While ideally the UI should be intuitive enough to to require a help page (who reads them anyway?), there are a few things that might not be obvious to users.
Crafted items. When R2SA shows that a weapon, or mod or archetype drops, this may be a shorthand for saying that a material for them drops which needs to be crafted at McAbe for weapon and mods and at Wallace for archetype, in Ward 13.
Bloodmoon Altar requires blood essence which can be obtained by shooting the wisps in Yaesha during random blood moon events
Nimue Vendor is found in Losomn in The Imposter King storyline and in The Asylum storyline. In the former, there is a secret floor where you get by jumping out of an elevator in Beatific palace mid ascent/descent and in the later she is unmissable as she is a part of the storyline.
Quests Items are not shared between Campaign and Adventure, also Quest Items are lost if you re-roll your campaign adventure, this is important for example for the Nightweaver web items, which might require a quest item from a different biome which you won't be able to take across to re-rolled campaign/adventure if Nightweaver did not spawn in yours.
Bosses or World Bosses are what we fight when we finish a storyline and a biome, e.g. Ravager. Mini-boss is something that we fight at the end of a dungeon, e.g. The Red Prince.
A World Stone is a big red stone we can travel to from any other World Stone once we touched it. A checkpoint is a small red stone in a dungeon that allow us to travel to Ward 13 and back. When we die we respawn at the last World Stone, check point or dungeon entrance.
Some items cannot be detected and won't appear on Campaign or Adventure tabs of the World Analyser, they will appear on the missing items tab. Examples are: mutators dropping from random spawn aberrations, archetype traits, and certain items, do not have a drop reference: Anguish, Crescent Moon, Participation Medal and Revivalist trait.
The option not to show looted items will not work for some items, because these items never appear in the save file so it is not possible to detect if they were looted or not. What works is: world drops and boss rewards. It also should correctly detect the alternate rewards and not show them either if another reward was already looted in that save. Simulacrums and Tomes of Knowledge will also work as well as some but not all other items.
Some item's availability depends on what your character has in their inventory. R2SA only knows what is in your inventory, so if something is available to you it does not automatically means that it's available to your buddy in multiplayer in the same save. The opposite is also true. One example is Trinity Memento acquired so far for Echo of the Forest.
Loot game structure
To understand how loot works in the game it is good to have a mental picture of how it's spawn modelled. Each zone usually has two, what we call "overworld areas". For example for the Ravager storyline that will be The Forbidden Grove and and Faithless thicket. The overworld areas has connected dungeons. Dungeons can be outside (e.g. Imperial Gardens) and inside (e.g. Kaeula's Rest). Dungeons can have "injectables" and overworld areas can have "Overworld POIs" - certain features that can be attached to different dungeons and overworld areas across different rolls. Items, thusly come from: (world) bosses and mini-bosses, injectables, overworld POIs, dungeons, locations, vendors or as a world drop (we refer to these as "drop references"). A world drop is when an item can spawn randomly anywhere in the biome. A location is what you usually see in-game at the top right above the mini-map. Location and dungeon are often interchangeable because each dungeon is also a location but not each location is a dungeon, because some are overworld areas.
While ideally the UI should be intuitive enough to to require a help page (who reads them anyway?), there are a few things that might not be obvious to users.
Loot game structure
To understand how loot works in the game it is good to have a mental picture of how it's spawn modelled. Each zone usually has two, what we call "overworld areas". For example for the Ravager storyline that will be The Forbidden Grove and and Faithless thicket. The overworld areas has connected dungeons. Dungeons can be outside (e.g. Imperial Gardens) and inside (e.g. Kaeula's Rest). Dungeons can have "injectables" and overworld areas can have "Overworld POIs" - certain features that can be attached to different dungeons and overworld areas across different rolls. Items, thusly come from: (world) bosses and mini-bosses, injectables, overworld POIs, dungeons, locations, vendors or as a world drop (we refer to these as "drop references"). A world drop is when an item can spawn randomly anywhere in the biome. A location is what you usually see in-game at the top right above the mini-map. Location and dungeon are often interchangeable because each dungeon is also a location but not each location is a dungeon, because some are overworld areas.