Drops, gil and a rewritten Treasure Hunter curve

Double drop rates, gil from every mob, rebuilt treasure caskets, and Treasure Hunter exactly as retail tuned it, on top of it all.

Drop rates

  • All drop rates are multiplied by 2. Gear is faster to get than retail, and still worth having when you get it.
  • Every enemy drops gil scaled to its level, 5 gil per mob level even from creatures that normally carry nothing, with naturally dropped gil doubled on top.
  • Treasure caskets are rarer than retail and far better when they appear: three chests in four are the locked kind, and the gear inside rolls its own augments. The casket post has the full breakdown.

Treasure Hunter

Retail-accurate, the full curve. The doubled server drop rate applies to everyone equally, so hunting without a thief is already generous, and levelling Treasure Hunter still visibly matters when you bring one.

Notorious monsters and coffers

  • Lottery NMs are five times as likely to spawn from their placeholder, and their spawn cooldowns are halved. Camps are short here, but a claim is still a claim, and the drop is still an event.
  • Coffer illusion times are cut from 30–60 minutes down to 1–5 minutes.
  • ENM key items recharge in 24 hours instead of retail's five days, a daily habit, not a farm loop.
  • Dynamis re-entry is 3 hours (lowered from 6 in the August 30 patch), two runs an evening.

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