Dead Island Riptide

Dead Island Riptide

42 ratings
What's the Damage?
By aXe
The main purpose of this guide is to make an in-depth analysis of weapons and damage in Dead Island Riptide. I’ll cover what the damage types are, what they actually do, weapon types and behaviors and enemy damage resistances. I’ll also cover all the blueprints, with an emphasis on those used for modding weapons. This is all the Riptide weapons and damage info you’ll ever need!
 
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Damage Types
Here it is! The first and most important piece of information, what the damage types actually do! Such a major feature is so poorly documented.

Blast

AoE explosion (this is the actual blast damage)
Sets target and surrounding enemies alight causing fire DOT
Nothing resists it
The further away an enemy is from the explosion the less they are damaged
Only throwing explosives, mines or knives using the Sticky Bomb mod can be this damage type
Causes friendly fire damage

Bleed

Good damage to all enemies
Nothing resists it
Always deals DOT type critical hits
Critical Hits DO NOT stun targets

Electricity

Better than fire against some specials
Causes minor damage to enemies while they touch a target under the effects of a DOT critical hit
Only DOT critical hits stun the target

Fire

Better than electricity against some specials
Most weapons illuminate a small area
Causes massive DOT crits when combined with poison crits
Instant crits toxic zombies
DOT critical hits are quickly extinguished when standing in some flooded areas
Only DOT critical hits stun the target

Impact

Best damage VS all normal enemies
Sends normal type enemies flying backwards, causing massive extra damage with higher damage multiplier mods
Inferior VS specials (except for Suiciders)
Always deals burst damage critical hits to targets

Poison

One of the most heavily resisted types, but combined with fire resistance is negated
Critical hits are always the DOT type
Critical hits always stun the target

Weapon Damage

This is the unofficial name I give to the standard damage type unmodded weapons have to begin with. These are the numbers in white (blast damage also has white numbers). You will see this damage type referred to as ‘weapon damage’ throughout this guide.
Always deals burst damage critical hits

Damage Type Notes

DOT (damage over time) type critical hits deal constant damage for a small period of time. Burst damage critical hits cause a single amount of massive damage. Different mods apply these different effects upon a critical hit. Check out my Blueprints and Modding Tests sections later in this guide to see what the specific mods do.

Only knives with the Sticky Bomb mod applied get a blast icon. Just use your initiative with other throwing weapons. E.g. if it’s a shock grenade its obviously not blast damage. Incidentally anything that goes boom (except for sonic pulse and stun grenades) and running players over with a car or boat are the only forms of friendly fire damage. Watch out for women drivers.

Although bleed inflicts good damage to all enemies it doesn’t have any other useful features.

The damage an enemy sustains by touching a target under the effects of an electrical crit is pitiful. I’ve seen between 6-17 damage per tick. It’s not worth basing your decision to take electricity on this feature. You can also be hurt by touching a target under the DOT crit effect.

DOT fire crits immolate a target, stunning it. If you touch the target during the crit you will be hurt but enemies won’t. Once you achieve a poison crit on your target, hit them with a fire weapon for massive DOT. Even zombie types with high poison and/or fire resistance still sustain huge damage under the effects of a poison + fire crit combo.

Don’t underestimate fire’s usefulness in the tunnels. Being able to fight while having a reliable light source is an advantage. The staff is best for this as it illuminates a wider area than other weapons.

Impact is one of the best types VS normal zombies and humans. 99% of the time an impact weapon with a high multiplier will result in instant death upon a crit. This is because it throws enemies backwards, slamming them into the environment for massive extra damage. Impact weapons with a low multiplier tend to just knock targets down for a smaller amount of damage after a crit. The damage resulting from a thrown target is actually classed as weapon damage and not impact damage. I have not recorded this extra damage as it varies far too much. A crit will also cut limbs off. Impact is inferior VS special zombies because they are immune to the knock back effect. Suicider’s are an exception to the rule as they have such a low amount of health.

Poison is the strongest all round damage type when combined with fire. Without the poison + fire crit combo it is one of the most heavily resisted types. There are no poison mods for blunt weapons. Poison crits stun a target by making them puke.
Modded Damage Types Resistance
The table below shows the resistances all the different enemies have against damage types added by mods. Enemies with negative resistance have a '-' before their figure. This will enable even more informed damage type choices.

All percentages in this guide are not precise but are accurate to within 1%. This is because the game rounds the decimal damage.

Enemy Type
Blast
Bleed
Electricity
Fire
Impact
Poison
Burning Infected
0%
0%
0%
0%
0%
0%
Burning Walker
0%
0%
0%
0%
0%
0%
Drowner
0%
0%
0%
0%
0%
0%
Drugged Infected
0%
0%
0%
0%
0%
0%
Frenzied Infected
0%
0%
0%
0%
0%
0%
Frenzied Walker
0%
0%
0%
0%
0%
0%
Infected
0%
0%
0%
0%
0%
0%
Mutated Scientist
0%
0%
20%
80%
-20%
80%
Toxic Walker +
0%
0%
0%
-1375% to -1400% approx.
0%
80%
Walker
0%
0%
0%
0%
0%
0%
Butcher *
0%
0%
0%
0%
0%
0%
Floater *
0%
0%
-20%
80%
10% Body, 70% Legs, -20% Arms
80%
Grenadier *
0%
0%
20%
80%
-20%
80%
Ram *
0%
0%
100%
0%
99%
0%
Screamer *
0%
0%
0%
0%
0%
50%
Suicider *
0%
0%
0%
-20%
0%
0%
Thug *
0%
0%
50%
0%
0%
0%
Wrestler *
0%
0%
100%
0%
99%
0%
Human
0%
0%
0%
0%
0%
0%

* Special zombie type. All but the Suicider resist impact's knockdown.
+ The negative fire resistance of Toxic Walkers varies between each specific target. This doesn’t matter as a fire crit means certain death.

Resistance Notes

Mutated Scientists and Grenadiers can be killed instantly by shooting the oxygen tanks on their backs, bypassing any resistances. Watch out as the explosion is powerful enough to kill you too.

In rare cases you can find toxic versions of other zombie types. Whatever the toxic type they all have negative resistance to fire.

It can be difficult to achieve the blast damage listed on your weapon. I only got it when a zombie was lying down with the grenade on top of them, or when using a sticky bomb knife.
Weapon Damage Resistance
Floaters, Grenadiers, Rams and Wrestlers also resist weapon damage. Sometimes this only applies to a particular body part. See below.

Floaters: 75% leg, 25% body resistance.

Grenadiers: 50% arm resistance.

Rams resist it from frontal attacks. The Ram’s resistance is not a percentage; just remove the last digit of weapon damage to get the figure (seems like a very lazy way of ‘calculating’ resistance).

Wrestlers: 50% arm resistance.
Firearms Damage Resistance
Despite firearms being weapon damage, some zombies resist gunfire even if they don’t normally have resistance to weapon damage. The table below shows the firearms resistance for all enemies.

Enemy Type
Firearms Resistance
Burning Infected
0%
Burning Walker
0%
Drowner
0%
Drugged Infected
0%
Frenzied Infected
70%
Frenzied Walker
30%
Infected
0%
Mutated Scientist
50%
Toxic Walker
0%
Walker
0%
Butcher *
80%
Floater * +
50%
Grenadier * +
50%
Ram * ++
50%
Screamer *
80%
Suicider *
0%
Thug *
0%
Wrestler * +
80%
Human
0%

* Special Zombie type
+ A zombie that resists both weapon damage and firearms. When you shoot a zombie like this, first the weapon damage resistance is calculated, then the firearms resistance. Of course this depends on you shooting body parts that are resistant to weapon damage.
++ The Ram’s unusual resistance rule applies. First the resistance is calculated, then the last digit of damage is removed.
Bonus Melee Head Damage/Resistance
Attacking a targets head usually yields better weapon damage. There is no increase to other damage types. The table below shows the bonus head damage or resistance for all enemies. Resistance is signified by the lack of a '+' in this case. Note that the figures don’t include any bonuses from skills. When a melee attack to the head crits it adds approximately 76.93% damage.

