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Convenience store

1,728 bytes removed, 22:57, 18 September 2022
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A '''Weaponsconvenience store''' are items whose primary purpose is to inflict damage to creatures or objectsa type of [[individual shop]]. In Youkai-go, a convenience store is called a '''konbini''' ('''コンビニ'''). Convenience stores sell a variety of common, everyday supplies, such as [[food]], [[ammunition]], [[meds|first aid]], and various other items.
= Lists Convenience stores are guaranteed in each town and are found in the Social Square Center instead of weapons =the Shop Hub.
There is a total of '''735''' weapons in the Mazes, grouped into seven classes. Classes 1 through 4 are roughly referred to as '''firearms''' Like with weapon retailers (even if they include weapons that are arguably not firearms[[Forge|Forges]], such as launchers, grenades, explosives, etc[[Gun shop|gun shops]] and [[Weapon shop|weapon shops]]), while Classes 5 Long, 5 Short and Handgear (shortened convenience stores may belong to 5L, 5S, HG) are roughly referred to as '''melee weapons''' (even if they include weapons capable one of ranged attacksfive different chains. Each chain offers different services, such as bowsraffle tickets, crossbowsadditional items, nailguns, etc)or donation boxes.
* [[Class 1 weapons]]
* [[Class 2 weapons]]
* [[Class 3 weapons]]
* [[Class 4 weapons]]
* [[Class 5 Long weapons]] (including '''14''' shields)
* [[Class 5 Short weapons]]
* [[Class Handgear weapons]]
In addition, there are '''46''' [[Weapon accessories|weapon accessories]] that can also be considered weapons of their own:* '''34''' [[List of bayonets|bayonets]] ('''27''' that can be used as '''knife-bayonets''', '''4''' non-knife bayonets, and '''3''' that are integrated to their host weapon)* '''9''' [[List of underbarrel grenade launchers|underbarrel grenade launchers]]* '''3''' [[List of underbarrel shotguns|underbarrel shotguns]]= Shop rules =
When counting the weapon accessories listed aboveOpening hours:* [[Towns]]: 24 hours a day, six days per week. '''Closed on Breakday''' for inventory. * [[Intersections]]: 12 hours a day ('''night shift only'''), six days per week. '''Closed on Breakday''' for inventory.Convenience stores sell the total weapon count following items:* A fixed assortment of various items. See the [[Convenience store#Inventory|section below]].Convenience stores may also:* '''Does not buy back items'''. All sales are final.* Accept payment in '''[[valuables|cash or appraised valuables]]'''* Provide '''store credit''' (valid at all stores of the same chain)** Shops do not normally return change; it is automatically converted into store credit instead.* '''751Transfer'''store credit into a customer's '''bank account''' (for a fee, see [[Bank]]).* Provide a '''delivery service''' into a customer's '''bank vault''' (for a fee and if the vault has enough space remaining, see [[Bank]])
=Inventory == Weapon rarity ===Rarity values indicate two things; a rough idea of how valuable the weapon is, and how likely it is to be found in the Mazes. The higher, the rarer.
Rarity scales with shop value.Convenience stores sell a fixed assortment of items divided into four aisles:* [[Convenience store#Food aisle|Food aisle]]* [[Convenience store#Ammo aisle|Ammo aisle]]* [[Convenience store#Meds aisle|Meds aisle]]* [[Convenience store#Misc aisle|Misc aisle]]
'''Firearms:'''== Food aisle ==* Rarity 1: Fixed selection of [[File:Parallar symbol.png|10pxfood]]'''700 or less'''* Rarity 2items in four rows, 1d20 of each: [[File:Parallar symbol.png|10px]]'''701 - 1000'''* Rarity 3: [[File:Parallar symbol.png|10px]]'''1001 - 1349'''* Rarity 4: [[File:Parallar symbol.png|10px]]'''1350 - 1800'''* Rarity 5: [[File:Parallar symbol.png|10px]]'''1801 - 2600'''* Rarity 6: [[File:Parallar symbol.png|10px]]'''2601 or more'''
'''Melee weapons:'''* Rarity === Row 1: [[File:Parallar symbol.png|10px]]'''99 or less'''* Rarity 2: [[File:Parallar symbol.png|10px]]'''100 - 299'''* Rarity 3: [[File:Parallar symbol.png|10px]]'''300 - 499'''* Rarity 4: [[File:Parallar symbol.png|10px]]'''500 or more'''===
