Difference between revisions of "Weaponry"

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(Science: Added acc mod, weight data, and various notes to proton pack ammo types.)
(Blades: Added coverage of the Straight Razor.)
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| 0.2kg
 
| 0.2kg
 
| Ammunation. Ganglanders and slagtownies often use these, and they are pretty fast. Good for grinding.
 
| Ammunation. Ganglanders and slagtownies often use these, and they are pretty fast. Good for grinding.
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|-
 +
! Straight Razor
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| 1-4
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| 1
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| 19/2.9
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| 0
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| Slash
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| 1-4
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| 35%
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| +2
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| Trash; very similar to the switchblade, but harder to replace. Drops from Botany Bay pirates.
 
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! Razor Blade
 
! Razor Blade

Revision as of 17:46, 8 November 2019

This is a collection of data on 95% of the weapons available to players in HellMOO. It is a work in progress, with many weapons having incomplete info. Additional data is available at Weapons (Programming), but is for reference only, being out of date and unreliable.

Universal Weapon Data

All weapons have some things in common: they all use damage types, have a parry class, and either have or lack an accuracy modifier. Here's a breakdown of each.

Damage Types

Below is a listing of damage types in HellMOO. Taking damage of any type has a chance to damage armor, stun, inflict shock, cause brain damage on head hits or even KO on head/face/groin hits.
Torture buffs crit chances only on certain damage types, and only applies to melee weapons.

Type Buffed by
Torture?
Associated weapons Notes
Beat No Blunt weapons, waster shells, buckshot shells. Can break limbs and has a higher chance to knockout on a head/face/groin shot. Broken limbs debuff dodge/weapon skills and put you in shock if they get hit again.
Slash Yes Edged weapons, bolo shells, fletch shells. High chance to inflict bleeding. Can cause castration on lucky hits.
Stab Yes Pointed weapons, needle pistol/rifle. High chance to inflict bleeding.
Bullet No Firearms, Pistol Hammer. Above average chance to inflict bleeding.
Explode No Bombs, Thumper magazines, plane crashes, telefragging, etc High chance to break limbs, cause bleeding and inflict stun. 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. High chance to inflict stun and shock. Slight chance to inflict burning.
Acid Yes Venomous Whips, Sagebrushes, Freakbiles, Corrosive Pikes, Corpclave chemical traps etc. Nothing special.
Radiation No Having lots of rads in your system, some enemies. Unsoakable - not to be confused with background radiation that only doses you with rads.
Irradiation No Abomination claws, RIP-10 Cherenkov, Chobo Knives with the waste catalyst mod, waster shells, some enemies. Chance to dose the victim with rads (the same you receive from background radiation exposure).
Wasting No Ectoblast ammo, Gulfhounds, starving, thirst. Only soakable by Zombies and some enemies.
Suffocation No Ice yetis, Ashbeasts, drowning, space (decompression) 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 shock as well as Crazy damage 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, etc. Extremely high chance to inflict burning. Only soaked by space suits, Solar Sponge and Silicone Skin.
Crazy No Brainscrambler Inflicts random mentals.
Drugs No Types: Overdose, Heart Attack These are how drugs and heart attacks kill you.
Misc No Types: Internal, Healing, Scalding, Detonation, Rape, Drug_Burning These are undocumented and sometimes unused. Detonation is related to Explode.

Accuracy Modifiers

This table shows you the exact numerical modifier associated with the vague text description you get when you appraise a weapon and see its accuracy modifier. Many weapons don't have a modifier; in that case, you won't see one of these lines, and the modifier is effectively +/-0. A weapon with a 0 accuracy modifier will have the same tohit as the relevant weapon total your character has (so a person with 40 spear total will have 40 tohit with a spear that has no accuracy modifier, assuming they meet the weapon's raw requirements and are fighting in normal style).

Appraisal Meaning
Much less accurate than usual -3 tohit or less
Somewhat less accurate than usual -2 tohit
A little less accurate than usual -1 tohit
A little more accurate than usual +1 tohit
Somewhat more accurate than usual +2 tohit
Much more accurate than usual +3 tohit or more

Parry Classes

This is a quick reference on parry classes. Because of how parrying works it actually is better for dodgy characters to have a lower parry class than their opponent since trying to parry attacks means you won't try to dodge as much. For a fuller description, see the linked article.

Name Icon Notes
Non-parrying - Does not parry, and cannot be parried. (can still be dodged unless it's a gun)
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

Most weapons can take weapon mods. See the linked article for more information on them. Some melee weapons have restricted mod pools; where applicable, examples of this are noted on this page. Gun mod compatibilities vary widely, and are instead noted in their own table in the gun mods section of the weapon mods page.

Weaponry Listings

Here are the big lists, sorted by weapon class. Some tips on getting the most out of the stats listed here:

  • All weapon speedcaps are listed for Normal fightstyle.
  • Do not judge weapons by their base damage; most of them benefit massively from Brawn and skill scaling. Melee weapons depend on Reflexes for speed, firearms depend on Brawn for speed.
  • 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, for example) will not scale higher than their listed base damage.
    • Any weapons with brawn scaling (including weapons modded with monowire kits) will scale negatively for characters with less than 8 brawn.
  • Firearms on the other hand will have all of their damage types scale higher with skill until reaching 30 tohit.
  • 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 that can be seen by appraisal.
  • All melee weapons that do certain damage types (see below) will also have their crit% buffed by the player's Torture skill.
  • The mechanics behind crits remain obscure, but some people believe they increase damage by 50% (so if you hit for 4 damage and it's a critical, the new total would be 6).