Enemy Type
Bonus Head Damage
Burning Infected
+100%
Burning Walker
+25%
Drowner
+25%
Drugged Infected
+100%
Frenzied Infected
+0%
Frenzied Walker
+25%
Infected
+100%
Mutated Scientist
+25%
Toxic Walker
+25%
Walker
+25%
Butcher *
+0%
Floater *
+50%
Grenadier *
+50%
Ram * +
75%
Screamer *
+25%
Suicider *
+400%
Thug *
+0%
Wrestler *
+100%
Human
+400%

* Special zombie type
+ The Ram’s strange frontal damage resistance doesn’t count for the head. The last digit of damage is not removed. Only the resistance percentage applies.
Bonus Firearms Head Damage/Resistance
Firearms give different bonuses to melee weapons. The table below shows the bonus head damage or resistance for all enemies. The lack of a '+' signifies resistance. Note that the figures don’t include any bonuses from skills. When a head shot crits it adds approximately 87.83% damage.

Enemy Type
Bonus Head Damage
Burning Infected
+700%
Burning Walker
+400%
Drowner
+400%
Drugged Infected
+700%
Frenzied Infected
+300%
Frenzied Walker
+250%
Infected
+700%
Mutated Scientist
+150%
Toxic Walker
+400%
Walker
+400%
Butcher *
20%
Floater *
+200%
Grenadier *
+200%
Ram * +
50%
Screamer *
+0%
Suicider *
+400%
Thug *
+300%
Wrestler *
+60%
Human ++
Instant death

* Special zombie type
+ The Ram’s strange frontal damage resistance doesn’t count for the head. The last digit of damage is not removed. Only the resistance percentage applies.
++ Surprisingly, shooting a normal, healthy human being in the head causes them to die quite suddenly.
In-Depth Melee Weapons Analysis
Weapon Tiers

Every weapon’s tier is identified by the colour of its name. From worst to best they are white, green (uncommon), blue (rare), purple (unique) and orange (legendary). A weapon’s prefix will also give you an idea of how good the stats will be. Only white weapons can spawn with a bad prefix. Bad prefixes like ‘weak’ will give worse stats than a good prefix like ‘spiteful’. Orange weapons never come with a prefix.

To give an idea of the difference in quality, a white level 70 Tiring Morning Star (note the bad prefix) I looted from a chest was 839 damage, 1520.9 force and 117 durability. This is one of the worst Morning Star’s you can find at that level. Where as a legendary level 70 Morning Star I looted from an Infected had 1804 damage, 4300.3 force and 202 durability.

Melee Weapon Class Pro’s and Con’s

The melee weapon classes are blunt, blade and hand-to-hand. Blunt weapons have more force than blade weapons but blade weapons do more damage. This assumes weapons are being compared within the same sub type (sub types are detailed four sub sections down). Blunt weapons have no poison mods.

Weapons with greater force more easily knock enemies down. Damage to a downed target is stronger with a higher force weapon. Melee weapons (modded or not) will automatically crit a target that is lying down.

Hand-to-hand weapons are quick with less stamina usage per attack. They have less range than blunts and blades except for one-handed light weapons, which they are equal to. They tend to deal less damage than other weapon classes but they have more force than blades.

Standard Melee Attacks

When far above an enemy you will see ‘E’ appear on them. Pressing e will result in a powerful jumping attack.

Jump then kick to perform a jump kick (I know its complicated). This instantly knocks targets down. Great to use in combination with stomp for an instant kill.

When using blunt, blade or hand-to-hand weapons at point blank range you will quickly hit the target with the butt of your weapon (or in the case of hand-to-hand land a quick punch), dealing far less damage. If attacking a target with blunts or blades that is below you, you will perform a slower, more powerful attack that does much greater damage than listed on your weapon.

Throwing Your Melee Weapons

Hold the second mouse button and tap the first to throw your currently held melee weapon. When a target is in range you will see a spinning red reticule on them. A thrown melee weapon can do up to triple its listed damage without a critical hit. This also goes for any damage types added by mods. The chance for extra damage is calculated separately for the weapon damage and the modded damage type. So for example you could inflict x2 weapon damage and x3 poison damage in the same throw.

Keep an eye on where your weapon lands. Don’t throw it where you can’t retrieve it. You can retrieve a thrown blade weapon from the body of your target even if they are ‘alive’. Blunts just fall to the ground.

Cuts and Breaks

Blade weapons and most firearms can cut arms off, hand-to-hand and blunt weapons can break them. When this happens that arm is rendered useless. That may sound obvious but sometimes only part of an arm is cut off (zombies won’t try to poke you with the stump). No extra damage is dealt by this act. With only one arm zombies can’t grab you, with two hacked off or broken all they can do is head butt you. If you achieve a cut or a break on a zombies head its an instant kill. You can’t break or cut off the body parts of human enemies. The only exception to this is when youfind Marvin’s dead father. You can hack him up all you want psycho!

Blunt & Blade Sub Types

Blunt and blade weapons can be sub divided into different groups within their class. They are: one-handed light, one-handed, two-handed, two-handed heavy, throwing knives and other. The further up the scale you go between one-handed light and two-handed heavy the more stamina is drained per attack, attacks become slower and stronger with longer range. The throwing category and 'other' act much differently. See the list below to help you pick what weapons you’d like to use.

One-Handed Light

Battle Double Blade, Exotic Double Blade, Knife, Military Knife, Reaper, Wicked Double Blade, Wicked Knife.

One-Handed

Battle Sickle, Brutal Sickle, Cane Knife, Crowbar, Cudgel, Exotic Mace, Exotic Sickle, Flanged Mace, Hatchet, Heavy Baton, Heavy Hammer, Heavy Morning Star, Kukri, Mace, Machete, Meat Mallet, Metal Baton, Military Machete, Morning Star, Nail Hammer, Nail Plank, Scottish Dirk, Scythe, Shovel, Sickle, Slicer, Splitting Axe, Stick, Tanto, Tonfa, Wakizashi, Wicked Sickle, Wooden Baton.

Two-Handed

Baseball Bat, Big Baseball Bat, Golf Club, Hanbo, Kanabo, Katana, Metal Baseball Bat, Metal Kanabo.

Two-Handed Heavy

Big Splitting Axe, Big Universal Axe, Chinese War Sword, Construction Hammer, Fire Axe, Heavy Wrench, Maul, Pickaxe, Shillelagh, Sledgehammer.

Throwing Knives

Balanced Throwing Knife, Bloodletter, Dragon Knife, Expert Throwing Knife, Perfectly-Weighted Throwing Knife, Poor Throwing Knife, Sharp Throwing Knife, Throwing Knife, Well-Balanced Throwing Knife.

You can’t perform melee attacks with throwing knives. You can retrieve the knife from the body of your target even if they are ‘alive’. As with all throwing attacks more damage is inflicted than listed on the weapon.

Other

Chainsaw and Staff.

The Chainsaw and staff are in a class of their own in terms of both sheer power and the way they behave. The Chainsaw takes a moment to start up but from there has a constant attack rate. It does suffer with a lack of durability though. The staff is a two-handed weapon that is as fast as a one-handed light. This makes it an overpowered killing machine. Even more so in the hands of Sam B. If I chose to I could play the entire game with just the staff.

