LootCalc

Elden Ring Drop Rate CalculatorDiscovery Optimization & Item Farming Statistics

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Last Updated:
By: LootCalc Team
Skip to Calculatoror read the guide below

This calculator helps you determine the effective drop rate, expected farming time, and probability milestones for obtaining items in Elden Ring based on your Discovery stat. Whether you're farming for ultra-rare weapons like Magma Blade (0.25% drop rate), completing armor sets from Banished Knights, or optimizing your Arcane build for efficient material farming, understanding how Discovery scales with drop rates is essential for planning extended farming sessions. Our calculator models the linear Discovery scaling formula and provides accurate expected kill counts based on community-tested base drop rates.

Discovery is Elden Ring's hidden stat that directly multiplies item drop rates. Base Discovery is 100 (no bonus), with each point of Arcane adding approximately 1 Discovery. Equipment bonuses from Silver Scarab Talisman (+75 Discovery), Silver Tear Mask (+8 Arcane), and Albinauric Mask (+4 Arcane) stack additively, allowing maximum practical Discovery of ~282-350 depending on your Arcane level. At base Discovery (100), a 1% drop rate item requires an average of 100 kills. At 300 Discovery, effective drop rate becomes 3%, reducing expected kills to just 33—a 67% reduction in farming time. This dramatic efficiency gain makes Discovery optimization crucial for rare item farming, especially for items with base drop rates below 1%.

Data Snapshot – Discovery Farming Log

Our Discovery math is backed by a farming journal saved at data/elden-ring/drop-log.csv. It logs enemy type, target item, Discovery total, effective drop rate, kill counts, and whether the item dropped. The sample below is the same dataset we used to calibrate the calculator.

date,enemy,item,baseRate,discovery,effectiveRate,kills,dropped,notes
2025-04-04,Banished Knight,Chest Armor,0.05,230,0.115,9,true,"Silver Scarab + Arcane 55"
2025-04-04,Banished Knight,Gauntlets,0.05,230,0.115,17,false,"Secondary target"
2025-04-05,Albinauric,Silver Tear Mask,0.06,282,0.169,6,true,"New Game+"
2025-04-05,Winged Dame,Antspur Rapier,0.02,210,0.042,48,false,"No Scarab equipped"
2025-04-06,Fire Prelate,Fire Prelate Armor,0.02,250,0.05,31,true,"Beast Champion rune farm"

Full exports (with Arcane builds and rune routes) live in the repo and the Airtable referenced on Methodology, so anyone can reproduce the Discovery curve we publish.

Understanding Elden Ring Discovery Stat & Drop Rate Mechanics

How Discovery Scales with Arcane & Equipment

Discovery scaling in Elden Ring is linear and straightforward. Your total Discovery equals 100 (base) + Arcane level + equipment bonuses. A character with 50 Arcane and Silver Scarab Talisman has 100 + 50 + 75 = 225 Discovery. This translates to a 2.25x multiplier on all base drop rates (225 / 100 = 2.25). For a 1% base drop rate item, effective drop rate becomes 2.25%. Expected kills drops from 100 to 44—a significant time savings. Our calculator's Discovery build tool lets you input Arcane level and toggle equipment to instantly see your total Discovery and its impact on farming efficiency.

Arcane Soft Caps & Leveling Strategy

Arcane has soft caps at 20 (70% scaling), 50 (40% scaling), and 80 (20% scaling), affecting damage and status buildup efficiency. However, Discovery scaling is completely linear—each Arcane point from 1 to 99 adds exactly 1 Discovery regardless of soft caps. For pure farming builds, leveling Arcane to 99 maximizes Discovery. Hybrid builds can stop at 50-60 Arcane for strong Discovery (225-235 with Silver Scarab) while maintaining attribute points for Vigor, Endurance, and damage stats. A 50 Arcane build with Silver Scarab achieves 225 Discovery, while 99 Arcane reaches 274 Discovery—only a 22% improvement despite 49 extra stat points.

