Explosives
Data is potentially outdated | |
Last updated for version 1.0.8.0 Last mentioned in changelog 1.4.4.1 The current game version is 1.5.9.2 |
Explosives are Items that can explode, damaging their surroundings. They can be detonated through various means such as Fire, or Water.
Certain explosives can be crafted with Quality levels that improve some of their statistics. The Security Officer talent Extra Powder adds +1 quality level to explosive compounds, allowing the creation of masterwork quality explosives.
Storage
Some explosives can explode under certain conditions if they are not safely stored.
Protection against Water
Potassium, Sodium, Lithium and Salt Bulbs are triggered by water.
Certain Containers are waterproof and it is recommended to store water-sensitive explosives in them.
Protection against Impacts
Molotov Cocktails, Nitroglycerin, Oxygenite Shards, Liquid Oxygenite, Flash Powder, Mutated Pomegrenades and Mutated Raptor Banes are at risk of exploding from hard impacts.
All containers prevent impacts from having an effect on explosives inside.
Protection against Fire
Compound N, Volatile Compound N, IC-4 Blocks, Nitroglycerin, Flash Powder, Mutated Pomegrenades, Mutated Raptor Banes, Oxygen Tanks, Oxygenite Tanks, Welding Fuel Tanks and Incendium Fuel Tanks explode after short contact with fire.
They will be safe inside a Toolbelt or a Storage Container.
Protection against Chain Reactions
Compound N, Volatile Compound N and IC-4 Block, Nitroglycerin, Flash Powder can be triggered by other explosions.
They will be safe inside a Toolbelt or a Storage Container.
Explosive Compounds
Item | Triggers | Afflictions | Penetration | Severance Chance |
Structure Damage | Notes |
---|---|---|---|---|---|---|
Ticking Time Bomb |
Detonators Railgun Shells Depth Charges |
Explosion (5m): Deep Tissue Injury (200)* Burn (200)* Bleeding (40)* (5% chance) Stun (10)* Stun (30)* |
50% | 75% | Explosion (5m): 300
|
Can be thrown. |
Modified Dirty Bomb |
Detonators Railgun Shells Depth Charges |
Explosion (2.5m): Deep Tissue Injury (50)* Burn (5)* (20% chance) Bleeding (20)* (5% chance) Stun (3)* |
25% | Explosion (2.5m): 90
|
Leaves a radiation After Effect. Emits an EMP in a 15 meter radius. Can be thrown. | |
Ticking Time Bomb (Exposed) |
Detonators Railgun Shells Depth Charges |
Explosion (5m): Deep Tissue Injury (200)* Burn (200)* Bleeding (40)* (5% chance) Stun (10)* Stun (30)* |
50% | 75% | Explosion (5m): 300
|
Can be thrown. |
C-4 Block |
Detonators Railgun Shells Depth Charges |
Explosion (7.5m): Deep Tissue Injury (250)* Burn (30)* (20% chance) Bleeding (40)* (5% chance) Stun (10)* |
50% | 200% | Explosion (7.5m): 300
|
Can be thrown. |
C-4 Block (VIP) |
Detonators Railgun Shells Depth Charges |
Explosion (7.5m): Deep Tissue Injury (250)* Burn (30)* (20% chance) Bleeding (40)* (5% chance) Stun (10)* |
50% | 200% | Explosion (7.5m): 300
|
Can be thrown. |
Dirty Bomb |
Detonators Railgun Shells Depth Charges |
Explosion (2.5m): Deep Tissue Injury (50)* Burn (5)* (20% chance) Bleeding (20)* (5% chance) Stun (3)* |
25% | Explosion (2.5m): 90
|
Leaves a radiation After Effect. Emits an EMP in a 15 meter radius. Can be thrown. | |
UEX |
Detonators Railgun Shells Depth Charges |
Explosion (5m): Deep Tissue Injury (125)* Burn (15)* (20% chance) Bleeding (40)* (5% chance) Stun (7)* |
50% | 50% | Explosion (5m): 150
|
Can be thrown. |
Ticking Time Bomb (Powered) |
Detonators Railgun Shells Depth Charges |
Explosion (5m): Deep Tissue Injury (200)* Burn (200)* Bleeding (40)* (5% chance) Stun (10)* Stun (30)* |
50% | 75% | Explosion (5m): 300
|
Can be thrown. |
Volatile Compound N |
Detonators Railgun Shells Depth Charges Fire: -50 condition/s Time: -0.04 condition/s Impact: -20 condition (over 2m/s). Triggered by explosions |
Explosion (5m): Deep Tissue Injury (150)* Burn (20)* (20% chance) Bleeding (50)* (5% chance) Stun (8)* |
50% | 50% | Explosion (5m): 150
|
Explodes 41m 40s after being fabricated. Can be thrown. |
IC-4 Block |
Detonators Railgun Shells Depth Charges Fire: -50 condition/s Triggered by explosions |
