Difference between revisions of "Weaponry"

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== [[Pistols]] ==
== [[Pistols]] ==
One-handed pistols can be dual wielded for a higher speed and penalty to their accuracy, if you have the brawn. Like all guns, pistols are PC-, meaning they cannot parry nor be dodged or parried.
One-handed pistols can be dual wielded for a higher speed and penalty to their accuracy, if you have the brawn. Like all guns, pistols are PC-, meaning they cannot parry nor be dodged or parried. Pistols are also the only weapon class to take the recoil suppressor mod which reduces brawncap requirement by 5.
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Revision as of 06:08, 8 February 2017

These are (most of) the weapons used for skills in Hellmoo. They are sorted by the 'Raw' attribute and then by min base damage however the fuck you want to sort them because the tables are sortable.

Speed and non-base damage differ by a lot based on your stats and skills, so they are a bit more difficult to obtain. Do not judge weapons by their base damage as most of them benefit massively from brawn and skill scaling. Speeds that are shown are based on the normal fight style. Melee weapons depend on reflex for speed, and firearms depend on brawn for speed. All weapons also have a hidden dodge penalty calculated by the weapon's weight in kg rounded down.

NOTE: Weapons with brawn scaling (including weapons modded with monowire kits) will scale negatively for characters with less than 8 brawn.

Additional data available at Weapons (Programming). Not very reliable since it is several years outdated.

Damage Types

Type Associated weapons Critical effects
Beat Clubs, hammers, axes, blunt weapons. Can break limbs and has a higher chance to knockout on a headshot. Hitting broken limbs can put the target into shock.
Slash Swords, axes, edged weapons. Can cause bleeding and castration on a lucky hit.
Stab Spears, pointed weapons. Can cause bleeding.
Bullet Pistols, rifles. Can cause bleeding.
Burn Flame chains, fire, and plasma. Can cause burning.
Electricity Blacklashes and flashwhips, lightning, toaster in water. Can cause stuns, burning and shock.
Acid Venomous whips, sagebrushes, corrosive pikes. Can cause shock.
Radiation Abom claws, sharpened fuel rods. Can cause burning and inflict rads.
Wasting Ectoblast ammo, Gulfhounds, Starving. Can cause hunger.
Cold Ectoblast ammo, Gulfhounds, Environments, etc. Can cause the cold status effect.
EMP Crystal spikes, illuminol clips, EMP shotguns, proton packs, EMP weapon mods. Can cause mental diseases in high-focus players.
Bleed Sonic scalpels, chainsaws, chudstopper ammo, bleeding. Can cause fainting (knockouts).
Laser Lasblasters Can cause burning.

Parry Classes

Name Icon Notes
Non-parrying - Does not parry, and cannot be parried.
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

Here is a consolidated page to a list of melee and firearms mods.

Fists

Hits hard and hits fast. Fists gain damage from high skill as well as brawn. Nearly all fists can be used at maximum speed with enough reflex. The fister's main weapons (jawbies) are parry class 0, meaning 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% Notes Weight (dodge penalty)
Fist 0-4 1 22/2.6 Beat 1-3 20% That's what you are using if you don't wield any weapon. Damage is increased with litho. 0/0
Powerglove 1-2 1 ? Beat/Slash 1-2/1-1 ? From Commander Andy's in Slagtown. A terrible weapon, don't bother with them. Used to make tesla and edison gauntlets.
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 22/2.6 Slash 1-8 2% Chuds have their fists replaced with this. If you are hit, they can give you any diseases the chud has. 0/0
Claws (Zombie) 2-5 2 26/4.7 Slash 1-8 2% Zombies have their fists replaced with this. Scales well with brawn, but slow as hell. Has a chance of inflicting zombie rot on hitting. 0/0
Knuckle Buster 3-5 1 22/2.6 Beat 3-6 15% Bought from Ammunation. Your bread and butter fist. Most fist users who don't go ripper/abom will spend a lot of time with these. Damage can scale even higher than jawbies with enough brawn.
Claw (Ripper) 3-5 2 22/2.6 Slash/Stab 3-7/1-6 30%/30% Mutating ripper replaces your regular fists with this. You can butcher and fish with them, but not fondle or wank without hurting yourself or the target. 0/0
Uru pounders 3-6 2 ? Beat 3-7 35% Weighs 6kg. Get from gammaprole stockboys.
Claws and fangs (Abom) 3-6 2 ? Slash/Stab/Radiation 3-7/3-7/2-5 30%/30%/10% Mutating abomination replaces your fists with this. Bad fuckin' ass. It's okay. Scales awesomely with brawn.
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. Slower than Jawbreakers, but has a parry class of one and does electric damage, which most armors don't soak. Damage scales more off skill rather than brawn.
Edison Gauntlets 7-8 2 29(?)/2.6 * Electric/Beat 5-14/5-15 35%/25% Upgraded tesla gauntlets. Slower but harder hitting. Unlike the Tesla gauntlets, Edison's damage scales much better off of brawn rather than skill.
Jawbreaker 7-* 1 23/2.6 Beat 3-9 35% Bought from Pegleg Pete's in Botany sometimes. The high end PvP weapon of choice. Defines fists - fast, good damage, and random stuns. Used to be a lot better.
pair of pata gauntlets 8-* 2 27(?)/2.6 ** Slash/stab 3-11/5-10 40%/40% Craft only. PC ** and decent speed, they are something to be feared when wielded by an endgame fister.

