
Durable fiber threads used for crafting.
Lv.3 Body Armor×1
Lv.1 Body Armor×1
Lv.2 Body Armor×2
Lv.4 Body Armor×1
Lv.5 Body Armor×1
Cosmetic Pouch×1
School Bag×2
Travel Bag×3
Survivor's Backpack×2
Military Backpack MAX×3
Motorcycle Helmet×1
Steel Helmet×1
SightPRO Helmet×2
SCIFI Mask×1
Divine Welding Mask×3
Lv.6 Body Armor×3
Asbestos Coveralls×3
Asbestos Work Helmet×1
Rubber Coveralls×3
Lv.5 Heavy Body Armor×3
Lv.4 Heavy Body Armor×2
Lv.3 Heavy Body Armor×1
Lv.4 Combat Body Armor×2
Lv.5 Combat Body Armor×3
Lv.3 Combat Body Armor×2
Tank Helmet×1
Lv.2 Light Helmet×1
Peacekeeper Helmet×1
Lv.4 Ballistic Helmet×2
Lv.5 Light Helmet×3
Lv.5 Combat Helmet×3
Storm Work Suit×3
Advanced Organic Fiber×1
Storm Work Helmet×1
Lv.3 Body Armor
Lv.1 Body Armor
Lv.2 Body Armor
Lv.4 Body Armor
Lv.5 Body Armor
Cosmetic Pouch
School Bag
Travel Bag
Survivor's Backpack
Military Backpack MAX
Motorcycle Helmet
Steel Helmet
SWAT Helmet
SightPRO Helmet
SCIFI Mask
Divine Welding Mask
Lv.6 Body Armor
Lv.5 Heavy Body Armor
Lv.4 Heavy Body Armor
Lv.3 Heavy Body Armor
Lv.4 Combat Body Armor
Lv.5 Combat Body Armor
Lv.3 Combat Body Armor
Tank Helmet
Lv.2 Light Helmet
Lv.3 Light Helmet
Peacekeeper Helmet
Lv.4 Ballistic Helmet
Lv.5 Light Helmet
Lv.5 Combat Helmet
Jack's BackpackAfter digging through the game files, I found that difficulty level has no effect on loot box drop multipliers or quality. Every difficulty in the same scene pulls from the same config. What actually matters is the scene itself, not how hard you set the game.
The number of random items you get from loot boxes comes down to lootboxItemCountMultiplier (loot box item count multiplier) in the scene config. A higher multiplier means more stuff drops.
The drop probability of items in loot boxes varies depending on the drop type:
Fixed drop probability directly uses fixedItemSpawnChance (fixed item spawn chance) from the loot box configuration:
Fixed Drop Probability = fixedItemSpawnChance
Fixed Drop Quantity = 1
Random drops have two generation methods with different probability calculations:
Method A: Generate from Random Pool (randomFromPool = true)
Random Drop Probability = Item Weight / Total Random Pool Weight
Method B: Generate by Tag and Quality (randomFromPool = false)
Random Drop Probability = (Tag Weight / Total Tag Weight) × (Quality Weight / Total Quality Weight) × (1 / Matching Items Count)
Where:
Example: Calculating the drop probability of an Equipment tag, Quality 1 item
Assume a loot box has the following configuration:
Calculation process:
So the random drop probability of this item in this loot box is approximately 0.708%.
When an item only has random drops (no fixed drops) in loot boxes, the average expected count is displayed. The calculation formula is as follows:
Expected count for a single random drop:
Expected Count = Random Drop Probability × Average Quantity
Average Quantity = (Min Quantity + Max Quantity) / 2
Where min and max quantities come from the loot box configuration's randomCount (random item quantity range).
Average expected count:
Average Expected Count = Sum of all expected counts / Number of random drops
That is, the average of expected counts from all random drops.
Example:
Note: When there are sufficient loot boxes in the game, you have a high probability of obtaining this item after one scavenging run.
Item quality in loot boxes depends on LootBoxQualityLowPercent (loot box low quality percentage), calculated from lootBoxHighQualityChanceMultiplier (loot box high quality chance multiplier). The higher this multiplier, the better your odds of getting high-quality loot.
Here's what I found for each scene. Note that all difficulty levels share these same values:
| Scene | Item Count Multiplier | High Quality Chance Multiplier | Notes |
|---|---|---|---|
| Bunker | 1.0 | 1.0 | Standard rate |
| Farm Town | 1.1 | 1.1 | +10% item count multiplier, +10% high quality chance multiplier |
| Ground Zero | 1.0 | 1.0 | Standard rate |
| Prologue | 1.0 | 1.0 | Standard rate |
| Warehouse Area | 1.1 | 1.05 | +10% item count multiplier, +5% high quality chance multiplier |
| Prison | 1.0 | 1.0 | Standard rate |
| J-Lab | 1.15 | 1.15 | +15% item count multiplier, +15% high quality chance multiplier |
| DEMO Ultimate Challenge | 1.0 | 1.0 | Standard rate |
| Storm Area | 1.15 | 1.15 | +15% item count multiplier, +15% high quality chance multiplier |
| ZoneZ | 1.0 | 1.0 | Standard rate |
| Rift | 1.0 | 1.0 | Standard rate |
Notes:
Creature drops are completely unaffected by difficulty:
Time doesn't change drop rates, but it changes what spawns. Certain creatures only show up at night (22:00-5:00). They drop the same loot as daytime creatures—just different spawn windows.
So why does night feel more rewarding? Simple: more creatures. Daytime spawns stick around, and night creatures spawn on top of them. More targets = more loot.
These creatures only appear at night:
| Drop Type | Affected by Difficulty | How It Works |
|---|---|---|
| Loot Boxes | No | Scene config only, difficulty doesn't matter Item quantity: lootboxItemCountMultiplierItem quality: lootBoxHighQualityChanceMultiplier |
| Creature Kills | No | Tied to each creature's preset config |
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