Dead State Wiki

Weapons are used during combat in Dead State.

Melee[]

Melee weapons are able to inflict an array of Status Effects on an enemy. Many weapons include alternate attacks (accessed by right-clicking on the equipped weapon).

Each weapon has a Strength requirement which determines the effective damage output. A character who doesn't meet the Strength requirement can still wield the weapon but there is a 50% damage penalty. A character will do 1 additional damage for every point above the Strength requirement.

The Melee skill and an opponent's Agility affect melee to-hit chance (THC). The following are some examples of the THC modifier:

  • THC is 75% for a character with a Melee skill of 1 against an opponent with 1 Agility, but decreases by 5% for each additional point of opponent Agility.
  • THC is 100% for a character with a Melee skill of 6 against an opponent with 1 Agility, but decreases by 5% for each additional point of opponent Agility. THC also decreases by 5% for each point below a Melee skill of 6 (against the same opponent with 1 Agility).
  • THC is 100% for a character with a Melee skill of 10 against an opponent with 5 Agility, but decreases by 5% for each additional point of opponent Agility. THC also decreases by 5% for each point below a Melee skill of 10 (against the same opponent with 5 Agility).
  • Note: Screwdrivers are good to screw zombies so, save some!

Normal Melee[]

Name Basic AP
Cost
Noise Weapon
Class
Range Damage (Avg. Dmg.) (Dmg./AP) Undead
Dmg Mod
Critical
Chance
Strength
Required
Break
Chance
Weight Weapon Effects
Screwdriver 2 1 Implement
(1 Hand)
1 1-10
(Piercing)
5.50 2.75 115% 5%
(3.25x dmg)
1 5% 0.50 lbs Counter (20%), Bleed (40%)
Kitchen Knife 3 2 Knife
(1 Hand)
1 3-10
(Slash)
6.50 2.17 40% 10%
(2.00x dmg)
1 5% 1.00 lbs Counter (40%), Bleed (40%)
Makeshift Pike 5 3 Polearm
(2 Hand)
1 5-20
(Piercing)
12.50 2.50 40% 5%
(3.00x dmg)
2 5% 1.00 lbs Knockback (10%), Knockdown (10%)
Sickle 3 6 Knife
(1 Hand)
1 5-40
(Slash)
22.5 7.50 80% 5%
(3.00x dmg)
3 10% 1.00 lbs Bleed (40%)
Cleaver 4 4 Knife
(1 Hand)
1 5-15
(Slash)
10.00 2.50 50% 10%
(2.00x dmg)
1 5% 1.00 lbs Bleed (20%), Counter (5%)
Wood Plank 4 6 Bat
(2 Hand)
2 5-18
(Bludgeoning)
11.50 2.88 100% 5%
(2.00x dmg)
2 5% 2.00 lbs Dizzy (15%), Knockback (5%)
Claw Hammer 3 4 Hammer
(1 Hand)
1 6-15
(Bludgeoning)
10.50 3.50 125% 5%
(2.00x dmg)
2 2.50 lbs Counter (35%), Dizzy (20%)
Hatchet 4 4 Axe
(1 Hand)
1 8-18
(Slash)
13.00 3.25 100% 5%
(3.00x dmg)
3 5% 2.00 lbs Counter (5%), Bleed (40%)
Machete 4 4 Knife
(1 Hand)
1 8-20
(Slash)
14.00 3.50 60% 10%
(2.25x dmg)
2 2.00 lbs Bleed (50%), Counter (5%)
Tiller 5 5 Polearm
(2 Hand)
2 10-30
(Piercing)
20.00 4.00 80% 10%
(3.00x dmg)
3 5.00 lbs Knockback (10%), Bleed (5%)
