Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Weapons

From PZwiki
UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
The player with every possible weapon attached in build 41

Weapons are used to defend the player against zombies and other players.

A lot of items, including regular household items, can be used as a weapon, and they can be found scattered throughout Knox Country in various containers, vehicles, or corpses. There are two main types of weapons: melee and ranged.

Melee weapons

Melee weapons are items used in close-range combat, and much quieter than firearms (but not 100% silent). There are seven sub-categories: axe, long blunt, short blunt, long blade, short blade, spear, and improvised. Each category (excluding improvised) has a corresponding skill that makes the player use the given melee type more efficiently.

Some weapons require one hand to use, requiring to be held in a primary hand, leaving the secondary hand for things like bags or light sources with no drawbacks – these can't be used with two hands to improve their effectiveness further. Other weapons require both hands to be used at 100% effectiveness, but some can be used in a primary hand in a pinch; however, it will reduce the damage by 50% and massively increased endurance costs. Heavy weapons can only be held in two hands.

Some small one-handed weapons can be attached to the belt, in slots 2 and 3, but in some instances, like with the machete, lead pipe and metal bar, as well as most two-handed weapons, they can only be equipped on the back in slot 1.

Attack speed differences

Before judging the weapon's base speed, which determines the attack speed of the weapon, it is important to know that different weapon types have different calculations for the resulting attack speed.

As an example, a base speed 1 spear will swing significantly faster than the base speed 1 hammer due to spears having an incredibly high speed attack animation. Heavy weapons on the other side, with a base speed of 1 will be significantly slower than other normal weapons with the same base speed.

So in summary, it is important to take the base speed stat with a grain of salt and to try to compare it only within weapons of the same attack type.

Legend
Encumbrance Encumbrance Encumbrance of the weapon when stored in inventory, heavier weapons have higher endurance costs.
Equipped Equipped Whether the weapon is equipped in one hand or two hands, some weapons can be used with one hand with limited impact.
Minimum damage Minimum damage Minimum weapon damage, before modifiers.
Maximum damage Maximum damage Maximum weapon damage, before modifiers.
Door damage Door damage Damage inflicted on doors.
Tree damage Tree damage Damage inflicted on trees.
Minimum range Minimum range Range below which a weapon attack gets converted to shoving.
Maximum range Maximum range Range at which the weapon gets 100% of its damage.
Attack speed Attack speed Base attack speed of the weapon.
Critical hit chance Critical hit chance Base chance of achieving a critical hit, before modifiers.
Critical hit multiplier Critical hit multiplier Critical damage multiplier.
Knockback Knockback Modifier that affects the stagger of targets after being hit.
Maximum condition Maximum condition Maximum condition of the weapon when fully repaired.
UI Condition Chance.png Condition lower chance Base chance of lowering the weapon's condition: 1 in (x + (maintenance × 2 + weapon level)).
Average condition at level 0 Average condition Average number of hits for a weapon to break at level 0 maintenance and weapon skill.
Repairable Repairable Whether the weapon can be repaired.

Axes

Axe weapons are typically two-handed weapons that can be used to cut down trees for logs effectively. They usually also provide very high base damage numbers, and are therefore also a very effective choice of weapon to fight with, especially with the Axe Man trait from the lumberjack occupation, and a "bruiser" bonus at level 3 and 7, getting a 10% damage increase at and 20% damage increase respectively.

Icon Name Encumbrance Equipped Damage Range Attack speed Critical hit chance Crit multiplier Knockback Max condition Condition lower chance Average condition Repairable Item ID
Minimum damage Maximum damage Door damage Tree damage Minimum range Maximum range
Axe Axe 3 2H* 0.8 2 35 35 0.61 1.2 1 20% 0.3 13 35 455 Repairable Base.Axe
Hand Axe Hand Axe 2 1H 0.7 1.5 20 15 0.61 1.1 1 15% 0.3 10 15 150 Repairable Base.HandAxe
Pickaxe Pickaxe 3 2H* 1 2.2 35 35 0.61 1.6 0.8 25% 0.3 13 20 260 Repairable Base.PickAxe
Stone Axe Stone Axe 1.2 2H* 0.5 1.5 15 10 0.61 1.2 1 15% 0.3 5 5 25 Not repairable Base.AxeStone
Wood Axe Wood Axe 3 2H 1.3 3 55 55 0.61 1.35 1 50% 12× 0.3 15 25 375 Repairable Base.WoodAxe

*Limited impact when used one-handed.

Long blunts

Long blunt weapons have wider variety than long blade weapons and are easier to find and therefore level up. They receive a "bruiser" bonus at level 3 and 7, getting a 10% damage increase at and 20% damage increase respectively. They also do not damage the clothing of zombies or players on hit, which may be preferable for obtaining rarer clothes.

