Evolve knowledge archive

Space Loot

How Evolve's Space Parts System Works

Every ship component that drops in space combat — armor, shields, boosters, capacitors, droid interfaces, engines, reactors, and weapons — is generated using a random roll against a defined stat range for that specific part. This is stock SWG source loot behavior: rolls follow a standard bell curve distribution, and Evolve has made no changes to how the underlying loot system generates parts.

What Evolve has added is an in-game grading tool, accessible from a part's examine menu, that statistically grades a part's rolled stats for you. That grading tool's scale is capped at 1 in 500,000 — the ceiling used when the tool rates how good a roll is, not a change to the drop odds themselves.

Why cap the grading tool? Because rolls follow a bell curve, it's mathematically possible for the true rarity of an exceptional roll to fall outside the 1-in-500,000 figure at the extreme tail. Evolve treats 1 in 500,000 as the responsible ceiling for the grading tool itself — precise enough to be meaningful, without implying a level of statistical certainty the bell curve's long tail can't actually support. The loot system underneath is untouched; only the grading tool's reporting scale is capped.

Where the data comes from

Evolve pulls this information directly from the server's own data tables — the same loot tables, equipment lists, and treasure definitions the server uses to generate parts in real time. Every range and percentage shown on this wiki is exact, not estimated.

Most other servers document space parts using player-submitted data: community members loot a part, report the stat they rolled, and the average gets treated as the "typical" range. That approach is roughly accurate over a large enough sample, but it's inherently anecdotal — it can miss the true min/max, skew toward whatever players happened to report, and go stale as tables change. Evolve's numbers are pulled straight from source, so there's no guesswork involved.

Part Families & Certification Grading

Within each part type, individual components are grouped into families (for example, a specific armor plating line or a specific engine model). Each family has its own independent min/max range per stat.

Evolve's part pages show two percentage values for every stat roll:

  • Part Family % — how a given roll ranks against the min/max range for its own part family specifically.
  • Level Certification % — how that same roll ranks against every part at that certification level (tier), across all families, not just its own.

Together these let you judge a part two ways: is this a good roll for this specific component, and is this a good roll compared to everything else you could be using at this tier.

Finding & Farming Parts

Because the wiki's data is sourced from the server's loot tables rather than reconstructed from drops, each part page can point to the exact loot tables — and therefore the exact NPC factions and tiers — that a component drops from. Space parts are distributed across faction loot pools (Rebel, Imperial, Hutt, Merchant, Pirate, Black Sun, Civilian, Nym, Trade Federation, Valarian, and Kessel-specific Rebel/Imperial pools) spanning Tiers 1–5 for standard spawns, plus dedicated loot pools tied to story missions and quest content.

Once you know which loot table contains the part you're after, you know which mobs to farm. That mapping — part → equipment list → loot table → spawn faction/tier — is what each part-type page below is built to surface.

Browse Space Parts by Type

Each category below leads to a page covering that part type across Tier 1–10, which in turn links to a full data table of stat ranges for every part in that tier.



Part Type
Armor
Shields
Boosters
Capacitors
Engines
Reactors
Weapons
Droid Interfaces