06Field guide · In camp
Items and crafting
Everything you can find, carry, make and sell: your primary, secondary and fists, the 24 weapons, the five rarities, shoes, and what the camp's stations do with all 54 items.
01Your pack and the stash
Two places hold your things. The stash is at home, in the camp: up to 200 stacks, and nothing in it is ever at risk. Your pack is what you carry out, picked at the locker: a primary, a secondary, a backpack, a pair of shoes and up to 60 stacks of supplies. Die out there and the pack stays where you fell.
You can carry 12 kg, plus 1.5 kg for every level of Strength, plus what a backpack adds: 7 kg for a School Backpack, 14 kg for a Hiking Pack, 18 kg for a Tactical Pack, 24 kg for a Frame Pack. The Rotary Cannon's drum is worn on your back, so it takes the backpack's place, and its harness carries 8 kg. Above half of what you can carry you start to slow down, up to 45% slower when full, and past it you can't pick anything else up.
02Primary, secondary and fists
You carry two weapons and your fists, and draw one at a time: 1 the primary, 2 the secondary, 3 your fists. The primary takes a long gun: an SMG, a rifle, a shotgun, a sniper rifle, a machine gun, the launcher or the crossbow. The secondary takes a pistol or a melee weapon.
Your fists are always there. A punch does 15 damage, 2 a second, and staggers 20% of the time. If the weapon in your hands can't attack (out of ammo with none in your bag, or broken), you switch to your secondary, or to your fists if it can't either, and the feed says so.
Space shoves, with anything drawn: up to 2 infected in front of you are pushed back 0.4 tiles and staggered 50% of the time, which stops one for 0.6 s and cancels a bite it was winding up. It does 4 damage, costs 12 stamina and comes back after 2 s; the weapon panel shows it filling. The brute ignores it.
03Weapons
Every weapon belongs to one of these classes. Each shot or swing wears a weapon by 1, and it breaks at 0. Guns need their own ammunition, and most are loud: see how far each carries in How they find you.
| Class | Slot | Good for | Raise | Weapons |
|---|---|---|---|---|
| SMG | Primary | Fast, loose spray on cheap 9mm. You can walk and shoot. | 0.22 s | Suppressed SMG, Compact SMG |
| Rifle | Primary | Accurate and fast enough: the all-rounder every other gun is measured against. | 0.28 s | Assault Rifle |
| Shotgun | Primary | A close burst that clears a doorway. The pattern ignores most of your Aiming. | 0.3 s | Pump Shotgun, Double-Barrel Shotgun |
| Sniper rifle | Primary | Slow, loud and long: rounds go through bodies, and Aiming pays most. | 0.45 s | Hunting Rifle, Sniper Rifle |
| Light machine gun | Primary | Holds a street. Crouch to plant the bipod; slow to raise and to reload. | 0.5 s | Light Machine Gun |
| Rotary cannon | Primary | Spins up, then a wall of lead. Its drum takes your backpack's place. | 1 s | Rotary Cannon |
| Launcher | Primary | Bursts where it lands. Needs distance to arm, and never hurts survivors. | 0.4 s | Grenade Launcher |
