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(→‎Melee: Corrected damage numbers for weapon strength requirement.)
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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).
 
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 [[Stats#Strength|Strength]] requirement, which determines the effective damage output. With less than the required Strength, damage dealt will be half (50%) that of someone who does meet the requirement. If Strength is greater than the requirement, more damage will be inflicted (+1 damage for every point beyond the requirement).
+
Each weapon has a [[Stats#Strength|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 [[Skills|Melee]] skill and an opponent's [[Stats|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===
 
===Normal Melee===
 
{| class="wikitable sortable" style="text-align: center;"
 
{| class="wikitable sortable" style="text-align: center;"
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|-
 
|-
 
| style="background-color:#000" | [[File:CricketBat.png|50px|none]] || Cricket Bat || 4 || 4 || Bat<br>(2 Hand) || 1 || 22-36<br>(Bludgeoning) || 29.00 || 7.25 || 125% || 10%<br>(2.00x dmg) || 4 || || 3.00 lbs || Knockback (20%), Dizzy (25%)
 
| style="background-color:#000" | [[File:CricketBat.png|50px|none]] || Cricket Bat || 4 || 4 || Bat<br>(2 Hand) || 1 || 22-36<br>(Bludgeoning) || 29.00 || 7.25 || 125% || 10%<br>(2.00x dmg) || 4 || || 3.00 lbs || Knockback (20%), Dizzy (25%)
|-
 
| style="background-color:#000" | [[File:Katana.png|50px|none]] || Katana || 5 || 3 || Blade<br>(2 Hand) || 1 || 25-55<br>(Slash) || 40.00 || 8.00 || 50% || 5%<br>(3.00x dmg) || 5 || || 10.00 lbs ||
 
|-
 
| style="background-color:#000" | [[File:Halbert.png|50px|none]] || Halberd || 6 || 4 || Polearm<br>(2 Hand) || 1 || 25-48<br>(Piercing) || 36.50 || 6.08 || 85% || 5%<br>(3.00x dmg) || 6 || || 4.00 lbs ||
 
 
|}
 
|}
   
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==Ranged==
 
==Ranged==
  +
Ranged weapon effectiveness is determined by the user's [[Ranged]] [[Skills|skill]] and [[Perception]] skill, as well as weapon range (how far away an opponent is) and the opponent's [[Stats|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]] [[Skills|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 [[Skills|Ranged skill]], [[Perception]] [[Stats|Stat]], weapon range, how far away an opponent is/enemy range, equipment/weapon bonuses, and the opponent's [[Stats|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.
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  +
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.
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  +
<br />
  +
 
===Normal Ranged===
 
===Normal Ranged===
 
{| class="wikitable sortable" style="text-align: center;"
 
{| class="wikitable sortable" style="text-align: center;"
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{| class="wikitable sortable" style="text-align: center;"
 
{| class="wikitable sortable" style="text-align: center;"
 
|-
 
|-
! class="unsortable" | !! style="min-width:130px" | Name !! data-sort-type="number" | Basic AP<br>Cost !! data-sort-type="number" | Noise !! data-sort-type="number" | Weapon<br>Class !! data-sort-type="number" | Range !! data-sort-type="number" | Damage !! data-sort-type="number" | (Avg. Dmg.) !! data-sort-type="number" | (Dmg./AP) !! data-sort-type="number" | Attack<br>Radius !! data-sort-type="number" | Weight !! data-sort-type="number" | Weapon Effects
+
! class="unsortable" | !! style="min-width:130px" | Name !! data-sort-type="number" | Basic AP<br>Cost !! data-sort-type="number" | Noise !! data-sort-type="number" | Weapon<br>Class !! data-sort-type="number" | Range !! data-sort-type="number" | Damage !! data-sort-type="number" | (Avg. Dmg.) !! data-sort-type="number" | (Dmg./AP) !! data-sort-type="number" | Attack<br>Radius !! data-sort-type="number" | Weight !! data-sort-type="number" | Weapon Effects | Timer
 