Clubs

Much weaker than fists, but with the added bonus of higher parry classes. Good clubs are often easy to obtain compared to most other weapon classes 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). Clubs are also the only weapon class that accepts the Inertial Damper(speed) mod.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Notes Weight (dodge penalty)
thighbone 0-2 1 26(?)/4.1 * beat 1-4 5% Bought from Ammunation or cut from dinosaurs. For making various mid/late game weapons. 0.9kg/0
nail mace 0-2 2 26(?)/5.4 * beat/stab 1-4/1-2 10%/20% Bought from Ammunation or looted from chobos. 2.0kg/-2
Razor Bat 0-2 1 ? * Beat/Slash 1-6/3-3 20%/35% Crafted from baseball bat + razor ribbon.
crowbar 0-2 1 26(?)/4.1 * beat 3-5 15% Bought from Ammunation. Can be used to open the elevator doors in the WU building, but otherwise pointless. 1kg/-1
Spiked board 0-2 1 26(?)/5.4 * Beat/Stab 1-5/1-3 15%/20% From Thug Lyfe, Gangland. Don't bother. 1.5kg/-1
spoon 1-3 1 26(?)/4.1 beat 1-1 10% Can be found in prison, and can be crafted into a shank. The ultimate in SperGrind Technology. 0.1kg/0
Fine walking stick 1-3 1 26(?)/4.1 * Beat 1-1 10% Bought from Threadless in Corpclave. A MY IMMERSION item. 1.5kg/-1
Tomahawk 1-3 1 ? Slash 2-5 50% 0.45kg/0
#217 pipewrench 1-3 1 26(?)/4.1 * Beat 1-3 10% 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. 0.9kg/0
truncheon 1-3 1 26(?)/2.8 * beat 1-4 20% Bought from Ammunation. Bad damage but decent speed, not bad for early grinding. 0.7kg/0
Hatchet 1-3 1 26(?)/3.2 * Slash/Beat 3-7/1-3 30%/10% Bought from Zombie Hunters in Slagtown. You can butcher trees with it. 2.2kg/-2
pipe 1-3 1 26(?)/4.1 * beat 1-5 10% Ammunation trash. Can be scavenged in the streets of Slagtown. 1.5kg/-1
Baseball bat 1-3 1 26(?)/4.1 * beat 1-6 20% Ammunation garbage. 1.2kg/-1
toilet plunger 1-3 1 26(?)/2.6 * beat 2-4 5% From a groundspawn in the orphanage. Alright scaling, but forever a newbie weapon.
sagebrush stick 1-3 1 26/2.6 * acid 2-5 8% 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. 0.045kg/0
Lightweight pickaxe 1-3 1 26/3.5 * Stab/Beat 2-6/1-2 30%/10% From chuman guards in the underground mine. Can be used like a normal pickaxe. Good newbie weapon against zombies. 1.8kg/-1
Scrap mace 1-3 1 26(?)/3.9 * beat 3-10 15% From Abandoned Highway molepeople and orphan bullies sometimes. Very nice newbie weapon. Slightly better than softball bats in every way except crit and min damage. 1.5kg/-1
Tonfa 1-3 1 26(?)/4.3 * Beat 5-9 10% Bought from BrickArms in Weezer, though it requires 50 Weezer rep. These are okay. 1.5kg/-1
Pickaxe 1-3 2 26(?)/5.4 ** Beat/Stab 1-5/3-8 40%/20% Bought from the Eschaton Outfitters FC. This is used for the mining job and scales ok. 6.5kg/-6
Sledgehammer 1-3 2 ? * Beat 4-15 ? Good for door bashing, too slow for combat.
Pistol Hammer 1-3 1 3.4 * Beat/Shot 2-4/1-1 10%/0% Monster hunter, anyone?
Softball bat 3-5 1 26(?)/4.1 * beat 4-9 20% Bought from Ammunation. A grinding weapon, and very good for actual combat if modded correctly. Dubbed the "discount crime stick." 1.5kg/-1
Slam bat 4-6 2 26(?)/3.5 * Beat 6-8 20% Bought from Ammuntion. You can get these for free from hepcats. 1.5kg/-1
Shock baton 4-6 1 26(?)/3.5 * Beat/Electric 3-8/4-9 10% The blacklash of clubs. Can be bought easily in Ammunation. Slap on a shock module and go to town on everything. 1.5kg/-1
Fire axe 4-6 2 26(?)/4.1 * slash/beat 5-12/2-8 50%/20% From Ammunation or Gangland firemen. Staggering slash damage with high brawn, but heavy and inaccurate. Still as powerful as it is plentiful. 4.5kg/-4
Pimp cane 5-7 1 27/2.6 Slash/Beat 3-10/1-4 30%/30% From Thug Lyfe in Gangland. PC0 and does slash damage, though if you can use a pimp cane, you can probably find something better. 0.5kg/0
Santa cane 5-7 1 ? Slash/Beat 3-10/1-4 30%/30% A reskinned pimp cane.
Crime Stick 5-7 1 26(?)/3.9 * Beat 6-16 20% 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. 1.5kg/-1
RIP-4 combat shiver axe 7-* 1 27/2.6 * Slash 6-25 35% 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. 0.9kg/0
Piston Hammer 7-* 2 26/2.6 ** beat/elec 6-15/1-4 20%/20% Craft-only, the high-end club of choice. Caps around 6-32 beat at 39 club total, with a tiny bit of elec damage.
Combustor Hammer 7-* 2 26/2.6 ** Beat/Burn 6-15/3-6 20%/20% Craft-only, made from a piston hammer. Same beat damage as the piston, but with a bit of burn instead.
Stone Cudgel 8-* 2 6.5(?) * Beat 6-10 10% Can be scavenged in Coventry. Looks like cheaper version of wrench, worse in every way.
Giant Wrench 6-8 2 26(?)/6.1 ** Beat 10-25 25% Craft only. Schematics can be found in Diablo Seco. Heavy as HELL and constantly irradiates you but has strong anti-parry/anti-dodge powers. Scales insanely with brawn. Bad fuckin' ass. 10.0kg/-10