| Crossbow | Primary | Silent single shots. A kill often leaves the bolt to pick up. | 0.3 s | Crossbow |
| Pistol | Secondary | Light and quick to raise, and you move almost freely aimed. The secondary for a firefight. | 0.18–0.2 s | 9mm Pistol, Revolver, Suppressed Pistol |
| Melee | Secondary | Quiet, close range, no ammo. The secondary for a quiet run. | – | Machete, Combat Knife, Baseball Bat, Crowbar, Hammer, Cleaver, Fire Axe, Sledgehammer, Katana, Chainsaw |
Primary
| Weapon | Class | Rarity | Damage | A second | Range | Magazine | Reload | Heard from | Wear |
|---|---|---|---|---|---|---|---|---|---|
| Double-Barrel Shotgun | Shotgun | Uncommon | 7 × 12 | 4 | 6.5 tiles | 2 | 2.2 s | 20 tiles | 300 |
| Hunting Rifle | Sniper rifle | Uncommon | 90 | 0.8 | 20 tiles | 5 | 3 s | 25 tiles | 450 |
| Pump Shotgun | Shotgun | Uncommon | 7 × 11 | 1.2 | 7 tiles | 6 | 2.6 s | 19 tiles | 250 |
| Suppressed SMG | SMG | Uncommon | 18 | 10 | 10 tiles | 32 | 1.8 s | 11 tiles | 500 |
| Assault Rifle | Rifle | Rare | 30 | 7.1 | 16 tiles | 30 | 2.1 s | 21 tiles | 600 |
| Compact SMG | SMG | Rare | 22 | 10 | 10 tiles | 30 | 1.6 s | 15 tiles | 600 |
| Crossbow | Crossbow | Epic | 65 | 5 | 15 tiles | 1 | 1.3 s | 3 tiles | 300 |
| Light Machine Gun | Light machine gun | Epic | 34 | 10 | 17 tiles | 100 | 5 s | 24 tiles | 1200 |
| Sniper Rifle | Sniper rifle | Epic | 110 | 0.9 | 24 tiles | 5 | 2.8 s | 27 tiles | 600 |
| Grenade Launcher | Launcher | Legendary | 40 | 1.3 | 14 tiles | 6 | 4.5 s | 30 tiles | 150 |
| Rotary Cannon | Rotary cannon | Legendary | 34 | 20 | 16 tiles | 250 | 8 s | 28 tiles | 2500 |
Secondary
| Weapon | Class | Rarity | Damage | A second | Range | Magazine | Reload | Heard from | Wear |
|---|---|---|---|---|---|---|---|---|---|
| Baseball Bat | Melee | Common | 30 | 1.5 | 0.75 tiles | – | – | 3 tiles | 150 |
| Combat Knife | Melee | Common | 25 | 2.5 | 0.6 tiles | – | – | 1.5 tiles | 200 |
| Crowbar | Melee | Common | 30 | 1.4 | 0.7 tiles | – | – | 3 tiles | 400 |
| Hammer | Melee | Common | 32 | 1.7 | 0.65 tiles | – | – | 2.5 tiles | 250 |
| Machete | Melee | Common | 34 | 1.5 | 0.7 tiles | – | – | 2.5 tiles | 120 |
| 9mm Pistol | Pistol | Uncommon | 24 | 3.1 | 12 tiles | 12 | 1.4 s | 13 tiles | 400 |
| Cleaver | Melee | Uncommon | 30 | 1.8 | 0.65 tiles | – | – | 2 tiles | 200 |
| Fire Axe | Melee | Uncommon | 60 | 0.9 | 0.75 tiles | – | – | 3.5 tiles | 250 |
| Revolver | Pistol | Uncommon | 40 | 2 | 13 tiles | 6 | 2.4 s | 16 tiles | 600 |
| Sledgehammer | Melee | Rare | 80 | 0.7 | 0.8 tiles | – | – | 5 tiles | 500 |
| Suppressed Pistol | Pistol | Rare | 20 | 2.9 | 11 tiles | 15 | 1.5 s | 5 tiles | 300 |
| Chainsaw | Melee | Epic | 14 | 6.7 | 0.75 tiles | – | – | 14 tiles | 600 |
| Katana | Melee | Epic | 48 | 1.7 | 0.8 tiles | – | – | 2 tiles | 220 |
"A second" is how many attacks it makes a second at most. A melee weapon's range is how far its swing reaches past you, to the edge of the infected's body. Raise is how long a gun takes to come up before it fires; the Rotary Cannon's is its spin-up. Wear is how many shots or swings it takes from new.
