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The listed stats for weapons are a good guide for their properties, but should be taken with a grain of salt. For example, shotguns do not fire anywhere near as fast as pistols, but the damage over time of each relative to the other is quite similar to the listing. The chemical grenade is listed at 90 Disease damage (Disease seems to have not been implemented into the game), but tests at exactly 30 damage, whether used by NPCs against player characters, or vice versa, with or without armor. On the other hand, things that might be expected to be buggy or not work, work very well, such as the Poison dagger-type weapons (albeit with a fairly low chance to take effect each strike, a short duration, and only 1 life point taken each 'hit' for about 20 HP total)

It should also be noted that attack speed is not only important offensively, but defensively as well. The user is rooted to the spot for the duration of the attack time, so slow weapons, e.g. heavy weapons, flamethrowers, the chainsaw and most of all, grenades, lower the character's maneuverability considerably. The sole exception to the very slow attack speed of Thrown weapons is the very cool looking Waxen Poetica.

NPCs can be equipped with weapons (and armor) by the Storyteller. Possess the NPC, create the weapon, change to Character mode, and pick it up and equip as normal.

There are two related problems with this, both stemming from the fact that they are not specifically designed to be able to use another weapon. They may not be able to use the weapon at all. And their models and animations are not optimized to use other weapons, so they may appear to have guns attached to their thumbs, or in the case of the Dark Ages Lasombra, swing a crossbow like a sword (looking for all the world like the bullet-bending assassins in the film Wanted).[1]

Always check before equipping a NPC with any unusual weapon, but the general rule is that users of a distinct weapon type such as crossbows or heavy weapons can use any weapon in that group. E.g., bow users can use bows, even modern ones (same for crossbows), two-handed melee (hand-to-hand combat) weapon users can use similar weapons, even ones from a different age (Giovanni baseball bat users can use two-handed swords, and greatsword-wielding skeletons can use baseball bats) and a 'heavy weapon' user like a Setite Elder that normally uses a Stakegun can use another weapon held in the same way, such as a Chaingun, etc. However, generally speaking, NPCs from the medieval half of the single-player game can not use modern weapons, unless it is the same weapon type such as the bows, heavy weapons and two-handed weapons shown above. Thrown weapons are limited exclusively to the human Lab Worker enemy, with possible unknown, but very rare, exceptions.

NPCs equipped with weapons by the Storyteller will use them almost exclusively, in lieu of their disciplines. This can be used to advantage to add variety to their attacks, and vary the challenge they present. Lab Workers thus equipped with thrown weapons change to their default attack when the ammo is used. They will use Shurikens and Throwing knives until the first stack of ammo is used up. This adds even more variety to the attacks, but of course the difficulty will revert to its default, as well.

Generally speaking, NPCs do far more damage with their base attacks than with weapons, when the listed damage for each is compared. This can be proven pretty conclusively by the fact that the Lab Worker enemies, whose only attack is to throw Holy Water, are listed at 15 Faith damage; Holy water bottles, in comparison, are listed at 40 Faith damage. Yet a Lab worker equipped with a Holy Water bottle does exactly the same amount of damage as a Lab worker doing its normal attack; 31 damage.

  • The Damage number is the Damage amount. Strength, Blood Strength, and Potence contribute to melee weapon damage. Dexterity and Blood Dexterity add to the damage of weapons overall by reducing the number of misses.
  • The Type listed describes whether the damage is Bashing, Lethal, Aggravated, or elemental or some other type (Electr is Electrical). There is even a Disease damage type listed for Chemical Grenade, against which there can be no defense; this is probably just an artifact of earlier development, when Hands of Destruction abilities' damage type was also under consideration.
  • Acc is Accuracy. This amount is added to Dexterity
  • Speed is the rate of attacks over time; the higher the number, the faster the weapon. Anecdotal evidence suggests it may be the number of attacks per 100 seconds to 2 minutes, or quite near that
  • Notes list any requirements, usually Strength (S or Str), and sometimes Dexterity (D or Dex), or human / non-human status. No one-handed weapons have Strength requirements
  • They state whether the weapon is usable with a shield (1H for one-handed) or not (2H for two-handed), and any special abilities or attributes of the weapon. +Dmg means additional damage; the amount has not been tested
  • Thrown weapons come in two types. Most, like grenades, are a single 'charge'; they are immediately used up, and another must be re-equipped to use again. Shuriken and Throwing Knives weapons are stacked, with 10 'charges'; once this stack is used up, they must be re-equipped. All Thrown weapons are single-hand, and can be used with a shield.

