Weapons

Weapons are a type of equipment that can be obtained from weaponmaking skill and used in combat.

This article is about weapon base-types. Each weapon object in the game is a separate instance of a certain base-type (see base-types and instances).

Weapon categories
There are two main weapon categories: melee and ranged weapons.

Melee weapons
Melee weapons are usually cheaper to make (require more common and smaller amounts of resources) and cheaper to use because they do not require ammunition. On the other hand, they usually have a very small range, deal less damage and have a low attack rate.

Ranged weapons
Ranged weapons (mostly firearms) are generally more expensive to make (require rare and larger amounts of resources) and more expensive to use as they require many different types of ammunition. Ranged weapons vary a lot on their stats, but are almost always more effective than melee weapons, especially higher level variations.

List of weapons (base-types)

 * Club (level 1)
 * Slingshot (level 2)
 * Crude knife (level 3)
 * Bow (level 5)
 * Dagger (level 7)
 * Crude rifle (level 8)
 * Baseball bat (level 9)
 * Spear (level 10)
 * Crude pistol (level 11)
 * Nailed baseball bat (level 13)
 * .22 Homemade (level 14)
 * .22 Rimfire (level 14)
 * Machete (level 16)
 * Fire axe (level 17)
 * Brass knuckles (level 18)
 * Stubby .38 (level 20)
 * Rubber baton (level 22)
 * CZ 9mm (level 24)
 * Combat knife (level 26)
 * Messler 12 gauge (level 27)
 * Expandable batton (level 28)
 * SKV (level 29)
 * Flamethrower (level 30)
 * Royal SMG (level 31)
 * Bolt MDL 70 (level 32)
 * 1911C (level 33)
 * Modern bow (level 34)
 * Hunting rifle (level 35)
 * Barter 9 (level 37)
 * HBR Warrior (level 38)
 * VZ Black Widow (level 39)
 * Igrem 10 (level 40)
 * AK-762 (level 44)
 * Incision-r Lite (level 44)
 * BZ Buffalo (level 45)
 * Falcon 12 gauge (level 46)
 * SixER Magnum (level 48)
 * Semi-14 (level 49)
 * GR3 Maneuver (level 50)
 * Base 40 GL (level 51)
 * RU-Dragan (level 52)
 * AMR Carbine (level 54)
 * MPS (level 56)
 * AKU Car (level 57)
 * HC-Hawk (level 58)
 * BwS MG (level 60)
 * LAR-16 (level 63)
 * MASP (level 64)
 * Hastad Fusilier (level 66)
 * TEK-3 (level 69)
 * PDW 1990 (level 70)
 * AK-2K (level 70)
 * GLK-82 (level 72)
 * FR Bugle (level 73)
 * Predator (level 76)
 * VNT SZ (level 77)
 * SSG Seven (level 80)
 * Tundra 12G (level 82)
 * Royal ENF Rifle (level 82)
 * Commando 556 (level 85)
 * Bullpup SAG (level 90)
 * Vektr-X (level 92)
 * Arctic SR (level 95)
 * CZ 85X (level 100)
 * SKR Combat (level 105)
 * TAV 21x (level 107)

Stats
A weapon's efficiency is defined by its stats. Each weapon type has a base set of stats, some of which can be better based on the level and quality of each instance generated.

Minimum damage
The minimum damage caused by this weapon when it hits an enemy.

Maximum damage
The maximum damage caused by this weapon when it hits an enemy.

Handling
How well the weapon handles in general (size, weight, ergonomics).

It affects the attack timer on every attack after the first.

Range
The effective range of the weapon.

It affects the timer on the first attack only.

Attack rate
Represents how fast this weapon shoots (rate of fire) or how fast you can attack with it (melee).

It affects the number of shots (or strikes) per attack.

A decimal number (below 1) represents a chance to have an extra shot/strike. For example, a rifle with an attack rate of 2.5 always shoots twice and has a 50% (0.5) probability of shooting a third time.

Accuracy
How accurate is the weapon.

It is the probability that each shot/strike hits the enemy.

Accuracy drop
A rough measure of a weapon's recoil.

It sets the loss of accuracy for each shot/strike after the first. For example, a rifle with an attack rate of 3, an accuracy of 65% and an accuracy drop of 5% has the following chances of hit in an attack:

Shot 1: 65% chance to hit

Shot 2: 60% chance to hit

Shot 3: 55% chance to hit

Stun chance
A rough measure of a weapon's stopping power and impact.

It sets the probability for each hit to stun the target, increasing the enemy's attack timer.

Magazine size (ranged-weapon only)
The magazine size of a weapon.

It controls the number of shots you can take with the weapon before you have to reload.

Reload time
How long it takes to reload the weapon.

Reload time is added to your attack timer when you deplete your weapon's magazine - the lower, the better.

Break-rate
A rough measure of a weapon's durability and reliability.

It represents the chance that a weapon will break each time it is used (each attack). For example, a break-rate of 0.1% means that, on average, this weapon will last for 1000 attacks.

Special bonuses
Some weapon base-types have an implicit bonus that is common to all instances of that base-type. For example, all Modern bows have an implicit bonus of "+25% side drops when fighting animals".

There are also a few bonuses that can occasionally be generated at an instance's creation:


 * Accurate
 * Critical
 * Hunting
 * Murderous
 * Stunning
 * Stable
 * Ergonomic
 * Sighted
 * Fast