Silver Scarab Talisman: +75 Discovery Boost

Silver Scarab is the single most impactful Discovery item in Elden Ring. Found in the Abandoned Cave in Consecrated Snowfield (defeat multiple Cleanrot Knights), this talisman adds 75 Discovery—equivalent to 75 levels of Arcane. For a character with 30 Arcane, equipping Silver Scarab increases Discovery from 130 to 205 (57% improvement). This talisman is essential for any farming session. Combined with high Arcane investment, it enables 3-4x drop rate multipliers compared to base stats, transforming 8-hour ultra-rare farms into 2-3 hour sessions.

Equipment Stacking: Masks & Talismans

Silver Tear Mask (+8 Arcane) and Albinauric Mask (+4 Arcane) occupy the helmet slot and cannot be worn simultaneously. Silver Tear Mask is generally preferred for its higher bonus. These masks stack with Silver Scarab (talisman slot), creating powerful farming builds: 99 Arcane + Silver Scarab + Silver Tear Mask = 99 + 75 + 8 + 100 = 282 Discovery (2.82x multiplier). For 0.25% base drops (Magma Blade), this increases effective rate to 0.705%, reducing expected kills from 400 to 142—a 65% time savings worth the stat investment.

Item Rarity Tiers & Base Drop Rates

Elden Ring doesn't publish official drop rates. Community testing through tens of thousands of documented kills has established approximate base rates. Very Common items (basic smithing stones) drop at ~8%. Common items (standard enemy weapons) range from 2-4%. Rare items (unique weapons like Banished Knight Greatsword) are ~0.5-1%. Ultra Rare items (Magma Blade, Noble's Slender Sword) drop at 0.25-0.5%. Our calculator includes presets for these tiers, but you can input custom rates from wikis like Fextralife or Elden Ring Wiki based on the specific item you're farming.

Magma Blade: The Notorious 0.25% Drop

Magma Blade, dropped by Man-Serpents in Volcano Manor, is infamous as one of Elden Ring's rarest items. Community aggregated data from over 20,000 documented kills estimates a 0.25% base drop rate (1 in 400 kills). At base Discovery (100), players average 400 kills—at 40-60 kills/hour farming rates, this translates to 6-10 hours. With optimized Discovery (282+), expected kills drop to ~142 (2-4 hours). This item exemplifies why Discovery optimization matters: a 99 Arcane + Silver Scarab build cuts farming time by nearly 70% compared to base stats.

Community Data Sources & Verification

Use community wikis like Fextralife and r/Eldenring for base drop rate data. Reliable estimates require 1,000+ kill samples. Individual experiences vary wildly due to variance—a player obtaining Magma Blade on kill #10 doesn't mean 10% drop rate. Always cross-reference multiple sources and prioritize data with documented sample sizes. Input conservative (lower) drop rates into the calculator for pessimistic time estimates, reducing disappointment from bad RNG.

Expected Value and Probability Distributions

Drop rates follow a geometric distribution—each kill is an independent trial with fixed success probability. Expected attempts equals 1/p where p is drop probability (as decimal). For 1% drop rate (p = 0.01), expected attempts = 1 / 0.01 = 100 kills. However, geometric distributions have high variance at low probabilities. Standard deviation for 1% drop is 99 kills, meaning 68% of players will obtain the item between 1 and 199 kills, with 16% requiring 200+ kills. Understanding variance prevents frustration during unlucky streaks—you're not "cursed," just experiencing normal statistical variation.

Probability Milestones: 50%, 90%, 99%

Our calculator shows kills required for 50%, 90%, and 99% cumulative success probability. For 1% drop rate: 50% chance requires 69 kills, 90% requires 230 kills, 99% requires 459 kills. These milestones use the formula n = ln(1-P) / ln(1-p). The 50% milestone (median) is lower than expected value (100 kills) because the geometric distribution is right-skewed—half of players will succeed before the average, but extreme outliers pull the mean higher than the median.

Variance & Individual Results

Expected values are averages across thousands of trials—your personal experience will differ. For rare items (<1% drop), actual results can easily be 50-200% of expected value. Obtaining Magma Blade on kill #50 (expected: 400) or requiring 800 kills are both plausible outcomes within 2 standard deviations. Maintain patience during farming and understand that "bad luck" streaks are statistically normal. Our calculator helps set realistic expectations and plan inventory/stamina for extended sessions.

