variable stands for what). I had planned on adding that feature but gave up on it quickly when the game started crashing.

I don’t know of any way to shorten the code without saving less values. The equipped item actually has 19 values that need to be saved, at least 7 of them are double digit, then there’s the money (4 digits), level, boss items, XP progress towards the next level (4 digits). If there are clever algorithms to make the code shorter, then I have to say that I unfortunately don’t know how to do that. I could make the items more generic (right now they have 5 separate stats for damage dealt, damage received, max health, move speed, projectile speed and I could just use one stat instead, but that would mean a lot of work without any guarantee that it helps with crashes and make a previous codes invalid).

I know that it’s really annoying to enter such a long code. I was worried about that when I was planning the game mode on paper already (I was worried that it would be too annoying for people to enter a long code once every 60 minutes - or more often - I thought if someone would join 10 minutes before the match is over, they would simply skip the round and wait for the next one :)). Now, the crashes have made this code entering problem way worse (plus it really takes away from the enjoyment when you need to constantly fear that you’ll lose your progress) which is why I tried so many things to stop the crashes from happening.

Hopefully, I can find a way to make the game mode more stable with the new server load values in the next few days/weeks. And if not, I might remake the game mode completely in a simpler version, since I really like the loot and save mechanics myself (when I started playing other game modes I kept pressing crouch in the hopes to pick up some loot, haha) :slight_smile: Hopefully, I can find a way to fix it :slight_smile:

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Thanks for clearing so much up!

Enemy not spawning, I think I figured that one out based on what you said. Me and the other person testing were players 5/6 so I think that’s why it was skipping. Today they were spawning just fine when I was the only player, but the top one instead.

I agree that shortening the code wouldn’t be worth it, especially when it would make current codes not work. Honestly entering once an hour or so isn’t bad, once the crashing issue is solved I think it will be fine.

I honestly don’t know where to find your most up to date version, I just saved the settings off a game I joined, so if you can point me that way I would appreciate it!

Update.: We found that rank 1 enemies always crash the server

Thanks for the info, I will look into these issues (the rotation problem was definitely an oversight/bad design by me, I should have used a filtered array of all players in team 2 and then go by rotating index, not just go by player slot without checking if the slot is actually occupied; I will fix that in the next version) when I start working on Loot Quest again (maybe tomorrow/later today/in the next few days; not sure yet). The most recent version I published is always in this thread. When I work on the game mode I usually update it at least once per day :slight_smile:

Edit: Rank 1 enemies aren’t any different from the other ranks. So not sure what could be the problem there. If you still see the enemy rank as an in-world text above the enemy’s head however that is a pretty old version of the game mode. The latest version might be a bit better for the crashes and have some of the respawn problems fixed.

Ok found something that consistently breaks the server. when you get a red hero and try to save it crashes. you can sometimes use the hero without crash, but as soon as you try and save it goes down.

edit: We found a way around it: Once you trade to the new red hero, sell the old one right away. then wait at lest 2 minutes before you save

edit 2: Found that is only with the most recent version. as soon ias I went back to the old one the issue is gone.

edit 3: on and off bug in old one, consistent in new one.

Thanks. It might have something to do with the permanent visual effect that red items can offer or the higher number of default abilities that are unlocked. I already redid all of the actions related to the visual effects about half a week ago (in one version the effect was created/destroyed when the player equipped a new item, in the other, the effect was there permanently and was just made visible/invisible; unfortunately neither version seemed to have any impact on the number of crashes for me).

I’ve started some very early testing with server load values and got some ideas of things that might help reduce server load without compromising the game mode too much, but this will take a while. If I get a more stable version of the game mode I will post it here :slight_smile:

i start the game and no bots ever come out, can someone help me.

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Just to be sure, you are placing the 6 bots in team 1 and yourself in team 2?

If so, the bots won’t spawn until you leave the spawn room. If you leave the spawn room, a bot should soon spawn near your position (± 20 meters away from you in both the x and the z axis).

There will never be more bots to fight than players in team 2 that are outside of the spawn room.

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I tried to start the mode up with the recommended bots but the ranks aren’t working properly. The level 1 bots are just as easy as level 5. The bosses are working but do almost no damage. Did I mess something up in the set-up or is it a bug?

That is a bug sorry T_T I never tested this version in higher level areas. All enemies are the lowest rank in the code I posted. I will post a new code in a bit where this is fixed (+ lots of other small bugfixes).

Edit: Thanks for reporting this :slight_smile:

(Bosses deal 50% more damage compared to regular enemies of the same rank; and leaders 25% more.)

Yes plz send help, I’m stuck and my controls for spawn room aren’t doing anything

thanks for the help. i did notice that almost every time i try to save a red character that has dropped from a bot that is crashes.

Same for me. I got a rank 1 soldier 76 (suprisingly from a rank 5) i ran into spawn to save. when i tried saving, it crashed due too excessive workshop script load. same thing happened to another person in the game a bit later, with a rank 1 genji.

I had a crash similar to this last night. I have a save with a red-tier (~4400) hero and when I went to save after about 20 minutes it would crash out. I was the only one in the game the entire time and hadn’t done anything other than kill mobs (including a few bosses), pick up gold and a few items, sell items, port back to spawn, and level once (11 -> 12, if it matters).

Thanks for the feedback. I have noticed in my testing as well that the two events that cause crashes the most often still are displaying a save code and equipping an item. The longer a match has lasted, the more likely these actions will cause a crash. However, other actions such as selling items to the NPC store or even just using the town portal ability can also trigger the crashes if a game has been running for a certain amount of time. At this point, I don’t think adding more wait actions to the equip item or show code commands would really help (there is like one wait action for every 5 actions that are relatively simple calculations already).

I will make another attempt to reduce the risk of crashes starting today/in the next few days, this time by removing the player selling and buying stations, by reducing the number of teleporters in the spawn room, and most importantly by redoing the item stats system so it does not use vectors anymore. I will also try to optimize equipping an item by avoiding the creation of temporary values (the stats of the equipped item are currently copied to a temporary player variable). I may also reduce the inventory size from 10 to 5 and reduce the maximum number of drops on the ground again. Hopefully, one of these things will help a bit with the crashes.

Edit: One more thing I forgot to mention: Surprisingly, the number of players in team 2 seems to have no big impact on how often/soon the game crashes. One way to explain this could be that each individual player has a limit on how many resources the variables of that player can take. Another explanation would be that a big problem takes place in events of team 1, but that seems unlikely: I have used all the actions that happen to team 1 in other game modes before without problems. And one more thing: Both the equip item action and the show code action keep the server peak load below 100 in the first few minutes of the game, so I don’t think they alone can be responsible for the crashes.

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