Monster & Dragon Loot Icons – 313 RPG Drops


No 3D meshes, materials, shaders or prefabs in this package Source file size: 512 x 512 px per icon (raster, pixel based — not vector) ... Built for drop tables and elemental sets.


by KOFT


Price History +

313 glossy RPG icons for monster drops, dragon relics and quest items: claws, scales, eggs, hearts, eyes, skulls, crowns, runes, keys and maps. Color + grayscale, 512/256/128 PNG.
  • 313 icons, 1565 PNG files total
  • Variants: Color (512 / 256 / 128 px), Grayscale (512 / 256 px)
  • Format: PNG, 32-bit RGBA, straight alpha, square, transparent background
  • Import settings: Sprite (2D and UI), Single, Alpha Is Transparency ON, mip maps OFF, wrap Clamp, filter Bilinear, Pixels Per Unit 100, Max Size matched to folder, Compressed HQ
  • 16 categories, identical folder tree in every variant: Crowns, Emblems & Trophies 31 · Claws, Horns & Bones 29 · Hearts, Eyes & Cores 26 · Crystals, Gems & Orbs 23 · Jewelry & Charms 23 · Plants & Sea Finds 22 · Keys & Adventure Gear 22 · Scales, Hides & Shells 20 · Wings, Feathers & Fins 19 · Runes & Tablets 19 · Scrolls, Maps & Books 16 · Relics & Idols 15 · Slimes, Spirits & Poisons 13 · Skulls & Helms 12 · Eggs 12 · Coins & Seals 11
  • Demo scene: Demo/MonsterIconGalleryDemo.unity — scrolling grid of all 313 icons with runtime Color/Grayscale switching (uGUI, one small MonoBehaviour)
  • Render pipeline: none required — sprites only, works in Built-in / URP / HDRP
  • Unity version: built and verified in Unity 6000.3 (6.3); no version-specific API used
  • No 3D meshes, materials, shaders or prefabs in this package
  • Source file size: 512 x 512 px per icon (raster, pixel based — not vector)
  • File count: 1565 PNG (313 icons x 5 variants)
  • Animated: No

313 icons for everything a monster drops — and everything a quest hands out.

Claws, fangs and horns. Dragon scales, bat wings and insect wings. Eggs, beating hearts, slit-pupil eyes and elemental cores. Slimes, venom sacs and spirit wisps. Horned skulls, crowns and boss trophies. Then the other half of an RPG inventory: sealed letters, wanted posters, treasure maps, keys, compasses, satchels, wax seals, coins, medals, idols and relics. Every icon shares the same soft lighting, bold colours and rounded shapes, so any two of them sit together in a grid.

Built for drop tables and elemental sets. Many items come as colour families — fire / ice / arcane / poison / gold dragon eyes, five dragon hearts, five scale colours, runes in every element, keys with different gems — so you can build rarity tiers and elemental variants without new art.

Two states of every icon, same name, same folder.

  • Color — the default state
  • Grayscale — a ready "locked / unavailable / not yet collected" state

Switching a whole UI between states is a folder-name change in your path string.

Scroll through everything before you buy. The demo scene shows all 313 icons in one grid with buttons that switch the grid between Color and Grayscale.

No pipeline lock-in. Plain sprites with an alpha channel. Built-in, URP and HDRP all work, and so do uGUI and UI Toolkit. Nothing to configure.