Whips

A bit inaccurate compared to most weapon classes, and they have a hidden parry penalty, but they hit very fast. Popular among brainy builds since whips use the same attributes as dodge, and leave your third stat slot free. Easily soaked, as the endgame whips leave you with either electric or slash damage.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Notes Weight (dodge penalty)
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% 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% 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% 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% Complete shit, only good for grinding.
Venomous lash 3-5 1 ? * Acid/Slash 3-8/1-3 20%/10% Craft only. An unusual acid damage type, but otherwise not that interesting. Schematic can be found in Sharpton.
Nail sjambok 4-6 1 ? * beat/slash 2-7/2-5 10%/10% Rare find in Sharpton Projects in the riot locker. Mostly used for grinding, it's a better alternative to the much-slower venom lash, if you can get one.
Link whip 4-* 2 ? ** Beat 4-8 15% Fairly decent whip, does beat damage and is good for grinding. Has moderate brawn scaling which is uncommon among whips. Requires a schematic and is crafted at the forge. Can be found on some enemies in Necropolis.
Flame chain 5-7 2 ? ** Burn/Beat 7-14/2-7 20%/5% Craft only. PC2 and kinda scales with brawn, doesn't get very impressive damage now. Useful for stuff weak to fire.
Urumi 5-7 1 2.6 Slash 6-12 25% Craft only. Lower accuracy, but dual wieldable. Parry class has recently been changed to PC0, making Urus great for players with high dodge who wish to fight Nullianacs.
Razorchain 7-* 2 2.6 ** slash/bleed 8-15/1-2 30%/5% Often dropped from Necropolis freaks. Is used as a cheap, disposable endgame whip. Does plenty of slash damage with a ninetail mod, and a little bleed. Gyro this if you can speedcap it without balancing it. 1.5kg/-1
Blacklash 7-* 1 ? * electric/slash 5-9/1-3 15%/5% Crafted or found on Necropolis freaks. Crafts in to the infinitely-better flash whip.
Flash whip 7-* 1 2.6 * Electric 6-12 17% Craft only. Dual wield these and max out your speedcap, another endgame whip similar to the Razorchain and Urumi. Does less damage, but does obscure electric damage that most enemies do not soak. endgame enemies soak this usually, mainly a pvp weapon now.

Spears

All spears have a hidden +2 chance to parry. Most spears require high reflexes to speedcap making them quite slower compared to most other weapon classes however, many spears are two handed, PC2, and can benefit from both brawn scaling as well as skill scaling for higher damage.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Notes Weight (dodge penalty)
Sharpened Chopstick 0-1 1 ? * Stab 1-1 10% Improviseable.
sharp pole 0-2 2 26/5.4(?) ** stab 2-6 20% 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 26/2.6 ** stab 1-6 20% Good beginner weapon, slightly lower minimum damage then the sharp pole, but faster, one handed, and can be used to grind for longer. Can usually be bought at Ammu-Nation.
Infected Syringe 1-3 1 27/4.0(?) Stab 1-3 0% Infects whoever it hits with Ebola. Incredibly prone to permanently breaking, outside of the standard weapon condition system. 250g/0
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 2-4 2 26/5.4(?) ** Stab 4-11 ? Improvised with a rusty metal spike, a sharp pole, and a roll of duct tape; so you know its gotta be good. 3.0kg/-3.0
Spike Spear 2-4 2 26/5.4(?) ** Stab 4-10 ? Same as the rusty spike spear. From toxic dump freaks sometimes. Still slow as fuck. 3.0kg/-3.0
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 or craft improvise them. They also occasionally drop from orphans. They are also improvised with pieces of wood, do not mistake for 'Wooden Steak'.
assegai 5-7 1 29/2.6 * stab 6-12 30% A pain in the ass to find, and you probably won't get one unless you're specifically hunting. From Stormfront, dropped by killing Michael Savage, Sky Pirates in Necro, and (rarely) the NE sister in the church of satan. 2.0kg/-2
Luftspeer 5-7 1 26(?)/2.6 * Slash/Stab/Elec 6-15/5-10/2-8 30%/40%/50% One time reward that comes premodded with a balanced grip, sharpening kit, monowire serrator, and shock generator. Gets insane DPS, especially when dual wielded. 2.5kg/-2
rusty scythe 5-7 2 30/7.5(?) ** Slash/Stab 1-15/1-6 18%/15% 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. 7.5kg/-7.0
large scythe 5-7 2 4.0(?)/26 ** slash/stab 8-18/4-10 35%/25% These now scale really well with brawn and can get a decent speed. The listed speed (probably) isn't the cap, but it's there to give you an idea of just how much better the speed is now. 3.0kg/-3.0
pitchfork 5-7 2 3.9(?)/26 ** stab 7-15 40% Recently buffed. A bit slow, but now scales extremely well with brawn, though there are still better alternatives. Found on toxic dump freaks sometimes.
Scrapmetal spear 4-6 2 26(?)/3.6 ** Beat/Slash 3-6/2-10 10%/20% Bought from BrickArms in Weezer, though requires 50 Weezer rep. A bit heavy, but deals beat damage and gets some really nice brawn scaling. 5.0kg/-5
Corrosive Pike 6-* 2 ? ** Acid/Stab 6-6/6-8 5%/25% Craft-only, and recently made easier to craft. A remarkably... average weapon, not terrible but not too great either. Not much soaks acid.
Abossegai 6-8 1 ? * stab/slash 12-18/4-8 30%/20% Has a very high min damage compared to most other weapons and gets much better brawn and scaling than the assegai. One of the best one-handed spears. Find them on Necropolis abominations.
Willy Pete 6-8 1 31/2.6 * burn/slash 2-9/5-13 25%/20% Craft only. A relatively new midgame spear, useful for stuff that's weak to burn, but is hard to speedcap has a very low base accuracy. Scales very well with brawn. 2.1kg/-2.0
garden weasel 7-* 2 24/2.6 ** slash 8-13 20% Very good. These actually exist in real life, look up a picture of one if you feel like wincing in sympathetic pain, they are found rarely from toxic freaks in the toxic dump and from a certain store in Necropolis. 1.5kg/-1.0
Chainsaw lance 8-* 2 ? ** Slash/Bleed 5-16/4-8 35% Craftable, or from Hawthorn, scales well more with brawn and does unsoakable bleed damage, other endgame spears like the Zap Brannigan, Weasel and Assegai scale with skill more.
Titanium Bo Staff 8-* 2 2.5 ** Beat 7-15 25% Craft only. The schematic can be found after a journal in Botany. Does beat damage not common with other spears.
Zap Brannigan OFF 10-* 2 ? ** Stab 5-10 15% Is crafted, not easy to acquire. Requires power adapters to work well. Turn zap to on.
Zap Brannigan ON 10-* 2 ? ** Elec/Stab 6-16/5-15 35%/20% Requires power adapters with atomicells or cheap power adapters to use. Recently buffed to have much better skill scaling and electric damage.

