Weaponry

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These are 95% of the weapons available to players in Hellmoo.

Do not judge weapons by their base damage as most of them benefit massively from brawn and skill scaling. Melee weapons depend on Reflexes for speed, firearms depend on Brawn for speed.

Keep in mind that weapon speedcaps are listed for Normal fightstyle.

For melee weapons, only their primary damage type will scale up with brawn and skill. Other damage types (like the extra stab on the katana or the extra beat on the edison gauntlet for example) will not scale higher than their listed base damage.

Firearms on the other hand will have all of their damage types scale higher with skill. Any weapons with brawn scaling (including weapons modded with monowire kits) will scale negatively for characters with less than 8 brawn.

All weapons have a hidden dodge penalty calculated by the weapon's weight in kg rounded down, most also have a hidden accuracy bonus/penalty. All melee weapons that do certain damage types (see below) will also have their crit% buffed by the player's Torture skill.

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 Not very reliable since it is several years outdated.

Damage Types

Taking damage has a chance to damage armor, stun, inflict shock, cause brain damage on head hits or even KO on head/groin hits.
Torture only applies to melee weapons.

Type Buffed by
Torture?
Associated weapons Critical effects / Notes
Beat No Blunt weapons, waster shells, buckshot shells. Can break limbs and has a higher chance to knockout on a head shot or groin shot. Broken limbs debuff dodge and weapon skills.
Slash Yes Edged weapons, bolo shells, fletch shells. Can cause bleeding and castration on lucky hits.
Stab Yes Pointed weapons, needle pistol/rifle. Can cause bleeding.
Bullet No Firearms, Pistol Hammer. Can cause bleeding.
Explode No Bombs, Thumper magazines, plane crashes, telefragging, etc Can cause bleeding and stuns. Will also gib corpses if the finishing blow is explosive.
Burn Yes Flame chains, fire, plasma rifles, ash beasts, incendiary shells. Being on fire and overheating. Can light enemies on fire, inflicting damage over time and debuffing weapon skills. The damage from being on fire/overheating is only soaked by Firewalker and Solar Sponge.
Electricity Yes Flash whips, electric shells, tesla gauntlets, electrical devices in water, etc. Can cause stuns and burning.
Acid Yes Venomous Whips, Sagebrushes, Freakbiles, Corrosive Pikes, Corpclave chemical traps etc.  ?
Radiation No Having lots of rads in your system, some enemies. Not to be confused with ambient radiation that only increases your rads. Not soakable.
Irradiation No Abomination claws, RIP-10 Cherenkov, Chobo Knives with the waste catalyst mod, waster shells, some enemies. Can cause burning and inflict rads.
Wasting No Ectoblast ammo, Gulfhounds, starving, thirst. Increases hunger. Only soakable by Zombies and some enemies.
Suffocation No Ice yetis, Ashbeasts, drowning, space Can eventually lead to death after prolonged suffocating. Only soakable by Zombies.
Cold Yes Ectoblast ammo, Gulfhounds, Iceblox ammo, environments, etc. Can cause the cold status effect, which inflicts damage over time and debuffs brawn, reflexes, endurance and senses.
EMP No Crystal Spikes, Illuminol Clips, EMP Shotguns, Proton Packs, EMP mods/grenades, RIP-10 Cherenkov etc. Only hurts robots/ghosts, but is very good at that. Has a chance of inflicting mentals/shock on enemies with high focus.
Bleed No Sonic Scalpels, Chainsaws, Chudstoppers, bleeding. Causes bleeding, which inflicts damage over time and may lead to a knockout if too much blood is lost. Generally considered unsoakable.
Laser Yes Lasblasters, laser pistols, ODC laser satellite, quad PPC and other energy-based robot weapons. Can cause burning. Only soaked by space suits, Solar Sponge and Silicone Skin.
Crazy No Brainscrambler Can cause mentals.
Rape No Tentacle rapers Soaked by player age (I wish I was joking).
Drugs No Drug_Burning, Overdose, Heart Attack These are how drugs and heart attacks kill you.
Misc No Internal, Healing, Scalding, Detonation These are either unused or undocumented.

Accuracy Modifier

Appraisal Meaning
Much less accurate than usual -2 tohit
Less accurate than usual -1 tohit
More accurate than usual +1 tohit
Much more accurate than usual +2 tohit

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. Credit goes to Twerp and Dibolcrif for the firearms info.

A comprehensive table on what each firearm can be modified with is also available at Gunmodtable.

