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Barbell

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Barbell
Barbell Model.png
General
Category
Sports
Encumbrance
Moodle Icon HeavyLoad.png
6
Equipped
Two-handed
Function
Skill
Properties
Max condition
15
Performance
Damage type
Blunt
Damage
1.8–2.8
Door damage
35
Tree damage
55
Range
0.61–1.35
Attack speed
0.7
Knockback
0.3
Technical
Item ID
Base.BarBell

A barbell is a fitness item and heavy weapon.

Usage

Fitness

Main article: Exercise

While the player has a barbell in their inventory, they can perform the barbell curl exercise. This exercise is 20% more effective than its weightless alternative, pushups.

Weapon

A barbell is considered a heavy weapon and requires two hands to use at all. It has high damage to doors, trees and enemies, always knocking them over, along with a high durability, making it seem a desirable weapon. This is offset, however, by the high exhaustion rate of the weapon and its incredibly high weight.

It is one of the only weapons that cannot be attached anywhere (belt, back, or holster).

Condition

The barbell has a maximum condition of 15. Its rate of degradation is influenced by the long blunt and maintenance skills. The chance of losing durability can be simplified to the following formula: 1 in (25 + maintenanceMod × 2). Where "maintenanceMod" is calculated using the long blunt and maintenance skills.
Below is an example of the chance of losing durability at varying levels of the maintenance and long blunt skills.

For how this is calculated, see: Condition
Maintenance level Long blunt level Condition lower chance Average condition
0 0 1/25 (4%) 375
0 4 1/27 (4%) 405
0 8 1/29 (3%) 435
4 0 1/29 (3%) 435
8 0 1/33 (3%) 495
4 4 1/31 (3%) 465
4 8 1/33 (3%) 495
8 8 1/37 (3%) 555
10 10 1/39 (3%) 585

Repairing

The barbell cannot be repaired. However, once broken it can still be used for exercise.

Gallery


Distribution

The loot distributions can be found in the table(s) below.

BarBell distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
bedroom crate 0.65%
closet crate 0.65%
closet crate 10.78%
closet crate 23.28%
garagestorage crate 0.65%
garagestorage crate 10.78%
garagestorage crate 23.28%
gym metal_shelves 19.27%
storageunit crate 0.65%
storageunit crate 10.78%
storageunit crate 23.28%
storageunit metal_shelves 0.65%

Code

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide

Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
item BarBell
    {
        DisplayCategory = Sports,
        MaxRange	=	1.35,
        WeaponSprite	=	BarBell,
        MinAngle	=	0.8,
        Type	=	Weapon,
        MinimumSwingTime	=	3.0,
        KnockBackOnNoDeath	=	TRUE,
        SwingAmountBeforeImpact	=	0.002,
        Categories	=	Blunt,
        ConditionLowerChanceOneIn	=	25,
        Weight	=	6,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        EnduranceMod	=	3,
        SubCategory	=	Swinging,
        ConditionMax	=	15,
        MaxHitCount	=	3,
        DoorDamage	=	35,
        IdleAnim	=	Idle_Weapon2,
        SwingAnim	=	Heavy,
        DisplayName	=	Barbell,
        MinRange	=	0.61,
        SwingTime	=	2,
        HitAngleMod	=	-30,
        SplatSize	=	5,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	Barbell,
        RunAnim	=	Run_Weapon2,
        TwoHandWeapon = TRUE,
        SwingSound = BarbellSwing,
        DoorHitSound = BarbellHit,
        HitSound = BarbellHit,
        HitFloorSound = BarbellHit,
        BreakSound = BarbellBreak,
        TreeDamage = 55,
        MetalValue = 120,
        CritDmgMultiplier = 2,
        MinDamage	=	1.8,
        MaxDamage	=	2.8,
        BaseSpeed = 0.7,
  		WeaponLength = 0.5,
  		RequiresEquippedBothHands = TRUE,
  		AlwaysKnockdown = TRUE,
  }

See also