Dying Light Wiki
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Various weaponry in ''[[Dying Light]]'' to use to your defenses and wits against enemies.
==Parameters==
 
 
[[Category:Content]]
All melee weapons featured in ''Dying Light'' have the following parameters:
 
 
[[Category:Gameplay]]
* '''Damage''' — The amount of damage dealt from an attack (initially).
 
* '''Handling''' — The higher this value is, the easier a weapon is to handle, the faster it can be swung (for melee weapons) and the less stamina it takes to use it.
 
* '''Durability''' — Durability defines the maximum number of attacks this weapon can withstand before breaking. The Condition is the current state represented by a white bar around the weapon icon.
 
* '''Upgrade Slots''' — Empty slots allow you to fit Modifications obtained through crafting, or rewards.
 
* '''Repair Slots''' — Each weapon can only be repaired a set number of times. This value dictates this.
 
 
All firearms featured in ''Dying Light'' have the following parameters:
 
* '''Damage''' — The amount of damage dealt from an attack (initially). Varies from parts of the body attacked and the distance.
 
* '''Accuracy''' — Determines the chance of hitting the target while not in ADS (Aim Down the Sights).
 
* '''Rate of Fire''' — The amount of rounds fired in a given time (usually per minute).
 
 
==Weapon Rarity==
 
Not all weapons in Dying Light are alike. Weapons are categorized according to their quality/rarity. Rarer melee weapons will always have better stats. Rarer ranged weapons -- such as guns -- will never have increased stats, regardless of their rank.
 
 
*<span style="color:#AOAOAO">Common</span>
 
*<span style="color:#26FF8F">Uncommon</span>
 
*<span style="color:#1D9BEC">Rare</span>
 
*<span style="color:#992DF5">Exceptional</span>
 
*<span style="color:#D25E1C">Legendary</span>
 
*<span style="color:yellow">Gold-tier (update 1.5.0)</span>
 
 
== Weapon Dismantling ==
 
Once the player tires of a weapon or once a weapon is officially broken and cannot be repaired further, the weapon can either be sold at its value or dismantled. Dismantling a weapon will grant the player with a certain crafting material depending on the weapon; small metal weapons will yield 1 [[Metal Parts]], large metal weapons will yield 2 [[Metal Parts]], and wooden weapons will yield 1 [[Nails]]. Firearms cannot break and will never need repairs, but they will run out of ammunition.
 
 
==Upgrading Weapons==
 
Weapons are upgraded in two ways: Blueprints and Upgrade Slots – both of which can be found scattered across the game’s open-world. Every Melee weapon in the game has Upgrade Slots. A weapon of higher quality will have more Upgrade Slots than a weapon of low quality.
 
 
If the weapon you wish to upgrade has an empty Upgrade Slot, go to your Inventory and select the Upgrade Mod you wish to apply. Different Upgrade Mods increase different stats (Damage, RoF, Handling, etc.) and some even increase multiple stats.
 
 
Following is a list of all Upgrade Mods that can be found in the game along with their respective upgrades:
 
 
{| class="article-table sortable" style="width:100%;"
 
! style="text-align:left;" | Upgrade
 
! style="width:20%;" | Rarity
 
! style="width:10%;" | <span title="Damage">DMG</span>
 
! style="width:10%;" | <span title="Durability">DUR</span>
 
! style="width:10%;" | <span title="Handling">HND</span>
 
|-
 
|[[Assassin]]
 
| style="text-align:center;" data-sort-value="0" |<span style="color:#AOAOAO">Common</span>
 
| style="text-align:center;" |
 
| style="text-align:center;" |
 
| style="text-align:center;" |x
 
|-
 
|[[Barbarian]]
 
| style="text-align:center;" data-sort-value="3" |<span style="color:#992DF5">Exceptional</span>
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |
 
|-
 
|[[Berserker]]
 
| style="text-align:center;" data-sort-value="2" |<span style="color:#1D9BEC">Rare</span>
 
| style="text-align:center;" |x
 
| style="text-align:center;" |
 
| style="text-align:center;" |x
 
|-
 
|[[Brawler]]
 
| style="text-align:center;" data-sort-value="3" |<span style="color:#992DF5">Exceptional</span>
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |
 
| style="text-align:center;" |xx
 
|-
 
|[[Bruiser]]
 
| style="text-align:center;" data-sort-value="3" |<span style="color:#992DF5">Exceptional</span>
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |
 
| style="text-align:center;" |x
 
|-
 
|[[Brute]]
 
| style="text-align:center;" data-sort-value="3" |<span style="color:#992DF5">Exceptional</span>
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |x
 
|
 
|-
 
|[[Champion]]
 
| style="text-align:center;" data-sort-value="3" |<span style="color:#992DF5">Exceptional</span>
 
| style="text-align:center;" |x
 
| style="text-align:center;" |x
 
| style="text-align:center;" |x
 
|-
 
|[[Clicker]]
 
| style="text-align:center;" data-sort-value="4" |<span style="color:#D25E1C">Legendary</span>
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |xx
 
|-
 
|[[Crusader]]
 
| style="text-align:center;" data-sort-value="1" |<span style="color:#26FF8F">Uncommon</span>
 
