Weaponry: Difference between revisions
m (→Blades: fixed a typo in epee's desc) |
(Added Entropicell data to Science. Updated old Proton Pack data. Moved Lasblaster from Science to Pistols. Removed Tesla Rifle.) |
||
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0.1kg | 0.1kg | ||
|From Thugg Lyfe in Gangland. Takes all of the ammo listed with the autorevolver. | |From Thugg Lyfe in Gangland. Takes all of the ammo listed with the autorevolver. | ||
|- | |||
!Lasblaster | |||
|5-7 | |||
|1 | |||
|3.0 | |||
| - | |||
|Laser | |||
|8-10 | |||
|20% | |||
|Atomicell | |||
| -1 | |||
|2.2kg | |||
|Scales up to 8-18 laser; few things soak laser damage. Dual-wielded effectively with 20 brawn. Can take laser sight and folding stock mods. | |||
|- | |- | ||
!TT-77 | !TT-77 | ||
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All science weapons act like guns and deal exotic damage most armors can't soak. | All science weapons act like guns and deal exotic damage most armors can't soak. | ||
They're also a HUGE pain in the dong to craft and | They're also a HUGE pain in the dong to craft and Ectoblasts aside, useless in PvP. As a tradeoff, they often have a unique gimmick such as causing mentals or firing onto adjacent tiles like grenade launchers. | ||
Only go for this if you're a <s>masochistic sperg</s> experienced player looking for a challenge. | Only go for this if you're a <s>masochistic sperg</s> experienced player looking for a challenge. | ||
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|- | |- | ||
!Proton pack (Mk I) | !Proton pack (Mk I) | ||
| | |4-* | ||
|2 | |2 | ||
| | |16/5.2 | ||
| - | | - | ||
|EMP | |EMP | ||
| | |11-16 | ||
|15% | |15% | ||
|Mk I Energy Cells | |Mk I Energy Cells | ||
| +2 | | +2 | ||
|6.7kg | |6.7kg | ||
|Useful for busting | |Useful for busting ghosts. Purchased in [[Slagtown]]. Can take laser sight and propellant enhancer. | ||
|- | |- | ||
!Proton pack (Mk II) | !Proton pack (Mk II) | ||
| | |4-* | ||
|2 | |2 | ||
| | |16/5.2 | ||
| - | | - | ||
|EMP | |EMP | ||
| | |13-22 | ||
|15% | |15% | ||
|Mk II Energy Cells | |Mk II Energy Cells | ||
| +2 | | +2 | ||
|6.7kg | |6.7kg | ||
|Useful for busting | |Useful for busting ghosts. Purchased in [[Weezer Village|Weezer]]. | ||
|- | |- | ||
!Proton Pack ( | !Proton Pack (Entropicell) | ||
| | |4-* | ||
|2 | |2 | ||
| | |16/5.2 | ||
| - | | - | ||
| | |Elec<br/>Cold | ||
Cold | |12-12<br/>12-12 | ||
|20%<br/>10% | |||
| | |Entropicells | ||
| | |||
10% | |||
| | |||
| +2 | | +2 | ||
|6.8kg | |6.8kg | ||
| | |New type of cell, slightly easier to make than ectoblast. Scales pretty well, seems to cap at 12-28. Craft only. | ||
|- | |- | ||
! | !Proton Pack (Ectoblast) | ||
| | |4-* | ||
|2 | |2 | ||
| | |16/5.2 | ||
| - | | - | ||
| | |EMP<br/>Cold<br/>Wasting | ||
| | |15-27<br/>14-18<br/>13-15 | ||
| | |25%<br/>10%<br/>10% | ||
| | |Ectoblast Cells | ||
| | | +2 | ||
| | |6.8kg | ||
| | |Useful for busting pretty much everything. Scales insanely high (43+/34+/31+ emp/cold/waste at only 30 science). Craft only. | ||
|- | |- | ||
!Desolator | !Desolator | ||
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|Several ammo types, but they are a pain in the ass to make. Still very obscure to this day. Effects of ammo vary wildly. | |Several ammo types, but they are a pain in the ass to make. Still very obscure to this day. Effects of ammo vary wildly. | ||
|- | |- | ||
|} | |} | ||
Revision as of 11:05, 24 April 2024
This is a collection of data on 95% of the weapons available to players in SamsaraMOO. It is a work in progress, with many weapons having incomplete info. Additional data is available at Weapons (Programming), but is for reference only, being out of date and unreliable.
Universal Weapon Data
All weapons have some things in common: they all use damage types, have a parry class, and either have or lack an accuracy modifier. Here's a breakdown of each.
Damage Types
Below is a listing of damage types in SamsaraMOO. Taking damage of any type has a chance to damage armor, stun, inflict shock, cause brain damage on head hits or even KO on head/face/groin hits.
Torture buffs crit chances only on certain damage types, and only applies to melee weapons.
Type | Buffed by | Associated weapons | Notes |
---|---|---|---|
Beat | No | Blunt weapons, waster shells, buckshot shells. | Can break limbs and has a higher chance to knockout on a head/face/groin shot. Broken limbs debuff dodge/weapon skills and put you in shock if they get hit again. |
Slash | Yes | Edged weapons, bolo shells, fletch shells. | High chance to inflict bleeding. Can cause castration on lucky hits. |
Stab | Yes | Pointed weapons, needle pistol/rifle. | High chance to inflict bleeding. |
Bullet | No | Firearms, Pistol Hammer. | Above average chance to inflict bleeding. |
Explode | No | Bombs, Thumper magazines, plane crashes, telefragging, etc | High chance to break limbs, cause bleeding and inflict stun. Will also gib corpses if the finishing blow is explosive. |
Burn | Yes | Flame chains, fire, plasma rifles, ash beasts, incendiary shells. Being on fire and overheating. | Can light enemies on fire, inflicting damage over time and debuffing weapon skills. The damage from being on fire/overheating is only soaked by Firewalker and Solar Sponge. |
Electricity | Yes | Flash whips, electric shells, tesla gauntlets, electrical devices in water, etc. | High chance to inflict stun and shock. Slight chance to inflict burning. |
Acid | Yes | Venomous Whips, Sagebrushes, Freakbiles, Corrosive Pikes, Corpclave chemical traps etc. | Nothing special. |
Radiation | No | Having lots of rads in your system, some enemies. | Unsoakable - not to be confused with background radiation that only doses you with rads. |
Irradiation | No | Abomination claws, RIP-10 Cherenkov, Chobo Knives with the waste catalyst mod, waster shells, some enemies. | Chance to dose the victim with rads (the same you receive from background radiation exposure). |
Wasting | No | Ectoblast ammo, Gulfhounds, starving, thirst. | Only soakable by Zombies and some enemies. |
Suffocation | No | Ice yetis, Ashbeasts, drowning, space (decompression) | Only soakable by Zombies. |
Cold | Yes | Ectoblast ammo, Gulfhounds, Iceblox ammo, environments, etc. | Can cause the cold status effect, which inflicts damage over time and debuffs brawn, reflexes, endurance and senses. |
EMP | No | Crystal Spikes, Illuminol Clips, EMP Shotguns, Proton Packs, EMP mods/grenades, RIP-10 Cherenkov etc. | Only hurts robots/ghosts, but is very good at that. Has a chance of inflicting shock as well as Crazy damage on enemies with high focus. |
Bleed | No | Sonic Scalpels, Chainsaws, Chudstoppers, bleeding. | Causes bleeding, which inflicts damage over time and may lead to a knockout if too much blood is lost. Generally considered unsoakable. |
Laser | Yes | Lasblasters, laser pistols, weapons with lumission edge mod, ODC laser satellite, etc. | Extremely high chance to inflict burning. Only soaked by space suits, Solar Sponge and Silicone Skin. |
Crazy | No | Brainscrambler | Inflicts random mentals. |
Drugs | No | Types: Overdose, Heart Attack | These are how drugs and heart attacks kill you. |
Misc | No | Types: Internal, Healing, Scalding, Detonation, Rape, Drug_Burning | These are undocumented and sometimes unused. Detonation is related to Explode. |
Accuracy Modifiers
This table shows you the exact numerical modifier associated with the vague text description you get when you appraise a weapon and see its accuracy modifier. Many weapons don't have a modifier; in that case, you won't see one of these lines, and the modifier is effectively +/-0. A weapon with a 0 accuracy modifier will have the same tohit as the relevant weapon total your character has (so a person with 40 spear total will have 40 tohit with a spear that has no accuracy modifier, assuming they meet the weapon's raw requirements and are fighting in normal style).
Appraisal | Meaning |
---|---|
Much less accurate than usual | -3 tohit or less |
Somewhat less accurate than usual | -2 tohit |
A little less accurate than usual | -1 tohit |
A little more accurate than usual | +1 tohit |
Somewhat more accurate than usual | +2 tohit |
Much more accurate than usual | +3 tohit or more |
Parry Classes
This is a quick reference on parry classes. Because of how parrying works it actually is better for dodgy characters to have a lower parry class than their opponent since trying to parry attacks means you won't try to dodge as much. For a fuller description, see the linked article.
Name | Icon | Notes |
---|---|---|
Non-parrying | - | Does not parry, and cannot be parried. (can still be dodged unless it's a gun) |
Class 0 | Can only parry other PC0 weapons. | |
Class 1 | * | Can parry PC0 and other PC1 weapons. |
Class 2 | ** | Can parry PC0, PC1 and PC2 weapons. |
Weapon mods
Most weapons can take weapon mods. See the linked article for more information on them. Some melee weapons have restricted mod pools; where applicable, examples of this are noted on this page. Gun mod compatibilities vary widely, and are instead noted in their own table in the gun mods section of the weapon mods page.
Weaponry Listings
Here are the big lists, sorted by weapon class. Some tips on getting the most out of the stats listed here:
- All weapon speedcaps are listed for Normal fightstyle.
- Do not judge weapons by their base damage; most of them benefit massively from Brawn and skill scaling. Melee weapons depend on Reflexes for speed, firearms depend on Brawn for speed.
- For melee weapons and most guns, only their primary damage type will scale up with brawn and skill. Other damage types (like the extra stab on the katana, for example) will not scale higher than their listed base damage.
- Any weapons with brawn scaling (including weapons modded with monowire kits) will scale negatively for characters with less than 8 brawn.
- Shotguns on the other hand will have all of their damage types scale higher with skill until reaching 30 tohit.
- All weapons have a hidden dodge penalty calculated by the weapon's weight in kg rounded down.
- Most also have a hidden accuracy bonus/penalty that can be seen by appraisal.
- All melee weapons that do certain damage types (see below) will also have their crit% buffed by the player's Torture skill.
- The mechanics behind crits remain obscure, but some people believe they increase damage by 50% (so if you hit for 4 damage and it's a critical, the new total would be 6).
Fists
The game's RNG cannons. Fists gain damage from high skill as well as Brawn.
The fister's main weapons (knuckle busters and jawbies) are cheap, easy speedcap, and PC0. This means fisters can spend less time parrying and more time beating the ever loving shit out of their target.