This is by no means a complete list. I'll update it as and when I find different weapons.
In-Depth Firearms Analysis
Weapon Tiers

Exactly the same info applies as with melee weapons, grenades, mines, etc.

Firearms Pro's and Con's

Firearms don’t need repairing and don’t use stamina but won’t auto crit a downed target in most cases. All firearms will agro enemies in a wide area due to the noise. Oddly enough even the nail gun, harpoon, flare gun and stun gun do this. They obviously rely on ammo to function so try not to run out in the field. Pick up as much bleach and scrap metal as you can find (for crafting ammo) if you use pistols and/or rifles regularly.

Standard Melee Attack

Press ‘Q’ to melee with a firearm. This causes very minor weapon damage and slight knock back. This attack doesn’t drain stamina.

Firearms Damage Behavior

Firearms behaviour in Riptide is quite strange. Listed below are all of the features of the firearms (including the odd ones) and when they come into play.

All firearms will either be slightly weaker or stronger than the listed damage pre upgrade.
All firearms damage will fluctuate at any range once they are upgraded. In the case of rifles it doesn’t matter if you use the sights or not. This will happen either way.

Pistol

Damage will fluctuate when shooting targets at long range, pre upgrade

Shotgun

Pellets all crit separately and at the same time for massive damage

Single Shot Rifle and Burst Rifle

Damage will fluctuate pre upgrade, at close range when using the sights
Damage fluctuates at long range, pre upgrade with or without using the sights

Auto Rifle

Damage does not fluctuate at close range pre upgrade, regardless of whether or not sights are used
Damage fluctuates at long range, pre upgrade with or without using the sights

Bolt-Action Sniper Rifle

x5 damage multiplier when shooting a target’s head
Can cut and break arms
Damage will fluctuate pre upgrade, at any range when using the sights
You can’t mod it
The highest tier I have found after hours of farming is blue. Therefore this may be its highest tier

Semi-Auto Sniper Rifle

x5 damage multiplier when shooting a target’s head
Damage will fluctuate pre upgrade, at any range when using the sights
Damage will fluctuate pre upgrade, at long range when not using sights (god knows why you’d want to though)
You can’t mod it
The highest tier I have found after hours of farming is green. Therefore this may be its highest tier

Nail Gun

Can break arms.
Damage will fluctuate when shooting targets at long range, pre upgrade
You can only add fire mods
Auto crits downed enemies
Sometimes a hit will claim to be a crit but no extra damage is inflicted
The highest tier I have found after hours of farming is blue. Therefore this may be its highest tier

Harpoon

Causes knock back that can cause additional weapon damage
Can break arms
You can only add electricity mods
Auto crits downed enemies
Sometimes a hit will claim to be a crit but no extra damage is inflicted
The highest tier I have found after hours of farming is purple. Therefore this may be its highest tier

Flare Gun

Causes both weapon and fire damage
Killing a target will sometimes explode their head
Always DOT (7-13 ticks), even without a crit
Auto crits downed enemies
Crits cause the same level of DOT but still have the increased weapon damage
Enemies are not stunned on a crit
Touching a target under the DOT hurts the player
The fire damage component is unaffected by upgrading
You can’t mod the flare gun
Lower level enemies don’t sustain more fire damage, only weapon damage
Bizarrely the flare gun inflicts 1 point less damage per tick to level 73 walkers specifically. This has not been tested on other level 73 enemy types
The highest tier I have found after hours of farming is white (with a good prefix). Therefore this may be its highest tier

Stun Gun

Only causes electricity damage
Every hit causes DOT and stuns
Initial hit does more damage than each DOT tick
Attacking a targets head does bonus damage (300% to walkers). This needs to be noted as normally only weapon damage is increased for head attacks
Damage will fluctuate when shooting targets at long range, pre upgrade
The DOT is unaffected by upgrading
You can’t mod the stun gun
Upon a crit only the initial hit’s damage is increased
The highest tier I have found after hours of farming is purple. Therefore this may be its highest tier
Explosives
This section is all about the bombs, grenades and mines you can’t craft. Those you can craft are listed in the Blueprints and Modding Tests section under ‘Miscellaneous’.

Bombs/Grenades

Name: Grenade
Damage Type(s): Blast, fire
Damage: 4500
Force: 500
Effects: Explodes causing blast damage and fire DOT to all enemies in range. Causes friendly fire damage.


Name: Incendiary Grenade
Damage Type(s): Fire
Damage: 1250
Force: 500
Effects: Explodes causing fire DOT to all enemies in range. Causes friendly fire damage.


Name: Shock Bomb
Damage Type(s): Electricity
Damage: 1150
Force: 500
Effects: Explodes causing electrical DOT on all targets in range.

Mines

Name: Explosive Mine
Damage Type(s): Blast, fire
Damage: 5500
Force: 500
Effects: Explodes causing blast damage and fire DOT to all enemies in range. Causes friendly fire damage.


Name: Poison Mine
Damage Type(s): Poison
Damage: 630
Force: 500
Effects: Explodes causing poison DOT to all targets in range. Causes friendly fire damage.


Name: Sonic Mine
Damage Type(s): Blast
Damage: 4800
Force: 500
Effects: Explodes, instantly detonating a normal zombie’s head. Causes friendly fire damage.
Blueprints and Modding Tests Introduction
In this section all the mods have been tested. This is to give you a better understanding of their power and features. In the interests of fair testing all modded weapons were level 70 and as close to 2000 damage as I could get them. This is listed under ‘DMG’, then ‘Wep’. In this section weapon damage doesn’t just refer to the standard damage type. It also refers to the damage done per attack and not the DPS of the weapon. In addition to this my character was level 70 and the enemies used for testing were 70+. This is important as enemies below your level sustain more damage than usual. All damage listed assumes the target has 0% resistance to the damage type used, is standing and the attack has not hit its head. In other words the recorded damage is from a normal attack.

Find one of the many workbenches to begin modding with the blueprints, money, parts and weapons you’ve looted. When modding a weapon you get better added stats the higher the weapon’s base stats are. The extra damage type (bleed, fire etc) the mod adds to the weapon is normally a separate component to the weapon damage. Therefore when a target resists that damage type it will only resist the extra damage type component added by the mod, not the weapon damage (unless of course the target also has weapon damage resistance). You can also upgrade your weapon up to three times. This increases damage, force and durability. The more you upgrade the higher the cost becomes. It does get pretty expensive. Note that a weapon has to be in 100% condition before you can upgrade it.

AoE (area of effect) type mods increase the weapon’s range at the expense of damage.
Burst damage critical hits cause a single amount of massive damage.
DOT (damage over time) type critical hits deal between 9-11 ticks of the listed damage.

