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A crowbar is a two-handed long blunt weapon and tool.
Usage
The Crowbar is one of the best choices for a melee weapon in Project Zomboid. While it doesn't have outstanding damage or range, its usefulness lies in its utility in breaking down barricades and flooring, and its extremely high durability.
The crowbar can be attached to the character's back hotkey slot for quick access and weight reduction.
Pros | Cons |
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Weapon
The crowbar is a two-handed weapon, however it can be equipped in one hand at the cost of reduced impact. In modes with multi-hit enabled, crowbars can hit up to three targets with a single swing.
Tool
Furniture pickup
- The crowbar can be considered a tool as it is the only item capable of picking up flooring. This is done by right-clicking a floor tile and selecting the floor tile in the context menu. Ensure that the crowbar is in the player's main inventory, otherwise the option may not appear.
- The crowbar is the only item capable of picking up windows from buildings. This is done by using the Pick-Up toggle mode, and then clicking the tile containing the window.
Barricades
Crowbars can be used to pry planks off of doors and windows, which makes it useful for breaking into barricaded buildings.
Doors
It does 8 points of damage to doors. An axe in comparison, does 35 points of damage and the Sledgehammer, does even more, with 40 per hit. As such, its an average tool for breaking down doors.
Condition
The crowbar has a maximum condition of 15 and the chance to lose condition is influenced by the maintenance and long blunt skills. With level 0 maintenance and long blunt skill the crowbar has a 1 in 70 chance to lose condition each hit. This low chance combined with its high maximum condition makes it the most durable melee weapon in the game. However, it cannot be repaired.
Maintenance level | Long blunt level | Condition lower chance | Average condition |
---|---|---|---|
0 | 0 | 1/70 (1%) | 1050 |
0 | 4 | 1/72 (1%) | 1080 |
0 | 8 | 1/74 (1%) | 1110 |
4 | 0 | 1/74 (1%) | 1110 |
8 | 0 | 1/78 (1%) | 1170 |
4 | 4 | 1/76 (1%) | 1140 |
4 | 8 | 1/78 (1%) | 1170 |
8 | 8 | 1/82 (1%) | 1230 |
10 | 10 | 1/84 (1%) | 1260 |
Location
The loot distributions can be found in the table(s) below.
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average 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. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
all | crate | 0.77% |
all | metal_shelves | 3.04% |
all | toolcabinet | 11.21% |
armyhanger | counter | 11.21% |
armyhanger | metal_shelves | 11.21% |
bedroom | crate | 0.77% |
cabinetfactory | crate | 11.21% |
cabinetfactory | metal_shelves | 11.21% |
cabinetshipping | metal_shelves | 11.21% |
closet | crate | 11.21% |
closet | crate | 0.77% |
closet | metal_shelves | 11.21% |
construction | crate | 11.21% |
drugshack | counter | 11.21% |
drugshack | crate | 11.21% |
factory | crate | 11.21% |
factory | metal_shelves | 11.21% |
farmstorage | crate | 11.21% |
farmstorage | metal_shelves | 11.21% |
firestorage | metal_shelves | 11.21% |
garagestorage | counter | 11.21% |
garagestorage | crate | 11.21% |
garagestorage | crate | 0.77% |
garagestorage | locker | 11.21% |
garagestorage | metal_shelves | 11.21% |
gasstorage | counter | 11.21% |
generalstore | metal_shelves | 11.21% |
generalstore | shelves | 11.21% |
generalstorestorage | metal_shelves | 11.21% |
generalstorestorage | shelves | 11.21% |
gigamart | shelves | 11.21% |
janitor | counter | 11.21% |
janitor | metal_shelves | 11.21% |
kitchen | crate | 11.21% |
livingroom | wardrobe | 11.21% |
loggingfactory | crate | 11.21% |
loggingfactory | metal_shelves | 11.21% |
pawnshop | counter | 11.21% |
pawnshop | crate | 11.21% |
pawnshop | metal_shelves | 11.21% |
pawnshop | shelves | 11.21% |
pawnshopstorage | crate | 11.21% |
pawnshopstorage | metal_shelves | 11.21% |
SafehouseLoot | counter | 23.67% |
SafehouseLoot | crate | 23.67% |
SafehouseLoot | crate | 11.21% |
SafehouseLoot | metal_shelves | 23.67% |
SafehouseLoot | metal_shelves | 11.21% |
SafehouseLoot | wardrobe | 23.67% |
schoolstorage | counter | 11.21% |
shed | crate | 11.21% |
shed | locker | 11.21% |
shed | metal_shelves | 11.21% |
storageunit | crate | 11.21% |
storageunit | crate | 0.77% |
storageunit | metal_shelves | 11.21% |
storageunit | metal_shelves | 0.77% |
SurvivorCache1 | counter | 23.67% |
SurvivorCache2 | counter | 23.67% |
toolstore | counter | 11.21% |
toolstore | crate | 11.21% |
toolstore | metal_shelves | 11.21% |
toolstore | shelves | 11.21% |
toolstorestorage | crate | 11.21% |
toolstorestorage | metal_shelves | 11.21% |
warehouse | crate | 11.21% |
warehouse | metal_shelves | 11.21% |
zippeestorage | counter | 11.21% |
Outfit | Days survived | Chance |
---|---|---|
Any | 10 | 3 |
Bandit (male), Bandit (female) | 0 | 20 |
Amount | Skill level | Biome: chance | Weather modifiers % | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | 0 | DeepForest: 5 Farm: 5 FarmLand: 5 Forest: 5 Nav: 5 TownZone: 5 TrailerPark: 5 Vegitation: 5 |
- | - | - | - | - | - | - |
The crowbar is usually found in warehouse crates and in tool shelves in sheds or warehouses.
