Weapon Abilities

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Basic Abilities[edit | edit source]

AP Cost[edit | edit source]

  • The number of Action Points needed to fire or reload a firearm.
  • The number of Action Points needed to use the attack of a melee weapon.

Ammo Capacity[edit | edit source]

  • The number of shots the weapon can fire before needing to be reloaded.

Ammo Type[edit | edit source]

Break[edit | edit source]

  • The chance the weapon will break when used.

Class[edit | edit source]

Counter[edit | edit source]

  • Weapons with a Counter ability have a chance to automatically initiate a basic attack when directly attacked by an enemy.

Critical Chance[edit | edit source]

  • Chance for a critical multiplier to be applied to damage dealt. The higher this number, the more likely the weapon will critical.

Critical Multiplier[edit | edit source]

  • The amount damage is changed when an attack is critical. The higher this number, the higher the damage dealt when an attack is critical.

Hands[edit | edit source]

  • Number of hands needed to use.
  • 1-handed: Two equipped 1-handed weapons can be swapped between at no AP cost.
  • 2-handed: Nothing else can be equipped in the hands. Must access inventory to change weapons at the cost of AP.

Noise[edit | edit source]

  • The amount of noise the weapon makes.

Range[edit | edit source]

  • The number of squares away the weapon can target enemies.

Stat Chance[edit | edit source]

  • Chance of Special Abilities succeeding

Strength[edit | edit source]

Type[edit | edit source]

  • The type of damage the weapon causes.

Weight[edit | edit source]

  • Weight of the weapon.

ZDamage[edit | edit source]

  • The percentage damage is adjusted versus zombies.

Special Abilities[edit | edit source]

Arm Sprain[edit | edit source]

Bleeding[edit | edit source]

Dizzy[edit | edit source]

Knockdown[edit | edit source]

Knockback[edit | edit source]

  • Moves the target back a square.

Leg Sprain[edit | edit source]

Alternate Attacks[edit | edit source]

Not all of these attacks will be available on every weapon: some are specific to one time type of weapon, while others are commonly found in a certain [[Weapon Classes|Weapon Class]. To see what alternate attacks are available on a weapon, simply equip it, and right-click on the weapon to see what other attacks are listed.

Bark[edit | edit source]

Dog Allies only. Causes 20 Noise in the dog’s immediate area.

Bash[edit | edit source]

100% chance to knock back the target, 50% chance to cause Prone.

Bite[edit | edit source]

Dog Allies only. Standard attack, 20% chance to cause Bleeding.

Break[edit | edit source]

Destroys the weapon, but causes a critical hit.

Burst[edit | edit source]

Attacks three times with an automatic weapon but expends three times the ammo.

Cripple[edit | edit source]

75% chance to cause the Arm Sprain status effect.

Critical Strike[edit | edit source]

100% critical hit chance on hit.

Ferocity[edit | edit source]

Dog Allies only. Causes 20 Noise in the dog’s immediate area, and a 50% chance to cause a human enemy to Panic.

Flurry[edit | edit source]

Attacks 3 times at a reduced accuracy of -30% per attack.

Fortify[edit | edit source]

Crouch behind your shield in order to end your turn, and double your defense until your next turn.

Hamstring[edit | edit source]

75% chance to cause the Leg Sprain status effect.

Knockdown[edit | edit source]

100% chance to cause the Prone status.

Push[edit | edit source]

100% chance to knock back the target.

Roast[edit | edit source]

Chance for a 100% critical hit and an 100% chance to cause the Immolate Status Effect with a torch, but breaks the weapon.

Slash[edit | edit source]

100% chance to cause the Bleeding status effect.

Skullcrusher[edit | edit source]

Destroys the weapon to cause a critical strike on an undead.

Stagger[edit | edit source]

100% chance to cause the Dizzy status effect.

Takedown[edit | edit source]

Dog Allies only. 50% Knockdown chance.

Wild Swing[edit | edit source]

Reduces accuracy by 30% for a 100% critical hit chance.