Skip to content

Aster Cores and drops

Tier I is the strongest and rarest core. Tier numbering describes potency, not the usual low-to-high order.

Mob drops

When a player directly kills an allowed entity, the game performs one combined tier roll:

The following rates are the defaults at 0% effective Luck.

Outcome Default interval on the roll Base chance
Tier I 0–1 1%
Tier II 1–4 3%
Tier III 4–12 8%
No Aster Core 12–100 88%

At most one Aster Core comes from this direct roll. Equipped Relic and set-bonus Luck now increase each tier's base rate: 20% Luck gives a 10% relative increase, so Tier I/II/III become 1.1%/3.3%/8.8% (13.2% combined). At 50% Luck, the combined default rate is 15%. Looting is not consulted by this handler, and environmental/non-player kills fail the player-credit check.

Default allowed mobs

The generated allow-list contains:

Zombie, Husk, Drowned, Skeleton, Stray, Creeper,
Spider, Cave Spider, Enderman, Witch, Pillager, Vindicator,
Evoker, Ravager, Blaze, Ghast, Magma Cube, Silverfish,
Endermite, Guardian, Elder Guardian, Phantom, Shulker,
Piglin Brute, Wither, Ender Dragon, Warden

Server owners can add exact entity IDs, namespaces, or UUID entries in aster_core_mobs.json.

Bonus Resonance drops

The same allowed mobs also make a separate rare-material roll before the ordinary Aster Core drop check:

  • Resonance Core II: 0.5%
  • Resonance Core I: 0.8% after the Core II interval
  • total chance for either: 1.3%

These are base rates at 0% Luck. Luck scales this separate roll too: at 50% Luck, Core II becomes 0.625% and Core I becomes 1.0% (1.625% combined). Because this roll is separate, a valid player kill can drop both one low Resonance Core and one Aster Core.

Chest drops

For each chest loot table, base Aster chances are multiplied by category. These figures are before Luck's chance of an additional loot-table roll:

Chest category Multiplier Combined chance Possible stack increase
Common vanilla 1.0× 12% All tiers ×1
Rare vanilla 1.5× 18% Tier I/II up to 2
Modded namespace 1.25× 15% All tiers ×1
Ancient City / ice box 2.0× 24% Tier I/II up to 2
End City treasure 3.0× 36% Tier I up to 3; Tier II/III up to 2

When a chest core pool succeeds, the tier is selected with weights proportional to its multiplied chance. The rare category includes bastion treasure, nether bridge, woodland mansion, stronghold library, buried treasure, and the listed normal/ominous Trial Chamber reward tables.

Note

The v1.5.8 category defaults are shared across all four supported versions. Luck's bonus roll includes eligible Relic pools injected into chest tables when that loot is generated; opening an already-generated chest again does not reroll it.

Best farming approach

  • Farm an allowed mob you can kill quickly with direct player credit.
  • Add boss farming when you also want Dust; Dust has its own independent roll.
  • Prioritize End City/Ancient City exploration for higher chest odds.
  • Save Tier I cores for expensive late levels when fewer inventory slots and confirmation cycles matter.
  • Use surplus Tier III cores for fine-grained progress and recycling refunds.