Blades

These do 7% of their damage (max of 3) through armor on crit and share similar stats to torture, meaning many blades will have higher crit chances. Also note that a lot of these speed caps are at 28(which you will never reach without rad muts or drugs)

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Notes Weight (dodge penalty)
Rebar Sword 0-2 1 2.8?(26) * slash/stab 2-7/1-4 20%/10% Can be bought from Ammunation. Grinding weapon that gets some nice brawn scaling. 2.0kg
War Saw 0-2 1 4.1?(26) * slash 3-8 30% Ammunation. Not to be confused with Chainsaw. Higher slash damage than the rebar, but dat speed tho. 1.5kg
Bone Knife 0-2 1 3.1? slash/stab 1-2/1-1 4% Found on molemen or improvised with a skull. Cheap grinding blade. 0.4kg
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 to operate, bought from HH in FC. However, the butane runs out quite quickly, and it is a bitch to get fuel for. Butane canisters need to be refilled in Sharpton Basement. Still does decent burn damage.
Switchblade 1-3 1 2.6(26) stab 1-4 35% Ammunation. Ganglanders and slagtownies often use these, and they are pretty fast. Good for grinding.
Razor Blade 1-3 1 3.1 * Slash 1-4 10% Orphanage garbage... you emo
Cutting Knife 1-3 1 4.4 * Stab 1-5 ? Gives a bonus to butchering corpses.
Butcher Knife 1-3 1 4.1?(26) * stab 1-5/1-2 15%/7% Ammunation. Gives a bonus to butchering corpses. 0.4kg
Ceremonial Dagger 1-3 1 3.8 * Stab 1-5 10% Cultists and satanists have these.
Flint Knife 1-3 1 ? * Slash 1-5 ? Craftable. 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% Ammunation blade. Cheap and shitty, but relatively quick and decent for grinding. 0.7kg
Titanium Combat Knife 1-3 1 3.0? Stab/Slash 1-6/1-3 40%/20% Bought from the automat in Rough Trade, Slagtown. More accurate than the normal combat knife. Comes with different engravings. Can drop from the four-armed zombie. 600g/0
Boxcutter 1-3 1 ? Stab 1-6 ? New Clearwater chomos have these. Marginally better than a combat knife.
Machete 1-3 1 3.5?(26) * slash/stab 3-8/2-4 20%/10% 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. 0.8kg
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% Gotten from Hepcat Jack in Maas Neotek. Can infect whoever it hits with Ebola, also can break permanently at random.
Fine Wakizashi 1-3 1 2.9 * stab/slash 2-7/1-2 25%/0% A hepcat drops these. Very easy to speedcap.
Heavy Sword 2-4 2 4.4 ** Slash/Beat 3-5/3-5 40%/30% Yet another garbage Ammunation blade.
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.
Broken Chainsaw 1-3 2 6.4 * Beat/Slash 5-8/3-10 ? Bought from Zombie Hunters Inc. Decent damage, but very slow.
Ice pick 2-4 1 ? Stab 2-4 30% Crap.
Crystal Spike 2-4 1 ? * Beat/EMP 1-5/5-8 10%/10% From the crystal cave in Luskentyre. Deals EMP damage, making them the blademan ghost killing weapon of choice.
Suburito 2-5 2 ? ** beat 1-9 30% From someone in Kakuri. A beat-damage pc2 sword that scales with skill and brawn. Decent crit chance, too.
Katana 3-5 1 29/2.6 * Slash/stab 4-11/2-5 20%/15% For free from the gatekeeper at Kakuri if you can kill him. Likely one of your first lowbie blades.
Huge scissors 3-5 1 ? * Stab 4-9 ? Can be purchased in Botany Bay. Also found on Rompers. Extremely slow.
Fine Katana 4-6 1 28/2.6 * Slash/Stab 6-15/3-7 22%/11% 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. 1.2kg/-1
Lotus Nodachi 4-6 2 ? ** Slash/Stab 5-10/6-10 35%/20% One-time quest reward from Kakuri. Amazing low/mid level blade. 1.5kg/-1
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 ? * Slash/Bleed 7-14/2-5 50%/20% Fairly crappy for actual combat, but fun to use. Gets some decent brawn scaling.
Cutlass 5-7 1 27/2.6 * Slash/Stab 4-8/1-4 20%/5% Can be found uncommonly on bandits in the underground mine. Can sometimes be found in Open Prairie. The fastest blade available, too bad it's damage is cruddy.
Wasteland kukri 5-8 1 28/2.6 * Slash 5-14 25% Craft only. Can be crafted but also rarely drop from treasure hunters. One of the best one-handed blades. If you're brawny, you'll likely find the two-handed brawn blades much better. 1.9kg/-1
Hosaka Daikatana 6-8 2 32/2.6 ** Slash/Stab 9-14/3-6 30%/30% Gotten from Usagi Yojimbo the rabbit samurai. He wanders around Necropolis and is quite tuff. 1.4kg/-1
Bonesword 6-8 2 ? ** Acid/Slash 6-8/6-8 5%/25% Craft-only brawn blade. Deals exotic acid damage that scales very high.
Bruce Springsteel 6-8 2 4.2 ** Beat/Slash/Stab 6-12/7-10/2-4 15%/30%/30% Crafted. Slow, but impressive beat damage that scales MASSIVELY with brawn. Crafted.
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.
Chobo Knife 8-* 1 31/2.6 * Stab/Slash 4-16/3-6 35%/25% Chuds can buy this from a hidden store in Necropolis. New skill blade, use these instead of fine katanas. Scales up to 32 slash damage but is parried by a lot of things endgame unless fully buffed. One of the only weapons that can take the waste catalyst mod. 1.5kg/-1
RIP-9 Shiver Sword OFF 10-* 2 3.1 ** Slash 2-7 20% Craft only. Needs to be turned on to be useful. Turned off, it still scales impressively with blades.
RIP-9 Shiver Sword ON 10-* 2 3.1 ** Slash 8-27 28% Needs a cheap power adapter or a normal one with an atomicell to operate. Hard caps at 42 slsh, no matter the boost in total or brawn.
RIP-10 Cherenkov ON 13-* 2 3.6 ** Elec/Irrad/EMP 8-20/2-4/1-8 35%/15%/30% An upgraded shiver sword that deals electric damage. Has slightly lower scaling than a shiver, but can accept gyro and balanced grips.

