Weapon Abilities

AP Cost

 * The number of Action Points needed to fire or reload a firearm.
 * The number of Action Points needed to use the attack of a melee weapon.

Ammo Capacity

 * The number of shots the weapon can fire before needing to be reloaded.

Ammo Type

 * The type of ammunition the weapon uses.

Break

 * The chance the weapon will break when used.

Class

 * The weapon class of the weapon.

Counter

 * Weapons with a Counter ability have a chance to automatically initiate a basic attack when directly attacked by an enemy.

Critical Chance

 * Chance for a critical multiplier to be applied to damage dealt. The higher this number, the more likely the weapon will critical.

Critical Multiplier

 * The amount damage is changed when an attack is critical. The higher this number, the higher the damage dealt when an attack is critical.

Hands

 * Number of hands needed to use.
 * 1-handed: Two equipped 1-handed weapons can be swapped between at no AP cost.
 * 2-handed: Nothing else can be equipped in the hands. Must access inventory to change weapons at the cost of AP.

Noise

 * The amount of noise the weapon makes.

Range

 * The number of squares away the weapon can target enemies.

Stat Chance

 * Chance of Special Abilities succeeding

Strength

 * Strength required to wield effectively.

Type

 * The type of damage the weapon causes.

Weight

 * Weight of the weapon.

ZDamage

 * The percentage damage is adjusted versus zombies.

Arm Sprain

 * Inflict Arm Sprain status.

Bleeding

 * Inflict Bleeding status.

Dizzy

 * Inflict Dizzy status.

Knockdown

 * Inflict Prone status.

Knockback

 * Moves the target back a square.

Leg Sprain

 * Infict the Leg Sprain status.

Alternate Attacks
Not all of these attacks will be available on every weapon: some are specific to one time type of weapon, while others are commonly found in a certain [[Weapon Classes|Weapon Class]. To see what alternate attacks are available on a weapon, simply equip it, and right-click on the weapon to see what other attacks are listed.

Auto
Expends 9 rounds for high damage against one target.

Bark
Dog Allies only. Causes 20 Noise in the dog’s immediate area.

Bash
100% chance to knock back the target, 50% chance to cause Prone.

Bite
Dog Allies only. Standard attack, 20% chance to cause Bleeding.

Break
Destroys the weapon, but causes a critical hit.

Burst
Attacks three times with an automatic weapon but expends three times the ammo.

Cripple
75% chance to cause the Arm Sprain status effect.

Critical Strike
100% critical hit chance on hit.

Ferocity
Dog Allies only. Causes 20 Noise in the dog’s immediate area, and a 50% chance to cause a human enemy to Panic.

Flurry
Attacks 3 times at a reduced accuracy of -30% per attack.

Fortify
Crouch behind your shield in order to end your turn, and double your defense until your next turn.

Hamstring
75% chance to cause the Leg Sprain status effect.

Knockdown
100% chance to cause the Prone status.

Push
100% chance to knock back the target.

Roast
Chance for a 100% critical hit and an 100% chance to cause the Immolate Status Effect with a torch, but breaks the weapon.

Slash
100% chance to cause the Bleeding status effect.

Skullcrusher
Destroys the weapon to cause a critical strike on an undead.

Stagger
100% chance to cause the Dizzy status effect.

Takedown
Dog Allies only. 50% Knockdown chance.

Wild Swing
Reduces accuracy by 30% for a 100% critical hit chance.