Digital Extremes publishes WARFRAME's drop tables on their website, which is automatically generated from the game's internal data. It covers the drop rates of most items in the game obtainable through bounties, caches, missions, relics and enemies. Since the game updates frequently, some game systems (especially new ones) may or may not be covered.
Due to the length of the full list, the official website for the drop rate tables can be found here or https://www.warframe.com/droptables.
Table of Contents[]
- Missions
- Relics
- This section lists the drop rates of every Void Relic in the game, including their refined variant such as exceptional and radiant.
- Keys
- This section lists the drop tables of every mission in the game that requires an existing key to enter (such as Mutalist Alad V Assassination), as well as select missions that can only be accessed via quest (such as Jordas Golem).
- Dynamic Location Rewards
- This section lists the drop tables of every mission in the game that dynamically appears and disappears (such as Nightmare Mode and Arbitrations).
- Sorties
- This section lists the drop table of Sortie missions.
- Cetus Bounty Rewards
- This section lists the drop table of every standard Cetus bounty playable in the game.
- Fortuna Bounty Rewards
- This section lists the drop table of every standard Fortuna bounty playable in the game.
- Necralisk Bounty Rewards
- This section lists the drop table of every standard Necralisk bounty playable in the game.
- Mod Drops by Mod
- This section lists most mods obtainable in the game, as well as the drop rate from enemies which they drop from. Certain purchasable mods like Syndicate mods are not listed here.
- Mod Drops by Source
- This section lists all of the fight-able enemies in the game, as well as their own drop tables of the mods they drop.
- Blueprint/Part Drops by Item
- This section lists all the drop rates of items, parts, and blueprint obtainable from enemies in the game.
- Blueprint/Part Drops by Source
- This section lists the drop tables of every enemy in the game, detailing the drop rates of items, parts, and blueprints.
- Resource Drops by Source
- This section lists the drop tables of every enemy in the game, detailing the drop rates of resources they can drop.
- Resource Drops by Resource
- This section lists the drop rates of resources and where they can drop from.
- Sigil Drops by Source
- This section lists the drop tables of every enemy in the game, detailing the drop rates of sigils they can drop.
- Additional Item Drops by Source
- This section lists the rest of the drop tables that do not fit in any other categories.
- Relic Drops by Source
- This section lists the drop tables of every enemy in the game, detailing the drop rates of the Void Relics they can drop (only applicable to Hemocyte as of Update 30.7 (2021-09-08))
Missing Content[]
- Daily Tribute rewards
- Storage Container spawn rates (technically not a drop table)
- Fish spawn rates (technically not a drop table)
- Orokin Tower Containers
- Ores/gem drop chances from Mining
- Isolation Vault Bonus stage containers
- Definitions for "Resource Bundles" from Railjack missions and "Region Resource" for Star Chart enemies
- Kubrow Eggs drop chances
- Drop chances of Omega Isotope, Cryptographic ALU, Ayatan Amber Star, Ayatan Cyan Star
- Drop chances of Exploiter Orb Articula and Deck 12 Captura Scene from Exploiter Orb
- Pickups drop chances
- Requiem Relic drop chances of Kuva Thralls and Hounds
- Invasions
- Kavat Genetic Code from scanning Feral Kavats (unique drop table)
- Pigment drop chances
- Archwing Eximus enemies which are the only sources for Afterburner, Cold Snap, and Energy Field augments
Mechanics[]
General[]
Based on the official drop table repository, one can deduce several rules that apply to all drop tables in the game:
- All individual drop chances of items in the same drop table must add up to 100% (there may be rounding issues due to drop chances rounded to the two decimal places).
- Each drop table has its own chance of rolling a reward from its reward pool (separate from item drop chance). This chance can be over 100%, meaning that a player may roll a reward from said drop table more than once. Mod drop tables are an exception and are capped at 100% drop table chance.[citation needed]
- There are multiple drop table types in the game that have an independent chance of rolling rewards. These types do not necessarily restrict the type of contents that a drop table may reward. For example, a Sigil drop table can drop resources despite there being a Resource drop table type.
Rarity Classification[]
In the official drop table repository, each possible reward that can be randomly pulled from a drop table has a rarity classification based on their individual drop chance. Rarity weighting is a separate concept independent from classification and is used by the game internally to calculate an item's individual drop chance.
