Weapons and Armor

From Quasimorph Wiki
Jump to navigation Jump to search

This page is a stub. You can help Quasimorph Wiki by expanding it.

Now you need to gather your equipment. Take whatever you deem necessary, but don't forget ammo, food, and medical supplies...
~ Frank

Different types of long-range weapons have different types and consumption of ammunition. Weapons break over time. Study the characteristics of not only weapons, but also ammunition: many of them have special effects. In addition to the usual types of damage, there are composite ones: explosive (blunt and piercing), plasma (cut and fire). The lowest armor value corresponding to the types of damage protects against them.

Accuracy and dodge have upper limits and bonuses for exceeding them. If accuracy becomes greater than 95%, then every 10% above it increases the chance of a critical hit by 1%, after which accuracy decreases to 95%. If dodge becomes greater than 95%, then every 10% above it decreases the chance of getting wounded by 1%, after which dodge decreases to 95%. Armor damage reduction is calculated using a non-linear formula. The higher your armor rating, the less reduction the next armor point will give. You can see by what percentage the armor reduces the damage received in the tooltip by hovering the mouse cursor over your armor ratings at the bottom of the inventory. The same tooltip will show protection against composite damage types.

Having sharp weapons in your inventory allows you to amputate limbs. Be careful! Amputation of some body parts is fatal.

Weapon range and character range

Weapon range indicates the optimal operating range of the weapon. If the enemy is outside of it then the additional properties of the weapon will not work and for each tile beyond the range the damage received will be reduced. The character's range shows the range of vision.

Equipment and repairs

Weapons and armor wear out over time. If equipment is repaired using spare parts instead of appropriate repair kits, then with each repair, their maximum durability will decrease. Because of this, weapons and armor may become completely unusable.

You can always disassemble weapons and armor that are useless to you into spare parts. They can be used to repair the equipment you use. Cloth can be torn into rags which can be used to stabilize wounds, repair clothes and backpacks. Broken weapons cannot be used, broken armor does not increase damage resistance, and the contents of a broken backpack or vest fall out every turn.

Shift and Ctrl in inventory

Moving an item while holding Shift will transfer all items of that type. If you hold down Ctrl and left-click on an item, it will be transferred from or to the inventory.

Weapon Throwing

If you press LMB on an enemy at a distance while holding Shift and with a melee weapon equipped, the clone will throw the weapon at the target. The maximum range of a such throw is 5 tiles, starting from the clone's tile.

Weapons Properties

Add. damaging elements

A weapon with this property, when destroying cover, deals damage to everyone standing next to that cover.

Add. knockback range

Weapons with this property push away the target they hit further than any other.

Amputation due to injury

Weapons with this property have an increased chance of amputation as a wound.

Silencer

Shooting a weapon with a silencer has a chance to not attract the attention of nearby enemies.

Pierce Chance

Ammo with this property have a chance to pass through an obstacle (cover or even an enemy) and hit a target behind it.

Pollution Chance

Ammo with this property have a chance to leave behind a dangerous tile of the corresponding type.

Pain Damage

Weapons with this property increase damage to the pain meter.

Severe fractures

Fracture type wounds inflicted by weapons with this property have increased damage.

Severe bleeding

Bleeding type wounds inflicted by weapons with this property have increased damage.

Attacks nearby

Weapon with this property additionally hit the left and right tiles closest to the player on either side of the target.

Accurate throw

Throwing a weapon with this property will always hit the target.

Piercing Throw

A weapon with this property, when thrown, can pass through the target and damage targets behind it.

Wound-inflicting pierce through

Weapons with this property inflict a wound if the attack pierces the enemy through. The Pierce Chance can be found in the properties of ammo.

Backup Gun

Weapons with this property increase the critical hit chance by the specified value for weapons in other slots.

Ramp Up Shot

Weapons with this property increase their rate of fire when firing continuously.

Painful Critical Hits

Weapons with this property inflict additional pain on critical hits.

Armor Penetration

Weapons with this property subtract the specified percentage of the target's armor before calculating the damage reduction from the armor.

Field of View

Weapons with this property modify the clone's field of view to the specified value.

Weapons with their own damage type

Some types of weapons (plasma, electric, cold) use the characteristics of not loaded ammo, but their own, thus replacing both the damage type and other characteristics. You can view the replacing characteristics during the mission by hovering the mouse cursor over the ammo icon in the upper left corner.