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 cheap, easy speedcap, 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 23/2.6 Beat 1-3 20% +1 0 That's what you are using if you don't wield any weapon. Damage is increased with Lithodermis.
Pair of fist wraps 3-7 2 22/2.6 Beat 1-3 20% 0 0 Probably the easiest way to grind fists to 6. Improvised
Powerglove 1-2 1  ? Beat
Slash
1-2
1-1
 ? From Commander Andy's in Slagtown. Deliberately designed to be awful, the beat scales up to about 1-9. Used for making tesla/edison gauntlets instead, which are badass.
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 23/2.6 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 23/2.6 Beat 3-6 15% 0 0.5kg Cheap from Ammunation. Very good; add force enhancers and you're not miles off a jawbreaker. Damage can scale even higher than jawbies with extremely high Brawn. Has a really wide mod pool: takes any elemental, any grip, a spike cluster kit, sharpening kit, and (most importantly) a force enhancer.
Claw (Ripper) 3-5 2 23/2.6 Slash
Stab
3-7
1-6
30%
30%
0 Mutating ripper replaces your regular fists with this. You can butcher, rend and fish with them, but not fondle or wank without hurting yourself or the target.
Uru pounders 3-6 2 29?/2.6 Beat 3-7 35% From gammaprole stockboys. Doomed to mediocrity. 2.5kg, two-handed, beat only scales to mid-30s. Tiny mod pool; can only take a spike cluster kit and an elemental. Slower than edisons, has mediocre to-hit that can't be gyro'd up.
Claws and Fangs (Abom) 3-6 2 23/2.6 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 30/2.6 * Electric
Beat
5-14
5-15
35%
25%
-1 6.8kg Upgraded Tesla gauntlets. Harder to speedcap, but +10% (Torture-buffable) crit across the board, bonus 3-7 beat damage, and the electric scales to 45 at the top end! Great for PvP -- shock is tricky to soak. Scales excellently with brawn, less with skill. Fairly heavy; 7kg modded.
Jawbreaker 7-* 1 23/2.6 Beat 3-9 35% +1 0.25kg Bought from Pegleg Pete's in Botany sometimes. Super strong, the best all-round fist, though Edisons are better in some PvP cases. Breakneck speed, fantastic damage (caps out just under 50 beat), good accuracy, and random stuns with 35% beat crits. Restricted mod pool; can only take gyro grip and shock module.
Pair of Pata Gauntlets 8-* 2 26/2.6 ** Slash
Stab
3-11
5-10
40%
40%
-1 5.4kg Craft only. PC **, decent speed, and great Torture-buffable crit. Can hit the upper 40s in max slash. However, they're also two-handed, kinda hefty (6kg full-modded) and slash is easy to soak. Outshone by jawbreakers and edisons in most situations.
Super Spoiler Fist Weapon 15-* 1 28/3.8 Beat
Slash
4-9
4-9
20%
25%
-2 2.2kg The weapon's name itself is a spoiler, but you'll know this thing when you find it, it's from a boss. Notable for being possibly the only regular non-flail weapon in the game that requires 15 raw weapon skill, but otherwise uninteresting. Beat only scales up to the mid-30s, slow, 2kg heavy, and cannot take any mods.

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 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 2.0kg Bought from Ammunation or looted from chobos.
Crowbar 0-2 1 26(?)/4.1 * Beat 3-5 15% +1 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%
+0 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.
Copper Pipe 1-3 1  ? * Beat 1-7 15% +2 1.6kg A reward from a small-time boss in the sewers. Bad, but counts as a trophy.
Spoon 1-3 1 26(?)/4.1 Beat 1-1 10% +0 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% 0 1.5kg Bought from Threadless in Corpclave. A MY IMMERSION item.
Tomahawk 1-3 1  ? Slash 2-5 50% 0 0.45kg Very weak but has one of the highest crit chances out of any weapon. Sometimes found on Gangland serial killers.
#217 Pipewrench 1-3 1 26(?)/4.1 * Beat 1-3 10% +1 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% +2 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%
+3 2.2kg Bought from Zombie Hunters in Slagtown. Accurate with good crit, but unimpressive damage scaling. Counts as a blade for butchering purposes.
Pipe 1-3 1 26(?)/4.1 * Beat 1-5 10% +2 1.5kg Ammunation trash. Can be scavenged in the streets of Slagtown.
Baseball Bat 1-3 1 26(?)/4.1 * Beat 1-6 20% +2 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.
Rusty Gear Stick/Steering Tie Rod/Bent Tire Iron 1-3 1 18/4.4 * Beat 3-10 15% +2 1.5kg All reskins of the same item; possibly reskins of the scrap mace.
Sagebrush Stick 1-3 1 26/2.6 * Acid 2-5 8% +0 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
25%
10%
+1 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% 0 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 20% -2 2.5kg Good for door bashing, but far too slow for real combat. Gangland shadowy figures sometimes have them.
Pistol Hammer 1-3 1 20/3.7 * Beat
Shot
2-4
1-1
10%
0%
+3 1.7kg Fair speed and excellent bonus to-hit. Also easy to replace.
Softball Bat 3-5 1 26(?)/4.1 * Beat 4-9 20% +1 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 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% +0 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 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%
-3 0.5kg From Thug Lyfe in Gangland. Light and PC0 with good crit, but inaccurate with bad damage scaling.
Santa Cane 5-7 1 27/2.6 Slash
Beat
3-10
1-4
30%
30%
-3 0.5kg A reskinned pimp cane.
Crime Stick 5-7 1 26(?)/3.9 * Beat 6-16 20% +1 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%
+1 4.5kg 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%
+1 4.5kg 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% 0 0.7kg 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%
+1 1.2kg 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%
+1 1.5kg 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% +1 0.35kg Bought in Botany Bay's Tree of Life. Small step up from the leather whip, but PC1, and by the time you can get one you can probably get something much better.
Venomous Lash 3-5 1  ? * Acid
Slash
3-8
1-3
20%
10%
-1 1.2kg Craft only. An unusual acid damage type, but otherwise not that interesting. Schematic can be found in Sharpton.
Padlock on a chain 4-5 2 ** Beat 2-7 6% 6.5kg New improvisable whip
Nail Sjambok 4-6 1  ? * Beat
Slash
2-7
2-5
10%
10%
+0 0.5kg Rare find in Sharpton Projects' riot locker. Better than the slower venomous lash; works until you can get a good whip.
Link Whip 4-8 2 28/2.6 ** Beat 4-8 15% +0 1.5kg Crafted, or from Necropolis freaks. PC2, has equal parts skill and brawn scaling. Caps around 8-21 beat (or more with high brawn). Useful in the early game, and occasionally used to hunt junkers.
Flame Chain 5-7 2  ?/3.3 ** Burn
Beat
7-14
2-7
20%
5%
+0 1.2kg Crafted or purchased in Weezer. PC2, gets minor brawn scaling. Caps around 7-24 burn (or more with high brawn). Useful in the midgame because it's so replaceable; strong against ice yetis.
Urumi 5-7 1  ?/2.6 Slash 6-12 25% -1 1.0kg Craft only. Lower accuracy, but dual wieldable. PC0. Restricted mod pool: can only take either balanced grip or grip tape, plus ninetails/tentacle. Hard-caps at 06-26 slash before ninetails. Useful for single-wielding with high dodge against Nullianacs.
Razorchain 7-* 2 22/2.6 ** Slash
Bleed
8-15
1-2
30%
5%
-2 1.5kg Often dropped from Necropolis freaks. Cheap, disposable (yet perfectly viable) endgame whip. Easier to speedcap than urumis and flash whips; install a gyro mod if you can speedcap it without a balanced grip. Hard-caps at 8-24 slash before ninetails.
Blacklash 7-* 1  ? * Electric
Slash
5-9
1-3
15%
5%
+0 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 0.6kg Craft only. Dual wield these and max out your speedcap, another endgame whip similar to the Razorchain and Urumi. Hard caps at 7-23 shock.