Rarity Class | Drop Percentage Range | Possible Values In Drop Tables |
---|---|---|
Very Common | 60.00% ≤ x ≤ 100.00% | 100.00%, 91.67%, 86.44%, 77.78%, 77.44%, 75.50%, 68.18% |
Common | 33.33% ≤ x < 60.00% | 56.34%, 50.00%, 48.71%, 38.72%, 33.33% |
Uncommon | 10.00% ≤ x < 33.33% | 28.57%, 26.09%, 19.35%, 15.10%, 14.29%, 12.90%, 12.65%, 11.06%, 10.84%, 10.00% |
Rare | 2.00% ≤ x < 10.00% | 9.68%, 8.70%, 7.69%, 7.14%, 5.88%, 5.50%, 4.35%, 2.58%, 2.00% |
Ultra Rare | 1.00% < x < 2.00% | 1.84%, 1.58%, 1.36%, 1.01% |
Legendary | 0.10% < x ≤ 1.00% | 1.00%, 0.85%, 0.67%, 0.50%, 0.40%, 0.37%, 0.34%, 0.22%, 0.18% |
Beyond Legendary | x ≤ 0.10% | 0.00% (rounded to the nearest ten thousandths) |
However, in-game, rarity classification of rewards in Codex entries, Sortie menu, Bounty menus, and Void Relics use different systems that are visual in presentation and are based on internal rarity weights after normalization. This classification applies to all items in the same rarity rather than individual drop chances.
Rarity Weight | Approx. Color Scheme | Hex Code | Drop Percentage (rounded two decimals) |
---|---|---|---|
Common | #bd9177 | Varies based on rarity weightings present | |
Uncommon | #d1d0d1 | Varies based on rarity weightings present | |
Rare | #ece175 | Varies based on rarity weightings present | |
Total | 100% | ||
Common, Uncommon, and Rare present (e.g. Elite Lancer and most enemies) | |||
Common | #bd9177 | 75.88% | |
Uncommon | #d1d0d1 | 22.11% | |
Rare | #ece175 | 2.01% | |
Total | 100% | ||
Common and Uncommon only (e.g. Detron Crewman) | |||
Common | #bd9177 | 77.44% | |
Uncommon | #d1d0d1 | 22.56% | |
Rare | #ece175 | 0% | |
Total | 100% | ||
Common and Rare only | |||
Common | #bd9177 | 97.42% | |
Uncommon | #d1d0d1 | 0% | |
Rare | #ece175 | 2.58% | |
Total | 100% | ||
Uncommon and Rare only (e.g. Feral Kavat, Battalyst, Kela De Thaym) | |||
Common | #bd9177 | 0% | |
Uncommon | #d1d0d1 | 91.67% | |
Rare | #ece175 | 8.33% | |
Total | 100% | ||
Rare only (e.g. Torment, Corpus Cestra Target, Ved Xol) | |||
Common | #bd9177 | 0% | |
Uncommon | #d1d0d1 | 0% | |
Rare | #ece175 | 100% | |
Total | 100% | ||
Uncommon only (e.g. Demolisher Nox) | |||
Common | #bd9177 | 0% | |
Uncommon | #d1d0d1 | 100% | |
Rare | #ece175 | 0% | |
Total | 100% | ||
Common only (e.g. Kosma Gokstad Crewship, Vorac Crewship) | |||
Common | #bd9177 | 100% | |
Uncommon | #d1d0d1 | 0% | |
Rare | #ece175 | 0% | |
Total | 100% |
Drop Table Types[]
Any enemy may have more than one drop table to pull rewards from. For example, a Heavy Gunner has both a mod drop table and a blueprint/item drop table, each with an independent chance of rolling a drop from their own reward pool.
Heavy Gunner | Mod Drop Chance: 3.00% | |
Slip Magazine | Uncommon (18.97%) | |
Magazine Warp | Uncommon (18.97%) | |
Blunderbuss | Uncommon (18.97%) | |
15 Endo | Uncommon (18.97%) | |
Shell Compression | Uncommon (11.06%) | |
50 Endo | Uncommon (11.06%) | |
Decisive Judgement | Ultra Rare (1.01%) | |
80 Endo | Ultra Rare (1.01%) |
Heavy Gunner | Blueprint/Item Drop Chance: 1.00% | |
Gorgon Blueprint | Very Common (100.00%) |
According to the official drop tables, the following drop tables types are available:
- Mod (is affected by Mod Drop Chance Booster)
- Blueprint/Item
- Sigil (may also be used to drop resources like with Thumpers or Exploiter Orb)
- Additional Item
- Relic (only used by Hemocyte as of Update 30.7 (2021-09-08))
- Resource (is affected by Resource Drop Chance Booster)
- Pigment (unlisted, is affected by Resource Drop Chance Booster)
Over 100% Drop Chance[]
If a drop table has over a 100% chance to have a reward chosen from its reward pool, then that means it will have a chance to grant another reward from the same pool in addition to the guaranteed roll(s). For example, the Exploiter Orb has a Sigil Drop Table with a 300% drop chance, meaning it will choose a reward three times independently (with replacement).
