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Numbers from the game's rules

06Field guide · In camp

Items and crafting

In camp54 items24 weapons12 recipes14 min read

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.

The starter kit is free, every run. Tick it at the gate: a machete for an empty secondary slot, a bandage and water. No gun and no ammo: guns are something you find. It's never banked and never dropped, so it costs nothing to lose.

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.

A quiet run: a melee secondary. A gun brings the street to you (a 9mm shot is heard 13 tiles away). A blade costs no ammo and barely any noise, so you can finish a straggler without waking the block. A gun with a pistol beside it does worse on a quiet journey.
A firefight: a pistol secondary. When the primary runs dry mid-fight, a pistol keeps you shooting while you back off. It's quick to raise, and you move almost freely aimed.

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.

The weapon classes
ClassSlotGood forRaiseWeapons
SMGPrimaryFast, loose spray on cheap 9mm. You can walk and shoot.0.22 sSuppressed SMG, Compact SMG
RiflePrimaryAccurate and fast enough: the all-rounder every other gun is measured against.0.28 sAssault Rifle
ShotgunPrimaryA close burst that clears a doorway. The pattern ignores most of your Aiming.0.3 sPump Shotgun, Double-Barrel Shotgun
Sniper riflePrimarySlow, loud and long: rounds go through bodies, and Aiming pays most.0.45 sHunting Rifle, Sniper Rifle
Light machine gunPrimaryHolds a street. Crouch to plant the bipod; slow to raise and to reload.0.5 sLight Machine Gun
Rotary cannonPrimarySpins up, then a wall of lead. Its drum takes your backpack's place.1 sRotary Cannon
LauncherPrimaryBursts where it lands. Needs distance to arm, and never hurts survivors.0.4 sGrenade Launcher
CrossbowPrimarySilent single shots. A kill often leaves the bolt to pick up.0.3 sCrossbow
PistolSecondaryLight and quick to raise, and you move almost freely aimed. The secondary for a firefight.0.18–0.2 s9mm Pistol, Revolver, Suppressed Pistol
MeleeSecondaryQuiet, close range, no ammo. The secondary for a quiet run.–Machete, Combat Knife, Baseball Bat, Crowbar, Hammer, Cleaver, Fire Axe, Sledgehammer, Katana, Chainsaw

Primary

Primary weapons
WeaponClassRarityDamageA secondRangeMagazineReloadHeard fromWear
Double-Barrel ShotgunShotgunUncommon7 × 1246.5 tiles22.2 s20 tiles300
Hunting RifleSniper rifleUncommon900.820 tiles53 s25 tiles450
Pump ShotgunShotgunUncommon7 × 111.27 tiles62.6 s19 tiles250
Suppressed SMGSMGUncommon181010 tiles321.8 s11 tiles500
Assault RifleRifleRare307.116 tiles302.1 s21 tiles600
Compact SMGSMGRare221010 tiles301.6 s15 tiles600
CrossbowCrossbowEpic65515 tiles11.3 s3 tiles300
Light Machine GunLight machine gunEpic341017 tiles1005 s24 tiles1200
Sniper RifleSniper rifleEpic1100.924 tiles52.8 s27 tiles600
Grenade LauncherLauncherLegendary401.314 tiles64.5 s30 tiles150
Rotary CannonRotary cannonLegendary342016 tiles2508 s28 tiles2500

Secondary

Secondary weapons
WeaponClassRarityDamageA secondRangeMagazineReloadHeard fromWear
Baseball BatMeleeCommon301.50.75 tiles––3 tiles150
Combat KnifeMeleeCommon252.50.6 tiles––1.5 tiles200
CrowbarMeleeCommon301.40.7 tiles––3 tiles400
HammerMeleeCommon321.70.65 tiles––2.5 tiles250
MacheteMeleeCommon341.50.7 tiles––2.5 tiles120
9mm PistolPistolUncommon243.112 tiles121.4 s13 tiles400
CleaverMeleeUncommon301.80.65 tiles––2 tiles200
Fire AxeMeleeUncommon600.90.75 tiles––3.5 tiles250
RevolverPistolUncommon40213 tiles62.4 s16 tiles600
SledgehammerMeleeRare800.70.8 tiles––5 tiles500
Suppressed PistolPistolRare202.911 tiles151.5 s5 tiles300
ChainsawMeleeEpic146.70.75 tiles––14 tiles600
KatanaMeleeEpic481.70.8 tiles––2 tiles220

"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.

