Containers and equipment acquisition
Containers, bodies and stands across dungeons share one drop table: each row fixes a location kind, a container kind, a tier, candidate filters (slots, tags, quality, durability) and a chance value. This page explains the table's structure, the probability chain that is closed, and what stays open; per-item sources are listed on equipment detail pages.
Contents
Drop table structure
The same-release table has 161 rows and 422 equipment source entries across 8 location kinds and 32 container kinds (crypt tombs, catacomb shelves, bastion weapon and armor stands, cave secret stashes, bodies and surface graves). A row may define several equipment slots (eq1-eq5), each with its own candidate filters and chance value.
| Location kind | Entries | Container kinds |
|---|---|---|
| Bastion | 93 | 7 |
| Cave | 78 | 5 |
| Crypt | 78 | 4 |
| Catacombs | 60 | 5 |
| Other | 48 | 6 |
| Graveyard | 42 | 2 |
| Generic | 18 | 1 |
| Settlement | 5 | 2 |
Candidate filters
Every equipment entry narrows candidates with the same filter set: allowed slots (weapon, armor, jewelry or a concrete slot), item tags (such as aldor), quality candidates (common / uncommon / rare and so on), a durability range and a location tier range. Items failing any condition are not candidates for that slot.
Current vocabulary: 16 slot markers, 7 tags and 6 quality candidates.
Chance values
A chance value is the roll ceiling stated by the row (the chain divides by 101); different slots of one container kind may use different values. The table counts entries per chance value.
| Chance value | Entries |
|---|---|
| 1.0 | 14 |
| 2.0 | 8 |
| 3.0 | 28 |
| 4.0 | 9 |
| 5.0 | 41 |
| 6.0 | 17 |
| 7.0 | 18 |
| 8.0 | 7 |
| 9.0 | 1 |
| 10.0 | 23 |
| 12.0 | 3 |
| 14.0 | 5 |
| 15.0 | 12 |
| 16.0 | 2 |
| 18.0 | 5 |
| 20.0 | 71 |
| 22.0 | 5 |
| 24.0 | 2 |
| 25.0 | 32 |
| 26.0 | 5 |
| 28.0 | 2 |
| 30.0 | 5 |
| 33.0 | 5 |
| 50.0 | 12 |
| 66.0 | 26 |
| 75.0 | 11 |
| 100.0 | 53 |
Closed probability chain
For the 3 rules with a complete selection chain, the equipment artifact exposes the same formula: chance value / 101 / category count / slot count / candidate count. Its scope is per eligible container open and it explicitly excludes container, room and dungeon generation probability, so it is not a per-run drop rate.
| Rule (location · container) | Chance | Categories x slots |
|---|---|---|
| Bastion · bastion_weaponstand | 3.0 | 1 x 12 |
| Bastion · bastion_boss_chest | 100.0 | 3 x 12 |
| Generic · generic_chest | 5.0 | 3 x 12 |
Loot flow
Opening a container runs the loot-flow script: it selects the category and slot for the row, filters the candidate set by quality and durability, then places one item. Candidate counts depend on the item catalog, so the same row yields different counts under different item-table versions.
Verified script symbols: loot flow (scr_loot_from_tables).
Unverified details
These are not closed in the same-release data and are not asserted here (documented gaps): per-item actual odds (candidate counts depend on the item catalog, and container/room/dungeon generation probability is excluded from the closed chain); complete selection chains for the remaining rules (category and slot counts not individually proven); container spawn probability and refresh behaviour inside rooms; and ground/shop acquisition chains (covered by equipment detail and trading respectively).