04Rarity
Every item has one of five rarities, shown on its tile and its card by a coloured edge, pips and the word. The rarer the thing, the harder the place it's found in, and the hotter the run the likelier it is.
| Rarity | Items | For example | Found in | From Mags |
|---|---|---|---|---|
| Common | 18 | Machete, Combat Knife, Baseball Bat, Crowbar | Street junk, bins, cars, industrial sites, medicine cabinets, bodies, caches, radioactives' bodies, the brute's cache, job rewards and the journey bonus. | Some |
| Uncommon | 18 | 9mm Pistol, Pump Shotgun, Suppressed SMG, Hunting Rifle | Street junk, bins, cars, industrial sites, medicine cabinets, bodies, caches, radioactives' bodies, the brute's cache, job rewards and the journey bonus. | Some |
| Rare | 10 | Assault Rifle, Compact SMG, Suppressed Pistol, Sledgehammer | Street junk, bins, cars, industrial sites, medicine cabinets, bodies, caches, radioactives' bodies, the brute's cache, job rewards and the brute's prize. | Never |
| Epic | 6 | Light Machine Gun, Sniper Rifle, Crossbow, Katana | Street junk, cars, industrial sites, caches, radioactives' bodies, the brute's cache, job rewards and the brute's prize. | Never |
| Legendary | 2 | Rotary Cannon, Grenade Launcher | Industrial sites, caches, radioactives' bodies and the brute's prize; never on Calm, 4× as likely on Hot as on Restless. | Never |
05Shoes
Shoes you find go in the Feet slot, and each pair does one thing. With none on you wear the wardrobe's shoes, which look the part and do nothing.
| Shoes | Rarity | What they do | Wear |
|---|---|---|---|
| Running Shoes | Uncommon | Running drains stamina 15% slower. | 300 |
| Soft-Soled Boots | Rare | Walking and crouching footsteps carry 20% less far. | 400 |
Shoes wear by 1 for every 10 tiles you walk, and do nothing once worn through. A repair is 2 Cloth Rags and 1 Duct Tape.
06Every item
All 54 things you can find out there, what each weighs and how many make a stack.
| Item | Kind | Weight | Stack | What it does |
|---|---|---|---|---|
| 9mm Pistol | Weapon | 1 kg | 1 | Pistol, secondary: 24 damage, 12 a magazine |
| Pump Shotgun | Weapon | 3.4 kg | 1 | Shotgun, primary: 7 × 11 damage, 6 a magazine |
| Assault Rifle | Weapon | 3.6 kg | 1 | Rifle, primary: 30 damage, 30 a magazine |
| Machete | Weapon | 0.9 kg | 1 | Melee, secondary: 34 damage, quiet |
| 9mm Rounds | Ammo | 0.012 kg | 120 | For the 9mm Pistol, Suppressed SMG and 3 more |
| 12ga Shells | Ammo | 0.045 kg | 40 | For the Pump Shotgun and Double-Barrel Shotgun |
| 5.56 Rounds | Ammo | 0.013 kg | 120 | For the Assault Rifle |
| Bandage | Medical | 0.05 kg | 10 | Stops bleeding, +12 health |
| Antibiotics | Medical | 0.1 kg | 5 | Cures a bite |
| Canned Beans | Food | 0.4 kg | 6 | +35 hunger |
| Bag of Chips | Food | 0.1 kg | 10 | +12 hunger, -4 thirst |
| Water Bottle | Drink | 0.5 kg | 6 | +40 thirst |
| Soda Can | Drink | 0.35 kg | 8 | +4 hunger, +22 thirst |
| Scrap Metal | Material | 0.8 kg | 20 | Crafting and repairs, louder steps (+4%) |
| Cloth Rags | Material | 0.1 kg | 20 | Crafting and repairs |
| Duct Tape | Material | 0.2 kg | 10 | Crafting and repairs |