25% | Explosion (7.5m): 50
|
Sets fire to a 5 meter area. Can be thrown. | ||
Compound N |
Detonators Railgun Shells Depth Charges Fire: -50 condition/s Triggered by explosions |
Explosion (5m): Deep Tissue Injury (125)* Burn (15)* (20% chance) Bleeding (40)* (5% chance) Stun (7)* |
50% | 50% | Explosion (5m): 150
|
Can be thrown. |
Grenades
Item | Triggers | Afflictions | Penetration | Severance Chance |
Structure Damage | Notes |
---|---|---|---|---|---|---|
Molotov Cocktail |
Impact: over 5 m/s. | Sets fire to a 4 meter area. Can be thrown. | ||||
Nitroglycerin |
Detonators Railgun Shells Depth Charges Impact: over 6m/s. Fire: -50 condition/s Triggered by explosions |
Explosion (3m): Burn (10)* (20% chance) Deep Tissue Injury (75)* Stun (5)* Bleeding (20)* (5% chance) |
Explosion (3m): 90
|
Can be thrown. | ||
Acid Grenade |
Detonators Railgun Shells Depth Charges Throw: 2 second delay |
Leaves behind a trail of acid clouds. Can be thrown. | ||||
EMP Grenade |
Detonators Railgun Shells Depth Charges Throw: 3 second delay |
Emits an EMP in a 5 meter area. Can be thrown. | ||||
Stun Grenade |
Detonators Railgun Shells Depth Charges Throw: 3 second delay |
Can be thrown. | ||||
Frag Grenade |
Detonators Railgun Shells Depth Charges Throw: 3 second delay |
50% | Explosion (7.5m): 20
|
Can be thrown. | ||
Incendium Grenade |
Detonators Railgun Shells Depth Charges Throw: 3 second delay |
Sets fire to a 3 meter area. Can be thrown. |
Ammunition
Handheld Weapons
Item | Afflictions | Penetration | Severance Chance |
Structure Damage | Notes |
---|---|---|---|---|---|
40mm Stun Grenade |
|||||
Explosive Slug |
50% | 100% | Impact: 20 Explosion (0.7m): 8
|
||
Explosive Harpoon |
50% | 25% | Impact: 20 Explosion (2m): 10
|
||
40mm Mini Nuke |
Deep Tissue Injury (100)* Burn (100)* Bleeding (50)* Stun (5)* Explosion (5m): Deep Tissue Injury (200)* Burn (200)* Bleeding (40)* (5% chance) Stun (10)* Radiation Sickness (30)* |
100% | 500% | Impact: 40 Explosion (5m): 300
|
Emits an EMP in a 10 meter radius. |
40mm Acid Grenade |
Leaves behind a trail of acid clouds. | ||||
40mm Grenade |
100% | 5% | Impact: 40 Explosion (3m): 20
|
Submarine Weapons
Item | Afflictions | Penetration | Severance Chance |
Structure Damage | Notes |
---|---|---|---|---|---|
Explosive Flak Shells Box |
50% | Impact: 20 Explosion (0.3m): 25
|
Fires 1 bolt which explodes into 8 shrapnels in a 270° cone. | ||
Physicorium Flak Shells Box |
50% | Impact: 30 Explosion (0.3m): 20
|
Fires 1 bolt which explodes into 12 shrapnels in a 120° cone. | ||
Exploding Ammunition Box |
10% | 25% | Impact: 10 Explosion (3m): 5
|
||
Nuclear Shell |
Deep Tissue Injury (250)* Bleeding (50)* Stun (15)* Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (40)* (5% chance) Stun (30)* |
60% | 500% | Impact: 100 Explosion (15m): 600
|
Can contain 1 small item that is used upon impact. Explosion emits a 20m EMP wave & causes sonar interference. |
Nuclear Shell (cheap) |
Deep Tissue Injury (250)* Bleeding (50)* Stun (15)* Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (40)* (5% chance) Stun (30)* |
50% | 500% | Impact: 100 Explosion (15m): 600
|
Can contain 1 small item that is used upon impact. Explosion emits a 20m EMP wave & causes sonar interference. |
Nuclear Depth Decoy |
Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (500)* (5% chance) Stun (30)* |
50% | 200% | Explosion (15m): 600
|
Can contain 1 small item that is used upon impact. Explosion emits a 20m EMP wave & causes sonar interference. Attracts creatures. |
Nuclear Depth Decoy (cheap) |
Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (500)* (5% chance) Stun (30)* |
50% | 200% | Explosion (15m): 600
|
Can contain 1 small item that is used upon impact. Explosion emits a 20m EMP wave & causes sonar interference. Attracts creatures. |
Physicorium Shell |
Deep Tissue Injury (500)* Bleeding (100)* Stun (15)* Explosion (3.5m): Deep Tissue Injury (250)* Stun (7)* |
80% | 500% | Impact: 200 Explosion (3.5m): 50
|
Can contain 1 small item that is used upon impact. |
