How rarity works¶
Item Rarity adds a readable RPG layer to normal equipment and collectibles. It does not replace Minecraft's loot system: it decides how an eligible item is presented and, for equipment, which rarity multiplier and tool perks it receives.
Two kinds of rarity¶
One roll per item
Weapons, armor, shields, and utility tools roll from a weighted pool. The result is stored on that stack.
One tier by item type
Collectibles such as diamonds, Nether Stars, and Dragon Eggs display a set tier every time.
Random rarity answers “How did this particular sword roll?” Fixed rarity answers “How prestigious is this type of item?”
Fixed rarity does not make an item drop more often or less often. Item Rarity does not rewrite chest or mob loot tables.
Rule priority¶
When more than one rule could match an item, the highest rule wins:
- SetID fixed rarity
- Item fixed rarity
- SetID random pool
- Item random pool
- Automatic equipment pool
- Default rarity, normally Common
This matters mainly on configured servers. A fixed rule always controls the visible and effective rarity, even if the item contains an older stored roll.
What decides a random roll¶
Only the positive weights in the matching pool are used. If a pool contains:
the total is 100, so the chances are 50%, 30%, and 20%. If the same numbers were doubled, the percentages would stay the same because weights are relative.
These do not affect rarity chance:
- player Luck;
- Looting or Fortune;
- item enchantments;
- world difficulty;
- mob type or chest type;
- biome, dimension, or time;
- how the item entered the inventory.
What is stored on the item¶
A random result belongs to the item stack. It survives normal storage, dropping, pickup, trade, save, and transfer. Editing a pool later does not change an item that already rolled.
Fixed catalog items do not need a stored result; their tier is looked up whenever they are displayed.
Stackable items in random pools
If a server places a stackable item in a random pool, the entire stack shares one result because rarity belongs to the stack, not to each unit inside it.
What a higher rarity changes¶
For weapons and armor, rarity scales an item-specific base stat package. Stats themselves are not random substats; a diamond sword always uses its configured diamond-sword package, then rarity changes the multiplier.
For utility tools, rarity also influences:
- how many perks roll;
- which perk tiers I–V are possible;
- the chance of stronger perk tiers.
For ordinary fixed collectibles, rarity is usually presentation only because the item is not equipment and has no applicable stat package.
What the system does not contain¶
There is no:
- rarity XP or leveling;
- ascension;
- reforge station or currency;
- anvil reroll;
- player reroll command;
- rarity-based mob system;
- rarity-based loot-table injection.
To try again, obtain another fresh copy of the item.