{| class= Using weapons "wikitable sortable" style="font-size:10pt"In most circumstances, using weapons is done during |-! Name !! Type !! '''ntri''' !! '''wtr''' !! Effects !! Wgt !! Cost (in [[Combat modeFile:Parallar symbol.png|10px]], as a ) !! Notes|-| ''combat action'Bag of potato chips''' || Fast-food || '''<span style="color:#228B22">1064</span>''' || '''<span style="color:#CE2029">-104</span>''' || None || 2 || 10. Please refer to this page for the basics 00 |||-| '''Box of Combat modenuggets, <span style=font-size:80%>6</span>''' || Fast-food || '''<span style="color:#228B22">288</span>''' || '''<span style="color:#CE2029">-42</span>''' || None || 0. This section will detail the specifics of weapon usage and manipulation5 || 7.50 || |-| '''Hamburger''' || Fast-food || '''<span style="color:#228B22">251</span>''' || '''<span style= Weapon modes =="color:#CE2029">-56</span>''' || None || 1 || 6.50 ||Weapons may have different modes and in turn|-| '''Pizza, may be used in different ways<span style=font-size:80%>packaged, all consistent with the way they could be used in real life. Know the different modes every weapon is capable ofpepperoni, and use them to your advantage1 slice</span>''' || Fast-food || '''<span style="color:#228B22">174</span>''' || '''<span style="color:#CE2029">-38</span>''' || None || 0.5 || 2.50 |||-Many weapons have more than one mode | '''Sandwich, <span style=font- make sure to specify which mode you are using! Different modes may require different [[skills]]size:80%>packaged, and have different effectsham cheddar salad</span>''' || Fast-food || '''<span style="color:#228B22">182</span>''' || '''<span style="color:#CE2029">-117</span>''' || None || 0.5 || 2.00 |||-| '''Hot-dog''' || Fast-food || '''<span style="color:#228B22">296</span>''' || '''<span style== Fire modes ==="color:#CE2029">-60</span>''' || None || 1 || 5.00 || On firearms, modes affect the amount |-| '''Cup of shots that can be attempted in a turn. They are specifically referred to as noodles''fire modes'|| Fast-food || '''<span style="color:#228B22">193</span>''' || '''<span style="color:#228B22">9</span>''' || None || 0.5 || 5.00 || |}
The different fire modes are as follows:=== Row 2 ===
{| class="wikitablesortable" style="font-size:9pt; text-align:center" width="100010pt"
|-
! Name !! Type !! ''Fire mode'ntri''' !! ''Max shots per turn'wtr' '' !! Effects !! Wgt !! Cost (in [[File:Parallar symbol.png|10px]]) !! ExamplesNotes
|-
| '''Single shotBag of peanut chocolates, <span style=font-size:80%>small size (27)</span>''' || 1 Snacks || [[RPG'''<span style="color:#228B22">270</span>''' || '''<span style="color:#CE2029">-7]]27</span>''' || None || 0.5 || 5.60 || Real quantity: 27 (10 ntri, [[M72A2 LAW]]-1 wtr per candy)
|-
| '''Single shot with multiplierBag of popcorn, <span style=font-size:80%>plain</span>''' (e.g. || Snacks || '''Single shot (x2)<span style="color:#228B22">387</span>''') || '''0''' || None || 1 times multiplier || [[Browning Citori 725]], [[IZHMEKH Baikal MP-27M]]9.00 ||
|-
| '''Bolt-actionFortune cookie''' || 3 Snacks || '''<span style="color:#228B22">30</span>''' || '''0''' || Contains a piece of paper with a random '''&rumor''' || 0.25 || 0.40 || [[Accuracy International AWSM]], [[IZHMASH Mosin-Nagant M1891]]
|-
| '''Single-actionChocolate bar''' (|| Snacks || '''SA<span style="color:#228B22">266</span>''') || 3 '''<span style="color:#CE2029">-5</span>''' || None || 0.25 || 5.50 || [[Colt Single Action Army]], [[Ruger Vaquero]]
|-
| '''LeverGranola bar''' || Snacks || '''<span style="color:#228B22">116</span>''' || '''<span style="color:#CE2029">-action6</span>''' || 5 None || 0.25 || 3.00 || [[Marlin Model 336W]], [[Winchester Model 1894]]
|-
| '''PumpFruit bar, <span style=font-actionsize:80%>apple and raspberry</span>''' || 5 Snacks || '''<span style="color:#228B22">150</span>''' || '''<span style="color:#CE2029">-1</span>''' || None || 0.25 || 3.00 || [[Mossberg 500 Persuader]], [[Remington 870 Marine Magnum]]
|-
| '''Pump-action with multiplierMilk and cereal bar''' (e.g. || Snacks || '''Pump<span style="color:#228B22">413</span>''' || '''<span style="color:#CE2029">-action (x2)29</span>''') || 5 times multiplier None || 0.25 || 6.50 || The only weapon with this mode is the [[DP-12]]
|-
| '''Semi-automaticPeanut caramel bar''' (|| Snacks || '''Semi<span style="color:#228B22">490</span>''') || 10 '''<span style="color:#CE2029">-21</span>''' || [[Springfield M1 Garand]]None || 0.25 || 7.50 || "It's payday, [[Beretta M9]]fellas!"