Icon Name Encumbrance Equipped Damage Range Attack speed Critical hit chance Crit multiplier Knockback Max condition Condition lower chance Average condition Repairable Item ID
Minimum damage Maximum damage Door damage Tree damage Minimum range Maximum range
Acoustic Guitar Acoustic Guitar 2.3 2H* 0.3 0.8 3 10 0.61 1.3 0.9 20% 0.3 2 3 6 Repairable Base.GuitarAcoustic
Badminton Racket Badminton Racket 1 1H 0.1 0.2 2 0 0.61 1.25 1.2 0% - 0.3 4 3 12 Repairable Base.BadmintonRacket
Barbell Barbell 6 2H 1.8 2.8 35 55 0.61 1.35 0.7 - 0.3 15 25 375 Not repairable Base.BarBell
Baseball Bat Baseball Bat 2 2H* 0.8 1.1 5 1 0.61 1.25 1 40% - 0.5 15 20 300 Repairable Base.BaseballBat
Black Electric Bass Black Electric Bass 3.5 2H* 0.9 1.4 10 0 0.61 1.35 1 70% 0.3 12 9 108 Repairable Base.GuitarElectricBassBlack
Black Electric Guitar Black Electric Guitar 2.8 2H* 0.8 1.2 10 0 0.61 1.35 1.1 55% 0.3 10 7 70 Repairable Base.GuitarElectricBlack
Blue Electric Bass Blue Electric Bass 3.5 2H* 0.9 1.4 10 0 0.61 1.35 1 70% 0.3 12 9 108 Repairable Base.GuitarElectricBassBlue
Blue Electric Guitar Blue Electric Guitar 2.8 2H* 0.8 1.2 10 0 0.61 1.35 1.1 55% 0.3 10 7 70 Repairable Base.GuitarElectricBlue
Broom Broom 1 2H* 0.2 0.5 1 0 0.61 1.6 1.2 5% 0.3 3 2 6 Repairable Base.Broom
Canoe Paddle Canoe Paddle 2 2H* 0.5 1.3 1 0 0.61 1.6 0.85 40% 0.3 10 10 100 Repairable Base.CanoePadel
Canoe Paddle - Double-bladed Canoe Paddle - Double-bladed 2.2 2H* 0.8 1.9 1 0 0.61 1.6 0.8 50% 0.3 10 10 100 Repairable Base.CanoePadelX2
Chainsaw Chainsaw 3 2H* 0.6 1.1 8 0 0.61 1.2 1 25% 0.5 15 70 1050 Not repairable Base.Chainsaw
Crowbar Crowbar 2 2H* 0.6 1.15 8 0 0.61 1.25 1 20% 2.5× 0.5 15 70 1050 Not repairable Base.Crowbar
Fishing Rod Fishing Rod 0.4 2H* 0.2 0.3 1 0 0.61 1.55 1.3 5% 0.3 3 1 3 Not repairable Base.CraftedFishingRod
Fishing Rod Fishing Rod 0.4 2H* 0.2 0.3 1 0 0.61 1.55 1.3 5% 0.3 3 1 3 Not repairable Base.CraftedFishingRodTwineLine
Fishing Rod Fishing Rod 0.4 2H* 0.2 0.3 1 0 0.61 1.55 1.3 5% 0.3 3 1 3 Not repairable Base.FishingRod
Fishing Rod Fishing Rod 0.4 2H* 0.2 0.3 1 0 0.61 1.55 1.3 5% 0.3 3 1 3 Not repairable Base.FishingRodTwineLine
Fishing Rod without Line Fishing Rod without Line 0.4 2H* 0.2 0.3 1 0 0.61 1.55 1.3 5% 0.3 3 1 3 Not repairable Base.FishingRodBreak
Garden Hoe Garden Hoe 1.5 2H* 0.6 1.7 10 1 0.61 1.6 0.85 35% 0.5 10 10 100 Repairable Base.GardenHoe
Golf Club Golf Club 2 2H* 0.5 1 5 0 0.61 1.42 1 25% 0.6 5 15 75 Repairable Base.Golfclub
Hockey Stick Hockey Stick 1.5 2H* 0.3 0.7 1 0 0.61 1.6 0.9 30% 0.3 7 5 35 Repairable Base.HockeyStick
Ice Hockey Stick Ice Hockey Stick 1.5 2H* 0.3 0.7 1 0 0.61 1.6 0.9 30% 0.3 7 5 35 Repairable Base.IceHockeyStick
Keytar Keytar 2 2H* 0.2 0.7 3 10 0.58 1.25 1.2 20% 0.3 2 3 6 Not repairable Base.Keytar
Lacrosse Stick Lacrosse Stick 0.4 2H* 0.3 0.7 1 0 0.61 1.6 0.9 30% 0.3 10 10 100 Repairable Base.LaCrosseStick
Leaf Rake Leaf Rake 1.5 2H* 0.2 0.4 1 0 0.61 1.6 1.2 5% 0.3 4 3 12 Repairable Base.LeafRake
Plank Plank 3 2H* 0.4 0.6 5 0 0.61 1.3 0.9 30% 0.3 10 2 20 Not repairable Base.Plank
Pool Cue Pool Cue 1 2H* 0.2 0.4 1 0 0.61 1.6 1.2 0% - 0.3 10 10 100 Not repairable Base.Poolcue
Rake Rake 1.5 2H* 0.2 0.4 1 0 0.61 1.6 1.2 5% 0.3 4 3 12 Repairable Base.Rake
Red Electric Bass Red Electric Bass 3.5 2H* 0.9 1.4 10 0 0.61 1.35 1 70% 0.3 12 9 108 Repairable Base.GuitarElectricBassRed
Red Electric Guitar Red Electric Guitar 2.8 2H* 0.8 1.2 10 0 0.61 1.35 1.1 55% 0.3 10 7 70 Repairable Base.GuitarElectricRed
Saxophone Saxophone 3 1H 0.4 0.8 5 0 0.61 1.2 0.9 70% 0.3 5 2 10 Repairable Base.Saxophone
Shovel.png Shovel 1.5 2H* 0.8 1.9 10 1 0.61 1.6 0.8 40% 0.5 10 10 100 Repairable Base.Shovel
Shovel2.png Shovel 1.5 2H* 0.8 1.9 5 1 0.61 1.6 0.8 40% 0.5 10 10 100 Repairable Base.Shovel2
Sledgehammer Sledgehammer 6 2H 2 3 40 10 0.7 1.35 0.9 - 1 10 40 400 Repairable Base.Sledgehammer
Sledgehammer Sledgehammer 6 2H 2 3 40 10 0.7 1.35 0.9 - 1 10 40 400 Repairable Base.Sledgehammer2
Snow Shovel Snow Shovel 1.5 2H* 0.8 1.9 10 1 0.61 1.6 0.8 40% 0.5 10 10 100 Repairable Base.SnowShovel
Spiked Baseball Bat Spiked Baseball Bat 2 2H* 1 1.5 7 1 0.61 1.28 0.95 30% - 0.5 15 10 150 Repairable Base.BaseballBatNails
Spiked Plank Spiked Plank 3.1 2H* 0.5 0.8 8 0 0.61 1.32 0.85 25% 0.3 10 2 20 Not repairable Base.PlankNail
Tennis Racket Tennis Racket 1 1H 0.3 0.5 2 0 0.61 1.25 1.1 5% 0.3 4 6 24 Repairable Base.TennisRacket
Trumpet Trumpet 1 1H 0.4 0.8 5 0 0.61 1.15 1 20% 0.3 5 2 10 Repairable Base.Trumpet