Pistols

One-handed pistols can be dual wielded for a higher speed and penalty to their accuracy, if you have the brawn. Like all guns, pistols are PC-, meaning they cannot parry nor be dodged or parried. Pistols are also the only weapon class to take the recoil suppressor mod which reduces brawncap requirement by 5.

Name Raw Hands Speedcap (Brawn req/max speed) Parry Damage Type Base Damage Crit% Ammo Notes Weight (dodge penalty)
AirSoft target pistol 0-1 1 ?/3.9 - Shot 1-1 0% Pellet clip Bought from Liddy Arms in Corpclave. Basically useless for everything but grinding your first pistol raw.
Needler 1-3 1 ?/1.3 - Stab 1-1 0% Curare dart clip Craft only. Super fast. Will paralyze opponents for a very long time if a hit lands. This is the weapon used by those damn spiderlings
Dart Pistol 1-3 1 ?/3.2 - Stab 1-1 0% Dart Clip Like a slower needler. These things KO the target, allowing for easy murdering with a different weapon. Ammo is a pain to find.
.22 Revolver 1-3 1 ?/4.5 - Shot 2-5 25% .22 speedload Bought from Thugg Lyfe in Gangland. Newbie grinding weapon. Slightly better with hand-loads but don't bother. 0.5kg
Powersquirt 1-3 1 ?/2.3 - Acid 3-8 40% Powersquirt clip Bought from 77Jack's in Corpclave. More useful against zombies than most pistols, since zombies don't soak acid.
Powersquirt 1-3 1 ?/2.3 - EMP/Acid 1-5/1-3 30%/10% Illuminol clip South Necropolis. More useful against ghosts than with acid powersquirt clips.
Powersquirt 1-3 1 ?/2.3 - Acid 13-18 25% Freakbile clip 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.
Powersquirt 1-3 1 ?/2.3 - burn 3-9 30% napalm powersquirt clip Camp Benjamin in South Necropolis. Garbage.
Rusty old .38 caliber revolver 1-3 1 ? - Shot 6-12 30% .38 speedload Liable to explode. Found in a cabin in yeti forest.
Lizard Gun 1-3 1 ? - Shot 1-20 3 % .40 slug Craft only. A gimmick weapon. Single shot. Used as a component in lasblasters.
Fletchette Pistol 1-3 1 ? - Slash 3-10 40% Fletchette clip Garbage, 77jack uses one.
Defender 6mm pistol 1-3 1 ?/4.0 - Shot 5-12 15% 6mm Liddy Arms in Corpclave sells them. You can buy Insult ammo for this at 77jack's. Breaks very easily. Slightly better with 6mm Insult(tm) but still not good for anything but grinding.
Nail Gun 2-4 1 ?/2.9 - Stab 1-7 15% Nail Clip 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.
Kel-Tec P11 9mm 2-4 1 16/5.2 - Shot 5-13 20% 9mm Rentacops drop these. You can buy also buy them at Liddy Arms. Light, but slow and outclassed by the 9mm beretta. 0.4kg
9mm Beretta 2-4 1 13/4.2 - Shot 7-15 20% 9mm One of the only guns Ammunation sells. Your bread and butter grinding weapon for some time. 1.7kg/-1
Walther P99 2-4 1 13/3.9 - Shot 7-15 20% 9mm From Pegleg Pete's sometimes. .3 faster and 1 tohit more accurate and than the beretta. 1.7kg/-1
.44 magnum 2-4 1 ?/3.2 - Shot 6-14 30% .44 speedload Rare drop from karnivores in Nukem. Much better damage with handloads (6-25), otherwise not that great. 1.5kg/-1
Sawn-Off Shotgun 2-4 1 ?/5.0 - Beat/Slash/Shot 5-15/5-15/5-15 10%/10%/10% Buckshot shell 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 will break, a lot. Uses all the shells listed with the Super Shorty.
Harpoon pistol 3-5 1 ?/3.5 - stab 1-1 0% Harpoon clips 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 Thugg Lyfe in Gangland. May accept .357 speedloads.
.357 revolver 4-6 1 ?/3.3 - Shot 6-12 30% .357 speedload Accepts .38 speedloads also.
TT-77 5-7 2 ?/4.5 - Shot 5-18 ? 14.5mm [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 Shit, like every other ammo type for this gun.
TT-77 5-7 2 ?/4.5 - Shot 2-12 10% Hand-loaded 14.5mm Damage is bugged, doing less damage with hand-loads than regular magazines.