The blueprints are split into the different damage types, then into the types for modding melee weapons and firearms. All other blueprints are listed under ‘Miscellaneous’.
Blueprints and Modding Tests - Blast
Mod Name: Sticky Bomb

Cost: $150

Parts: Bleach x1, Ammonia x1, Soap x1, Wristwatch x1

Weapons: Wicked Knife, Homemade Knife, Knife, Kitchen Knife, Diving Knife, Military Knife, Assassin’s Greed

DMG Multiplier: x2
Crit Chance: +0%
Crit Type: None

DMG
Wep: 2112
Blast: 5000 (only when thrown)

Crit DMG
Wep: 0
Blast: 0

Other Effects: Never crits. Can attack with melee stabs. Melee only causes weapon damage. When thrown into an enemy the knife explodes after a short delay. The damage listed on the knife does not affect the blast or fire damage. Once exploded the knife is gone (duh).
Blueprints and Modding Tests - Bleed Melee
Mod Name: Barbed Wire

Cost: $200

Parts: Wire x2

Weapons: Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Heavy Baton, Metal Baton, Police Baton, Cudgel, Flanged Mace, Exotic Mace, Kanabo, Metal Kanabo, Hanbo, Home Run, Blunt Speaker, Claws, Scottish Dirk, Chinese War Sword, Mace, Morning Star, Staff, Feral Claws

DMG Multiplier: x1
Crit Chance: +4%
Crit Type: DOT

DMG
Wep: 2027
Bleed: 121

Crit DMG
Wep: 3294
Bleed: 411


Mod Name: Bloody Mary

Cost: $1600

Parts: Duct Tape x3, Wire x3, Large Battery x2, Phone x2, Electronic Scrap x2, Glue x2, Rag x3

Weapons: Heavy Baton, Police Baton, Metal Baton

DMG Multiplier: x4
Crit Chance: +8%
Crit Type: DOT

DMG
Wep: 1965
Bleed: 98

Crit DMG
Wep: 3194
Bleed: 798


Mod Name: Devastating Home Run

Cost: $1600

Parts: Blade x2, Bolts x3, Metal Scrap x2, Barbed Wire x2

Weapons: Metal Baseball Bat

DMG Multiplier: x3
Crit Chance: +8%
Crit Type: DOT

DMG
Wep: 2162
Bleed: 108

Crit DMG
Wep: 3464
Bleed: 710


Mod Name: Diamond Edge

Cost: $1150

Parts: Glue x2, Wire x2, Large Nail x3, Metal Scrap x2

Weapons: Police Baton, Metal Baton, Heavy Baton, Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Sledgehammer, Construction Hammer, Maul, Crowbar, Kanabo, Metal Kanabo, Italian Plumber, Gabriel’s Sledgehammer, Pick of Destiny, Blunt Speaker, Home Run, Ban, M.C., Bouncer’s Pal

DMG Multiplier: x2
Crit Chance: +4%
Crit Type: Burst DMG

DMG
Wep: 2027 + 141
Bleed: 0

Crit DMG
Wep: 3294 + 823
Bleed: 0

Other Effects: What should be bleed damage is actually added as another, separate weapon damage component.


Mod Name: Glazed

Cost: $400

Parts: Glue x2, Rag x3

Weapons: Stick, Wooden Baton, Tonfa, Heavy Baton, Metal Baton, Police Baton, Kanabo, Metal Kanabo, Scottish Dirk, Home Run, Blunt Speaker, Chinese War Sword

DMG Multiplier: x2
Crit Chance: +5%
Crit Type: DOT

DMG
Wep: 2027
Bleed: 141

Crit DMG
Wep: 3294
Bleed: 543


Mod Name: Meat Cutter

Cost: $1300

Parts: Belt x3, Wire x3, Blade x2, Circular Blade x2

Weapons: Scottish Dirk, Sledgehammer, Construction Hammer, Maul, Crowbar, Flanged Mace, Exotic Mace, Metal Kanabo, Kanabo, Gabriel’s Sledgehammer, Pick of Destiny

DMG Multiplier: x3
Crit Chance: +5%
Crit Type: Burst DMG

DMG
Wep: 1958 (Actual DMG done 2114)
Bleed: 0

Crit DMG
Wep: 4331
Bleed: 0

Other Effects: No bleed damage is done. Only the weapon damage is increased.


Mod Name: Medieval

Cost: $1600

Parts: Duct Tape x3, Deodorant x3, Large Battery x2, Phone x2, Electronic Scrap x2, Barbed Wire x2, Nails x2

Weapons: Kanabo

DMG Multiplier: x4
Crit Chance: +8%
Crit Type: DOT

DMG
Wep: 1768
Bleed: 88

Crit DMG
Wep: 2833
Bleed: 708


Mod Name: Nail’d

Cost: $200

Parts: Duct Tape x2, Wire x2, Belt x1, Large Battery x1, Circular Blade x1, Large Nail x2

Weapons: Baseball Bat, Big Baseball Bat, Stick, Wooden Baton, Tonfa, Cudgel, Kanabo, Hanbo, Home Run, Blunt Speaker, Bouncer’s Pal, Meat Mallet, Bronze Knuckles, Staff, Wrench, Mace, Golf Club, Shillelagh, Morning Star

DMG Multiplier: x1
Crit Chance: +2%
Crit Type: DOT

DMG
Wep: 2027
Bleed: 81

Crit DMG
Wep: 3294
Bleed: 411


Mod Name: Nuts and Bolts

Cost: $200

Parts: Bolts x2

Weapons: Metal Baseball Bat, Police Baton, Metal Baton, Heavy Baton, Heavy Morning Star, Morning Star, Cudgel

DMG Multiplier: x1
Crit Chance: +3%
Crit Type: DOT

DMG
Wep: 1965
Bleed: 98

Crit DMG
Wep: 3194
Bleed: 411


Mod Name: Razor

Cost: $600

Parts: Blade x2, Bolts x3, Engine Parts x2, Circular Blade x2

Weapons: Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Heavy Baton, Metal Baton, Police Baton, Kanabo, Metal Kanabo, Hanbo, Scottish Dirk, Shovel, Golf Club, Home Run, Blunt Speaker, Bronze Knuckles, Staff, Cudgel, Morning Star

DMG Multiplier: x3
Crit Chance: +6%
Crit Type: DOT

DMG
Wep: 2027
Bleed: 162

Crit DMG
Wep: 3294
Bleed: 675


Mod Name: Rending Claws

Cost: $1000

Parts: Blade x4, Bolts x4, Metal Scrap x2

Weapons: Spiked Brass Knuckles, Badass Brass Knuckles, Brutal Brass Knuckles

DMG Multiplier: x3
Crit Chance: +4%
Crit Type: DOT

DMG
Wep: 1900
Bleed: 95

Crit DMG
Wep: 3363
Bleed: 689


Mod Name: Ripper

Cost: $200

Parts: Duct Tape x2, Wire x2, Belt x1, Large Battery x1, Circular Blade x1, Large Nail x2

Weapons: Baseball Bat, Home Run, Blunt Speaker, Bouncer’s Pal

DMG Multiplier: x1
Crit Chance: +5%
Crit Type: DOT

DMG
Wep: 1540
Bleed: 46

Crit DMG
Wep: 2468
Bleed: 617

Other Effects: Even though this cuts off limbs it still classes as a blunt weapon. Tested with a weaker weapon as good level 70 baseball bats are hard to find.


Mod Name: Saw Disc Axe

Cost: $1000

Parts: Circular Blade x2, Bolts x2, Steel Rod x2, Clamp x2

Weapons: Baseball Bat, Big Baseball Bat, Kanabo, Hanbo, Shovel, Home Run, Blunt Speaker, Shillelagh

DMG Multiplier: x4
Crit Chance: +8%
Crit Type: DOT

DMG
Wep: 2126
Bleed: 212

Crit DMG
Wep: 3408
Bleed: 852


Mod Name: Sharp Edge

Cost: $900

Parts: Bolts x2, Large Nail x2, Circular Blade, x2

Weapons: Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Pickaxe, Italian Plumber, Pick of Destiny, Blunt Speaker, Home Run, Ban, M.C., Bouncer’s Pal

DMG Multiplier: x1
Crit Chance: +3%
Crit Type: Burst DMG

DMG
Wep: 2027 + 121
Bleed: 0

Crit DMG
Wep: 3294 + 823
Bleed: 0

Other Effects: What should be bleed DMG is actually classed as weapon damage.


