How rarity works

Two different things share one word here: the tier a creator assigns to each of their items, and the score Zoide computes from a piece's properties. Which one you are looking at changes what it means.

«Rarity» on Zoide covers two mechanisms that are not the same thing, and mixing them up is the source of almost every misunderstanding about it:

Who sets it Where you find it
Assigned rarity The creator of the collection, item by item Every collection published through Zoide
Dynamic rarity Computed from the piece's own properties Only collections that carry properties — Zoide's own generative ones

Both end up displayed the same way, as one of six tiers: EXOTIC, LEGENDARY, EPIC, RARE, UNCOMMON, COMMON — plus UNRANKED, which is a tier of its own and not a missing value.

Global rarity 128.4 · RARE
A rarity as a piece page shows it — the tier, and the score when there is one

Assigned rarity: the general case

When somebody publishes a collection here, they decide the tier of each item. Nothing computes it for them and nothing checks the distribution: how many EXOTIC there are in a collection of five hundred is the creator's decision.

That is not a loophole, it is what a collection is. A creator knows which of their pieces are meant to be the rare ones, and that intent is part of the work. What it means for you as a buyer:

  • A tier is a claim by the creator, not a measurement. Compare it against the collection's own distribution, which is public — and which the creator sees as they assign it:

Items per rank

2 1% EXOTIC
6 2% LEGENDARY
14 6% EPIC
28 11% RARE
60 24% UNCOMMON
140 56% COMMON
The distribution of a collection: how many of each tier its creator decided on
  • It does not compare across collections. An EPIC in one collection and an EPIC in another were decided by different people with different criteria.
  • An item left without a tier is UNRANKED, and filtering by UNRANKED finds exactly those.

If you are the one publishing: Prepare your items is where you assign them, with a chart of your own distribution as you go.

Dynamic rarity: computed, and only where there are properties

Some collections — Zoide's own generative ones — give each piece a set of properties, and there rarity is not assigned by anybody: it is derived from the properties themselves.

The principle is the only part worth knowing, and it is short: the less common a value is, the more it contributes to the piece's score, and a piece's score is the sum of its properties' contributions. Two things follow:

  • Rarity is about combinations. A piece with several moderately uncommon traits can outscore one with a single very rare trait.
  • A property that everybody has is worth almost nothing.

These are the collections where a piece shows a number next to its tier. If there is no number, you are looking at an assigned tier.

Two scores, two questions

Score Compared against Answers
Local The other pieces of its own collection «How special is it here
Global The rest of the indexed catalogue «How special is it at all

They can disagree completely. The rarest piece of a small collection may be unremarkable more widely; a common piece of a collection with unusual traits may score well. Neither is the real one — they answer different questions.

It is updated periodically, not live

Computed scores are refreshed in passes over the catalogue, so they are a photo rather than a live feed.

The consequence is fair to know: a piece's score can change without you doing anything. Rarity is relative, so when a collection grows the fractions move and the numbers move with them. That is not a piece being devalued behind your back; it is what «rare» means when it is measured instead of declared.

What rarity gets you

Beyond bragging: your own rank as a collector comes from the rarest piece you hold, and rank is what unlocks some features and discounts some fees. That is a separate mechanism with its own page — Ranks, rankings and what they get you.