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Progression

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.

Gear tier
Mastery level

Armor

A full set of T3 pieces (head, chest and legs) with the armor mastery at level 6. 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.

ImprovisedLightMediumHeavyHi-Tech
Blunt1622223022
Slash2422162522
Pierce1616272516
Explosive1622222522
Chemical1027222522
Energy1622221627
Hit penalty00033
Defense modifier+1+1+1−5+1
Mastery bonus+1 AR, +2 prime AR, +1 defense+1 AR, +2 prime AR, +1 defense+1 AR, +2 prime AR, +1 defense+1 AR, +2 prime AR, +1 defense+1 AR, +2 prime AR, +1 defense
Pieces

Weapons

The T3 weapon of each class with the ammo that does the most damage, weapon mastery at level 6 (+2 accuracy, +1 min. damage, +1 max. damage). Range: minimum–optimal–maximum. Damage per turn: against a target with no armor and the base defense, at the optimal range.

WeaponDamageRangeAttacksClipAccuracyPer turn
Blunt MeleeTorque29–43 Blunt0–1–21—+238.9
Sharp MeleeBlood knife35–45 Slash0–1–11—+243.2
PistolsSidewinder0.38 Ammo Cartridge (T3)26–48 Pierce1–2–4112+547.2
SMGsBodyguard9mm Ammo Cartridge (T3)11–19 Pierce1–2–4430+369.0
ShotgunsRattlesnake12 Gauge Shell (T3)15–23 Blunt0–1–2312+572.7
Bolt Action RiflesLongview0.308 Ammo Cartridge (T3)19–33 Pierce2–3–4114+634.3
Semi Auto RiflesVaquero.30 Carbine Ammo Cartridge (T3)10–21 Pierce1–3–4320+456.5
Assault RiflesHavoc5.56mm Ammo Cartridge (T3)12–16 Pierce1–3–5430+468.0
Sniper RiflesFarsight.30-06 Ammo Cartridge (T3)16–30 Pierce3–4–518+529.3
MinigunsGrinder7.62mm Ammo Cartridge (T3)13–16 Pierce1–2–3660+294.0
LaunchersSunbreakAnti-Personnel Rocket (T3)27–52 Explosive3–4–513+550.4

Weapon against armor

Expected damage per turn of each T3 weapon class (mastery 6) against each T3 armor set (mastery 6), 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.

ClassNo armorImprovisedLightMediumHeavyHi-Tech
Blunt Melee38.921.816.416.419.016.4
Sharp Melee43.218.620.425.829.420.4
Pistols47.229.129.118.328.629.1
SMGs69.010.910.93.85.210.9
Shotguns72.722.310.510.54.810.5
Bolt Action Rifles34.317.117.17.513.317.1
Semi Auto Rifles56.511.411.43.45.811.4
Assault Rifles68.09.69.63.94.09.6
Sniper Rifles29.312.112.14.28.912.1
Miniguns94.011.411.45.46.011.4
Launchers50.432.226.226.232.326.2

Enemies 19

Tier 3 enemies. The middle columns show the damage per turn each T3 armor set takes from them (mastery 6; 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 →

EnemyHPAttackImprovisedLightMediumHeavyHi-TechFastest kill
Chrono-Wraith40036–52 Explosive29.824.424.434.824.4Shotguns 8 turns
Fire Ant Colony28028–40 Chemical25.29.914.421.214.4Shotguns 6 turns
Forgotten Eclipse50018–28 Explosive ×329.415.215.223.315.2Shotguns 11 turns
Forgotten Ember41030–46 Pierce26.026.015.728.026.0Miniguns 7 turns
Forgotten Shade38028–42 Slash15.217.122.823.817.1Miniguns 7 turns
Forgotten Veil45032–48 Pierce28.228.217.830.828.2Shotguns 9 turns
Forgotten Witness47036–54 Pierce33.633.623.237.833.6Shotguns 10 turns
Furnace Brood elite28028–40 Chemical25.29.914.421.214.4Shotguns 6 turns
HOUND elite38020–30 Energy ×221.411.411.436.06.2Shotguns 9 turns
Mutated Bear34032–46 Slash17.619.424.828.019.4Shotguns 7 turns
Scrapper Boreman44034–50 Pierce30.330.320.033.630.3Shotguns 10 turns
Scrapper Chargehand40030–46 Slash18.520.426.028.020.4Miniguns 6 turns
Scrapper Shredder36030–46 Blunt26.020.420.423.020.4Miniguns 6 turns
Scrapper Supervisor46020–32 Pierce ×226.126.19.123.226.1Shotguns 11 turns
Sporemother elite34032–46 Slash17.619.424.828.019.4Shotguns 7 turns
Stormcloud elite43032–46 Slash17.619.424.828.019.4Miniguns 7 turns
Thunderhead43032–46 Slash17.619.424.828.019.4Miniguns 7 turns
Unfinished Scream elite40036–52 Energy29.824.424.443.819.9Shotguns 8 turns
WARDOG38020–30 Energy ×221.411.411.436.06.2Shotguns 9 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
Hit55%64%72%79%85%90%94%97%99%100%100%100%100%100%100%100%100%100%100%
Critical1%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.

TerrainDamageCover 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).