Mod Name: Shredder

Cost: $2500

Parts: Circular Blade x1, Bolts x2, Steel Rod x2, Clamp x2, Gears x2, Glue x2, Rage x2

Weapons: Baseball Bat, Big Baseball Bat

DMG Multiplier: x5
Crit Chance: +10%
Crit Type: DOT

DMG
Wep: 2050
Bleed: 102

Crit DMG
Wep: 3285
Bleed: 1232


Mod Name: Slash

Cost: $600

Parts: Blade x3, Bolts x2, Gears x2

Weapons: Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Kanabo, Hanbo, Home Run, Blunt Speaker, Bronze Knuckles

DMG Multiplier: x3
Crit Chance: +7%
Crit Type: DOT

DMG
Wep: 2027
Bleed: 182

Crit DMG
Wep: 3294
Bleed: 741
Blueprints and Modding Tests - Electricity Melee/Firearms
Mod Name: Blunt Shock

Cost: $1000

Parts: Weight Plate x3, Bleach x3, Large Battery x2, Magnet x2, Electronic Scrap x2, Barbed Wire x2, LP4000 Battery x1

Weapons: Heavy Morning Star

DMG Multiplier: x5
Crit Chance: +10%
Crit Type: DOT

DMG
Wep: 2039
Elec: 101

Crit DMG
Wep: 3313
Elec: 1242


Mod Name: Bodily Harm

Cost: $1600

Parts: Duct Tape x3, Metal Scrap x3, Large Battery x2, Phone x2, Electronic Scrap x2, Nails x2, Clamp x2

Weapons: Tonfa

DMG Multiplier: x3
Crit Chance: +8%
Crit Type: DOT

DMG
Wep: 2027
Elec: 101

Crit DMG
Wep: 3294
Elec: 675


Mod Name: Electric Storm

Cost: $1300

Parts: Duct Tape x4, Wire x4, Battery x4

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Wakizashi, Katana, Tanto, Cane Knife, Sugar Cane Knife, Exotic Cane Knife, Zed’s Demise, Tijuana Machete, Viking of the South, Bushmaster, Banisher, Eviscerator

DMG Multiplier: x3
Crit Chance: +8%
Crit Type: DOT
DMG

Wep: 1986
Elec: 119

Crit DMG
Wep: 3515
Elec: 17

Other Effects: AoE


Mod Name: Electrotherapy

Cost: $250

Parts: Electric Coil x1, Battery x1, Spark Gap x1

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Wakizashi, Katana, Tanto, Cane Knife, Sugar Cane Knife, Exotic Cane Knife, Zed’s Demise, Tijuana Machete, Viking of the South, Bushmaster, Banisher, Eviscerator

DMG Multiplier: x4
Crit Chance: +5%
Crit Type: DOT

DMG
Wep: 1986
Elec: 158

Crit DMG
Wep: 3515
Elec: 439


Mod Name: High Voltage

Cost: $400

Parts: Duct Tape x2, Wire x2, Battery x3, Phone x2

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Wakizashi, Katana, Tanto, Cane Knife, Sugar Cane Knife, Exotic Cane Knife, Zed’s Demise, Tijuana Machete, Viking of the South, Bushmaster, Banisher, Eviscerator, Claws, Feral Claws, Golf Club, Police Baton, Metal Baton, Heavy Baton, Mace, Exotic Mace, Flanged Mace

DMG Multiplier: x2
Crit Chance: +4%
Crit Type: DOT

DMG
Wep: 1986
Elec: 158

Crit DMG
Wep: 3515
Elec: 580


Mod Name: Justice

Cost: $1200

Parts: Duct Tape x2, Metal Scrap x4, Battery x3, Weight Plate x1, Gears x1, Clamp x2

Weapons: Heavy Hammer

DMG Multiplier: x3
Crit Chance: +8%
Crit Type: Burst DMG

DMG
Wep: 1961
Elec: 98

Crit DMG
Wep: 3187
Elec: 1593


Mod Name: Lightning

Cost: $400

Parts: Duct Tape x2, Wire x2, Battery x3, Metal Scrap x2

Weapons: Hammer, Nail Hammer, Heavy Hammer, Police Baton, Metal Baton, Heavy Baton, Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Wrench, Heavy Wrench, Sledge Hammer, Construction Hammer, Maul, Pickaxe, Crowbar, Kanabo, Metal Kanabo, Italian Plumber, Gabriel’s Sledgehammer, Pick of Destiny, Blunt Speaker, Home Run, Ban, M.C., Bouncer’s Pal

DMG Multiplier: x2
Crit Chance: +4%
Crit Type: Burst DMG

DMG
Wep: 2027
Elec: 121

Crit DMG
Wep: 3294
Elec: 1350


Mod Name: Lightning Storm

Cost: $900

Parts: Duct Tape x2, Glue x2, Battery x2

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Wakizashi, Katana, Tanto, Cane Knife, Sugar Cane Knife, Exotic Cane Knife, Zed’s Demise, Tijuana Machete, Viking of the South, Bushmaster, Banisher, Eviscerator, Bronze Knuckles

DMG Multiplier: x1
Crit Chance: +6%
Crit Type: DOT

DMG
Wep: 1986
Elec: 79

Crit DMG
Wep: 3515
Elec: 17

Other Effects: AoE


Mod Name: Old Smoky

Cost: $1000

Parts: Duct Tape x3, Engine Parts x3, LP4000 Battery x1, Magnet x2, Belt x2, Blade x2

Weapons: Axe, Golf Club, Cudgel, Morning Star, Heavy Morning Star, Mace, Exotic Mace, Flanged Mace

DMG Multiplier: x4
Crit Chance: +7%
Crit Type: DOT

DMG
Wep: 2045
Elec: 204

Crit DMG
Wep: 3277
Elec: 819

Other Effects: Killing a standing target with a crit (if the initial critical hit is not the killing blow) explodes their head.


Mod Name: Pick-and-ohm

Cost: $1200

Parts: Duct Tape x2, Bleach x2, Battery x3, Metal Scrap x2, Weight Plate x1, Gears x1, Clamp x2

Weapons: Pickaxe

DMG Multiplier: x3
Crit Chance: +8%
Crit Type: Burst DMG

DMG
Wep: 2000
Elec: 100

Crit DMG
Wep: 3205
Elec: 1602


Mod Name: Shock

Cost: $200

Parts: Duct Tape x2, Wire x2, Battery x2

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Wakizashi, Katana, Tanto, Cane Knife, Sugar Cane Knife, Exotic Cane Knife, Zed’s Demise, Tijuana Machete, Viking of the South, Bushmaster, Banisher, Eviscerator, Claws, Meat Mallet, Golf Club, Police Baton, Metal Baton, Heavy Baton, Feral Claws, Mace, Exotic Mace, Flanged Mace

DMG Multiplier: x1
Crit Chance: +3%
Crit Type: DOT

DMG
Wep: 1986
Elec: 139

Crit DMG
Wep: 3515
Elec: 439


Mod Name: Shock Gun

Cost: $600

Parts: Battery x2, Metal Scrap x2, Magnet x2

Weapons: Pistol, Heavy Pistol, McCall’s 9mm, Nail Gun, Harpoon

DMG Multiplier: x1
Crit Chance: +2%
Crit Type: DOT

DMG
Wep: Varies
Elec: Varies

Crit DMG
Wep: Varies
Elec: Varies
Blueprints and Modding Tests - Electricity Melee/Firearms Cont.
Mod Name: Shock Rifle

Cost: $1200

Parts: Battery x2, Metal Scrap x2, Magnet x2

Weapons: Auto Rifle, Single Shot Rifle, Burst Rifle, Defender Of The Motherland, Harpoon

