Loot Policy


Overview
: The very root of our loot policy is a “need before greed” concept. It is also known that some of our members cannot devote as much time to the game as others and so we must give each hunt member a fair shot at equipment. This balance allows a more casual player a chance to get gear while still allowing a more active player to upgrade faster (via number of chances).

In laying down a policy we must also take in account quests, trade skills and other non-upgrade uses of loot. These things are an important part of the game and are often forgotten. Certain hunts are and will be directed specifically towards these types of things.

This loot policy however is for large guild hunts and planned events. While use of it during guild groups would be recommended, it is really up to that group. In the event of an unexpected problem, the Officers will make the call as to how the loot should be handled.

Guests of the guild will be granted the same rights to loot as members based on the following rules.

Basic Raid/Hunt rules:

1: A master looter or several looters will be assigned to loot all tradable loot. Items that are no-drop will be handled as they arrive. These looters will hold on to the loot until the hunt is over or someone joins/leaves. At this time the officers will call for the random of items of substantial value. “Sellables” will go towards gem/component costs then remaining will be split.

2: Random rolls on items will go in the following order:
1st -Those that can and will use it on the char that is present on the hunt. This will be
done for each item that is an upgrade for people. If it is not an upgrade for anyone then it will be pooled for the second random.
2nd-Those that will use it for trade skills, twinking another char (even if it’s a higher level or main) and those that will sell it for cash. This will be done as one major random with the highest roller getting first choice, second highest gets second choice and so forth.

3: Once a person wins an “upgrade” item they are considered out of the upgrade rolling till everyone of their class has won an item. The twinking or selling items will all be rolled on at once and all will be allowed to roll in this.


Quest or “Directed” hunts: These hunts are formed with a specific goal in mind (i.e. Prayer Shawls, Epics, Trade skill farming, etc) and thus allow for “claimed” loot.

1: Claimed loot must be announced before the raid is started via message board, e-mail or in game guild chat. The claim will them be approved or denied by the Officers (claims without an officer approval does not stand). Claims are available for items that go towards items for quests, trade skills or towards the person putting for the efforts to run a raid for a specific reason. Claims will be denied for other purposes (i.e. claiming first plate drop in Kael, all the Blue Diamonds on a Planes hunt for Jewel Crafting, etc.).

2: Approval of a claim also negates rights to all other loot from the hunt, even if the claimed item does not drop. This is here to ensure that the claim is a strong desire and that those coming to assist are rewarded the best possible for their help.

3: Multiple claims for the same item will be based on the need before greed theory and will be weighed by the Officers (i.e. Epic quest items go to the person farthest along).


Final Note: Officers (or raid/hunt leader if no officers are present) have final say in loot issues. Assigning of loot may happen in rare occurrences when there is great need to. These occurrences should be limited to needing to loot before a TPW, having to loot a no-drop item before it rots, having to deal with no-drop loot while on the move in a fast paced area or other incidents of this nature.