|-
 
|-
| style="background-color:#000" | [[File:Molotov.png|50px|none]] || Molotov Cocktail || 4 || 15 || Thrown<br>(1 Hand) || 15 || 13-18<br>(Fire) || 15.50 || 3.88 || 1 || 0.50 lbs || [[Status Effects#Immolated|Immolate]] (100%)
+
| style="background-color:#000" | [[File:Molotov.png|50px|none]] || Molotov Cocktail || 4 || 15 || Thrown<br>(1 Hand) || 15 || 13-18<br>(Fire) || 15.50 || 3.88 || 1 || 0.50 lbs || [[Status Effects#Immolated|Immolate]] (100%) | Instant
 
|-
 
|-
| style="background-color:#000" | [[File:Firecracker.png|50px|none]] || Firecracker || 4 || 45 || Thrown<br>(1 Hand) || 18 || 1-1<br>(Chemical) || 1.00 || 0.25 || 0 || 0.50 lbs || (Noise)
+
| style="background-color:#000" | [[File:Firecracker.png|50px|none]] || Firecracker || 4 || 45 || Thrown<br>(1 Hand) || 18 || 1-1<br>(Chemical) || 1.00 || 0.25 || 0 || 0.50 lbs || (Noise) | Instant
 
|-
 
|-
| style="background-color:#000" | [[File:Throw_incendiary.png|50px|none]] || Incendiary Grenade || 4 || 40 || Thrown<br>(1 Hand) || 18 || 30-50<br>(Fire) || 40.00 || 10.00 || 2 || 0.50 lbs || Immolate (100%)
+
| style="background-color:#000" | [[File:Throw_incendiary.png|50px|none]] || Incendiary Grenade || 4 || 40 || Thrown<br>(1 Hand) || 18 || 30-50<br>(Fire) || 40.00 || 10.00 || 2 || 0.50 lbs || Immolate (100%) | Instant
 
|-
 
|-
| style="background-color:#000" | [[File:Nerve_gas.png|50px|none]] || Nerve Gas || 4 || 10 || Thrown<br>(1 Hand) || 18 || 3-5<br>(Chemical) || 4.00 || 1.00 || 4 || 0.50 lbs || (Black out)
+
| style="background-color:#000" | [[File:Nerve_gas.png|50px|none]] || Nerve Gas || 4 || 10 || Thrown<br>(1 Hand) || 18 || 3-5<br>(Chemical) || 4.00 || 1.00 || 4 || 0.50 lbs || (Black out) | Instant
 
|-
 
|-
| style="background-color:#000" | [[File:Mine.png|50px|none]] || Mine || 4 || 40 || Thrown<br>(1 Hand) || 1 || 45-80<br>(Piercing) || 62.50 || 15.63 || 1 || 2.00 lbs || [[Status Effects#Prone|Knockdown]] (100%)
+
| style="background-color:#000" | [[File:Mine.png|50px|none]] || Mine || 4 || 40 || Thrown<br>(1 Hand) || 1 || 45-80<br>(Piercing) || 62.50 || 15.63 || 1 || 2.00 lbs || [[Status Effects#Prone|Knockdown]] (100%) | Proximity
 
|-
 
|-
| style="background-color:#000" | [[File:Bola.png|50px|none]] || Bola || 4 || 1 || Thrown<br>(1 Hand) || 5 || 1-10<br>(Bite) || 5.50 || 1.38 || 0 || 1.00 lbs || (Knockdown)
+
| style="background-color:#000" | [[File:Bola.png|50px|none]] || Bola || 4 || 1 || Thrown<br>(1 Hand) || 5 || 1-10<br>(Bite) || 5.50 || 1.38 || 0 || 1.00 lbs || (Knockdown) | Instant
 
