Combat numbers
Armor, weapons, hit chances, enemies, terrain, mastery bonuses and perks, calculated from the game files and the game server. Pick the gear tier and the mastery level; the page follows every game update by itself.
Armor
A full set of T3 pieces (head, chest and legs) with the armor mastery at level 9. Green: the damage type the set resists best; orange: the one it resists worst. The mastery bonus counts once per set and only with the three pieces of the same class, as the game app calculates.
Weapons
The T3 weapon of each class with the ammo that does the most damage, weapon mastery at level 9 (+3 accuracy, +2 min. damage, +2 max. damage). Range: minimum–optimal–maximum. Damage per turn: against a target with no armor and the base defense, at the optimal range.
| Weapon | Damage | Range | Attacks | Clip | Accuracy | Per turn |
|---|---|---|---|---|---|---|
Blunt Melee Torque | 30–44 Blunt | 0–1–2 | 1 | — | +3 | 42.5 |
Sharp Melee Blood knife | 36–46 Slash | 0–1–1 | 1 | — | +3 | 47.1 |
Pistols Sidewinder 0.38 Ammo Cartridge (T3) | 27–49 Pierce | 1–2–4 | 1 | 12 | +6 | 50.2 |
SMGs Bodyguard 9mm Ammo Cartridge (T3) | 12–20 Pierce | 1–2–4 | 4 | 30 | +4 | 77.8 |
Shotguns Rattlesnake 12 Gauge Shell (T3) | 16–24 Blunt | 0–1–2 | 3 | 12 | +6 | 79.2 |
Bolt Action Rifles Longview 0.308 Ammo Cartridge (T3) | 20–34 Pierce | 2–3–4 | 1 | 14 | +7 | 36.7 |
Semi Auto Rifles Vaquero .30 Carbine Ammo Cartridge (T3) | 11–22 Pierce | 1–3–4 | 3 | 20 | +5 | 63.1 |
Assault Rifles Havoc 5.56mm Ammo Cartridge (T3) | 13–17 Pierce | 1–3–5 | 4 | 30 | +5 | 76.5 |
Sniper Rifles Farsight .30-06 Ammo Cartridge (T3) | 17–31 Pierce | 3–4–5 | 1 | 8 | +6 | 31.7 |
Miniguns Grinder 7.62mm Ammo Cartridge (T3) | 14–17 Pierce | 1–2–3 | 6 | 60 | +3 | 106.9 |
Launchers Sunbreak Anti-Personnel Rocket (T3) | 28–53 Explosive | 3–4–5 | 1 | 3 | +6 | 53.5 |
Weapon against armor
Expected damage per turn of each T3 weapon class (mastery 9) against each T3 armor set (mastery 9), with the best ammo for each target, at the optimal range and without perks or terrain. Green: the set that takes the most; orange: the one that takes the least.
| Class | No armor | Improvised | Light | Medium | Heavy | Hi-Tech |
|---|---|---|---|---|---|---|
| Blunt Melee | 42.5 | 21.9 | 16.5 | 16.5 | 18.4 | 16.5 |
| Sharp Melee | 47.1 | 17.8 | 20.5 | 25.9 | 29.8 | 20.5 |
| Pistols | 50.2 | 29.3 | 29.3 | 17.6 | 29.1 | 29.3 |
| SMGs | 77.8 | 11.4 | 11.4 | 3.8 | 5.6 | 11.4 |
| Shotguns | 79.2 | 23.0 | 11.1 | 11.1 | 4.4 | 11.1 |
| Bolt Action Rifles | 36.7 | 17.4 | 17.4 | 7.1 | 13.8 | 17.4 |
| Semi Auto Rifles | 63.1 | 11.9 | 11.9 | 3.3 | 6.2 | 11.9 |
| Assault Rifles | 76.5 | 10.4 | 10.4 | 3.9 | 4.0 | 10.4 |
| Sniper Rifles | 31.7 | 12.4 | 12.4 | 4.0 | 9.3 | 12.4 |
| Miniguns | 106.9 | 12.0 | 12.0 | 5.4 | 6.0 | 12.0 |
| Launchers | 53.5 | 32.4 | 26.4 | 26.4 | 32.7 | 26.4 |
Enemies 19