TT-77 5-7 2 ?/4.5 - Shot 18-20 20% 14.5mm silvertip The only upside to this weapon, while still being terrible silvertips make it actually usable in combat.
Rusty .71 Desert Hawk Revolver 5-7 1 ? - Shot 8-30 35% .71 speedload Same as the desert hawk, but liable to explode.
.71 Desert Hawk Revolver 5-7 1 17/3.2 - Shot 8-30 35% .71 speedload From Captain Khan in Botany. Requires a moderate amount of brawn to speedcap, and even more to dual wield (24). Ammo can be bought from South Necropolis. Does even more damage with handloads.
Samaritan 5-7 2 19/5.8 - Shot/Explosion 16-40/3-15 15%/20% .92 speedload One time reward from someone in Necropolis. Very great damage, but really slow and hard to make ammo for. Useful for aiming related shootings. Now requires 2 hands.
.357 Autorevolver 5-8 1 ?/2.7 - Shot 10-16 20% .357 speedload The faster counterpart to the .357 revolver. Craft only. Accepts .38 speedloads also.
12mm FlugHammer 6-8 1 14/3.2 - Shot 13-29 35% 12mm clip A very rare drop from sky raiders. Identical to the 12mm Hammerhead. 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 The best easily available pistol weapon. Can be crafted or found in rooms in Cialis Tower. 1.3kg/-1
12mm Hammerhead 6-8 1 17/3.2 - Shot 12-26 30% CopKiller clip Ammo is bought at 77Jacks. Better than regular 12mm magazines. 1.4kg/-1
12mm Hammerhead 6-8 1 17/3.2 - Shot 14-28 30% SWATKiller clips Maas Neotek kiosk ammo. Holds almost twice as many bullets as a regular magazine with greater damage, somewhat expensive though. 1.5kg/-1
12mm Hammerhead 6-8 1 17/3.2 - Shot/Bleed 8-28/4-6 32%/20% ChudStopper clips Ammo from South Necro and Maas Neotek. Lower minimum damage than regular magazines, but balanced out by adding unsoakable bleed damage. 1.6kg/-1
12mm Hammerhead 6-8 1 17/3.2 - Shot/Bled 10-26/1-1 35%/5% Blacktalon clip Rare random drop. The poor man's chudstopper. 1.3kg/-1
Viper 12mm 6-8 1 17/3.5 - Shot 11-27 35% 12mm clip Easily crafted from regular hammerheads. 1-1 higher damage and 3 tohit more accurate, though 0.3 slower than the regular Hammerhead. Takes all the ammo listed with the 12mm pistol. 1.3kg/-1
needle pistol 9-* 1 ?/3.1 - stab/stab/bled 5-7/5-7/1-1 25%/25%/15% Needle clip Craft only. Can be used underwater. Otherwise not that great (anymore)
Super Shorty 13-* 2 21/2.6 - Beat/Slash/Shot 5-15/5-15/5-15 10%/10%/10% Buckshot shell Craft only. A sawn-off shotgun on steroids. Amazing speed, but only 4 capacity and a bitch to speedcap. Buckshot is good for when you don't want to waste your real ammo.
Super Shorty 13-* 2 21/2.6 - Shot 15-30 25% Slug shell 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 21/2.6 - Slash/Slash/Slash 5-13/5-13/5-13 20%/20%/20% Fletch shell Great for shredding up zombies. Garbage against anything with decent slash soak. Ammo sold in Botany and Zombie Inc, Slagtown.
Super Shorty 13-* 2 21/2.6 - Stab/Electric 1-1/14-30 0%/15% Electric Shell Ammo of choice for killing abominations, fucking anyone now. Expensive South Necropolis ammo.
Super Shorty 13-* 2 21/2.6 - Burn/Burn 8-16/7-14 30%/20% Incendiary shell Nullianac pack killers. Cheap from South Necropolis and Botany sometimes, and fantastic on anything else with low burn soaks.
Super Shorty 13-* 2 21/2.6 - Shot/Slash/Bleed 5-10/15-25/2-5 10%/25%/70% Bolo shell Concentrated slash damage, great for killing almost anything. Very expensive South Necropolis ammo.
Super Shorty 13-* 2 21/2.6 - Beat/Shot/Radiation 4-15/2-15/1-10 30%/20%/25% Waster shell Very nice, radiation damage isn't soaked by a whole lot of mobs. 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. Like all guns, rifles are PC-, meaning they cannot parry nor be dodged or parried. The exception to this is the riot gun, that has a pc of 1, but cannot be parried, but due to how parry-or-dodge works, this may not be worth it.

