Random loot first chooses a rarity, then chooses an item within that rarity. A rarity chance is different from the chance to receive a particular item.
Where items come from
You can receive items from harvesting, remains, ruined objects, creature loot, crafting, and visitor trades. Some sources use their own reward lists; others use the shared loot pool.
The percentages below apply only to a draw from the shared loot pool. A source still has to trigger a reward, and the selected rarity contains multiple weighted items.
Shared loot rarity
Rarity per shared-pool draw
| Rarity | Chance |
|---|---|
| Common | 72% |
| Rare | 25.25% |
| Epic | 2.5% |
| Legendary | 0.25% |
Practical use
Crafting is a reliable way to convert materials into a known result. Random loot is useful for collecting the ingredients, but repeated drops from one source can differ.
Sources and guide coverage
Checked against Steam demo build 26017001. Game updates and gameplay modifiers can change values. Availability and unresolved questions are explained in the wiki’s coverage guide.
- File
- ItemPool.cs::GetRandomRarity,GetRandomItem; RandomSpawnItem.cs; ItemPool scene settings
- Object
- Loot and item rarity