Fists

The game's RNG cannons. Fists gain damage from high skill as well as Brawn.
The fister's main weapons (knuckle busters and jawbies) are both extremely cheap/easy to acquire and PC0. This means 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% Accuracy modifier Weight Notes
Fist 0-4 1 22/2.6 Beat 1-3 20% 0 That's what you are using if you don't wield any weapon. Damage is increased with Lithodermis.
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% 0 Chuds have their fists replaced with this. If you are hit, they can give you any diseases the chud has.
Claws (Zombie) 2-5 2 26/4.7 Slash 1-8 2% 0 Zombies have their fists replaced with this. Scales well with brawn, but slow as hell. Has a chance of inflicting zombie rot on hitting.
Knuckle Buster 3-5 1 22/2.6 Beat 3-6 15% 0 Bought from Ammunation. Your bread and butter fist. Most fist users who don't go ripper/abom will throw on a force enhancer kit and spend a lot of time with these. Damage can scale even higher than jawbies with extremely high Brawn. Also takes many club specific mods like the inertial damper.
Claw (Ripper) 3-5 2 22/2.6 Slash
Stab
3-7
1-6
30%
30%
0 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.
Uru pounders 3-6 2  ? Beat 3-7 35% Weighs 6kg. Get from gammaprole stockboys.
Claws and Fangs (Abom) 3-6 2 22/2.6 Slash
Stab
Irradiation
3-7
3-7
2-5
30%
30%
10%
0 Mutating Abomination replaces your claws with this. Bad fuckin' ass. It's okay. Scales awesomely with Brawn and gets very nice tohit.
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. PC1 and deals nice amounts of electric damage (8-36 Elec + 2-8 Beat on a buffed Abomination). Generally considered inferior to Edison gauntlets - damage scales more off skill than Brawn.
Edison Gauntlets 7-8 2 28/2.7 * Electric
Beat
5-14
5-15
35%
25%
Upgraded Tesla gauntlets. These are slightly slower, but have vastly improved damage and crit chance (5-40 Elec + 5-15 Beat on a buffed Abomination). Unlike Tesla gauntlets, Edison's damage scales more off of Brawn than skill.
Jawbreaker 7-* 1 24/2.6 Beat 3-9 35% Bought from Pegleg Pete's in Botany sometimes. Defines fists - fast, good damage, and random stuns. Used to be a lot better. The absolutely Best overall fist weapon. Edisons might be better for pvp in some cases.
Pair of Pata Gauntlets 8-* 2 26/2.6 ** 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

Good clubs are often easy to obtain 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.
The Brawn/Reflexes scaling makes then a popular weapon for brainy hybrid builds.
Knuckle busters aside, clubs are also the only weapon class that accepts the Inertial Damper mod.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight Notes
Thighbone 0-2 1 26(?)/4.1 * Beat 1-4 5% 0.9kg Bought from Ammunation or cut from dinosaurs. For making various mid/late game weapons.
Nail Mace 0-2 2 26(?)/5.4 * Beat
Stab
1-4
1-2
10%
20%
2.0kg Bought from Ammunation or looted from chobos.
Crowbar 0-2 1 26(?)/4.1 * Beat 3-5 15% 1kg Bought from Ammunation. Can be used to open the elevator doors in the WU building, but otherwise pointless.
Spiked Board 0-2 1 26(?)/5.4 * Beat
Stab
1-5
1-3
15%
20%
1.5kg From Thug Lyfe, Gangland. Don't bother.
Weaponized Arm 0-2 1  ? * Beat 1-5 20% 1.1kg Improvised with a severed arm and a bottle of embalming fluid. Kill someone with their own limbs.
Spoon 1-3 1 26(?)/4.1 Beat 1-1 10% 0.1kg Can be found in prison, and can be crafted into a shank. The ultimate in SperGrind Technology.