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Fist | 0-4 | 1 | 23/2.6 | Beat | 1-3 | 20% | +1 | 0 | That's what you are using if you don't wield any weapon. Damage is increased with Lithodermis. | |
Powerglove | 1-2 | 1 | ? | Beat
Slash |
1-2
1-1 |
? | From Commander Andy's in Slagtown. Deliberately designed to be awful, the beat scales up to about 1-9. Used for making tesla/edison gauntlets instead, which are badass. | |||
Chunk of Brick | 1-3 | 1 | ? | Beat | 1-6 | 15% | Get these by punching a cinder block until it breaks. | |||
Claws (Chud) | 2-4 | 2 | 23/2.6 | Slash | 1-8 | 2% | 0 | Chuds have their fists replaced with this. If you are hit, they can give you any diseases the chud has. | ||
Claws (Zombie) | 2-5 | 2 | 26/4.7 | Slash | 1-8 | 2% | 0 | Zombies have their fists replaced with this. Scales well with brawn, but slow as hell. Has a chance of inflicting zombie rot on hitting. | ||
Knuckle Buster | 3-5 | 1 | 23/2.6 | Beat | 3-6 | 15% | 0 | 0.5kg | Cheap from Ammunation. Very good; add force enhancers and you're not miles off a jawbreaker. Damage can scale even higher than jawbies with extremely high Brawn. Has a really wide mod pool: takes any elemental, any grip, a spike cluster kit, sharpening kit, and (most importantly) a force enhancer. | |
Claw (Ripper) | 3-5 | 2 | 23/2.6 | Slash
Stab |
3-7
1-6 |
30%
30% |
0 | Mutating ripper replaces your regular fists with this. You can butcher, rend and fish with them, but not fondle or wank without hurting yourself or the target. | ||
Uru pounders | 3-6 | 2 | 29?/2.6 | Beat | 3-7 | 35% | From gammaprole stockboys. Doomed to mediocrity. 2.5kg, two-handed, beat only scales to mid-30s. Tiny mod pool; can only take a spike cluster kit and an elemental. Slower than edisons, has mediocre to-hit that can't be gyro'd up. | |||
Claws and Fangs (Abom) | 3-6 | 2 | 23/2.6 | Slash
Stab Irradiation |
3-7
3-7 2-5 |
30%
30% 10% |
+1 | 0 | Mutating Abomination replaces your claws with this. | |
Punch knife | 4-6 | 1 | ? | Stab | 1-6 | 30% | Can get them from clowns and mimes that spawn on north beach. A rather rare drop. | |||
Tesla Gauntlets | 7-8 | 2 | 26/2.6 | * | Electric
Beat |
8-20
2-8 |
25%
15% |
Craft only. PC1 and deals nice amounts of electric damage (8-36 Elec + 2-8 Beat on a buffed Abomination). Generally considered inferior to Edison gauntlets. Damage scales more off skill than Brawn. | ||
Edison Gauntlets | 7-8 | 2 | 30/2.6 | * | Electric
Beat |
5-14
5-15 |
35%
25% |
-1 | 6.8kg | Upgraded Tesla gauntlets. Harder to speedcap, but +10% (Torture-buffable) crit across the board, bonus 3-7 beat damage, and the electric scales to 45 at the top end! Great for PvP -- shock is tricky to soak. Scales excellently with brawn, less with skill. Fairly heavy; 7kg modded. |
Jawbreaker | 7-* | 1 | 23/2.6 | Beat | 3-9 | 35% | +1 | 0.25kg | Bought from Pegleg Pete's in Botany sometimes. Super strong, the best all-round fist, though Edisons are better in some PvP cases. Breakneck speed, fantastic damage (caps out just under 50 beat), good accuracy, and random stuns with 35% beat crits. Restricted mod pool; can only take gyro grip and shock module. | |
Gorilla Grips | 7-* | 2 | 25/2.9 (?) | ** | Beat | 7-7 | 35% | 5.0kg | ||
Pair of Pata Gauntlets | 8-* | 2 | 26/2.6 | ** | Slash
Stab |
3-11
5-10 |
40%
40% |
-1 | 5.4kg | Craft only. PC **, decent speed, and great Torture-buffable crit. Can hit the upper 40s in max slash. However, they're also two-handed, kinda hefty (6kg full-modded) and slash is easy to soak. Outshone by jawbreakers and edisons in most situations. |
Super Spoiler Fist Weapon | 15-* | 1 | 28/3.8 | Beat
Slash |
4-9
4-9 |
20%
25% |
-2 | 2.2kg | The weapon's name itself is a spoiler, but you'll know this thing when you find it, it's from a boss. Notable for being possibly the only regular non-flail weapon in the game that requires 15 raw weapon skill, but otherwise uninteresting. Beat only scales up to the mid-30s, slow, 2kg heavy, and cannot take any mods. |
Clubs
Good clubs are often easy to obtain and scale with either Brawn or skill. Recent nerfs have made it so that only the higher value will be used to determine damage, not both.
The Brawn/Reflexes scaling makes then a popular weapon for brainy hybrid builds.
Knuckle busters aside, clubs are also the only weapon class that accepts the Inertial Damper mod.
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Thighbone | 0-2 | 1 | 26(?)/4.1 | * | Beat | 1-4 | 5% | +0 | 0.9kg | Bought from Ammunation or cut from dinosaurs. For making various mid/late game weapons. |
Nail Mace | 0-2 | 2 | 26(?)/5.4 | * | Beat
Stab |
1-4
1-2 |
10%
20% |
+2 | 2.0kg | Bought from Ammunation or looted from chobos. |
Crowbar | 0-2 | 1 | 26(?)/4.1 | * | Beat | 3-5 | 15% | +1 | 1kg | Bought from Ammunation. Can be used to open the elevator doors in the WU building, but otherwise pointless. |
Spiked Board | 0-2 | 1 | 26(?)/5.4 | * | Beat
Stab |
1-5
1-3 |
15%
20% |
+0 | 1.5kg | From Thug Lyfe, Gangland. Don't bother. |
Weaponized Arm | 0-2 | 1 | ? | * | Beat | 1-5 | 20% | 1.1kg | Improvised with a severed arm and a bottle of embalming fluid. Kill someone with their own limbs. | |
Razor Bat | 0-2 | 1 | ? | * | Beat
Slash |
1-6
3-3 |
20%
35% |
Crafted from baseball bat + razor ribbon. | ||
Copper Pipe | 1-3 | 1 | ? | * | Beat | 1-7 | 15% | +2 | 1.6kg | A reward from a small-time boss in the sewers. Bad, but counts as a trophy. |
Spoon | 1-3 | 1 | 26(?)/4.1 | Beat | 1-1 | 10% | +0 | 0.1kg | Can be found in prison, and can be crafted into a shank. The ultimate in SperGrind Technology. | |
Fine Walking Stick | 1-3 | 1 | 26(?)/4.1 | * | Beat | 1-1 | 10% | 0 | 1.5kg | Bought from Threadless in Corpclave. A MY IMMERSION item. |
Tomahawk | 1-3 | 1 | ? | Slash | 2-5 | 50% | 0 | 0.45kg | Very weak but has one of the highest crit chances out of any weapon. Sometimes found on Gangland serial killers. | |
#217 Pipewrench | 1-3 | 1 | 26(?)/4.1 | * | Beat | 1-3 | 10% | +1 | 0.9kg | Bought in the second floor of the Unemployment Office, FC. You need one to fix FC's broken, gay infrastructure, and Weezer's even shittier pipes. |
Truncheon | 1-3 | 1 | 26(?)/2.8 | * | Beat | 1-4 | 20% | +2 | 0.7kg | Bought from Ammunation. Bad damage but decent speed, not bad for early grinding. |
Pipe | 1-3 | 1 | 26(?)/4.1 | * | Beat | 1-5 | 10% | +2 | 1.5kg | Ammunation trash. Can be scavenged in the streets of Slagtown. |
Baseball Bat | 1-3 | 1 | 26(?)/4.1 | * | Beat | 1-6 | 20% | +2 | 1.2kg | Ammunation garbage. Use the softball bat instead. |
Primitive Scapula Axe | 1-3 | 1 | 25(?)/3.3(?) | * | Slash
Beat |
3-5
1-4 |
32%
10% |
+1 | 1.7kg | Uncommon drop from an island mob. |
Sagebrush Stick | 1-3 | 1 | 26/2.6 | * | Acid | 2-5 | 8% | +0 | 0.045kg | Bought from Ammunation. These do an unusual damage type many armors don't soak. They're also fast, light and one handed. Even better with an acid pump mod. |
Lightweight Pickaxe | 1-3 | 1 | 26/3.5 | * | Stab
Beat |
2-6
1-2 |
25%
10% |
+1 | 1.8kg | From chuman guards in the underground mine. Can be used like a normal pickaxe. Good newbie weapon against zombies. |
Scrap Mace | 1-3 | 1 | 26(?)/3.9 | * | Beat | 3-10 | 15% | 1.5kg | A budget Crime Stick, found on Abandoned Highway molepeople and orphan bullies sometimes. Slightly better than softball bats in every way except crit and min damage. | |
Tonfa | 1-3 | 1 | 26(?)/4.3 | * | Beat | 5-9 | 10% | 0 | 1.5kg | Bought from BrickArms in Weezer, though it requires 50 Weezer rep. These are okay. |
Pickaxe | 1-3 | 2 | 26(?)/5.4 | ** | Beat
Stab |
1-5
3-8 |
40%
20% |
6.5kg | Bought from the Eschaton Outfitters FC. This is used for the mining job and scales ok. | |
Sledgehammer | 1-3 | 2 | ? | * | Beat | 4-15 | 20% | -2 | 2.5kg | Good for door bashing, but far too slow for real combat. Gangland shadowy figures sometimes have them. |
Pistol Hammer | 1-3 | 1 | 20/3.7 | * | Beat
Shot |
2-4
1-1 |
10%
0% |
+3 | 1.7kg | Fair speed and excellent bonus to-hit. Also easy to replace. |
Softball Bat | 3-5 | 1 | 26(?)/4.1 | * | Beat | 4-9 | 20% | +1 | 1.5kg | Bought from Ammunation. A grinding weapon, and very good for actual combat if modded correctly. Dubbed the "discount crime stick." |
Slam Bat | 4-6 | 2 | 26(?)/3.5 | * | Beat | 6-8 | 20% | +1 | 1.5kg | Bought from Ammuntion. You can get these for free from hepcats. |
Shock Baton | 4-6 | 1 | 26(?)/3.5 | * | Beat
Electric |
3-8
4-9 |
10% | +0 | 1.5kg | The blacklash of clubs. Can be bought easily in Ammunation. Slap on a shock module and go to town on everything. |
Fire Axe | 4-6 | 2 | 26(?)/4.1 | * | Slash
Beat |
5-12
2-8 |
50%
20% |
-4 | 4.5kg | From Ammunation or Gangland firemen. Staggering slash damage with high brawn, but heavy and inaccurate. Still as powerful as it is plentiful. |
Pimp Cane | 5-7 | 1 | 27/2.6 | Slash
Beat |
3-10
1-4 |
30%
30% |
-3 | 0.5kg | From Thug Lyfe in Gangland. Light and PC0 with good crit, but inaccurate with bad damage scaling. | |
Santa Cane | 5-7 | 1 | 27/2.6 | Slash
Beat |
3-10
1-4 |
30%
30% |
-3 | 0.5kg | A reskinned pimp cane. | |
Crime Stick | 5-7 | 1 | 26(?)/3.9 | * | Beat | 5-16 | 20% | +1 | 1.5kg | Scales extremely well. One of the best one handed clubs. Can be found on chuman guards in the mines, though the drop rate is low. Becomes exponentially stronger when modded correctly. |
RIP-4 Combat Shiver Axe | 7-* | 1 | 27/2.6 | * | Slash | 6-25 | 35% | 0.9kg | Steal them from the Punisher. High-end one handed club. Has fantastic slash damage and is lightweight but like the shiversword, it can't take many mods. Unlike the shiversword, this doesn't need a power supply. | |
Piston Hammer | 7-* | 2 | 26/2.6 | ** | Beat
Elec |
6-15
1-4 |
20%
20% |
+1 | 4.5kg | Craft-only, the previous high-end club of choice. Two handed, PC2, and like most clubs, this also gets exponentially stronger with the right mods. The bit of elec damage is negligible though. |
Combustor Hammer | 7-* | 2 | 26/2.6 | ** | Beat
Burn |
6-15
3-6 |
20%
20% |
+1 | 4.5kg | Craft-only, made from a piston hammer. Same beat damage as the piston, but with a bit of burn instead. |
Stone Cudgel | 8-* | 2 | 26(?)/6.5 | * | Beat | 6-10 | 10% | 10.9kg | Can be scavenged in Coventry. Looks like cheaper version of wrench, worse in every way. Probably the heaviest conventional weapon in the game. | |
Headsman | 10-* | 2 | 31/2.8 | ** | Slash | 17-17 | 55% | +1 | 5.0kg | A blueprint reward which is dropped from a boss located in Macero is needed to craft this. |
Giant Wrench | 10-* | 2 | 26(?)/4.8 | ** | Beat
Irrad |
10-25
3-3 |
25%
55% |
-2 | 10.6kg | Improvised weapon consisting of a bunch of radioactive rods. Peculiar. Hits hard if you manage to actually have the time to land a hit! Irradiates you and everyone around you when wielded. TOASTY! |
Whips
A bit inaccurate and low damage compared to most weapon classes, but they are easy to acquire, easy to speedcap and hit very fast. Additionally, they have a hidden parry penalty.
