Everything you need to know about enemy and boss drop rate mechanics in Recettear, as well as what enemies can drop, and other related mechanics such as unidentified items and item bonus levels.
Drop Rate Mechanics
The drop rate mechanics in Recettear are slightly complicated than just assigning a set rate to each possible item an enemy can drop. While that is how this game operates, there is also bad luck protection in place to increase the chances of getting a drop. If an enemy drops nothing, you advance to a new floor, or enter a dungeon, the drop rate increases slightly each time you do so, and all of those actions increase the drop rate by the same amount. However there is an upper limit to this, and drop rates will never hit 100%. And utlimately, only one item can drop from an enemy at a time.
Chaining has no effect on drop rates. The Miracle Charm, contrary to some claims out there over its description text, has absolutely no effect on any part of enemy drop rate mechanics.
While most Blue Slimes count as normal enemies, the Blue Slime Ring hazards do not, and killing them won’t contribute to bad luck protection nor will they drop any food or items.
Each enemy has 5 possible drop slots, Common Food, Rare Food, Common, Uncommon, and Rare items. Though not all of these slots are used for all enemies. The rare slot is only used by certain boss fights across Pensee, and a few select enemies in the Crystal Nightmare.
If an enemy shows up in a dungeon without a drop table associated with it, which typically happens with most Blue Slimes spawned from traps, they cannot drop items. However they are still capable of dropping food.
Gaining a drop of one type still increases bad luck protection for the other drop types. What an enemy can drop differs depending on the dungeon they’re in and which floors you fight them on.
Once a drop is earned, it is set back down to the minimum rate, and the bad luck protection will again increase the rates, repeating the cycle. Rare food and rare item drops prevent you from obtaining those drops again for a few kills after receiving them. This applies every time you get rare food or rare item drops. Bad luck protection will still advance the kill counter in those instances.
Drop rate mechanics differ depending on if you are in a boss fight or not. If you’re not on a boss fight floor, the following mechanics apply:
Common Food Drop Rate Mechanics:
- When you first kill an enemy, you have a 0% chance to gain food.
- Each failed roll increases the chance by 0.2%.
- This eventually caps out at 10%, which requires 50 kills to reach.
Rare Food Drop Rate Mechanics:
- When you first kill an enemy, you have a 0% chance to gain food.
- You cannot gain food drops for 4 kills, the chance is fixed at 0% during that time.
- Each failed roll increases the chance by 0.05%.
- This eventually caps out at 10%, which requires 203 kills to reach.
Whenever common or rare food is set to drop from an enemy, the game takes some additional steps to determine what kind of food should be able to drop. More details can be read in the Food Drop Table Mechanics section.
Common Drop Rate Mechanics:
- When you first kill an enemy, you have a 2% chance to obtain the common item.
- Each failed roll increases the chance by 4%.
- This eventually caps out at 20%, which requires 5 kills to reach.
Uncommon Drop Rate Mechanics:
- When you first kill an enemy, you have a 0.8% chance to obtain the uncommon item.
- Each failed roll increases the chance by 0.2%.
- This eventually caps out at 5%, which requires 21 kills to reach.
Rare Drop Rate Mechanics:
- When you first kill an enemy, you have a 0% chance to obtain the rare item.
- You cannot gain rare drops for 3 kills, the chance is fixed at 0% during that time.
- Each failed kill where you don’t get a drop increases the chance by 0.05%.
- This eventually caps out at 1%, which requires 22 kills to reach.
Boss Fight Drop Rate Mechanics:
The drop rates are fixed at 30% for commons, 10% for uncommons, and 5% for rare drops. Bad luck protection has absolutely no effect here, though it is still kept track of from killing any minions in the fight. Bosses themselves do not contribute to bad luck protection.
Common food and rare food drop rates are unchanged here and work just like they do in the rest of the dungeon. However bosses cannot drop food, but their minions can. Minions can only drop food during boss fights. All minions have empty drop tables otherwise. The Geddon Device’s arms count as minions for this purpose.
Bosses fought in a boss rush are no different than in regular dungeon dives when it comes to drop rates. If you are purely after drops from a boss, then farming boss rushes is optimal.
The Gauntlet floors do not function like boss fight floors and use the normal drop rate mechanics instead of the boss drop rate mechanics.