DMG Multiplier: x1
Crit Chance: +3%
Crit Type: DOT

DMG
Wep: Varies
Elec: Varies

Crit DMG
Wep: Varies
Elec: Varies


Mod Name: Shock Shotgun

Cost: $1200

Parts: Battery x2, Electronic Scrap x2, Magnet x2

Weapons: Shotgun, Short Shotgun, Crowd Pleaser

DMG Multiplier: x1
Crit Chance: +4%
Crit Type: DOT

DMG
Wep: Varies
Elec: Varies

Crit DMG
Wep: Varies
Elec: Varies


Mod Name: Shocking Crowbar

Cost: $1600

Parts: Duct Tape x3, Wire x3, Large Battery x3, Nails x2, Belt x2, Weight Plate x2, Bolts x2

Weapons: Crowbar

DMG Multiplier: x4
Crit Chance: +8%
Crit Type: Burst DMG

DMG
Wep: 2111
Elec: 105

Crit DMG
Wep: 3431
Elec: 2573


Mod Name: Shocking Sledge

Cost: $1200

Parts: Duct Tape x2, Wire x2, Battery x3, Metal Scrap x2, Weight Plate x1, Gears x1, Clamp x2

Weapons: Maul

DMG Multiplier: x3
Crit Chance: +8%
Crit Type: Burst DMG

DMG
Wep: 2172
Elec: 108

Crit DMG
Wep: 3481
Elec: 1740


Mod Name: Shockwave

Cost: $1150

Parts: Duct Tape x3, Wire x3, Battery x3

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Wakizashi, Katana, Tanto, Cane Knife, Sugar Cane Knife, Exotic Cane Knife, Zed’s Demise, Tijuana Machete, Viking of the South, Bushmaster, Banisher, Eviscerator

DMG Multiplier: x2
Crit Chance: +7%
Crit Type: DOT

DMG
Wep: 1986
Elec: 99

Crit DMG
Wep: 3515
Elec: 17

Other Effects: AoE


Mod Name: Short-Circuit

Cost: $600

Parts: Duct Tape x3, Wire x3, Large Battery x2, Magnet x2, Electronic Scrap x2

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Wakizashi, Katana, Tanto, Cane Knife, Sugar Cane Knife, Exotic Cane Knife, Zed’s Demise, Tijuana Machete, Viking of the South, Bushmaster, Banisher, Eviscerator, Crowbar, Golf Club, Police Baton, Metal Baton, Heavy Baton, Cudgel, Morning Star, Heavy Morning Star, Mace, Exotic Mace, Flanged Mace

DMG Multiplier: x3
Crit Chance: +5%
Crit Type: DOT

DMG
Wep: 1986
Elec: 178

Crit DMG
Wep: 3515
Elec: 720

Other Effects: Killing a standing target with a crit sets them alight.


Mod Name: Tesla

Cost: $1000

Parts: Steel Rod x3, Wire x3, Large Battery x3, Phone x2, Belt x2, Engine Parts x1

Weapons: Shovel, Staff, Gabriel’s Sledgehammer

DMG Multiplier: x4
Crit Chance: +7%
Crit Type: Burst DMG

DMG
Wep: 2060
Elec: 164

Crit DMG
Wep: 3301
Elec: 2475


Mod Name: Tesla Bomb Knife

Cost: $100

Parts: Duct Tape x1, Wire x1, Large Battery x2, Large Nail x1

Weapons: Knife, Military Knife, Assassin’s Greed

DMG Multiplier: x1
Crit Chance: +0%
Crit Type: Burst DMG & DOT

DMG
Wep: 2096 (Only DMG type when stabbing)
Elec:
Crit DMG
Wep: Varies (Only crits when throwing)
Elec: Varies

Other Effects: When thrown and hits a target it auto crits causing a blast (which hurts the player at point blank range), which inflicts burst damage (weapon damage type only) and elec. DOT on target. Elec. DOT is inflicted on surrounding enemies. Damage varies from target to target.
Blueprints and Modding Tests - Fire Melee/Firearms
Mod Name: BBQ

Cost: $800

Parts: Duct Tape x4, Wire x4, Gas for Lighter x3, Belt x3, Large Battery x3, Metal Scrap x3

Weapons: Shovel (game also states ‘Blade’ but there is no such weapon)

DMG Multiplier: x1
Crit Chance: +3%
Crit Type: Burst DMG

DMG
Wep: 2151
Fire: 64

Crit DMG
Wep: 3806
Fire: 0

Other Effects: Acts as a light source. Only weapon damage is inflicted upon crit.


Mod Name: Hooligan Gun

Cost: $600

Parts: Gas for Lighter x2, Lighter x2, Glue x2, Bleach x2

Weapons: Pistol, Heavy Pistol, McCall’s 9mm, Nail Gun

DMG Multiplier: x1
Crit Chance: +2%
Crit Type: DOT

DMG
Wep: Varies
Fire: Varies

Crit DMG
Wep: Varies
Fire: Varies


Mod Name: Hooligan Rifle

Cost: $1200

Parts: Gas for Lighter x2, Metal Scrap x2, Glue x2, Bleach x2

Weapons: Auto Rifle, Single Shot, Burst Rifle, Defender Of The Motherland, Nail Gun

DMG Multiplier: x1
Crit Chance: +1%
Crit Type: DOT

DMG
Wep: Varies
Fire: Varies

Crit DMG
Wep: Varies
Fire: Varies


Mod Name: Hooligan Shotgun

Cost: $1200

Parts: Gas for Lighter x2, Metal Scrap x2, Glue x2, Bleach x2

Weapons: Shotgun, Short Shotgun, Crowd Pleaser

DMG Multiplier: x1
Crit Chance: +1%
Crit Type: DOT

DMG
Wep: Varies
Fire: Varies

Crit DMG
Wep: Varies
Fire: Varies


Mod Name: Hot Rod

Cost: $1600

Parts: Steel Rod x2, Wire x2, Large Battery x2, Belt x1, Large Battery x1, LP4000 Battery x1

Weapons: Machete, Military Machete, Tijuana Machete, Bushmaster

DMG Multiplier: x4
Crit Chance: +10%
Crit Type: Burst DMG

DMG
Wep: 1986
Fire: 99

Crit DMG
Wep: 3515
Fire: 3515

Other Effects: Fire crit damage matches the weapon crit damage.


Mod Name: Inferno

Cost: $1300

Parts: Duct Tape x3, Wire x3, Soap x3, Belt x3, Large Battery x3, Metal Scrap x3

Weapons: Police Baton, Metal Baton, Heavy Baton, Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Cudgel, Exotic Mace, Kanabo, Metal Kanabo, Blunt Speaker, Home Run, Bouncer’s Pal, Shovel, Shillelagh, Chinese War Sword, Golf Club, Staff, Wrench, Morning Star, Heavy Morning Star

DMG Multiplier: x3
Crit Chance: +8%
Crit Type: DOT

DMG
Wep: 2027
Fire: 121

Crit DMG
Wep: 3294
Fire: 16

Other Effects: AoE. Acts as a light source.


Mod Name: Liquid Fire

Cost: $900

Parts: Lighter x2, Steel Rod x2, Clamp x1, Belt x1, Large Battery x1, Metal Scrap x1

Weapons: Police Baton, Metal Baton, Heavy Baton, Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Cudgel, Exotic Mace, Kanabo, Metal Kanabo, Blunt Speaker, Home Run, Bouncer’s Pal, Shovel, Shillelagh, Chinese War Sword, Golf Club, Staff, Wrench, Morning Star, Heavy Morning Star

DMG Multiplier: x1
Crit Chance: +6%
Crit Type: DOT

DMG
Wep: 2027
Fire: 81

Crit DMG
Wep: 3294
Fire: 16

Other Effects: AoE. Acts as a light source.