Easily the most popular brainy weapon, as you can gym Ref/Sen/Brn for your whips, dodge and brainy skills. If you swap Brains for Endurance, you can kick a bunch of ass in PvP.
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Electrical Cord | 0-2 | 1 | ? | * | Beat
Slash |
1-2
1-2 |
5%
5% |
Scavable in gangland, should be used for getting to 1 raw in whips if you aren't at 1 raw already. | ||
Razor Wire Whip | 0-2 | 1 | ? | Slash | 3-4 | 6% | Garbage, improvised with razors. | |||
Riding Crop | 1-3 | 1 | ? | Beat | 1-3 | 15% | 0 | 0.7kg | Can be bought in the Giggling Schoolgirl, pretty shit but good for grinding. Alternative to Antenna Whip. | |
Antenna Whip | 1-3 | 1 | ? | Beat
Slash |
1-5
1-4 |
5%
5% |
+1 | 1.2kg | Bought from Ammunation. Your grinding whip of choice. Effective against most early game mobs (chuds, chobos, crackheads, etc) | |
Leather Whip | 1-3 | 1 | ? | Beat
Slash |
1-5
1-6 |
6%
5% |
+1 | 1.5kg | Practically a direct upgrade from the antenna whip, it can be freely improvised from skins, you should try to upgrade to this as soon as possible. | |
Cobra Baton | 2-4 | 1 | ? | * | Beat | 2-5 | 15% | +1 | 0.35kg | Bought in Botany Bay's Tree of Life. Small step up from the leather whip, but PC1, and by the time you can get one you can probably get something much better. |
Venomous Lash | 3-5 | 1 | ? | * | Acid
Slash |
3-8
1-3 |
20%
10% |
-1 | 1.2kg | Craft only. |
Nail Sjambok | 4-6 | 1 | ? | * | Beat
Slash |
2-7
2-5 |
10%
10% |
+0 | 0.5kg | Rare find in Sharpton Projects' riot locker. Better than the slower venomous lash; works until you can get a good whip. |
Link Whip | 4-8 | 2 | 28/2.6 | ** | Beat | 4-8 | 15% | +0 | 1.5kg | Crafted, or from Necropolis freaks. PC2, has equal parts skill and brawn scaling. Caps around 8-21 beat (or more with high brawn). Useful in the early game, and occasionally used to hunt junkers. |
Flame Chain | 5-7 | 2 | ?/3.3 | ** | Burn
Beat |
7-14
2-7 |
20%
5% |
+0 | 1.2kg | Crafted or purchased in Weezer. PC2, gets minor brawn scaling. Caps around 7-24 burn (or more with high brawn). Useful in the midgame because it's so replaceable; strong against ice yetis. |
Urumi | 5-7 | 1 | ?/2.6 | Slash | 6-12 | 25% | +1 | 1.0kg | Craft only. Better now than they were before. Can take a balanced grip, elementals and ninetails or tentacle. Hard-caps at 6-28 slash before ninetails. Useful for single-wielding with high dodge against Nullianacs. | |
Razorchain | 7-* | 2 | 26/2.6 | ** | Slash
Bleed |
8-15
1-2 |
30%
5% |
-2 | 1.5kg | Often dropped from Necropolis freaks. Cheap, disposable (yet perfectly viable) endgame whip. Easier to speedcap than urumis and flash whips; install a gyro mod if you can speedcap it without a balanced grip. Hard-caps at 8-24 slash before ninetails. |
Blacklash | 7-* | 1 | ? | * | Electric
Slash |
5-9
1-3 |
15%
5% |
+0 | 0.6kg | Crafted or found on Necropolis freaks. Crafts into the infinitely better flash whip. |
Flash whip | 7-* | 1 | ?/2.6 | * | Electric | 6-12 | 17% | +0 | 0.6kg | Craft only. Dual wield these and max out your speedcap, another endgame whip similar to the Razorchain and Urumi. Hard caps at 7-23 elec with the shock generator.
|
Spears
All spears have a hidden buff to parrying, +2.5 for PC1 spears and +5 for PC2 spears (tohit equivalent)
There are great spears with Brawn scaling (Pitchfork, Chainsaw Lance, Abossegai, Large Scythe) as well skill scaling (Zap, w00tz Bo Staff, Garden Weasel, Necronata, Necronata).
Noteworthy is that most spears need high Reflexes to speedcap, are heavy and PC2. Skillspears are a pain in the dong to craft.
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Sharpened Chopstick | 0-1 | 1 | ? | * | Stab | 1-1 | 10% | +1 | 0.2kg | Found in the Orphanage. |
Sharp Pole | 0-2 | 2 | 26/5.4(?) | ** | Stab | 2-6 | 20% | +1 | 1.0kg | A beginner's weapon, slightly higher minimum damage then the Military fork, but terribly slow. Can usually be bought at Ammu-Nation. Good to grind to 1 raw in spears. |
Military Fork | 1-3 | 1 | 27/2.6 | ** | Stab | 1-6 | 20% | 0 | 1.5kg | Good beginner weapon, slightly lower minimum damage then the sharp pole, but faster, one handed, and can be used to grind for longer. Notable for being one of the only one-handed PC2 weapons. Can usually be bought at Ammu-Nation. |
Infected Syringe | 1-3 | 1 | 27/4.0(?) | Stab | 1-3 | 0% | 0.25kg | Infects whoever it hits with Ebola. Incredibly prone to permanently breaking, outside of the standard weapon condition system. | ||
Signpost Spear | 1-3 | 2 | ? | ** | Stab | 1-7 | ? | Crackheads use these. They do slightly better damage then the other two common beginner's spears but you'll have to craft or find one since Ammu-Nation doesn't usually sell them. | ||
Rusty Spike Spear | 1-3 | 2 | 26/5.4(?) | ** | Stab | 4-11 | ? | 3.0kg | Improvised with a rusty metal spike, a sharp pole, and a roll of duct tape; so you know its gotta be good. | |
Spike Spear | 2-4 | 2 | 26/5.4(?) | ** | Stab | 4-10 | 25% | +1 | 3.0kg | Same as the rusty spike spear. From toxic dump freaks sometimes. Still slow as fuck. |
Wooden Bo Staff | 3-* | 2 | 30/2.6 | ** | Beat | 6-10 | 15% | +1 | 1.5kg | Your grinding and killing tool after the Fork, these drop from the nippoknights that appear when you sign a Kakuri Invasion contract. |
Wooden Stake | 4-6 | 1 | 24/2.6 | ** | Stab | 1-7 | ? | Relatively easy to speedcap. These autocrit against vampires. You can get them from any vampire slayer other than Tyrone. They also occasionally drop from orphans and can be improvised with scrap wood. | ||
Assegai | 5-7 | 1 | 29/2.6 | * | Stab | 6-12 | 30% | 0 | 2.0kg | A journal reward from Michael Savage in Stormfront Island, or dropped from Sky Pirates in Necropolis Gate. Completely inferior to the abossegai except for being easier to speedcap. |
Luftspeer | 5-7 | 1 | 26/2.6 | * | Slash
Stab Elec |
6-15
5-10 2-8 |
30%
40% 50% |
0 | 2.5kg | One time reward from one of the Das Kochenhammer bosses. Higher scaling than the assegai and comes premodded with a balanced grip, sharpening kit, monowire serrator, and shock generator. The extra shock and stab are potent enough to hurt a bit in pvp and it all comes with abnormally high crit rates but the main slash damage still scales a bit worse than the abossegai's stab. |
Rusty Scythe | 5-7 | 2 | 30/7.5(?) | ** | Slash
Stab |
1-15
1-6 |
18%
15% |
+1 | 7.5kg | Terribly slow and heavy. Almost impossible to use as an effective weapon, but scales well with brawn. One spawns outside of Edith's farm. Can be used to craft a normal large scythe (which is much better). |
Large Scythe | 5-7 | 2 | 32/2.6 | ** | Slash
Stab |
8-18
4-10 |
35%
25% |
0 | 3.0kg | Crafted from a rusty scythe and an assegai (abossegais also work). Hard to speedcap but much more usable than its rusty counterpart while still scaling really well with brawn. Gets low 50s in slash damage at the top end. |
Pitchfork | 5-7 | 2 | 26/4.1(?) | ** | Stab | 7-15 | 40% | +2 | 4.5kg | A bit slow, but scales well with brawn, though there are still better alternatives. Monstrous crit rate, which is also torture-buffable. Found on toxic dump freaks sometimes. |
Corrosive Pike | 6-* | 2 | 29/2.6 | ** | Acid
Stab |
6-6
6-8 |
5%
25% |
+1 | 3.8kg | Craft-only, and can only take two mods, so choose wisely. Gets good brawn scaling and is good for PvP since acid is one of the less common soaks. The fiber mesh required to craft this is a nightmare to scavenge so I'll give you a tip: you can improv it from a random drop from beasts that spawn in a hidden lair East of Wide Stance. |
Abossegai | 6-8 | 1 | 32/2.6 | * | Stab
Slash |
12-18
4-8 |
30%
20% |
0 | 2.0kg | Scary. Has a very high min damage compared to most other weapons. Scales well with brawn, hits mid-high 40s in stab. One of the best one-handed spears. Find them on Necropolis abominations. Dual-wield for monster DPS. |
Willy Pete | 6-8 | 1 | 31/2.6 | * | Burn
Slash |
2-9
5-13 |
25%
20% |
-2 | 2.1kg | Craft only. Scales very well with brawn - burn caps in mid-50s. A bit inaccurate, and really bad minimum damage. Excellent for things that are weak to burn like Necropolis Heart mobs, but the abossegai is ultimately better for general use. |
Garden Weasel | 7-* | 2 | 29/2.6 | ** | Slash | 8-13 | 20% | +1 | 1.5kg | Very good. These actually exist in real life and are scary. Got from the necropolis chud store (or rarely from toxic dump freaks). Good min damage, slash caps in mid-high 40s. Accurate, easy to speed cap, and really light. |
Chainsaw Lance | 8-* | 2 | 31/2.6 | ** | Slash
Bleed |
5-16
4-8 |
35% | -2 | 6.0kg | Craftable, or from Hawthorn. Monstrous damage on a top end brawn build (caps around 55 slash!) and beastly crit, but it's heavy and a bit inaccurate. Can only take the grip tape as a grip mod. |
w00tz Bo Staff | 8-* | 2 | 26/2.6 | ** | Beat | 8-22 | 20% | +2 | 2.0kg | Craft only. Very good, especially against things with poor beat soaks. Accurate and pretty easy to speedcap. Can take the dampener and force enhancer mods, so this thing is very good for both skill and brawn users even for those at lower reflexes. |
Zap Brannigan OFF | 10-* | 2 | 30/2.6 | ** | Stab | 5-10 | 15% | +1 | 4.5kg | Is crafted and not easy to acquire. Caps at around 30 slash while off and requires power adapters with atomicells or cheap power adapters to turn on (buy the cheap ones from Radio Slack in Slagtown). |
Zap Brannigan ON | 10-* | 2 | 30/2.6 | ** | Stab
Elec |
5-15
6-16 |
25%
20% |
+1 | Weight varies depending on adapter used (cheap one is heavier). Stab damage scales into mid-high 30s, elec damage does not scale. Great in PvP against opponents who are not armored for elec. |
Blades
This skill shares similar stats to torture, meaning many blades will have higher crit chances.
