This page distinguishes deterministic rewards from random outcomes. If a custom feature is not listed as random here, it does not perform a hidden random reward roll.
Global ordinary-monster drops
The configured item drop multiplier is 1.5x. After Treasure Hunter modifies a non-fixed check, the server compares the roll against:
effective threshold = modified drop threshold x 1.5
The result is capped naturally at 100% because every roll is at most 10,000. This multiplies the check probability; it does not add 50 percentage points. Examples before Treasure Hunter:
| Base check | 1.5x effective check |
|---|---|
| 1% | 1.5% |
| 5% | 7.5% |
| 10% | 15% |
| 25% | 37.5% |
| 50% | 75% |
| 75% | 100% |
For grouped loot, the multiplier changes whether the group produces an item; relative item weights inside a successful group stay the same. Fixed-rate and special scripted rewards can follow their own rules.
Custom combat drop policy
| Content | Natural item drop chance | Natural mob gil | Custom outcome |
|---|---|---|---|
| Hunting League | 0% | 0 | deterministic score, Hunt Marks, and Renown on clear |
| Hunt Affix Contracts | 0% | 0 | deterministic Marks/Renown/first-clear Essence on one of three weekly eligible clears; practice pays zero |
| Dungeon Gauntlets | 0% | 0 | deterministic direct gil per defeated enemy and clear; Essence/Renown on clear |
| Chronicle Raid | 0% | 0 | deterministic Essence/Renown/first-clear Seal on one of three weekly eligible clears; practice pays zero |
| Apex Expeditions | 0% | 0 | deterministic Essence/Renown on eligible rewarded clear; practice pays zero |
The NO_DROPS and negative gil settings make these boundaries explicit. The 1.5x global multiplier cannot create an item drop in these battlefields.
Hunting League rewards
Let T = ceiling(hunt level / 10). Every tenth hunt and level 99 are checkpoints.
- Marks:
5 + 2T, plus 5 at a checkpoint. - First-clear Renown:
5 + 2T, plus 10 at a checkpoint. - Repeat Renown:
max(1, T), plus 10 at a checkpoint. - Score:
hunt level x 10, plus 500 at a checkpoint, plus another 1,000 at level 99.
All values are deterministic. The next sequential first clear unlocks the next hunt; level 99 may be replayed.
Hunt Affix Contract rewards
| Clear state | Hunt Marks | Renown | Boss Essence | Probability |
|---|---|---|---|---|
| First clear of that contract while eligible | 50 | 100 | 1 | 100% |
| Repeat while eligible | 25 | 50 | 0 | 100% |
| Clear after three rewarded clears that Earth week | 0 | 0 | 0 | 100% |
| Practice | 0 | 0 | 0 | 100% |
The weekly count includes first clears. Contract choice, target, mechanic pair, and reward are explicit; there is no random affix combination or loot roll.
Dungeon Gauntlet rewards
Let D be Depth 1-10 and L be the entrant's level within that Depth.
- regular enemy gil:
750 + 75L + 200D - boss gil:
5,000 + 350L + 1,000D - clear gil:
10,000 + 750L + 2,500D - first-clear Essence:
2D; repeat Essence:D - first-clear Renown:
15D; repeat Renown:5D
Three regular waves contain nine enemies, so total run gil is nine regular rewards plus one boss reward plus the clear reward. Gil already earned from defeated enemies remains after a failed run. No random item roll occurs.
Apex Expedition rewards
| Difficulty | First clear | Rewarded repeat | Random item chance |
|---|---|---|---|
| Hard | 6 Essence, 150 Renown | 3 Essence, 75 Renown | 0% |
| Extreme | 10 Essence, 300 Renown | 5 Essence, 150 Renown | 0% |
| Mythic | 16 Essence, 600 Renown | 8 Essence, 300 Renown | 0% |
First clears are guaranteed.
Practice has a 0% reward probability and a deterministic payout of zero. It uses the exact selected difficulty mechanics but never advances clear counts, prerequisite unlocks, highest difficulty, first-clear state, reward week, or repeat-reward count.
Chronicle Raid rewards
| Clear state | Boss Essence | Renown | Artisan Seals | Probability |
|---|---|---|---|---|
| First clear of that operation while eligible | 2 | 100 | 1 | 100% |
| Repeat while eligible | 1 | 50 | 0 | 100% |
| Clear after three rewarded clears that Earth week | 0 | 0 | 0 | 100% |
| Practice | 0 | 0 | 0 | 100% |
The weekly count includes first clears. The selected operation deterministically chooses all four monster families and the final boss. No random route, modifier, item, or consolation roll occurs.
H1 recognition, guidance, and mentorship
- First-99 Laureate recognition is deterministic and grants zero combat power, item, currency, or random reward.
- Returner briefings and progress-target observations grant zero rewards and use no login-streak or random-roll mechanic.
- Alternate-job mentorship is deterministic after every eligibility check. A confirmed eligible lesson grants exactly 2,000 EXP at levels 1-49, 4,000 at 50-74, 6,000 at 75-89, or 8,000 at 90-98.
- At most three mentorship lessons can succeed per UTC Earth week. Lessons never accumulate. Level-99, mastered, and Prestige-ranked jobs have a 0% eligibility result; a stale job-change confirmation grants 0 EXP and consumes 0 allowance.
- Encounter debriefs are informational and have a 0% reward probability.
Crafting, Forge, Salvage, and job augments
- A valid commission turn-in pays its rank formula with 100% certainty.
- A Commission Board is deterministic and presents three different crafts; its one free reroll deterministically replaces all three. There are no random board odds.