Fine Walking Stick 1-3 1 26(?)/4.1 * Beat 1-1 10% 1.5kg Bought from Threadless in Corpclave. A MY IMMERSION item.
Tomahawk 1-3 1  ? Slash 2-5 50% 0.45kg Very weak. Really high crit chance.
#217 Pipewrench 1-3 1 26(?)/4.1 * Beat 1-3 10% 0.9kg 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.
Truncheon 1-3 1 26(?)/2.8 * Beat 1-4 20% 0.7kg Bought from Ammunation. Bad damage but decent speed, not bad for early grinding.
Hatchet 1-3 1 26(?)/3.2 * Slash
Beat
3-7
1-3
30%
10%
2.2kg Bought from Zombie Hunters in Slagtown. You can chop treemen with it.
Pipe 1-3 1 26(?)/4.1 * Beat 1-5 10% 1.5kg Ammunation trash. Can be scavenged in the streets of Slagtown.
Baseball Bat 1-3 1 26(?)/4.1 * Beat 1-6 20% 1.2kg Ammunation garbage. Use the softball bat instead.
Razor Bat 0-2 1  ? * Beat
Slash
1-6
3-3
20%
35%
Crafted from baseball bat + razor ribbon.
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% 0.045kg 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.
Lightweight Pickaxe 1-3 1 26/3.5 * Stab
Beat
2-6
1-2
30%
10%
1.8kg From chuman guards in the underground mine. Can be used like a normal pickaxe. Good newbie weapon against zombies.
Scrap Mace 1-3 1 26(?)/3.9 * Beat 3-10 15% 1.5kg A budget Crime Stick, found on Abandoned Highway molepeople and orphan bullies sometimes. Slightly better than softball bats in every way except crit and min damage.
Tonfa 1-3 1 26(?)/4.3 * Beat 5-9 10% 1.5kg Bought from BrickArms in Weezer, though it requires 50 Weezer rep. These are okay.
Pickaxe 1-3 2 26(?)/5.4 ** Beat
Stab
1-5
3-8
40%
20%
6.5kg Bought from the Eschaton Outfitters FC. This is used for the mining job and scales ok.
Sledgehammer 1-3 2  ? * Beat 4-15  ? Good for door bashing, but far too slow for real combat. Gangland shadowy figures sometimes have them.
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% 1.5kg Bought from Ammunation. A grinding weapon, and very good for actual combat if modded correctly. Dubbed the "discount crime stick."
Slam Bat 4-6 2 26(?)/3.5 * Beat 6-8 20% 1.5kg Bought from Ammuntion. You can get these for free from hepcats.
Shock Baton 4-6 1 26(?)/3.5 * Beat
Electric
3-8
4-9
10% 1.5kg The blacklash of clubs. Can be bought easily in Ammunation. Slap on a shock module and go to town on everything.
Fire Axe 4-6 2 26(?)/4.1 * Slash
Beat
5-12
2-8
50%
20%
4.5kg From Ammunation or Gangland firemen. Staggering slash damage with high brawn, but heavy and inaccurate. Still as powerful as it is plentiful.
Pimp Cane 5-7 1 27/2.6 Slash
Beat
3-10
1-4
30%
30%
0.5kg From Thug Lyfe in Gangland. PC0 and does slash damage, though if you can use a pimp cane, you can probably find something better.
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% 1.5kg 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.
RIP-4 Combat Shiver Axe 7-* 1 27/2.6 * Slash 6-25 35% 0.9kg 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. Unlike the shiversword, this doesn't need a power supply.
Piston Hammer 7-* 2 26/2.6 ** Beat
Elec
6-15
1-4
20%
20%
Craft-only, the previous high-end club of choice. Two handed, PC2, and like most clubs, this also gets exponentially stronger with the right mods. The bit of elec damage is negligible though.
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 26(?)/6.5 * Beat 6-10 10% 10.9kg Can be scavenged in Coventry. Looks like cheaper version of wrench, worse in every way. Probably the heaviest conventional weapon in the game.
Giant Wrench 6-8 2 26(?)/6.1 ** Beat 10-25 25% 10.0kg Craft from several plutonium rods. 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.