| style="text-align:center;" |
 
| style="text-align:center;" |x
 
| style="text-align:center;" |x
 
|-
 
|[[Duelist]]
 
| style="text-align:center;" data-sort-value="3" |<span style="color:#992DF5">Exceptional</span>
 
| style="text-align:center;" |x
 
| style="text-align:center;" |
 
| style="text-align:center;" |xx
 
|-
 
|[[Enforcer]]
 
| style="text-align:center;" data-sort-value="1" |<span style="color:#26FF8F">Uncommon</span>
 
| style="text-align:center;" |x
 
| style="text-align:center;" |
 
| style="text-align:center;" |
 
|-
 
|[[Fencer]]
 
| style="text-align:center;" data-sort-value="1" |<span style="color:#26FF8F">Uncommon</span>
 
| style="text-align:center;" |
 
| style="text-align:center;" |
 
| style="text-align:center;" |xx
 
|-
 
|[[Gladiator]]
 
| style="text-align:center;" data-sort-value="2" |<span style="color:#1D9BEC">Rare</span>
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |
 
| style="text-align:center;" |
 
|-
 
|[[Juggernaut]]
 
| style="text-align:center;" data-sort-value="0" |<span style="color:#AOAOAO">Common</span>
 
| style="text-align:center;" |
 
| style="text-align:center;" |x
 
| style="text-align:center;" |
 
|-
 
|[[King]]
 
| style="text-align:center;" data-sort-value="4" |<span style="color:#D25E1C">Legendary</span>
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |xx
 
|-
 
|[[Knight]]
 
| style="text-align:center;" data-sort-value="2" |<span style="color:#1D9BEC">Rare</span>
 
| style="text-align:center;" |
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |x
 
|-
 
|[[Mercenary]]
 
| style="text-align:center;" data-sort-value="3" |<span style="color:#992DF5">Exceptional</span>
 
| style="text-align:center;" |x
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |
 
|-
 
|[[Paladin]]
 
| style="text-align:center;" data-sort-value="2" |<span style="color:#1D9BEC">Rare</span>
 
| style="text-align:center;" |
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |xx
 
|-
 
|[[Pit Fighter]]
 
| style="text-align:center;" data-sort-value="2" |<span style="color:#1D9BEC">Rare</span>
 
| style="text-align:center;" |x
 
| style="text-align:center;" |
 
| style="text-align:center;" |x
 
|-
 
|[[Templar]]
 
| style="text-align:center;" data-sort-value="2" |<span style="color:#1D9BEC">Rare</span>
 
| style="text-align:center;" |
 
| style="text-align:center;" |x
 
| style="text-align:center;" |xx
 
|-
 
|[[Titan]]
 
| style="text-align:center;" data-sort-value="1" |<span style="color:#26FF8F">Uncommon</span>
 
| style="text-align:center;" |
 
| style="text-align:center;" |xx
 
| style="text-align:center;" |
 
|}
 
 
 
Blueprints, on the other hand, do not require an Upgrade Slot, but different crafting components. You can refer to my Dying Light Blueprint Locations and Crafting Recipes for more information.
 
 
Similar to Upgrade Mods, Blueprints also add different modifications to a weapon:
 
 
* Burning – Damage over Time to living or infected characters (More effective on humans)
 
* Toxicity – Damage over Time to living or infected characters (More effective on zombies)
 
* Bleeding – Increased damage output. Slight damage over time.
 
* Electricity – Increased chances of stunning an enemy. Electricity can also arc towards other nearby enemies.
 
* Impact – Increased damage output. Increased knockout, or "ragdollification."
 
 
==Types Of Weapons==
 
There are approximately over 110 weapons in the game of varying categories and types. The following is a brief overview of the different weapon types found in the game.
 
*One-Handed Axe
 
*Two-Handed Axe
 
*Baseball Bats
 
*Blades
 
*Bows
 
*Cleavers
 
*Crowbars
 
*Crossbows
 
*Hammers
 
*Handsaws
 
*Katanas
 
*Khopeshes
 
*Knives
 
*Long Swords
 
*Military Shovels
 
*Picks
 
*Pickaxes
 
*Pipes
 
*Pistols
 
*Police Baton
 
*Rifles
 
*Shotguns
 
*Shovels
 
*Short Swords
 
*Sickles
 
*Scythes
 
*Wrenches
 
 
Statistically, the best weapon available early in the game is the [[Korek Machete]] found at an apartment building near the [[Stuffed Turtle]] [[Quarantine Zones|quarantine zone]]. It is later surpassed by other weapons when the player reaches a higher Survival Rank.
 
 
Additionally, the <span style="color:#D25E1C">Legendary</span> [[EXPcalibur]] is also available found stuck through a zombie on a small rock in the south east corner of the map. Removing the EXPcalibur will also reveal the [[EXPcalibur blueprint]], although it is not as powerful as the legendary variant.
 
[[Category:Melee Weapons]]
 
[[Category:Firearms]]
 
[[Category:Throwing Weapons]]
 

Latest revision as of 16:41, 5 May 2019

Various weaponry in Dying Light to use to your defenses and wits against enemies.

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