Crowbar 5 5 Club
(1 Hand)
1 12-20
(Bludgeoning)
16.00 3.20 125% 5%
(2.50x dmg)
4 4.00 lbs Knockdown (10%), Dizzy (25%)
Nightstick 4 4 Club
(1 Hand)
1 12-20
(Bludgeoning)
16.00 4.00 110% 3%
(2.00x dmg)
3 1.00 lbs Dizzy (30%), Counter (20%)
Combat Knife 3 1 Knife
(1 Hand)
1 12-18
(Slash)
15.00 5.00 50% 10%
(2.00x dmg)
1 1.00 lbs Counter (50%), Bleed (35%)
Kukri 3 1 Knife
(1 Hand)
1 15-24
(Slash)
19.50 6.50 80% 5%
(3.00x dmg)
1 1.00 lbs Counter (75%), Bleed (50%)
Pitchfork 5 5 Polearm
(2 Hand)
2 15-40
(Piercing)
27.50 5.50 50% 5%
(3.25x dmg)
4 4.00 lbs Knockback (15%), Knockdown (25%), Bleed (10%)
Bowie Knife 4 2 Knife
(1 Hand)
1 18-30
(Slash)
24.00 6.00 70% 5%
(3.00x dmg)
3 2.00 lbs Counter (50%), Bleed (50%)
Pipe Wrench 5 6 Club
(1 Hand)
1 18-25
(Bludgeoning)
21.50 4.30 120% 5%
(2.50x dmg)
6 3.00 lbs Dizzy (20%), Knockdown (10%)
Combat Machete 4 3 Knife
(1 Hand)
1 18-26
(Slash)
22.00 5.50 70% 15%
(2.25x dmg)
3 1.00 lbs Bleed (40%), Counter (10%)
Tree Trimmer 5 4 Polearm
(2 Hand)
2 18-30
(Slash)
24.00 4.80 85% 5%
(2.50x dmg)
5 5.00 lbs Knockback (10%), Knockdown (15%), Bleed (25%)
Baseball Bat 4 4 Bat
(2 Hand)
1 18-28
(Bludgeoning)
23.00 5.75 150% 5%
(2.00x dmg)
4 2.00 lbs Dizzy (20%)
Crash Axe 4 4 Axe
(1 Hand)
1 20-30
(Piercing)
25.00 6.25 125% 8%
(2.25x dmg)
3 2.00 lbs Counter (50%), Bleed (50%)
Wood Axe 6 6 Axe
(2 Hand)
1 20-35
(Slash)
27.50 4.58 150% 10%
(2.25x dmg)
5 7.00 lbs Bleed (15%)
Pickaxe 6 6 Axe
(2 Hand)
1 20-35
(Piercing)
27.50 4.58 125% 8%
(3.00x dmg)
7 4.00 lbs Bleed (10%)
Shovel 5 6 Hammer
(2 Hand)
1 20-30
(Bludgeoning)
25.00 5.00 110% 5%
(2.25x dmg)
4 5.00 lbs Knockback (10%), Knockdown (15%), Dizzy (20%)
Spear 5 4 Polearm
(2 Hand)
2 28-34
(Piercing)
31.00 6.20 65% 5%
(3.00x dmg)
3 3.00 lbs Knockdown (35%), Bleed (40%)
Telescoping Baton 3 3 Club
(1 Hand)
1 20-25
(Bludgeoning)
22.50 7.50 100% 10%
(2.00x dmg)
2 2.00 lbs Counter (40%), Dizzy (35%)
Aluminium Bat 4 5 Bat
(2 Hand)
1 24-32
(Bludgeoning)
28.00 7.00 125% 10%
(2.00x dmg)
3 2.00 lbs Knockback (25%), Dizzy (30%)
Bastard Sword 5 7 Blade
(2 Hand)
1 28-50
(Slash)
39.00 7.80 75% 15%
(2.75x dmg)
7 10.00 lbs Bleed (60%)
Sledgehammer 7 7 Hammer
(2 Hand)
1 28-50
(Bludgeoning)
39.00 5.57 200% 8%
(2.00x dmg)
6 6.00 lbs Knockdown (15%, Dizzy (10%), Knockback (15%)
Brush Hook 5 5 Axe
(2 Hand)
1 30-45
(Slash)
37.50 7.50 150% 8%
(2.50x dmg)
6 3.00 lbs Bleed (25%)
Fire Axe 6 5 Axe
(2 Hand)
1 35-50
(Slash)
42.50 7.08 150% 8%
(2.50x dmg)
4 4.00 lbs Bleed (35%)
Railroad Hammer 7 8 Hammer
(2 Hand)
1 45-70
(Bludgeoning)
57.50 8.21 200% 8%
(2.00x dmg)
8 12.00 lbs Knockback (20%), Knockdown (20%), Dizzy (15%)
Cricket Bat 4 4 Bat
(2 Hand)
1 22-36
(Bludgeoning)
29.00 7.25 125% 10%
(2.00x dmg)
4 3.00 lbs Knockback (20%), Dizzy (25%)