Whips

A bit inaccurate and low damage compared to most weapon classes, but they are easy to acquire, easy to speedcap and hit very fast. Additionally, they have a hidden parry penalty.
Easily the most popular brainy weapon, as you can gym Ref/Sen/Brn for your whips, dodge and brainy skills. If you swap Brains for Endurance, you can kick a bunch of ass in PvP.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight Notes
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  ?/2.6 ** Beat 4-8 15% Fairly decent early game 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  ?/3.3 ** Burn
Beat
7-14
2-7
20%
5%
1.2kg Craft only. PC2 and kinda scales with Brawn, doesn't get very impressive damage now. Useful aginast midgame enemies weak to fire.
Urumi 5-7 1  ?/2.6 Slash 6-12 25% 1.0kg Craft only. Lower accuracy, but dual wieldable. Parry class has recently been changed to PC0, making single Urus great for players with high dodge who wish to fight Nullianacs.

This is due to the fact that parry is inferior to dodge (and you can't parry with a PC0 weapon).

Razorchain 7-* 2  ?/2.6 ** Slash
Bleed
8-15
1-2
30%
5%
1.5kg Often dropped from Necropolis freaks. Is used as a cheap, disposable (yet perfectly viable) endgame whip. Does plenty of slash damage with a ninetails mod, and a little bleed.

Easier to speedcap than urumis and flash whips; install a gyro mod if you can speedcap it without a balanced grip.

Blacklash 7-* 1  ? * Electric
Slash
5-9
1-3
15%
5%
0.6kg Crafted or found on Necropolis freaks. Crafts into the infinitely better flash whip.
Flash whip 7-* 1  ?/2.6 * Electric 6-12 17% 0.6kg Craft only. Dual wield these and max out your speedcap, another endgame whip similar to the Razorchain and Urumi.

Mostly used in PvP, since a bunch of enemies (ants, ash beasts, nullianacs) soak the damage, but players have to wear rare specialty armor to do so.

