Drops
Almost everything worth having comes out of the five sealed elements — Metal, Wood, Water, Fire and Earth. But they do not work like ordinary maps.
Naraku monsters drop nothing
Killing a monster inside a Naraku gives you no loot at all. Instead every kill feeds Kegare into a shared daily raid — and the raid pays out in one lump when the seal breaks. Farm quietly for an hour and walk out early, and you leave with nothing.
How you actually get paid
- Kill monsters → earn Kegare. Every kill adds Kegare to your tally. Tougher monsters are worth more.
- The map fills its Goal. Kegare from every raider in that Naraku counts toward one shared goal.
- The seal breaks. The moment the goal is hit, the raid settles and the reward pool is split.
- Claim at the Sealstone. Rewards are not auto-granted — go back to the pillar and collect.
Leaving an open raid wipes 100% of your Kegare. Walking out the gate, dying, teleporting or disconnecting all count. Finish the raid or earn nothing.
Splitting the pool — by rank
Raiders are ranked by Kegare earned. The top ten take 95% of the pool between them; the remaining 5% is split evenly among everyone else who scored at least one Kegare.
| Place | Share of pool |
|---|---|
| Rank 1 | 25% |
| Rank 2 | 15% |
| Rank 3 | 10% |
| Rank 4 | 10% |
| Rank 5 | 10% |
| Rank 6 | 5% |
| Rank 7 | 5% |
| Rank 8 | 5% |
| Rank 9 | 5% |
| Rank 10 | 5% |
| Everyone else with ≥1 Kegare | 5% split evenly |
The Naraku's Sealkeeper (its owner) takes another 10% on top — minted fresh, so it never comes out of the raiders' share.
What's in the pool
Every Naraku pays the same two things:
| Reward | How much |
|---|---|
| Floor materials | ×500 each — two kinds per map (Water pays just one) |
| Soul Shards | 100 on floor 1, rising to 300 on floor 9 |
Materials are what you craft gear from. Soul Shards feed the Soul Seal that binds a Naraku — a maxed seal (+16) raises that Naraku's whole pool by +200%, tripling what everyone farming it takes home.
Raw material quantity is flat across all floors — deeper floors are worth more because the exchange rates favour them, not because the pile is bigger.
The five elements
| Element | Realm | Floors open | Naraku | Requires | Entered from |
|---|---|---|---|---|---|
| Kogane | 5 | 400 | Lv 10+ | Yuuike Mura | |
| Wood | Aoki | 3 | 270 | Lv 10+ | Haiwatari Mura |
| Water | Mizu | 3 | 270 | Lv 10+ | Shiokaze Minato |
| Fire | Honoo | 9 | 350 | Lv 40 — above the cap | Kagehora Mura |
| Earth | Tsuchi | 9 | 252 | Lv 40 — above the cap | Arashimine Mura |
Fire and Earth are not reachable yet Lv 40
Honoo (Fire) and Tsuchi (Earth) are built and their floors are open, but the gate asks for level 40 — and the level cap is currently 39. Nobody can walk in until the cap moves.
Everywhere else
Out in the open world
Normal maps still drop loot the ordinary way — monsters drop Yen, quest items and gear. A few places drop from special pools:
| Where | Chance per kill |
|---|---|
| Ancient Village | 1 in 8 |
| Legend Village | 1 in 12 |
| Battlefield | 1 in 100 |
Bosses roll their own pool many times over, so they are still the best single kill in the game. Quest items drop at 1 in 3 while the quest is active.
Stay within 9 levels of what you kill — over-levelled farming drops nothing.
Turning drops into gear — craft it, then upgrade it
Naraku materials forge the gear; Kessho make it stronger. Both can fail.
Craft new gear — from Naraku materials
Every attempt costs 10 materials + 10 codex + a Yen fee. The codex decides what comes out, and its tier decides the gear's level — tier × 10:
| Codex | Forges |
|---|---|
| Blade codex | Weapon (your class) |
| Armor codex | Armor — head / body / legs / hands / feet |
| Jewel codex | Jewelry — necklace / ring / pendant / charm |
Material tier must match the codex tier.
Cost & odds per attempt
| Tier | Makes | Success | Yen |
|---|---|---|---|
| Tier 1 | Lv 10 | 90% | 10,000 |
| Tier 2 | Lv 20 | 85% | 20,000 |
| Tier 3 | Lv 30 | 80% | 30,000 |
| Tier 4 | Lv 40 | 75% | 50,000 |
| Tier 5 | Lv 50 | 70% | 100,000 |
| Tier 6 | Lv 60 | 65% | 150,000 |
| Tier 7 | Lv 70 | 60% | 500,000 |
| Tier 8 | Lv 80 | 55% | 1,000,000 |
| Tier 9 | Lv 90 | 50% | 2,000,000 |
A failed craft consumes everything — all 10 materials, all 10 codex and the Yen — and gives you nothing back.
A fresh craft rolls its stat options at random. Merge 10 identical pieces into one to lock in every option at max roll. Crafted gear is soulbound — it can never be traded.
Upgrade gear — with Kessho
Each step needs the matching Kessho level (go +N → +N+1 with Lv N+1 Kessho), a number of them, and a Yen fee that climbs steeply. Yen only — no Kin, no NMON.
| Slot | Kessho / try | Yen |
|---|---|---|
| Armor | 2 | 100 → 10M |
| Jewelry | 4 | 200 → 15M |
| Weapon | 8 | 500 → 36M |
How high you can go
The ceiling is set by the gear's own level, not yours:
| Gear level | Max |
|---|---|
| Lv 10–19 | +4 |
| Lv 20–29 | +8 |
| Lv 30–39 | +10 |
| Lv 40–49 | +12 |
| Lv 50–59 | +14 |
| Lv 60+ | +16 |
With the level cap at 39, the best gear you can actually wear tops out at +10.
Success & failure
| Step | Success | Fail drops to |
|---|---|---|
| +0 → +1 | 80% | — |
| +1 → +2 | 75% | — |
| +2 → +3 | 70% | — |
| +3 → +4 | 65% | — |
| +4 → +5 | 60% | — |
| +5 → +6 | 55% | +4 |
| +6 → +7 | 50% | +4 |
| +7 → +8 | 45% | +4 |
| +8 → +9 | 40% | +8 |
| +9 → +10 | 35% | +8 |
| +10 → +11 | 30% | +8 |
| +11 → +12 | 25% | +8 |
| +12 → +13 | 20% | +12 |
| +13 → +14 | 15% | +12 |
| +14 → +15 | 10% | +14 |
| +15 → +16 | 5% | +14 |
Up to +4 a failure costs nothing but the stones and Yen. From +5 up, a failure knocks the gear down to the last safe floor (+4, +8, +12 or +14). A Protect charm blocks that drop — different charms cover up to +8, +12, +14 or +16. Upgrading binds the item to you.
See Naraku for how owning a Naraku works, and World for where the gateway villages are.
