Visual Overview of DMM Table

Part 1: How to Get a Supply Drop

Your chance is written as 1 / denominator, so a smaller denominator means a more common drop. The base denominator comes from the monster's combat level, then location and task modifiers multiply it, and a global 20% boost divides it at the end.

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Diagram summary: the combat level picks one of three base-denominator formulas. That base is multiplied by the location or task modifier (×4.0 in Ape Atoll and Kruk's dungeon, ×0.65 on a Krystilia task, ×0.75 on any other Slayer task, ×1.0 otherwise), multiplied by the Sigil of Prosperity loot multiplier, then divided by 1.20 for the global boost. The final chance is 1 divided by that denominator.


Part 2: Emblem & Sigil System

After a successful global roll, the table branches into an emblem, a sigil, or resources. The emblem tier depends on the monster's combat level, and only the sigil tier depends on your PvP bracket.

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Diagram summary: successful global rolls split into an emblem on 2/12 (one sixth), and everything else on 10/12. That other branch is 40% sigil and 60% resources, which works out to one third sigils and one half resources overall. Emblems are tier 1 from monsters of combat level 100 or below and tier 5 above that. Sigil tier is decided by your PvP bracket.


Part 3: Resource Tables

Resource eligibility depends only on the monster's combat level, never on your PvP bracket. Table 1 is available from combat level 1, so there is no minimum monster level for supply drops.

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Diagram summary: for monsters below combat level 100 the game rolls a random integer from 0 through the monster's combat level, inclusive. Every table whose threshold is at or below that result becomes eligible, and one is chosen with equal probability; a result of 0 leaves no eligible table. Table thresholds are 1, 5, 9, 13, 25, 37, 49, 61, 69, 81 and 93. Monsters of combat level 100 or above use fixed weights instead: 4% for Tables 1 to 3, 12% for Tables 4 to 7, 8% for Table 8, 12% for Tables 9 and 10, and 8% for Table 11. These weights are conditional on already having earned a resource drop. The selected table always gives two distinct base rewards, and Tables 8–11 then continue to the bonus rolls in Part 4.


Part 4: Tables 8–11 Bonus Rolls

Resource Tables 8, 9, 10, and 11 each give their two normal, distinct resource rewards, then make two independent bonus rolls. Neither roll affects the other, so both, one, or neither can trigger.

These rates apply only after landing on Resource Table 8, 9, 10, or 11. They are not per NPC kill or per global-loot roll.

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Diagram summary: Resource Tables 8–11 always award two distinct base rewards from the selected table. They then roll independently for a unique reward at 1/5 (amulet of fury, dark bow, archers ring, master wand, abyssal whip, mages' book, berserker ring or seers ring) and for a mega-rare reward at 1/10 from the configured 43-item Gilded and 3rd Age pool. Both bonuses can land on the same resource-table hit.

Combined outcome per eligible resource-table hitChance
Both bonus rewards2% (1/50)
At least one bonus reward28%
Neither bonus reward72%

Full reward lists and worked rate examples are on the Supply Drops page.

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