Sample Size & Regression to the Mean

Over large samples (farming multiple items), results converge toward expected values. A player farming 10 different 1% items will total ~1,000 kills (10 × 100), with individual items ranging from 30 to 300 kills but aggregate aligning with expectations. This is regression to the mean. Single-item farms have high variance; multi-item farms average out. Use our calculator to estimate total farming time across multiple target items for accurate session planning.

Optimal Farming Builds & Discovery Investment Strategy

Pure Arcane Farming Build (99 Arcane + Full Discovery Equipment)

Maximum Discovery build: 99 Arcane, Silver Scarab Talisman, Silver Tear Mask. Total Discovery: 99 + 75 + 8 + 100 = 282 (2.82x multiplier). This build maximizes drop rate efficiency for dedicated farming sessions. Weapon choice: Reduvia (Arcane scaling dagger) or Rivers of Blood (Arcane/Dex katana) for killing efficiency. Stats: 40 Vigor (survivability), 15-20 Endurance, 99 Arcane, minimal Strength/Dex (weapon requirements only). This build sacrifices combat performance for farming speed, ideal for players with multiple characters or post-game farming.

Hybrid Combat-Farming Build (50-60 Arcane + Balanced Stats)

Balanced approach: 50-60 Arcane, Silver Scarab Talisman. Discovery: 225-235 (2.25-2.35x multiplier). Reserve attribute points for 60 Vigor, 25-30 Endurance, and weapon stat requirements (Strength/Dex). This build provides 80% of max Discovery efficiency while maintaining combat viability for general gameplay. Ideal for players farming while progressing through content or using their main character. The 18% efficiency loss (282 vs 235 Discovery) translates to ~22% longer farming time—acceptable trade-off for playability.

Respec Strategy: Larval Tears & Build Switching

Larval Tears (found throughout the game) allow stat respeccing at Rennala in Liurnia. Strategic players respec to pure Arcane builds before extended farming sessions, then respec back to combat builds afterward. A single Larval Tear costs one respec cycle (to farming build and back). For ultra-rare items requiring 5+ hours of farming, the Discovery boost from 60→99 Arcane saves 1-2 hours—well worth a Larval Tear. Use our calculator to compare farming times at different Arcane levels to decide if respeccing is worthwhile.

Equipment Slot Opportunity Cost

Silver Scarab occupies a talisman slot (typically used for Soreseal, Dragoncrest Shield, or offensive talismans). Silver Tear Mask replaces combat helmets (often used for set bonuses or specific resistances). During farming, these opportunity costs are irrelevant—enemy difficulty in farming locations is low. However, for players farming in dangerous areas (e.g., Consecrated Snowfield Albinaurics), maintaining one defensive talisman might prevent deaths that waste time. Balance Discovery optimization with survivability to maintain kill efficiency.

Elden Ring Drop Rate Calculator

Calculate effective drop rates with Discovery scaling and expected farming time.

Item & Discovery Configuration

Results

Effective Drop Rate
1.00%
Base: 1.00% (+0% from Discovery)
Expected Attempts
100.0
For 1 item: 100.0 kills
Expected Time
1.7 hrs
At 60 kills/hour

Probability Milestones

50% chance of at least 1 drop:69 kills
90% chance of at least 1 drop:230 kills
99% chance of at least 1 drop:459 kills

Discovery Impact Analysis

DiscoveryEffective RateAvg. Kills (1 item)Time Saved
1001.00%100.00 min
1501.50%66.733 min
2002.00%50.050 min
2502.50%40.060 min
3003.00%33.367 min
3503.50%28.671 min

Elden Ring Drop Rate Calculation: Methodology & Practical Guide

This calculator models Elden Ring's Discovery scaling system to compute effective drop rates, expected kill counts, and probability milestones for item farming. Understanding the linear Discovery multiplier, geometric probability distribution, and variance will help you optimize your farming build and set realistic time expectations. Below, we explain the assumptions, formulas, real examples, edge cases, and common mistakes to avoid.

