[ Tool ] · Free and offline
Define your own weighted loot table with item names and rarity colours, then read each item's probability, the expected pulls to your first drop, and the chance of at least one in N pulls. Hit simulate to roll a live sample and watch it converge on the theory.
Weights are normalised to 100%. Every pull returns exactly one row, the way a loot table or a single chest slot works.
| x | Percent |
|---|---|
| Gold Coins | 60% |
| Health Poti… | 25% |
| Steel Sword | 10% |
| Enchanted R… | 4% |
| Dragon Blade | 1% |
| Item | Rarity | Weight | Probability |
|---|---|---|---|
| Gold Coins | Common | 60 | 60.0% |
| Health Potion | Common | 25 | 25.0% |
| Steel Sword | Uncommon | 10 | 10.0% |
| Enchanted Ring | Rare | 4 | 4.0% |
| Dragon Blade | Legendary | 1 | 1.0% |
The item name carries its rarity colour, and the rarity word and the number sit beside it, so the odds are clear without relying on colour.
Expected pulls is 1 divided by the drop chance. Even at the expected count, you land it by then only about 63% of the time, so plan for the unlucky runs.
| x | Count |
|---|---|
| Gold Coins | 56 |
| Health Poti… | 31 |
| Steel Sword | 9 |
| Enchanted R… | 4 |
| Dragon Blade | 0 |
| Item | Rolled | Sample % | Theory % |
|---|---|---|---|
| Gold Coins | 56 | 56.0% | 60.0% |
| Health Potion | 31 | 31.0% | 25.0% |
| Steel Sword | 9 | 9.0% | 10.0% |
| Enchanted Ring | 4 | 4.0% | 4.0% |
| Dragon Blade | 0 | 0.0% | 1.0% |
This is one random sample of 100 pulls, so the counts wander around the theory. Roll again to see the variance, or simulate 10,000 to watch the sample settle onto the real percentages.
Copy the table as tab-separated rows for a spreadsheet, copy a plain-text summary for Discord or Reddit, or download a labelled probability card as a PNG.
A weighted table gives each item a share of the total weight, so an item's probability is its weight divided by the sum of every weight. In the default dungeon chest, the weights add up to 100, which makes the Dragon Blade at weight 1 a clean 1.0% per pull.
Expected pulls is an average, not a guarantee. A drop with a 1% chance takes about 100 pulls on average, but by pull 100 you have only landed it about 63% of the time. Roughly one player in three is still hunting, and about one in a hundred is past 460 pulls. That long tail is what makes a rare drop feel brutal, and it is worth knowing before you write a character grinding the same dungeon for weeks.
The simulate button is there to make the variance real. Roll 100 pulls and the counts jump around. Roll 10,000 and the sample settles onto the theoretical percentages, which is the law of large numbers doing its work.
This tool handles one at a time. WriteIDE is the desktop studio that tracks LitRPG stats, items, skills, and quests across a whole novel, and keeps them correct at every scene.