Damage-Type Acc Speed Notes
Ainkurn sword 30 Aggrav 0 85 Nonhuman; +10 Dex;
Drains blood; 2H
Argent Baton 20 Bash 0 99 Nonhuman; +Dmg to Lupines; 1H
Assault rifle 45 Bash 15 66 35 Str; 2H
Assault rifle, sighted 45 Bash 20 66 35 Str; 2H
Assault rifle, modified 55 Bash 15 66 35 Str; 2H
Axe, exquisite 35 Lethal 0 99 1 Hand
Axe, fine 30 Lethal 0 99 1 Hand
Axe, rusty 20 Lethal 0 99 1 Hand
Axe, silver 35 Lethal 0 99 1H. +Dmg vs Lupines?
Baseball bat 25 Bash 0 85 2 Hands
Bastard sword 40 Lethal 0 83 45 Str; 2H
Bastard sword, exquisite 50 Lethal 20 90 45 Str; 2H
Bastard sword, fine 45 Lethal 10 83 45 Str; 2H
Bastion 60 Lethal 0 71 45 Str; 2H
Bastion, exquisite 70 Lethal 0 76 45 Str; 2H
Bastion, fine 65 Lethal 0 71 45 Str; 2H
Battle axe 65 Lethal 0 71 55 S; 2H
Battle axe, exquisite 75 Lethal 0 76 55 Str; 2H
Battle axe, fine 70 Lethal 0 71 55 Str; 2H
Battle axe, Berserker[2] 75 Lethal 0 71 Frenzy;[3] 55 S; 2H
Berserker fang 30 Aggrav 0 124 1H; Nonhuman
Brass knuckles 10 Bash 0 99 1 Hand
Broad sword 30 Lethal 0 90 1 Hand
Broad sword, blessed 40 Faith 20 111 1H; Faith > = 50
Broad sword, Dread 40 Lethal 20 111 1H; Fear[4]
Broad sword, exquisite 40 Lethal 20 111 1 Hand
Broad sword, fine 35 Lethal 10 99 1 Hand
Broad sword, flaming 40 Fire 20 111 1 Hand
Broad sword, rusty 20 Lethal 0 90 1 Hand
Broad sword, silver 40 Lethal 20 111 1 Hand
Broken bottle 20 Lethal 0 99 1 Hand
Chainsaw 40 Lethal 0 49 40 Str; 2H
Chaingun, modified 35 Bash 10 49 50 Str; 2H
Chaingun 30 Bash 0 49 50 Str; 2H
Chemical grenade 90 Disease 0 24 Thrown
Claymore 45 Lethal 0 83 2H; 45 Str
Claymore, Dread 55 Lethal 0 90 2H; 45 S; Fear[4]
Claymore, exquisite 55 Lethal 0 90 2H; 45 Str
Claymore, fine 50 Lethal 0 83 2H; 45 S
Club 20 Bash 10 90 1H; 45 S
Compound bow 50 Lethal 20 75 35 D; 35 S; 2H
Compound bow, magnesium 50 Fire 20 75 35 D; 35 S; 2H
Concussion grenade 150 Bash 0 24 Thrown
Crossbow 35 Lethal 20 120 2 Hands
Crossbow, modern 65 Lethal 15 120 2 Hands
Crossbow, magnesium 65 Fire 15 120 2 Hands
Crossbow, incendiary 35 Fire 20 120 2 Hands
Crossbow, silver 35 Lethal 20 120 2 Hands
Dagger 10 Lethal 0 117 1 Hand
Dagger, exquisite 20 Lethal 10 117 1 Hand
Dagger, fine 15 Lethal 5 117 1 Hand
Dagger, poisoned 10 Lethal 0 117 1 Hand; Poison
Dagger, rusty 5 Lethal 0 117 1 Hand
Dagger of Thorns 20 Faith 0 99 Human; 1H
Dirk 15 Lethal 0 117 1 Hand
Dirk, exquisite 25 Lethal 10 117 1 Hand
Dirk, fine 20 Lethal 5 117 1 Hand
Dirk, poisoned 15 Lethal 0 117 1 Hand; Poison
Dirk, rusty 5 Lethal 0 117 1 Hand
Dirk, silver 20 Lethal 0 117 1 Hand
Dolorous Nail 20 Faith 0 99 Human; 1H
Evil axe[2] 65 Lethal 0 71 Frenzy;[3] Humanity=<40; 55 S; 2H
Falchion 35 Lethal 15 99 1 Hand
Falchion, Dread 45 Lethal 15 99 1H, Fear[4]
Falchion, Exquisite 45 Lethal 15 99 1 Hand
Falchion, Fine 40 Lethal 15 99 1 Hand
Femur of an elder Tzimisce 20 Bash 0 85 1H; +Dmg to vampires
Flamberge 40 Lethal 10 99 1 Hand
Flamberge, Dread 50 Lethal 10 99 1H, Fear[4]
Flamberge, exquisite 50 Lethal 10 99 1 Hand
Flamberge, fine 45 Lethal 10 99 1 Hand
Flamethrower 40 Fire 0 33 45 Str; 2H
Fragmentation grenade 150 Lethal 0 24 Thrown
Garou's Claw 50 Aggrav 0 99 Human; 1H
Great sword 60 Lethal 0 76 2H
Great sword, blessed 70 Faith 0 76/83? 50 Faith; 55 S; 2H