|-
| '''Double-actionEnergy bar''' (|| Snacks || '''DA<span style="color:#228B22">200</span>''') || 10 '''<span style="color:#CE2029">-23</span>''' || [[Colt PythonStrength]]+10% (10 turns), [[Smith & Wesson Model 29Fatigue]]-2.0%, [[Stress]] +0.2% || 0.25 || 10.00 ||
|-
| '''BurstBag of honey-roasted nuts''' || See below Snacks || [[Beretta 93R]], [[Colt M16A2]]|-| '''Full-auto<span style="color:#228B22">683</span>''' (|| '''Full<span style="color:#CE2029">-14</span>''') || See below None || 1 || 12.00 || [[Colt M4A1]], [[Kalashnikov AKM]]
|}
* '''Burst''': Weapons with a burst mode are capable of firing multiple rounds of ammunition with a single trigger pull. You may fire '''up to 5 bursts''' in a turn. The amount of shots fired by a burst depends on the number to the right of the word "Burst". For example, the [[Colt M16A2]] is a '''Burst3''' weapon; meaning that it will fire 3 rounds per burst. Burst lengths usually range from 2 to 4.* '''Full-auto''': Weapons capable of fully automatic fire allow their users to determine how long they want to pull the trigger to fire different amounts of rounds. Full-auto firearms use an extra stat called '''AutoROF''' to determine how many shots they can fire in a given turn. There are 4 different trigger pull lengths:** '''Short pull''': Weapon will fire 1d''AutoROF'' rounds.** '''Medium pull''': Weapon will fire 2d''AutoROF'' rounds.** '''Long pull''': Weapon will fire 3d''AutoROF'' rounds.** '''Mag dump''': Weapon will fire an amount of rounds equal to 10 times ''AutoROF''. === Melee weapon modes Row 3 ===On melee weapons, modes affect the type of damage dealt (Blunt, Sharp, Piercing). Certain modes may even allow a Ranged attack, in which case the word "Ranged" will also be specified alongside the damage type. Melee weapon modes may have a variety of names, but they only really serve to describe the attack motion. All of the important information is in the parentheses next to the mode name. The maximum amount of attacks per turn that can be attempted with melee weapons depends on the [[Skills|skill required]] to use it, and one's skill level. In other words, the more skilled, the higher the maximum amount of attacks per turn.
{| class="wikitablesortable" style="font-size:9pt; text-align:center" width="80010pt"
|-
! ''Skill type'' Name !! ''Max attacks /turn<br/> ('''Unskilled''' level)'' Type !! ''Max attacks /turn<br/> ('ntri''Basic''' level)'' !! ''Max attacks /turn<br/> ('wtr''Skilled''' level)'' !! ''Max attacks /turn<br/> Effects !! Wgt !! Cost ('''Expert''' levelin [[File:Parallar symbol.png|10px]])'' !! ''Max attacks /turn<br/> ('''Master''' level)''Notes
|-
| '''ArcheryBottle of beer, <span style=font-size:80%>blonde ale</span>''' || Beverage || ''' <subspan style="color:#228B22">(see below)40</subspan> ''' || 2 '''<span style="color:#228B22">31</span>''' || [[Inebriation]] +0.3 , [[Addictions|Addictive]] (Alcohol) | 4 |1 | 5 |7.50 | 6| Contains '''5''' parts (ntri/wtr and effects listed are per part).
|-
| '''AxesBottle of red wine''' || 2 Beverage || 3 '''<span style="color:#228B22">85</span>''' || '''<span style="color:#228B22">29</span>''' || [[Inebriation]] +1.4 , [[Addictions|Addictive]] (Alcohol) | 5 |2 | 6| 20.00 || Contains '''5''' parts (ntri/wtr and effects listed are per part).
|-
| '''One-handed clubsBottle of sake''' || 3 Beverage || 4 '''<span style="color:#228B22">134</span>''' || 5 '''<span style="color:#228B22">26</span>''' || 6 [[Inebriation]] +2.0, [[Addictions|Addictive]] (Alcohol) | 7| 2 || 45.00 || Contains '''5''' parts (ntri/wtr and effects listed are per part).
|-
| '''Two-handed clubsBottle of mineral water''' || 2 Beverage || 3 '''0''' || 4 '''<span style="color:#228B22">169</span>''' || 5 None || 61 || 1.00 || Can also be '''crafted''' by using empty plastic bottles on sinks, showers, and other sources of water.
|-
| '''Crude weaponsCan of apple juice''' || 4 Beverage || 5 '''<span style="color:#228B22">152</span>''' || 6 '''<span style="color:#228B22">97</span>''' || 7 None || 0.5 || 6.00 || 8
|-
| '''KnivesCan of orange juice''' || 4 Beverage || 5 '''<span style="color:#228B22">148</span>''' || 6 '''<span style="color:#228B22">98</span>''' || 7 None || 0.5 || 6.00 || 8
|-
| '''One-handed swordsCan of grape juice''' || 3 Beverage || 4 '''<span style="color:#228B22">188</span>''' || '''<span style="color:#228B22">92</span>''' || None || 0.5 || 6 .65 || 7
|-
| '''Two-handed swordsCan of energy drink''' || 2 Beverage || 3 '''<span style="color:#228B22">235</span>''' || 4 '''<span style="color:#228B22">110</span>''' || [[Agility]] +1, [[Effects|Alertness increase]] (20 turns), [[Fatigue]] -5 .0%, [[Stress]] +0.5% || 0.5 || 16.50 || 6
|-
| '''StaffCup of coffee, <span style=font-size:80%>black</Pole weaponsspan>''' || 2 Beverage || 3 '''<span style="color:#228B22">14</span>''' || '''<span style="color:#228B22">48</span>''' || [[Agility]] +1, [[Effects|Alertness increase]] (10 turns), [[Fatigue]] -4 .0%, [[Stress]] +0.4% || 0.5 || 61.50 ||
|-