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 buff to parrying, +2.5 for PC1 spears and +5 for PC2 spears (tohit equivalent)
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% +1 0.2kg Found in the Orphanage.
Sharp Pole 0-2 2 26/5.4(?) ** Stab 2-6 20% +1 1.0kg 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 27/2.6 ** Stab 1-6 20% 0 1.5kg Good beginner weapon, slightly lower minimum damage then the sharp pole, but faster, one handed, and can be used to grind for longer. Notable for being one of the only one-handed PC2 weapons. 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 25% +1 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% 0 2.0kg A journal reward from Michael Savage in Stormfront Island, or dropped from Sky Pirates in Necropolis Gate. Completely inferior to the abossegai except for being easier to speedcap.
Luftspeer 5-7 1 26/2.6 * Slash
Stab
Elec
6-15
5-10
2-8
30%
40%
50%
0 2.5kg One time reward from one of the Das Kochenhammer bosses. Higher scaling than the assegai and comes premodded with a balanced grip, sharpening kit, monowire serrator, and shock generator. The extra shock and stab are potent enough to hurt a bit in pvp and it all comes with abnormally high crit rates but the main slash damage still scales a bit worse than the abossegai's stab.
Rusty Scythe 5-7 2 30/7.5(?) ** Slash
Stab
1-15
1-6
18%
15%
+1 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 (which is much better).
Large Scythe 5-7 2 32/2.6 ** Slash
Stab
8-18
4-10
35%
25%
0 3.0kg Crafted from a rusty scythe and an assegai (abossegais also work). Hard to speedcap but much more usable than its rusty counterpart while still scaling really well with brawn. Gets low 50s in slash damage at the top end.
Pitchfork 5-7 2 26/4.1(?) ** Stab 7-15 40% +2 4.5kg A bit slow, but scales well with brawn, though there are still better alternatives. Monstrous crit rate, which is also torture-buffable. Found on toxic dump freaks sometimes.
Scrapmetal Spear 4-6 2 32/2.6 ** Beat
Slash
3-6
2-10
10%
20%
5.0kg Bought from BrickArms in Weezer if you have 50 rep or found on highway molepeople sometimes. Scales well with brawn, but bad minimum damage and very heavy. Go for gold and get a bo staff.
Corrosive Pike 6-* 2 29/2.6 ** Acid
Stab
6-6
6-8
5%
25%
+1 3.8kg Craft-only, and can only take two mods, so choose wisely. Gets good brawn scaling and is good for PvP since acid is one of the less common soaks. The fiber mesh required to craft this is a nightmare to scavenge so I'll give you a tip: you can improv it from a random drop from beasts that spawn in a hidden lair East of Wide Stance.
Abossegai 6-8 1 32/2.6 * Stab
Slash
12-18
4-8
30%
20%
0 2.0kg Scary. Has a very high min damage compared to most other weapons. Scales well with brawn, hits mid-high 40s in stab. One of the best one-handed spears. Find them on Necropolis abominations. Dual-wield for monster DPS.
Willy Pete 6-8 1 31/2.6 * Burn
Slash
2-9
5-13
25%
20%
-2 2.1kg Craft only. Scales very well with brawn - burn caps in mid-50s. A bit inaccurate, and really bad minimum damage. Excellent for things that are weak to burn like Necropolis Heart mobs, but the abossegai is ultimately better for general use.
Garden Weasel 7-* 2 29/2.6 ** Slash 8-13 20% +1 1.5kg Very good. These actually exist in real life and are scary. Got from the necropolis chud store (or rarely from toxic dump freaks). Good min damage, slash caps in mid-high 40s. Accurate, easy to speed cap, and really light.
Chainsaw Lance 8-* 2 31/2.6 ** Slash
Bleed
5-16
4-8
35% -2 6.0kg Craftable, or from Hawthorn. Monstrous damage on a top end brawn build (caps around 55 slash!) and beastly crit, but it's heavy and a bit inaccurate. Can only take the grip tape as a grip mod.
Titanium Bo Staff 8-* 2 27/2.6 ** Beat 7-15 25% +3 2.0kg Craft only. The schematic can be found during a Botany journal. Very good, especially against things with poor beat soaks. Accurate and really easy to speed cap, just under 40 max beat at the top end. Can't take a monowire serrator, so it scales more with skill. This requires an absolutely ridiculous amount of titanium to make so I'll give you a tip: bars are an easy scavenge from the aisles in South Necropolis.
Zap Brannigan OFF 10-* 2 30/2.6 ** Stab 5-10 15% +1 4.5kg Is crafted and not easy to acquire. Caps at around 30 slash while off and requires power adapters with atomicells or cheap power adapters to turn on (buy the cheap ones from Radio Slack in Slagtown).
Zap Brannigan ON 10-* 2 30/2.6 ** Stab
Elec
5-15
6-16
25%
20%
+1 Weight varies depending on adapter used (cheap one is heavier). Stab damage scales into mid-high 30s, elec damage does not scale. Great in PvP against opponents who are not armored for elec.