Spears

All spears have a hidden +2 chance to parry.
There are great spears with Brawn scaling (Pitchfork, Chainsaw Lance, Abossegai, Large Scythe) as well skill scaling (Zap, Bo Staff, Garden Weasel).
Noteworthy is that most spears need high Reflexes to speedcap, are heavy and PC2. Skillspears are a pain in the dong to craft.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight Notes
Sharpened Chopstick 0-1 1  ? * Stab 1-1 10% Found in the Orphanage.
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% 0.25kg Infects whoever it hits with Ebola. Incredibly prone to permanently breaking, outside of the standard weapon condition system.
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  ? 3.0kg Improvised with a rusty metal spike, a sharp pole, and a roll of duct tape; so you know its gotta be good.
Spike Spear 2-4 2 26/5.4(?) ** Stab 4-10  ? 3.0kg Same as the rusty spike spear. From toxic dump freaks sometimes. Still slow as fuck.
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. They also occasionally drop from orphans and can be improvised with scrap wood.
Assegai 5-7 1 29/2.6 * Stab 6-12 30% 2.0kg A pain in the ass to find, and you probably won't get one unless you're specifically hunting. A journal reward from Michael Savage in Stormfront Island, or dropped from Sky Pirates in Necropolis Gate.
Luftspeer 5-7 1 26(?)/2.6 * Slash
Stab
Elec
6-15
5-10
2-8
30%
40%
50%
2.5kg One time reward that comes premodded with a balanced grip, sharpening kit, monowire serrator, and shock generator. Gets insane DPS, especially when dual wielded.
Rusty Scythe 5-7 2 30/7.5(?) ** Slash
Stab
1-15
1-6
18%
15%
7.5kg 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.
Large Scythe 5-7 2 4.0(?)/26 ** Slash
Stab
8-18
4-10
35%
25%
3.0kg Crafted from a rusty scythe and A(bo)ssegai. 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.
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%
5.0kg Bought from BrickArms in Weezer or found on highway molepeople sometimes. A bit heavy, but deals beat damage and gets some really nice brawn scaling.
Corrosive Pike 6-* 2 31/2.6 ** 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%
2.1kg Craft only. Scales very well with brawn. A bit slow and inaccurate, but very useful for stuff that's weak to burn.
Garden Weasel 7-* 2 24/2.6 ** Slash 8-13 20% 1.5kg 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 Sewers.
Chainsaw Lance 8-* 2 31/2.6 ** 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 during a Botany journal. Does beat damage not common with other spears.
Zap Brannigan OFF 10-* 2 31/2.6 ** Stab 5-10 15% Is crafted and not easy to acquire. Requires power adapters to work well. Turn zap to on.
Zap Brannigan ON 10-* 2 31/2.6 ** 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.
Noteworthy Brawn scaling blades are the Bruce Springsteel and Bonesword, while the best skill scaling blades are the Hosaka, Chobo knives and the RIP-10 Cherenkov.
Also note that a lot of blades cap at 28 or higher Reflexes - hard to reach without drugs and/or radmutes.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight Notes
Rebar Sword 0-2 1 26(?)/2.8 * Slash
Stab
2-7
1-4
20%
10%
2.0kg Can be bought from Ammunation. Grinding weapon that gets some nice brawn scaling.
War Saw 0-2 1 26(?)/4.1 * Slash 3-8 30% 1.5kg Ammunation. Not to be confused with Chainsaw. Higher slash damage than the rebar, but dat speed tho.
Bone Knife 0-2 1  ? Slash
Stab
1-2
1-1
4% 0.4kg Found on molemen or improvised with a skull. Cheap grinding blade.
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 bought from HH in FC. A bit inaccurate, and the butane runs out quite quickly which is annoying since Butane canisters can only be refilled in Sharpton Basement. Still does decent burn damage.
Switchblade 1-3 1 26/2.6 stab 1-4 35% Ammunation. Ganglanders and slagtownies often use these, and they are pretty fast. Good for grinding.
Razor Blade 1-3 1  ? * Slash 1-4 10% More orphanage garbage... you emo
Cutting Knife 1-3 1 26(?)/4.1 * Stab 1-5  ? Gives a bonus to butchering corpses.
Butcher Knife 1-3 1 26(?)/4.1 * Slash
Stab
1-5
1-2
15%
7%
0.4kg Ammunation. Gives a bonus to butchering corpses.
Ceremonial Dagger 1-3 1 3.8 * Stab 1-5 10% Cultists and satanists have these.
Flint Knife 1-3 1  ? * Slash 1-5  ? Sometimes found on Orphanage bullies. 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%
0.7kg Ammunation blade. Cheap and shitty, but relatively quick and decent for grinding.
Titanium Combat Knife 1-3 1 3.0? Stab
Slash
1-6
1-3
40%
20%
0.6kg 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.
Boxcutter 1-3 1  ? Stab 1-6  ? New Clearwater chomos have these. Marginally better than a combat knife.
Machete 1-3 1 26(?)/3.5 * Slash
Stab
3-8
2-4
20%
10%
0.8kg 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.
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.
Ice Pick 2-4 1  ? Stab 2-4 30% Another crap "blade."
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 Roshi 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%
1.2kg 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.
Lotus Nodachi 4-6 2  ? ** Slash
Stab
5-10
6-10
35%
20%
1.5kg One-time journal reward from Kakuri. Amazing low/mid level blade.
Broken Chainsaw 1-3 2 6.4 * Beat
Slash
5-8
3-10
 ? Bought from Zombie Hunters Inc. Decent damage, but very slow. The schematic to fix it can be bought from the same store.
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 25/2.6 * Slash
Stab
4-8
1-4
20%
5%
Can be found uncommonly on bandits in the Underground Mine and Open Prairie. Quite easy to speedcap, but it's damage is cruddy.
Wasteland kukri 5-8 1 28/2.6 * Slash 5-14 25% 1.9kg 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.
Hosaka Daikatana 6-8 2 32/2.6 ** Slash
Stab
9-14
3-6
30%
30%
+2 1.4kg Gotten from Usagi Yojimbo the rabbit samurai. He wanders around Necropolis and is quite tuff.
Bonesword 6-8 2  ? ** Acid
Slash
6-8
6-8
5%
25%
Craft-only brawn blade. The schematic can be found after a certain journal. 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%
1.5kg Chuds can buy this from a hidden store in Necropolis Sewers. The best one-handed skill blade. Scales up to 32 slash damage, but is parried by a lot of things endgame unless fully buffed. Also the only weapon that can take the waste catalyst mod.
RIP-9 Shiver Sword OFF 10-* 2 3.1 ** Slash 2-7 20% +2 Craft only. Needs to be turned on to be useful. Turned off, it still scales impressively with skill.
RIP-9 Shiver Sword ON 10-* 2 3.1 ** Slash 8-27 28% +2 Needs a cheap power adapter or a normal one with an atomicell to operate. Accurate and deals as high as 42 slash damage, but does not take any grip mods.
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 parried. They also cut the Dodge of your enemy in half.
What really makes pistols shine are all the damage types you can deal - bullet, electric, acid, burn, slash, irrad, beat are just a few of them.
However, this comes with the price of needing lots of Brawn to speedcap pistols. Most pistoleers you'll encounter will be Vampires.
Pistols are also the only weapon class to take the recoil suppressor mod, which reduces the speedcap Brawn requirement by 5.