Exploiter Orb | Sigil Drop Chance: 300.00% | |
Synathid Ecosynth Analyzer | Uncommon (16.67%) | |
Tromyzon Entroplasma | Uncommon (16.67%) | |
Charamote Sagan Module | Uncommon (16.67%) | |
Zodian | Uncommon (16.67%) | |
Thyst | Uncommon (16.67%) | |
Longwinder Lathe Coagulant | Uncommon (16.67%) |
Over 100% drop chance can also be achieved by using a Resource Drop Chance Booster with a Clan Dojo Pigment research active, causing pigment drops to be doubled since pigments are guaranteed to drop from the corresponding enemy.
Note that Mod Drop Tables and Resource Drop Tables of Bosses or boss-like enemies cannot go over 100% drop chance unless hard-coded by the developers like in the case of Tusk Thumper Doma. This means despite being in the Mod Drop Table, Arcane Enhancement dropped by Eidolons will not drop more than once per enemy, even with a Mod Drop Chance Booster on or with The Steel Path Mod Drop Chance bonus.
Rerolling Drop Tables[]
Players will gain another chance at rerolling the loot drop table of a particular enemy that is affected by the abilities below. These abilities may act on the same enemy more than once to produce multiple loot drops. However, abilities of the same class (e.g. Pilfering Swarm and Pilfering Strangledome) cannot stack to produce more than two loot drops.
Bosses and boss-like enemies are not affected by these abilities.
- Rolling drop tables on Living Enemies
- Rolling drop tables on Petrified Enemies
- Extra drop table rolls upon Enemy Kill
- Hydroid's Pilfering Swarm
- Khora's Pilfering Strangledome
- Wukong's passive (Monkey Luck buff)
- Rerolling drop tables on Enemy Corpses
Calculating Item Drop Probability[]
On the wiki, drop chances of individual items in a drop table are represented as probabilities which are calculated from the drop table's drop chance multiplied by the individual item's drop chance in said table.
For example:
- The probability of getting one Slip Magazine (18.97% chance) from a Heavy Gunner (Mod Drop Chance: 3.00%) is 0.03 * 0.1897 = 0.5691%
- However, it is a little more complex to calculated the probability of getting atleast one Synathid Ecosynth Analyzer (16.67% chance) from Exploiter Orb (Sigil Drop Chance: 300.00%) since probability is more complex than it seems. To considerate the fact that the loot table is rolled 3 times, the probability is 1 - (1-0.1667)^3 = 42.1366%
Expected Value[]
Using the item drop probability, one can calculate the expected number of drop table rolls before a player sees at least one of that item:
This assumes that the probability distribution of the number of rolls that a player experiences before getting at least one specific item drop follows a geometric distribution.
Wiki Drop Tables[]
- Main article: Module:DropTables/data
Patch History[]
Hotfix 9.5.2 (2013-08-12)
- Fixed boss drop tables. A blueprint will no longer drop 100% of the time being a “Chassis”. Every Blueprint has a chance to drop, but you may not get a blueprint every time.
- Please see DE_Steve’s post regarding Drop Tables 2.0, issues we are working on, and how Fusion Cores and Mods fit into this.
Source: https://forums.warframe.com/topic/94177-drop-tables-20/
Warframe friends-
The crusty Titans of the old RNG have been defeated by new RNG Gods. Update 9.5 (with subsequent adjustments coming in the next hot-fix) features a completely new loot table implementation.
OLD: Per-faction massive table with hundreds of entries of varying rarities.
NEW: Per-enemy table with half a dozen entries of varying rarities.
Yes, rare Mods are still rare. Yes, we still are tuning values (it's raining Chassis blueprints)! No, farming Xini will not yield every Mod in the game anymore... you gotta mix it up.
Thanks for your patience as we tune the new system!
ISSUES WE ARE WORKING ON:
-Blueprint and Resource drops from bosses is out of wack.
-Some UI to learn this stuff.
-Fusion Cores rarity.
-Proper attenuation for harder enemies dropping rarer stuff.
External Links[]
- https://forums.warframe.com/topic/809777-warframe-drop-rates-data/ - Warframe Drop Rates Data forum post by [DE]Rebecca
- https://github.com/WFCD/warframe-drop-data - Warframe Drop Data in an easier to parse format
References[]
- ↑ 1.0 1.1 Obtained from the official drop table repository https://www.warframe.com/droptables on 2021-09-16
- ↑ Obtained from the official drop table repository https://www.warframe.com/droptables on 2021-09-16
- Sinclair, Steve (2017, November 29). Steve Sinclair's tweet. Twitter. Accessed 2022-02-27. Archived from the original on 2022-02-27. On looking into JSON output.
See Also[]
- World State for data on the current state of the Star Chart
- Public Export for the public manifest
- Warframe Drop Data parsed into JSON / GitHub