Tier 3 enemies. The middle columns show the damage per turn each T3 armor set takes from them (mastery 9; green: the best set against that enemy). Fastest kill: the T3 weapon class that takes the fewest turns, with the best ammo, at the optimal range. To see the whole fight, with distance, perks and medications, use the battle simulator. Battle simulator →
| Enemy | HP | Attack | Improvised | Light | Medium | Heavy | Hi-Tech | Fastest kill |
|---|---|---|---|---|---|---|---|---|
Chrono-Wraith | 400 | 36–52 Explosive | 26.2 | 21.1 | 21.1 | 32.1 | 21.1 | Shotguns 7 turns |
Fire Ant Colony | 280 | 28–40 Chemical | 22.1 | 7.0 | 11.9 | 18.9 | 11.9 | Shotguns 5 turns |
Forgotten Eclipse | 500 | 18–28 Explosive ×3 | 23.4 | 11.2 | 11.2 | 19.3 | 11.2 | Shotguns 10 turns |
Forgotten Ember | 410 | 30–46 Pierce | 22.9 | 22.9 | 12.1 | 25.7 | 22.9 | Miniguns 6 turns |
Forgotten Shade | 380 | 28–42 Slash | 11.8 | 14.5 | 19.9 | 21.6 | 14.5 | Miniguns 6 turns |
Forgotten Veil | 450 | 32–48 Pierce | 24.9 | 24.9 | 14.1 | 28.4 | 24.9 | Shotguns 8 turns |
Forgotten Witness | 470 | 36–54 Pierce | 29.9 | 29.9 | 19.1 | 35.2 | 29.9 | Shotguns 9 turns |
Furnace Brood elite | 280 | 28–40 Chemical | 22.1 | 7.0 | 11.9 | 18.9 | 11.9 | Shotguns 5 turns |
HOUND elite | 380 | 20–30 Energy ×2 | 17.3 | 8.4 | 8.4 | 32.0 | 3.9 | Shotguns 8 turns |
Mutated Bear | 340 | 32–46 Slash | 14.0 | 16.5 | 21.6 | 25.5 | 16.5 | Shotguns 6 turns |
Scrapper Boreman | 440 | 34–50 Pierce | 26.9 | 26.9 | 16.1 | 31.1 | 26.9 | Shotguns 9 turns |
Scrapper Chargehand | 400 | 30–46 Slash | 14.8 | 17.5 | 22.9 | 25.7 | 17.5 | Miniguns 5 turns |
Scrapper Shredder | 360 | 30–46 Blunt | 22.9 | 17.5 | 17.5 | 19.8 | 17.5 | Miniguns 5 turns |
Scrapper Supervisor | 460 | 20–32 Pierce ×2 | 21.7 | 21.7 | 5.9 | 19.9 | 21.7 | Shotguns 9 turns |
Sporemother elite | 340 | 32–46 Slash | 14.0 | 16.5 | 21.6 | 25.5 | 16.5 | Shotguns 6 turns |
Stormcloud elite | 430 | 32–46 Slash | 14.0 | 16.5 | 21.6 | 25.5 | 16.5 | Miniguns 6 turns |
Thunderhead | 430 | 32–46 Slash | 14.0 | 16.5 | 21.6 | 25.5 | 16.5 | Miniguns 6 turns |
Unfinished Scream elite | 400 | 36–52 Energy | 26.2 | 21.1 | 21.1 | 41.1 | 16.1 | Shotguns 7 turns |
WARDOG | 380 | 20–30 Energy ×2 | 17.3 | 8.4 | 8.4 | 32.0 | 3.9 | Shotguns 8 turns |
Hit chance
Two ten-sided dice plus accuracy must beat the defense: 6 plus the defense modifiers of the target's armor. Two tens are always a critical hit, and so is beating the defense by 10 or more; a critical multiplies the damage by 1.5 before the armor.
| Accuracy − defense | −10 | −9 | −8 | −7 | −6 | −5 | −4 | −3 | −2 | −1 | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hit | 55% | 64% | 72% | 79% | 85% | 90% | 94% | 97% | 99% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
| Critical | 1% | 3% | 6% | 10% | 15% | 21% | 28% | 36% | 45% | 55% | 64% | 72% | 79% | 85% | 90% | 94% | 97% | 99% | 100% |
Terrain
Terrain counts only for players, never for the enemies: a damage bonus or penalty for some weapon classes and cover armor against every damage type. The Parkour and All Terrain perks ignore the penalties.