Name Raw Hands Speedcap (Brawn req/max speed) Parry Damage Type Base Damage Crit% Ammo Notes Weight (dodge penalty)
10/22 rifle 0-2 2 ?/5.0 - Shot 8-11 25% .22 speedload 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.
Pump shotgun 1-3 2 19/5.8 * Beat/Slash/Shot 5-15/5-15/5-15 ? Buckshot shell Craft only. Too slow to be competitive and doesn't really scale up much at all. 5 shell capacity. 1.5kg/-1
EMP shotgun 1-3 1 18/5.2 - EMP 4-9 15% Energy cell Bought from CSICOP in Slagtown. Not useful for much other than killing ghosts.
EMP shotgun 1-3 1 18/5.2 - EMP/Cold/Waste 8-20/7-11/6-8 25%/10%/10% Ectoblast cell Ectoblast cells are craft only. Not much soaks cold and waste. For killing motherfucking everything.
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.
M100 rifle 1-4 2 ?/5.2 - Shot 12-19 15% 6mm 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 Crafted and found in the Sealab underwater. Harpoon Clips can be bought from Blastarms. Can be used underwater and auto-crits on vampires?
Kel-tec KSG shotgun 3-5 2 21/3.9 - Beat/Slash/Shot 5-15/5-15/5-15 10%/10%/10% Buckshot shell Bought for cheap from Zombie Hunters Inc in Slagtown. The best rifle shotgun. 10 shell capacity. Can load all the shells listed with the sawn-off and can get pretty fast with enough brawn. 3.2kg/-3
Riot gun 3-5 2 ?/5.2 * Beat/Slash/Shot 3-13/3-13/3-13 10%/10%/10% Buckshot shell 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.
American-180 3-6 2 12/2.4 - Shot 7-11 15% .22 pancake Craft only. Ammo available at Blastarms/craftable. Likely the fastest rifle. Weak, but very good for grinding. Slightly stronger with handloads.
Rusty AK-7 rifle 4-6 2 ?/3.9 - Shot 10-18 ? 7.62mm clip Chomos in New Clearwater often have them. Cheaper alternative when making AR-17 rifles. Can be switched to single or burst mode. Liable to explode. Can take all the ammo listed with the AR-17.
Vector carbine 4-6 2 ?/4.8 - Shot 12-20 20% 9mm Clip Craft only. Light, powerful, but slow. Even stronger with Insult 9mm(tm) and 9mm hand-loads. 1.5kg/-1
AK-7 rifle 5-7 2 19/3.9 - Shot 15-23 20% 7.62mm clip 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. 3.4kg/-3
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)
Tommy gun 5-7 2 ? - Shot 12-25 30% drum magazine Craft only, and only good for looking cool. Outclassed by most other rifles.
AR-17 rifle 6-8 2 18/4.0 - Shot 18-26 20% 7.62mm clip Easily crafted from an AK-7 rifle. The highest shot damage gun that actually gets used in combat. Extrememly easy to craft and make ammo for. Even better with hand-loads (23-28) 3.4kg/-3
AR-17 rifle 6-8 2 18/4.0 - Shot/cold 20-26/2-4 20%/5% 7.62mm iceblox clip 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. 3.4kg/-3
AR-17 rifle 6-8 2 18/4.0 - Shot/bleed 20-26/2-3 20%/5% 7.62mm blacktalon clip Like Iceblox, but for bleeding. Good for the few things that do soak cold damage. 3.4kg/-3
AR-17 rifle 6-8 2 18/4.0 - Shot/expl 18-26/2-3 20%/5% 7.62mm thumper clip Explosive bullets. Likely to gib your target. 3.6kg/-3
tec-9 machine pistol 6-* 2 16/3.9 - Shot 15-23 20% 9mm clip Drops from karnivore soldiers in Nukem Academy, which don't show up often. Relatively easy to speedcap, and shot damage scales higher than the AR (up to 42 shot damage!). Better min damage with Insult 9mm(tm) and 9mm hand-loads. 3.0kg/-3
Rusty Gremlin SMG 6-* 2 ? - Shot 15-23 20% 9mm clip Dropped by the rig workers on oil rig, pretty shitty, and liable to explode when used. Slightly better with 9mm insult and 9mm hand-loads.
bullpup rifle 7-* 2 18/3.6 - Shot 10-25 15% 5.8mm Craft only. If you've gone to the trouble of getting a bullpup, don't waste it firing shitty standard rounds. Use hand-loads (22-32) 3.2kg/-3
bullpup rifle 7-* 2 18/3.6 - Shot/Cold 10-25/2-4 15%/5% 5.8mm iceblox
bullpup rifle 7-* 2 16/3.6 - Shot/elec 10-25/2-3 15%/5% 5.8 tsap magazine
bullpup rifle 7-* 2 18/3.6 - Shot/explo 10-25/2-3 15%/5% 5.8mm thumper magazine
bullpup rifle 7-* 2 18/3.6 - Shot/Bleed 10-25/2-3 15%/5% 5.8mm blacktalon
wasteland bullpup 7-* 2 ? - Shot 13-28 15% 5.8mm Stronger than the regular bullpup, but much less accurate and slower. Takes all the ammo listed in the regular bullpup. 3.4kg/-3
sighted sturmgewehr 7-* 2 ? - Shot 13-28 15% 5.8mm A fully modded bullpup rifle with a fancy name. Found on Skydock.
Plasma rifle 8-* 2 ?/3.0 - burn/burn 15-18/15-18 30%/30% plasma bottle Craft only. Almost completely nullified by leech-hide and dusters, though can still cause some damage to the unprepared. Pain in the ass to craft the rifle/ammo.
SCAR-L 10-* 2 16/2.6 - Shot 11-21 20% 5.56mm Craft only, and a one time reward from a certain cache. Much, much faster than the bullpup and AR. Generally considered the king of rifles. What it lacks in stopping power it makes up for in speed. (18-25 with hand-loads) 3.3kg/-3
needle rifle 10-* 2 ?/3.1 - stab/stab/bleed 8-10/8-10/3-3 25%/25%/15% needle clip Craft only. The bleed damage and speed was 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 Sniper ammo is extremely difficult to find, the weapon itself has a high skill and is very slow but it does huge damage
Sniper rifle 12-* 2 28/8.0 - Shot 30-55 100% tantalum sabot sniper round Ammo is a pain in the ass to make, but it has the potential to instantly kill most targets.