However, the Bomb gauntlet on floor 30 of Lapis Ruins is an exception and uses the boss drop rate mechanics instead, making that floor an excellent place to farm for Gunpowders and Natural Heaters.
The Knight Gauntlets found on floor 45 of the Obsidian Tower, floor 55 of the Lapis Ruins, and floors 45 and 55 of the Crystal Nightmare are another exception, as those contain an actual boss with the giant Dark Knights, and uses the boss drop rate mechanics as a result.
Food Drop Table Mechanics
When a game rolls the common food or rare food slot on an enemy it needs to determine which piece of food it should drop for you. The game does so by using the following formula:
X = [(Floor Number – 1) + (Dungeon ID * 2)] / 3
The game rounds down after division.
The Dungeon IDs are as follows:
Hall of Trials: 0
Jade Way: 1
Amber Garden: 2
Obsidian Tower: 3
Lapis Ruins: 4
Crystal Nightmare: 5
From a technical standpoint, all boss rushes count as being in the Crystal Nightmare.
- The Jade Way boss rush counts as being on floors 31 through 33.
- The Amber Garden boss rush counts as being on floors 34 through 38.
- The Obsidian Tower boss rush counts as being on floors 39 through 46.
- The Lapis Ruins boss rush counts as being on floors 47 through 59.
- The Crystal Nightmare boss rush counts as being on floors 31 through 59.
While bosses cannot drop food, their minions can. The Geddon Device’s arms count as minions for this purpose.
For common food, add 4 to X. If X is greater than 7, then X = 7.
For rare food, add 7 to X. If X is greater than 19, then X = 19.
Roll a random number from 0 to X. The result is the item you obtain.
Later dungeons are more likely to drop different kinds of food, and the chances of that increases the farther into the dungeon you are.
However, no matter what dungeon or how far you are in one, you can never get anything past Taiyaki if you roll a common food drop. Rare food drops are allowed to roll anything on this drop table.
The items of note are Egg Toasts, Chocolate Bars, Oranges, Grapes, Shrimp Doria, Roast Chickens, Cutlet Bowls, and Mango Puddings, as these items cannot be bought from the marketplace.
Only Egg Toasts, Chocolate Bars, and Oranges can be received from the common food drop table, while the rest must be received from the rare food drop table.
Unidentified Items
When an ingredient drops from an enemy, it has a 50% chance to be unidentified. This only affects items that are classified as ingredients. Items of any other type such as food or weapons will always be identified.
Your merchant level on the other hand, can force the game to identify the item immediately. Each ingredient has an internal level associated with it. If your merchant level is equal to or above this value, then the ingredient in question is always forced to be identified immediately.
All aspects of the item, what is dropped, and how much of a bonus it comes with, are generated at the time of drop. All being unidentified does is hide the details of the item until you leave the dungeon.
Below is a table of how high your merchant level needs to be in order to identify the associated ingredients guaranteed.
Water Shroom
Slime Fluid
Slime Liver
Insect Trap
Gunpowder
Herb Seed
Natural Heater
Shark Fin
Soft Stone
Flint
Gaseous Grass
Jellystone
Powerful Antivenom
Salamander Scale
Toothpicks
Slime Stone
Flytrap Bulb
Special Inkwell
Red Oil
Tail
Tough Stone
Gold Horn
Darkness Crystal
Earth Crystal
Fire Crystal
Paralysis Crystal
Poison Crystal
Void Crystal
Water Crystal
The takeaway is that ingredients aren’t guaranteed to be identified until you reach merchant level 5. And once you reach merchant level 26, no ingredient in the game will ever drop as unidentified again.
Item Bonus Attributes
This is namely for use with the fusion mechanic, where all bonuses from fused ingredients can be added up to give a bigger boost to the resulting item. However bonuses are capped at +15 through fusion. Be warned that fusion will use up all your highest bonuses first when creating items. This can be avoided by putting the ingredients with the highest bonuses on shop counters or vending machines beforehand.
Bonuses are capped at +4 through enemy drops. Any item dropped by an enemy, no matter what category they belong to, can have a bonus applied to them. However this the only other way to get bonuses on items.
The chances of getting a specific bonus are as follows:
These bonuses benefit certain categories of items in different ways.
Any items with a bonus sold to a customer will have that bonus be directly applied to any reputation boosts. However, reputation boosts are capped at +5 per transaction, so you cannot earn multiple customer levels at once through this method.
