Drops

Drops are an unlockable feature that offers HabitRPG players a chance to receive special items, such as pet eggs when completing tasks, in addition to experience and gold. This feature first becomes available at level 4.

When a player receives a drop, they will be alerted via a notification in the top right corner of the screen. Players can find all dropped items in the Inventory section of the Options page, under the Market tab.

Frequency
Players have a small, random chance of receiving a drop whenever they check off dailies, habits, and to-dos. They will receive at most one drop per completed task, and no more than their drop-cap.

The base chance is figured according to the value (color) of the task.The bluest of blue tasks start at 2%; brand new yellow tasks are about 16%; red tasks cap at 27%. That base chance is then modified by a series of % multipliers. (In other words, take the base number, then multiply it by 1.xx, where xx is the percentage being considered. 50% multiplier: 1.5 times. +100%: 2 times; double). These are as follows: So, for example, a reborn player with two contributor levels and 10 streak achievements clicking on a new task would have drop chance of 20% a Hard, dark red task with two checklist items would have a an adjusted drop chance of 81%
 * Task difficulty: +50% for Medium, +100% for Hard
 * Streak bonuses on dailies: +1% for every completed day.
 * Perception: +1% per point.
 * Contributor levels, if any: +5% per level.
 * Rebirth achievements, if any: +5% per achievement.
 * Streak achievements, if any: +1% per achievement.
 * Critical hit, if one comes up: Multiplier same as that for Experience and Gold.
 * Checklist items complete, if any: +50% per checklist item.

The adjusted drop chance is then fed into a diminishing return function.

Diminishing Returns
The drop rate bonus is subject to diminishing returns. This is a concept from economics that states that initial bonuses will have a high impact, whereas additional bonuses will slowly approach no increase of the total bonus.

In action, any bonus that would increase the unmodified drop rate above 75% is reduced. 75% is the drop chance cap, and the increase in drop chance yielded by any particular bonus slows down as it approaches half the cap. The actual drop rate can be determined by the following formula:

Actual Drop Chance = Max * (Bonus / (Bonus + Halfway))

"Bonus" is the combined effect of all of the modifiers--the % drop chance before diminishing returns. "Max", for drops, is 75%, and "Halfway" is 37.5%.

To illustrate this, suppose you stack up modifiers such that you have a 250% chance to score a drop upon completing a task. That comes out to... 0.75 * (2.5 / ( 2.5 + ( 0.75 / 2 )))  ...or 65%, about a 2 in 3 chance.

It thus takes not too much effort to reach 37.5%, a bit better than a 1 in 3 chance, but additional factors have weaker effects beyond that. Drop chances do get better and better as PER is increased, for instance, but past 37.5%, it's no longer exactly +1% per point.

Drop-Cap
Players can only receive up to a certain number of drops per day. This limit is called the drop-cap.

The default drop-cap is five; this is increased by one for every 25 points of Perception a player has. A player with a PER of 100, for example, would have a daily drop-cap of nine.

A player can also increase their drop-cap by subscribing. Subscribing doubles a player's adjusted drop-cap, meaning the default drop-cap for subscribers is 10. This also means, to re-use the previous example, that a player with 100 PER would have a drop-cap of 18.

Types of Drops
There are three types of drops a player can receive:
 * Eggs
 * Hatching Potions
 * Food

Quest scrolls cannot be obtained via the drops system. However, they are occasionally given to players at a specific point during the game, such as when the player reaches a certain level, so it can appear as if the scroll has "dropped" after task completion.

Uses
Drops provide the main method for accumulating in-game pets and mounts. Unwanted drops can be sold back to Alexander the Merchant in exchange for gold. Drops can also be bought from Alexander the Merchant for one to five gems, depending on the item.

Drops in Quests
When players participate in collection quests, they can also earn special drops which go towards completing the quest. These drops cannot be bought or sold, do not produce pets or mounts, and do not appear in the player's inventory. See the quests page for more details.

Drops on Mobile
Drops do not appear on the HabitRPG Mobile App. There is currently no interface for players to interact with dropped items or their inventory. However, all tasks still have a chance to produce drops when they are checked on the mobile app. While the player will not be alerted of mobile drops, they will still appear in the player's inventory on the website.