The five rarities
RarityItemsFor exampleFound inFrom Mags
Common18Machete, Combat Knife, Baseball Bat, CrowbarStreet junk, bins, cars, industrial sites, medicine cabinets, bodies, caches, radioactives' bodies, the brute's cache, job rewards and the journey bonus.Some
Uncommon189mm Pistol, Pump Shotgun, Suppressed SMG, Hunting RifleStreet junk, bins, cars, industrial sites, medicine cabinets, bodies, caches, radioactives' bodies, the brute's cache, job rewards and the journey bonus.Some
Rare10Assault Rifle, Compact SMG, Suppressed Pistol, SledgehammerStreet junk, bins, cars, industrial sites, medicine cabinets, bodies, caches, radioactives' bodies, the brute's cache, job rewards and the brute's prize.Never
Epic6Light Machine Gun, Sniper Rifle, Crossbow, KatanaStreet junk, cars, industrial sites, caches, radioactives' bodies, the brute's cache, job rewards and the brute's prize.Never
Legendary2Rotary Cannon, Grenade LauncherIndustrial 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
ShoesRarityWhat they doWear
Running ShoesUncommonRunning drains stamina 15% slower.300
Soft-Soled BootsRareWalking 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.

Every item
ItemKindWeightStackWhat it does
9mm PistolWeapon1 kg1Pistol, secondary: 24 damage, 12 a magazine
Pump ShotgunWeapon3.4 kg1Shotgun, primary: 7 × 11 damage, 6 a magazine
Assault RifleWeapon3.6 kg1Rifle, primary: 30 damage, 30 a magazine
MacheteWeapon0.9 kg1Melee, secondary: 34 damage, quiet
9mm RoundsAmmo0.012 kg120For the 9mm Pistol, Suppressed SMG and 3 more
12ga ShellsAmmo0.045 kg40For the Pump Shotgun and Double-Barrel Shotgun
5.56 RoundsAmmo0.013 kg120For the Assault Rifle
BandageMedical0.05 kg10Stops bleeding, +12 health
AntibioticsMedical0.1 kg5Cures a bite
Canned BeansFood0.4 kg6+35 hunger
Bag of ChipsFood0.1 kg10+12 hunger, -4 thirst
Water BottleDrink0.5 kg6+40 thirst
Soda CanDrink0.35 kg8+4 hunger, +22 thirst
Scrap MetalMaterial0.8 kg20Crafting and repairs, louder steps (+4%)
Cloth RagsMaterial0.1 kg20Crafting and repairs
Duct TapeMaterial0.2 kg10Crafting and repairs
ElectronicsMaterial0.3 kg20Crafting and repairs, can break on a hard hit (10%)
Car BatteryValuable7.5 kg1For the generator job, sells well to Mags
Supply CaseValuable4 kg1For the relief drop job, louder steps (+30%), sells well to Mags
Gold WatchValuable0.1 kg5Sells well to Mags
School BackpackBackpack0.6 kg1+7 kg to carry
Hiking PackBackpack1.2 kg1+14 kg to carry
Anti-Rad MedsMedical0.1 kg5-60 radiation
Signal FlareTool0.3 kg4A lure you throw, for the radio mast job
Isotope CellValuable2.5 kg30.05 radiation a second, sells well to Mags
Lab SamplesValuable0.4 kg3For the lab samples job, can break on a hard hit (35%), sells well to Mags
7.62 RoundsAmmo0.017 kg100For the Light Machine Gun and Rotary Cannon
.308 RoundsAmmo0.025 kg40For the Hunting Rifle and Sniper Rifle
Crossbow BoltsAmmo0.06 kg20For the Crossbow
40mm GrenadesAmmo0.23 kg12For the Grenade Launcher
Suppressed SMGWeapon2.6 kg1SMG, primary: 18 damage, 32 a magazine
Hunting RifleWeapon4.2 kg1Sniper rifle, primary: 90 damage, 5 a magazine
Compact SMGWeapon2.4 kg1SMG, primary: 22 damage, 30 a magazine
Double-Barrel ShotgunWeapon3.2 kg1Shotgun, primary: 7 × 12 damage, 2 a magazine
Light Machine GunWeapon8.5 kg1Light machine gun, primary: 34 damage, 100 a magazine
Sniper RifleWeapon6 kg1Sniper rifle, primary: 110 damage, 5 a magazine
CrossbowWeapon3 kg1Crossbow, primary: 65 damage, 1 a magazine
Rotary CannonWeapon9 kg1Rotary cannon, primary: 34 damage, 250 a magazine
Grenade LauncherWeapon5.5 kg1Launcher, primary: 40 damage, 6 a magazine
RevolverWeapon1.3 kg1Pistol, secondary: 40 damage, 6 a magazine
Suppressed PistolWeapon1.3 kg1Pistol, secondary: 20 damage, 15 a magazine
Combat KnifeWeapon0.3 kg1Melee, secondary: 25 damage, quiet
Baseball BatWeapon1 kg1Melee, secondary: 30 damage, quiet
CrowbarWeapon1.4 kg1Melee, secondary: 30 damage, quiet
HammerWeapon0.7 kg1Melee, secondary: 32 damage, quiet
CleaverWeapon0.6 kg1Melee, secondary: 30 damage, quiet
Fire AxeWeapon2.5 kg1Melee, secondary: 60 damage, quiet
SledgehammerWeapon6 kg1Melee, secondary: 80 damage, quiet
KatanaWeapon1.2 kg1Melee, secondary: 48 damage, quiet
ChainsawWeapon6.5 kg1Melee, secondary: 14 damage, quiet
Tactical PackBackpack1.5 kg1+18 kg to carry
Frame PackBackpack2.4 kg1+24 kg to carry
Running ShoesShoes0.5 kg1Feet: running drains stamina 15% slower
Soft-Soled BootsShoes0.8 kg1Feet: 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.

