> For the complete documentation index, see [llms.txt](https://shedever-studio.gitbook.io/chess-zombies-wpeng/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://shedever-studio.gitbook.io/chess-zombies-wpeng/ammunition/general-info/drop.md).

# Drop

#### During the drop, the player gets a random ammo.

The algorithm and probabilities for determining the level, type and rarity of ammunition are as follows (calculated automatically):

### Stage 1: determination of the level of ammunition.

In 90% of cases, the level of the dropped ammunition will be equal to the level of the figure that killed the enemy (dealt a fatal blow). But with a probability of 5%, the level can be 1 more or less (cannot be <1 and >15).

The level of ammunition determines how high its basic parameters will be.

### Stage 2: determination of the type of ammunition.

In total, there will be 4 types of ammunition in the game: Armor, Weapons, Decorations and Class items.

#### The drop probabilities are as follows:

* Armor - 58%
* Weapons - 14%
* Jewelry - 21%
* Class - 7%

### Stage 3: determination of the rarity of ammunition.

There will be 5 types of ammunition rarity in the game: Common, Magic, Rare, Unique and Legendary.

#### The drop probabilities are as follows:

* Common - 57%
* Rare - 30%
* Super Rare - 9%
* Unique - 3%
* Epic - 1%

#### The rarity of the ammunition determines how many random characteristics the ammunition can have.

* Common - 0 random stats
* Rare - 2 random stats
* Super Rare - 3 random stats
* Unique - 4 random stats
* Epic - 5 random stats

#### In addition, rarity, like Level, affects the minimum values ​​of ammunition characteristics. The higher the rarity, the higher the base parameters will be.

### Stage 4: determination of the subspecies of ammunition (we will consider in the following sections on the [types of ammunition](/chess-zombies-wpeng/ammunition/ammunition-types.md)).