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. Some of the powerful two handed swords are impossible to speedcap so bladers have to make do with their slower speed.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight Notes
Plastic Novelty Katana 0-1 1  ? * Beat 1-1 5% +0 0.3kg Scavenged in a place where there are many toys. Comes in many colors (which are displayed in-game) and counts as a blade for butchering, making this weapon a great meme.
Rebar Sword 0-2 1 26(?)/2.8 * Slash
Stab
2-7
1-4
20%
10%
+2 2.0kg Can be bought from Ammunation. Grinding weapon that gets some nice brawn scaling.
Blacker Sword 0-2 1 26(?)/2.8 * Slash
Stab
2-7
1-4
20%
10%
+2 2.0kg Reskin of the rebar sword; uncommon drop from Botany Bay pirates. Not to be confused with the Black Sword, which is swamp gas and weather balloons and does not exist.
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.
Lawn-Mower Blade 0-2 1 22/3.2 * Slash
Stab
2-7
1-4
20%
10%
+? 2.0kg Random drop on pirate mobs. Nice stats for its raw, but too rare and narrowly useful to be good.
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% +2 0.2kg Ammunation. Ganglanders and slagtownies often use these, and they are pretty fast. Good for grinding.
Straight Razor 1-4 1 19/2.9 0 Slash 1-4 35% +2 0.2kg Trash; very similar to the switchblade, but harder to replace. Drops from Botany Bay pirates.
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 15% 0 0.4kg Gives a bonus to butchering corpses.
Butcher Knife 1-3 1 25(?)/4.0 * Slash
Stab
1-5
1-2
15%
7%
+2 0.4kg Ammunation. Gives a bonus to butchering corpses.
Ceramic Kitchen Knife 1-3 1 25(?)/4.0 * Slash
Stab
1-5
1-2
15%
7%
+2 0.4kg This is a reskinned Butcher Knife.
Ceremonial Dagger 1-3 1 3.8 * Stab 1-5 10% +1 0.2kg 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%
+3 0.6kg Bought from the automat in Rough Trade, Slagtown. More accurate than the normal combat knife and 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% Lootable from Hepcat Jack in Maas Neotek. Can infect whoever it hits with Ebola, also can break permanently at random.
Wakizashi 1-3 1 25/2.6 * Stab
Slash
2-5
1-2
20%
0%
+2 0.8kg Found on Gangland serial killers sometimes.
Fine Wakizashi 1-3 1 24/2.6 * Stab
Slash
2-7
1-2
25%
0%
+1 0.6kg A hepcat drops these. Slightly faster and more accurate than the wakizashi but overall still pretty shitty.
Heavy Sword 2-4 2 28/3.4 ** Slash
Beat
3-5
3-5
40%
30%
+0 Extreme brawn scaling, hits mid-50s in slash. Compared to the Boss, -5 min damage, and -0.2 speed, but +10 max damage, +2 to-hit and +6% crit - all for a weapon bought in Ammu Nation.
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.
Rusty Bayonet 1-3 1 22/3.8 * Slash
Stab
3-8
2-4
20%
10%
+2 0.8kg Chance to spawn on Botany Bay pirates. Very poor damage scaling.
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%
0 1.5kg 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% 0 1.0kg From Roshi in Kakuri. Scales with skill and brawn, caps at about 39 beat. Fast with good crit, but poor minimum damage. Special mod pool: can take inertial damper and force enhancer, but cannot take sharpening kit.
Katana 3-5 1 29/2.6 * Slash
Stab
4-11
2-5
20%
15%
+1 1.6kg For free from the gatekeeper at Kakuri if you can kill him. Likely one of your first lowbie blades.
Shirasaya Katana 3-5 1 30/2.6 * Slash
Stab
4-11
2-5
20%
15%
+0 1.4kg Spawns in Kakuri Monastery sometimes. Slightly lighter than the base katana, but also slightly slower and less accurate.
Huge Scissors 3-5 1 26/7.0(?) * Stab 4-9 15% -4 0.12kg Can be purchased in Botany Bay or found on Birchwood Rompers. Irredeemably shitty and slow.
Fine Katana 4-6 1 28/2.6 * Slash
Stab
6-15
3-7
20%
10%
+1 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 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.
Hook Sword 5-7 1  ? * Slash
Stab
5-10
2-5
25%
20%
0 1.0 Does slightly less damage than a fine katana with maxed out blades level has better crits. This is also not a one time quest reward so they are pretty easy to replace.
Wasteland Choppper 6-8 2  ? ** Slash
Stab
Beat
5-14
2-4
4-8
12%
12%
20%
4.7kg A skilled fighter could do somewhat more damage with this.

A brawny fighter could do somewhat more damage with this.