Nuclear Depth Charge |
Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (500)* (5% chance) Stun (30)* |
50% | 200% | Explosion (15m): 600
|
Can contain 1 small item that is used upon impact. Explosion emits a 20m EMP wave & causes sonar interference. |
Nuclear Depth Charge (cheap) |
Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (500)* (5% chance) Stun (30)* |
50% | 200% | Explosion (15m): 600
|
Can contain 1 small item that is used upon impact. Explosion emits a 20m EMP wave & causes sonar interference. |
Spreader Flak Shells Box |
40% | Impact: 30 Explosion (0.3m): 20
|
Fires 1 bolt which explodes into 22 shrapnels in a 240° cone. | ||
Depth Charge Shell |
50% | 50% | Explosion (7m): 175
|
Can contain 1 small item that is used upon impact | |
Railgun Shell |
Deep Tissue Injury (250)* Bleeding (50)* Stun (15)* Explosion (2.5m): Deep Tissue Injury (250)* Stun (7)* |
60% | 500% | Impact: 100 Explosion (2.5m): 50
|
Can contain 1 small item that is used upon impact. |
Pulse Tri-Laser Fuel Box |
Explosion (1m): |
40% | 100% | Impact: 15 (3 projectiles x 5) Explosion (1m): 15 (3 projectiles x 5)
|
Fires 3 lasers in a fixed spread. |
Pulse Laser Fuel Box |
50% | 100% | Impact: 5 Explosion (1.5m): 10
|
||
Focused Flak Shells Box |
10% | 100% | Impact: 30 Explosion (0.3m): 20
|
Fires 1 bolt which explodes into 5 shrapnels in a 50° cone. |
Other
Item | Triggers | Afflictions | Structure Damage | Notes |
---|---|---|---|---|
Oxygen Tank |
Fire: - 10 condition/s Misfuel: explodes after 1 second when used in items requiring Fuel. |
|||
Oxygenite Tank |
Fire: - 10 condition/s Misfuel: explodes after 1 second when used in items requiring Fuel. |
|||
Welding Fuel Tank |
Fire: - 10 condition/s Misfuel: explodes after 1 second when used in a Plasma Cutter. |
|||
Incendium Fuel Tank |
Fire: - 10 condition/s Misfuel: explodes after 1 second when used in a Plasma Cutter. |
|||
Mutated Raptor Bane |
Impact: over 5.5m/s. Fire: -50 condition/s Not Contained: 5 second delay. |
Explosion (1.5m): Nausea (50)* |
Can be thrown. | |
Mutated Pomegrenade |
Impact: over 5.5m/s. Fire: -50 condition/s Not Contained: 5 second delay. |
Explosion (0.5m): Burn (50)* |
Sets fire to a 0.01 meter area. Can be thrown. | |
Salt Bulb |
Water | Can be thrown. | ||
Lithium |
Water: 3 second delay. Resets if no longer in water. | If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact. | ||
Sodium |
Water: 3 second delay. Resets if no longer in water. | If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact. | ||
Potassium |
Water: 3 second delay. Resets if no longer in water. | If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact. | ||
Flash Powder |
Railgun Shells Depth Charges Impact: over 8m/s. Fire: -50 condition/s. Triggered by explosions |
Can be thrown. | ||
Sulphurite Shard |
Explosion (2m): 3
|
|||
Incendium Crystal |
Railgun Shells Depth Charges |
Explosion (2.5m): 4
|
Sets fire to a 0.1 meter area. | |
Oxygenite Shard |
Railgun Shells Depth Charges Impact: over 8m/s. |
Explosion (2m): 20
|
Can be thrown. | |
Liquid Oxygenite |
Railgun Shells Depth Charges Impact: over 8m/s. |
Explosion (2m): 10
|
Due to its explosive nature it can be used offensively when loaded into a Syringe Gun or an Advanced Syringe Gun. | |
Banana Peel |
Motion: Humans and Creatures within 0.05 meter. | Explosion (0.2m): Stun (4)* |
Stun doesn't affect clowns. |
After Effects
Name Item Identifier |
Caused By | Time Lasted |
Damage Range 1 | Damage Range 2 | Damage Range 3 | Notes | |||
---|---|---|---|---|---|---|---|---|---|
Radius | Afflictions | Radius | Afflictions | Radius | Afflictions | ||||
dirtybombafteremitter dirtybombafteremitter |
Dirty Bomb | 4 | 16 | 6 per Second | 12 | 16 per Second | 8 | 24 per Second | Causes Sonar interference. |
nuclearaftereffectemitter nuclearaftereffectemitter |
Nuclear Shell Nuclear Depth Charge Nuclear Depth Decoy |
10 | 10 | 5 per Second | Causes Sonar interference. | ||||
Acid Emitter acidmistemitter |
Acid Grenade 40mm Acid Grenade |
3 | 1.5 | 2.45 per Second |