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These are the configured base probabilities. Items and perks can change some outcomes; the command response or /item can show item-specific details.

Crime success

Fenrir’s Fang and active Mead each add 10 percentage points to success, up to a 95% cap. A failed smuggling, car theft, jewellery store, or bank robbery can also be fatal; the conditional death chance is 14%, 17%, 20%, or 30%, respectively. Those death rolls happen only after the crime fails.

Expedition outcomes

Each successful expedition makes the listed number of item rolls. The per-roll chance is independent of which item is selected from that tier’s loot table. The final column is calculated as (1 - disaster chance) x (1 - (1 - item chance)^rolls). Mjolnir halves the disaster chance, and Dragon Figurehead adds an item roll, so a member’s actual odds may differ.

Work item drops

The chance of receiving any job item on a shift varies by job:

Other risks

Some items prevent or modify these outcomes. For example, a Halibut prevents fishing-pole breaks, a Bear Pelt prevents hunting injuries, and a Camo Cloak prevents hunting accidents. These figures are base values and may change with active perks.