Zombies
After 10 days have passed, crowbars can be found impaled in the back of zombies.
Vehicles
The crowbar does not spawn in any vehicle.
History
Base.Crowbar
Version | Description |
---|---|
Build 41.65 | DisplayCategory added with value ToolWeapon . |
Build 41.54 | BreakSound changed from BreakMetalItem to CrowbarBreak .DoorHitSound added with value CrowbarHit .HitFloorSound added with value CrowbarHit .HitSound added with value CrowbarHit .SwingSound added with value CrowbarSwing . |
Build 41.51 | MaxHitCount changed from 1 to 3 . |
Build 41.45 | Item tag added with value ['Crowbar', 'RemoveBarricade'] . |
Build 41.32 | MinAngle changed from 0 to 0.75 . |
Build 41.19 | BaseSpeed changed from 0.95 to 1 .MaxDamage changed from 1.1 to 1.15 .MaxRange changed from 1.2 to 1.25 . |
Build 41.17 | AttachmentType added with value BigBlade . |
Build 41.12 | BaseSpeed added with value 0.95 .CritDmgMultiplier added with value 2.5 .CriticalChance changed from 10 to 20 .IdleAnim removed.TreeDamage changed from 1 to 0 .TwoHandWeapon added with value TRUE .WeaponLength added with value 0.4 .WeaponSprite changed from Baseballbat to Crowbar .WeaponWeight removed.Weight changed from 3 to 2 . |
Build 40.9 | BreakSound changed from PZ_MetalSnap to BreakMetalItem . |
Build 35.25b | MetalValue added with value 150 . |
Build 29.3 | BreakSound added with value PZ_MetalSnap .DoorDamage changed from 5 to 8 .KnockBackOnNoDeath added with value TRUE .TreeDamage added with value 1 .Weight changed from 4 to 3 . |
RC2.9.9.17 - Build 0009 | ConditionLowerChanceOneIn changed from 50 to 70 .ConditionMax changed from 10 to 15 . |
RC2.9 - Build 0008 | ConditionLowerChanceOneIn changed from 10 to 50 .ConditionMax changed from 200 to 10 .HitAngleMod changed from -30.0 to -30 .KnockdownMod added with value 0 .MaxDamage changed from 1.9 to 1.1 .MaxRange changed from 1.5 to 1.2 .MinDamage changed from 0.8 to 0.6 .MinimumSwingTime changed from 2.1 to 3 .SwingTime changed from 2.1 to 3 .WeaponWeight added with value 4 .Weight changed from 2.5 to 4 . |
RC2.9 - Build 0007 | Released on this version. |
Code
Source: ProjectZomboid\media\scripts\items_weapons.txt
item Crowbar
{
DisplayCategory = ToolWeapon,
MaxRange = 1.25,
WeaponSprite = Crowbar,
MinAngle = 0.75,
Type = Weapon,
MinimumSwingTime = 3,
KnockBackOnNoDeath = TRUE,
SwingAmountBeforeImpact = 0.02,
Categories = Blunt,
Weight = 2,
ConditionLowerChanceOneIn = 70,
PushBackMod = 0.5,
SubCategory = Swinging,
ConditionMax = 15,
MaxHitCount = 3,
DoorDamage = 8,
SwingAnim = Bat,
CriticalChance = 35,
CritDmgMultiplier = 6,
DisplayName = Crowbar,
MinRange = 0.61,
SwingTime = 3,
HitAngleMod = -30,
KnockdownMod = 0,
Icon = Crowbar,
RunAnim = Run_Weapon2,
BreakSound = CrowbarBreak,
DoorHitSound = CrowbarHit,
HitSound = CrowbarHit,
HitFloorSound = CrowbarHit,
SwingSound = CrowbarSwing,
TreeDamage = 0,
MetalValue = 150,
CriticalChance = 20,
CritDmgMultiplier = 2.5,
MinDamage = 0.6,
MaxDamage = 1.15,
BaseSpeed = 1,
TwoHandWeapon = TRUE,
WeaponLength = 0.4,
AttachmentType = BigBlade,
Tags = Crowbar;RemoveBarricade,
}