# Vaults and loot ## Vault Caches A Vault Cache rolls its loot **for you, at the moment you claim it**, so a late arrival gets the same chance as the first explorer (in the default `per_player` mode; see [Puzzles](Puzzles.md#vault-modes)). - Open the cache and choose **Claim rewards**. - If the roll does not fit in your inventory, it is **held for you**: the exact items are kept and delivered the next time you claim with enough room. Claiming again never rerolls. - A cache behind a puzzle stays sealed (and looks sealed) until its puzzle is solved. Vault Caches cannot be broken in survival. ## Loot tiers Ruin containers draw from five tiers. Families mix them by room: salvage in outer rooms, better tiers in vaults. | Tier | Contents | | --- | --- | | 0 — Salvage | scrap metal and circuitry, iron, redstone, Survey Hull | | 1 — Supplies | food, medical and oxygen supplies, seeds, colony goods; rarely an **Expedition Map** | | 2 — Components | machine, storage and power components, Nero alloy plates; rarely a **Survey Scanner** | | 3 — Schematics and keycards | **keycards**, currency, faction and event tokens, rare exotics, void crystal, starsteel, diamonds | | 4 — Relics | a chance at one of the nine relics, plus void crystal, diamonds or starsteel | **Items from other Neroland mods** (Nerospace, Nerotech, NeroLogistics, NeroEconomy, NeroCreatures and others) appear only when those mods are installed. Without them, NeroRuins, Neroland Core and vanilla items fill the same slots, and nothing is ever missing. ## Relics Nine named relics, one per chapter of the story. They are trophies, keys for **relic sockets** (the socket gives the relic back) and give a small effect while held in either hand. Effects do not stack. | Relic | While held | | --- | --- | | Surveyor's Compass | Points toward the nearest ruin you have not entered yet | | Pale Survey Lens | Night vision | | Director's Seal | Luck | | Field Recorder | Shows how many logs of your archive you have recorded | | Meridian Keystone | Fire resistance | | Reach Thermal Core | You do not freeze | | Rootglass Vessel | Slow regeneration below half health | | Twilight Prism | Nearby hostile creatures glow (for everyone) | | Resonance Heart | Slowly repairs a worn item you are wearing or holding | Some vaults always contain a specific relic — the one a nearby socket needs — so no ruin depends on a rare drop. Relics cannot be sold through NeroEconomy. ### Relic drop rate: the shared balance lever Tier-4 loot rolls its relic pool with a **base chance of 25%**, set in the loot table so data packs can change it. The server setting **`loot.relicRarity`** (default `1.0`, range `0.25`–`4.0`) multiplies that chance: `0.5` halves it, `2.0` doubles it (capped at 100%). The loot condition behind it is `neroruins:relic_chance`, which other data packs can use too. Guaranteed relics in specific vaults are not affected. ## Getting the items NeroRuins has no crafting recipes yet. Everything it adds is found, not made: | Item | Where it comes from | | --- | --- | | Survey Hull, Rusted Survey Hull, Latticework, Lattice Floor, Resonance Crystal Block, Glyph Stone, Arc Grate | Ruin walls and rooms. They are hard but mineable and drop themselves | | Log Terminal | Found in ruins only. A mined terminal drops Survey Hull, so read it first | | Data Shards | Log rooms in bunkers and crash sites | | Expedition Map | Supply loot, or a quest reward | | Survey Scanner | Component loot, or a quest reward | | Keycards | Keycard rooms and better loot | | Relics | Vaults: some always hold a specific relic, and any tier-4 roll may add one | | Vault Caches, puzzle blocks, Ruin Spawners, reinforced walls | Part of the ruin. They cannot be broken in survival and never drop | | Sentinel spawn eggs | Creative only | Relics, data shards and keycards can never be crafted, and NeroEconomy will not trade them. [Home](Home.md)