| '''WhipCup of tea, <span style=font-size:80%>black</Lash weaponsspan>''' || 2 Beverage || 3 '''0''' || 4 '''<span style="color:#228B22">49</span>''' || [[Agility]] +1, (8 turns), [[Fatigue]] -1.0%, [[Stress]] +0.1% || 0.5 || 63.30 ||
|-
| '''Exotic melee weaponsCup of tea, <span style=font-size:80%>green</span>''' || colspanBeverage || '''0''' || '''<span style="5color:#228B22" | N/A <sub>(see below)50</subspan>''' || [[Agility]] +1, (5 turns), [[Fatigue]] -2.0%, [[Stress]] +0.2% || 0.5 || 3.30 || |} === Row 4 === {| class="wikitable sortable" style="font-size:10pt"
|-
| ! Name !! Type !! '''Exotic ranged weaponsntri''' || colspan="5" | N/A <sub>!! '''wtr''' !! Effects !! Wgt !! Cost (see belowin [[File:Parallar symbol.png|10px]])</sub>!! Notes
|-
| '''Thrown weaponsBacon, <span style=font-size:80%>tactical, canned, 170g</span>''' || colspanCanned goods || '''<span style="5color:#228B22" >1170</span>''' | 1 | '''<subspan style="color:#CE2029">(see below)-400</subspan>''' || None || 1 || 19.00 ||
|-
| '''Martial artsBeans, <span style=font-size:80%>baked, canned, 700g</span>''' || Canned goods || ''' <subspan style="color:#228B22">(see below)658</subspan> ''' || 2 '''<span style="color:#CE2029">-70</span>''' || 3 None || 4 1 || 5 13.00 || |-| '''Corned beef with potato, <span style=font-size:80%>canned, 400g</span>''' || Canned goods || '''<span style="color:#228B22">656</span>''' || '''<span style="color:#CE2029">-70</span>''' || None || 1 || 13.00 || |-| '''Green peas, <span style=font-size:80%>canned, 700g</span>''' || Canned goods || '''<span style="color:#228B22">406</span>''' || '''<span style="color:#228B22">72</span>''' || None || 1 || 8.00 || |-| '''Chicken, <span style=font-size:80%>canned, 400g</span>''' || Canned goods || '''<span style="color:#228B22">740</span>''' || '''<span style="color:#CE2029">-105</span>''' || None || 1 || 15.00 || |-| '''Pork, <span style=font-size:80%>canned, 700g</span>''' || Canned goods || '''<span style="color:#228B22">1372</span>''' || '''<span style="color:#228B22">7</span>''' || None || 1 || 28.00 || |-| '''Ravioli with tomato sauce, <span style=font-size:80%>canned, 400g</span>''' || Canned goods || '''<span style="color:#228B22">388</span>''' || '''<span style="color:#CE2029">-6</span>''' || None || 1 || 8.00 || |-| '''Rice, <span style=font-size:80%>short-grain, cooked, canned, 700g</span>''' || Canned goods || '''<span style="color:#228B22">910</span>''' || '''<span style="color:#228B22">162</span>''' || None || 1 || 18.00 || |-| '''Tuna, <span style=font-size:80%>canned, 170g</span>''' || Canned goods || '''<span style="color:#228B22">218</span>''' || '''<span style="color:#CE2029">-22</span>''' || None || 1 || 4.00 || |-| '''Chicken noodle soup, <span style=font-size:80%>chunky, canned, 400g</span>''' || Canned goods || '''<span style="color:#228B22">164</span>''' || '''<span style="color:#CE2029">-1</span>''' || None || 1 || 3.30 || |-| '''Spam, <span style=font-size:80%>canned, 170g</span>''' || Canned goods || '''<span style="color:#228B22">546</span>''' || '''<span style="color:#CE2029">-240</span>''' || None || 1 || 10.00 ||
|}
==== Archery ==Ammo aisle ==* Archery weapons allow for as many reloads as allowed maximum shots per turn. For instance, if you can fire up to 3 shots with an archery weapon in a single turn, you are assumed to perform a reload after each shot (assuming Fixed selection of course that you have ammunition available!)* The numbers above apply only to bows. Crossbows are restricted to one shot/reload per turn. ==== Exotic weapons ====* Every exotic melee weapon and exotic ranged weapon has their own maximum attack per turn limit, which are unaffected by skill level.** [[Chainsaw]], [[Combat Chainsaw]], [[Doomslayerammunition]]boxes (1d10 boxes of each) and hand grenades (1d8 of each): Maximum 2 attacks per turn** [[Drill Arm]]: Maximum 3 attacks per turn** [[Nailgun]]: Maximum 10 shots per turn** [[Pen gun]]: Maximum 1 shot per turn, and may be reloaded in the same turn it is fired. ==== Thrown weapons ====* It's difficult to throw the same object more than once... so by definition, all thrown weapons are locked to maximum 1 attack per turn. ==== Shields ====* See [[Shields]] for more information. ==== Martial arts ====* The max amounts per turn displayed apply to basic punches and kicks. See [[Unarmed combat]] for more details, particularly regarding martial arts techniques. == Weapon stocks ==
Many weapons (virtually every firearm and certain types of melee weapons) may have '''weapon stocks'''. The type of stock may have effects on the Initiative Speed and Accuracy of its user.==== Ammunition ===={| class="wikitablesortable" style="font-size:9pt; text-align:center" width="100010pt"
|-
! ''Stock Caliber !! Ammunition type'' !! ''Code'' Rounds per box !! Effects Cost (in [[File:Parallar symbol.png|10px]])
|-
| '''Fixed stock[[.22 Long Rifle]]''' || Standard FMJ || 50 || '''S5''' || None. Fixed stocks are considered to offer the default amount of accuracy.
