Loot Systems

Drops you can trust.
No endless dry streaks.

Monster kills, gather nodes, chests, and loot boxes all share one fair drop pipeline — and a marble-bag RNG that guarantees your listed rate over each full cycle.

Why it feels different

Independent luck vs. a marble bag

Most games roll a fresh die every kill. We fill a bag once, draw without putting marbles back, then refill when it’s empty.

Classic RNG

Roll the die every time

A 1-in-100 drop can still leave you empty after 200 kills — or dump two rares in a row.

  • Each attempt is independent
  • Long dry streaks are normal math
  • “Bad luck protection” is usually bolted on later
Stone to Stars

Draw from a marble bag

A 1-in-100 drop means exactly one hit marble in a bag of 100. When the bag empties, we refill and reshuffle.

  • Exactly the listed rate per cycle
  • Order inside the cycle is still random
  • Bags are per-player (and persist across sessions)
Infographic

How a 1-in-100 drop works

Example: a tertiary rare. Each attempt draws one marble; the bag resets as soon as you hit.

1

Fill the bag

99 miss marbles + 1 hit marble. That’s your 1% rate, encoded as physical outcomes.

2

Shuffle

Fisher–Yates shuffle so the hit can land on any draw in the cycle — early, middle, or last.

3

Draw without replacement

Each kill / gather / open pulls one marble. Once drawn, it’s gone until the bag refills.

4

Hit, then refill

The moment the golden marble is drawn, every marble goes back in and we shuffle again. An early drop never traps you in a miss-only remainder.

Marble bag refill-on-hit Marbles are drawn from the bag one at a time. When the golden hit marble is drawn, the bag refills and the cycle starts again. BAG OF 12 12 marbles · 1 golden hit DRAW
Watch the bag Refill on hit
Hit (drop) Miss
A sped-up 1-in-12 bag. Loot 1-in-N works the same at 1/100: draw until the golden marble, then refill and reshuffle.
1
guaranteed hit per 100-draw cycle at 1/100
25
guaranteed crits per 100 swings at 25% (scaled bag)
Yours
bags are scoped per character — and saved between sessions
The drop table

Five tiers. One roll event.

Every kill, gather tick, chest, or loot-box open runs the same server-side pipeline. Tiers can add items independently — except Pre-roll, which can skip the Main table.

Always

Always drops

Guaranteed every roll — bones, scraps, or other “you always get this” rewards. No chance roll.

100% every time No marble bag
Pre-roll

Pre-roll chain

Ordered 1-in-N checks. The first hit wins that slot and skips the Main table for this roll — used for special replacements or unique uniques.

1-in-N First hit wins Can skip Main
If every pre-roll misses → continue to Main. If one hits → jump past Main, still roll Tertiary + RDT.
Main

Main weighted table

The bread-and-butter loot. Entries are weighted against each other (including “Empty” for nothing). One or more weighted picks per event.

Weighted pick May include Empty
Tertiary

Tertiary rares

Independent 1-in-N rolls that never block the Main table — “extra” jackpots on top of your main loot.

Independent 1-in-N Stacks with Main
RDT

Rare Drop Table

A shared rare pool. First a trigger chance (1-in-N), then a weighted pick from the global RDT asset if it fires.

Trigger + weighted Shared across content
At a glance

One kill, one pass

Server-authoritative. Your client never decides what drops.

Loot roll flow from attempt to inventory Kill / Gather / Chest / Box Tiered roll 5-tier pipeline Marble bags per character Loot result items + empties Delivery backpack / ground You see the drop Chance rolls draw from your personal bags — combat, loot tables, and crafting bonuses all share the same fairness model.
Everywhere it matters

Same rules across content

If it can drop an item, it’s on this system.

Monsters

Death loot uses the full five-tier table for that creature, scoped to your character so your pity cycle isn’t shared with the server.

Gathering

Nodes roll the same pipeline each successful action tick. Empty rolls keep the animation going; real items grant XP and deplete the node.

Chests & loot boxes

Containers and openable boxes run the same server-side roller — same fairness, same tiers.

Wiki item pages already show drop sources and effective odds from this same math. This page is the plain-language companion — where those numbers come from, and why a 1/100 listing means what it says.