Great sword, Dread 70 Lethal 0 76/83? 2H, Fear[4]
Great sword, exquisite 70 Lethal 0 83 2H
Great sword, fine 65 Lethal 0 83 2H
Greek fire 30 Fire 0 60 Thrown
Grenade launcher 200 Fire 15
Halberd 45 Lethal 0 75 45 Str; 2H
Halberd, exquisite 55 Lethal 0 76 35 Str; 2H
Halberd, fine 50 Lethal 0 76 35 Str; 2H
Hand of Conrad 30 Aggrav 0 99 Non-human. Potence +3. 1H
Holy water 40 Faith 0 60 1 Hand
Incinerator 30 Fire 0 33 35 Str; 1H
Ivory bow 40 Aggrav 0 75 Non-human; 2H
Lance 65 Lethal 0 71 50 Str; 2H
Lance, fine 70 Lethal 0 71 50 Str; 2H
Lance, exquisite 75 Lethal 0 71 50 Str; 2H
Lead pipe 10 Bash 0 99 1 Hand
Longbow 30 Lethal 15 75 35 D; 35 S; 2H
Longbow, incendiary 30 Fire 15 75 35 D; 35 S; 2H
Mace, flanged 30 Bash 10 90 1 Hand
Mace, blessed flanged 45 Faith 10 99 50 Faith; 1H
Mace, exquisite flanged 45 Bash 10 99 1 Hand
Mace, fine flanged 40 Bash 10 90 1 Hand
Mace, spiked 50 Bash 0 76 2 Hands
Mace, blessed spiked 60 Faith 0 76 2 Hands
Mace, exquisite spiked 60 Bash 0 83 2 Hands
Mace, fine spiked 55 Bash 0 83 2 Hands
Machete 20 Lethal 0 99 1 Hand
Molotov cocktail 50 Fire 0 24 Thrown
Moro dagger 20 Lethal 0 117 1 Hand
Moro dagger, exquisite 30 Lethal 10 117 1 Hand
Moro dagger, fine 25 Lethal 5 117 1 Hand
Moro dagger, poisoned 20 Lethal 0 117 1 Hand; Poison
Napalm bomb 100 Fire 0 24 Thrown
Oil of St. George 20 Faith 0 24 Thrown
Phosphorous grenade, white 100 Fire 0 24 Thrown
Pitchfork 20 Lethal 0 76 35 Str; 2H
Pistol 55 Bash 20 75 1 Hand
Pistol, dragonsbreath 55 Fire 20 75 1 Hand
Pistol, modified 60 Bash 20 75 1 Hand
Pistol, sighted 55 Bash 25 75 1 Hand
Poleaxe 55 Lethal 0 76 35 Str; 2H
Poleaxe, exquisite 65 Lethal 0 76 35 Str; 2H
Poleaxe, fine 60 Lethal 0 76 35 Str; 2H
Poignard 20 Lethal 10 117 1 Hand
Poignard, exquisite 30 Lethal 20 117 1 Hand
Poignard, fine 25 Lethal 15 117 1 Hand
Poignard, poisoned 20 Lethal 10 117 Poison; 1H
Quarterstaff 35 Bash 0 90 35 Str; 2H
Rapier 25 Lethal 25 99 1 Hand
Rapier, exquisite 35 Lethal 25 124 1 Hand
Rapier, fine 30 Lethal 25 111 1 Hand
Revolver 65 Bash 25 75 1 Hand
Revolver, modified 70 Bash 25 75 1 Hand
Revolver, sighted 65 Bash 30 80 1 Hand
Rifle 60 Bash 30 49 2 Hands
Rifle, modified 65 Bash 30 49 2 Hands
Rifle, sighted 60 Bash 35 49 2 Hands
Rocket launcher 250 Fire 15 49 50 Str; 2H
Sap gloves 15 Bash 0 99 2 Hands
Satchel charge 100 Fire 0 24 Thrown
Scimitar 25 Lethal 0 99 1 Hand
Scimitar, flaming 30 Fire 0 99 1 Hand
Scythe[5] 25 Lethal 0 66 1 Hand
Short bow 30 Lethal 5 75 25 Dex; 2H
Short bow, incendiary 30 Fire 5 75 25 Dex; 2H
Shotgun 75 Bash 15 75 2 Hands
Shotgun, modified 80 Bash 15 75 2 Hands
Shuriken 20 Lethal 15 60 Thrown; 10 Stacked
Spear 35 Lethal 0 76 2 Hands
Spear, fine 40 Lethal 0 76 2 Hands
Spear, exquisite 50 Lethal 0 76 2 Hands
Stake 5 Lethal 30 85 Rarely, Paralyze vampires. 1H
Stake gun 40 Bash 15 75 Rarely, Paralyze vampires. 1H
Submachinegun 55 Bash 5 75 1 Hand
Submachinegun, modified 60 Bash 10 75 1 Hand
Tazer 20 Electr 0 99 1 Hand
Throwing knives 20 Lethal 15 60 Thrown; 10 Stacked
Warhammer 55 Bash 0 76 2 Hands
Warhammer, berserker 65 Bash 0 76 Frenzy;[3] 2H
Warhammer, exquisite 65 Bash 0 76 2 Hands
Warhammer, fine 60 Bash 0 76 2 Hands
Waxen Poetica 30 Fire 0 60 Thrown