Equipment have any bonuses directly added to the highest stat on the equipment. As rings do not have stats, they are unaffected by bonuses in this manner.
Food will restore +20% more HP, MP, or both at once per bonus, providing a 100% boost at +5 or a 300% boost at +15. The Durian’s SP penalty is unaffected by bonuses.
Other categories of items have no such unique benefits from bonuses.
Will o’ Wisps
In any dungeon, if you spend too long on a floor, Will o’ Wisps will start spawning in an attempt to shoo you to the next floor quickly. Wisps also get stronger over time if you still insist on staying on the floor whenever they spawn. The time it takes for them to spawn is random and typically scales with the floor size. Though they tend to show up more quickly in later dungeons.
However they do have ingredient drops in some of the dungeons, one of which is unique to them alone. So it can be worth deliberately letting them spawn and subsequently farming them to get your hands on their unique drop, the Salamander Scale. Of which you’ll need at least 28 to fill out the item encyclopedia with, and even more if you wish to outfit multiple adventurers with the gear you can fuse with it.
Will o’ Wisps can drop food just like any other enemy. However their ingredient drops differ depending on the dungeon you fight them in. Unlike other enemies, Wisps always use the uncommon drop slot for their ingredients, not the common slot, so you can only get a 5% drop rate at best when fighting them.
Will o’ Wisps drop no ingredients in the Hall of Trials or Jade Way. In the Amber Garden and the Obsidian Tower, they can drop Natural Heaters. In the Lapis Ruins and the Crystal Nightmare, they can drop Salamander Scales.
As a result, the best place to farm for Salamander Scales is floor 1 of the Lapis Ruins. Fighting Will o’ Wisps in the Crystal Nightmare and/or on a later floor provides absolutely no benefit to their drop rates and will only serve to make farming their drops harder.
Wisps use magic to attack, so increasing magic defense should be your priority if you wish to reduce the damage you take from them in case of any stray hits in any farming sessions.
Hall of Trials Drop Tables
Unlike in later dungeons where the drop tables cover multiple floors at once, the drop tables are different for each floor in the Hall of Trials.
Floor 1
Floor 2
Floor 3
Floor 4
Jade Way Drop Tables
Bosses
Floors 1 through 4
Floors 6 through 9
Floors 11 through 14
Amber Garden Boss Drop Tables
Bosses
Floor 15 Gauntlet
Floors 6 through 9
Floors 11 through 14
Floors 16 through 19
Floors 21 through 24
Floors 26 through 29
Obsidian Tower Boss Drop Tables
Bosses
Floor 25 Gauntlet
Floor 35 Gauntlet
Obsidian Tower Drop Tables (Floors 1 – 29)
Floors 11 through 19
Floors 21 through 29
Obsidian Tower Drop Tables (Floors 31 – 49)
Floors 41 through 44
Floors 46 through 49
On certain floors of the Obsidian Tower, the Lapis Ruins, and the Crystal Nightmare you may see 4 Gnolls in a line formation. These Gnolls use a different drop table than the standard thrower Gnolls. However, once you attack at least one of the Gnolls there, the rest of the Gnolls will break formation and revert to the thrower Gnoll drop table. In order to gain access to the formation Gnoll’s drop, you must kill them in 1 hit before they can break formation.
Lapis Ruins Boss Drop Tables
Bosses
Floor 30 Gauntlet*
*Unlike most other gauntlets, this one uses the boss drop rate mechanics instead of the standard ones.
Floor 45 Gauntlet
Floor 65 Gauntlet
Floor 75 Gauntlet
Floor 85 Gauntlet
Floor 95 Gauntlet
Lapis Ruins Drop Tables (Floors 1 – 29)
Floors 1 through 14
Floors 16 through 29
Lapis Ruins Drop Tables (Floors 31 – 74)
Floors 61 through 74
Lapis Ruins Drop Tables (Floors 76 – 99)
Floor 99
As thrower Gnolls do not have a drop table on floor 99, any formation Gnolls will keep their drop table even if they break formation.
Crystal Nightmare Drop Tables (Floors 1 – 10)
Floors 1 through 5
Floors 6 through 10
Crystal Nightmare Drop Tables (Floors 11 – 20)
Floors 16 through 20
Crystal Nightmare Drop Tables (Floors 21 – 29)
Floors 26 through 29