Noteworthy Brawn scaling blades are the Springsteels and the chaindriver, while the best skill scaling blades are the Hosaka, Epee, RIP-9 Shiver and Krysknife
Also note that a lot of blades cap at 28 or higher Reflexes. Some of the powerful two handed swords are impossible to speedcap so bladers have to make do with their slower speed.
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Rebar Sword | 0-2 | 1 | 26(?)/2.8 | * | Slash
Stab |
2-7
1-4 |
20%
10% |
+2 | 2.0kg | Can be bought from Ammunation. Grinding weapon that gets some nice brawn scaling. |
Blacker Sword | 0-2 | 1 | 26(?)/2.8 | * | Slash
Stab |
2-7
1-4 |
20%
10% |
+2 | 2.0kg | Reskin of the rebar sword; uncommon drop from Botany Bay pirates. Not to be confused with the Black Sword, which is swamp gas and weather balloons and does not exist. |
War Saw | 0-2 | 1 | 26(?)/4.1 | * | Slash | 3-8 | 30% | 1.5kg | Ammunation. Not to be confused with Chainsaw. Higher slash damage than the rebar, but dat speed tho. | |
Bone Knife | 0-2 | 1 | ? | Slash
Stab |
1-2
1-1 |
4% | 0.4kg | Found on molemen or improvised with a skull. Cheap grinding blade. | ||
Plywood Sword | 1-2 | 2 | ? | * | Beat | 1-1 | ? | Random orphan drop. These can break permanently outside of the weapon condition system, so they're actually not too good for grinding. | ||
Spork | 1-2 | 1 | ? | * | Stab | 1-3 | 5% | Orphanage garbage. | ||
Fork | 1-2 | 1 | 4.4 | * | Stab | 1-3 | 5% | Orphanage garbage. Fatalities become a lot more interesting. | ||
Butane Torch OFF | 1-3 | 1 | ? | Beat | 1-3 | ? | Can be found in the hidden bomb shelter in Gangland. Turn torch to on. | |||
Butane Torch ON | 1-3 | 1 | ? | Burn | 10-15 | ? | Needs a butane canister bought from HH in FC. A bit inaccurate, and the butane runs out quite quickly which is annoying since Butane canisters can only be refilled in Sharpton Basement. Still does decent burn damage. | |||
Broken Bottle | 1-3 | 1 | ? | Slash
Stab |
2-5
2-5 |
33%
33% |
1.5kg | Improvised from certain bottles of alcohol. High crit, but generally poor stats; a novelty item. | ||
Switchblade | 1-3 | 1 | 26/2.6 | stab | 1-4 | 35% | +2 | 0.2kg | Ammunation. Ganglanders and slagtownies often use these, and they are pretty fast. Good for grinding. | |
Straight Razor | 1-4 | 1 | 19/2.9 | 0 | Slash | 1-4 | 35% | +2 | 0.2kg | Trash; very similar to the switchblade, but harder to replace. Drops from Botany Bay pirates. |
Razor Blade | 1-3 | 1 | ? | * | Slash | 1-4 | 10% | More orphanage garbage... you emo | ||
Cutting Knife | 1-3 | 1 | 26(?)/4.1 | * | Stab | 1-5 | 15% | 0 | 0.4kg | Gives a bonus to butchering corpses. |
Butcher Knife | 1-3 | 1 | 25(?)/4.0 | * | Slash
Stab |
1-5
1-2 |
15%
7% |
+2 | 0.4kg | Ammunation. Gives a bonus to butchering corpses. |
Ceremonial Dagger | 1-3 | 1 | 3.8 | * | Stab | 1-5 | 10% | +1 | 0.2kg | Cultists and satanists have these. |
Flint Knife | 1-3 | 1 | ? | * | Slash | 1-5 | ? | Sometimes found on Orphanage bullies. Improv them with flint and a vine. Unusually high brawn scaling. | ||
Combat Knife | 1-3 | 1 | 2.8?(26) | Stab
Slash |
1-5
1-2 |
35%
15% |
0.7kg | Ammunation blade. Cheap and shitty, but relatively quick and decent for grinding. | ||
Titanium Combat Knife | 1-3 | 1 | 3.0? | Stab
Slash |
1-6
1-3 |
40%
20% |
+3 | 0.6kg | Bought from the automat in Rough Trade, Slagtown. More accurate than the normal combat knife and comes with different engravings. Can drop from the four-armed zombie. | |
Boxcutter | 1-3 | 1 | ? | Stab | 1-6 | ? | New Clearwater chomos have these. Marginally better than a combat knife. | |||
Machete | 1-3 | 1 | 26(?)/3.5 | * | Slash
Stab |
3-8
2-4 |
20%
10% |
0.8kg | Gangland Shadowy Figures have these. Good for murdering things while grinding if you don't want to spend five years poking them with a switchblade. | |
Shiv | 1-3 | 1 | ? | * | Slash
Stab |
1-2
2-4 |
5% | Improvise this from a spoon in prison. | ||
Poison Pick | 1-3 | 1 | ? | Stab | 3-9 | 40% | Lootable from Hepcat Jack in Maas Neotek. Can infect whoever it hits with Ebola, also can break permanently at random. | |||
Wakizashi | 1-3 | 1 | 25/2.6 | * | Stab
Slash |
2-5
1-2 |
20%
0% |
+2 | 0.8kg | Found on Gangland serial killers sometimes. |
Fine Wakizashi | 1-3 | 1 | 24/2.6 | * | Stab
Slash |
2-7
1-2 |
25%
0% |
+1 | 0.6kg | A hepcat drops these. Slightly faster and more accurate than the wakizashi but overall still pretty shitty. |
Ripper Blade | 1-3 | ? | ? | * | Beat
Slash |
5-8
3-10 |
10%
0% |
Exists only in the Quake Dream. A rare few existed in a world long past due to a bug. | ||
Rusty Bayonet | 1-3 | 1 | 22/3.8 | * | Slash
Stab |
3-8
2-4 |
20%
10% |
+2 | 0.8kg | Chance to spawn on Botany Bay pirates. Very poor damage scaling. |
Broken Chainsaw | 1-3 | 2 | 6.4 | * | Beat
Slash |
5-8
3-10 |
? | Bought from Zombie Hunters Inc. Decent damage, but very slow. The schematic to fix it can be bought from the same store. | ||
Heavy Sword | 2-4 | 2 | 28/3.4 | ** | Slash
Beat |
3-5
3-5 |
40%
30% |
0 | Extreme brawn scaling, hits mid-50s in slash. Compared to the Boss, -5 min damage, and -0.2 speed, but +10 max damage, +2 to-hit and +6% crit - all for a weapon bought in Ammu Nation. | |
Ice Pick | 2-4 | 1 | ? | Stab | 2-4 | 30% | Another crap "blade." | |||
Crystal Spike | 2-4 | 1 | ? | * | Beat
EMP |
1-5
5-8 |
10%
10% |
0 | 1.5kg | From the crystal cave in Luskentyre. Deals EMP damage, making them them a cheap ghost killing weapon of choice. |
Krys | 2-4 | 1 | ? | * | EMP
Slash Stab |
5-5
3-3 3-3 |
30%
10% 10% |
+2 | 1.5kg | Not to be confused with krysknife, this is crystal spike's big brother, and a relatively simple craft out of it. A much better option for ghosthunting since EMP scales here. |
Suburito | 2-5 | 2 | ? | ** | Beat | 1-9 | 30% | 0 | 1.0kg | From Roshi in Kakuri. Scales with skill and brawn, caps at about 39 beat. Fast with good crit, but poor minimum damage. Special mod pool: can take inertial damper and force enhancer, but cannot take sharpening kit. |
Katana | 3-5 | 1 | 29/2.6 | * | Slash
Stab |
4-11
2-5 |
20%
15% |
+1 | 1.6kg | For free from the gatekeeper at Kakuri if you can kill him. Likely one of your first lowbie blades. |
Huge Scissors | 3-5 | 1 | 26/7.0(?) | * | Stab | 4-9 | 15% | -4 | 0.12kg | Can be purchased in Botany Bay or found on Birchwood Rompers. Irredeemably shitty and slow. |
Fine Katana | 4-6 | 1 | 28/2.6 | * | Slash
Stab |
6-15
3-7 |
20%
10% |
+1 | 1.2kg | From someone on Kakuri. Despite the name, it only gets to 23 slash for skillblades at 38 total either use chobo knives or use kukri if brawny. |
Lotus Nodachi | 4-* | 2 | ? | ** | Slash
Stab |
5-10
6-10 |
35%
20% |
+1 | 1.5kg | One-time journal reward from Kakuri. Amazing low/mid level blade. |
Plasteel Longsword | 4-* | 2 | ? | ** | Stab
Slash |
8-10
8-10 |
20%
20% |
+1 | 1.5kg | Crafted alternative to Lotus Nodachi, has the same speedcap. Noticeable for having stab as its main damage type and is a solid option if you lose your Lotus Nodachi. |
W00tz Rapier | 4-* | 1 | ? | * | Stab
Bleed |
6-8
1-2 |
30%
15% |
+1 | 0.7kg | Crafted lowbie blade, a one-handed PC1 alternative to Lotus Nodachi/Plasteel longsword. Also used in crafting other blade. |
Catlass | 5-7 | 1 | 25/2.6(?) | * | Slash
Stab |
4-8
1-4 |
33%
18% |
0 | 1.5kg | Improvised, slightly upgraded version of the cutlass. |
Gas-Powered Chainsaw OFF | 5-7 | 1 | ? | * | Slash
Bleed |
5-10
2-4 |
30%
0% |
Craft only. Needs fuel to start-up. | ||
Gas-Powered Chainsaw ON | 5-7 | 1 | 30/5.5 | Slash
Bleed |
7-14
2-5 |
50%
20% |
-4 | 5.1kg | Has unusual scaling; min damage scales (with brawn) as well as max. Hits about 20-34 slash at top end with huge crit, but horribly inaccurate and slow. Restricted mod pool: can only take grip and elemental. | |
Cutlass | 5-7 | 1 | 25/2.6 | * | Slash
Stab |
4-8
1-4 |
20%
5% |
0 | 1.5kg | Can be found uncommonly on bandits in the Underground Mine and Open Prairie. Quite easy to speedcap, but it's damage is cruddy. |
Wasteland kukri | 5-8 | 1 | 28/2.6 | * | Slash | 5-14 | 25% | 0 | 1.9kg | Crafted, rare drop from treasure hunters. The best one-handed brawn blade; average and unremarkable compared to weapons in general. Brawn scaling caps at about 40 slash. |
Hosaka Daikatana | 6-* | 2 | 32/2.6 | ** | Slash
Stab |
9-14
3-6 |
30%
30% |
+2 | 1.4kg | Earned once per roll, from Usagi Yojimbo. One of the best blades: excellent min damage, light, accurate, nice Torture-buffable crit. Good skill scaling. When modded for brawn, reaches about 44 slash. |
W00tz Khanda | 6-* | 2 | 32/2.6 | ** | Slash
Stab |
9-14
3-6 |
30%
30% |
+2 | 1.4kg | A crafted alternative to Hosaka Daikatana, identical to it in all aspects. So identical that it could be put into a trophy rack, but this was fixed. |
Ornate Epee | 6-* | 1 | 26 | ** | Stab
Bleed |
8-10
2-2 |
40%
15% |
+2 | 0.9kg | High-end skillblade crafted with a ton of gems. Damage caps in high 20s, but is very fast and can be double-wielded. Also notable for being PC2 despite being one-handed. |
Bonesword | 6-8 | 2 | 25/3.8 | ** | Acid
Slash |
6-8
6-8 |
5%
25% |
+1 | 4.5kg | Craft-only brawn blade. The schematic can be found after a certain journal in Stormfront. Exotic acid damage and fair accuracy; scales to about 50 max acid damage. |
Bruce Springsteel | 6-8 | 2 | 28/3.8 | ** | Beat
Slash Stab |
6-12
7-10 2-4 |
15%
30% 20% |
0 | 5.5kg | Crafted. Slow and heavy, but brawn-scales for huge damage; caps around 51 beat! Also has good secondary damage with Torture-buffable crit. |
Boss Springsteel | 7-* | 2 | 35(?)/2.6 | ** | Slash
Beat Stab |
8-12
1-5 3-5 |
25%
15% 35% |
Crafted from a bruce springsteel. Slightly faster than a bruce, but with slash damage instead of beat and less accuracy(-2tohit). It's damage was nerfed a while back. You are better off using the bruce. | ||
Krysknife | 8-* | 1 | ? | * | Stab
Slash |
4-16
3-6 |
35%
25% |
+2 | 1.5kg | Not to be confused with krys, it's a high-end PC1 weapon, Samsara's chobo knives, but unlike them krysknives are easy to speedcap. Doesn't accept any grip mods. |
RIP-9 Shiver Sword OFF | 10-* | 2 | 3.1 | ** | Slash | 2-7 | 20% | +2 | Craft only. Needs to be turned on to be useful. Turned off, it still scales impressively with skill. | |
RIP-9 Shiver Sword ON | 10-* | 2 | 3.1 | ** | Slash | 8-27 | 28% | +2 | Needs a cheap power adapter or a normal one with an atomicell to operate. Accurate and deals as high as 42 slash damage, but does not take any grip mods. Weight depends on if you use the 1.5kg cheap adapter or normal adapter. |
Pistols
One-handed pistols can be dual wielded for increased speed if you have the brawn at the cost of -7 tohit.
