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Loot and drop tables

How ordinary enemy drops, equipment rarities, independent Artifact rolls, Skull rewards and treasure-chest rolls fit together.

Reading a drop table

A main-table roll selects exactly one row by its weight. Its Coins, Health+, equipment and empty outcomes compete with each other. Scrap and ship Skulls are additional rewards. Independent Artifact and ship-blueprint rolls can succeed on the same kill.

An entry marked “Independent roll” already includes both the roll trigger chance and the item’s share of that pool. For example, a 10% Artifact roll with 70% Rare, 25% Epic and 5% Legendary selection gives 7%, 2.5% and 0.5% overall chances.

Ordinary NPCs have an additional independent 10% chance to drop one Common Artifact Scroll of their equipment drop tier. Both scroll rolls can succeed on the same kill. The tutorial Trial Pirate keeps its separate fixed rewards. Common scrolls are used for tier upgrades, and the Shipwright can also combine twenty Legendary scrolls into one Common scroll of the next tier.

Artifact Scroll chances

The Common roll and the Rare/Epic/Legendary roll are independent. At the current base rates, the chance of at least one scroll is 19%; both scroll rolls succeed on 1% of kills. Each successful roll produces one scroll of the enemy’s equipment tier.

Per ordinary NPC kill
Scroll rarityBase chanceWith Regular Lookout
Common10%20%
Rare7%14%
Epic2.5%5%
Legendary0.5%1%

Ordinary equipment table

Each slot has the same share of the ordinary equipment pool. New NPC equipment is always Common, including boss and authored loot. Existing owned higher-rarity gear is unchanged. The table gives the chance of any equipment and each rarity share conditional on equipment dropping.

Ordinary enemy equipment distribution
Drop tierAny equipmentCommon shareRare shareEpic shareLegendary share
125%100%0%0%0%
225%100%0%0%0%
325%100%0%0%0%
412.5%100%0%0%0%
512.5%100%0%0%0%
612.5%100%0%0%0%
76.25%100%0%0%0%
86.25%100%0%0%0%
96.25%100%0%0%0%

Extra treasure-chest roll

One extra roll checks eligible chest rarities, with at most one chest per ordinary non-tutorial NPC kill. Higher-level enemies retain access to lower chest rarities. These are unconditional base chances per eligible kill.

Treasure chest chance by minimum enemy level
ChestMinimum enemy levelBase chanceWith Grave RobberWith Lookout + Grave Robber
Common Treasure Chest11.5625% (1/64)9.375%18.75%
Rare Treasure Chest401.041667% (1/96)6.25%12.5%
Epic Treasure Chest700.625% (1/160)3.75%7.5%
Legendary Treasure Chest1000.048828% (1/2048)0.292969%0.585938%

Bonuses and limits

Regular Lookout doubles eligible loot acquisition. Its equipment bonus is taken from empty main-table outcomes; Coins and Health+ do not double in an equipment table. Independent Artifact and ship-piece trigger chances double, capped at certainty.

Grave Robber costs 140 Favor and increases chest chance by 500% relative, for 15 minutes. This gives 6× the base chance, or 12× with Regular Lookout; the combined multiplier is capped at 12×. It does not increase Artifact chance or upgrade reward rarity.

Party loot rolls

Ordinary NPC loot remains one barrel. Eligible nearby connected, living party members in the same world and encounter roll a die each; the highest value wins that barrel. Only tied leaders roll again.

The result is shown below the compass. Damage and reward generation still follow the ordinary kill rules; the roll assigns the completed barrel rather than multiplying its contents. Boss and tutorial rewards keep their separate rules.

Collecting your rewards

The owner has a five-minute private window. After that the barrel may be collected by others, and at seven minutes it disappears. Open it nearby and take the items before it sinks.

Each ordinary enemy article lists its current statistics and drop rolls. Wilderness bosses are described separately on their own encounter pages.