Unique Melee[]

Name Basic AP
Cost
Noise Weapon
Class
Range Damage (Avg. Dmg.) (Dmg./AP) Undead
Dmg Mod
Critical
Chance
Strength
Required
Weight Weapon Effects
Mr. Stabby 4 2 Knife
(1 Hand)
1 22-40
(Slash)
31.00 7.75 70% 5%
(3.00x dmg)
3 2.00 lbs Counter (60%), Bleed (60%)
Carbon Steel Tonfa 4 4 Club
(1 Hand)
1 22-26
(Bludgeoning)
24.00 6.00 125% 10%
(2.00x dmg)
3 1.50 lbs Dizzy (35%), Counter (100%)
Disaster Axe 4 4 Axe
(1 Hand)
1 30-40
(Piercing)
35.00 8.75 125% 10%
(2.50x dmg)
3 2.50 lbs Counter (50%), Bleed (60%), Dizzy (15%)
Electric Baton 4 6 Club
(1 Hand)
1 25-32
(Bludgeoning)
28.50 7.13 100% 10%
(2.00x dmg)
4 2.00 lbs Counter (45%), Dizzy (45%), Knockdown (25%)
Red On You 4 4 Bat
(2 Hand)
1 30-50
(Bludgeoning)
40.00 10.00 125% 10%
(2.25x dmg)
4 3.00 lbs Knockback (30%), Dizzy (45%)
Flanged Mace 5 5 Club
(1 Hand)
1 38-45
(Bludgeoning)
41.50 8.30 150% 10%
(2.75x dmg)
8 5.00 lbs Knockdown (15%), Dizzy (40%)
Dragoon 5 4 Polearm
(2 Hand)
2 40-45
(Piercing)
42.50 8.50 65% 10%
(3.00x dmg)
3 3.00 lbs Knockdown (45%), Bleed (40%), Knockback (20%)
Unasume 5 3 Blade
(2 Hand)
1 40-60
(Slash)
50.00 10.00 70% 5%
(3.00x dmg)
5 9.50 lbs Bleed (70%)
Carbon Fiber Bat 5 5 Bat
(2 Hand)
1 42-55
(Bludgeoning)
48.50 9.70 125% 5%
(2.50x dmg)
4 1.50 lbs Knockback (25%), Dizzy (45%), Knockback (10%)
Hackjob 6 5 Axe
(2 Hand)
1 45-60
(Slash)
52.50 8.75 125% 15%
(2.75x dmg)
4 5.00 lbs Bleed (45%)
Intimacy Problems 6 4 Polearm
(2 Hand)
2 40-65
(Slash)
52.50 8.75 100% 5%
(3.00x dmg)
6 4.00 lbs Knockback (30%), Knockdown (40%), Bleed (35%)
Snowblind 5 7 Blade
(2 Hand)
1 48-65
(Slash)
56.50 11.30 100% 15%
(3.00x dmg)
8 11.00 lbs Bleed (70%), Dizzy (15%)
Industrial Hammer 7 8 Hammer
(2 Hand)
1 65-100
(Bludgeoning)
82.50 11.79 200% 8%
(2.00x dmg)
10 20.00 lbs Knockback (25%), Knockdown (25%), Dizzy (30%)

Ranged[]

Ranged weapon effectiveness is determined by the user's Ranged skill and Perception skill, as well as weapon range (how far away an opponent is) and the opponent's Agility. The Ranged skill affects damage output and Critical Chance, while the Perception skill and opponent Agility affects to-hit chance (THC). Weapon range affects all ranged modifiers (Damage, Critical Chance, and THC).

Damage output and Critical Chance are determined by the Ranged skill and affected by weapon range. A damage bonus (+10% to +50%) and Critical Chance bonus (+5% to +45%) will be applied for each point of Ranged skill above the respective range to target. For example, a 10% damage bonus is applied when the character's Ranged skill is 2 against an opponent at a range of 1. The bonus increases by 5% for each additional point of Ranged skill. In this same scenario (Ranged skill of 2 and target range 1), the Critical Chance bonus is 5% and increases by 5% for each additional point of Ranged skill.

