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Drop System

okereke-dev edited this page Jul 1, 2026 · 2 revisions

Drop System

RPGLoot introduces rarity items into the world through three sources: mob drops, boss drops, and structure loot. No crafting — every rarity item is a loot find.


Mob drops

When a player kills a hostile mob, two rolls happen in sequence:

  1. Drop roll — a random number is checked against drop-chance (default 8%). If it fails, nothing drops.
  2. Type roll — 80% chance of a weapon drop, 20% chance of an armor piece drop.
  3. Material tier roll — picks a random material from the mob's tier ceiling pool (see below).
  4. Weapon type roll — 70% chance of the mob's signature weapon type, 30% chance from the generic tier pool.
  5. Rarity roll — a weighted random pick from the configured rarity weights.
  6. The item is generated with a random name, scaled stats, and rolled bonus stats, then added to the loot.

Only hostile mobs (Monster) killed by a player trigger drops. Passive mobs and environment deaths are ignored.


Material tier system (ceiling model)

Mobs drop items using materials appropriate to their difficulty zone. A mob can yield any material up to their tier's cap — never above it.

Tier Who Material cap
T1 — Overworld basic Zombies, Skeletons, Spiders, Creepers, etc. Iron
T2 — Overworld structure Pillager, Vindicator, Witch, Evoker, Ravager Golden
T3 — Nether + End All Nether and End mobs Diamond
Boss only Warden, Wither, Ender Dragon, Elder Guardian* Netherite

* Elder Guardian caps at Diamond despite being a boss.


Mob weapon type pools

Each mob has a thematic signature weapon. 70% of weapon drops match the mob's signature type; 30% come from the generic tier pool for variety.

Mob Signature weapon
Skeleton / Stray Bow
Drowned Trident
Pillager Crossbow
Piglin / Piglin Brute / Zombified Piglin Gold weapons only (gold-locked, no variety roll)
Wither Skeleton Sword (Diamond ceiling)
Vindicator Axe (Golden ceiling)
All others Generic tier pool

Drop rates at default settings

With drop-chance: 0.08 and default rarity weights:

Rarity Weight Chance per kill Avg kills for 1 drop
Common 50% 4.00% ~25
Uncommon 30% 2.40% ~42
Rare 13% 1.04% ~96
Hero 5% 0.40% ~250
Legendary 2% 0.16% ~625

Boss drops

Boss mobs always drop an RPGLoot weapon on death (configurable chance). The rarity is rolled within a per-boss range instead of the normal pool.

Boss Drop chance Rarity range Weapon pool
Warden 100% Rare – Legendary Full (Netherite possible)
Wither 100% Rare – Legendary Full (Netherite possible)
Ender Dragon 100% Rare – Legendary Full (Netherite possible)
Elder Guardian 80% Rare – Hero Diamond cap only

Boss drops are in addition to normal drops. The boss drop always fires first; if it drops, the normal monster drop logic is skipped.

Per-boss drop chances and rarity ranges are configurable in config.yml. See Configuration.


Structure loot

Vanilla structure chests have a 25% chance to contain an RPGLoot weapon when they are first generated. The weapon uses no Netherite materials (Diamond is the cap for all structure loot).

Structure Max rarity
Dungeon / Mineshaft Uncommon
Desert Pyramid / Jungle Temple / Stronghold Rare
Pillager Outpost / Ruined Portal / Woodland Mansion / Bastion Remnant Hero
End City / Ancient City Legendary

Structure chests are only populated once at generation time. Revisiting a chest does not trigger a second roll.


Customizing drop rates

Both drop-chance and rarity-weights are configurable in config.yml. See Configuration for the full reference.

Example — rare-focused server:

drop-chance: 0.04

rarity-weights:
  common: 20
  uncommon: 35
  rare: 30
  hero: 10
  legendary: 5

rarity-weights values are auto-normalized if they don't sum to 100. A warning is printed to the console.

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