Single pistols require little investment to use, but dual wielded pistols require at least 20 brawn to speedcap after the recoil suppressor.
What really makes pistols shine are their speed, damage, and variety (bullet, electric, acid, burn, slash, irrad).
However, since pistols require a lot of brawn to truly shine they are much more stat dependent than rifles. Some pistoleers take Bleeder or Vampires to help speedcap their guns.
Pistols are also the only weapon class to take the recoil suppressor mod, which reduces the speedcap Brawn requirement by 5.
Like all guns, pistols are PC-, meaning they cannot parry nor be parried. They also cut the dodge tohit debuff from your enemy in half.
Name | Raw | Hands | Speedcap (Brawn req/max speed) | Parry | Damage Type | Base Damage | Crit% | Ammo | Accuracy Modifier | Weapon/ammo weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
AirSoft Target Pistol | 0-1 | 1 | ?/3.9 | - | Shot | 1-1 | 0% | Pellet clip | +2 | 0.5kg
0.2kg |
Bought from Liddy Arms or Ammunation. Basically useless for everything but grinding your first pistol raw. Airsoft clips can be bought from the vending machine in Liddy Arms |
Needler | 1-3 | 1 | ?/1.3 | - | Stab | 1-1 | 0% | Dart clips | -1 | 1.5kg
? |
Sometimes found on the four-armed zombro. Fastest obtainable weapon in the game by far. Curare Darts paralyze the target like spiderlings, Black Sleep darts KO the target like less lethal Black Pills. |
Dart Pistol | 1-3 | 1 | ?/3.2 | - | Stab | 1-1 | 0% | Dart Clips | -1 | 1.5kg
? |
Like a slower needler (and also found on the four-armed zombro). Curare Darts paralyze the target like spiderlings, Black Sleep darts KO the target like less lethal Black Pills. |
.22 Revolver | 1-3 | 1 | ?/4.5 | - | Shot | 2-5 | 25% | .22 Speedload | +2 | 0.45kg
0.05kg |
Bought from Thugg Lyfe in Gangland. Newbie grinding weapon. Slightly better with hand-loads but don't bother. |
Powersquirt | 1-3 | 1 | ?/2.6 | - | Acid | 3-8 | 40% | Acid Powersquirt clip | -1 | 1.2kg
0.7kg |
Bought from 77Jack's in Corpclave. More useful against zombies than most pistols, since zombies don't soak acid. |
Powersquirt | 1-3 | 1 | ?/2.6 | - | EMP
Acid |
1-5
1-3 |
30%
10% |
Illuminol clip | -1 | 1.2kg
0.7kg |
Can be purchased from CSICOP in slagtown or Camp Benjamin. More useful against ghosts than with acid powersquirt clips. |
Powersquirt | 1-3 | 1 | ?/2.6 | - | Acid | 13-18 | 25% | Freakbile clip | -1 | 1.2kg
0.7kg |
Does impressive damage, but a massive pain to craft the ammo unless you have access to a friendly abom, who can create an endless supply of chestbursters to be butchered. Deadly in pvp since only one armor set has significant acid soaks. |
Powersquirt | 1-3 | 1 | ?/2.6 | - | Burn | 3-9 | 30% | Napalm Powersquirt Clip | -1 | 1.2kg
0.7kg |
South Necropolis ammo. Garbage that deals too little damage to be useful. |
Defender 6mm pistol | 1-3 | 1 | ?/4.0 | - | Shot | 5-12 | 15% | 6mm | +2 | 1.5kg
0.2kg |
Liddy Arms in Corpclave sells them. Breaks very easily. |
Defender 6mm pistol | 1-3 | 1 | ?/4.0 | - | Shot | 7-13 | 18% | 6mm Insult(tm) | +2 | 1.5kg
0.2kg |
Bought from 77Jack. Extra 2-1 damage and +3% crit, about twice normal cost. |
Rusty old .38 caliber revolver | 1-3 | 1 | ? | - | Shot | 6-12 | 30% | .38 speedload | 0 | 0.55kg
0.6kg |
Liable to explode. Found in a cabin in yeti forest. Takes all of the ammo listed with the autorevolver. |
Lizard Gun | 1-3 | 1 | ? | - | Shot | 1-20 | 3 % | .40 slug | 0 | 0.1kg
0.3kg |
Craft only. A gimmick weapon used as a component in Lasblasters. .40 slugs can be bought from Blastarms in Crater Rim. Yes, the slug is 3x heavier than the gun. |
Nail Gun | 2-4 | 1 | ?/2.9 | - | Stab | 1-7 | 15% | Nail Clip | -1 | 4.0kg
0.5kg |
Craft-only. Clips can be purchased at Hell's Up In Hardware for $75, and hold 50 rounds, making this a very handy grinding pistol. Loading it with a nail clip doesn't add weight to the gun for some reason. |
Kel-Tec P11 9mm | 2-4 | 1 | 16/5.2 | - | Shot | 5-13 | 20% | 9mm | +1 | 0.4kg
0.16kg |
Found on Rentacops or at the Mall. You can buy also buy them at Liddy Arms. Very light, but slow. Generally outclassed by the 9mm Beretta. Uses all the ammo listed with the Beretta |
9mm Beretta | 2-4 | 1 | 13/4.2 | - | Shot | 7-15 | 20% | 9mm clip | +1 | 1.5kg
0.2kg |
The only real gun Ammunation actually sells. Your bread and butter grinding pistol for some time. |
9mm Beretta | 2-4 | 1 | 13/4.2 | - | Shot | 11-15 | 20% | 9mm Insult(tm) clip | +1 | 1.5kg
0.2kg |
+4 minimum damage, otherwise identical to regular ammo. Only from 77Jack; almost triple the normal ammo cost. |
9mm Beretta | 2-4 | 1 | 13/4.2 | - | Shot | 11-17 | 20% | hand-loaded 9mm clip | +1 | 1.5kg
0.2kg |
The best ammo type 9mm has to offer. Slightly more damage than the Insult(tm) ammo, except these can be made cost-free from regular 9mm clips by a crafter. |
Walther P99 | 2-4 | 1 | 13/3.9 | - | Shot | 7-15 | 20% | 9mm clip | +2 | 1.5kg
0.2kg |
From Pegleg Pete's sometimes. .3 faster and 1 more tohit than the beretta. Uses all the ammo listed with the beretta. |
.44 magnum | 2-4 | 1 | ?/3.2 | - | Shot | 6-14 | 30% | .44 speedload | 0 | 1.5kg
0.1kg |
Crafted, bought and a rare drop from Karnivores in Nukem. Vastly better with handloads but still mostly a novelty. |
.44 magnum | 2-4 | 1 | ?/3.2 | - | Shot | 6-25 | ?% | Hand-loaded .44 speedload | 0 | 1.5kg
0.1kg |
Can be used as an alternative to Hammerheads. |
Sawn-Off Shotgun | 2-4 | 1 | ?/5.0 | - | Beat
Slash Shot |
5-15
5-15 5-15 |
10%
10% 10% |
Buckshot shell | +1 | 2.5kg
0.1kg |
Sometimes dropped from Bootleggers. Can be switched to single or double fire mode. Double fire grants slightly better tohit, at the cost of using both shells at once. This is classified as a shotgun so does not take the recoil suppressor. Dual wielding this grants no bonuses except to double its tiny ammo capacity. Uses all the shells listed with the Super Shorty. |
Harpoon pistol | 3-5 | 1 | ?/3.5 | - | stab | 1-1 | 0% | Harpoon clips | 0 | 1.5kg
0.2kg |
Craft only. Useful for underwater fights, might be useful against vampires for very lucky chest shot. |
Snubnose .38 revolver | 3-5 | 1 | ? | - | Shot | 6-12 | 30% | .38 speedload | 0 | 0.55kg
0.6kg |
Takes all of the ammo listed with the autorevolver. |
.357 revolver | 4-6 | 1 | ?/3.3 | - | Shot | 6-12 | 30% | .38 speedload | 0 | 1.4kg
0.1kg |
From Thugg Lyfe in Gangland. Takes all of the ammo listed with the autorevolver. |
Lasblaster | 5-7 | 1 | 3.0 | - | Laser | 8-10 | 20% | Atomicell | -1 | 2.2kg | Scales up to 8-18 laser; few things soak laser damage. Dual-wielded effectively with 20 brawn. Can take laser sight and folding stock mods. |
TT-77 | 5-7 | 2 | ?/4.5 | - | Shot | 5-18 | 10% | 14.5mm | -2 | 5.0kg
0.5kg |
[zotnet] Everyone says, "hey kayle let's talk about the tt-77" [zotnet] Kayle says, "I don't want to talk about that. :("
.wist kayle |
TT-77 | 5-7 | 2 | ?/4.5 | - | Shot | 6-16 | ? | Rusty 14.5mm AP | -2 | 5.0kg
0.5kg |
Shit, like every other ammo type for this gun. |
TT-77 | 5-7 | 2 | ?/4.5 | - | Shot | 7-20 | 10% | Hand-loaded 14.5mm | -2 | 5.0kg
0.5kg |
As usual, hand-loaded mags better than the regular mags. |