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 30/5.5 Slash
Bleed
7-14
2-5
50%
20%
-4 5.1kg Has unusual scaling; min damage scales (with brawn) as well as max. Hits about 20-34 slash at top end with huge crit, but horribly inaccurate and slow. Restricted mod pool: can only take grip and elemental.
Cutlass 5-7 1 25/2.6 * Slash
Stab
4-8
1-4
20%
5%
0 1.5kg 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% 0 1.9kg Crafted, rare drop from treasure hunters. The best one-handed brawn blade; average and unremarkable compared to weapons in general. Brawn scaling caps at about 40 slash.
Hosaka Daikatana 6-8 2 32/2.6 ** Slash
Stab
9-14
3-6
30%
30%
+2 1.4kg Earned once per roll, from Usagi Yojimbo. One of the best blades: excellent min damage, light, accurate, nice Torture-buffable crit. Good skill scaling. When modded for brawn, reaches about 44 slash (higher than the Shiver).
Bonesword 6-8 2 25/3.8 ** Acid
Slash
6-8
6-8
5%
25%
+1 4.5kg Craft-only brawn blade. The schematic can be found after a certain journal in Stormfront. Exotic acid damage and fair accuracy; scales to about 50 max acid damage.
Bruce Springsteel 6-8 2 28/3.8 ** Beat
Slash
Stab
6-12
7-10
2-4
15%
30%
20%
0 5.5kg Crafted. Slow and heavy, but brawn-scales for huge damage; caps around 51 beat! Also has good secondary damage with Torture-buffable crit.
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. Weight depends on if you use the 1.5kg cheap adapter or normal adapter.
RIP-10 Cherenkov OFF 13-* 2 3.6 ** Elec
Irrad
EMP
8-20
2-4
1-8
35%
15%
30%
+1 4.5kg An upgraded shiver sword that deals electric damage. Has slightly lower scaling than a shiver, but can accept gyro and balanced grips.
RIP-10 Cherenkov ON 13-* 2 3.6 ** Elec
Irrad
EMP
8-20
2-4
1-8
35%
15%
30%
+1 An upgraded shiver sword that deals electric damage. Has slightly lower scaling than a shiver, but can accept gyro and balanced grips. Weight depends on if you use the 1.5kg cheap adapter or normal adapter.

Pistols

One-handed pistols can be dual wielded for increased speed if you have the brawn at the cost of -7 tohit.
Single pistols require little investment to use, but dual wielded pistols require at least 20 brawn to speedcap after the recoil suppressor.
What really makes pistols shine are their speed, damage, and variety (bullet, electric, acid, burn, slash, irrad).
However, since pistols require a lot of brawn to truly shine they are much more stat dependent than rifles. Some pistoleers take Bleeder or Vampires to help speedcap their guns.
Pistols are also the only weapon class to take the recoil suppressor mod, which reduces the speedcap Brawn requirement by 5.
Like all guns, pistols are PC-, meaning they cannot parry nor be parried. They also cut the dodge tohit debuff from your enemy in half.