|-
 
|-
| style="background-color:#000" | [[File:throw_grenade.png|50px|none]] || Grenade || 4 || 50 || Thrown<br>(1 Hand) || 18 || 50-80<br>(Piercing) || 65.00 || 16.25 || 2 || 0.50 lbs || (Knockdown)
+
| style="background-color:#000" | [[File:throw_grenade.png|50px|none]] || Grenade || 4 || 50 || Thrown<br>(1 Hand) || 18 || 50-80<br>(Piercing) || 65.00 || 16.25 || 2 || 0.50 lbs || (Knockdown) | Instant (And annoying)
 
|-
 
|-
| style="background-color:#000" | [[File:Throw_jarOfAcid.png|50px|none]] || Jar of Acid || 4 || 8 || Thrown<br>(1 Hand) || 6 || 15-45<br>(Chemical) || 30.00 || 7.50 || 2 || 1.50 lbs || [[Status Effects#Bleeding|Bleed]] (100%)
+
| style="background-color:#000" | [[File:Throw_jarOfAcid.png|50px|none]] || Jar of Acid || 4 || 8 || Thrown<br>(1 Hand) || 6 || 15-45<br>(Chemical) || 30.00 || 7.50 || 2 || 1.50 lbs || [[Status Effects#Bleeding|Bleed]] (100%) | Instant
 
|-
 
|-
| style="background-color:#000" | [[File:Noisemaker.png|50px|none]] || Noisemaker || 4 || 30 || Thrown<br>(1 Hand) || 20 || 0-0<br>(Bite) || 0.00 || 0.00 || 0 || 0.50 lbs || (Noise)
+
| style="background-color:#000" | [[File:Noisemaker.png|50px|none]] || Noisemaker || 4 || 30 || Thrown<br>(1 Hand) || 20 || 0-0<br>(Bite) || 0.00 || 0.00 || 0 || 0.50 lbs || (Noise) | Instant
 
|-
 
|-
| style="background-color:#000" | [[File:Tear_gas.png|50px|none]] || Tear Gas || 4 || 20 || Thrown<br>(1 Hand) || 10 || 1-5<br>(Chemical) || 3.00 || 0.75 || 2 || 0.50 lbs || [[Status Effects#Dizzy|Dizzy]] (100%), [[Status Effects#Blind|Blind]] (100%)
+
| style="background-color:#000" | [[File:Tear_gas.png|50px|none]] || Tear Gas || 4 || 20 || Thrown<br>(1 Hand) || 10 || 1-5<br>(Chemical) || 3.00 || 0.75 || 2 || 0.50 lbs || [[Status Effects#Dizzy|Dizzy]] (100%), [[Status Effects#Blind|Blind]] (100%) Instant
 
|-
 
|-
| style="background-color:#000" | [[File:Throw_timedExplosive.png|50px|none]] || Timed Explosive || 4 || 40 || Thrown<br>(1 Hand) || 1 || 80-150<br>(Piercing) || 115.00 || 28.75 || 6 || 2.00 lbs || Knockdown (100%)
+
| style="background-color:#000" | [[File:Throw_timedExplosive.png|50px|none]] || Timed Explosive || 4 || 40 || Thrown<br>(1 Hand) || 1 || 80-150<br>(Piercing) || 115.00 || 28.75 || 6 || 2.00 lbs || Knockdown (100%) | 5 - 8 Turns (Not tested yet)
 
|}
 
|}
   
[[Category:Weapons]]
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[[Category:Weapons| ]]

