Desert Treasure 2 – Drop Rates – OSRS

Desert Treasure II – Drop Rates

 

Let’s take a step back from the enigmatic and thrilling battles of Desert Treasure II, it’s time to turn our attention to a burning issue that has been the talk of Gielinor – the hotly-debated drop rates. We’ve seen the speculation, and your fervour hasn’t fallen on deaf ears.

 

In response, we’re pulling back the curtain on the drop tables. It’s time to dispel the rumours, clarify the odds, and equip you, our intrepid adventurers, with the knowledge you need to brave the challenges of this exciting new update.

 

Rates to hit the unique table before today’s update:

  • Vardorvis – 1/180
  • Duke – 1/108
  • Leviathan – 1/120
  • Whisperer – 1/77

 

Note: the Awakened variants of these bosses have 3x the chance to hit the unique table.

 

Weightings:

  • Virtus 1/8
    • A separate 1/3 roll then determines which piece is awarded
  • Vestige roll 3/8
    • Rolling this will increment a variable by one, the third time this is hit, drop the vestige and reset the variable
  • Chromium Ingot 3/8
  • Axe Piece 1/8

 

Untradeable Unique rates

 

These drops get more common with your KC until you get it for the first time, then they are flat rate as per the below:

  • Teleport tablets – 1/25
  • Ancient Elemental Quartz – 1/200

 

Awakener’s Orb rates:

  • Vardorvis – 1/80
  • Duke – 1/48
  • Leviathan – 1/53
  • Whisperer – 1/34

 

Clue rates

  • Equal chance to roll for any Easy/Medium/Hard/Elite clue
  • The rate is 1/40 for a specific clue mentioned above

 

Pet rates

  • Vardorvis – 1/3000
  • Duke – 1/2500
  • Leviathan – 1/2500
  • Whisperer – 1/2000

 

Drop table order

  • Roll for tradeable unique
    • If not, roll for Awakener’s orb
      • If not, roll for untradeable uniques
        • If not, roll 1/5 for supply drop
          • If not, roll for resource drop
  • Additionally roll for clues & pets

 

Let’s take a moment to dive into the drop rates for the Virtus set that’s been catching everyone’s eye. Finding that sweet spot between Ahrim’s and Ancestral’s price has been key, so the rarity of Virtus had to be dialed in just right. We made the decision to include Virtus as drops for all four separate bosses, encouraging you to grind all of them for their unique drops. You still have the option to focus on one boss if that’s your thing, but we wanted to make sure that if you were going for each of the respective rings, you’d eventually get Virtus passively along the way

 

We did toy with the idea of having just one boss drop the whole Virtus set at a more common rate, which could have made target farming the set much easier. Implementing it this way could also prevent a potential crash in the set’s value, as it wouldn’t be coming into the game as quickly as it will when all four bosses are being farmed simultaneously by those hunting for their Vestige. Ultimately it all boils down to a delicate balance of rarity, demand, and the effort required to obtain them. We feel like the current implementation is the best option for the long-term grind, but understand why some of you may feel frustrated if you’re exclusively seeking out Virtus.

 

As for general drop rates, we feel much more comfortable erring on the side of caution, especially for the initial few day. We’d much rather avoid a situation where too many uniques are entering the game vs not enough. It’s much healthier for us to correct too few uniques entering the game vs too many.

 

With all this in mind, now that we have more information, we’re changing the tradeable unique rates to be approximately 20-30% more common, depending on the boss (Vardorvis and Leviathan have received the biggest improvement).

 

This means the following rates will now apply:

  • Vardorvis – 1/136
  • Duke – 1/90
  • Leviathan – 1/96
  • Whisperer – 1/64

 

Note: the Awakened variants of these bosses have 3x the chance to hit the unique table.

 

Keep in mind that we might fine-tune the drop rates even further down the line. Our goal is to ensure that the long-term value of items remains balanced, but we’re also considering how these items fit into each player’s progression journey, taking into account the time and difficulty of each encounter. So, stay tuned for any updates in the future as we continue to optimise your experience.