RIFTSPINNER

Loot guide

What every enemy drops, how rarity works, and how to build a loadout in Riftspinner.

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Loot is a reason, not a slot machine

In Riftspinner, an enemy drops the kind of gear it was built from. A Cinder carries a blast core, so it drops splash weapons. An Aegis carried a shield, so it drops frontal armor. If you want a certain build, hunt the enemy that drops it. Each drop also shows a short line explaining why it exists.

What drops from what

EnemyLoot familyWhat it gives
WretchScrapPlain kinetic guns, canvas armor, lucky trinkets
SkitterSwarmFast-firing needles and attack-speed relics
SpitterVenomVenom quills and chambers
FlickerFlickerDash-cooldown relics
MarksmanGlassPrecision lances and rifles
BrutePlateHeavy plate armor
AegisAegisArmor that soaks frontal damage
CinderBlastSplash-damage weapons
ChanterMarrowRegeneration armor and flasks
ShardShardPiercing weapons such as the Rift Awl
LeechLeechLifesteal relics and seeker guns
RavenSkySpeed and magnet relics
HowlerHowlExecute relics and choir guns
Sovereign / ArchonCrownTribute: rare-or-better, often named

Rarity

Rarity decides how strong an item is and how many bonus traits (affixes) it carries. The base chances below apply before luck is added.

RarityBase drop weightPower multiplierBonus traits
Common55%1.0x0
Uncommon25%1.2x1
Rare13%1.5x1
Epic5%2.0x2
Legendary2%2.75x3

Rare and better finds are written into the Ledger, a permanent record of every notable piece you have found. Your luck stat nudges rarity rolls toward better tiers (up to a cap) and slightly strengthens the items themselves. It also raises the chance that an enemy drops anything at all: the base is about 11%, plus a little for each point of luck and each wave survived. Bosses always drop something. Luck comes from the Loaded Dice shop upgrade, rigs such as Cantor and Seeker, and certain trinkets.

Weapons

These are the base weapon patterns. Rarity, affixes and shop ranks scale them. Damage per second assumes every shot lands on a single target.

WeaponDamageShots/sPelletsBase DPSDamage typeNotes
Issue Carbine134.2155KineticBalanced starter. Tight cone.
Side Needle78.4159KineticVery high fire rate, low damage per shot.
Breach Jack81.35776BlastSeven-pellet shotgun with splash. Best up close.
Glass Lance221.85141KineticFast, accurate, pierces one target.
Venom Quill123.0136VenomApplies venom damage over time. Good against shields.
Rift Awl152.7140RiftPierces three targets.
Choir Iron103.43102RiftThree-shot burst with a built-in execute bonus.
Hollow Cannon280.85124BlastSlow, heavy shell with big splash.
Seeker Thorn112.6129VenomHoming venom shots that curve toward targets.

The damage types matter. Venom keeps hurting after the hit and bypasses frontal plate. Blast splashes onto neighbours. Rift damage is the strange rift-born energy used by Shards, Howlers and monarchs. Kinetic is the plain baseline.

Armor and trinkets

Armor gives bonus health and a damage soak percentage. Canvas Harness is the cheap baseline, Plate Vest is sturdy, Aegis Face soaks extra damage from the front, and Marrow Mail regenerates health. Trinkets are small but powerful passive bonuses: Loaded Die for luck, Skitter Spring for fire rate, Stride Pin for speed, Scavenger Iris for pickup range, Marrow Flask for health and regeneration, Siphon Hook for lifesteal, Afterimage Ash for dash, and Execute Reed for execute damage.

Inspect, equip, pack, salvage

Practical loot tips

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