Name Raw Hands Speedcap (Brawn req/max speed) Parry Damage Type Base Damage Crit% Ammo Accuracy Modifier Weapon/ammo weight Notes
AirSoft Target Pistol 0-1 1  ?/3.9 - Shot 1-1 0% Pellet clip +2 0.5kg
0.2kg
Bought from Liddy Arms or Ammunation. Basically useless for everything but grinding your first pistol raw. Airsoft clips can be bought from the vending machine in Liddy Arms
Needler 1-3 1  ?/1.3 - Stab 1-1 0% Curare dart clip -1 1.5kg
?
Sometimes found on the four-armed zombro. Fastest obtainable weapon in the game by far. 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
.22 Revolver 1-3 1  ?/4.5 - Shot 2-5 25% .22 Speedload +2 0.45kg
0.05kg
Bought from Thugg Lyfe in Gangland. Newbie grinding weapon. Slightly better with hand-loads but don't bother.
Nail Gun 2-4 1  ?/2.9 - Stab 1-7 15% Nail Clip -1 4.0kg
0.5kg
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. Loading it with a nail clip doesn't add weight to the gun for some reason.
Powersquirt 1-3 1  ?/2.6 - Acid 3-8 40% Acid Powersquirt clip -1 1.2kg
0.7kg
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 -1 1.2kg
0.7kg
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 -1 1.2kg
0.7kg
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. Deadly in pvp since only one armor set has significant acid soaks.
Powersquirt 1-3 1  ?/2.6 - Burn 3-9 30% Napalm Powersquirt Clip -1 1.2kg
0.7kg
South Necropolis ammo. Garbage that deals too little damage to be useful.
Defender 6mm pistol 1-3 1  ?/4.0 - Shot 5-12 15% 6mm +2 1.5kg
0.2kg
Liddy Arms in Corpclave sells them. Breaks very easily.
Defender 6mm pistol 1-3 1  ?/4.0 - Shot 7-13 18% 6mm Insult(tm) +2 1.5kg
0.2kg
Bought from 77Jack. Extra 2-1 damage and +3% crit, about twice normal cost.
Kel-Tec P11 9mm 2-4 1 16/5.2 - Shot 5-13 20% 9mm +1 0.4kg
0.16kg
Found on Rentacops or at the Mall. You can buy also buy them at Liddy Arms. Very light, but slow. Generally outclassed by the 9mm Beretta. Uses all the ammo listed with the Beretta
9mm Beretta 2-4 1 13/4.2 - Shot 7-15 20% 9mm clip +1 1.5kg
0.2kg
The only real gun Ammunation actually sells. Your bread and butter grinding pistol for some time.
9mm Beretta 2-4 1 13/4.2 - Shot 11-15 20% 9mm Insult(tm) clip +1 1.5kg
0.2kg
+4 minimum damage, otherwise identical to regular ammo. Only from 77Jack; almost triple the normal ammo cost.
9mm Beretta 2-4 1 13/4.2 - Shot 11-17 20% hand-loaded 9mm clip +1 1.5kg
0.2kg
The best ammo type 9mm has to offer. Slightly more damage than the Insult(tm) ammo, except these can be made cost-free from regular 9mm clips by a crafter.
Walther P99 2-4 1 13/3.9 - Shot 7-15 20% 9mm clip +2 1.5kg
0.2kg
From Pegleg Pete's sometimes. .3 faster and 1 more tohit than the beretta. Uses all the ammo listed with the beretta.
Harpoon pistol 3-5 1  ?/3.5 - stab 1-1 0% Harpoon clips 0 1.5kg
0.2kg
Craft only. Useful for underwater fights, might be useful against vampires for very lucky chest shot.
Needle Pistol 9-* 1  ?/3.1 - Stab
Stab
Bled
5-7
5-7
1-1
25%
25%
15%
Needle clip -1 1.0kg
0.1kg
Craft only, not to be confused with the needler. Can be used underwater and ammo is very cheap from Blastarms. Good for the few lowbie enemies weak to stab, but otherwise not that great.
Rusty old .38 caliber revolver 1-3 1  ? - Shot 6-12 30% .38 speedload 0 0.55kg
0.6kg
Liable to explode. Found in a cabin in yeti forest. Takes all of the ammo listed with the autorevolver.
Snubnose .38 revolver 3-5 1  ? - Shot 6-12 30% .38 speedload 0 0.55kg
0.6kg
Takes all of the ammo listed with the autorevolver.
.357 revolver 4-6 1  ?/3.3 - Shot 6-12 30% .38 speedload 0 1.4kg
0.1kg
From Thugg Lyfe in Gangland. Takes all of the ammo listed with the autorevolver.
.357 Autorevolver 5-8 1  ?/2.7 - Shot 6-12 30% .38 speedload -3 1.3kg
0.1kg
The faster craft-only counterpart to the .357 revolver with an equally hefty accuracy penalty. .38 speedloads have slightly higher crit rates than the .357 speedloads but much lower damage.
.357 Autorevolver 5-8 1  ?/2.7 - Shot 9-14 35% hand-loaded .38 speedload -3 1.3kg
0.1kg
As usual hand-loading your ammo makes it a little better, but this caliber is still mostly inferior to the .357 speedloads.
.357 Autorevolver 5-8 1  ?/2.7 - Shot 10-16 20% .357 speedload -3 1.3kg
0.1kg
If you've gone through the trouble of making this gun you might as well get hand-loads for it too.
.357 Autorevolver 5-8 1  ?/2.7 - Shot 15-18 25% hand-loaded .357 speedload -3 1.3kg
0.1kg
Now we're talking. This is about as good as the autorevolver gets. Really good speed and min damage on par with some rifles, but the max damage only goes up to 24 which is still too low to compete with the endgame pistols.
.44 magnum 2-4 1  ?/3.2 - Shot 6-14 30% .44 speedload 0 1.5kg
0.1kg
Crafted, bought and a rare drop from Karnivores in Nukem. Vastly better with handloads but still mostly a novelty.
.44 magnum 2-4 1  ?/3.2 - Shot 6-25  ?% Hand-loaded .44 speedload 0 1.5kg
0.1kg
Can be used as an alternative to Hammerheads.