| Terrain | Damage | Cover AR |
|---|---|---|
| Desert | +15% Miniguns, Launchers | — |
| Forest | +25% Blunt Melee, Sharp Melee, SMGs, Shotguns | +1 |
| Hills | +25% Bolt Action Rifles, Semi Auto Rifles, Assault Rifles, Sniper Rifles | — |
| Marsh | +25% SMGs, Semi Auto Rifles, Assault Rifles | — |
| Mountains | +15% Bolt Action Rifles, Sniper Rifles | — |
| Raider Camp | −10% every weapon | — |
| Urban | +25% Blunt Melee, Sharp Melee, Pistols, SMGs, Shotguns | +1 |
Mastery bonuses
What each mastery adds up to each level (highlighted: the level where it goes up), read from the skill level descriptions of the game. Weapon masteries also unlock the weapon tiers (tier 2 at level 4, tier 3 at level 7).
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
|---|---|---|---|---|---|---|---|---|---|---|
| Blunt Melee, Sharp Melee, Pistols, SMGs, Shotguns, Bolt Action Rifles, Semi Auto Rifles, Assault Rifles, Sniper Rifles, Miniguns, Launchers | ||||||||||
| Accuracy | · | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +4 |
| Min. damage | · | · | +1 | +1 | +1 | +1 | +1 | +1 | +2 | +3 |
| Max. damage | · | · | · | · | · | +1 | +1 | +1 | +2 | +3 |
| Unarmed | ||||||||||
| Accuracy | · | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 |
| Min. damage | · | · | · | · | +1 | +1 | +1 | +1 | +2 | +3 |
| Max. damage | · | · | +1 | +1 | +1 | +1 | +2 | +2 | +3 | +4 |
| Improvised, Light, Medium, Heavy, Hi-Tech | ||||||||||
| AR | · | · | · | · | · | +1 | +1 | +1 | +2 | +3 |
| Prime AR | · | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 |
| Defense modifier | · | · | +1 | +1 | +1 | +1 | +1 | +1 | +2 | +3 |
Specialisations
Perks unlocked by each specialisation level, as the game describes them. The perks of the weapon class you use and of the armor class you wear most count in a fight (the battle simulator plays them).
Armor
| Level | Improvised | Light | Medium | Heavy | Hi-Tech |
|---|---|---|---|---|---|
| 2 | Scrap Shield+2 AR when below 33% health | SprinterFirst movement per fight moves you next to the enemy | Harden UpEach consecutive hit on you gives +1 AR (stacks up to 3) | Glancing Blows15% chance to deflect melee attacks | Flux Dispersion15% chance to deflect Energy attacks |
| 3 | Duck & Weave+5 Defence modifier while below 33% health | Bullet Dodger+5 Defence modfifer while moving | Field Medic25% chance to preserve consumable on use | UnbreakableCan't be reduced below 1 HP for 1 turn (once per fight) | Insulated Core50% AR items bonus against Energy damage |
| 4 | UnhingedOn attack: 25% chance to inflict fear for 1 turn | ParkourIgnore terrain penalties during fight | Battle Tested25% to ignore stun or fear effect | Critical Thinker50% chance to reroll critical attack into normal hit | Watt's UpAll attacks become energy-based |
| 5 | Not TodayCan't die to crtical hits | Miss-ing YouOn every enemy miss, increase your hit chance by 1 for 1 turn (stacks) | Reactive Plating+1 AR for every 5 turns passed | Sealed ArmorImmune to Bleed effects | System Override25% chance to stun robotic enemies with each attack |
| 6 | Desperate AccuracyCan't miss if below 33% health | Miss-fortuneOn every enemy miss, increase your damage by 50% for 1 turn (stacks) | Second WindHeal to full when dropping below 50% (once per fight) | Steel YourselfHeal 50% of damage prevented by AR | Full Spectrum ProtectionImmune to Bleed and Stun effects |
Weapons
Blunt Melee
- 2Crushing BlowOn hit: 25% chance to bypass enemy armor
- 3UnstoppableIgnore your armor hit penalties
- 4EarthshakerOn hit: 25% chance to stun an enemy
- 5ShockwaveAttack twice when enemy missed you
- 6MomentumOn hit: increase next hit's damage by 20%. Stacks.