Latest revision as of 04:19, 13 July 2021

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
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%)
KitchenKnife
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%)
MakeshiftPike
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
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
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%)
WoodPlank
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%)
ClawHammer
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
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
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
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
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
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%)
CombatKnife
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
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
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%)
BowieKnife
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%)
PipeWrench
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%)
CombatMachete
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%)
TreeTrimmer
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%)
BaseballBat
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%)
CrashAxe
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%)
WoodAxe
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
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
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
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%)
TelescopingBaton
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%)
AluminiumBat
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%)
BastardSword
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
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%)
BrushHook
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%)
FireAxe
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%)
RailroadHammer
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%)
CricketBat
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
MrStabby
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%)
CarbonSteelTonfa
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%)
DisasterAxe
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%)
ElectricBaton
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%)
RedOnYou
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%)
FlangedMace
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
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
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%)
CarbonFiberBat
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
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%)
IntimacyProblems
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
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%)
IndustrialHammer
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
38Snubnose
.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
MSG10
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
AntiqueRevolver
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
9mmPistol
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
MK5 4 35 SMG
(2 Hand)
6 30-50
(Ballistic)
40.00 10.00 5%
(1.50x dmg)
18 9mm Ammo 7.00 lbs
LeverActionRifle
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
CompoundBow
Compound Bow 6 1 Bow
(2 Hand)
10 25-40
(Piercing)
32.50 5.42 10%
(1.50x dmg)
1 Arrow 5.00 lbs
HuntingShotgun
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
AKA7 5 45 Rifle
(2 Hand)
7 35-65
(Ballistic)
50.00 10.00 5%
(1.50x dmg)
30 762 Ammo 10.00 lbs
357Magnum
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
PoliceShotgun
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
Crossbow 4 8 Crossbow
(2 Hand)
6 30-60
(Piercing)
45.00 11.25 10%
(2.00x dmg)
1 Bolt 8.00 lbs
SawedOffShotgun
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
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
CombatShotgun
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%)
HuntingRifle
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
Pistol 38 speedLoader
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
Pistol 9mm silenced
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
Pistol 357 longBarrel
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
Shotgun police swat
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%)
Shotgun combat sighted
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%)
Smg mk5 supressed
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
Rifle aka7 highVolume
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
Rifle ms4 laserSight
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
SniperRifle
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
Platepiercer 4 10 Crossbow
(2 Hand)
7 60-80
(Piercing)
70.00 17.50 15%
(2.00x dmg)
1 Bolt 10.00 lbs
Sterling
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
Special chainsaw
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
Nailgun 3 8 Pistol
(1 Hand)
1 10-25
(Piercing)
17.50 5.83 8%
(2.50x dmg)
12 Special 5.00 lbs
Flaregun
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%)
Pepperspray
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%)
Stungun
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
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
Molotov Cocktail 4 15 Thrown
(1 Hand)
15 13-18
(Fire)
15.50 3.88 1 0.50 lbs Immolate (100%) | Instant
Firecracker
Firecracker 4 45 Thrown
(1 Hand)
18 1-1
(Chemical)
1.00 0.25 0 0.50 lbs Instant
Throw incendiary
Incendiary Grenade 4 40 Thrown
(1 Hand)
18 30-50
(Fire)
40.00 10.00 2 0.50 lbs Instant
Nerve gas
Nerve Gas 4 10 Thrown
(1 Hand)
18 3-5
(Chemical)
4.00 1.00 4 0.50 lbs Instant
Mine
Mine 4 40 Thrown
(1 Hand)
1 45-80
(Piercing)
62.50 15.63 1 2.00 lbs Knockdown (100%) | Proximity
Bola
Bola 4 1 Thrown
(1 Hand)
5 1-10
(Bite)
5.50 1.38 0 1.00 lbs Instant
Throw grenade
Grenade 4 50 Thrown
(1 Hand)
18 50-80
(Piercing)
65.00 16.25 2 0.50 lbs Instant (And annoying)
Throw jarOfAcid
Jar of Acid 4 8 Thrown
(1 Hand)
6 15-45
(Chemical)
30.00 7.50 2 1.50 lbs Bleed (100%) | Instant
Noisemaker
Noisemaker 4 30 Thrown
(1 Hand)
20 0-0
(Bite)
0.00 0.00 0 0.50 lbs Instant
Tear gas
Tear Gas 4 20 Thrown
(1 Hand)
10 1-5
(Chemical)
3.00 0.75 2 0.50 lbs Dizzy (100%), Blind (100%) Instant
Throw timedExplosive
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)