*Limited impact when used one-handed.

Short blunts

Short blunt weapons are one of the most versatile one-handed weapons, being able to critically hit without the jaw stab bonus, making a good all-rounder weapons. They are also easy to find and do not damage the clothing of zombies or players on hit.

Icon Name Encumbrance Equipped Damage Range Attack speed Critical hit chance Crit multiplier Knockback Max condition Condition lower chance Average condition Repairable Item ID
Minimum damage Maximum damage Door damage Tree damage Minimum range Maximum range
Ball-peen Hammer Ball-peen Hammer 1 1H 0.5 1 9 0 0.61 1 1 20% 0.5 10 30 300 Repairable Base.BallPeenHammer
Banjo Banjo 3 2H* 0.3 0.6 5 0 0.61 1.25 1.1 5% 0.3 3 2 6 Repairable Base.Banjo
Chair Leg Chair Leg 1 1H 0.4 0.8 5 0 0.61 1 1.1 5% 0.3 3 2 6 Not repairable Base.ChairLeg
Club Hammer Club Hammer 1 1H 0.5 1 9 0 0.61 1 1 20% 0.5 10 25 250 Repairable Base.ClubHammer
Drumstick Drumstick 3 1H 0.1 0.2 0 0 0.61 0.9 1.3 0% - 0.3 1 1 1 Not repairable Base.Drumstick
Dumbbell Dumbbell 5 1H 0.5 1 9 0 0.61 1 0.90 25% 0.5 10 25 250 Not repairable Base.DumbBell
Flute Flute 3 1H 0.1 0.2 0 0 0.61 0.9 1.3 0% - 0.3 1 1 1 Not repairable Base.Flute
Frying Pan Frying Pan 1 1H 0.3 0.5 3 0 0.61 1.1 1 30% 0.5 10 12 120 Repairable Base.Pan
Griddle Pan Griddle Pan 1.2 1H 0.25 0.45 3 0 0.61 1.1 1 30% 1.7× 0.5 10 12 120 Repairable Base.GridlePan
Hammer Hammer 1 1H 0.5 1 9 0 0.61 1.1 1 20% 0.5 10 30 300 Repairable Base.Hammer
Lead Pipe Lead Pipe 1.5 1H 0.7 1.2 1 0 0.61 1.15 0.93 30% 0.3 15 20 300 Not repairable Base.LeadPipe
Metal Bar Metal Bar 1.5 1H 0.7 1.1 1 0 0.61 1.2 0.95 30% 0.3 8 15 120 Not repairable Base.MetalBar
Metal Pipe Metal Pipe 1.5 1H 0.6 1 1 0 0.61 1.2 0.95 30% 0.3 8 15 120 Not repairable Base.MetalPipe
Nightstick Nightstick 1.5 1H 0.6 1.1 1 0 0.61 1.2 1 25% 0.3 15 20 300 Not repairable Base.Nightstick
Pickaxe Handle Pickaxe Handle 3 2H* 0.4 0.8 5 0 0.61 1.05 1.1 10% 0.3 4 3 12 Not repairable Base.PickAxeHandle
Pipe Wrench Pipe Wrench 1.5 1H 0.5 1 10 0 0.61 1.1 1 25% 0.3 10 25 250 Not repairable Base.PipeWrench
Plunger Plunger 0.5 1H 0.3 0.5 2 0 0.61 1.1 1.2 5% 0.3 3 2 6 Not repairable Base.Plunger
Rolling Pin Rolling Pin 1.5 1H 0.2 0.5 5 0 0.61 1.1 1.2 15% 0.5 8 14 112 Repairable Base.RollingPin
Saucepan Saucepan 0.7 1H 0.2 0.7 1 0 0.61 1 1 30% 0.3 5 10 50 Not repairable Base.Saucepan
Spiked Pickaxe Handle Spiked Pickaxe Handle 3 2H* 0.7 1 5 0 0.61 1.1 1 10% 0.3 4 2 8 Not repairable Base.PickAxeHandleSpiked
Stone Hammer Stone Hammer 1.2 1H 0.3 0.7 2 0 0.61 1.05 1 15% 0.5 5 5 25 Not repairable Base.HammerStone
Table Leg Table Leg 1.5 1H 0.5 0.9 5 0 0.61 1 1 10% 0.3 4 3 12 Not repairable Base.TableLeg
Violin Violin 0.7 1H 0.2 0.4 5 0 0.61 1 1.2 5% - 0.3 1 1 1 Repairable Base.Violin
Wooden Mallet Wooden Mallet 1 1H 0.4 0.9 9 0 0.61 1 1.1 17% 0.5 8 20 160 Repairable Base.WoodenMallet
Wrench Wrench 1 1H 0.5 1 10 0 0.61 1.1 1 20% 0.3 9 15 135 Not repairable Base.Wrench

