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.

On this page
  1. Where items come from
  2. Shared loot rarity
  3. Practical use

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

RarityChance
Common72%
Rare25.25%
Epic2.5%
Legendary0.25%

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
View the evidence record