Expedition of the Guild loot distribution has no random rolls at all. After a boss dies you decide how every reward is handed out: drops come from enemies and from chests, and as the raid leader you assign the pieces yourself. That single rule is why gear in this game is class-based — a piece only fits the heroes whose stats suit it, so where you send it matters as much as what you send.

Expedition of the Guild loot distribution: you decide every drop

The design means three things for you as the person handing out the loot:

  • No dice. There is no roll and no luck. A boss that drops a shield always drops a shield.
  • You choose the recipient. Every reward after a kill is assigned by hand, one hero at a time.
  • Gear is class-based. Pieces fit the class they belong to, and each hero's Equipment slot list fills with gear that suits their own stats.

Together they make loot a routing problem rather than a gambling problem. The gear stats guide covers the sheet you compare on before you route a piece.

Where drops come from

Two sources, both straightforward:

  • Enemy drops — the pieces that come off the enemies you fight.
  • Chests — the reward containers you open after a run.

Both land in the same place and are distributed by the same rule, so there is no difference to learn between the two. What differs is the value of a drop over time: early pieces are a real upgrade, and later on a run is worth more for the money than for the gear. The endgame gear guide covers where that line falls.

Giving class-based gear to the right hero

Because a piece belongs to a class, the assignment step has an obvious first rule: send it to a hero of that class. Beyond that, two checks decide whether it is an upgrade:

  • Compare the stat sheet. The Equipment tab shows every hero's own numbers — Phy. ATK, Mag. ATK, Health, Accuracy, the defences — so you can see at a glance whether the piece improves the slot it is going into. The gear stats guide lists all eighteen of them.
  • Check the job, not just the number. A piece that raises a Tank's Health matters in a different way from one that raises a healer's output, and the Party Status panel tells you which of those a hero is actually doing in a fight.

A class-based weapon can only be given to the hero that can use it, so the wrong assignment is not a mistake you can make by accident — but handing the right piece to the wrong hero of that class is still a mistake, and the Equipment tab is where you catch it.

Why the game has no loot rolls

The no-roll design is the reason gear is class-based in the first place. Without a dice roll deciding who gets what, a piece has to be worth something to a specific hero, so each class fills its own four slots — sword, shield, armour and off-hand — with pieces that suit its stats.

That has one more consequence worth planning around. Since you decide who gets everything, the roster you build decides what is even worth keeping: a piece with no matching hero in your guild has no value at all, which makes recruiting into the missing classes a gear decision as much as a combat one.