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==Basic Abilities==
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===AP Cost===
{{DS header|span=3|header=General Info|content=
 
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*The number of Action Points needed to fire or reload a firearm.
<div style="text-align: left;"></div>
 
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*The number of Action Points needed to use the attack of a melee weapon.
}}
 
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|-
 
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===Ammo Capacity===
{{DS header|span=3|header=Weapon Ability List|content=
 
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*The number of shots the weapon can fire before needing to be reloaded.
<div style="text-align: left;">
 
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===Bleeding===
 
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===Ammo Type===
Cause Bleeding [[statuses|status]].
 
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*The type of [[ammunition]] the weapon uses.
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===Break===
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*The chance the weapon will break when used.
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===Class===
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*The [[Weapon Classes|weapon class]] of the weapon.
   
 
===Counter===
 
===Counter===
[[Weapons]] with a counter ability have a chance to automatically initiate a basic attack when directly attacked by an enemy.
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*[[Weapons]] with a Counter ability have a chance to automatically initiate a basic attack when directly attacked by an enemy.
   
 
===Critical Chance===
 
===Critical Chance===
Chance for a critical multiplier to be applied to damage dealt. The higher this number, the more likely the weapon will critical.
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*Chance for a critical multiplier to be applied to damage dealt. The higher this number, the more likely the weapon will critical.
   
 
===Critical Multiplier===
 
===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.
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*The amount damage is changed when an attack is critical. The higher this number, the higher the damage dealt when an attack is critical.
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===Hands===
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*Number of hands needed to use.
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*1-handed: Two equipped 1-handed weapons can be swapped between at no AP cost.
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*2-handed: Nothing else can be equipped in the hands. Must access inventory to change weapons at the cost of AP.
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===Noise===
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*The amount of [[noise]] the weapon makes.
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===Range===
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*The number of squares away the weapon can target enemies.
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===Stat Chance===
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*Chance of Special Abilities succeeding
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===Strength===
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*[[Strength]] required to wield effectively.
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===Type===
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*The type of [[Damage Types|damage]] the weapon causes.
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===Weight===
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*Weight of the weapon.
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===ZDamage===
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*The percentage damage is adjusted versus zombies.
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==Special Abilities==
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===Arm Sprain===
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*Inflict Arm Sprain [[Status Effects|status]].
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===Bleeding===
 
*Inflict Bleeding [[Status Effects|status]].
   
 
===Dizzy===
 
===Dizzy===
Inflict Dizzy [[statuses|status]].
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*Inflict Dizzy [[Status Effects|status]].
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===Knockdown===
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*Inflict Prone [[Status Effects|status]].
   
 
===Knockback===
 
===Knockback===
Moves the target back a square.
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*Moves the target back a square.
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===Leg Sprain===
 
*Infict the Leg Sprain [[Status|status]].
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==Alternate Attacks==
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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.
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===Auto===
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Expends 9 rounds for high damage against one target.
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===Bark===
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''Dog Allies only''. Causes 20 Noise in the dog’s immediate area.
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===Bash===
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100% chance to knock back the target, 50% chance to cause [[Status_Effects#Prone|Prone]].
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===Bite===
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''Dog Allies only''. Standard attack, 20% chance to cause [[Status_Effects#Bleeding|Bleeding]].
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===Break===
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Destroys the weapon, but causes a critical hit.
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===Burst===
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Attacks three times with an automatic weapon but expends three times the ammo.
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===Cripple===
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75% chance to cause the [[Status_Effects#Arm Sprain|Arm Sprain]] status effect.
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===Critical Strike===
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100% critical hit chance on hit.
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===Ferocity===
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''Dog Allies only''. Causes 20 Noise in the dog’s immediate area, and a 50% chance to cause a human enemy to Panic.
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===Flurry===
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Attacks 3 times at a reduced accuracy of -30% per attack.
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===Fortify===
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Crouch behind your shield in order to end your turn, and double your defense until your next turn.
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===Hamstring===
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75% chance to cause the [[Status_Effects#Leg Sprain|Leg Sprain]] status effect.
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===Knockdown===
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100% chance to cause the [[Status_Effects#Prone|Prone]] status.
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===Push===
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100% chance to knock back the target.
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===Roast===
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Chance for a 100% critical hit and an 100% chance to cause the [[Status_Effects#Immolated|Immolate]] Status Effect with a torch, but breaks the weapon.
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===Slash===
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100% chance to cause the [[Status_Effects#Bleeding|Bleeding]] status effect.
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===Skullcrusher===
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Destroys the weapon to cause a critical strike on an undead.
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===Stagger===
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100% chance to cause the [[Status_Effects#Dizzy|Dizzy]] status effect.
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===Takedown===
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Dog Allies only. 50% [[Status_Effects#Prone|Knockdown]] chance.
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===Wild Swing===
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Reduces accuracy by 30% for a 100% critical hit chance.
   
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[[Category:Gameplay]]
===Pin===
 
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[[Category:Weapons| ]]
Inflicts the Held [[statuses|status]].
 
</div>
 
}}
 
|}
 

Latest revision as of 20:05, 13 September 2020

Basic 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[ | ]

Break[ | ]

  • The chance the weapon will break when used.

Class[ | ]

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[ | ]

Type[ | ]

  • The type of damage the weapon causes.

Weight[ | ]

  • Weight of the weapon.

ZDamage[ | ]

  • The percentage damage is adjusted versus zombies.

Special Abilities[ | ]

Arm Sprain[ | ]

Bleeding[ | ]

Dizzy[ | ]

Knockdown[ | ]

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.