Weapons

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Weapons are items whose primary purpose is to inflict damage to creatures or objects.

Lists of weapons

There is a total of 694 weapons in the Mazes, grouped into seven classes. Classes 1 through 4 are roughly referred to as firearms (even if they include weapons that are arguably not firearms, such as launchers, grenades, explosives, etc), while Classes 5 Long, 5 Short and Handgear (shortened to 5L, 5S, HG) are roughly referred to as melee weapons (even if they include weapons capable of ranged attacks, such as bows, crossbows, nailguns, etc).

In addition, there are 42 weapon accessories that can also be considered weapons of their own:

When counting the weapon accessories listed above, the total weapon count is 736.


Using weapons

In most circumstances, using weapons is done during Combat mode, as a combat action. Please refer to this page for the basics of Combat mode. This section will detail the specifics of weapon usage and manipulation.

Weapon modes

Weapons may have different modes and in turn, may be used in different ways, all consistent with the way they could be used in real life. Know the different modes every weapon is capable of, and use them to your advantage.

Many weapons have more than one mode - make sure to specify which mode you are using! Different modes may require different skills, and have different effects.

Fire modes

On firearms, modes affect the amount of shots that can be attempted in a turn. They are specifically referred to as fire modes.

The different fire modes are as follows:

Fire mode Max shots per turn Examples
Single shot 1 RPG-7, M72A2 LAW
Single shot with multiplier (e.g. Single shot (x2)) 1 times multiplier Browning Citori 725, IZHMEKH Baikal MP-27M
Bolt-action 3 Accuracy International AWSM, IZHMASH Mosin-Nagant M1891
Single-action (SA) 3 Colt Single Action Army, Ruger Vaquero
Lever-action 5 Marlin Model 336W, Winchester Model 1894
Pump-action 5 Mossberg 500 Persuader, Remington 870 Marine Magnum
Pump-action with multiplier (e.g. Pump-action (x2)) 5 times multiplier The only weapon with this mode is the DP-12
Semi-automatic (Semi) 10 Springfield M1 Garand, Beretta M9
Double-action (DA) 10 Colt Python, Smith & Wesson Model 29
Burst See below Beretta 93R, Colt M16A2
Full-auto (Full) See below 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 1dAutoROF rounds.
    • Medium pull: Weapon will fire 2dAutoROF rounds.
    • Long pull: Weapon will fire 3dAutoROF rounds.
    • Mag dump: Weapon will fire an amount of rounds equal to 10 times AutoROF.

Melee weapon modes

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 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.

Skill type Max attacks /turn
(Unskilled level)
Max attacks /turn
(Basic level)
Max attacks /turn
(Skilled level)
Max attacks /turn
(Expert level)
Max attacks /turn
(Master level)
Archery (see below) 2 3 4 5 6
Axes 2 3 4 5 6
One-handed clubs 3 4 5 6 7
Two-handed clubs 2 3 4 5 6
Crude weapons 4 5 6 7 8
Knives 4 5 6 7 8
One-handed swords 3 4 5 6 7
Two-handed swords 2 3 4 5 6
Staff/Pole weapons 2 3 4 5 6
Whip/Lash weapons 2 3 4 5 6
Exotic melee weapons N/A (see below)
Exotic ranged weapons N/A (see below)
Thrown weapons 1 (see below)
Martial arts (see below) 2 3 4 5 6

Archery

  • 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 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.

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.

Martial arts

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.

Stock type Code Effects
Fixed stock S None. Fixed stocks are considered to offer the default amount of accuracy.
Folding stock FS Allows the user to open or fold the stock.
Open stock: Acts as a fixed stock.
Folded stock: Decreases the weapon's weight by 1 tier, FT +1
Retractable stock RS Allows the user to open or retract the stock.
Open stock: Acts as a fixed stock.
Retracted stock: IS tier -1, IR +1
Folding/Retractable stock FRS Allows the user to open, retract or fold the stock.
Open stock: Acts as a fixed stock.
Retracted stock: IS tier -1, IR +1
Folded stock: Decreases the weapon's weight by 1 tier, FT +1
No stock N Stockless firearms are not as accurate as firearms with a fixed or open stock. FT +1.

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 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.
Advanced tip
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).

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)
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 bows and crossbows (except the Lambda magazine crossbow), as well as all single shot firearms can be reloaded in the same turn they've been fired, up to 3 rounds.
  • 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.
  • 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.


Weapons in the Mazes

Lorebook.png
This article or section contains lore-related information.
Though not strictly necessary for playing the game, you are encouraged to read this section if you wish to have a better understanding of the game's universe.


Weapons are extremely common in the Mazes, with the vast majority of the inhabitants being armed in some way or another. It can be argued that the world of the Mazes revolves around weapons and their use.

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.

The abundance of weapons can be explained by the relative amount of constant danger that exists in the world; all traveling between towns 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.

As a result, owning and openly carrying one or multiple weapons is extremely common, 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. 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.

Many of these weapons can be, and are customized with accessories, and some can even be further modified by engineering workshops, allowing an even greater amount of personalization. Though most such customizations exist for practical purposes (improving the performance of a firearm, etc.), modifications which improve the visual or cosmetic appeal also exist. Therefore, the choice and the customization of one's own weapons can be seen as a means to express oneself, to show off one's social status, or simply to stand out and look cool.

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. This is explained by the fact that weapons with brand names in the Mazes were simply given these names by the engineers and workers responsible 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 Mazes.)

Though it may seem as though this kind of coincidence is contrived, keep in mind that this was done to avoid having to rename or give bland names to hundreds of different weapons, largely for the convenience of the players.