|-
| '''Folding stock[[9x19mm Parabellum]]''' || '''FS''' Standard FMJ || 50 || Allows the user to open or fold the stock.<br/>'''Open stock50''': Acts as a fixed stock.<br/>'''Folded stock''': Decreases the weapon's weight by 1 tier, [[FT]] +1
|-
| '''Retractable stock[[.38 Special]]''' || '''RS''' Standard FMJ || 50 || Allows the user to open or retract the stock.<br/>'''Open stock50''': Acts as a fixed stock.<br/>'''Retracted stock''': [[IS]] tier -1, [[IR]] +1
|-
| '''Folding/Retractable stock[[.357 Magnum]]''' || '''FRS''' Standard FMJ || 50 || Allows the user to open, retract or fold the stock.<br/>'''Open stock100''': Acts as a fixed stock.<br/>'''Retracted stock''': [[IS]] tier -1, [[IR]] +1<br/>'''Folded stock''': Decreases the weapon's weight by 1 tier, [[FT]] +1
|-
| '''No stock[[.40 S&W]]''' || Standard FMJ || 50 || '''N75''' |-| Stockless firearms are not as accurate as firearms with a fixed or open stock'''[[. 45 ACP]]''' || Standard FMJ || 50 || '''100'''|-| '''[[FT12 gauge]] +1''' || Standard P-Buck || 10 || '''70'''|-| '''[[20 gauge]]''' || Standard P-Buck || 10 || '''55'''|-| '''[[5.45x39mm]]''' || Standard FMJ || 20 || '''50'''|-| '''[[5.56x45mm NATO]]''' || Standard FMJ || 20 || '''60'''|-| '''[[7.62x39mm]]''' || Standard FMJ || 20 || '''70'''|-| '''[[7.62x51mm NATO]]''' || Standard FMJ || 20 || '''100'''|-| '''[[7.62x54mm R]]''' || Standard FMJ || 20 || '''120'''
|}
== Reloading weapons == Reloading a weapon or a [[feeding system]] is a non-combat action. Different weapons require different methods for reloading; therefore the requirements and effects of a reloading action will differ depending on the feeding system used. In order to complete a reloading action, the required ammunition or feeding system must be [[LBE#Accessibility|immediately accessible]]. * Weapons reloadable with '''magazines, en-bloc clips, moon clips''' or '''ammo belt boxes''': The old device is either dropped on the floor or replaced in the inventory, while the new device is inserted into the weapon.* Weapons reloadable with '''speedloaders, stripper clips''' or '''speed strips''': The ammunition is transferred from the device to the weapon. The device is then either dropped or replaced in the inventory.* Weapons reloadable with '''loose rounds''': Up to '''3''' loose rounds can be loaded in a single turn.* Loading a feeding system of any kind with ammunition: Up to '''3''' loose rounds can be loaded in a single turn. {{AdvancedTip| tiptextHand grenades =Although the vast majority of firearms that use magazines need them to function normally, a firearm may still be able to fire if the magazine is missing, depending on whether or not it is capable of holding an '''extra round in the chamber (+1)'''.<br/>If a given weapon can hold a +1, a reload action may be performed to "chamber-load" the firearm with a single round. (Example: [[Colt M16A4]])<br/>Inversely, if a given weapon cannot hold a +1, then that firearm is completely unable to fire any ammunition without a loaded magazine in it. (Example: [[Beretta MAB-38A]])|}} === Special reloading rules === * All '''single shot''' firearms can be reloaded in the same turn they've been fired, up to 3 rounds.** This rule also applies when '''[[dual wielding]]'''; both weapons can be reloaded in the same turn, however the limit of 3 rounds now covers both weapons (meaning it is ''not'' 3 rounds per weapon).* All '''bows and crossbows''' (except the [[Lambda magazine crossbow]]) can be reloaded in the same turn they've been fired. As all such crossbows have a capacity of 1, the limit is effectively up to 1 round.* All '''single-action revolvers''' plus the '''[[Tula Arms Nagant M1895]]''' require an extra step for reloading; a reloading action must first be spent just to eject the spent casings. Then, they can be reloaded normally.* All '''lever-action rifles''' with '''traditional inner tubes''' require an extra step for reloading; a reloading action must first be spent to remove the inner tube from the rifle. Then, they can be reloaded normally.* '''Bolt-action''' weapons with '''internal magazines''': If you fire only 1 round, you can reload 1 loose round in the same turn.* Weapons with '''internal tubes''': ** If you fire only 1 round, you can reload up to 2 loose rounds in the same turn.** If you fire only 2 rounds, you can reload 1 loose round in the same turn.* Certain weapons may have weapon-specific rules and capabilities, which will be listed on the individual weapon pages, if applicable. == Weapon maintenance ==''"Condition" and "Weapon maintenance" redirect here.'' Nearly all weapons have a stat called '''Condition''', which is a point value representing their overall integrity. Divide a weapon's current Condition with their Max Condition, then multiply the result by 100 to obtain the '''Condition percentage''' of the weapon. Weapons usually lose Condition as a result of sustaining critical failures. If a weapon's Condition percentage falls under certain values, it will begin performing less well; firearms will be less accurate, and melee weapons other than [[Class Handgear weapons|handgear]] will deal less damage. Different weapons have different Max Condition ratings; the higher, the better.  Should a weapon's Condition fall to 0%, it will catastrophically fail and '''break'''. Such a weapon cannot be used anymore, and must be repaired or replaced. === Condition ratings (firearms) === Firearms can be [[Repairing|repaired]] using [[Crafting items#Toolkits|Gun Repair Kits]], or, if the Condition rating is 60% or more, [[Crafting items#Toolkits|Gun Cleaning Kits]]. {| class="wikitablesortable" style="font-size:9pt; text-align:center" width="80010pt"
|-
! Percentage range Weapon !! Status !! Effects Cost (in [[File:Parallar symbol.png|10px]])
|-
| 90% - 100% '''[[M18 smoke grenade|| Excellent || No effects. A 100% condition weapon is referred to as M18 smoke]]''brand new' || '' or '300'mint'' condition.