*Limited impact when used one-handed.

Long blades

The katana and machete are the only long blade weapons. These are non-craftable and rarely find, making long blades skill valuable end-game. and non-craftable long blades weapons, the katana and machete, the rest being short blades. They both deal damage to clothing, which can be beneficial in reducing zombie armor, but results in damaged clothing.

Icon Name Encumbrance Equipped Damage Range Attack speed Critical hit chance Crit multiplier Knockback Max condition Condition lower chance Average condition Repairable Item ID
Minimum damage Maximum damage Door damage Tree damage Minimum range Maximum range
Katana Katana 2 2H* 8 8 8 1 0.61 1.4 1 30% 10× 0.5 10 15 150 Not repairable Base.Katana
Machete Machete 2 1H 2 3 10 10 0.61 1.23 1 20% 0.3 13 25 325 Repairable Base.Machete

*Limited impact when used one-handed.

Short blades

Most short blade weapons have a unique instant-kill jaw stab attack, indicated by the raised hand of the player when in aim mode. Performing this action requires the player to be stationary and to have good timing, ideally with a combination of a high short blade skill. A high sneaking and lightfooted skill will help in safely getting close to zombies.

They are an effective tool at dealing with single zombies, due to it being quick, quiet, and low rate of exertion. The player can whittle down a group of zombies, if careful, with a high short blade skill. Still, it does have some caveats, which are listed below.

  • Timing: striking too early leads to a regular (near useless) attack, but too late and the player risks getting hurt.
  • Modest recovery: if facing a group, it is recommended to isolate one for by at least a few feet before striking to prevent getting flanked.
  • Low condition: Most of the weapons break easily, with common cutlery breaking especially fast.
  • Weapons can get stuck in a zombie when performing the instant-kill jaw stab, and need to be recovered (which can be a problem if there are still zombies remaining).
  • The jaw stab attack can't be used against players.
Icon Name Encumbrance Equipped Damage Range Attack speed Critical hit chance Crit multiplier Knockback Max condition Condition lower chance Average condition Repairable Item ID
Minimum damage Maximum damage Door damage Tree damage Minimum range Maximum range
Bread Knife Bread Knife 0.3 1H* 0.1 0.4 1 0 0.61 1 1 15% 10× 0.3 5 5 25 Not repairable Base.BreadKnife
Butter Knife Butter Knife 0.3 1H* 0.1 0.4 1 0 0.61 0.8 1 7% 10× 0.3 3 1 3 Not repairable Base.ButterKnife
Fork Fork 0.3 1H 0.1 0.1 1 0 0.2 0.8 1 5% 10× 0.3 3 1 3 Not repairable Base.Fork
Hand Fork Hand Fork 0.5 1H* 0.2 0.4 5 0 0.61 0.9 1 10% 10× 0.3 6 9 54 Repairable Base.HandFork
Hand Scythe Hand Scythe 0.5 1H 0.6 1.2 5 0 0.61 1.1 1.1 15% 0.3 5 5 25 Repairable Base.HandScythe
Hunting Knife Hunting Knife 0.5 1H* 0.6 1.2 1 2 0.61 0.9 1 50% 0.3 10 15 150 Repairable Base.HuntingKnife
Ice Pick Ice Pick 0.3 1H* 0.6 0.9 1 2 0.61 0.8 1 10% 0.3 10 7 70 Not repairable Base.IcePick
Kitchen Knife Kitchen Knife 0.3 1H* 0.3 0.7 1 1 0.61 0.9 1 25% 0.3 10 2 20 Repairable Base.KitchenKnife
Letter Opener Letter Opener 0.3 1H* 0.1 0.1 1 2 0.61 0.8 1 5% 10× 0.3 5 1 5 Not repairable Base.LetterOpener
Meat Cleaver Meat Cleaver 1 1H 0.4 0.8 20 15 0.61 1 1.2 15% 0.3 10 15 150 Not repairable Base.MeatCleaver
Scalpel Scalpel 0.3 1H* 0.1 0.4 1 0 0.61 0.8 1 10% 10× 0.3 5 1 5 Not repairable Base.Scalpel
Scissors Scissors 0.4 1H* 0.1 0.1 1 0 0.61 0.9 1 5% - 0.3 10 1 10 Not repairable Base.Scissors
Screwdriver Screwdriver 0.4 1H* 0.3 0.7 1 1 0.61 0.85 1 10% 10× 0.3 10 6 60 Not repairable Base.Screwdriver
Smashed Bottle Smashed Bottle 1 1H* 0.2 0.5 0 0 0.61 0.8 1.4 5% 0.3 3 1 3 Not repairable Base.SmashedBottle
Spoon Spoon 0.3 1H 0.1 0.1 1 0 0.2 0.8 1 0% - 0.3 3 1 3 Not repairable Base.Spoon
Stake Stake 0.3 1H* 0.25 0.53 1 0 0.61 0.85 1 10% 10× 0.3 5 1 5 Not repairable Base.Stake
Stone Knife Stone Knife 0.75 1H* 0.4 0.6 1 2 0.61 0.85 1 20% 0.3 6 7 42 Not repairable Base.FlintKnife
Trowel Trowel 0.5 1H* 0.2 0.4 5 0 0.61 0.9 1 30% 10× 0.3 6 9 54 Not repairable farming.HandShovel