Scrap Metal and the Supply Case are noisy. Your footsteps carry further for every one you carry, up to twice as far in all.
An Isotope Cell is hot. It adds radiation every second you carry it, and radiation never wears off. From 40 you're sick.
Electronics and Lab Samples break. A hard hit on you can break some of what you carry. Lab Samples break most often.

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.

Workbench recipes
RecipeMakesNeedsMechanicsXP
Bandages2 × Bandage3 Cloth Rags06
Hand-loaded 9mm12 × 9mm Rounds2 Scrap Metal18
Scrap MacheteMachete4 Scrap Metal, 1 Duct Tape214
Hand-loaded Shells6 × 12ga Shells2 Scrap Metal, 1 Cloth Rags210
Hand-loaded 5.5615 × 5.56 Rounds3 Scrap Metal, 1 Electronics312
Reinforced PackHiking Pack1 School Backpack, 6 Cloth Rags, 2 Duct Tape425
Scrap KnifeCombat Knife2 Scrap Metal, 1 Cloth Rags18
CrowbarCrowbar3 Scrap Metal, 1 Duct Tape212
Crossbow Bolts6 × Crossbow Bolts2 Scrap Metal, 1 Cloth Rags310
Hand-loaded 7.6212 × 7.62 Rounds3 Scrap Metal, 1 Electronics412
Hand-loaded .3085 × .308 Rounds2 Scrap Metal, 1 Electronics, 1 Duct Tape616
Tactical PackTactical Pack1 Hiking Pack, 4 Cloth Rags, 2 Duct Tape, 2 Scrap Metal640

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%.

What a repair costs
ItemOne repairMechanics
Common1 Scrap Metal and 1 Duct Tape0
Uncommon1 Scrap Metal and 1 Duct Tape0
Rare2 Scrap Metal, 1 Duct Tape and 1 Electronics2
Epic3 Scrap Metal, 2 Duct Tape and 2 Electronics4
Legendary4 Scrap Metal, 3 Duct Tape and 3 Electronics6
Shoes (any)2 Cloth Rags and 1 Duct Tape0

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.