|-
| 75% - 89.99% '''[[M67|M67 frag]]''' | Good || No effects'''300'''
|-
| 60% - 74.99% '''[[M84|M84 flashbang]]''' | Fair |'''300'''|} == Meds aisle ==Fixed selection of [[meds]] 1d20 of each: {| class="wikitable sortable" style="font-size:10pt"|-! Name !! Appearance !! Effects !! Wgt !! Cost (in [[File:Parallar symbol.png| No effects10px]]) !! Notes
|-
| 40% '''Individual Bandage <span style=font- 59.99size:80% || >(IB)</span>''Worn'' || [[FT]] +N/A || Cures 1wound. || 0.1 || 25 ||
|-
| 20% - 39.99% || ''Poor'Cigarette''' || [[FT]] N/A || Agility +21, FT -1 for 10 turns<br/>Addictive (Nicotine) || 0.1 || 10 || Requires 1 unit of lighter fuel, or 1 match, or a suitable fire source, to use.
|-
| 10'''Cannabis joint''' || N/A || Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress - 191.990% <br/>Addictive (Cannabis) || ''Bad'' 0.1 || [[FT]] +315 || Requires 1 unit of lighter fuel, or 1 match, or a suitable fire source, to use.
|-
| 1 point - 9.99% || ''Terrible'Epoetin-alfa''' || [[FT]] <span style="color:#11d711">Syringe</span> || Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns || 0.1 || 100 ||
|-
| 0% || '''''Broken''Paracetamol''' || Weapon becomes unusable<span style="color:#383838">White tablet</span> || Pain -15% || 0.1 || 50 ||
|}
=== Condition ratings (melee weapons) =Misc aisle ==Fixed selection of various other items, including [[trauma plates]],[[Crafting items#Ingredient items|crafting items]], and [[books]], 1d10 of each:
Melee weapons can be [[Repairing|repaired]] using [[Crafting items#Toolkits|Melee Repair Kits]]. {| class="wikitablesortable" style="font-size:9pt; text-align:center" width="80010pt"
|-
! Percentage range Item name !! Status [[File:Parallar symbol.png|10px]] !! Effects Wgt !! Notes
|-
| 90% - 100% [[Lighter]] || Excellent || No effects. A 100% condition weapon is referred to as ''brand new'25' or ''mint'' condition|| 1 || Also counts as a [[key item]].
|-
| 70% - 89.99% Mobile phone battery || Good '''50''' || 0.1 || No effects
|-
| 50% - 69.99% Box of 250 safety matches || Fair '''5''' || No effects1 || Strike-anywhere matches that can be used as a consumable source of fire for a variety of items (lighting [[Meds|cigarettes]], [[Molotov cocktail|Molotov cocktails]]...)
|-
| 35% Mini- 49.99% bag of 5 safety matches || ''Worn'0.10''' || 0.9x damage (except [[Class Handgear weapons1 |handgear]])| Small version of the box of 250.
|-
| 20% Portable Stove Kit <span style=font- 34.99size:80% >(PSK)</span> || ''Poor'200' '' || 2 || 0Shortened to PSK.8x damage (except Requires a butane gas canister to use. Can be used to [[Class Handgear weaponsHunting|handgearcook raw meat]]).
|-
| 10% - 19.99% Butane gas canister || ''Bad'200''' || 0.7x damage (except [[Class Handgear weapons1 |handgear]])| Holds up to 200 gas fuel units. Fuel for the PSK.
|-
| 1 point - 9.99% Roll of duct tape || ''Terrible'25''' || 01 || Holds up to 10 units of duct tape.6x damage Found in various colors (except use '''[[Class Handgear weaponsTsuchinoko (bot)|handgear&color]]''' to determine)
|-
| Empty plastic bottle || '''0% .10''' || 1 || Can also be obtained by emptying '''bottles''Broken'of [[Food|certain drinks]] (water, milk, coffee, tea, chocolate drink, lemonade, orange drink, vanilla drink, cola drink)|-| Rag || '''1' '' || 1 || See below for [[Crafting items#Long-form notes|long-form notes on the crafting items page]].|-| Book || '''10''' || 1 || Weapon becomes unusableEach book on the shelf has a different title
|}
== Firearm failure types ==
When using firearms, rolling = Convenience store chains = Each chain has a 2 means running particular extra service or gimmick differentiating them from the risk of sustaining a '''weapon failure'''. Every firearm may have one of four types of failures, each representing a different type of malfunction and each being resolved in different waysothers.
