{"category":"Guides","confidence":1,"description":"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.","facts":[{"key":"where-items-come-from-0","label":"Where items come from","section":"Where items come from","source":{"build_id":"26017001","file":"ItemPool.cs::GetRandomRarity,GetRandomItem; RandomSpawnItem.cs; ItemPool scene settings","object":"Loot and item rarity","reader":"Game files and code review"},"status":"verified","value":"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."},{"key":"where-items-come-from-1","label":"Where items come from","section":"Where items come from","source":{"build_id":"26017001","file":"ItemPool.cs::GetRandomRarity,GetRandomItem; RandomSpawnItem.cs; ItemPool scene settings","object":"Loot and item rarity","reader":"Game files and code review"},"status":"verified","value":"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."},{"key":"practical-use-0","label":"Practical use","section":"Practical use","source":{"build_id":"26017001","file":"ItemPool.cs::GetRandomRarity,GetRandomItem; RandomSpawnItem.cs; ItemPool scene settings","object":"Loot and item rarity","reader":"Game files and code review"},"status":"verified","value":"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."}],"id":"loot-and-rarity","image":null,"kind":"guide","name":"Loot and item rarity","prose_sections":[{"bullets":[],"paragraphs":["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."],"tables":[],"title":"Where items come from"},{"bullets":[],"paragraphs":[],"tables":[{"columns":[{"key":"rarity","label":"Rarity"},{"key":"chance","label":"Chance"}],"rows":[{"chance":"72%","rarity":"Common"},{"chance":"25.25%","rarity":"Rare"},{"chance":"2.5%","rarity":"Epic"},{"chance":"0.25%","rarity":"Legendary"}],"title":"Rarity per shared-pool draw"}],"title":"Shared loot rarity"},{"bullets":[],"paragraphs":["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."],"tables":[],"title":"Practical use"}],"relationships":[],"slug":"loot-and-rarity","source":{"build_id":"26017001","file":"ItemPool.cs::GetRandomRarity,GetRandomItem; RandomSpawnItem.cs; ItemPool scene settings","object":"Loot and item rarity","reader":"Game files and code review"},"status":"reviewed game data","tables":[],"updated_at":"2026-10-24"}