| Electronics | Material | 0.3 kg | 20 | Crafting and repairs, can break on a hard hit (10%) |
| Car Battery | Valuable | 7.5 kg | 1 | For the generator job, sells well to Mags |
| Supply Case | Valuable | 4 kg | 1 | For the relief drop job, louder steps (+30%), sells well to Mags |
| Gold Watch | Valuable | 0.1 kg | 5 | Sells well to Mags |
| School Backpack | Backpack | 0.6 kg | 1 | +7 kg to carry |
| Hiking Pack | Backpack | 1.2 kg | 1 | +14 kg to carry |
| Anti-Rad Meds | Medical | 0.1 kg | 5 | -60 radiation |
| Signal Flare | Tool | 0.3 kg | 4 | A lure you throw, for the radio mast job |
| Isotope Cell | Valuable | 2.5 kg | 3 | 0.05 radiation a second, sells well to Mags |
| Lab Samples | Valuable | 0.4 kg | 3 | For the lab samples job, can break on a hard hit (35%), sells well to Mags |
| 7.62 Rounds | Ammo | 0.017 kg | 100 | For the Light Machine Gun and Rotary Cannon |
| .308 Rounds | Ammo | 0.025 kg | 40 | For the Hunting Rifle and Sniper Rifle |
| Crossbow Bolts | Ammo | 0.06 kg | 20 | For the Crossbow |
| 40mm Grenades | Ammo | 0.23 kg | 12 | For the Grenade Launcher |
| Suppressed SMG | Weapon | 2.6 kg | 1 | SMG, primary: 18 damage, 32 a magazine |
| Hunting Rifle | Weapon | 4.2 kg | 1 | Sniper rifle, primary: 90 damage, 5 a magazine |
| Compact SMG | Weapon | 2.4 kg | 1 | SMG, primary: 22 damage, 30 a magazine |
| Double-Barrel Shotgun | Weapon | 3.2 kg | 1 | Shotgun, primary: 7 × 12 damage, 2 a magazine |
| Light Machine Gun | Weapon | 8.5 kg | 1 | Light machine gun, primary: 34 damage, 100 a magazine |
| Sniper Rifle | Weapon | 6 kg | 1 | Sniper rifle, primary: 110 damage, 5 a magazine |
| Crossbow | Weapon | 3 kg | 1 | Crossbow, primary: 65 damage, 1 a magazine |
| Rotary Cannon | Weapon | 9 kg | 1 | Rotary cannon, primary: 34 damage, 250 a magazine |
| Grenade Launcher | Weapon | 5.5 kg | 1 | Launcher, primary: 40 damage, 6 a magazine |
| Revolver | Weapon | 1.3 kg | 1 | Pistol, secondary: 40 damage, 6 a magazine |
| Suppressed Pistol | Weapon | 1.3 kg | 1 | Pistol, secondary: 20 damage, 15 a magazine |
| Combat Knife | Weapon | 0.3 kg | 1 | Melee, secondary: 25 damage, quiet |
| Baseball Bat | Weapon | 1 kg | 1 | Melee, secondary: 30 damage, quiet |
| Crowbar | Weapon | 1.4 kg | 1 | Melee, secondary: 30 damage, quiet |
| Hammer | Weapon | 0.7 kg | 1 | Melee, secondary: 32 damage, quiet |
| Cleaver | Weapon | 0.6 kg | 1 | Melee, secondary: 30 damage, quiet |
| Fire Axe | Weapon | 2.5 kg | 1 | Melee, secondary: 60 damage, quiet |
| Sledgehammer | Weapon | 6 kg | 1 | Melee, secondary: 80 damage, quiet |
| Katana | Weapon | 1.2 kg | 1 | Melee, secondary: 48 damage, quiet |
| Chainsaw | Weapon | 6.5 kg | 1 | Melee, secondary: 14 damage, quiet |
| Tactical Pack | Backpack | 1.5 kg | 1 | +18 kg to carry |
| Frame Pack | Backpack | 2.4 kg | 1 | +24 kg to carry |
| Running Shoes | Shoes | 0.5 kg | 1 | Feet: running drains stamina 15% slower |
| Soft-Soled Boots | Shoes | 0.8 kg | 1 | Feet: walking and crouching footsteps carry 20% less far |
07What carrying costs
Some things cost more than their weight. These work from anywhere on you, the pack included.