TT-77 | 5-7 | 2 | ?/4.5 | - | Shot | 18-20 | 20% | 14.5mm silvertip | -2 | 5.0kg
? |
The only upside to this weapon, while still being terrible silvertips make it actually usable in combat. Not sure where to get these though. |
Rusty .71 Desert Hawk Revolver | 5-7 | 1 | ? | - | Shot | 8-30 | 35% | .71 speedload | -1 | 2.5kg
0.3kg |
Identical the desert hawk, but liable to explode randomly during use. |
.71 Desert Hawk Revolver | 5-7 | 1 | 17/3.2 | - | Shot | 8-30 | 35% | .71 speedload | -1 | 2.5kg
0.3kg |
From Captain Khan in Botany. Requires a moderate amount of brawn to speedcap, and even more to dual wield (22 after recoil mods). Ammo can be bought from South Necropolis. Massive damage and crit rate. Does even more with handloads. |
.71 Desert Hawk Revolver | 5-7 | 1 | 17/3.2 | - | Shot | 14-34 | 40% | hand-loaded .71 speedload | -1 | 2.5kg
0.3kg |
Always find a crafter to break and re-craft regular .71 speedloads into these. Much more min damage and higher crit than the regular speedloads. |
Samaritan | 5-7 | 2 | 19/5.8 | - | Shot
Explosion |
16-40
3-15 |
15%
20% |
.92 speedload | -2 | 1.5kg
0.3kg |
One time reward from Hellboy in Necropolis. Very great damage, but really slow and hard to make ammo for. Useful for aiming related shootings. Requires 2 hands. .92 speedloads can be crafted but will not come out hand-loaded. |
.357 Autorevolver | 5-8 | 1 | ?/2.7 | - | Shot | 6-12 | 30% | .38 speedload | -3 | 1.3kg
0.1kg |
The faster craft-only counterpart to the .357 revolver with an equally hefty accuracy penalty. .38 speedloads have slightly higher crit rates than the .357 speedloads but much lower damage. |
.357 Autorevolver | 5-8 | 1 | ?/2.7 | - | Shot | 9-14 | 35% | hand-loaded .38 speedload | -3 | 1.3kg
0.1kg |
As usual hand-loading your ammo makes it a little better, but this caliber is still mostly inferior to the .357 speedloads. |
.357 Autorevolver | 5-8 | 1 | ?/2.7 | - | Shot | 10-16 | 20% | .357 speedload | -3 | 1.3kg
0.1kg |
If you've gone through the trouble of making this gun you might as well get hand-loads for it too. |
.357 Autorevolver | 5-8 | 1 | ?/2.7 | - | Shot | 15-18 | 25% | hand-loaded .357 speedload | -3 | 1.3kg
0.1kg |
Now we're talking. This is about as good as the autorevolver gets. Really good speed and min damage on par with some rifles, but the max damage only goes up to 24 which is still too low to compete with the endgame pistols. |
12mm FlugHammer | 6-8 | 1 | 12/3.2 | - | Shot | 13-29 | 35% | 12mm clip | 0 | 1.9kg
0.2kg |
A very rare drop from sky raiders. A reskinned hammerhead 12mm that comes premodded with a laser sight, recoil supressor and propellant enhancer. |
12mm Hammerhead | 6-8 | 1 | 17/3.2 | - | Shot | 10-26 | 35% | 12mm clip | -1 | 1.5kg
0.2kg |
The best easily available pistol weapon, and still pretty good compared to the crafted ones. Can be crafted or found in rooms in Cialis Tower. Dual buffered Hammerheads cap at 20 brawn like most pistols. 12mm clips can be crafted but will not come out hand-loaded. |
12mm Hammerhead | 6-8 | 1 | 17/3.2 | - | Shot | 12-26 | 30% | CopKiller clip | -1 | 1.5kg
0.3kg |
Ammo is bought at 77Jacks. Better than regular 12mm clips. |
12mm Hammerhead | 6-8 | 1 | 17/3.2 | - | Shot | 14-28 | 30% | SWATKiller clip | -1 | 1.5kg
0.4kg |
Maas Neotek kiosk ammo. Holds almost twice as many bullets as a regular magazine with greater damage, somewhat expensive though. |
12mm Hammerhead | 6-8 | 1 | 17/3.2 | - | Shot
Bleed |
11-22
1-1 |
32%
0% |
ChudStopper clip | -1 | 1.5kg
0.5kg |
Ammo from South Necro and Maas Neotek. Lower minimum damage than SWATKiller magazines, but balanced with unsoakable bleed damage. Scales up to 14-31 Bullt + 1-7 Bleed damage. |
12mm Hammerhead | 6-8 | 1 | 17/3.2 | - | Shot
Bled |
10-26
1-1 |
35%
5% |
Blacktalon clip | -1 | 1.5kg
0.2kg |
Rare random drop from hepcats and firemen. The |
Viper 12mm | 6-8 | 1 | 17/3.5 | - | Shot | 11-27 | 35% | 12mm clip | +3 | 1.0kg
0.2kg |
Easily crafted from a regular hammerhead. 1-1 higher damage, 4 tohit more accurate, and lighter than the regular Hammerhead, but 0.3 slower. Easier to dual wield due to its accuracy bonus but its slower speed suffers more compared to twin hammerheads. Takes all the ammo listed with the 12mm pistol. |
Needle Pistol | 9-* | 1 | ?/3.1 | - | Stab
Stab Bled |
5-7
5-7 1-1 |
25%
25% 15% |
Needle clip | -1 | 1.0kg
0.1kg |
Craft only, not to be confused with the needler. Can be used underwater and ammo is very cheap from Blastarms. Good for the few lowbie enemies weak to stab, but otherwise not that great. |
Super Shorty | 13-* | 2 | 21/2.9 | - | Beat
Slash Shot |
5-15
5-15 5-15 |
10%
10% 10% |
Buckshot shell | -3 | 1.8kg
0.1kg |
Craft only. A sawn-off shotgun on steroids. Still ineligible for the recoil suppressor. 4 capacity, big accuracy penalty, and a bitch to speedcap, but the high speed and insane ammo variety make it more than worth it. Buckshot is good for when you don't want to waste your real ammo. |
Super Shorty | 13-* | 2 | 21/2.9 | - | Shot | 15-30 | 25% | Slug shell | -3 | 1.8kg
0.1kg |
Good against things with low bullet soak, damage is comparable to most rifles. Ammo sold in Botany and Zombie Inc, Slagtown. |
Super Shorty | 13-* | 2 | 21/2.9 | - | Slash
Slash Slash |
5-13
5-13 5-13 |
20%
20% 20% |
Fletch shell | -3 | 1.8kg
0.1kg |
Great for shredding up zombies. Garbage against anything with decent slash soak. Ammo sold in Botany and Zombie Inc, Slagtown. |
Super Shorty | 13-* | 2 | 21/2.9 | - | Stab
Electric |
1-1
10-20 |
0%
0% |
Electric Shell | -3 | 1.8kg
0.1kg |
Ammo of choice for killing |
Super Shorty | 13-* | 2 | 21/2.9 | - | Burn
Burn |
8-16
7-14 |
30%
20% |
Incendiary shell | -3 | 1.8kg
0.1kg |
Nullianac pack killers. Cheap from South Necropolis and Botany sometimes, and fantastic on anything else with low burn soaks. |
Super Shorty | 13-* | 2 | 21/2.9 | - | Shot
Slash Bleed |
5-10
15-25 2-5 |
10%
25% 70% |
Bolo shell | -3 | 1.8kg
0.1kg |
Concentrated slash damage, great for killing almost anything. Very expensive South Necropolis ammo. |
Super Shorty | 13-* | 2 | 21/2.9 | - | Beat
Shot Irrad |
4-15
2-15 1-10 |
30%
20% 25% |
Waster shell | -3 | 1.8kg
0.1kg |
Very nice, irradiation damage isn't soaked by a whole lot of people. Frequent drop from Glowstiller bootleggers. |
Rifles
All rifles have a chance to make your target "duck and weave for cover", stunning them. With enough speed you can essentially stun-lock someone as they try to break your cover.
This only extends to weapons classified as "rifles." Shotguns and SMGs will not trigger duck and weave.
Duck and weave recently got buffed - this might make rifles a good choice for PvP again.
Rifles require little stat investment to be effective (SCAR-L speedcaps at only 16 total brawn).
Like all guns, rifles are PC-, meaning they cannot parry nor be parried. They also cut the Dodge of your enemy in half
The exception to this is the riot gun, that has a pc of 1 but cannot be parried. As parry is inferior to dodge, this isn't worth it.
Rifles also get a free automatic crit on their first shot against anyone attacking them with fight berserk on. This activates automatically.