- The seven-commission weekly milestone pays once per Earth week with 100% certainty.
- A confirmed Supply Exchange deterministically converts 1 Boss Essence plus 15,000 gil into 3 Artisan Seals, at most ten times per Earth week. It has no random bonus and no other reward.
- A qualified certification deterministically removes only its published gil fee; Artisan Renown is never spent.
- Field, Recovery, and Reraise Provision kits deliver their exact published contents or refund every cost. They have no random bonus item.
- The one-time Mythril Trophy Masterwork has a 100% result when every published trade/currency gate passes and a 0% result with no consumption otherwise.
- A safe, eligible, fully funded Forge item upgrades with 100% certainty.
- A safe Forge-pool item returns the published Scrap amount with 100% certainty when salvaged.
- A safe, eligible, fully funded job augment succeeds with 100% certainty.
- None of these services rolls random stats, success chance, break chance, or a hidden quality tier.
HELM pilot and Survey Contracts
Only West Sarutabaruta harvesting, Ghelsba Outpost logging, Tahrongi Canyon excavation, and Zeruhn Mines mining use the pilot rules.
| Check or reward | Probability or result |
|---|---|
| Valid attempt produces one native-table item | 75% |
| Valid attempt produces no item | 25% |
| Normal tool breaks | 10% independently of item success |
| Item quantity multiplier | none |
| Eight matching successful gathers | 20 Survey Scrip, once |
| No-item, inventory-full, wrong-zone, wrong-type, or wait-denied attempt | zero contract progress |
The original relative item weights remain unchanged. Absolute per-attempt item probability is 75% x native weight / zone weight total. Exact conditional and absolute probabilities for all 38 pilot materials are published in Gathering and Survey Contracts. Survey rewards, tool bundles, and Seal purchases are deterministic; there is no hidden bonus roll.
Expedition Ledger, Directives, and Survey Maps
All six weekly Directives are deterministic. One Hunt, Dungeon, commission, Survey Contract, Workshop, and family-study objective is selected from the published rotation for the UTC Earth week. There is no random objective roll.
| Completion | Deterministic reward |
|---|---|
| First | 25 Expedition Renown and 1 Ledger score |
| Second | 25 Expedition Renown and 1 Ledger score |
| Third | 25 Expedition Renown, 2 Boss Essences, 5 Artisan Seals, and 1 Ledger score |
| Fourth-sixth | 1 Ledger score each; zero currency |
The weekly Directive currency maximum is 75 Renown, 2 Essences, and 5 Seals. A duplicate completion pays zero.
A completed Survey Contract gets a map roll only when the character has no ready/active map and has not already discovered one that Earth week.
| Eligible contract since last discovery | Conditional chance | First-discovery probability on this attempt | Cumulative discovery probability |
|---|---|---|---|
| 1 | 20% | 20% | 20% |
| 2 | 20% | 16% | 36% |
| 3 | 20% | 12.8% | 48.8% |
| 4 | 20% | 10.24% | 59.04% |
| 5 | 100% hard pity | 40.96% | 100% |
Map route choice is deterministic from character ID and discovery week, not a hidden random roll. Five matching successful native gathers pay exactly 50 Renown and 1 Seal; map quantity multiplier is none. See Expedition Ledger and Directives.
Casino common rules
- access: main-job level 30 and Hunting League level 10 clear
- wagers: 10, 50, 100, or 500 Chips
- chip price: 100 gil each
- maximum wallet: 1,000,000 Chips
- Chips cannot be converted back to gil
- payout means total Chips returned, including the stake
- a payout that reaches the wallet cap is reduced to the amount that actually fits
High / Low
The first roll R is uniform from 20 through 81. The second roll is uniform from 1 through 100. Ties lose.
| Choice | Win probability | Displayed total payout |
|---|---|---|
| Higher | (100 - R) / 100 | floor(stake x 94 / (100 - R)) |
| Lower | (R - 1) / 100 | floor(stake x 94 / (R - 1)) |
Before integer rounding, either choice targets a 94% return to player. Flooring makes the realized return slightly lower for some small-stake/odds combinations. The menu displays the exact payout before selection.
Moogle Slots
Each of three reels independently selects one of six equally likely symbols. There are 216 equally likely outcomes.
| Outcome | Combinations | Probability | Total payout |
|---|---|---|---|
| no pair | 120 | 55.5556% | 0x |
| exactly one pair | 90 | 41.6667% | 1.2x, floored |
| any triple | 6 | 2.7778% | symbol multiplier |
Triple probabilities are 1/216, or approximately 0.4630%, for each symbol:
| Triple | Payout |
|---|---|
| Chocobo | 5x |
| Moogle | 8x |
| Mandragora | 10x |
| Crab | 15x |
| Bomb | 20x |
| Cactuar | 25x |
The exact pre-wallet-cap theoretical return is 191 / 216, approximately 88.4259%, before any integer-floor loss on the 1.2x pair payout.
Cactuar Wheel
The wheel has 12 equally likely slots: four Red, four Blue, and four Gold. Any selected color wins with probability 4/12, or 33.3333%, and pays 2.7x. The theoretical return is 90% before wallet-cap clipping.
Casino prize prices
| Prize | Cost |
|---|---|
| Prize Powder x5 | 100 Chips |
| Crackler x12 | 250 Chips |
| Popper x12 | 250 Chips |
| Rabbit Belt | 5,000 Chips |
| Worm Belt | 5,000 Chips |
| Mandragora Belt | 5,000 Chips |
Prize purchases are deterministic and final. Inventory space is checked before Chips are removed.