Okay then...
Today we'll talk about loot and equipments! Coming from Rival Regions rather than e-Sim like most people, equipments were new to me. I was quite excited about it! Have you, like me, thought maybe you could make that your main gameplay? Looting and trading equipments? That's what I planned to do!
Unfortunately, that idea kind of fell short, but it's still an interesting topic.
Basics course
As quick refresher: you can loot Q1 Equips anytime you hit/build with 0.4% chance. There are builder, and combat equips! Then they can be traded, sold, or merged into higher qualities : five pieces convert into one higher quality one.
Meet the team
If you're planning on commit on scavenging, of course you're going to be needing Drop Rate gear to increase your odds. Here are our new best friends:
As usual, the stats are multiplied by increasing quality. But how much can we really rely on these ?
Profitability
In the article we'll use a base value of 6g per equipment. This is a ballpark: it'll vary with fees, time, and the indiviudal piece!
Main thing we'll want to know is how profitable eating to hit more and loot more is. See here!
Drops are per day, Value in gold/day, Profit is how much of the food cost you get back.
Here, energy regen and food are separate: Q1 Column shows what you get from eating Q1 Food alone, independent of regen!
Of course values will vary a lot with the Equipment Value and Food Value, but here are some immediate conclusions we can make:
- You need at least a Q2 Set to break even on Q3 Food
- You need at least a Q4 Set to break even on Q4 Food
- Q5 Food is way too expensive to profit from drops!
- All maxed out, you make about 8 gold per day total by eating Q3 with a full Q5 set
Return on Interest
So, gear doesn't make an huge difference in raw numbers, but highly affects profit margins! How affordable is it?
Our set has 4 pieces, so we can get a rough idea of the worth of it: for example, Q2 set is estimated to be worth 20 Q1 Pieces, and so on!
By differentiating cost to upgrade vs. added income, we can see after how long an upgrade would pay off in in last column. That time can really rise up sharply!
My conclusion
While you technically can have profitable scavenger gameplay in the game, I don't think it's profitable or fun enough to justify eliminating proper wars and building entirely! But, you can still do it as a side thing for extra income, such as wearing few pieces when playing normally.

