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Loot

Chests are scattered through the maze, with stars over the lid saying how good one is:

Stars Tier What is in it
✦✧✧✧✧ common two draws of ordinary supplies
✦✦✧✧✧ uncommon two draws, one from the day’s crafting pieces
✦✦✦✧✧ rare three draws, one from the day’s gear
✦✦✦✦✧ epic three draws from a better list
✦✦✦✦✦ boss four draws, one from the day’s gear

The stars are decided when the dungeon is built, and a chest is sometimes better than the room it stands in suggests. A builder marks a chest with a floor rather than an exact value, so the cheapest chest in the maze can come out rare. Five stars stay with the boss.

A chest holds something different for every person. The real chest never opens; clicking it shows you your own contents. Eight people can loot the same chest in any order, so there is no reason to sprint.

An unlooted chest sparkles, and only for people who have not opened it. If it has stopped sparkling for you, you have had yours.

Your draw is fixed the first time you open the chest, so disconnecting hands back what was already there.

Filler such as torches, food and bottles of enchanting is kept light, since the usual complaint about dungeon loot is coming out with five items and four of them worthless.

Chests that were part of the room the builder made, rather than placed by the dungeon, hold nothing and say Empty. Scenery. when you click them.

Some chests carry a second line under the stars, in red, saying what has to happen first:

The line What it wants
Defeat the guardians every elite in that chest’s own room dead
Defeat the boss the run’s boss dead

Both want your own kill credit rather than the party’s. You are credited with a kill if you dealt at least a tenth of the damage the players did to that monster. Damage from lava, falls and other monsters is left out of that total, so the tenth is a tenth of what people actually did, and it does not get harder to reach as the party grows.

Clicking one you have not earned costs you nothing and rolls nothing. It refuses and says which of the two ways you failed:

Locked. 2 of 3 guardians in this room are still standing.
Locked. You had no hand in 1 of 3 guardians here.
Locked. The boss of this dungeon is still alive.
Locked. The boss fell without you. This one is not yours.

Because nothing is rolled until it opens, coming back after clearing the room gives you a fresh chest rather than one that was generated while you could not touch it. A locked chest does not sparkle for you until you have met it, either.

The red line is drawn for each person separately, so two people standing at one chest can be told different things about it. The moment it becomes yours the line turns into the ordinary star row, and the lid gives a short burst of sound and light if you are within about 24 blocks. Killing the boss opens every chest in the maze that was waiting on it, so the text changes wherever the chest is and only the ones near you make a noise about it.

The lock is per chest rather than per room, so a room can have an ordinary chest by the door and a gated one behind the guardians.

When the boss falls, a chest is left where it died. It rolls the five-star boss tier and is locked on the boss like any other @boss chest, so somebody who stood at the back of the room for the fight gets nothing out of it.

It goes at the death spot when there is room for it, and otherwise back where the boss was summoned, which is already known to be standable.

An elite that chases you further than about 24 blocks from where it spawned is put back where it started, with a puff of smoke so it does not read as a bug. It keeps its health and its temper and will come at whoever is in the room with it.

Without that, an elite that followed somebody four floors up would leave its chest asking for guardians that are nowhere near it.

Equipment pulled out of a dungeon does far more damage to dungeon monsters than to anything else. The rarest few drops in a set do half again as much, and everything else from a boss carries a smaller edge. On the surface it is an ordinary item.

This lets dungeon rewards be strong without touching the balance of the survival server, because that strength has nowhere to leak. The bonus applies to anything on the boss’s side, including adds it summons mid-fight.

About one chest in six holds a Soul Shard, which is currency rather than loot. See Souls and your daily entry.