Sharp Melee
- 2Sharp EdgeOn critical hit: ignore enemy armor reduction
- 3Bleeding EdgeOn hit: 33% chance to apply bleed
- 4Berserker50% more damage when you are below 25% health
- 5Execute25% chance to instant kill enemies below 20% HP
- 6Blade DancerAttack twice per turn
Pistols
- 2GunslingerFire twice during your first attack
- 3Quick Reload33% Chance to get a free reload
- 4RicochetOn miss: still do 50% damage
- 5Dead Eye20% critical chance increase
- 6Center MassOn critical hit: +100% damage
SMGs
- 2Extended Mags+25% ammo clip size for all sub-machine guns
- 3Controlled BurstEach turn, first shot is a guaranteed hit
- 4Ammo Conservation30% chance for each shot to not consume ammo
- 5Suppression ExpertEach turn: fire another bullet
- 6Laser FocusNo accuracy loss at any range
Shotguns
- 2Meat Grinder33% increase damage when enemy has <= 3 AR
- 3Extended Mags+25% ammo clip size for all shotguns
- 4Red MistOn hit: 25% chance to apply bleed
- 5Shell ShockOn hit: 25% chance to apply fear
- 6Point BlankOn hit: +200% damage at range 0
Bolt Action Rifles
- 2Penetrating RoundsOn critical hit: ignore enemy armor reduction
- 3Quick ReloadFirst reload per combat is instant
- 4Steady HandEach turn increase hit chance by 1, resets when you stop firing
- 5Breath ControlEach turn increase damage by 1, resets when you stop firing
- 6MarksmanEvery second hit is guaranteed a critical hit
Semi Auto Rifles
- 2Perfect ShotFirst shot each turn can't miss
- 3Trigger HappyAdditional shot per turn
- 4All TerrainNo terrain hit penalties
- 5Battle RhythmEvery 3rd attack is critical
- 6Killing FloorIncrease damage % based on safety level (100 - safety)
Assault Rifles
- 2Crowd ControlOn hit: 15% chance to knockback enemies 1 meter away
- 3CorrectionOn miss: increases next shot's hit chance by 2
- 4Drum Magazine+50% clip size for all assault rifles
- 5Close Combat TrainingNo hit penalties at close range (<= 2 meters)
- 6Steady GripEach turn, first shot is guaranteed critical hit
Sniper Rifles
- 2Precise Strike10% critical chance increase
- 3No Scope50% reduce of range hit penalties
- 4Anti Armor Shells25% increase damage to enemies with 5+ AR
- 5Fast ShotEach turn: 50% chance for additional shot
- 6One Shot, One KillOn critical hit: 50% chance to kill a non-elite NPC
Miniguns
- 2Steady HoldReduce hit penalty by 50%
- 3Economical WarfareCritical hits: 30% chance to cost no ammo
- 4Drum Magazine+50% ammo clip size for all machine guns
- 5Rain of Bullets33% chance to inflict fear for 1 turn
- 6BRRRRRTFirst turn: fire entire ammo belt in one turn
Launchers
- 2ShrapnelOn hit: 25% chance to apply bleed
- 3ConcussionOn hit: 25% chance to apply stun
- 4Quick Loader50% chance to reload and fire in same turn
- 5Collateral DamageOn miss: still do 50% damage
- 6Nuclear OptonFirst rocket in fight inflict 300% damage
Unarmed
- 2Iron FistsHands count as weapons, +50% unarmed damage
- 3Lightning ReflexesAttack twice next turn after enemy misses you
- 4Unarmed FocusUnarmed attacks ignore 50% armor
- 5Pressure PointsOn hit: 25% chance to stun for 1 turn
- 6Master's TouchOn hit: 50% chance to instant kill enemies below 30% HP
Fight rules
Numbers from the game server when it sent them (defense, critical, turn, health, starting distance) and from the game guide and app.
- Base defense
- 6
- Critical hit
- two tens, or 10 over the defense; damage ×1.5
- Turn
- 10 s, both fighters act; who goes first alternates
- Base health
- 60
- Distance
- fights start 4 steps apart (0 to 5); each fighter closes in up to the optimal range of its weapon
- Range penalty
- −4 accuracy beyond the optimal range, −6 closer than the minimum; no hit beyond the maximum
- Damage
- a roll in the weapon's (melee) or ammo's range plus mastery, minus the target's armor for that damage type; at least 1
- Armor
- each piece resists its prime damage type best and its weak type worst; the mastery bonus needs the 3 pieces of the same class
- Bleeding
- 5% of the maximum health per turn
Calculated from the game data of version 1.9c.261002-7b52a1d.





















































