Drops
A new weapon family, duly delivered to the floor.
A Weapon Drop lies on the ground as an immediately recognisable weapon. Receiver, barrel, feed and payload are assembled through the modular parts contract, whilst restrained rarity lighting keeps the find legible during combat.
Function During a Run
When Kevin has open weapon families, the selection favours unfamiliar equipment. Finding a model already fitted increases that weapon’s level instead. A failed ordinary drop roll may produce a modest Crypto consolation in its place.
Possible Families
The pool contains the Soul Puncher, Deadline Stamp, Compliance Nailer and Department Evictor. Their complete base values appear in the corresponding weapon Codex entries.
Stats
- Sources
- lumb · paramedic · warden_enforcer
- Early chance
- 2%
- Late chance
- 0.5%
- Chance decay window
- 45–150 s
- Guaranteed drops
- 1
- Pity threshold
- 20
- Fallback Crypto
- 3–6
- Pickup radius
- 1.6
- Prioritise unowned families
- 1
Table
| Weapon (DE) | Weapon | Weight | Rarity |
|---|---|---|---|
| Seelen-Locher | Soul Puncher | 30 | Rare |
| Fristen-Stempel | Deadline Stamp | 20 | Epic |
| Compliance-Nagler | Compliance Nailer | 30 | Rare |
| Abteilungs-Räumer | Department Evictor | 20 | Epic |
These values come directly from the game project data. Generator: pae.arena_ecosystem, version schema 1 · deterministic Factory export