*Has jaw stab attack.

Spears

Spear weapons are two-handed. They receive a "bruiser" bonus at level 3 and 7, getting a 10% damage increase at and 20% damage increase respectively.

They have two different special insta-kill attacks when held in both hands:

  • When zombies are 1.7 tiles or more away from any other zombie, requiring player timing and ideally a high spear skill.
  • When sprinting, which results in a charge attack. This does have a noticeable cooldown animation and is unsafe to do in groups, though it may be performed into them, unlike the prior attack.
Icon Name Encumbrance Equipped Damage Range Attack speed Critical hit chance Crit multiplier Knockback Max condition Condition lower chance Average condition Repairable Item ID
Minimum damage Maximum damage Door damage Tree damage Minimum range Maximum range
Closed Umbrella Closed Umbrella 1 2H* 0.5 0.7 1 0 0.61 1.1 0.9 10% 0.3 7 3 21 Not repairable Base.ClosedUmbrellaBlue
Closed Umbrella Closed Umbrella 1 2H* 0.5 0.7 1 0 0.61 1.1 0.9 10% 0.3 7 3 21 Not repairable Base.ClosedUmbrellaRed
Closed Umbrella Closed Umbrella 1 2H* 0.5 0.7 1 0 0.61 1.1 0.9 10% 0.3 7 3 21 Not repairable Base.ClosedUmbrellaBlack
Closed Umbrella Closed Umbrella 1 2H* 0.5 0.7 1 0 0.61 1.1 0.9 10% 0.3 7 3 21 Not repairable Base.ClosedUmbrellaWhite
Crafted Spear Crafted Spear 1.7 2H* 1 1.5 5 0 0.98 1.4 1 30% 10× 0.3 5 2 10 Repairable Base.SpearCrafted
Garden Fork Garden Fork 1.5 2H* 1 1.5 7 0 0.61 1.37 0.9 30% 10× 0.3 10 15 150 Repairable Base.GardenFork
Spear with Bread Knife Spear with Bread Knife 2.0 2H* 1 1.6 5 0 0.98 1.55 1 30% 10× 0.3 6 3 18 Repairable Base.SpearBreadKnife
Spear with Butter Knife Spear with Butter Knife 2.0 2H* 1 1.6 5 0 0.98 1.42 1 30% 10× 0.3 6 3 18 Repairable Base.SpearButterKnife
Spear with Fork Spear with Fork 2.0 2H* 1 1.6 5 0 0.98 1.42 0.95 30% 10× 0.3 6 3 18 Not repairable Base.SpearFork
Spear with Hand Fork Spear with Hand Fork 2.2 2H* 1.1 1.6 6 0 0.98 1.45 0.95 30% 10× 0.3 7 4 28 Repairable Base.SpearHandFork
Spear with Hunting Knife Spear with Hunting Knife 2.2 2H* 1.2 1.7 7 0 0.98 1.48 1 30% 10× 0.3 9 8 72 Repairable Base.SpearHuntingKnife
Spear with Ice Pick Spear with Ice Pick 2.0 2H* 1 1.6 5 0 0.98 1.42 1 30% 10× 0.3 6 3 18 Repairable Base.SpearIcePick
Spear with Knife Spear with Knife 2.0 2H* 1 1.6 5 0 0.98 1.45 1 30% 10× 0.3 7 4 28 Repairable Base.SpearKnife
Spear with Letter Opener Spear with Letter Opener 2.0 2H* 1 1.6 5 0 0.98 1.42 1 30% 10× 0.3 6 3 18 Repairable Base.SpearLetterOpener
Spear with Machete Spear with Machete 3.7 2H* 1.3 2 10 0 0.98 1.55 0.9 30% 10× 0.3 12 10 120 Repairable Base.SpearMachete
Spear with Scalpel Spear with Scalpel 2.0 2H* 1 1.6 5 0 0.98 1.42 1 30% 10× 0.3 6 3 18 Repairable Base.SpearScalpel
Spear with Scissors Spear with Scissors 2.1 2H* 1 1.6 5 0 0.98 1.42 1 30% 10× 0.3 6 3 18 Repairable Base.SpearScissors
Spear with Screwdriver Spear with Screwdriver 2.1 2H* 1.2 1.6 7 0 0.98 1.45 1 30% 10× 0.3 7 4 28 Repairable Base.SpearScrewdriver
Spear with Spoon Spear with Spoon 2.0 2H* 1 1.6 5 0 0.98 1.4 1 30% 10× 0.3 6 3 18 Repairable Base.SpearSpoon
Wooden Spear Wooden Spear 1.7 2H* 1 1.4 5 0 0.61 1.4 1 30% 10× 0.3 7 4 28 Not repairable Base.WoodenLance

*Limited impact when used one-handed.