Needler 1-3 1  ? -  ?  ? 0% Black sleep clip -1 1.5kg
0.3kg
Unknown effect, to be tested. Dropped randomly from things like firemen and hepcats.
Dart Pistol 1-3 1  ?/3.2 - Stab 1-1 0% Dart Clip -1 1.5kg
?
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.
Lizard Gun 1-3 1  ? - Shot 1-20 3 % .40 slug 0 0.1kg
0.3kg
Craft only. A gimmick weapon used as a component in Lasblasters. .40 slugs can be bought from Blastarms in Crater Rim. Yes, the slug is 3x heavier than the gun.
TT-77 5-7 2  ?/4.5 - Shot 5-18 10% 14.5mm -2 5.0kg
0.5kg
[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 -2 5.0kg
0.5kg
Shit, like every other ammo type for this gun.
TT-77 5-7 2  ?/4.5 - Shot 7-20 10% Hand-loaded 14.5mm -2 5.0kg
0.5kg
As usual, hand-loaded mags better than the regular mags.
TT-77 5-7 2  ?/4.5 - Shot 18-20 20% 14.5mm silvertip -2 5.0kg
?
The only upside to this weapon, while still being terrible silvertips make it actually usable in combat. Not sure where to get these though.
Rusty .71 Desert Hawk Revolver 5-7 1  ? - Shot 8-30 35% .71 speedload -1 2.5kg
0.3kg
Identical the desert hawk, but liable to explode randomly during use.
.71 Desert Hawk Revolver 5-7 1 17/3.2 - Shot 8-30 35% .71 speedload -1 2.5kg
0.3kg
From Captain Khan in Botany. Requires a moderate amount of brawn to speedcap, and even more to dual wield (22 after recoil mods). Ammo can be bought from South Necropolis. Massive damage and crit rate. Does even more with handloads.
.71 Desert Hawk Revolver 5-7 1 17/3.2 - Shot 14-34 40% hand-loaded .71 speedload -1 2.5kg
0.3kg
Always find a crafter to break and re-craft regular .71 speedloads into these. Much more min damage and higher crit than the regular speedloads.
Samaritan 5-7 2 19/5.8 - Shot
Explosion
16-40
3-15
15%
20%
.92 speedload -2 1.5kg
0.3kg
One time reward from Hellboy in Necropolis. Very great damage, but really slow and hard to make ammo for. Useful for aiming related shootings. Requires 2 hands. .92 speedloads can be crafted but will not come out hand-loaded.
12mm FlugHammer 6-8 1 12/3.2 - Shot 13-29 35% 12mm clip 0 1.9kg
0.2kg
A very rare drop from sky raiders. A reskinned hammerhead 12mm that 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 1.5kg
0.2kg
The best easily available pistol weapon, and still pretty good compared to the crafted ones. Can be crafted or found in rooms in Cialis Tower. Dual buffered Hammerheads cap at 20 brawn like most pistols. 12mm clips can be crafted but will not come out hand-loaded.
12mm Hammerhead 6-8 1 17/3.2 - Shot 12-26 30% CopKiller clip -1 1.5kg
0.3kg
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 1.5kg
0.4kg
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 1.5kg
0.5kg
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 1.5kg
0.2kg
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 +3 1.0kg
0.2kg
Easily crafted from a regular hammerhead. 1-1 higher damage, 4 tohit more accurate, and lighter than the regular Hammerhead, but 0.3 slower. Easier to dual wield due to its accuracy bonus but its slower speed suffers more compared to twin hammerheads. Takes all the ammo listed with the 12mm pistol.
Sawn-Off Shotgun 2-4 1  ?/5.0 - Beat
Slash
Shot
5-15
5-15
5-15
10%
10%
10%
Buckshot shell +1 2.5kg
0.1kg
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. Dual wielding this grants no bonuses except to double its tiny ammo capacity. Uses all the shells listed with the Super Shorty.
Super Shorty 13-* 2 21/2.9 - Beat
Slash
Shot
5-15
5-15
5-15
10%
10%
10%
Buckshot shell -3 1.8kg
0.1kg
Craft only. A sawn-off shotgun on steroids. Still ineligible for the recoil suppressor. 4 capacity, big accuracy penalty, 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 21/2.9 - Shot 15-30 25% Slug shell -3 1.8kg
0.1kg
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 21/2.9 - Slash
Slash
Slash
5-13
5-13
5-13
20%
20%
20%
Fletch shell -3 1.8kg
0.1kg
Great for shredding up zombies. Garbage against anything with decent slash soak. Ammo sold in Botany and Zombie Inc, Slagtown.
Super Shorty 13-* 2 21/2.9 - Stab
Electric
1-1
10-20
0%
0%
Electric Shell -3 1.8kg
0.1kg
Ammo of choice for killing abominations, fucking anyone now. Expensive South Necropolis ammo.
Super Shorty 13-* 2 21/2.9 - Burn
Burn
8-16
7-14
30%
20%
Incendiary shell -3 1.8kg
0.1kg
Nullianac pack killers. Cheap from South Necropolis and Botany sometimes, and fantastic on anything else with low burn soaks.
Super Shorty 13-* 2 21/2.9 - Shot
Slash
Bleed
5-10
15-25
2-5
10%
25%
70%
Bolo shell -3 1.8kg
0.1kg
Concentrated slash damage, great for killing almost anything. Very expensive South Necropolis ammo.
Super Shorty 13-* 2 21/2.9 - Beat
Shot
Irrad
4-15
2-15
1-10
30%
20%
25%
Waster shell -3 1.8kg
0.1kg
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.
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.
Rifles also get a free automatic crit on their first shot against anyone attacking them with fight berserk on. This activates automatically.