Name Raw Hands Speedcap (Brawn req/max speed) Parry Damage Type Base Damage Crit% Ammo Accuracy Modifier Weight Notes
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 Sometimes found on the four-armed zombro. Super fast. Will paralyze opponents for a very long time if a hit lands and will be lethal with a high enough dosage. This is the weapon used by those damn spiderlings
Needler 1-3 1  ? -  ?  ? 0% Black sleep clip Unknow effect, to be tested.
Dart Pistol 1-3 1  ?/3.2 - Stab 1-1 0% Dart Clip Like a slower needler (and also found on the four-armed zombro). These things actually KO the target, allowing for easy murdering with a different weapon. Ammo is improviseable.
.22 Revolver 1-3 1  ?/4.5 - Shot 2-5 25% .22 Speedload 0.5kg Bought from Thugg Lyfe in Gangland. Newbie grinding weapon. Slightly better with hand-loads but don't bother.
Powersquirt 1-3 1  ?/2.6 - 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  ?/2.6 - EMP
Acid
1-5
1-3
30%
10%
Illuminol clip Can be purchased from CSICOP in slagtown or Camp Benjamin. More useful against ghosts than with acid powersquirt clips.
Powersquirt 1-3 1  ?/2.6 - 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  ?/2.6 - Burn 3-9 30% Napalm Powersquirt Clip South Necropolis ammo. Garbage that deals too little damage to be useful.
Rusty old .38 caliber revolver 1-3 1  ? - Shot 6-12 30% .38 speedload Liable to explode. Found in a cabin in yeti forest.
Snubnose .38 revolver 3-5 1  ? - Shot 6-12 30% .38 speedload May accept .357 speedloads.
Lizard Gun 1-3 1  ? - Shot 1-20 3 % .40 slug Craft only. A gimmick weapon. Single shot. Used as a component in Lasblasters.
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 0.4kg Found on Rentacops or at the Mall. You can buy also buy them at Liddy Arms. Light, but slow and outclassed by the 9mm Beretta.
9mm Beretta 2-4 1 13/4.2 - Shot 7-15 20% 9mm clip 1.7kg The only gun Ammunation actually sells. Your bread and butter grinding pistol for some time.
Walther P99 2-4 1 13/3.9 - Shot 7-15 20% 9mm clip 1.7kg From Pegleg Pete's sometimes. .3 faster and 1 more tohit than the beretta.
.44 magnum 2-4 1  ?/3.2 - Shot 6-14 30% .44 speedload 1.5kg Crafted, bought and a rare drop from Karnivores in Nukem. Vastly better with handloads.
.44 magnum 2-4 1  ?/3.2 - Shot 6-25  ?% Hand-loaded .44 speedload 1.5kg Usable as a cheap alternative to Hammerheads.
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 is classified as a shotgun so does not take the recoil suppressor. 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.
.357 revolver 4-6 1  ?/3.3 - Shot 6-12 30% .38 speedload From Thugg Lyfe in Gangland.
.357 revolver 4-6 1  ?/3.3 - Shot 10-16 20% .357 speedload
.357 Autorevolver 5-8 1  ?/2.7 - Shot 6-12 30% .38 speedload The faster counterpart to the .357 revolver. Craft only.
.357 Autorevolver 5-8 1  ?/2.7 - Shot 10-16 20% .357 speedload
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 Hellboy in Necropolis. Very great damage, but really slow and hard to make ammo for. Useful for aiming related shootings. Now requires 2 hands. Ineligible for the recoil suppressor.
12mm FlugHammer 6-8 1 12/3.2 - 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 1.3kg The best easily available pistol weapon. Can be crafted or found in rooms in Cialis Tower. Dual buffered Hammerheads cap at 21 Brawn. Hammerheads don't have handloads; crafted 12mm clips are regular ones.
12mm Hammerhead 6-8 1 17/3.2 - Shot 12-26 30% CopKiller clip 1.4kg Ammo is bought at 77Jacks. Better than regular 12mm clips.
12mm Hammerhead 6-8 1 17/3.2 - Shot 14-28 30% SWATKiller clip 1.5kg Maas Neotek kiosk ammo. Holds almost twice as many bullets as a regular magazine with greater damage, somewhat expensive though.
12mm Hammerhead 6-8 1 17/3.2 - Shot
Bleed
11-22
1-1
32%
0%
ChudStopper clip 1.6kg Ammo from South Necro and Maas Neotek. Lower minimum damage than SWATKiller magazines, but balanced with unsoakable bleed damage. Scales up to 14-31 Bullt + 1-7 Bleed damage.
12mm Hammerhead 6-8 1 17/3.2 - Shot
Bled
10-26
1-1
35%
5%
Blacktalon clip 1.3kg Rare random drop from hepcats and firemen. The poor rich man's chudstopper, worse better than normal chudstops in every way after those got nerfed.
Viper 12mm 6-8 1 17/3.5 - Shot 11-27 35% 12mm clip 1.3kg Easily crafted from a regular hammerhead. 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.
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 and ammo is very cheap. Otherwise not that great (anymore).
Super Shorty 13-* 2 21/2.7 - Beat
Slash
Shot
5-15
5-15
5-15
10%
10%
10%
Buckshot shell Craft only. A sawn-off shotgun on steroids. Still ineligible for the recoil suppressor. Only 4 capacity and a bitch to speedcap, but the high speed and insane ammo variety make it more than worth it. Buckshot is good for when you don't want to waste your real ammo.
Super Shorty 13-* 2 21/2.7 - 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 21/2.7 - 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 21/2.7 - Stab
Electric
1-1
10-20
0%
0%
Electric Shell Ammo of choice for killing abominations, fucking anyone now. Expensive South Necropolis ammo.
Super Shorty 13-* 2 21/2.7 - 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 21/2.7 - 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 21/2.7 - Beat
Shot
Irrad
4-15
2-15
1-10
30%
20%
25%
Waster shell Very nice, irradiation damage isn't soaked by a whole lot of people. 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.
This only extends to weapons classified as "rifles." Shotguns and SMGs will not trigger duck and weave.
Duck and weave recently got buffed - this might make rifles a good choice for PvP again.
It's worth noting that rifles require little stat investment to be effective (SCAR-L speedcaps at only 16 total brawn).
Like all guns, rifles are PC-, meaning they cannot parry nor be parried. They also cut the Dodge of your enemy in half
The exception to this is the riot gun, that has a pc of 1 but cannot be parried. As parry is inferior to dodge, this isn't worth it.