Name | Raw | Hands | Speedcap (Brawn req/max speed) | Parry | Damage Type | Base Damage | Crit% | Ammo | Accuracy Modifier | Weapon/ammo weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
10/22 rifle | 0-2 | 2 | ?/5.0 | - | Shot | 8-11 | 25% | .22 speedload | +3 | 2.0kg
0.05kg |
Bought from Blastarms in Crater Rim. Use this to grind to 3 when you can use the American-180, then ride that baby to 6. Slightly better with .22 hand-loads but this is a grinding gun so don't bother. |
Quakegun | 1-3 | 2 | ? | - | Shot | 5-30 | 50% | Quakegun Hopper | Exists only in the Quake Dream. | ||
Shotgun (Quake) | 1-3 | 2 | ? | * | Beat
Slash Shot |
5-15
5-15 5-15 |
10%
10% 10% |
? | Exists only in the Quake Dream. | ||
14.5mm pipe gun | 1-3 | 1 | ? | - | Shot | 2-12 | 10% | hand-loaded 14.5mm clip | A one-handed rifle?? And the ammo takes pistols skill to craft??? This gun is a mess. | ||
Pump shotgun | 1-3 | 2 | 19/5.8 | * | Beat
Slash Shot |
5-15
5-15 5-15 |
? | Buckshot shell | 1.5kg | Craft only. Too slow to be competitive and doesn't really scale up much at all. 5 shell capacity. Takes all shells listed with the Super Shorty. Classified as a shotgun. | |
EMP shotgun | 1-3 | 1 | 18/5.2 | - | EMP | 4-9 | 15% | MK I Energy cell | 0 | 2.5kg
0.3kg |
Bought from CSICOP in Slagtown. Not useful for much other than killing ghosts. Classified as a shotgun. |
EMP shotgun | 1-3 | 1 | 18/5.2 | - | EMP | 6-15 | 15% | MK II Energy cell | 0 | 2.5kg
0.3kg |
Bought from the ghost buster store in Weezer. For the serious ghost buster. Classified as a shotgun. |
EMP shotgun | 1-3 | 1 | 18/5.2 | - | EMP
Cold Waste |
8-20
7-11 6-8 |
25%
10% 10% |
Ectoblast cell | 0 | 2.5kg
0.3kg |
Ectoblast cells are craft-only. Not much soaks cold and waste, making this great for killing almost everything. |
M100 rifle | 1-4 | 2 | ?/5.2 | - | Shot | 12-19 | 15% | 6mm | +3 | 2.5kg
0.2kg |
The next step from the 10/22, bought from Blastarms. High damage but still a cheap, slow grinding weapon. |
Harpoon rifle | 3-5 | 2 | ?/5.2 | - | Stab | 7-27 | 20% | Harpoon Clip | 0 | 1.5kg
0.2kg |
Crafted and found in the Sealab underwater. Harpoon Clips can be bought from Blastarms. Can be used underwater and auto-crits on vampire chests. |
Kel-tec KSG shotgun | 3-5 | 2 | 21/3.9 | - | Beat
Slash Shot |
5-15
5-15 5-15 |
10%
10% 10% |
Buckshot shell | +1 | 3.1kg
0.1kg |
Bought for cheap from Zombie Hunters Inc in Slagtown. The best rifle shotgun with damage that scales higher than the shorty. 10 shell capacity. Can load all the shells listed with the Super Shorty and can get pretty fast with enough brawn. Classified as a shotgun. |
Riot gun | 3-5 | 2 | ?/5.2 | * | Beat
Slash Shot |
3-13
3-13 3-13 |
10%
10% 10% |
Buckshot shell | +1 | 1.5kg
0.1kg |
Found randomly in the lockers under WOPR. Holds 5 shells. Inferior to the KSG in almost every way, but is unique for having a parry class of one. Takes all the shells etc. Classified as a shotgun. |
American-180 | 3-6 | 2 | 12/2.4 | - | Shot | 7-11 | 15% | .22 pancake | +2 | 2.6kg
0.4kg |
Craft only, ammo available at Blastarms. The fastest rifle. Weak, but very good for grinding. Slightly stronger with handloads. |
Vector Carbine | 4-6 | 2 | ?/4.8 | - | Shot | 12-20 | 20% | 9mm Clip | 1.5kg
0.2kg |
Craft only. Powerful, but slow. Even stronger with Insult 9mm(tm) and 9mm hand-loads. | |
Rusty AK-7 rifle | 4-6 | 2 | ?/3.9 | - | Shot | 10-18 | ? | 7.62mm clip | -1 | 3.5k
0.3kg |
Chomos in New Clearwater often have them. Equally effective alternative when making AR-17 rifles but may explode if used on its own. Can be switched to single or burst mode. Can take all the ammo listed with the AR-17. |
Tommy gun | 5-7 | 2 | ? | - | Shot | 12-25 | 30% | drum magazine | Craft only, and only good for looking cool. Outclassed by most other rifles. | ||
AK-7 rifle | 5-7 | 2 | 19/3.9 | - | Shot | 15-23 | 20% | 7.62mm clip | 0 | 3.0kg
0.3kg |
Bought from Pegleg Pete's in Botany sometimes. Can be switched to single or burst mode. Better damage with hand-loads (22-30). Can take all the ammo listed with the AR-17. |
Snow white AKS-74u | 5-7 | 2 | 19/3.9 | - | Shot | 15-23 | 20% | 7.62mm clip | Previously the best rifle in the game, after getting the shit nerfed out of it, it's now an AK-7 reskin. Better damage with hand-loads (22-30) | ||
AR-17 rifle | 6-8 | 2 | 18/4.0 | - | Shot | 18-26 | 20% | 7.62mm clip | +2 | 3.0kg
0.3kg |
The highest shot damage gun that actually gets used in combat - this one and the SCAR-L/plasma rifle are what you will see in PvP. Extremely easy to craft and make ammo for. |
AR-17 rifle | 6-8 | 2 | 18/4.0 | - | Shot | 23-28 | 25% | hand-loaded 7.62mm magazine | +2 | 3.0kg
0.3kg |
Always get someone to make your regular 7.62mm clips into hand-loads. |
AR-17 rifle | 6-8 | 2 | 18/4.0 | - | Shot
Cold |
20-26
2-4 |
20%
5% |
7.62mm iceblox clip | +2 | 3.0kg
0.5kg |
The cold is unsoakable by most things and can scale higher with mods. This ammo is bought from Camp Benjamin in South Necropolis along with the other special ammo types. |
AR-17 rifle | 6-8 | 2 | 18/4.0 | - | Shot
Bleed |
20-26
2-3 |
20%
5% |
7.62mm blacktalon clip | +2 | 3.4kg
0.3kg |
Like Iceblox, but for bleeding. Good for the few things that do soak cold damage. |
AR-17 rifle | 6-8 | 2 | 18/4.0 | - | Shot
Expl |
18-26
2-3 |
20%
5% |
7.62mm thumper clip | +2 | 3.0kg
0.3kg |
Explosive bullets which are hard to soak and have a high chance of gibbing anything you kill. Some joker will always bring this to the Pit. |
AR-17 rifle | 6-8 | 2 | 18/4.0 | - | Shot
Elec |
18-26
2-3 |
20%
5% |
7.62mm tsap clip | +2 | 3.0kg
0.3kg |
Electric bullets. Not very useful since nothing is particularly weak to elec. |
TEC-9 machine pistol | 6-* | 2 | 13/3.9 | - | Shot | 15-23 | 20% | 9mm clip | +3 | 3.0kg
0.2kg |
Drops from karnivore soldiers in Nukem Academy which don't show up often, or rarely from normal karnivore seniors. Accurate, relatively easy to speedcap, and the shot damage scales higher than the AR (up to 42 shot damage!). Better damage with Insult 9mm(tm) and 9mm hand-loads. Classified as an SMG. |
Rusty Gremlin SMG | 6-* | 2 | ? | - | Shot | 15-23 | 20% | 9mm clip | -3 | 3.0kg
0.2kg |
Dropped by the rig workers on oil rig, pretty shitty, and liable to explode when used. This thing is basically the opposite of the Tec-9. Classified as an SMG. |
Rusty MP9 | 6-* | 2 | ? | - | Shot | 15-23 | 20% | 9mm clip | -12 | 3.0kg
0.2kg |
Also based on the Tec-9 chassis. Liable to explode, terrible, can random spawn in a Gangland container. Notable for having possibly the highest innate accuracy penalty of any conventional weapon in the game. Classified as an SMG. |
Bullpup rifle | 7-* | 2 | 18/3.6 | - | Shot | 10-25 | 15% | 5.8mm | -1 | 3.2kg
0.3kg |
Craft only. If you've gone to the trouble of getting a bullpup, don't waste it firing shitty standard rounds. |
Bullpup rifle | 7-* | 2 | 18/3.6 | - | Shot | 15-27 | 25% | hand-loaded 5.8mm | -1 | 3.2kg
0.3kg |
Unfortunately this is still significantly weaker than the AR-17 and not fast enough to make up for the loss. |
Bullpup rifle | 7-* | 2 | 18/3.6 | - | Shot
Cold |
10-25
2-4 |
15%
5% |
5.8mm iceblox | -1 | 3.2kg
0.3kg |
Bought from South Necropolis like the rest of the special ammo. The elemental damage does not scale nearly as much as the AR-17 counterparts. |
Bullpup rifle | 7-* | 2 | 16/3.6 | - | Shot
Elec |
10-25
2-3 |
15%
5% |
5.8 tsap magazine | -1 | 3.2kg
0.3kg |
See AR-17 |
Bullpup rifle | 7-* | 2 | 18/3.6 | - | Shot
Explo |
10-25
2-3 |
15%
5% |
5.8mm thumper magazine | -1 | 3.2kg
0.3kg |
See AR-17 |
Bullpup rifle | 7-* | 2 | 18/3.6 | - | Shot
Bleed |
10-25
2-3 |
15%
5% |
5.8mm blacktalon | -1 | 3.2kg
0.3kg |
See AR-17 |
Wasteland bullpup | 7-* | 2 | ? | - | Shot | 13-28 | 15% | 5.8mm | -3 | 3.4kg
0.3kg |
Stronger than the regular bullpup, but much less accurate and slower. Takes all the ammo listed in the regular bullpup. |
Sighted Sturmgewehr | 7-* | 2 | ? | - | Shot | 13-28 | 15% | 5.8mm | +2 | 3.6kg
0.3kg |
The Flughammer of rifles. For the most part this is just a fully modded bullpup rifle with a fancy name, but it has 2 more tohit than usual modded bullpups. Takes all the ammo listed with the bullpup. |
Plasma rifle | 8-* | 2 | 18/3.0 | - | Burn
Burn |
15-18
15-18 |
30%
30% |
plasma bottle | +1 | 5.0kg
0.3kg |
Craft only. Nullified by leech-hide and dusters; potent against unprepared targets. Difficult to craft (as is the ammo). Restricted mod pool; can only take laser sight. |
SCAR-L | 10-* | 2 | 16/2.6 | - | Shot | 11-21 | 20% | 5.56mm | -1 | 3.3kg
0.2kg |
Craft only, as well as a one time reward from a certain cache. Much faster than the bullpup and AR, giving you more opportunities to trigger duck&weave. 5.56mm elemental ammo is sold in Abandoned Highway and Necropolis South with the 7.62mm counterparts. |
SCAR-L | 10-* | 2 | 16/2.6 | - | Shot | 17-23 | 25% | hand-loaded 5.56mm | -1 | 3.3kg
0.2kg |
See AR-17 |
SCAR-L | 10-* | 2 | 16/2.6 | - | Shot
Bleed |
11-21
1-1 |
20%
5% |
5.56mm blacktalon magazine | -1 | 3.3kg
0.2kg |
See AR-17 |
SCAR-L | 10-* | 2 | 16/2.6 | - | Shot
Cold |
11-21
1-1 |
20%
5% |
5.56mm iceblox magazine | -1 | 3.3kg
0.2kg |
See AR-17 |
SCAR-L | 10-* | 2 | 16/2.6 | - | Shot
Elec |
11-21
1-1 |
20%
5% |
5.56mm tsap magazine | -1 | 3.3kg
0.2kg |
See AR-17 |
SCAR-L | 10-* | 2 | 16/2.6 | - | Shot
Expl |
11-21
1-1 |
20%
5% |
5.56mm thumper magazine | -1 | 3.3kg
0.2kg |
See AR-17 |
Needle rifle | 10-* | 2 | ?/3.1 | - | Stab
Stab Bleed |
8-10
8-10 3-3 |
25%
25% 15% |
needle clip | -1 | 1.5kg
0.05kg |
Craft only. The bleed damage and speed were nerfed significantly, RIP in PIP sweet prince. Can still be used underwater. |
Sniper rifle | 12-* | 2 | 28/8.0 | - | Shot | 18-38 | 50% | Sniper round | +4 | 4.5kg
0.3kg |
Craft only. Only useful for aiming, but very good at that. |
Sniper rifle | 12-* | 2 | 28/8.0 | - | Shot | 30-55 | 100% | Tantalum sabot sniper round | +4 | 4.5kg
0.3kg |
Has the potential to instantly kill most targets. |
SPAS-12 | 13-* | 2 | 25/4.2 | - | Beat
Slash Shot |
10-20 | 10% | Fletch shell | -2 | 4.0kg | FCEF reputation required for purchase in Camp Benjamin. |
Science
All science weapons act like guns and deal exotic damage most armors can't soak.
They're also a HUGE pain in the dong to craft and Ectoblasts aside, useless in PvP. As a tradeoff, they often have a unique gimmick such as causing mentals or firing onto adjacent tiles like grenade launchers.
Only go for this if you're a masochistic sperg experienced player looking for a challenge.