Improvised

Improvised weapons behave similar to short blade weapons, but they lack jaw stab attack and do not have a corresponding skill. Therefore, their damage cannot be improved and condition lower chance only takes maintenance skill into effect. They cannot knockback, and while they don't have any crit chance and crit multiplier defined, they can still crit, due to the default values being assigned.

Icon Name Encumbrance Equipped Damage Range Attack speed Critical hit chance Crit multiplier Knockback Max condition Condition lower chance Average condition Repairable Item ID
Minimum damage Maximum damage Door damage Tree damage Minimum range Maximum range
Pen Pen 0.1 1H 0.1 0.1 0 0 0.61 0.8 1 0% - 0.3 2 1 2 Not repairable Base.Pen
Pen - Blue Pen - Blue 0.1 1H 0.1 0.1 0 0 0.61 0.8 1 0% - 0.3 2 1 2 Not repairable Base.BluePen
Pen - Red Pen - Red 0.1 1H 0.1 0.1 0 0 0.61 0.8 1 0% - 0.3 2 1 2 Not repairable Base.RedPen
Pencil Pencil 0.1 1H 0.1 0.1 0 0 0.61 0.8 1 0% - 0.3 1 1 1 Not repairable Base.Pencil

Firearms

Legend
Encumbrance Encumbrance Encumbrance of the weapon when stored in inventory, heavier weapons have higher endurance costs.
Equipped Equipped Whether the weapon is equipped in one hand or two hands.
default=Ammunition Ammunition Ammunition used by the weapon.
Magazine capacity Magazine capacity Maximum ammunition capacity of the weapon.
Minimum damage Minimum damage Minimum damage, before modifiers.
Maximum damage Maximum damage Maximum damage, before modifiers.
Minimum range Minimum range Range below which a weapon attack gets converted to shoving.
Maximum range Maximum range Maximum range
Accuracy Accuracy Base chance of successfully hitting the target, before modifiers.
Accuracy added per aiming level Accuracy added per aiming level Amount added to the base hit chance per aiming level.
Critical hit chance Critical hit chance Base chance of achieving a critical hit, before modifiers.
Critical hit chance added per aiming level Critical hit chance added per aiming level Amount added to the base critical hit chance per aiming level.
Noise radius Noise radius Radial distance in tiles that noise will be emitted.
Knockback Knockback Modifier that affects the stagger of targets after being hit.
Repairable Repairable Whether the weapon can be repaired.

Handguns

Icon Name Encumbrance Equipped Ammunition Magazine capacity Damage Range Accuracy Accuracy increased per aiming level Critical hit chance Critical hit chance increased per aiming level Noise radius Knockback Repairable Item ID
Minimum damage Maximum damage Minimum range Maximum range
HandGun.png D-E Pistol 1.5 1H 40calAmmoBox.png 8 1 1.9 0.61 10 20% +12% 20% +10% 70 0.3 Repairable Base.Pistol3
HandGun2.png M1911 Pistol 1.5 1H 40calAmmoBox.png 7 1 1.4 0.61 8 40% +10% 20% +10% 50 0.3 Repairable Base.Pistol2
RevolverShort.png M36 Revolver 1.5 1H 40calAmmoBox.png 5 0.7 1.2 0.61 6 65% +8% 20% +10% 30 0.3 Repairable Base.Revolver_Short
Revolver.png M625 Revolver 1.75 1H 40calAmmoBox.png 6 1 1.6 0.61 9 30% +10% 20% +10% 50 0.3 Repairable Base.Revolver
HandGun3.png M9 Pistol 1.5 1H 40calAmmoBox.png 15 0.6 1 0.61 7 50% +8% 20% +10% 40 0.3 Repairable Base.Pistol
RevolverLong.png Magnum 2 1H 40calAmmoBox.png 6 1.2 1.9 0.61 11 20% +12% 20% +10% 80 0.3 Repairable Base.Revolver_Long

Shotguns

Icon Name Encumbrance Equipped Ammunition Magazine capacity Damage Range Accuracy Accuracy increased per aiming level Critical hit chance Critical hit chance increased per aiming level Noise radius Knockback Repairable Item ID
Minimum damage Maximum damage Minimum range Maximum range
ShotgunDoublebarrel.png Double Barrel Shotgun 4 2H ShotgunAmmo.png 2 2 2.7 0.67 9 80% +5% 80% +4% 100 0.8 Repairable Base.DoubleBarrelShotgun
Shotgun2.png JS-2000 Shotgun 4 2H ShotgunAmmo.png 6 1.5 2.2 0.61 7 70% +5% 60% +4% 100 0.8 Repairable Base.Shotgun
ShotgunDoublebarrel.png Sawed-off Double Barrel Shotgun 3.5 2H ShotgunAmmo.png 2 2 2.7 0.67 8 80% +5% 80% +4% 100 0.8 Not repairable Base.DoubleBarrelShotgunSawnoff
Shotgun.png Sawed-off JS-2000 Shotgun 3.5 2H ShotgunAmmo.png 6 1.5 2.2 0.61 6 100% +0% 60% +4% 100 0.9 Repairable Base.ShotgunSawnoff