A character's to-hit chance (THC) is determined by the Ranged skill, Perception Stat, weapon range, how far away an opponent is/enemy range, equipment/weapon bonuses, and the opponent's Agility. Although the manual does not indicate it, ranged skill gives 5% bonus THC per level. It seems the way ranged THC is described in the manual ("the attacker to-hit chance is measured by comparing the attacker's Perception skill with the Weapon Range (the effective distance away that a weapon can hit), then calculating that versus the target's Agility stat ") is not the way it was implemented in game. If it was, Sniper Rifles with 15 range would always give a 0% base THC even with a maximum 10 perception. So the "Ranged To-Hit Chart" in the manual that uses the term "Weapon Range", should have used the term range to target or enemy range. The range stat of a weapon has an effect on THC that is different from what the chart indicates-it is a linear 5% per Weapon Range inside the weapons range (0% at maximum range). So an enemy at a range of 6 shot by a weapon with Weapon Range 8 will receive a 10% bonus THC. Once you go beyond the Weapon Range there is a penalty of 25% per square of range.

THC decreases by 25% for every enemy range increment above the respective Perception skill. For example, a character with a Perception skill of 3, will have 100% THC against an enemy at a range of 3 (or closer). In the same scenario (with a Perception skill of 3), if enemy range is 4, then THC becomes 75%; a range of 5 will be 50% THC, a range of 6 is 25% THC, and a range of 7 or greater will be 0% THC. An opponent's Agility will affect THC anywhere from -10% to -55%. An opponent with 1 Agility will reduce THC by 10%, with a further reduction of 5% for each additional point of Agility.

This was tested in game with a variety of weapons on various Perception stat levels and ranged skill levels. For example, a Hunting Rifle (10 Weapon Range), Range skill of 1, Perception 5, Enemy Range 7, Enemy Agility 8: in game the THC is displayed as 25% (35% with Marksman Gloves). Comparing Perception to Enemy range, the base THC is 50%, Ranged skill of 1 gives 5%, enemy agility reduces THC by 45%. Weapon range surpasses enemy range by 3. This is +5% for each additional range so 15%. 50%+5%-45%+15%=25% The exact same set up with Ranged Skill 9 had a 65% THC (40% more for the 8 higher skill). So the calculation is: Base THC% + Ranged Skill bonus - Enemy Agility modifier +/- Weapon Range Modifier + Equipment modifiers + Weapon Bonuses.

However, this seems to break with the Sniper Rifle and Laser Sighted MS4 THC values, as when tested with 15 Weapon Range, Perception 5, Ranged Skill 1, Enemy Range 13, Enemy Agility 8 the game displayed THC of 45%. This should have been: Perception vs enemy range=0%, Ranged Skill +5%, Enemy Agility -45%. Weapon Range vs enemy range gives 2 extra weapon range=+5%+5%=+10% THC. This sums to a -30% THC and should have displayed as 0% So there is an extra 75% THC coming from somewhere, possibly a hidden bonus on the Sniper Rifle. Similarly, the Laser Sighted MS4 seems to have a hidden +50% THC as all calculations were off by this amount. So there are some undisclosed bonuses when using certain guns.


Normal Ranged[]