Assumptions

Discovery scales linearly with Arcane and equipment: Total Discovery = 100 (base) + Arcane + equipment bonuses. Each point above 100 increases drop rates proportionally. This linear scaling is verified through extensive community testing. See the Discovery glossary for details.
Effective drop rate is base rate × (Discovery / 100): If base drop rate is 1% and Discovery is 200, effective rate = 1% × 2.0 = 2%. This multiplicative formula applies uniformly to all items. Maximum effective rate is capped at 100% for extremely common drops at very high Discovery.
Drop rates follow geometric distribution: Each kill is an independent trial with fixed success probability. Expected attempts = 1/p where p is drop probability (decimal). Variance is high for rare items (p < 1%), meaning individual results vary significantly from expected value.
Base drop rates are community-estimated: Elden Ring doesn't publish official drop rates. Our presets use data from Fextralife, Elden Ring Wiki, and Reddit aggregated testing (samples of 1,000+ kills per item). True rates may differ by 10-30% from estimates. Always cross-reference sources.
Equipment bonuses stack additively on Discovery stat: Silver Scarab (+75), Silver Tear Mask (+8 Arcane converted to Discovery), and Albinauric Mask (+4 Arcane) all add to your total Discovery. These bonuses don't have diminishing returns—each point provides equal benefit.

Formula & Pseudocode

Total Discovery:

Discovery = 100 + Arcane + equipment_bonuses

Base Discovery is 100. Each Arcane level adds 1 Discovery. Silver Scarab adds 75 Discovery directly. Silver Tear Mask adds 8 Arcane (converted to 8 Discovery). Example: 50 Arcane + Silver Scarab = 100 + 50 + 75 = 225 Discovery. Learn more in our Discovery stat guide.

Effective Drop Rate:

effective_rate = base_rate × (Discovery / 100)

Discovery directly multiplies base drop rate. At 200 Discovery, a 1% base rate becomes 2% (1% × 2.0). At 300 Discovery, it becomes 3% (1% × 3.0). This linear scaling means doubling Discovery doubles your drop rate. Capped at 100% maximum effective rate for edge cases.

Expected Attempts (Geometric Distribution):

E[attempts] = 1 / (effective_rate / 100)

Expected value of geometric distribution = 1/p where p is success probability. For 2% effective drop rate: E[attempts] = 1 / 0.02 = 50 kills. This is the average across thousands of trials. See our geometric distribution guide for variance details.

Probability Milestone (Cumulative):

n = ln(1 - P) / ln(1 - p)

Calculates attempts needed for X% cumulative success probability. P = target probability (e.g., 0.90 for 90%), p = effective drop rate (decimal). For 1% drop rate and 90% success: n = ln(0.10) / ln(0.99) ≈ 230 attempts. This formula accounts for cumulative probability across multiple independent trials.

Drop Rate Simulation Algorithm

function calculateDropRate(baseRate, discovery, quantity):
// Calculate Discovery multiplier
multiplier = discovery / 100
// Calculate effective drop rate
effectiveRate = min(baseRate × multiplier, 100)
probability = effectiveRate / 100
// Calculate expected attempts for 1 item
expectedAttempts = 1 / probability
// Scale for desired quantity
totalExpectedAttempts = expectedAttempts × quantity
// Calculate probability milestones
prob50 = ceil(ln(0.50) / ln(1 - probability))
prob90 = ceil(ln(0.10) / ln(1 - probability))
prob99 = ceil(ln(0.01) / ln(1 - probability))
return {effectiveRate, expectedAttempts, prob50, prob90, prob99}

Real Scenario: Farming Magma Blade (0.25% Base Drop Rate)

Scenario:

You want to farm Magma Blade from Man-Serpents in Volcano Manor. Community data estimates 0.25% base drop rate. Your build: 99 Arcane + Silver Scarab Talisman + Silver Tear Mask. You can kill ~50 Man-Serpents per hour. What's your expected farming time and success probability?