Name Raw Hands Speedcap (Brawn req/max speed) Parry Damage Type Base Damage Crit% Ammo Accuracy Modifier Weight Notes
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 1.5kg Craft only. Too slow to be competitive and doesn't really scale up much at all. 5 shell capacity. Takes all shells listed with the Super Shorty. Classified as a shotgun.
EMP shotgun 1-3 1 18/5.2 - EMP 4-9 15% MK I Energy cell Bought from CSICOP in Slagtown. Not useful for much other than killing ghosts. Classified as a shotgun.
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, making this great for killing almost 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 vampire chests.
Kel-tec KSG shotgun 3-5 2 21/3.9 - Beat
Slash
Shot
5-15
5-15
5-15
10%
10%
10%
Buckshot shell 3.2kg Bought for cheap from Zombie Hunters Inc in Slagtown. The best rifle shotgun. 10 shell capacity. Can load all the shells listed with the Super Shorty and can get pretty fast with enough brawn. Classified as a shotgun.
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. Takes all the shells etc. Classified as a shotgun.
American-180 3-6 2 12/2.4 - Shot 7-11 15% .22 pancake Craft only, ammo available at Blastarms. The fastest rifle. Weak, but very good for grinding. Slightly stronger with handloads.
Vector Carbine 4-6 2  ?/4.8 - Shot 12-20 20% 9mm Clip 1.5kg Craft only. Light, powerful, but slow. Even stronger with Insult 9mm(tm) and 9mm hand-loads.
Vector Carbine 4-6 2  ?/4.8 - Shot  ?  ?% .45 ACP Clip To be tested.
Tommy gun 5-7 2  ? - Shot 12-25 30% drum magazine Craft only, and only good for looking cool. Outclassed by most other rifles.
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.
AK-7 rifle 5-7 2 19/3.9 - Shot 15-23 20% 7.62mm clip 3.4kg 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.
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)
AR-17 rifle 6-8 2 18/4.0 - Shot 18-26 20% 7.62mm clip 3.4kg The highest shot damage gun that actually gets used in combat - this one and the SCAR-L/plasma rifle are what you will see in PvP. Extrememly easy to craft and make ammo for.
AR-17 rifle 6-8 2 18/4.0 - Shot 23-28 25% hand-loaded 7.62mm clip 3.4kg
AR-17 rifle 6-8 2 18/4.0 - Shot
Cold
20-26
2-4
20%
5%
7.62mm iceblox clip 3.4kg The 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.
AR-17 rifle 6-8 2 18/4.0 - Shot
Bleed
20-26
2-3
20%
5%
7.62mm blacktalon clip 3.4kg Like Iceblox, but for bleeding. Good for the few things that do soak cold damage.
AR-17 rifle 6-8 2 18/4.0 - Shot
Expl
18-26
2-3
20%
5%
7.62mm thumper clip 3.6kg Explosive bullets which are hard to soak and have a high chance of gibbing anything you kill. Some joker will always bring this to the Pit.
AR-17 rifle 6-8 2 18/4.0 - Shot
Elec
18-26
2-3
20%
5%
7.62mm tsap clip 3.6kg Electric bullets.
TEC-9 machine pistol 6-* 2 16/3.9 - Shot 15-23 20% 9mm clip 3.0kg Drops from karnivore soldiers in Nukem Academy which don't show up often, or rarely from normal karnivore seniors. Relatively easy to speedcap and the shot damage scales higher than the AR (up to 42 shot damage!). Better min damage with Insult 9mm(tm) and 9mm hand-loads. Classified as an SMG.
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. Classified as an SMG.
Bullpup rifle 7-* 2 18/3.6 - Shot 10-25 15% 5.8mm 3.2kg Craft only. If you've gone to the trouble of getting a bullpup, don't waste it firing shitty standard rounds.
Bullpup rifle 7-* 2 18/3.6 - Shot 22-32  ?% hand-loaded 5.8mm 3.2kg
Bullpup rifle 7-* 2 18/3.6 - Shot
Cold
10-25
2-4
15%
5%
5.8mm iceblox Bought from South Necropolis like the rest of the special ammo.
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 3.4kg Stronger than the regular bullpup, but much less accurate and slower. Takes all the ammo listed in the regular bullpup.
Sighted Sturmgewehr 7-* 2  ? - Shot 13-28 15% 5.8mm The Flughammer of rifles - this is just a full modded bullpup rifle with a fancy name. Takes all the ammo listed with the bullpup.
Plasma rifle 8-* 2 18/3.0 - Burn
Burn
15-18
15-18
30%
30%
plasma bottle Craft only. Almost completely nullified by leech-hide and dusters, though can still cause plenty of damage to the unprepared. A huge pain in the ass to craft the rifle/ammo.
SCAR-L 10-* 2 16/2.6 - Shot 11-21 20% 5.56mm 3.5kg Craft only, as well as a one time reward from a certain cache. Much faster than the bullpup and AR, giving you more opportunities to trigger duck&weave. 5.56mm elemental ammo is sold in Abandoned Highway and Necropolis South with the 7.62mm counterparts.
SCAR-L 10-* 2 16/2.6 - Shot 17-23 25% hand-loaded 5.56mm 3.5kg See AR-17
SCAR-L 10-* 2 16/2.6 - Shot
Bleed
11-21
1-1
20%
5%
5.56mm blacktalon magazine 3.5kg See AR-17
SCAR-L 10-* 2 16/2.6 - Shot
Cold
11-21
1-1
20%
5%
5.56mm iceblox magazine 3.5kg See AR-17
SCAR-L 10-* 2 16/2.6 - Shot
Elec
11-21
1-1
20%
5%
5.56mm tsap magazine 3.5kg See AR-17
SCAR-L 10-* 2 16/2.6 - Shot
Expl
11-21
1-1
20%
5%
5.56mm thumper magazine 3.5kg See AR-17
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 were 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 Craft only. Only useful for aiming, but very good at that.
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're also a HUGE pain in the dong to craft and Lasblaster/Ectoblasts aside, useless in PvP. As a tradeoff, they often have a unique gimmick such as causing mentals or firing onto adjacent tiles like grenade launchers.
Only go for this if you're a masochistic sperg experienced player looking for a challenge.

