Unlike many games (where the outcome is usually decided by hit points and damage), in NEO Scavenger, the outcome of a fight depends on the terrain, the combatants' conditions, weapons and abilities as well as many other factors. A typical encounter will involve moving toward or away from a target, and then selecting an attack or defense option once engaged in combat.
Weapons & Attacks[]
Weapons need to be held in a hand in order to be used.
Some weapons have different attack modes; cycle attack modes using the hotkey "L", the bottom-right GUI, or the mouse wheel.
The player must be within range to use weapons. Outside of this range there are various options which are outlined in the "Combat Moves" section further below.
Without the Ranged skill: all thrown and ranged weapons lose 50% of their listed range.
The Strong and Melee skills significantly improve the effectiveness of all melee attacks, while the Feeble flaw diminishes it.
The "Range" value of a weapon is synomonous with it's accuracy. As well as having a greater maximum range: Higher values are more accurate weapons at any distance.
ID | Name | Range | Damage Multiplier (Cut) | Damage Multiplier (Blunt) | Penetration | Morale (Bonus chance to make enemy flee on successful attack?) | Magazine Size | Charge Profile (Attack Priority?) |
---|---|---|---|---|---|---|---|---|
1 | punch | 1 | 0 | 0.6 | 0 | 0.05 | ||
2 | .308 rifle FMJ | 80 | 1.5 | 0.5 | 2 | 0.4 | 5 | 4 |
3 | .308 rifle SP | 80 | 1 | 1 | 1 | 0.4 | 5 | 5 |
4 | scoped .308 rifle FMJ | 95 | 1.5 | 0.5 | 2 | 0.5 | 5 | 4 |
5 | scoped .308 rifle SP | 95 | 1 | 1 | 1 | 0.5 | 5 | 5 |
6 | rifle butt | 1 | 0 | 0.8 | 0 | 0.25 | ||
7 | claw (NPC) | 1 | 1 | 0.2 | 1 | 0.5 | ||
8 | meat cleaver | 1 | 1.2 | 0 | 1 | 0.3 | ||
9 | monkey wrench | 1 | 0 | 1.4 | 0 | 0.25 | ||
10 | stick | 2 | 0.2 | 0.6 | 0 | 0.25 | ||
11 | crowbar | 2 | 0 | 1.1 | 0 | 0.25 | ||
12 | multi-tool blade | 1 | 0.4 | 0 | 1 | 0.25 | ||
13 | Deltec LAR-10, high setting (unused) | 120 | 1.4 | 0.5 | 3 | 0.6 | ? | 6 |
14 | Deltec LAR-10, low setting (unused) | 120 | 0.6 | 0.2 | 1 | 0.6 | ? | 7 |
15 | metal sauce pan | 1 | 0 | 0.8 | 0 | 0.25 | ||
16 | silence the rasping thing (?) | 0 | 0 | 0.4 | 0 | 0.4 | ||
17 | grasp (?) | 1 | 1.5 | 0.4 | 1 | 0.5 | ||
18 | large stick | 3 | 0.2 | 0.7 | 0 | 0.25 | ||
19 | glass bottle | 1 | 0.2 | 0.6 | 0 | 0.3 | ||
20 | shard | 1 | 0.4 | 0 | 0 | 0.3 | ||
21 | broken bottle | 1 | 0.4 | 0.1 | 0 | 0.35 | ||
22 | glass shiv | 1 | 0.4 | 0 | 0 | 0.3 | ||
23 | simple bow w/ broadhead | 30 | 0.8 | 0.4 | 1 | 0.3 | 5 | 8 |
24 | simple bow w/ crude piercing | 30 | 0.8 | 0.1 | 1 | 0.3 | 5 | 9 |
25 | simple bow w/ crude broadhead | 30 | 0.8 | 0.4 | 1 | 0.3 | 5 | 10 |
26 | compound bow w/broadhead | 40 | 0.8 | 0.4 | 2 | 0.3 | 5 | 8 |
27 | compound bow w/crude piercing | 40 | 0.8 | 0.1 | 2 | 0.3 | 5 | 9 |
28 | compound bow w/crude broadhead | 40 | 0.8 | 0.4 | 1 | 0.3 | 5 | 10 |
29 | arrow stab: broadhead | 1 | 0.8 | 0.4 | 1 | 0.25 | ||
30 | arrow stab: crude piercing | 1 | 0.8 | 0.1 | 1 | 0.25 | ||
