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Weapons can be equipped to your expedition party, or in the event of a breach for use in combat.

Melee Weapons[]

Melee weapons are the most commonplace and easy to use weapons, however they can only be used to attack enemies in front of the party. Any enemy behind an attacker cannot be hit with basic melee attacks, though skills like "Backstab" can hit them. All melee weapons rely on the strength stat to decide which a character can equip, and how much additional damage it can inflict.

Certain Skills can increase a character's ability to fight with melee weapons most notably the CQC skill within the Dexterity skill tree which allows a second attack. Note that when a skill refers to the "base damage" of a weapon, they are referring to the damage caused by a weapon without any additional damage modifiers, such as the strength damage bonus.

Name Icon Type Strength Required Stamina Cost Damage Accuracy Bonus Special Effect
Knuckle Duster
Knuckle Duster
Unarmed 1 3 15-20 +0% 20% Chance to cause bleeding, 20% chance to cause winded (torso only)
Spiked Knuckle Duster
Spiked Nuckle Duster
Unarmed 2 3 20-30 +10% 50% Chance to cause bleeding, 20% chance to cause winded (torso only)
Knife
Knife
Bladed 4 3 25-35 +0% 50% Chance to cause bleeding.
Electrified Knife
Electrified Knife
Bladed 5 3 35-45 +0% 50% Chance to cause bleeding.
Nailed Wood
NailedWood 300
5 4 25-35 -10% 20% chance to cause bleeding + 10% chance to cause winded (torso only)
Baseball Bat
Baseballbat
Blunt 6 4 25-35 +20% 20% chance to cause bleeding + 10% chance to cause winded (torso only)
Pitch-forked Pipe
PitchForkedPipe
Blunt 8 4 30-40 +10% 50% chance to cause bleeding.
Bladed Baseball Bat
Bladed Baseballbat
9 4 35-45 +20% 50% chance to cause bleeding + 10% chance to cause winded (torso only)
Crowbar
Crowbar
Blunt 10 4 40-50 +0% 20% chance to cause bleeding + 10% chance to cause winded (torso only)
Rock Club
Rocked Club
Blunt 11 4 40-50 +0% 20% chance to cause bleeding + 10% chance to cause winded (torso only)
Hatchet
Hatchet
Bladed 12 4 45-55 +10% 50% chance to cause bleeding.
Extended Hatchet
Extended Hatchet
Bladed 13 4 55-65 +10% 50% chance to cause bleeding.
Rebar
Rebar
Blunt 14 4 50-60 +0% 20% chance to cause bleeding + 10% chance to cause winded (torso only)
Cemented Rebar
Cemented Rebar
Blunt 16 5 75-85 -10% 20% chance to cause bleeding + 20% chance to cause winded (torso only)
Toxic Morningstar ? 16 4 75-85 +10% 80% chance to cause bleeding + 20% chance to cause winded (torso only) +50% chance to poison. Reward from allying with CTK mob.
Sledgehammer
Sledgehammer
Blunt 18 5 80-90 -10% 20% chance to cause bleeding + 20% chance to cause winded (torso only)
Mega-hammer
Mega Hammer
Blunt 19 5 110-120 -20% 20% chance to cause bleeding + 20% chance to cause winded (torso only)

Ranged Weapons[]

Ranged weapons each require Ammo to use, and rely upon the Dexterity skill to decide which can be equipped, each ranged weapon can also be used to physically hit a foe with. Note that you must have ammo stored in your inventory in order to fire the weapon and for any reloads - starting a battle with NO ammo in your inventory means starting the battle with an empty clip.

Name Icon Ammo Type Dexterity Required Stamina Cost (Ranged) Ranged Damage Ranged Accuracy Stamina Cost (Melee) Melee Damage Melee Accuracy Special Effect
Crossbow
Crossbow
Crossbow Bolt (clip size 1) 4 2 20-30 75% 4 15-20 +0% 20% (Melee) 80% (Ranged) Chance to cause bleeding.
Pistol
Pistol
Pistol Ammo (clip size 12) 6 2 10-15 70% 4 15-20 +0% 20% (Melee) 80% (Ranged) Chance to cause bleeding.
Shotgun
Shotgun
Shotgun Ammo (clip size 6) 10 2 15-30 75% 4 15-20 +0% 20% (Melee) 80% (Ranged) Chance to cause bleeding.
Rifle
Rifle
RIfle Ammo (clip size 3) 14 2 40-50 80% 4 20-25 +0% 20% (Melee) 80% (Ranged) Chance to cause bleeding.
APR-16 Antimatter Cell (clip size 3) 16 2 100-130 85% 4 20-25 +0% 20% (Melee) 80% (Ranged) Chance to cause bleeding. Reward from allying with New Order.

Thrown Weapons[]

EMP Grenade Flashbang Grenade

Pipe Bomb

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