For each shot for which you roll a 2, you must use '''24-Seven''': The original convenience store chain in the Mazes. Customers get 1 free raffle ticket for every [[Tsuchinoko (bot)File:Parallar symbol.png|&critfail10px]] command'''250''' spent per visit at their stores. If (e.g. if the result determines that your weapons suffers a failure, look up your weapon on this wiki to find out which failure type it istotal purchases total [[File:Parallar symbol.png|10px]]'''307''', then refer back to the list belowcustomer gets 1 ticket). Roll a 1d100 per ticket:* 1-60: Losing ticket* 61-65: [[File:Parallar symbol.png|10px]]'''25''' 24-Seven store credit* 66-70: [[File:Parallar symbol.png|10px]]'''50''' 24-Seven store credit* 71-75: [[File:Parallar symbol.png|10px]]'''100''' 24-Seven store credit* 76-80: [[File:Parallar symbol.png|10px]]'''150''' 24-Seven store credit* 81-85: [[File:Parallar symbol.png|10px]]'''250''' 24-Seven store credit* 86-90: [[File:Parallar symbol.png|10px]]'''500''' 24-Seven store credit* 91-95: [[File:Parallar symbol.png|10px]]'''1000''' 24-Seven store credit* 96-99: ''Jackpot prize'' (usually [[File:Parallar symbol.png|10px]]'''2000''' 24-Seven store credit, some stores may offer special items with an equivalent value instead)* 100: ''Super Jackpot prize'' (usually [[File:Parallar symbol.png|10px]]'''5000''' 24-Seven store credit, some stores may offer special items with an equivalent value instead)
* '''Failure to ejectFusco's Bodega'' (also called '''stovepipe'''): The firearm sustained a stovepipe malfunction (a spent casing is stuck in the ejection port), preventing any further shots from being fired until cleared.** Weapons usually affected: Self-loading (semi-automatic, burst, automatic) firearms.** Effects: For every 2 rolled, the '''two''' highest scoring shots (excluding critical failures) are cancelled (not fired). If 3 stovepipes occur in A convenience store chain opened by a single string former member of fire, the 6 highest scoring shots are never fired[[Maze Police|Police]]. This may cancel critical hits, and potentially indeed all hits fired if enough of them occurSells extra items oriented towards Police officers.** How to resolve: Automatically resolved. The shooter is assumed to spend part of the turn clearing any malfunctions.* '''Failure to fire''' (also called '''misfire'''): The firearm could not fire that round at all. In revolvers1d20 [[Taser cartridge|Taser cartridges]], the bad round may be ignored and the shooter can simply move on to the next cylinder. In other affected weapons1d6 [[M18]] smoke grenades, the bad round is simply ejected out of the weapon.** Weapons usually affected: Revolvers1d6 [[M84]] flashbang grenades, Manual-action (bolt-action, pump-action, lever-action) firearms.** Effects: Every misfire is simply not fired; however misfired ammunition is considered to be spent. Any subsequent shots may be fired normally. For the purposes of 1d6 [[RecoilM7A3]] calculation, misfired rounds are not counted.** How to resolve: Automatically resolved.* '''Failure to feed''': The firearm sustained a double-feed or other feeding blockage, preventing it from loading and firing ammunition until cleared.** Weapons usually affected: Belt-fed firearms** Effects: Depends on the amount of 2s rolled during that turn.*** '''If 2 or less occurred''': Same as stovepipes; for every 2 rolled, the '''two''' highest scoring shots (excluding critical failures) are cancelled (not fired).*** '''If 3 or more occurred''': '''All shots''' are cancelled and the firearm is considered to be in a '''jammed''' state.** How to resolve (2 or less): Automatically resolved.** How to resolve (3 or more): Perform a reloading action on a jammed firearm in order to un-jam it. You are allowed to perform a reloading action with the same belt it was previously loaded with for the purpose of unjamming.* '''Failure to burn''': Only found in flamethrowers, this type of failure is similar to a failure to fire. The pilot light flickered or failed to burn, resulting in wasting fuel (ammunition).** Weapons usually affected: Flamethrowers** Effects: The 2 corresponding to the misfired "shot" is wasted. Any subsequent "shots" may be fired normally.tear gas grenades
'''Tomato Konbini''' (Youkai-go: '''トマト・コンビニ'''): A youkai-owned and operated convenience store chain, first launched in [[Yurai]]. Customers get 1 free raffle ticket for every [[File:Parallar symbol.png|10px]]'''250''' spent per visit at their stores. Roll a 1d100 per ticket:
* 1-60: Losing ticket
* 61-65: [[File:Parallar symbol.png|10px]]'''25''' Tomato Konbini store credit
* 66-70: 1 free item from the food aisle (while supplies last) or [[File:Parallar symbol.png|10px]]'''50''' Tomato Konbini store credit
* 71-75: [[File:Parallar symbol.png|10px]]'''100''' Tomato Konbini store credit
* 76-80: 1 free item from the first aid aisle (while supplies last) or [[File:Parallar symbol.png|10px]]'''150''' Tomato Konbini store credit
* 81-85: [[File:Parallar symbol.png|10px]]'''250''' Tomato Konbini store credit
* 86-90: 1 free box of ammunition from the ammo aisle (while supplies last) or [[File:Parallar symbol.png|10px]]'''500''' Tomato Konbini store credit
* 91-95: 1 free [[list of youkai outfits|Activist Recon Outfit]] (body type of the customer's choice) or [[File:Parallar symbol.png|10px]]'''1000''' Tomato Konbini store credit
* 96-99: ''Jackpot prize'' (usually a free [[list of youkai outfits|Activist Combat Outfit]], body type of the customer's choice, or [[File:Parallar symbol.png|10px]]'''1500''' Tomato Konbini store credit)
* 100: ''Super Jackpot prize'' (usually a free [[list of youkai outfits|Maximum Defense Outfit]], body type of the customer's choice except Type U, or [[File:Parallar symbol.png|10px]]'''2500''' Tomato Konbini store credit)
= Customizing weapons ='''Angelstop''': The convenience store chain operated by [[Heaven, Ltd.]], featuring [[shrine maiden]] staff.* Features a donation box and access to all of the regular services offered by shrine maidens at the [[shrine]].