Science

All science weapons act like guns and deal exotic damage most armors can't soak. They often have a unique gimmick such as causing mentals or firing onto adjacent tiles like grenade launchers. As a tradeoff, good science ammo is a terrible pain to obtain, most of them being craft-only. A more intermediate weapon class.

Name Raw Hands Speedcap (Brawn req/max speed) Parry Damage Type Base Damage Crit% Ammo Notes Weight (dodge penalty)
Brainscrambler 1-3 2 5.8 (20?) - Crazy 0-10 0% Brainscrambler canister The crazy damage means that targets hit by it will develop mental illnesses. These things are a fucking pain in the ass to craft. Fucking slow. 1.6kg/-1
Proton pack (Mk I) 1-5 2 15/5.2 - EMP 2-7 15% Mk I Energy Cells Useful for busting ghosts and not much else.
Proton pack (Mk II) 1-5 2 15/5.2 - EMP 4-13 15% Mk II Energy Cells Still utterly useless for anything other than ghosts.
Proton Pack (Ectoblast) 1-5 2 15/5.2 - EMP/Cold/Waste 6-18/5-9/4-6 25%/10%/10% Ectoblast Cells Incredibly powerful, only zombies soak waste damage, and few things soak cold.
Tesla Rifle 2-3 2 3.7 - Electrical 5-10 5% Tesla cell Not good at all. Too slow, outscaled by flash whips and teslas/edisons and cherenkov, no crit. Has the special "shock a room" shit, but it does awful damage.
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 irradiate it go off like a goddamn clusternuke.
Disruptor 4-6 1 19 (20) - Explode 50-60 0% Disruptor Power Pack Absurdly Slow. May blow up with low science skill. Nigh-useless in any form of combat other than aiming-related shooting cant aim with it anymore because fuck Gilmore. Excellent for tearing down doors, however. 1.8kg/-1
Debilitator 4-6 2 ? - Shot 1-1 0% Debilitator Slug Several ammo types, but they are a pain in the ass to make. Still very obscure to this day. Effects of ammo vary. 1.8kg/-1
Lasblaster 5-7 1 3.0 - Laser 8-10 20% Atomicell Low damage, but very few things soak laser damage. Can be dual-wielded with high enough brawn. 2.2kg/-2

Firearms - Mod Table

Here is a mod table for all firearms. Credit goes to Twerp and Dibolcrif for this.

Medic

Oddly enough, medicine can be weaponized. Currently there is only one medic weapon in existence but its low weight and unsoakable damage is enough to make it warrant its own class.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Notes Weight (dodge penalty)
Sonic scalpel 5-7 1 26/2.6 Bleed/slash 3-5/1-3 15%/5% This weapon's bleeding damage scales with medic skill making it a great light blade brainies can use to kill as well as butcher. Can also be used to grind medic. 125g/0

Flails

A gimmick weaponclass that was created and forgotten. Don't expect any buffs anytime soon, these are almost all trash unless you know what you're doing. Flails can sometimes get "stuck" inside opponents and pulled out for extra damage. NOTE: Unlike guns, flails do not halve the dodge of your opponent and can be dodged like any other melee weapon despite being PC-.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Notes Weight (dodge penalty)
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 ? None.
Steel Morningstar 1-3 1 26/2.7 - Beat/Stab 3-5 20%/15% Can be bought from Zombie Hunters Inc.
Steyr M48 security flail 3-6 1 26/2.6 - Elec/Stab/Beat 3-6/2-6/3-6 25%/10%/10% Found in the mall, p okay with its unique electric damage. 1.5kg/-1.0
Nunchaku 4-6 1 21/2.6 * Beat 1-4 35% One handed and pretty easy to speedcap, however, the damage scaling is rather underwhelming. Found on Kakuri. 1.0kg/-1.0
Meteor Hammer 4-6 2 26/2.6 - Beat 4-10 30% Can be bought from Tree of Life in Botany Bay. Two handed and a bit inaccurate, but scales moderately well with brawn and skill. 4.0kg/-4.0
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 and potentially deal damage determined by the weight of the item.

Name Raw Hands Base speed Parry Damage Type Base Damage Crit% Notes
Shuriken 1-3 1 ? - Stab 2-6 35% None.
Boomerang 2-5 1 ? - Beat 3-9 30% If you throw it, it comes back!

Fishing

PvP, PvE, and PvFish with them. What's not to like?

Name Raw Hands Base speed Parry Damage Type Base Damage Crit% Notes
Bamboo fishing pole 1-3 1 4.8 - Stab 1-3 0.45 Gets 'stuck' like flail on occasion.
Wood fishing pole 1-3 1 4.8 - Stab 1-3 0.45 See above.
Carbon fishing pole 1-3 1 4.8 - Stab 1-3 0.45 See above.

Scavenge

There is only one scavenge weapon in existence. Only good for grinding your first few scavenge raws.

Name Raw Hands Speed Parry Damage Type Base Damage Crit% 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. Most of the real explosives are too weak to use in combat since XP total reduces damage taken by bombs, but a few of them have some very useful status effects.

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 Inflicts 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.)
Rapenade Inflicts 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.
Cheap firecracker Explosion Very weak explosion. Use 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.
Frag grenade Explosion Sometimes called "Old frag grenade of dubious quality" when thrown. Weak, like most explode bombs. Stops inflicting damage completely after about 75k xp.
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.
Metal Suitcase Explosion WMD (Multi-room explosion). Used in a journal.
Clusternuke pellet Explosion+Radiation WMD (Multi-room explosion). Kills everyone most people below 200k xp within a 3(?) tile radius. One time reward from a journal.
Dirty Bomb Explosion+Radiation WMD (Multi-room explosion).
Landmine Explosion Explodes when someone enters the room. Can be avoided with enough 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.
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. Similar to a suicide vest in strength.