Drops

**Drops** are items that are spawned, or "dropped", by ships when destroyed - both players and NPCs alike. Drops include both **Boost Crates** and Items, the latter of which is determined by the enemy type, available loot pool, and various other factors such as system level, station procedural generation, and more.

NPRs have their own exclusive loot pools, and all items dropped from them will be from those respective loot pools. They can still drop Boost Crates, however.

Players can collect drops by simply flying into them. By default, crates will not be collected if the boost would not be used, such as a shield crate when the player has full shields - there are options to change this to prevent clutter in the options menu. Certain items interact with drops, such as the Tornadian Cargo Scanner, crate magnet, and crate attractor.

Drops are client-side, meaning drop can only be seen and collected by the player that can see them - exceptions being items ejected from Cargo, which can be seen by all players. All client-side drops in an Instance will be deleted the instant the respective player leaves the instance in any manner.

Normally drops are not limited by what a target ship has equipped - they can drop any item from their respective loot pool. With NPRs, this means any respective NPR item - for normal AI, this can mean Level-appropriate items.

## Boost Crates

* **Shields**: Grants +300 shields upon pickup
* **Ammo**: Restocks a single magazine's worth of ammo from a random equipped item - does not restock large weapons
* **+1 Life**: Restocks a single life
* **+20%** **Hyperspace**: Grants +20% hyperspace recharge
* **Money**: Drops a variable amount of money

## Items

* **Rare Item**: NPR drops, appear with cyan coloring and text "Rare Item"
* **Item (Crafted)**: Appear with desaturated blue coloring and text "Item"
* **Item (Stock)**: Appear with blue coloring and text "Item"
* **Collectible**: Appear with cyan coloring and text "Collectible"
* **Minerals:** Appear with blue coloring and text "Mineral"

## Drop Mechanics

Drop mechanics are divided into two categories - NPR and normal ship, each with different odds of drops. They differ in two ways: For the first, NPRs always drop a drop upon death, compared to the 40% chance that normal ships have to drop some drop. For the second, NPRs have their respective item drop rates static, instead of the variable item drop rates of normal ships. As shown in the supporting images, Shamrocks can alter normal ship item drop odds, but not NPR item drop odds - only affecting crate drop odds.

The tables provided are examples of how item drop mechanics work with several shamrocks and a static NPR drop chance - with each stage showing the respective probability, of which the final odds can be obtained by multiplying the respective numbers along the desired path. There is an intermediate step that generates a new list of crates to be equally chosen from based on the number of shamrocks and default probabilities of respective crates, meaning that some crates can be excluded from some drop occurrences, and that we can only estimate average probability of a crate surviving this pruning and being generated.

See provided images for default weightings and specific outcomes.

## Drops (Sham = 0)

Drop chances with a 10% NPR chance and 0 shamrocks.

## Drops (Sham = 1)

Drop chances with a 10% NPR chance and 1 shamrock.

## Drops (Sham = 2)

Drop chances with a 10% NPR chance and 2 shamrocks.

## Drops (Sham = 3)

Drop chances with a 10% NPR chance and 3 shamrocks.

## Drops (Sham = 4)

Drop chances with a 10% NPR chance and 4 shamrocks.

## Expected NPR Rates

Below are several charts that can give the player a rough estimate as to a "worst case" scenario that it would take for them to obtain a specific item drop from an NPR - the charts display how many kills, given a specific drop chance (# drops in the respective NPR and the item drop rate column of the enemy chosen) it takes for the player to have the listed probability to have obtained at least one copy of the sought item after the listed number of kills.

**Example:**

If a player wants to know how many Null Fighters they have to kill to have a 75% chance of getting one copy of the Null Bolter, the player uses the charts as follows:

1. Go to the chart with the "75% Guarantee" title.
2. Find the number of drops in the Null Dwellers' item pool. This is listed on their NPR page.
3. Find the corresponding row under "#Drops in Pool" that matches the number in step #2. (18 at the time of writing these steps.)
4. Find the item drop rate of a Null fighter (listed on the respective NPR main page, in this case the drop rate is 23.3%)
5. Match the corresponding column header to the data from step #4.
6. Find the intersection of the row from step #3 and the column from step #4. In this example, we would find the answer to be "106" Null Fighter kills to have a 75% chance of getting at least one Null Bolter drop.

**Charts:**