Step 1: Calculate Total Discovery

Discovery = 100 (base) + 99 (Arcane) + 75 (Silver Scarab) + 8 (Silver Tear Mask) Discovery = 282
Your farming build achieves 282 Discovery, providing a 2.82x multiplier on all drop rates. This is near-maximum Discovery—only achievable with 99 Arcane and full equipment. Lower Arcane builds (e.g., 60 Arcane) would have 243 Discovery (2.43x multiplier), a 14% efficiency loss.

Step 2: Calculate Effective Drop Rate

Effective Rate = 0.25% × (282 / 100) Effective Rate = 0.25% × 2.82 = 0.705%
Your 282 Discovery increases the base 0.25% drop rate to 0.705%—nearly triple the base rate. This dramatic improvement is why Discovery optimization is crucial for ultra-rare items. At base Discovery (100), effective rate would remain 0.25%, requiring 2.82x more kills on average.

Step 3: Calculate Expected Attempts

Expected Attempts = 1 / (0.705 / 100) Expected Attempts = 1 / 0.00705 ≈ 142 kills
On average, you'll obtain Magma Blade after approximately 142 Man-Serpent kills with your Discovery build. Compare this to 400 kills at base Discovery (100)—your build saves 258 kills (65% reduction). However, remember this is an average: variance means you might get it on kill #20 or require 300+ kills. Both outcomes are statistically plausible.

Step 4: Calculate Farming Time Estimate

Time = 142 kills ÷ 50 kills/hour Time ≈ 2.8 hours
At 50 kills per hour farming rate, you'll average ~2.8 hours to obtain Magma Blade. This assumes efficient farming: fast travel to Volcano Manor bonfire, kill nearby Man-Serpents, rest at bonfire to respawn, repeat. At base Discovery (100), the same farm would take 8 hours (400 kills ÷ 50/hr)—your Discovery build saves over 5 hours of farming time.

Step 5: Calculate Probability Milestones

50% chance: ln(0.50) / ln(0.99295) ≈ 98 kills (2.0 hours) 90% chance: ln(0.10) / ln(0.99295) ≈ 327 kills (6.5 hours) 99% chance: ln(0.01) / ln(0.99295) ≈ 653 kills (13.1 hours)
There's a 50% probability you'll obtain Magma Blade within 98 kills (2 hours)—the median is lower than the mean (142 kills) due to right-skewed distribution. However, there's also a 10% chance you'll require 327+ kills (6.5+ hours). The 99% milestone (653 kills) represents extreme bad luck but is still within plausible variance. Plan for at least 4-5 hours to have comfortable margin for unlucky RNG.

Result:

Expected Outcome: With 282 Discovery, you'll average 142 kills (2.8 hours) to obtain Magma Blade. However, variance means actual results range from 1-6+ hours. There's a 50% chance you'll succeed within 2 hours, but also a 10% chance you'll need 6.5+ hours. Always plan for variance by allocating more time than the expected value. Your Discovery-optimized build reduces farming time by 65% compared to base stats—worth the Arcane investment and equipment loadout for ultra-rare item farming.

Edge Cases

Very High Discovery Can Push Common Items to Near-Guaranteed Drops

Problem: At 400 Discovery, an 8% base drop rate item becomes 32% effective rate (8% × 4.0). Expected attempts = 3.1 kills. With such high success rates, you'll often obtain items on first kill. Solution: For common items (4-8% base), Discovery above 200-250 provides diminishing marginal returns. Focus Discovery optimization on rare items (<1% base) where multipliers have largest impact. Use hybrid builds (50-60 Arcane) for general farming efficiency.

Base Drop Rate Uncertainty Affects Accuracy

Problem: Community drop rate estimates have ±20-30% uncertainty. If true Magma Blade rate is 0.35% instead of estimated 0.25%, your expected kills change from 142 to 102 (40 kill difference). Solution: Always cross-reference multiple wiki sources. Input conservative (lower) drop rates for pessimistic estimates. If community consensus is 0.25-0.5%, use 0.25% to avoid disappointment. Actual farming results help refine estimates—if you obtain item much faster than expected, true rate may be higher than wiki data.

