Last updated: 10/6/02


Loot will be defined into four categories: “Normal Items”, “Quest Armor”, Epic Quest Loot, and Spells. Definitions of each category are:

“Normal Items” any loot that does not fit into the other categories
“Quest Armor” a plate, chain, leather, or silk quest item from Kael, ToV, or Icewall
Epic Quest Loot an item that is used as either a combine or as a NPC turn-in for a class epic quest
Spells any spell drop of importance (level 60 Luclin spells, etc.)


Note that winning an item that falls into a category does not affect your eligibility to win items in other categories. Winning an item in one category does not affect your eligibility to compete for following items in any category (except with the stated rules with Quest Armor drops). Also note that any item you win belongs to you and not the guild. However, generosity is expected among guild members in cases where you have replaced a raid item with a new raid item (upgrading weapons, armor, etc.).

Global Requirements:
    1) You are a member of the guild.
    2) You were present when the item dropped.
    3) You will use the item (it's an upgrade).
    4) You may not loot for profit.
    5) Meet the minimum level requirement for the raid (set by the raid leader).

"Normal Items":
/random 100 for all that meet the global requirements.

Officers reserve the right to restrict rolling to certain classes in RARE instances. This requires an immediate and unanimous vote among online officers.

"Quest Armor" Loot:
This policy is based on "cycles." There are four cycle groups (plate, chain, leather, silk). A raid participant is only included in his/her cycle group if he/she meets the global requirements. There are two cycles for each cycle group: one for legs and bp's and one for the other armor drops. This structure is displayed below.

Plate Cycle 1 - for boots, vambraces, gauntlets, bracers, and helms
Cycle 2 - for legs and breastplates
Chain Cycle 3 - for boots, vambraces, gauntlets, bracers, and helms
Cycle 4 - for legs and breastplates
Leather Cycle 5 - for boots, sleeves, gloves, bracers, and helms
Cycle 6 - for legs and tunics
Silk Cycle 7 - for slippers, sleeves, gloves, bracers, and hat
Cycle 8 - for legs and breastplates

When an item drops, all members in the prescribed cycle will /random 100. Once you win a roll, you may not roll again until everyone in the cycle group has won an item.

Notes:
1.  You may pass on your roll if you don't want it or don't need it (which would violate global requirements anyway).
2.  If you win a roll, you may give the loot to anyone of your choice. In this case, you use your turn in the cycle, but the recipient of the loot does not use their turn.  Note that you need to meet the global requirements to be able to roll.  This disallows rolling for an item that you do not need and giving it to someone of your choosing.
3.  Cycles do not continue from raid to raid (ex. from Thursday night raid to Friday night raid). If a raid moves to another zone (ex. from Kael to ToV), the cycles do not reset.
4.  If everyone in the cycle passes, then the item is randomed among non-guilded raid participants. If there are no non-guilded raid participants, then the item is looted for multiquest.

Epic Quest Loot:
If the purpose of the raid is to obtain an item for a specific person, that person is awarded the item. If a random item drops, then the members of that class(es) vote on the recipient of the item. The majority winner is awarded the item.

Spells:
Will be randomed among members that meet the global requirements and can immediately scribe the spell (for instance, KEI drops and you are a level 60 enchanter). If there are no members present that can scribe the spell, then it is awarded to the highest-level member of the spell’s class that is present. If no one of that class is present, the spell is awarded to the highest-level offline member of that class that lacks the spell.

Appendix:

Hydra's On any official raid, you must tell the raid leader which character is your main.  Only the main will be able to compete for loot.  This is to prevent people to hydra characters for the sole purpose of doubling their chances at loot.  However, if everyone passes on an item or no one meets the global requirements, the hydra character is eligible to roll for the item.  In the case of quest armor, a guilded hydra character is consider a non-guilded raid participant (see note 4 under quest armor).


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