Mechanism: Scavenging Logic
Scavenging is the primary method for gathering resources from the wasteland.
1. The Search Action
- AP Cost: 0 Action Points. Starting and stopping scavenging is free.
- Hourly Intervals: While scavenging, the server performs a loot check every hour of real time.
- AP Recovery: Passive AP regeneration is paused while scavenging. To recover AP, you must be in the Resting state.
2. Success Rates
Your chance of finding an item is influenced by:
- Scavenger’s Eye: Increases base success chance by +5% per level.
- Darkness Penalty: Searching in dark tiles (unlit by Base or Poles) suffers a massive penalty.
- Fear Penalty: Each point of Fear reduces search success by -10%.
- Corrupted Relays: Active relays on the map can impose a town-wide search penalty.
Scavenging Math (Probability Model)
The server determines loot through a multi-tier roll system each hour:
- Search Roll (1-100):
- 1–45 (45%): Item can be Common, Rare, or Mythic.
- 46–70 (25%): Item can be Common or Rare only.
- 71–75 (5%): Item can be Common only.
- 76–100 (25%): No item found (Total Failure).
- Weighted Selection: Once a tier range is selected, the server performs a weighted pick from all valid items in that biome for those tiers.
The percentages shown in the Item Directory and Biome Index represent the absolute probability of finding that specific item in a single hour of scavenging (before skill adjustments).
3. Loot Distribution
Loot is determined by the Biome of the current tile.
- Weights: Each biome has a unique probability table for items.
- Item Details: For a full list of all discoverable items and their properties, see the Item Directory.
- Biome Specifics: To see exactly what each tile type yields, see the Biome Index.