Rifles

Icon Name Encumbrance Equipped Ammunition Magazine capacity Damage Range Accuracy Accuracy increased per aiming level Critical hit chance Critical hit chance increased per aiming level Noise radius Knockback Repairable Item ID
Minimum damage Maximum damage Minimum range Maximum range
AssaultRifle2.png M14 Rifle 4 2H RifleAmmo308loose.png 20 1.2 2 0.61 10 50% +5% 30% +15% 70 0.3 Repairable Base.AssaultRifle2
AssaultRifle.png M16 Assault Rifle 4 2H RifleAmmo308loose.png 30 0.8 1.4 0.61 11 20% +7% 25% +12% 70 0.3 Repairable Base.AssaultRifle
LeverActionRifle.png MSR700 Rifle 4 2H RifleAmmo223loose.png 3 0.6 1.3 0.61 10 27% +17% 25% +12% 70 0.3 Repairable Base.VarmintRifle
RifleHunting.png MSR788 Rifle 4 2H RifleAmmo308loose.png 3 1.2 2 0.61 10 25% +15% 30% +15% 70 0.3 Repairable Base.HuntingRifle

Ammo

Rounds

Icon Name Encumbrance Item ID
RifleAmmo223loose.png .223 Round 0.02 Base.223Bullets
RifleAmmo308loose.png .308 Round 0.02 Base.308Bullets
40calAmmoBox.png .38 Special Round 0.02 Base.Bullets38
40calAmmoBox.png .44 Magnum Round 0.04 Base.Bullets44
40calAmmoBox.png .45 Auto Round 0.04 Base.Bullets45
RifleAmmo308loose.png 5.56mm Round 0.03 Base.556Bullets
40calAmmoBox.png 9mm Round 0.01 Base.Bullets9mm
ShotgunAmmo.png Shotgun Shells 0.05 Base.ShotgunShells

Boxes

Icon Name Encumbrance Item ID
RifleAmmo223.png Box of .223 Rounds 0.6 Base.223Box
RifleAmmo308.png Box of .308 Rounds 0.6 Base.308Box
HandgunAmmoBox.png Box of .38 Special Rounds 0.35 Base.Bullets38Box
HandgunAmmoBox.png Box of .44 Magnum Rounds 0.38 Base.Bullets44Box
HandgunAmmoBox.png Box of .45 Auto Rounds 1 Base.Bullets45Box
RifleAmmo308.png Box of 5.56mm Rounds 1.2 Base.556Box
HandgunAmmoBox.png Box of 9mm Rounds 0.2 Base.Bullets9mmBox
ShotgunAmmoBox.png Box of Shotgun Shells 0.9 Base.ShotgunShellsBox

Magazines

Icon Name Encumbrance Weapon Ammo Capacity Item ID
BerettaClip.png M9 Magazine 0.2 HandGun3.png 40calAmmoBox.png 15 Base.9mmClip
BerettaClip.png M1911 Auto Magazine 0.2 HandGun2.png 40calAmmoBox.png 7 Base.45Clip
BerettaClip.png D-E Magazine 0.2 HandGun.png 40calAmmoBox.png 8 Base.44Clip
BerettaClip.png MSR700 Magazine 0.2 LeverActionRifle.png RifleAmmo223loose.png 3 Base.223Clip
BerettaClip.png MSR788 Magazine 0.2 RifleHunting.png RifleAmmo308loose.png 3 Base.308Clip
BerettaClip.png M16 Magazine 0.2 AssaultRifle.png RifleAmmo308loose.png 30 Base.556Clip
BerettaClip.png M14 Magazine 0.2 AssaultRifle2.png RifleAmmo308loose.png 20 Base.M14Clip

Molds

Icon Name Encumbrance Item ID
BulletMold.png .223 Bullet MoldFuture 0.5 Base.223BulletsMold
BulletMold.png .308 Bullet MoldFuture 0.5 Base.308BulletsMold
BulletMold.png 9mm Bullet MoldFuture 0.5 Base.9mmBulletsMold
BulletMold.png Shotgun Shells MoldFuture 0.5 Base.ShotgunShellsMold

Weapon parts

Canon

Icon Name Encumbrance Encumbrance added to weapon+ Function Weapons Item ID
HuntingKnife.png BayonetFuture 0.2 0.2 Currently not functional LeverActionRifle.pngRifleHunting.png Base.Bayonnet
ShotgunChoke.png Choke Tube - Full 0.1 0.1 Increases damage by 0.5 and reduces spread by 0.1 Shotgun2.png Base.ChokeTubeFull
ShotgunChoke.png Choke Tube - Improved 0.1 0.1 Increases spread by 0.1 and reduces damage by 0.5 Shotgun2.png Base.ChokeTubeImproved
RedDot.png Gun LightFuture 0.2 0.2 Currently not functional HandGun3.pngHandGun2.pngHandGun.png Base.GunLight
HandgunLaser.png Laser 0.2 0.2 Increases hit chance by 5 HandGun3.pngHandGun2.pngHandGun.pngAssaultRifle.pngAssaultRifle2.png Base.Laser