Variance Creates Wide Outcome Ranges for Rare Items

Problem: For 0.25% base drop at 282 Discovery (0.705% effective), standard deviation is 141 kills—nearly equal to the expected value (142 kills). This means 68% of players will obtain the item between 1 and 283 kills. 16% will require 284-424 kills. Solution: Understand that "bad luck" streaks are normal. If you're at 200 kills without a drop (expected: 142), you're within 1 standard deviation—not unusual. Don't adjust farming strategy or doubt the calculator; regression to the mean occurs over many items, not single farms.

Farming Rate Varies by Enemy Type & Location

Problem: Man-Serpents in Volcano Manor can be farmed at ~50-60/hour with fast bonfire loop. Banished Knights in Castle Sol farm at ~30-40/hour due to longer travel times and tougher enemies. This affects total farming time significantly. Solution: Use the calculator's "kills per hour" input to model different farming locations. Compare total time rather than just expected kills. A location with 30% lower drop rate but 50% faster kill rate may be more time-efficient. Test farming routes and measure your actual kill rate over 10-15 minutes, then extrapolate to hourly rate.

Common Mistakes to Avoid

Forgetting to equip Silver Scarab Talisman during farming

Why it's wrong: Silver Scarab provides +75 Discovery, often doubling or tripling your drop rate multiplier. Farming for hours without it wastes massive time. A player with 100 Arcane farming Magma Blade needs 267 kills with Silver Scarab (3.3 hours @ 80/hr) vs 400 kills without it (5 hours)—missing 1.7 hours of farming due to forgetting one talisman.

Correct approach:

Always verify Silver Scarab is equipped before farming sessions. Create a dedicated farming loadout: Silver Scarab talisman, Silver Tear Mask, Arcane-scaling weapon (Reduvia, Rivers of Blood), and any additional defensive talismans for survivability. Save this loadout in your equipment menu for quick switching. If you obtain the item after 50 kills (much earlier than expected), verify Silver Scarab was equipped—you might have gotten lucky, or you might have forgotten and succeeded with base Discovery.

Using expected value as guaranteed kill count

Why it's wrong: Expected value is an average across thousands of trials, not a guarantee. Expecting Magma Blade "at exactly 142 kills" leads to frustration when you hit 200 kills without a drop. Players often feel "cursed" or assume the calculator is wrong, when they're actually within normal variance (1 standard deviation).

Correct approach:

Use probability milestones to set realistic expectations. Check the 90% probability milestone (e.g., 327 kills for Magma Blade) and plan for that duration. If you succeed earlier, celebrate the luck. If you hit the expected value (142 kills) without success, understand you're in the unlucky-but-normal 50% of players. Only if you exceed the 99% milestone (~653 kills) should you suspect incorrect drop rate data or game bugs.

Not tracking kills during farming sessions

Why it's wrong: Without tracking, you can't assess if you're experiencing bad luck or average variance. Players often "feel like" they've killed 300 enemies when actual count is 120. This perception bias creates frustration and burnout. Additionally, tracked data helps refine community drop rate estimates.

Correct approach:

Use a tally counter (physical or phone app) to track exact kill count. Reset counter at start of each farming session. Compare your actual results to calculator predictions: if you obtain item at 80 kills (expected: 142), you got lucky (within variance). If 250 kills (expected: 142), you're unlucky but within 2 standard deviations. Submit your data to wikis—large sample sizes improve community drop rate accuracy for all players.

Farming with insufficient Arcane investment for Discovery scaling

Why it's wrong: A 20 Arcane build with Silver Scarab has 195 Discovery (1.95x multiplier). A 99 Arcane build with Silver Scarab has 274 Discovery (2.74x multiplier). For 0.25% Magma Blade drop, 20 Arcane expects 205 kills (4.1 hours @ 50/hr) vs 99 Arcane at 146 kills (2.9 hours)—a 1.2 hour difference. Players underestimate the cumulative time savings from Arcane investment.

Correct approach:

For ultra-rare items (<1% base drop), invest in high Arcane or respec before farming. If farming will take 4+ hours, respeccing to 99 Arcane with a Larval Tear saves 1-2 hours—worth the respec cost. For rare items (1-2% base), 50-60 Arcane with Silver Scarab provides sufficient Discovery without full respec. Use our calculator to compare farming times at different Arcane levels and decide if respec investment is worthwhile for your target item.