31 | arrow stab: crude broadhead | 1 | 0.8 | 0.4 | 1 | 0.25 | ||
32 | thrown pebble | 10 | 0 | 0.4 | 0 | 0.05 | 10 | 11 |
33 | thrown stone | 10 | 0.1 | 0.6 | 0 | 0.1 | 2 | 12 |
34 | slung pebble | 25 | 0 | 0.5 | 0 | 0.2 | 10 | 11 |
35 | slung stone | 20 | 0.2 | 1.2 | 0 | 0.25 | 2 | 12 |
36 | .38 revolver FMJ | 30 | 1.2 | 0.2 | 1 | 0.4 | 6 | 13 |
37 | 38 revolver JHP | 30 | 0.8 | 0.6 | 1 | 0.4 | 6 | 14 |
38 | stone smash | 1 | 0.1 | 0.8 | 0 | 0.1 | ||
39 | pistol whip | 1 | 0.1 | 0.7 | 0 | 0.1 | ||
40 | .45 pistol FMJ | 30 | 1.2 | 0.2 | 1 | 0.4 | 7 | 15 |
41 | .45 pistol JHP | 30 | 0.8 | 0.6 | 1 | 0.4 | 7 | 16 |
42 | 12-gauge 00 buckshot | 30 | 1.6 | 1 | 0 | 0.6 | 5 | 17 |
43 | 12-gauge slug | 60 | 1.3 | 1.3 | 1 | 0.6 | 5 | 18 |
44 | sharpened spear stab | 3 | 0.8 | 0.4 | 0 | 0.3 | ||
45 | sharpened spear throw | 10 | 0.8 | 0.4 | 0 | 0.3 | 1 | 19 |
46 | hardened spear stab | 3 | 0.8 | 0.4 | 1 | 0.3 | ||
47 | hardened spear throw | 10 | 0.8 | 0.4 | 1 | 0.3 | 1 | 20 |
48 | broad spear stab | 3 | 1 | 0.4 | 1 | 0.3 | ||
49 | broad spear throw | 10 | 0.8 | 0.4 | 1 | 0.3 | 1 | 21 |
50 | hoof
(NPC) |
1 | 0 | 0.7 | 0 | 0 | ||
51 | flashlight | 1 | 0 | 0.7 | 0 | 0 | ||
52 | 12-gauge 00 buckshot
(SBS4) |
30 | 1.6 | 1 | 0 | 0.6 | 5 | 17 |
53 | 12-gauge slug
(SBS4) |
60 | 1.3 | 1.3 | 1 | 0.6 | 5 | 18 |
54 | Anishinaabe bow w/broadhead | 30 | 0.8 | 0.4 | 1 | 0.3 | 5 | 8 |
55 | Anishinaabe bow w/crude piercing | 30 | 0.8 | 0.1 | 1 | 0.3 | 5 | 9 |
56 | Anishinaabe bow w/crude broadhead | 30 | 0.8 | 0.4 | 1 | 0.3 | 5 | 10 |
57 | war club | 2 | 0 | 1.2 | 0 | 0.28 | ||
58 | 4mm Gauss rifle AP | 60 | 1.5 | 0.5 | 3 | 0.6 | 5 rounds, 10 Electric Charge per shot | 6, 31 |
59 | 4mm Gauss rifle AP
(NPC) |
180 | 1.5 | 0.5 | 3 | 0.6 | ? | |
60 | scoped 4mm Gauss rifle AP | 75 | 1.5 | 0.5 | 3 | 0.6 | 5 rounds, 10 Electric Charge per shot | 6, 31 |
61 | bite
(NPC) |
1 | 0.4 | 0.1 | 1 | 0.25 |
Attack Types[]
The attack generated is determined mostly by the Cut or Blunt multiplier seen in the table above, as well as additional multipliers from player skills. From lowest to highest values, the attacks can be:
Cut[]
- Graze - Low
- Scratch - Medium
- Slash - Medium
- Maul - High
- Shred - High
- Lacerate - High
- Tear open - Very High
- Carve - Extremely High
Blunt[]
- Whip — Low
- Pelted — Low
- Battered — Low
- Smack — Low
- Pound — Medium
- Whale on — High
- Smash — Very High
- Demolish — Extremely High
The more severe the attack, the more likely it is to cause a fatal wound.
E.g. a monkey wrench (blunt x1.4) wielded by a strong melee character can 1-shot a DMC guard with a "Demolish" attack to the cranium,
whereas a feeble and malnourished character with the same weapon will only generate a "Pound" at the very luckiest.
Defense & Status [SECTION NEEDS UPDATE][]
Defense determines how likely is that the opponent's attack will miss. This one is heavily influenced by various conditions. In general, fully satisfied creature doesn't suffer any defense penalties.