Name Basic AP
Cost
Noise Weapon
Class
Range Damage (Avg. Dmg.) (Dmg./AP) Critical
Chance
Ammo
Capacity
Ammo
Type
Weight Weapon Effects
.38 Snubnose 4 25 Pistol
(1 Hand)
5 20-30
(Ballistic)
25.00 6.25 3%
(1.50x dmg)
6 38 Ammo 2.00 lbs
MSG-10 3 25 SMG
(2 Hand)
5 20-30
(Ballistic)
25.00 8.33 3%
(1.50x dmg)
30 9mm Ammo 5.00 lbs
Antique Revolver 3 25 Pistol
(1 Hand)
6 30-40
(Ballistic)
35.00 11.67 5%
(1.50x dmg)
6 38 Ammo 3.00 lbs
9mm Pistol 4 25 Pistol
(1 Hand)
7 25-35
(Ballistic)
30.00 7.50 3%
(1.50x dmg)
8 9mm Ammo 2.00 lbs
MK5 4 35 SMG
(2 Hand)
6 30-50
(Ballistic)
40.00 10.00 5%
(1.50x dmg)
18 9mm Ammo 7.00 lbs
Lever-Action Rifle 5 30 Rifle
(2 Hand)
8 30-40
(Ballistic)
35.00 7.00 8%
(1.50x dmg)
8 38 Ammo 8.00 lbs
Compound Bow 6 1 Bow
(2 Hand)
10 25-40
(Piercing)
32.50 5.42 10%
(1.50x dmg)
1 Arrow 5.00 lbs
Hunting Shotgun 5 40 Shotgun
(2 Hand)
4 30-50
(Ballistic)
40.00 8.00 5%
(1.50x dmg)
2 Shotgun Shells 7.00 lbs Knockdown (10%)
AKA7 5 45 Rifle
(2 Hand)
7 35-65
(Ballistic)
50.00 10.00 5%
(1.50x dmg)
30 762 Ammo 10.00 lbs
357 Magnum 4 30 Pistol
(1 Hand)
6 30-50
(Ballistic)
40.00 10.00 5%
(1.50x dmg)
6 357 Magnum Bullets 3.00 lbs
Police Shotgun 5 40 Shotgun
(2 Hand)
5 45-60
(Ballistic)
52.50 10.50 3%
(1.50x dmg)
5 Shotgun Shells 10.00 lbs Knockdown (15%)
Crossbow 4 8 Crossbow
(2 Hand)
6 30-60
(Piercing)
45.00 11.25 10%
(2.00x dmg)
1 Bolt 8.00 lbs
Sawed-Off Shotgun 4 45 Pistol
(1 Hand)
2 40-70
(Ballistic)
55.00 13.75 5%
(1.50x dmg)
2 Shotgun Shells 5.00 lbs Knockback (50%)
MS4 5 30 Rifle
(2 Hand)
12 35-55
(Ballistic)
45.00 9.00 7%
(1.50x dmg)
20 5.56 Ammo 10.00 lbs
Combat Shotgun 4 40 Shotgun
(2 Hand)
6 50-75
(Ballistic)
62.50 15.63 3%
(1.50x dmg)
8 Shotgun Shells 10.00 lbs Knockdown (20%)
Hunting Rifle 6 40 Rifle
(2 Hand)
10 50-90
(Ballistic)
70.00 11.67 8%
(1.50x dmg)
6 762 Ammo 8.00 lbs

Modded Ranged[]

Modded Ranged Weapons can be crafted, but there is also a rare chance to find them out in the field.

Name Basic AP
Cost
Noise Weapon
Class
Range Damage (Avg. Dmg.) (Dmg./AP) Critical
Chance
Ammo
Capacity
Ammo
Type
Weight Weapon Effects
Speed Loading .38 4 25 Pistol
(1 Hand)
5 20-30
(Ballistic)
25.00 6.25 3%
(1.50x dmg)
6 38 Ammo 2.50 lbs
Silenced 9MM 4 10 Pistol
(1 Hand)
7 25-35
(Ballistic)
30.00 7.50 3%
(1.50x dmg)
8 9mm Ammo 2.50 lbs
Long Barrel Magnum 4 30 Pistol
(1 Hand)
8 35-60
(Ballistic)
47.50 11.88 5%
(1.50x dmg)
6 357 Magnum Bullets 3.50 lbs
SWAT Shotgun 5 40 Shotgun
(2 Hand)
5 50-65
(Ballistic)
57.50 11.50 5%
(1.50x dmg)
8 Shotgun Shells 11.00 lbs Knockdown (20%)
Sighted Shotgun 4 40 Shotgun
(2 Hand)
6 55-80
(Ballistic)
67.50 16.88 8%
(1.50x dmg)
8 Shotgun Shells 10.50 lbs Knockdown (20%)
Suppressed MK5 4 12 SMG
(2 Hand)
6 30-50
(Ballistic)
40.00 10.00 5%
(1.50x dmg)
18 9mm Ammo 8.00 lbs
High Volume AKA7 5 45 Rifle
(2 Hand)
7 35-65
(Ballistic)
50.00 10.00 5%
(1.50x dmg)
45 762 Ammo 12.00 lbs
Laser Sighted MS4 5 30 Rifle
(2 Hand)
12 35-55
(Ballistic)
45.00 9.00 10%
(1.50x dmg)
20 5.56 Ammo 10.50 lbs
Sniper Rifle 6 40 Rifle
(2 Hand)
15 70-90
(Ballistic)
80.00 13.33 15%
(2.00x dmg)
6 762 Ammo 8.50 lbs

Unique Ranged[]

