Items, Gear & Drops
Azeroth Survivors has two item systems: permanent class gear that bosses drop and you keep forever, and a codex of in-run trinkets (rings, trinkets, amulets) that the run itself offers. Here’s how both work.
Original game v0.123.0 (collection counter)54 gear pieces per class60% drop chance per piece
Checked against v0.123.0 counter; drop tables v0.91.2Updated October 2026
Version note: the current character collection counter reads 0/54 (re-checked on v0.123.0, October 28, 2026). The older 45-piece structure was documented from the original game (wow.aethus.pl) on v0.91.2 — the community rebuild does not have gear or the codex. The additional entries are still being mapped against the live Armory. The 60% boss-roll mechanic and the rarity-by-zone ladder are unchanged so far as re-verified.
Permanent gear — the collection log
- Current count: 54 pieces per class, tracked in the Armory’s collection log and re-checked on v0.123.0.
- Historical structure: v0.91.2 had 9 slots × 5 rarities = 45 pieces per class. The additional entries in the current 54-piece count are still being mapped.
- Bosses drop it for your class, for good. Each piece drops on its own 60% roll per kill; duplicates add nothing once the piece is owned.
- Gear and looks are kept per class — your Warrior’s set is separate from your Mage’s.
- Worn gear adds bonuses (hover a piece in-game for its stats); any piece can also be set as a cosmetic look.
The rarity-by-zone ladder
| Rarity | Zones that drop it |
|---|---|
| Common | Elwynn Forest |
| Uncommon | Duskwood · Warsong Gulch |
| Rare | Arathi Basin · Feralas |
| Epic | Gurubashi Arena · Alterac Valley |
| Legendary | Blackrock Mountain · Gates of Ahn’Qiraj |
Zone depth gates gear power: each new zone you unlock drops the next tier. The unlock chain runs Elwynn Forest → Duskwood → Warsong Gulch → Arathi Basin → Feralas → Gurubashi Arena → Alterac Valley → Blackrock Mountain → Gates of Ahn’Qiraj (defeat each zone’s listed boss to open the next — see the maps hub).
Elwynn Forest drop table (Warrior, worked example)
The game ships per-boss drop tables in the Armory. Elwynn Forest for a Warrior:
| Boss | Timer | Drops (60% each) |
|---|---|---|
| Hogger | 3:00 | Recruit's Helm (Head) · Recruit's Legplates (Legs) |
| Mother Fang | 6:00 | Recruit's Pauldrons (Shoulder) · Recruit's Sabatons (Feet) |
| Rhahk'Zor | 9:00 | Recruit's Breastplate (Chest) · Recruit's Bracers (Wrist) |
| Mr. Smite | 12:00 | Recruit's Girdle (Waist) · Recruit's Gauntlets (Hands) |
| Edwin VanCleef | 16:00 · final boss | Worn Claymore (Main Hand) |
Every zone/class pair has its own table like this — open Armory → Drop Tables in game for yours. The 60% roll is independent per piece, so a clean two-piece boss kill is (0.6)² ≈ 36% for both.
In-run trinkets — rings, trinkets & amulets (the Codex)
- 140 collectibles in the codex: Rings (9), Trinkets (13), Amulets (17) shared by every class, plus one Legendary amulet per spell, per class (11 for most classes — the Mage has 15).
- Sources: battleground caches, elites and guardians during runs. Entries you haven’t seen yet show as silhouettes (“still in shadow”).
- Every offer counts. The codex logs every ring, trinket and amulet any hero has been offered — clicking one shows what it does and where it comes from.
Farming priorities
- Kill every boss you can, every run. Two 60% rolls per boss is the fastest collection rate in the game — a boss you skip is two pieces you didn’t roll.
- Progress zones to progress gear. Stuck at 0/9 Common? The next tier is behind the next zone unlock, not behind grind.
- Open caches, punch guardians. The codex only fills from in-run offers — safe-but-boring runs that avoid elites leave it empty.