
Better weapon parts used for crafting a wider range of firearms.
AK-103
AK-47
MF
RPK
VPO-101
MP7
UZI
VPO (Lordon Mod)
Quick Grip B
Vertical Grip I
Horizontal Grip I
Balanced Grip
Vertical Grip II
Horizontal Grip II
Hip-Fire Grip I
Hip-Fire Grip II
Pistol Muzzle Brake (Balanced A)
Pistol Muzzle Brake (Balanced B)
Pistol Extended Muzzle
SMG Muzzle Brake (Balanced A)
SMG Muzzle Brake (Balanced B)
SMG Vertical Muzzle Brake
SMG Horizontal Muzzle Brake
SMG Spiral Muzzle Brake
Rifle Extended Muzzle
Rifle Muzzle Brake (Balanced A)
Rifle Muzzle Brake (Balanced B)
Rifle Vertical Muzzle Brake
Rifle Horizontal Muzzle Brake
Rifle Spiral Muzzle Brake
Sniper Rifle Extended Muzzle
Sniper Rifle Muzzle Brake (Balanced A)
Sniper Rifle Horizontal Muzzle Brake
Sniper Rifle Muzzle Brake (Mobility)
Shotgun Muzzle Brake (Balanced A)
Quick Stock
Balanced Stock II
Light Stock
Hip-Fire Stock II
Pistol Quick Magazine II
Pistol Extended Magazine II
SMG Extended Magazine II
SMG Extended Magazine III
Rifle Quick Magazine II
Rifle Extended Magazine II
Rifle Extended Magazine III
Sniper Rifle Quick Magazine II
Sniper Rifle Extended Magazine II
Rifle 4x Scope
Sniper Rifle 8x Scope
2x Scope
Laser (Mobility)
Laser (Rapid Response)
Laser (Calibration)
Shotgun Muzzle Brake (Mobility)
Laser (CRIT)
StG 77
StG 77A3
MP5
SKS-45
Advanced Weapon Parts
VSS
AS Val
DT MDR-556
DT MDR-762
Pistol DMG-Boosting Muzzle
SMG DMG-Boosting Muzzle
Rifle DMG-Boosting Muzzle
Sniper Rifle DMG-Boosting Muzzle
Shotgun DMG-Boosting Muzzle
Electrified MP7
SR-3M
Vector
Shotgun Heavy Suppressor
Mosin-Nagant
M1A
M14
MCX Spear
BR Quick Magazine II
BR Extended Drum Magazine II
Flaming AK-47
TOZ-66 Dragon's Breath
Toy Gun
MK-47
Crossbow
StG 77 Semi-Auto Conversion Kit
SKS-45 Precision Module
Glick Three-Round Burst Module
Toy Gun Damage Module
Bizon-2 Shotgun Module
Mosin-Nagant Bipod Module
M14 Full-Auto Module
Candy Gun Multi-Shot Module
Recurve Bow Volley Module
RPD Fire Rate Module
AK-103
AK-47
MF
RPK
VPO-101
MP-155
AK-74U
MMG
MP7
UP-45
UZI
ADAR 2-15
StG 77
StG 77A3
MP5
SKS-45
VSS
AS Val
DT MDR-556
DT MDR-762
Bizon-2
PPSh
SR-3M
Vector
M700
Mosin-Nagant
SV98
M1A
M14
MCX Spear
TOZ-66 Dragon's Breath
MK-47
RPD
StG 77 Semi-Auto Conversion Kit
SKS-45 Precision Module
Glick Three-Round Burst Module
Toy Gun Damage Module
Bizon-2 Shotgun Module
Mosin-Nagant Bipod Module
M14 Full-Auto Module
Recurve Bow
Snowball Gun
Candy Gun Multi-Shot Module
Recurve Bow Volley Module
RPD Fire Rate ModuleAfter 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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