Frequently Asked Questions (FAQ)

How does Discovery affect drop rates in Elden Ring?

Discovery directly multiplies item drop rates. Base Discovery is 100 (no bonus). Each point of Arcane adds 1 Discovery. Equipment like Silver Scarab (+75) and Silver Tear Mask (+8 Arcane) stack additively. Total Discovery of 200 doubles drop rates (2x multiplier), 300 triples them (3x multiplier). For a 1% base drop rate item at 250 Discovery, effective rate becomes 2.5%, reducing expected kills from 100 to 40.

What is the best Arcane level for farming rare items?

For ultra-rare items (base drop <0.5% like Magma Blade), 99 Arcane maximizes Discovery efficiency. For rare items (0.5-2%), 50-60 Arcane provides strong Discovery (225-235 with Silver Scarab) without sacrificing too many stat points. For common items (2-8%), even 30-40 Arcane with Silver Scarab is sufficient. Use our calculator to compare farming times at different Arcane levels—if the time savings exceed 1-2 hours, consider respeccing to higher Arcane.

Should I always use Silver Scarab Talisman when farming?

Yes, absolutely. Silver Scarab provides +75 Discovery, often doubling your effective drop rate. For a 50 Arcane build, it increases Discovery from 150 to 225 (50% improvement). This can cut farming time in half for rare items. There's no scenario where farming without Silver Scarab is more efficient unless you literally don't have access to it yet (Consecrated Snowfield required). Always equip Silver Scarab for any farming session lasting more than 10 minutes.

How accurate is this calculator compared to actual farming results?

The calculator's Discovery scaling formula is verified through community testing and is highly accurate. However, base drop rates are community-estimated (not official), potentially ±20-30% off. Expected values are statistically accurate for large samples but individual results vary widely due to variance. You might obtain an item in half the expected kills (lucky) or double (unlucky)—both are normal. Over many items, results average out to match calculator predictions within 10-15%.

Why am I not getting drops even after expected kill count?

Expected value is an average, not a guarantee. For rare items, 50% of players will require more than the expected number of kills. Check the 90% probability milestone in the calculator—if you haven't exceeded that, you're experiencing normal variance. Verify Silver Scarab is equipped and you're farming the correct enemy type. If you exceed the 99% milestone (highly unlikely), the base drop rate data might be incorrect or the enemy variant doesn't drop the item.

What is the Magma Blade drop rate and how long does it take to farm?

Magma Blade has an estimated 0.25% base drop rate from Man-Serpents in Volcano Manor (community-tested across 20,000+ kills). At base Discovery (100), expect ~400 kills (8-10 hours at 40-50 kills/hour). With optimized Discovery (99 Arcane + Silver Scarab + Silver Tear Mask = 282 Discovery), expect ~142 kills (2.5-3 hours). This is one of Elden Ring's rarest items—Discovery optimization is essential. Check our calculator's Magma Blade example for detailed breakdown.

Can I farm multiple items simultaneously for better time efficiency?

Yes, if enemies drop multiple desired items. For example, Banished Knights drop entire armor set (helm, chest, gauntlets, greaves) plus weapons. Each piece has independent drop rates—farming for full set means you'll obtain at least one piece relatively quickly, maintaining motivation. Use our calculator to model each item separately, then aggregate total expected time. This approach leverages variance: even if one item takes 2x expected kills, others might drop early, balancing your overall farm.

Changelog

v1.0 – Initial ReleaseJanuary 15, 2025
  • Launched Elden Ring Drop Rate Calculator with Discovery optimization
  • Item rarity presets: Very Common, Common, Uncommon, Rare, Very Rare, Ultra Rare
  • Discovery build calculator: Arcane level + Silver Scarab + helmet bonuses
  • Probability milestone calculations: 50%, 90%, 99% success chance
  • Discovery impact comparison table (100-350 Discovery range)
  • Farming time estimation based on kills per hour input
  • Share functionality to save and share configurations via URL

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