Name Raw Hands Speedcap (Brawn req/max speed) Parry Damage Type Base Damage Crit% Ammo Accuracy Modifier Weapon/ammo weight Notes
10/22 rifle 0-2 2  ?/5.0 - Shot 8-11 25% .22 speedload +3 2.0kg
0.05kg
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. Slightly better with .22 hand-loads but this is a grinding gun so don't bother.
M100 rifle 1-4 2  ?/5.2 - Shot 12-19 15% 6mm +3 2.5kg
0.2kg
The next step from the 10/22, bought from Blastarms. High damage but still a cheap, slow grinding weapon.
American-180 3-6 2 12/2.4 - Shot 7-11 15% .22 pancake +2 2.6kg
0.4kg
Craft only, ammo available at Blastarms. The fastest rifle. Weak, but very good for grinding. Slightly stronger with handloads.
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.
Harpoon rifle 3-5 2  ?/5.2 - Stab 7-27 20% Harpoon Clip 0 1.5kg
0.2kg
Crafted and found in the Sealab underwater. Harpoon Clips can be bought from Blastarms. Can be used underwater and auto-crits on vampire chests.
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.
Kel-tec KSG shotgun 3-5 2 21/3.9 - Beat
Slash
Shot
5-15
5-15
5-15
10%
10%
10%
Buckshot shell +1 3.1kg
0.1kg
Bought for cheap from Zombie Hunters Inc in Slagtown. The best rifle shotgun with damage that scales higher than the shorty. 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 +1 1.5kg
0.1kg
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.
EMP shotgun 1-3 1 18/5.2 - EMP 4-9 15% MK I Energy cell 0 2.5kg
0.3kg
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 6-15 15% MK II Energy cell 0 2.5kg
0.3kg
Bought from the ghost buster store in Weezer. For the serious ghost buster. 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 0 2.5kg
0.3kg
Ectoblast cells are craft-only. Not much soaks cold and waste, making this great for killing almost everything.
Vector Carbine 4-6 2  ?/4.8 - Shot 12-20 20% 9mm Clip 1.5kg
0.2kg
Craft only. Powerful, but slow. Even stronger with Insult 9mm(tm) and 9mm hand-loads.
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 -1 3.5k
0.3kg
Chomos in New Clearwater often have them. Equally effective alternative when making AR-17 rifles but may explode if used on its own. Can be switched to single or burst mode. 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 0 3.0kg
0.3kg
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 +2 3.0kg
0.3kg
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. Extremely easy to craft and make ammo for.
AR-17 rifle 6-8 2 18/4.0 - Shot 23-28 25% hand-loaded 7.62mm magazine +2 3.0kg
0.3kg
Always get someone to make your regular 7.62mm clips into hand-loads.
AR-17 rifle 6-8 2 18/4.0 - Shot
Cold
20-26
2-4
20%
5%
7.62mm iceblox clip +2 3.0kg
0.5kg
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 +2 3.4kg
0.3kg
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 +2 3.0kg
0.3kg
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 +2 3.0kg
0.3kg
Electric bullets. Not very useful since nothing is particularly weak to elec.
W-U NSG 23 assault rifle 6-8 2 18/4.0 - Shot 18-26 20% 7.62mm clip +2 1.6kg
0.3kg
Based on the AR-17, but half the weight, for a lesser Dodge penalty. Drops in an endgame dungeon in the Weyland-Utani Building. A further-optimized version of one of the most versatile weapons in the game; strong but rare.
TEC-9 machine pistol 6-* 2 16/3.9 - Shot 15-23 20% 9mm clip +3 3.0kg
0.2kg
Drops from karnivore soldiers in Nukem Academy which don't show up often, or rarely from normal karnivore seniors. Accurate, relatively easy to speedcap, and the shot damage scales higher than the AR (up to 42 shot damage!). Better damage with Insult 9mm(tm) and 9mm hand-loads. Classified as an SMG.
Rusty Gremlin SMG 6-* 2  ? - Shot 15-23 20% 9mm clip -3 3.0kg
0.2kg
Dropped by the rig workers on oil rig, pretty shitty, and liable to explode when used. This thing is basically the opposite of the Tec-9. Classified as an SMG.
Rusty MP9 6-* 2  ? - Shot 15-23 20% 9mm clip -12 3.0kg
0.2kg
Also based on the Tec-9 chassis. Liable to explode, terrible, can random spawn in a Gangland container. Notable for having possibly the highest innate accuracy penalty of any conventional weapon in the game. Classified as an SMG.
Bullpup rifle 7-* 2 18/3.6 - Shot 10-25 15% 5.8mm -1 3.2kg
0.3kg
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 15-27 25% hand-loaded 5.8mm -1 3.2kg
0.3kg
Unfortunately this is still significantly weaker than the AR-17 and not fast enough to make up for the loss.
Bullpup rifle 7-* 2 18/3.6 - Shot
Cold
10-25
2-4
15%
5%
5.8mm iceblox -1 3.2kg
0.3kg
Bought from South Necropolis like the rest of the special ammo. The elemental damage does not scale nearly as much as the AR-17 counterparts.
Bullpup rifle 7-* 2 16/3.6 - Shot
Elec
10-25
2-3
15%
5%
5.8 tsap magazine -1 3.2kg
0.3kg
See AR-17
Bullpup rifle 7-* 2 18/3.6 - Shot
Explo
10-25
2-3
15%
5%
5.8mm thumper magazine -1 3.2kg
0.3kg
See AR-17
Bullpup rifle 7-* 2 18/3.6 - Shot
Bleed
10-25
2-3
15%
5%
5.8mm blacktalon -1 3.2kg
0.3kg
See AR-17
Wasteland bullpup 7-* 2  ? - Shot 13-28 15% 5.8mm -3 3.4kg
0.3kg
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 +2 3.6kg
0.3kg
The Flughammer of rifles. For the most part this is just a fully modded bullpup rifle with a fancy name, but it has 2 more tohit than usual modded bullpups. 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 +1 5.0kg
0.3kg
Craft only. Nullified by leech-hide and dusters; potent against unprepared targets. Difficult to craft (as is the ammo). Restricted mod pool; can only take laser sight.
SCAR-L 10-* 2 16/2.6 - Shot 11-21 20% 5.56mm -1 3.3kg
0.2kg
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 -1 3.3kg
0.2kg
See AR-17
SCAR-L 10-* 2 16/2.6 - Shot
Bleed
11-21
1-1
20%
5%
5.56mm blacktalon magazine -1 3.3kg
0.2kg
See AR-17
SCAR-L 10-* 2 16/2.6 - Shot
Cold
11-21
1-1
20%
5%
5.56mm iceblox magazine -1 3.3kg
0.2kg
See AR-17
SCAR-L 10-* 2 16/2.6 - Shot
Elec
11-21
1-1
20%
5%
5.56mm tsap magazine -1 3.3kg
0.2kg
See AR-17
SCAR-L 10-* 2 16/2.6 - Shot
Expl
11-21
1-1
20%
5%
5.56mm thumper magazine -1 3.3kg
0.2kg
See AR-17
Needle rifle 10-* 2  ?/3.1 - Stab
Stab
Bleed
8-10
8-10
3-3
25%
25%
15%
needle clip -1 1.5kg
0.05kg
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 +4 4.5kg
0.3kg
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 +4 4.5kg
0.3kg
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 +2 6.7kg Useful for busting very low-level ghosts. Purchased in Slagtown.
Proton pack (Mk II) 1-5 2 15/5.2 - EMP 4-13 15% Mk II Energy Cells +2 6.7kg Useful for busting mid-tier ghosts. Purchased in Weezer.
Proton Pack (Ectoblast) 1-5 2 15/5.2 - EMP
Cold
Waste
6-18
5-9
4-6
25%
10%
10%
Ectoblast Cells +2 6.8kg Useful for busting most anything. Cold soaks are rare, only zombies soak waste, and the damage scales very high. Slow and heavy, but powerful. Craft-only.
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. This class used to be a one-trick pony, but with the addition of the Liston Knife, there are now two medic weapons.

Name Raw Hands Speedcap (Reflex req/max speed) Parry Damage Type Base Damage Crit% Accuracy Modifier Weight Notes
Sonic scalpel 5-7 1 25/2.6 Bleed
slash
3-5
1-3
15%
5%
0 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.
Liston knife 0-2 1 20/2.6 Bleed
slash
1-3
3-5
15%
5%
0 1.2kg Random drop from an NPC in Crater Rim. Much easier to speedcap than the scalpel, but 2-2 less damage. Can take all blade mods.

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. This is a waste of time for the most part because pulling does minimal damage and you cannot use your stuck weapon until it is freed.
Unlike guns, flails can still be dodged.

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! Improvise one with scrap wood.

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.

Basic Explosives

Bread-and-butter bombs. These are activated and then thrown at people, whereupon they blow up and (hopefully) hurt the target.

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

Explosives in this category produce explosions that span over multiple tiles.

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 metal suitcase that also irradiates the tiles it effects.
Clusternuke pellet Radiation+??? Kills everyone most people below 200k xp within a 3(?) tile radius. One time reward from a journal.

Mines

These explosives are usually used as traps.

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

These explosives are used for purposes other than directly dealing damage.

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.

Miscellaneous

These explosives are special, or else don't fit into any other category.

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.