12345678910
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

LevelImprovisedLightMediumHeavyHi-Tech
2Scrap Shield+2 AR when below 33% healthSprinterFirst movement per fight moves you next to the enemyHarden UpEach consecutive hit on you gives +1 AR (stacks up to 3)Glancing Blows15% chance to deflect melee attacksFlux Dispersion15% chance to deflect Energy attacks
3Duck & Weave+5 Defence modifier while below 33% healthBullet Dodger+5 Defence modfifer while movingField Medic25% chance to preserve consumable on useUnbreakableCan't be reduced below 1 HP for 1 turn (once per fight)Insulated Core50% AR items bonus against Energy damage
4UnhingedOn attack: 25% chance to inflict fear for 1 turnParkourIgnore terrain penalties during fightBattle Tested25% to ignore stun or fear effectCritical Thinker50% chance to reroll critical attack into normal hitWatt's UpAll attacks become energy-based
5Not TodayCan't die to crtical hitsMiss-ing YouOn every enemy miss, increase your hit chance by 1 for 1 turn (stacks)Reactive Plating+1 AR for every 5 turns passedSealed ArmorImmune to Bleed effectsSystem Override25% chance to stun robotic enemies with each attack
6Desperate AccuracyCan't miss if below 33% healthMiss-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 ARFull Spectrum ProtectionImmune to Bleed and Stun effects

Weapons

Blunt Melee

  1. 2
    Crushing BlowOn hit: 25% chance to bypass enemy armor
  2. 3
    UnstoppableIgnore your armor hit penalties
  3. 4
    EarthshakerOn hit: 25% chance to stun an enemy
  4. 5
    ShockwaveAttack twice when enemy missed you
  5. 6
    MomentumOn hit: increase next hit's damage by 20%. Stacks.

Sharp Melee

  1. 2
    Sharp EdgeOn critical hit: ignore enemy armor reduction
  2. 3
    Bleeding EdgeOn hit: 33% chance to apply bleed
  3. 4
    Berserker50% more damage when you are below 25% health
  4. 5
    Execute25% chance to instant kill enemies below 20% HP
  5. 6
    Blade DancerAttack twice per turn

Pistols

  1. 2
    GunslingerFire twice during your first attack
  2. 3
    Quick Reload33% Chance to get a free reload
  3. 4
    RicochetOn miss: still do 50% damage
  4. 5
    Dead Eye20% critical chance increase
  5. 6
    Center MassOn critical hit: +100% damage

SMGs

  1. 2
    Extended Mags+25% ammo clip size for all sub-machine guns
  2. 3
    Controlled BurstEach turn, first shot is a guaranteed hit
  3. 4
    Ammo Conservation30% chance for each shot to not consume ammo
  4. 5
    Suppression ExpertEach turn: fire another bullet
  5. 6
    Laser FocusNo accuracy loss at any range

Shotguns

  1. 2
    Meat Grinder33% increase damage when enemy has <= 3 AR
  2. 3
    Extended Mags+25% ammo clip size for all shotguns
  3. 4
    Red MistOn hit: 25% chance to apply bleed
  4. 5
    Shell ShockOn hit: 25% chance to apply fear
  5. 6
    Point BlankOn hit: +200% damage at range 0

Bolt Action Rifles

  1. 2
    Penetrating RoundsOn critical hit: ignore enemy armor reduction
  2. 3
    Quick ReloadFirst reload per combat is instant
  3. 4
    Steady HandEach turn increase hit chance by 1, resets when you stop firing
  4. 5
    Breath ControlEach turn increase damage by 1, resets when you stop firing
  5. 6
    MarksmanEvery second hit is guaranteed a critical hit

Semi Auto Rifles

  1. 2
    Perfect ShotFirst shot each turn can't miss
  2. 3
    Trigger HappyAdditional shot per turn
  3. 4
    All TerrainNo terrain hit penalties
  4. 5
    Battle RhythmEvery 3rd attack is critical
  5. 6
    Killing FloorIncrease damage % based on safety level (100 - safety)

Assault Rifles

  1. 2
    Crowd ControlOn hit: 15% chance to knockback enemies 1 meter away
  2. 3
    CorrectionOn miss: increases next shot's hit chance by 2
  3. 4
    Drum Magazine+50% clip size for all assault rifles
  4. 5
    Close Combat TrainingNo hit penalties at close range (<= 2 meters)
  5. 6
    Steady GripEach turn, first shot is guaranteed critical hit

Sniper Rifles

  1. 2
    Precise Strike10% critical chance increase
  2. 3
    No Scope50% reduce of range hit penalties
  3. 4
    Anti Armor Shells25% increase damage to enemies with 5+ AR
  4. 5
    Fast ShotEach turn: 50% chance for additional shot
  5. 6
    One Shot, One KillOn critical hit: 50% chance to kill a non-elite NPC

Miniguns

  1. 2
    Steady HoldReduce hit penalty by 50%
  2. 3
    Economical WarfareCritical hits: 30% chance to cost no ammo
  3. 4
    Drum Magazine+50% ammo clip size for all machine guns
  4. 5
    Rain of Bullets33% chance to inflict fear for 1 turn
  5. 6
    BRRRRRTFirst turn: fire entire ammo belt in one turn

Launchers

  1. 2
    ShrapnelOn hit: 25% chance to apply bleed
  2. 3
    ConcussionOn hit: 25% chance to apply stun
  3. 4
    Quick Loader50% chance to reload and fire in same turn
  4. 5
    Collateral DamageOn miss: still do 50% damage
  5. 6
    Nuclear OptonFirst rocket in fight inflict 300% damage

Unarmed

  1. 2
    Iron FistsHands count as weapons, +50% unarmed damage
  2. 3
    Lightning ReflexesAttack twice next turn after enemy misses you
  3. 4
    Unarmed FocusUnarmed attacks ignore 50% armor
  4. 5
    Pressure PointsOn hit: 25% chance to stun for 1 turn
  5. 6
    Master'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.