Name | Raw | Hands | Speedcap (Brawn req/max speed) | Parry | Damage Type | Base Damage | Crit% | Ammo | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
Brainscrambler | 1-3 | 2 | 20(?)/5.8 | - | Crazy | 0-10 | 0% | Brainscrambler canister | 1.6kg | The crazy damage means that targets hit by it will develop mental illnesses. These things are a fucking pain in the ass to craft and are fucking slow on top of it. | |
Proton pack (Mk I) | 4-* | 2 | 16/5.2 | - | EMP | 11-16 | 15% | Mk I Energy Cells | +2 | 6.7kg | Useful for busting ghosts. Purchased in Slagtown. Can take laser sight and propellant enhancer. |
Proton pack (Mk II) | 4-* | 2 | 16/5.2 | - | EMP | 13-22 | 15% | Mk II Energy Cells | +2 | 6.7kg | Useful for busting ghosts. Purchased in Weezer. |
Proton Pack (Entropicell) | 4-* | 2 | 16/5.2 | - | Elec Cold |
12-12 12-12 |
20% 10% |
Entropicells | +2 | 6.8kg | New type of cell, slightly easier to make than ectoblast. Scales pretty well, seems to cap at 12-28. Craft only. |
Proton Pack (Ectoblast) | 4-* | 2 | 16/5.2 | - | EMP Cold Wasting |
15-27 14-18 13-15 |
25% 10% 10% |
Ectoblast Cells | +2 | 6.8kg | Useful for busting pretty much everything. Scales insanely high (43+/34+/31+ emp/cold/waste at only 30 science). Craft only. |
Desolator | 4-6 | 2 | ? | - | Waste
Irrad |
15-20
15-20 |
20%
20% |
Desolator payload | Scales very well with science. Ammo is an absolute bitch to craft. Can be fired onto another tile to | ||
Disruptor | 4-6 | 1 | 19 (20) | - | Explode | 50-60 | 0% | Disruptor Power Pack | 1.8kg | Absurdly Slow. May blow up with low science skill. Nigh-useless in any form of combat | |
Debilitator | 4-6 | 2 | ? | - | ? | ? | 0% | Debilitator Slug | 1.8kg | Several ammo types, but they are a pain in the ass to make. Still very obscure to this day. Effects of ammo vary wildly. |
Medic
Oddly enough, medicine can be weaponized. This class used to be a one-trick pony, but with the addition of the Liston Knife, there are now two medic weapons.
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Liston knife | 0-2 | 1 | 20/2.6 | Bleed
slash |
1-3
3-5 |
15%
5% |
0 | 1.2kg | Random drop from an NPC in Crater Rim. Much easier to speedcap than the scalpel, but 2-2 less damage. Can take all blade mods. | |
Sonic scalpel | 5-7 | 1 | 25/2.6 | Bleed
slash |
3-5
1-3 |
15%
5% |
0 | 0.125kg | This weapon's bleeding damage scales with medic skill and caps at 3-15 bleed at around 46 tohit, making it a great light blade brainies can use to kill as well as butcher. Can also be used to grind medic. |
Flails
A gimmicky weapon class that was created and forgotten. Don't expect any buffs anytime soon ever, these are almost all trash unless you know what you're doing.
What hurts flails most is the lack of an endgame PvE weapon.
Flails can sometimes get "stuck" inside opponents and pulled out for extra damage. This is a waste of time for the most part because pulling does minimal damage and you cannot use your stuck weapon until it is freed.
Unlike guns, flails can still be dodged.
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Yo-yo | 0-2 | 1 | 18/2.6 | - | beat | 0-2 | 10% | Can be found on orphans. Your first grinding flail. | ||
Sock with a half-brick | 1-3 | 1 | 5.1 | - | Beat | 1-10 | ? | |||
Steel Morningstar | 1-3 | 1 | 26/2.7 | - | Beat
Stab |
3-5 | 20%
15% |
Can be bought from Zombie Hunters Inc. | ||
Rope Knife | 1-3 | 1 | 25/2.3 (?) | - | Slash | 4-7 | 23% | 1.0kg | Improv recipe from rope, combat knife, and gold hoop earrings. | |
Steyr M48 security flail | 3-6 | 1 | 26/2.6 | - | Elec
Stab Beat |
3-6
2-6 3-6 |
25%
10% 10% |
1.5kg | Found in the mall, p okay with its unique electric damage. | |
Meteor Hammer | 4-6 | 2 | 26/2.6 | - | Beat | 4-10 | 30% | 4.0kg | Can be bought from Tree of Life in Botany Bay. Two handed and a bit inaccurate, but scales moderately well with brawn and skill. | |
Nunchaku | 4-6 | 1 | 21/2.6 | * | Beat | 1-4 | 35% | 1.0kg | One handed and pretty easy to speedcap, however, the damage scaling is rather underwhelming. Found on Kakuri. | |
Kusarigama | 8-* | 2 | 25/3.0 (?) | - | Slash
Stab |
8-19
4-8 |
25% | +2 | 1.0kg | Scales slightly with brawn and weapon skill. Good slash / stab damage. Craft only on Blacksmith Forge. |
Improvised flail | ? | 1 | ? | - | Beat | ? | ? | ? | With a schematic you can forge a custom flail with a steel chain, brick of quickmold, and item of your choice (giant wrenches, steel pipes, dead babies, you name it). The weight of the item you choose will affect it's base damage and raw requirement. Any flail over 15kg will become unwieldy to use by even the most skilled flailer. |
Throwing
Used to be a lot better. Has very few real weapons, but anything thrown can be weaponized.
Damage is based on weapon weight and a hidden "throwability" stat - just stick to throwing fire axes.
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Shuriken | 1-3 | 1 | ? | - | Stab | 2-6 | 35% | You can get these from Roshi on kakuri. | ||
Boomerang | 2-5 | 1 | ? | - | Beat | 3-9 | 30% | If you throw it, it comes back! Improvise one with scrap wood. |
Fishing
PvP, PvE, and PvFish with them. What's not to like?
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Bamboo fishing pole | 1-3 | 1 | ? | - | Stab | 1-3 | 0.45 | Gets 'stuck' like flail on occasion. | ||
Wood fishing pole | 1-3 | 1 | ? | - | Stab | 1-3 | 0.45 | See above. | ||
Carbon fishing pole | 1-3 | 1 | ? | - | Stab | 1-3 | 0.45 | See above. This one has a radar you can use to see fish at certain water depths. |
Scavenge
There is only one scavenge weapon in existence. Only good for grinding your first few scavenge raws.
Name | Raw | Hands | Speedcap (Reflex req/max speed) | Parry | Damage Type | Base Damage | Crit% | Accuracy Modifier | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Rusty can opener | 0-2 | 1 | Slash
Stab |
1-2
1-2 |
5%
10% |
Common orphan drop |
Explosives
Devices that can either be loaded into a grenade launcher and shot with the bombs skill, pulled and thrown to the next tile, or destroyed to go off. Explosions have a chance to knock people into adjacent tiles.
Most explosives (bar dirty bombs and clusternukes) are too weak to use in PvP since XP total and Dodge reduce damage taken by bombs. A few of them have some very useful status effects though. You can also stack explosives or add gasoline to the tile to cause chain reactions.
Explosion damage is reduced by soaks, total XP and the Dodge skill. Additionally, some NPCs are able to completely dodge grenades that inflict status effects.
Basic Explosives
Bread-and-butter bombs. These are activated and then thrown at people, whereupon they blow up and (hopefully) hurt the target.
Name | Effects | Notes |
---|---|---|
Cheap firecracker | Explosion | Very weak explosion. Used for bombs grinding. |
Giant firecracker | Explosion | None. |
Cherry bomb | Explosion | From mountain pass bandits. |
Molotov cocktail | Explosion+Fire | Can be crafted by the metric asston. Will sometimes light someone on fire, however, these will explode in your hand. A lot. |
Pipe bomb | Explosion | Can be used to make suicide vests/belts and landmines. You can also take apart suicide belts to get these. Some of these are duds. |
Frag grenade | Explosion | Comes in two flavors: Regular frag and the weaker, unreliable "old frag grenade of dubious quality". While they're the strongest single-room explosive, the damage is still pretty low. |
WMDs
Explosives in this category produce explosions that span over multiple tiles.
Name | Effects | Notes |
---|---|---|
Metal Suitcase | 2x Explosion+???+??? | Bought at Freedom City, Botany Bay and Gas town. Used in a journal, crafts into dirty bombs. Surprisingly decent damage. |
Dirty Bomb | Radiation+??? | Essentially a metal suitcase that also irradiates the tiles it effects. |
Clusternuke pellet | Radiation+??? | Kills |
Mines
These explosives are usually used as traps.
Name | Effects | Notes |
---|---|---|
Landmine | Explosion | Explodes when anything enters the room. Can be avoided with a little dodge. |
Gangland Mines | Explosion | Two types: Splat and Buster, the first is the weaker. Only work in gangland. Can be fired from grenade launchers hilariously enough. |
Remote Mines | Explosion | A mine that can be remotely detonated via ham radio. Deals potent damage up until around 150k xp. |
Utility
These explosives are used for purposes other than directly dealing damage.
Name | Effects | Notes |
---|---|---|
Smoke bomb | Writhing smoke | Slightly reduces weapon accuracy for all players in the room and increases fleeing success rate. Cheap alternative to spew, but without the stunning effect. |
Sticky bomb | Sticky filaments | Covers all players in the room with sticky filaments. Extremely effective against dodgy opponents. Bought for cheap in Corpclave. (-15 dodge) |
Stun grenade | Shock+stun | Stuns all players in the room and inflicts a single dose of shock (-3 brains, -2 dodge, -1 melee tohit, -2 gun tohit). The effect wears off very quickly though, and may be soaked by players with high endurance. Bought from a store in Botany Bay. |
Flashbang | Shock+stun | A stronger stun grenade that inflicts a higher level of shock to all players in the room. Found on Coventry. |
Psychotropic grenade | Inflicts fear | Inflicts a high dose of fear like a Hideous Freak's Scare ability. Effect works through gasmasks, but may be soaked by a person with high cool. (-4 cool, -3 reflex, -4 senses) |
Chlorine Bomb | Chlorine | Fucks peoples eyes up with a dose of chlorine. Effect multiplies with more bombs, but is nullified with a gasmask. (-2 brains, -2 reflex, -2 endurance, -5 senses per dose.) |
Spergnade | Asperger's syndrome | Debuffs Focus and renders victims unable to emote or talk properly. An absolute hit at Club Hellfire. |
Rapenade | Rapinex | Very useful in certain circumstances since rapinex will make people try to strip their clothes and armor off off. Effect nullified if wearing a gas mask. |
THC grenade | Dude weed | Enough weed can make someone pass out, but gas masks protects against THC completely and the dosage from a single grenade isn't that high. About as useful as a party favor. |
EMP grenade | EMP | Damages ghosts and robots. May inflict mentals, damage, and shock on high focus players. |
Psyflare | Psi shimmer | Explodes like a grenade and leaves psi shimmers in the area. Used for messing with phasers and clairvoyants. |
Miscellaneous
These explosives are special, or else don't fit into any other category.
Name | Effects | Notes |
---|---|---|
Grenade Launcher | Varies | One-time journal reward. You can load any explosive into this (even clusternukes!) and fire it up to five tiles away. Useful with binoculars. Using this with low bomb skill may make you fire in the wrong direction/distance. |
Stinger Missile | AA Missile | Crafted with tons of gunpowder and flashpowder. These things are single-use and require rifle skill to use for some reason. Extremely disappointing - crafting them consumes a grenade launcher and the damage is very low. |
Suicide belt | Worn Explosive | You can wear a bunch of them and activate them at once for fun at parties. Damage is a tier or two higher than frag grenades and will deal critical damage to the wearer. NOTE: May explode if you try to put one on with low bombs skill. |
Suicide vest | Worn Explosive | A bigger, crafted suicide belt for when you want to be REALLY fun at parties. |
Black cocoon capsule | Explosion | Not actually a weapon. Works like any old white cocoon capsule except instead of protecting your gear, it explodes and deals damage to all players in the room, potentially destroying your corpse and everything in it. The more $$$ your gear is worth, the bigger the bang. |