See also

Citations

  1. The Breakdown: Can YOU Bend a Bullet? Popular Science
  2. 2.0 2.1 The Berserker Axe and the Evil Axe are almost identical; they have the same name before being identified, the same handicap effect, illustration and ingame model. The Evil Axe, however, is unequivocally inferior due to its lower damage, and the requirement of 40 or less Humanity. The Evil Axe is used (and always dropped as loot) by the Nosferatu boss Othelios in the multiplayer scenario "To Curse the Darkness"
  3. 3.0 3.1 3.2 Frenzy weapons add a small amount to the chance to Frenzy that is not noticable unless the character comes close to optimum Frenzy conditions (low health and/or low bloodpool, and/or Drawing out the Beast or Passion, and/or receiving Aggravated / elemental / Faith / Sun damage
  4. 4.0 4.1 4.2 4.3 4.4 Dread weapons have a chance of causing fear in opponents struck by them. An enemy affected by fear will attempt to flee in any direction other than towards the user, in the same way as the Presence discipline Dread Gaze. This can be problematic, as a fleeing target is much less likely to be hit, and targets may flee toward more enemies; a partial solution is to get behind targets and drive them back along the path already taken. This also contains a lesson for ameliorating Dread Gaze; position your character so that enemies using it (usually, Ventrue) cannot drive you towards more enemies
  5. Players seeking the two-handed farm implement with a graceful S-curve to the handle, and a slightly more acute than perpendicular angle to the arced blade, with the cutting edge on the inside, and a perpendicular handle about halfway up, called Scythe, will unfortunately be able to find it by this name or any other; instead the game developers made the common error (so common there is a disambiguation message at the top of its Wikipedia page) of referring to a one-handed farm implement with a short straight handle and half-circular blade with the cutting edge on the inside, as a scythe instead of its proper name, Sickle. But then, in reality, both are considerably better suited to cutting grain stalks for harvesting than as weapons (cutting edge on the inside, for instance), so "Ssh! it's only a game.." may apply here

External links

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