Name Raw Hands Speedcap (Brawn req/max speed) Parry Damage Type Base Damage Crit% Ammo Accuracy Modifier Weight Notes
Brainscrambler 1-3 2 20(?)/5.8 - Crazy 0-10 0% Brainscrambler canister 1.6kg The crazy damage means that targets hit by it will develop mental illnesses. These things are a fucking pain in the ass to craft and are fucking slow on top of it.
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 Slightly better for only busting ghosts.
Proton Pack (Ectoblast) 1-5 2 15/5.2 - EMP
Cold
Waste
6-18
5-9
4-6
25%
10%
10%
Ectoblast Cells Scales up to be incredibly powerful, only zombies soak waste damage, and few things soak cold.
Tesla Rifle 2-3 2 3.7 - Electric 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 1.8kg 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.
Debilitator 4-6 2  ? -  ?  ? 0% Debilitator Slug 1.8kg Several ammo types, but they are a pain in the ass to make. Still very obscure to this day. Effects of ammo vary wildly.
Lasblaster 5-7 1 3.0 - Laser 8-10 20% Atomicell 2.2kg Low damage, but very few things soak laser damage. Can be dual-wielded effectively with 20 brawn.

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% Accuracy Modifier Weight Notes
Sonic scalpel 5-7 1 26/2.6 Bleed
slash
3-5
1-3
15%
5%
0.125kg This weapon's bleeding damage scales with medic skill and caps at 3-15 bleed at around 46 tohit, making it a great light blade brainies can use to kill as well as butcher. Can also be used to grind medic.

Flails

A gimmicky weapon class that was created and forgotten. Don't expect any buffs anytime soon ever, these are almost all trash unless you know what you're doing.
What hurts flails most is the lack of an endgame PvE weapon.
Flails can sometimes get "stuck" inside opponents and pulled out for extra damage.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight Notes
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  ?
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%
1.5kg Found in the mall, p okay with its unique electric damage.
Nunchaku 4-6 1 21/2.6 * Beat 1-4 35% 1.0kg One handed and pretty easy to speedcap, however, the damage scaling is rather underwhelming. Found on Kakuri.
Meteor Hammer 4-6 2 26/2.6 - Beat 4-10 30% 4.0kg Can be bought from Tree of Life in Botany Bay. Two handed and a bit inaccurate, but scales moderately well with brawn and skill.
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.
Damage is based on weapon weight and a hidden "throwability" stat - just stick to throwing fire axes.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight Notes
Shuriken 1-3 1  ? - Stab 2-6 35% You can get these from Roshi on kakuri.
Boomerang 2-5 1  ? - Beat 3-9 30% If you throw it, it comes back! Buy one from Ammunation.


Fishing

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

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight Notes
Bamboo fishing pole 1-3 1  ? - Stab 1-3 0.45 Gets 'stuck' like flail on occasion.
Wood fishing pole 1-3 1  ? - Stab 1-3 0.45 See above.
Carbon fishing pole 1-3 1  ? - Stab 1-3 0.45 See above. This one has a radar you can use to see fish at certain water depths.


Scavenge

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

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight 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. Explosions have a chance to knock people into adjacent tiles.

Most explosives (bar dirty bombs and clusternukes) are too weak to use in PvP since XP total and Dodge reduce damage taken by bombs. A few of them have some very useful status effects though. You can also stack explosives or add gasoline to the tile to cause chain reactions.

Explosion damage is reduced by soaks, total XP and the Dodge skill. Additionally, some NPCs are able to completely dodge grenades that inflict status effects.


Regular explosives

Name Effects Notes
Cheap firecracker Explosion Very weak explosion. Used 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. Some of these are duds.
Frag grenade Explosion Comes in two flavors: Regular frag and the weaker, unreliable "old frag grenade of dubious quality". While they're the strongest single-room explosive, the damage is still pretty low.


WMDs (multi tile explosion)

Name Effects Notes
Metal Suitcase 2x Explosion+???+??? Bought at Freedom City, Botany Bay and Gas town. Used in a journal, crafts into dirty bombs. Surprisingly decent damage.
Dirty Bomb Radiation+??? Essentially a budget clusternuke.
Clusternuke pellet Radiation+??? Kills everyone most people below 200k xp within a 3(?) tile radius. One time reward from a journal.


Mines

Name Effects Notes
Landmine Explosion Explodes when anything enters the room. Can be avoided with a little 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.


Utility

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 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.)
Spergnade Asperger's syndrome Debuffs Focus and renders victims unable to emote or talk properly. An absolute hit at Club Hellfire.
Rapenade 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.
Psyflare Psi shimmer Explodes like a grenade and leaves psi shimmers in the area. Used for messing with phasers and clairvoyants.


Misc

Name Effects Notes
Grenade Launcher Varies One-time journal reward. You can load any explosive into this (even clusternukes!) and fire it up to five tiles away. Useful with binoculars. Using this with low bomb skill may make you fire in the wrong direction/distance.
Stinger Missile AA Missile Crafted with tons of gunpowder and flashpowder. These things are single-use and require rifle skill to use for some reason. Extremely disappointing - crafting them consumes a grenade launcher and the damage is very low.
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.
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. The more $$$ your gear is worth, the bigger the bang.