08Wren's workbench
Wren turns salvage from your stash into supplies. Recipes unlock with your Mechanics skill, and everything you make, repair or break down trains it.
| Recipe | Makes | Needs | Mechanics | XP |
|---|---|---|---|---|
| Bandages | 2 × Bandage | 3 Cloth Rags | 0 | 6 |
| Hand-loaded 9mm | 12 × 9mm Rounds | 2 Scrap Metal | 1 | 8 |
| Scrap Machete | Machete | 4 Scrap Metal, 1 Duct Tape | 2 | 14 |
| Hand-loaded Shells | 6 × 12ga Shells | 2 Scrap Metal, 1 Cloth Rags | 2 | 10 |
| Hand-loaded 5.56 | 15 × 5.56 Rounds | 3 Scrap Metal, 1 Electronics | 3 | 12 |
| Reinforced Pack | Hiking Pack | 1 School Backpack, 6 Cloth Rags, 2 Duct Tape | 4 | 25 |
| Scrap Knife | Combat Knife | 2 Scrap Metal, 1 Cloth Rags | 1 | 8 |
| Crowbar | Crowbar | 3 Scrap Metal, 1 Duct Tape | 2 | 12 |
| Crossbow Bolts | 6 × Crossbow Bolts | 2 Scrap Metal, 1 Cloth Rags | 3 | 10 |
| Hand-loaded 7.62 | 12 × 7.62 Rounds | 3 Scrap Metal, 1 Electronics | 4 | 12 |
| Hand-loaded .308 | 5 × .308 Rounds | 2 Scrap Metal, 1 Electronics, 1 Duct Tape | 6 | 16 |
| Tactical Pack | Tactical Pack | 1 Hiking Pack, 4 Cloth Rags, 2 Duct Tape, 2 Scrap Metal | 6 | 40 |
A repair puts back 35% of what the item had new, 5% more for every level of Mechanics (up to 85%). The rarer the item, the more a repair costs. Each repair also wears the item a little for good: the most it can be mended to comes down by 4% of new, never below 60%.
| Item | One repair | Mechanics |
|---|---|---|
| Common | 1 Scrap Metal and 1 Duct Tape | 0 |
| Uncommon | 1 Scrap Metal and 1 Duct Tape | 0 |
| Rare | 2 Scrap Metal, 1 Duct Tape and 1 Electronics | 2 |
| Epic | 3 Scrap Metal, 2 Duct Tape and 2 Electronics | 4 |
| Legendary | 4 Scrap Metal, 3 Duct Tape and 3 Electronics | 6 |
| Shoes (any) | 2 Cloth Rags and 1 Duct Tape | 0 |
Salvage breaks a weapon, pack or pair of shoes you don't need into scrap, and Epic and Legendary gear gives electronics too (Machete: 1 Scrap Metal; Assault Rifle: 5 Scrap Metal; Light Machine Gun: 6 Scrap Metal and 2 Electronics). It trains Mechanics by 6 XP. Starter gear can't be salvaged.
09Mags and scrip
Scrip is the camp's money. You get it by selling to Mags, and spend it at her stall; it can never be cashed out. Mags pays 40% of what a thing is worth, less for worn gear. Her stock changes after every run: 9mm rounds, bandages and water are always on it, and four more things rotate through. She sells nothing rarer than Uncommon, and the only gun she ever has is a 9mm Pistol, now and then, for 450 scrip. Guns are found, not bought.
A guest starts with 60 scrip to try the stations with. A wallet survivor starts with none.
10Bea's kitchen
Bea's kitchen is where you eat, drink and take medicine from your stash before you go: hunger and thirst only drop out there, and anything below 20 makes you weak. Antibiotics clear a bite and Anti-Rad Meds take 60 off your radiation.
The wardrobe, by the locker, changes how you look: 10 heads, 9 tops, 6 legs, 3 shoes, 6 skin tones and 12 colours for each piece. Walk up to any station and press E.