Weapons can be customized in two different ways'''Circle H''':* Directly The convenience store chain operated by the user, through the use of [[weapon accessoriesHell, Inc.]] and various , featuring [[ammunition]] types. These accessories can be directly attached or swapped on weapons as long as compatible interfaces are available. The ammunition aspect can be further customized through [[handloadingdark maiden]]personnel.* Through Features a donation box and access to all of the use of '''[[Maze Customs]]''' regular services, which provide deeper changes such as caliber conversions, fire selector modifiers, different frames, stocks and accessory interfaces, and many more things. Maze Customs services are available offered by dark maidens at all the [[workshop|workshopssanctum]].
'''Special: Diamond Hot Dogs''': This unique store has a hot-dog themed interior. The food aisle here only sells four types of [[food]] items (three of which are unique to this location), alongside three types of drinks. The store carries 3d20 of each item.
* '''Food''': Hot-dog, Chili-dog, Corn-dog, Hot-gon
* '''Drinks''': Bottle of mineral water, Can of cola, Can of lemonade
= Weapons in '''Special: Tin Can Emporium''': A unique store which doubles as a museum on the Mazes ={{Lore}}Weapons are extremely common history of canned food in the Mazes. The food aisle here sells a selection of canned or powdered [[food]] items, with the vast majority carrying 2d20 of each:* '''Food''': Every item in the inhabitants being armed ''Canned goods'' category, every item in some way or another. It can be argued that the world ''Powdered drinks'' category, Can of the Mazes revolves around weapons and their use.candied fruit* '''Drinks''': Bottle of mineral water, every type of canned drink (Apple juice, cola drink, energy drink, grape juice, lemonade, orange juice)
It is very common for most people to be armed with at least one weapon of some sort. Even the species that benefit from natural or magical means of personal defense may choose to carry weapons of some sort, as they are just as, if not more practical to use.
All kinds of weapons are available in the Mazes; handguns, rifles, shotguns, melee weapons of all stripes, right up to explosives and launchers.= Chain locations =
The abundance of weapons can be explained by the relative amount of constant danger that exists Convenience stores are available in the world; all traveling between towns every [[town]] and intersections is not without risks, and besides the many hostile creatures inhabiting the Uncivilized Area, there is, of course, the threat of other people with hostile intentions[[intersection]].
As a resultStore chains in [[towns]]:* '''24-Seven''': Can be found in all neutral, owning [[Military]] and openly carrying one or multiple weapons is extremely common[[Syndicate]] towns, except [[Ellen Sector]] and with the majority of these weapons being firearms, this means people who choose not to carry guns - or any weapon at all - are rare outliers[[Ovis City]].* '''Tomato Konbini''': All [[Youkai Nation]] towns. Though there are roles and occupations dedicated to security, law enforcement, and defense, the ever-present dangers of the world implies that every inhabitant of the Mazes is expected to have the means to defend themselves* '''Fusco's Bodega''': All [[Police]] towns.* '''Angelstop''': All [[Angelic]] towns.* '''Circle H''': All [[Demonic]] towns.* '''Diamond Hot Dogs''': [[Ellen Sector]].* '''Tin Can Emporium''': [[Ovis City]].
Many Store chains in [[list of these weapons can beintersections|intersections]]:* '''24-Seven''': 01, and are customized with accessories04, and some can even be further modified by engineering workshops05, allowing an even greater amount of personalization. Though most such customizations exist for practical purposes (improving the performance of a firearm07, etc.)10, modifications which improve the visual or cosmetic appeal also exist. Therefore11, the choice and the customization of one12, 13, 14, 16, 19, 21, 22, 23, 24, 26, 27, 28, 29* 's own weapons can be seen as a means to express oneself''Tomato Konbini''': 02, to show off one03, 06* '''Fusco's social statusBodega''': 08, or simply to stand out and look cool.09, 15, 17, 18, 20, 25* '''Angelstop''': N/A* '''Circle H''': N/A
== Brand names ==
As a stylistic choice, the weapons in the Mazes are largely lifted from the real world, right down to brand names. Observant players may have noticed that the inhabitants of the Mazes are aware of these brand names and models, despite the fact that they are all manufactured at the same facilities, by the same factories and plants. = Shop generation ='''''This section is explained by the fact that weapons with brand names in the Mazes were simply given these names by the engineers and workers responsible intended for manufacturing them, as a way to differentiate series and lines of weapons. The brand and model names simply happen to match exactly those found in the real world, even if there is technically no relation with any real-world person or country. (E.g. you will find [[Glock 17]] pistols, but there is no Gaston Glock in the MazesGMs.)'''''
Though it may seem as though this kind The inventory of coincidence convenience stores is contrivedfixed, keep in mind that this was done to avoid having to [https://tvtropes.org/pmwiki/pmwiki.php/Main/AKA47 rename] or [https://tvtropes.org/pmwiki/pmwiki.php/Main/BlandNameProduct give bland names] to hundreds of different weapons, largely there are no special generation rules other than available stock for the convenience of the playerseach item type.
[[Category:WeaponsIndividual shops]]