Recoil Pad

Icon Name Encumbrance Encumbrance added to weapon+ Function Weapons Item ID
RifleRecoilPad.png Recoil Pad 0.1 0.1 Reduces recoil by 5 RifleHunting.pngLeverActionRifle.pngAssaultRifle.pngAssaultRifle2.png Base.RecoilPad

Scope

Icon Name Encumbrance Encumbrance added to weapon+ Function Weapons Item ID
Scope2x.png x2 Scope 0.3 0.3 Increases min. range by 6 and max. range by 7 RifleHunting.pngLeverActionRifle.pngAssaultRifle.pngAssaultRifle2.png Base.x2Scope
Scope4x.png x4 Scope 0.4 0.4 Increases min. range by 8 and max. range by 13 RifleHunting.pngLeverActionRifle.pngAssaultRifle.pngAssaultRifle2.png Base.x4Scope
Scope8x.png x8 Scope 0.8 0.8 Increases min. range by 10 and max. range by 20 LeverActionRifle.pngRifleHunting.pngAssaultRifle2.pngAssaultRifle.png Base.x8Scope
ScopeIronSight.png Iron Sight 0.1 0.1 Increases max. range by 3 RifleHunting.pngLeverActionRifle.pngHandGun3.pngHandGun2.pngHandGun.pngRevolver.pngRevolverLong.pngAssaultRifle.pngAssaultRifle2.png Base.IronSight
RedDot.png Red Dot 0.2 0.2 Increases aiming speed. HandGun3.pngHandGun2.pngHandGun.pngRevolver.pngRevolverLong.pngAssaultRifle.pngAssaultRifle2.pngRifleHunting.pngLeverActionRifle.png Base.RedDot

Sling

Icon Name Encumbrance Encumbrance added to weapon+ Function Weapons Item ID
AmmoStrap.png Ammo Straps 0.5 0.5 Reduces reload time by 5 RifleHunting.pngLeverActionRifle.pngShotgun2.png Base.AmmoStraps
GunSling.png Sling 0.5 - 0.3 Reduces encumbrance by 0.3 RifleHunting.pngLeverActionRifle.pngShotgun2.png Base.Sling

Stock

Icon Name Encumbrance Encumbrance added to weapon+ Function Weapons Item ID
RifleFibreglassStock.png Fiberglass Stock 0.1 - 0.5 Reduces the encumbrance by 0.5 and increases hit chance by 8 RifleHunting.pngLeverActionRifle.png Base.FiberglassStock

Explosives

Icon Name Encumbrance Max
range
Effect Effect
power
Effect
range
Timer Sensor range Item ID
V1 V2 V3
Molotov.png Molotov Cocktail 1.5 8 Fire 90 4 - - Base.Molotov
Aerosolbomb.png Aerosol Bomb 1.5 10 Explosion 70 6 - - Base.Aerosolbomb
AerosolbombTimer.png Aerosol Bomb with Timer 1.5 10 Explosion 70 6 10 - Base.AerosolbombTriggered
AerosolbombTimer.png Aerosol Bomb with Sensor 1.5 10 Explosion 70 6 5 3 4 6 Base.AerosolbombSensorV1
Base.AerosolbombSensorV2
Base.AerosolbombSensorV3
link=Remote Aerosol Bomb{lcs}} Remote Aerosol Bomb 1.5 10 Explosion 70 6 - - Base.AerosolbombRemote
BottleWithGas.png Fire Bomb 1.5 10 Fire 97 6 - - Base.FlameTrap
FireBomb.png Fire Bomb 1.5 10 Fire 97 6 10 - Base.FlameTrapTriggered
FireBomb.png Fire Bomb 1.5 10 Fire 97 6 5 3 4 5 Base.FlameTrapSensorV1
Base.FlameTrapSensorV2
Base.FlameTrapSensorV3
FireBomb.png Fire Bomb 1.5 10 Fire 97 6 - - Base.FlameTrapRemote
PipeBomb.png Pipe Bomb 1.5 10 Explosion 90 7 - - Base.PipeBomb
PipeBomb.png Pipe Bomb 1.5 10 Explosion 90 7 5 3 4 6 Base.PipeBombSensorV1
Base.PipeBombSensorV2
Base.PipeBombSensorV3
PipeBomb.png Pipe Bomb 1.5 10 Explosion 90 7 - - Base.PipeBombRemote
Smokebomb.png Smoke Bomb 1.5 10 Smoke - 5 50 - Base.SmokeBomb
SmokebombTimer.png Smoke Bomb 1.5 10 Smoke - 5 10 - Base.SmokeBombTriggered
SmokebombTimer.png Smoke Bomb 1.5 10 Smoke - 5 - 3 4 5 Base.SmokeBombSensorV1
Base.SmokeBombSensorV2
Base.SmokeBombSensorV3
SmokebombTimer.png Smoke Bomb 1.5 10 Smoke - 5 - - Base.SmokeBombRemote
NoiseMaker.png Noise Maker 1.5 10 Noise - 17 50 - Base.NoiseTrap
NoiseMaker.png Noise Maker 1.5 10 Noise - 17 10 - Base.NoiseTrapTriggered
NoiseMaker.png Noise Maker 1.5 10 Noise - 17 - 3 4 6 Base.NoiseTrapSensorV1
Base.NoiseTrapSensorV2
Base.NoiseTrapSensorV3
NoiseMaker.png Noise Maker 1.5 10 Noise - 17 10 - Base.NoiseTrapRemote

See also