Here are some of the conditions, that contribute toward defense positively or negatively:
- Vulnerable -50%
- Hunger
- Malnourished -5% Defense
- Starving -10% Defense
- Thirst
- Parched -2% Defense
- Dehydrated -5% Defense
- Tiredness
- Tired -6%
- Weary -12%
- Weight
- Burdened -5% Defense
- Struggling -10% Defense
- Skills
- Melee +20%
- Athletic +10%
- Ranged +5%
- Legendary:
- Elusive +20%
- Unstoppable +20%
- Nasal Allergies -6%
Initial Range[]
Base starting range is determined by the hex's environment-type:
-Natural:
- Plain: 20 - 30
- Marshland: 3 - 10
- Lake: 15 - 30
- Forest: 3 - 5
- Forest shack: 3 - 5
- Hills: 3 -10
- Hills w/spring: 3 - 10
-Urban:
- Sub-urban ruins (trailers): 4 - 15
- Urban ruins (high-rise buildings): 3 - 15
- Urban ruins (abandoned homes): 3 - 6
- Rubble: 3-6
- Tent city (Sprawl): 3 - 6
- Black Swamp: 3 - 8
-Special:
- Cryo Facility: 3 - 10
- ZomZom's: 3 - 6
- Strange Forest: 3 - 5
- Isotope Mine: 3 - 10
- Allegan Fairgrounds: 4 - 15
- Saginaw Mental Institute: 3 - 6
- Camp Grayling: 3 - 15
This value will be generated somewhat randomly, but can be influenced if the player ambushes the enemy.
Ambush[]
Ambush is a special-situation encounter type, which happens when unaware NPC is engaged by the player.
The NPC needs to be visible to the Player.
An ambush can be performed by a hidden player anywhere by left-clicking the enemy in your hex and selecting "engage", or by [you/them] moving into the same hex as [them/you].
If the ambush is successful (i.e. player remains undetected): players can choose to either engage from afar, or up close:
-From afar will attempt to start at maximium range for the hex's environment.
-Up close will attempt to start at minimum range for the hex's environment.
Terrain[]
Higher terrain difficulty increases the likelihood of tripping and falling.
Cover[]
Provides protection from ranged attacks when taking cover. Only "total" cover is truly effective against accurate enemies.
It is always advisable to seek cover early, even if it's "low" quality; the exception being when you are sure the enemy has no ranged attacks.
Unconsciousness[]
Attacks on unconscious entities will target the vitals, not the arms, legs or the torso. This affects both the player and NPCs and makes the hits significantly more damaging.
Combat Moves[]
Movement[]
- Advance
- Moves 1 space closer to target. Must see target. Removes cover. Chance of tripping on terrain. Chance of being detected if hidden.
- Charge!
- Moves 2-3 spaces towards target. Must see target. Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden.
- Fall Back
- Moves one space away from target. Must see target. Removes cover. Chance of tripping on terrain and chance of being detected if hidden.
- Retreat
- Chance to leave the battlefield, based on enemy numbers and proximities, movement rates, etc. Must be out of all enemies' ranges. Removes cover.
- Desperate Retreat
- Moves 1-2 spaces away from target and gives a chance to leave the battlefield, based on enemy numbers and proximities, movement rates, etc. Can be used as long as no enemies are in melee range. Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden. Not always available.
- Blind Retreat
- Chooses a random direction, and runs! Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden. Not always available.
- Run!
- Moves 2-4 spaces away from target. Must see target. Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden.
- Sprint Away! (available with Athletic)
- Moves 2-5 spaces away from all visible targets. Must see target. Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden. Not always available.
- Get up
- Stands up from being prone.
- Crawl Away
- Moves 1 space further from target. Must see target. Chance of tripping on terrain. Chance of being detected if hidden.
- Crawl Towards
- Moves 1 space closer to target. Must see target. Chance of tripping on terrain. Chance of being detected if hidden.
- Sneak towards
- Moves 1 space closer to target while hiding. Must see target, and target must not see you yet. Low chance of tripping on terrain. Low chance of being detected if hidden.
- Sneak away
- Moves 1 space away from target while hiding. Must see target, and target must not see you yet. Low chance of tripping on terrain. Low chance of being detected if hidden.
- Hidden Retreat
- Chance to sneak out of battle without being seen. Chance to move one space away from target if can't escape. Must see target, and target must not see you yet. Low chance of tripping on terrain. Low chance of being detected if hidden.
- Advance Under Cover
- Moves 1 space closer to target maintaining cover. Must see target. Low chance of tripping on terrain. Chance of being detected if hidden.
- Fall Back Under Cover
- Moves 1 space away from target maintaining cover. Must see target. Low chance of tripping on terrain. Chance of being detected if hidden.
Offensive[]
- Melee attack
- Use current melee attack on target. Must see target. Low chance of becoming vulnerable. High chance of being detected if hidden.
- Melee surge
- Launch a flurry of melee attacks at target. Chance to hit target 1-3 times. Automatically lose next turn. Must be in melee range. Must see target. High chance of being detected if hidden.
- Shot in the dark
- Use current ranged attack against an unseen target. Slim chance to hit target.
- Kick
- Kick the target while they're down. Chance to injure target, plus keep them fallen and force them to lose next turn. Must be in melee range. Must see target. High chance of being detected if hidden. Not always available.
