Raid loot mechanic

The raid loot mechanic for DDO has changed through the history of DDO:

Pre module 5 Mechanic
Prior to the release of module 5 at the end of a success raid two glyph warding stones would spawn allowing two raid reward items to be looted from the special warded chest. These glyphs can only be taken in two ways:


 * The party leader by default can only take them and pass them to the player that is going to loot the item.
 * The party leader can change the raid to a Random party, where two random individuals will be able to pick up a glyph. This needs to be done before the raid is completed and cannot be switched back to the leader hands out the runes after it has been set.

Once a player has a glyph in their posession, they would then be able to remove a raid reward item from the warded chest.

All raid reward items bind and a "Are you sure" message will be displayed.

Module 5 loot Mechanic
The method for distribution of raid loot has changed in module 5.

The glyph method has been replaced with a random chance that each player gets a raid reward item from the chest. If you do not get a raid item, you will still get a random reward better than a normal chest of that level.

The chance for a raid item to drop for you is as follows:


 * On normal, 1 in 6 chance
 * On hard, around 1 in 5 chance (varies depending on raid difficulty)
 * On elite, around 1 in 4 chance (varies depending on raid difficulty)

The chances will vary depending on how hard the developers think the raid scales up from normal to hard/elite.

Also, after completing a raid 20 times (or multiple thereof) the quest givers end reward will be a selection of 1 item from a list of just under half of all the raid items that may drop (no duplicates). Exception: The new raids A Vision of Destruction and Hound of Xoriat have such a small raid loot list that almost all raid loot items are offered for selection.