Mod Name: Phoenix

Cost: $1000

Parts: Barbed Wire x1, Wire x2, Large Battery x2, Steel Rod x2, Belt x1, Duct Tape x3, Gas for Lighter x1

Weapons: Shillelagh

DMG Multiplier: x2
Crit Chance: +6%
Crit Type: DOT

DMG
Wep: 2126
Fire: 127

Crit DMG
Wep: 3408
Fire: 852

Other Effects: Acts as a light source.


Mod Name: Solar Flare

Cost: $1150

Parts: Duct Tape x3, Wire x3, Deodorant x1, Belt x2, Large Battery x2, Metal Scrap x2

Weapons: Shillelagh

DMG Multiplier: x2
Crit Chance: +7%
Crit Type: DOT

DMG
Wep: 2126
Fire: 106

Crit DMG
Wep: 3408
Fire: 17

Other Effects: AoE. Acts as a light source.


Mod Name: Torch

Cost: $400

Parts: Lighter x2, Glue x2, Gas for Lighter x2

Weapons: Police Baton, Metal Baton, Heavy Baton, Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Cudgel, Exotic Mace, Kanabo, Metal Kanabo, Blunt Speaker, Home Run, Bouncer’s Pal, Shovel, Shillelagh, Chinese War Sword, Golf Club, Mace, Staff, Wrench, Morning Star, Heavy Morning Star

DMG Multiplier: x1
Crit Chance: +4%
Crit Type: DOT

DMG
Wep: 2027
Fire: 101

Crit DMG
Wep: 3294
Fire: 411

Other Effects: Acts as a light source.
Blueprints and Modding Tests - Impact Melee/Firearms
Mod Name: Heavy Duty

Cost: $2500

Parts: Weight Plate x3, Wire x3, Large Battery x2, LP4000 Battery x1, Electronic Scrap x2, Blade x2, Bolts x3, Metal Scrap x2

Weapons: Metal Kanabo

DMG Multiplier: x5
Crit Chance: +10%
Crit Type: Burst DMG

DMG
Wep: 2029
Imp: 101

Crit DMG
Wep: 3251
Imp: 3251


Mod Name: Impact

Cost: $200

Parts: Metal Scrap x2, Barbed Wire x2, Battery x2

Weapons: Hammer, Nail Hammer, Heavy Hammer, Police Baton, Metal Baton, Heavy Baton, Baseball Bat, Big Baseball Bat, Metal Baseball Bat, Stick, Wooden Baton, Tonfa, Wrench, Heavy Wrench, Shillelagh, Shovel, Pickaxe, Staff, Cudgel, Morning Star, Heavy Morning Star, Bronze Knuckles, Italian Plumber, Meat Mallet, Pick of Destiny, Blunt Speaker, Home Run, Ban, M.C., Bouncer’s Pal

DMG Multiplier: x1
Crit Chance: +3%
Crit Type: Burst DMG

DMG
Wep: 2027
Imp: 101

Crit DMG
Wep: 3294
Imp: 1087


Mod Name: Magic Wand

Cost: $600

Parts: Duct Tape x3, Wire x3, Large Battery x2, Phone x2, Electronic Scrap x2

Weapons: Police Baton, Metal Baton, Heavy Baton, Sledgehammer, Construction Hammer, Maul, Pickaxe, Kanabo, Metal Kanabo, Gabriel’s Sledgehammer, Pick of Destiny

DMG Multiplier: x3
Crit Chance: +5%
Crit Type: Burst DMG

DMG
Wep: 1965
Imp: 137

Crit DMG
Wep: 3194
Imp: 1597


Mod Name: Pride Gun

Cost: $1200

Parts: Deodorant x1, Lighter x2, Wire x2, Gas for Lighter x2

Weapons: Pistol, Heavy Pistol, McCall’s 9mm

DMG Multiplier: x1
Crit Chance: +2%
Crit Type: Burst DMG

DMG
Wep: Varies
Imp: Varies

Crit DMG
Wep: Varies
Imp: Varies


Mod Name: Pride Rifle

Cost: $2400

Parts: Deodorant x2, Metal Scrap x2, Wire x2, Gas for Lighter x2

Weapons: Auto Rifle, Single Shot Rifle, Burst Rifle, Defender Of The Motherland

DMG Multiplier: x1
Crit Chance: +3%
Crit Type: Burst DMG

DMG
Wep: Varies
Imp: Varies

Crit DMG
Wep: Varies
Imp: Varies


Mod Name: Pride Shotgun

Cost: $2400

Parts: Deodorant x2, Bleach x2, Wire x2, Gas for Lighter x2

Weapons: Shotgun, Short Shotgun, Crowd Pleaser

DMG Multiplier: x1
Crit Chance: +1%
Crit Type: Burst DMG

DMG
Wep: Varies
Imp: Varies

Crit DMG
Wep: Varies
Imp: Varies
Blueprints and Modding Tests - Poison Melee/Firearms
Mod Name: Assassin’s Poison

Cost: $1200

Parts: Oleander x3, Bleach x2, Suicider Meat x2, Lemon Juice x2, Flexible Hose x1, Blade x4, Bolts x4, Metal Scrap x2

Weapons: Spiked Brass Knuckles, Badass Brass Knuckles, Brutal Brass Knuckles

DMG Multiplier: x3
Crit Chance: +5%
Crit Type: DOT

DMG
Wep: 1900
Poi: 95

Crit DMG
Wep: 3363
Poi: 689


Mod Name: Deathstalker

Cost: $1000

Parts: Oleander x3, Bleach x3, Floater Meat x2, Soap x2, Flexible Hose x2, Stingray Tail x1

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Knife, Cleaver, Tanto, Wakizashi, Katana, Double Blade, Reaper, Tijuana Machete, Zed’s Demise, Viking of the South, Master Chef, Bushmaster, Banisher, Eviscerator, Assassin’s Greed, Throwing Knife, Balanced Throwing Knife, Expert Throwing Knife, Bloodletter

DMG Multiplier: x4
Crit Chance: +7%
Crit Type: DOT

DMG
Wep: 1986
Poi: 198

Crit DMG
Wep: 3515
Poi: 878


Mod Name: Detox Gun

Cost: $600

Parts: Oleander x2, Metal Scrap x2, Bleach x2, Flexible Hose x1

Weapons: Pistol, Heavy Pistol, McCall’s 9mm

DMG Multiplier: x1
Crit Chance: +2%
Crit Type: DOT

DMG
Wep: Varies
Poi: Varies

Crit DMG
Wep: Varies
Poi: Varies


Mod Name: Detox Rifle

Cost: $1200

Parts: Oleander x2, Metal Scrap x2, Bleach x2, Flexible Hose x1

Weapons: Auto Rifle, Single Shot Rifle, Burst Rifle, Defender Of The Motherland

DMG Multiplier: x1
Crit Chance: +1%
Crit Type: DOT

DMG
Wep: Varies
Poi: Varies

Crit DMG
Wep: Varies
Poi: Varies


Mod Name: Detox Shotgun

Cost: $1200

Parts: Oleander x2, Metal Scrap x2, Bleach x2, Flexible Hose x1

Weapons: Shotgun, Short Shotgun, Crowd Pleaser

DMG Multiplier: x1
Crit Chance: +1%
Crit Type: DOT

DMG
Wep: Varies
Poi: Varies

Crit DMG
Wep: Varies
Poi: Varies


Mod Name: Paralyzing Strike

Cost: $200

Parts: Oleander x2, Bleach x2

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Knife, Cleaver, Tanto, Wakizashi, Katana, Double Blade, Reaper, Tijuana Machete, Zed’s Demise, Viking of the South, Master Chef, Bushmaster, Banisher, Eviscerator, Assassin’s Greed, Throwing Knife, Balanced Throwing Knife, Expert Throwing Knife, Bloodletter