- Tackle target
- Dives at the target, moving 1 space closer and trying to knock it down. Chance to knock down target and make them lose 1 turn. Must see target. Attacker automatically falls and loses cover. High chance of being detected if hidden. Not always available.
- Pull down
- Reach for the target and try to trip them or pull them down to the ground. Chance to injure target and knock them down. Must be fallen. Must be in melee range. Must see target. High chance of being detected if hidden. Not always available.
- Leg Trip (available with Melee)
- Trip the target. Chance to knock down target. Must be in melee range. Must see target. Both you and target must not be fallen. High chance of being detected if hidden. Not always available.
- Head Butt (available with Tough)
- Head butt the target. Chance to injure target, knock them down, and force them to lose next turn. Must be in melee range. Target must not be fallen. Must see target. High chance of being detected if hidden. Must be Tough. Not always available.
Defensive[]
- Dodge
- Duck the target's next attack, making you harder to hit. Chance to move 1 space away from target. Must see target. Chance to be detected if hidden. Not always available.
- Parry
- Parry the target's next attack, making you much harder to hit. Must be in melee range. Must see target. Chance of being detected if hidden. Not always available.
- Roll dodge
- Roll from the target, making you harder to hit. Chance to move 1 space away from target. Must see target. High chance of being detected if hidden. Not always available. Must be prone.
- Lure (available with Trapping)
- Tries to use the environment against target. Moves 1 space away from target. Chance to knock down target and make them lose 1 turn. Chance to damage target. Must see target. Target must see you. Attacker automatically becomes vulnerable. Not always available.
- Create Obstacle (available with Strong)
- Knocks some debris, a log, or other item towards target. Chance to make them lose 1 turn. Chance to knock them down. Chance to damage target. Must see target. Not always available.
- Take cover
- Dives behind best cover terrain can provide. Must be at least 1 space away from all enemies. Low chance of being detected if hidden.
Communication[]
- Threaten
- Raise weapon and threaten to use it. Player must see the target and the target must see you. Chance for target to flee. Having a weapon makes a target more afraid.
- Demand Surrender
- Demand that opponent drop all items and walk away. Must see target. Target must see you.
- Accept Surrender
- Accepts target's offer to surrender. Target drops all items and walks away. Must see target. Target must see you. Target must have previously offered surrender.
- Agree to Surrender
- Accept target's demand for surrender. Drop all your items, and leave the battle. Must see target. Target must see you. Target must have previously demanded surrender.
- Offer Surrender
- Drop all your items, and offer your surrender. Must see target. Target must see you.
- Offer to Talk
- Offers to stop battle with target and begin talks. If any combatants still want to fight, battle continues. Will distract you for 1 turn. Must see target.
- Accept Offer to Talk
- Accepts target's offer to talk. If any combatants still want to fight, battle continues. Will distract you for 1 turn. Must see target.
- Offer Ceasefire
- Offers to stop battle with target. If any combatants still want to fight, battle continues. Will distract you for 1 turn. Must see target.
- Accept Ceasefire
- Accepts target's offer to stop battle. If any combatants still want to fight, battle continues. Will distract you for 1 turn. Must see target.
Other[]
- Search
- Scans area for hidden targets. Must not see target yet.
- Ditch Vehicle
- Abandon vehicle, freeing you to run. Makes you harder to hit this turn. Drops equipped vehicle on ground. Must be using vehicle that can be quickly discarded.
- Check Body for Loot
- Checks an unconscious body for useful items, emptying them onto the ground. Must be in melee range. Must see target. Same penalty as accessing inventory.
- Wait
- Wait for one turn, doing nothing.
Legendary[]
Special moves exist for players whose reputation becomes legendary. Click to reveal.
- Vanish from Sight (available with Elusive reputation)
- Disappears from battle without being seen. Must see target.
- Exploit Weakness (available with Unstoppable reputation)
- Seeks a weakness to exploit in target, helping future attacks against it. Must see target.
- Lethal Trap (available with Elusive reputation)
- Leads target into a deadly situation, killing it. Must be closer to target than 4 spaces. Must see target. Target must see you. Rarely available.
- Intimidate (available with Unstoppable reputation)
- Explode with unbridled rage, scaring target. Must see target. Target must see you.
General Tips[]
- Most enemies won't retreat until you've attacked them.
- If you stun or knock over an opponent in melee: prioritise maintaining a dominant position (e.g. advance, kick) rather than focusing on raw damage.
- If you get injured you can tend your wounds during battle.
- Crude broadheads are best crafted from glass bottles for 100% durability.
- Tough, Elusive, and Unstoppable are extremely powerful traits in every combat scenario.
- Rotate items with WASD or Arrow Keys; take one item at a time with Shift+Click. (this can be important for reloading weapons)