Name Basic AP
Cost
Noise Weapon
Class
Range Damage (Avg. Dmg.) (Dmg./AP) Critical
Chance
Ammo
Capacity
Ammo
Type
Weight
Platepiercer 4 10 Crossbow
(2 Hand)
7 60-80
(Piercing)
70.00 17.50 15%
(2.00x dmg)
1 Bolt 10.00 lbs
Sterling 6 1 Bow
(2 Hand)
10 40-60
(Piercing)
50.00 8.33 15%
(1.50x dmg)
1 Arrow 4.00 lbs

Special Weapons[]

Charge Weapons[]

Charge weapons are limited-use weapons with a set number of charges before they are rendered useless (they can never be reloaded). These weapons often have powerful attacks and bonuses.

Charge weapons are equipped in a normal weapon slot.

Name Basic AP
Cost
Noise Weapon
Class
Range Damage (Avg. Dmg.) (Dmg./AP) Undead
Dmg Mod
Critical
Chance
Strength
Required
Break
Chance
Ammo
Capacity
Ammo
Type
Weight Weapon Effects
Chainsaw 7 50 Special
(2 Hand)
1 40-75
(Slash)
57.50 8.21 100% 10%
(3.00x dmg)
8 10.00 lbs Knockback (20%), Bleed (80%)
Nailgun 3 8 Pistol
(1 Hand)
1 10-25
(Piercing)
17.50 5.83 8%
(2.50x dmg)
12 Special 5.00 lbs
Flare Gun 3 20 Pistol
(1 Hand)
7 8-30
(Fire)
19.00 6.33 1%
(3.00x dmg)
5 Special 2.00 lbs Immolate (100%)
Pepper Spray 4 5 Special
(1 Hand)
1 0-0
(Chemical)
0.00 0.00 0% 0%
(0.00x dmg)
1 0.50 lbs Blind (100%)
Stun Gun 4 8 Special
(1 Hand)
1 0-0
(Piercing)
0.00 0.00 100% 0%
(0.00x dmg)
1 0.50 lbs Knockdown (100%), Dizzy (100%)
Torch 3 6 Special
(1 Hand)
1 5-15
(Fire)
10.00 3.33 100% 5%
(1.50x dmg)
1 5% 2.00 lbs Immolate (50%), Knockback (20%)

Thrown Items[]

Thrown items often have an area-of-effect (AoE). They all have a cost of 4 AP.

Thrown weapons are equipped in an Item slot.

Name Basic AP
Cost
Noise Weapon
Class
Range Damage (Avg. Dmg.) (Dmg./AP) Attack
Radius
Weight Weapon Effects | Timer
Molotov Cocktail 4 15 Thrown
(1 Hand)
15 13-18
(Fire)
15.50 3.88 1 0.50 lbs Immolate (100%) | Instant
Firecracker 4 45 Thrown
(1 Hand)
18 1-1
(Chemical)
1.00 0.25 0 0.50 lbs Instant
Incendiary Grenade 4 40 Thrown
(1 Hand)
18 30-50
(Fire)
40.00 10.00 2 0.50 lbs Instant
Nerve Gas 4 10 Thrown
(1 Hand)
18 3-5
(Chemical)
4.00 1.00 4 0.50 lbs Instant
Mine 4 40 Thrown
(1 Hand)
1 45-80
(Piercing)
62.50 15.63 1 2.00 lbs Knockdown (100%) | Proximity
Bola 4 1 Thrown
(1 Hand)
5 1-10
(Bite)
5.50 1.38 0 1.00 lbs Instant
Grenade 4 50 Thrown
(1 Hand)
18 50-80
(Piercing)
65.00 16.25 2 0.50 lbs Instant (And annoying)
Jar of Acid 4 8 Thrown
(1 Hand)
6 15-45
(Chemical)
30.00 7.50 2 1.50 lbs Bleed (100%) | Instant
Noisemaker 4 30 Thrown
(1 Hand)
20 0-0
(Bite)
0.00 0.00 0 0.50 lbs Instant
Tear Gas 4 20 Thrown
(1 Hand)
10 1-5
(Chemical)
3.00 0.75 2 0.50 lbs Dizzy (100%), Blind (100%) Instant
Timed Explosive 4 40 Thrown
(1 Hand)
1 80-150
(Piercing)
115.00 28.75 6 2.00 lbs 5 - 8 Turns (Not tested yet)