DMG Multiplier: x1
Crit Chance: +3%
Crit Type: DOT

DMG
Wep: 1986
Poi: 139

Crit DMG
Wep: 3515
Poi: 439


Mod Name: Toxic

Cost: $600

Parts: Oleander x3, Bleach x3, Suicider Meat x2, Lemon Juice x2, Flexible Hose x2

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Knife, Cleaver, Tanto, Wakizashi, Katana, Double Blade, Reaper, Tijuana Machete, Zed’s Demise, Viking of the South, Master Chef, Bushmaster, Banisher, Eviscerator, Assassin’s Greed, Throwing Knife, Balanced Throwing Knife, Expert Throwing Knife, Bloodletter

DMG Multiplier: x3
Crit Chance: +5%
Crit Type: DOT

DMG
Wep: 1986
Poi: 178

Crit DMG
Wep: 3515
Poi: 720


Mod Name: Venom

Cost: $400

Parts: Oleander x2, Bleach x2, Nails x2, Soap x2

Weapons: Sickle, Machete, Axe, Two-Handed Axe, Knife, Cleaver, Tanto, Wakizashi, Katana, Double Blade, Reaper, Tijuana Machete, Zed’s Demise, Viking of the South, Master Chef, Bushmaster, Banisher, Eviscerator, Assassin’s Greed, Throwing Knife, Balanced Throwing Knife, Expert Throwing Knife, Bloodletter

DMG Multiplier: x2
Crit Chance: +4%
Crit Type: DOT

DMG
Wep: 1986
Poi: 158

Crit DMG
Wep: 3515
Poi: 580
Blueprints and Modding Tests - Weapon Damage Melee
These mods only increase crit chance. There is no other damage type added.

Mod Name: Heavy

Cost: $400

Parts: Weight Plate x1, Gears x1, Clamp x2

Weapons: Hammer, Nail Hammer, Heavy Hammer, Sledgehammer, Construction Hammer, Maul, Pickaxe, Crowbar, Hanbo, Ban, M.C., Pick of Destiny, Gabriel’s Sledgehammer

DMG Multiplier: x0
Crit Chance: +4%
Crit Type: Burst DMG

DMG
Wep: 1961

Crit DMG
Wep: 3187


Mod Name: Piranha

Cost: $600

Parts: Weight Plate x1, Gears x1, Blade x1, Clamp x2

Weapons: Sledgehammer, Construction Hammer, Maul, Pickaxe, Gabriel’s Sledgehammer, Pick of Destiny

DMG Multiplier: x0
Crit Chance: +5%
Crit Type: Burst DMG

DMG
Wep: 2175

Crit DMG
Wep: 3486


Mod Name: Shark

Cost: $2500

Parts: Weight Plate x1, Gears x1, Circular Blade x2, Clamp x2, Blade x3

Weapons: Sledgehammer, Construction Hammer, Maul, Gabriel’s Sledgehammer

DMG Multiplier: x0
Crit Chance: +6%
Crit Type: Burst DMG

DMG
Wep: 2175

Crit DMG
Wep: 3486


Mod Name: Weighted

Cost: $200

Parts: Weight Plate x1, Clamp x2

Weapons: Hammer, Nail Hammer, Heavy Hammer, Sledgehammer, Construction Hammer, Maul, Pickaxe, Crowbar, Hanbo, Ban, M.C., Pick of Destiny, Gabriel’s Sledgehammer

DMG Multiplier: x0
Crit Chance: +3%
Crit Type: Burst DMG

DMG
Wep: 1961

Crit DMG
Wep: 3187
Blueprints and Modding Tests - Miscellaneous
Mod Name: Deo-Bomb

Cost: $150

Parts: Deodorant x2, Glue x1

Effects: Damage:4200, Force:500. Its basically a weaker grenade. Causes blast damage and friendly fire damage.


Mod Name: Exploding Meat

Cost: $100

Parts: Meat Bait x1, Duct Tape x1, Wire x1, Battery x1, Wristwatch x1, Bleach x1

Effects: Lures zombies, then explodes. Even lures those you’ve agroed. Causes blast damage and friendly fire damage.


Mod Name: Meat Bait

Cost: $150

Parts: Meat x2, Duct Tape x1

Effects: Lures zombies for a very short time. Even lures those you’ve agroed (don't leave it out in the sun too long).


Mod Name: Molotov

Cost: $300

Parts: Alcohol x2, Rag x1

Effects: Causes weak fire DOT over a wide area. Causes friendly fire damage.


Mod Name: Pistol Ammo

Cost: $250

Parts: Metal Scrap x2, Bleach x1

Effects: Crafts 15 rounds.


Mod Name: Poison Bomb

Cost: $100

Parts: Duct Tape x1, Wire x1, Soap x1, Deodorant x2, Wristwatch x2

Effects: Damage:750, Force:500. Crafts a throwing bomb. Explosion poisons enemies, causing DOT but no stun. Causes friendly fire damage.


Mod Name: Rifle Ammo

Cost: $750

Parts: Metal Scrap x2, Bleach x1

Effects: Crafts 30 rounds.


Mod Name: Sonic Pulse Grenade

Cost: $110

Parts: Duct Tape x2, Wire x1, Electronic Scrap x2, Phone x1, Large Battery x2

Effects: Damage:0, Force:500. THE GOD OF EXPLOSIVES! This instantly kills any normal type zombies and is harmless to humans. Great to blindly throw around in coop (don’t do this with grenades, no one will thank you). Causes 1 point of damage to special zombies.


Mod Name: Stun Bomb

Cost: $100

Parts: Duct Tape x1, Barbed Wire x1, Electronic Scrap x1, Deodorant x2, Wristwatch x2

Effects: Damage:0, Force:12000. Crafts a throwing bomb. Knocks enemies and players down causing ‘1’ damage. 1. Not 2 or 3. 1. It’s utterly useless. The knockdown is too brief to stomp more than one foe.


It is my understanding that there are 74 blueprints in total. If I have missed any please let me know. It has been confirmed by multiple players that there is no shotgun ammo blueprint.
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13 Comments
Princess_Ultimate Jul 6, 2016 @ 9:41pm 
Very professional and very comprehensive!:steamhappy:
Sodomite the Devourer of Ass Dec 31, 2014 @ 11:19am 
Superb guide ^.^
I'm a veteran from Dead Island and I had no idea that zombies could resist certain mods aside from the floater vs. fire.
aXe  [author] Aug 27, 2014 @ 7:36am 
Updated with actual tables, pictures and better wording.
georgitoman Aug 13, 2014 @ 10:44am 
ok
aXe  [author] Aug 10, 2014 @ 1:16pm 
As far as I'm aware yes. I looked online on a few different websites to check and I'm certain there are only 74.
Spooky Git Gud Pro Aug 10, 2014 @ 12:28pm 
are all the mods in the game here?
aXe  [author] Aug 10, 2014 @ 11:14am 
@Blue Fire There's this much detail as the devs put that much in the game. The point of the guide was to be in-depth. No obligation to read it all mind. Just read the bits you want to.:hoji_smile:
Spooky Git Gud Pro Aug 10, 2014 @ 8:46am 
to much to read LOL
Frozium Aug 7, 2014 @ 12:13pm 
OK
aXe  [author] Aug 7, 2014 @ 11:57am 
@DominatorLegend. Sadly I've never come across it.