Equipment
Tools and consumables
What each tool and consumable is for, the details that catch people out, and how prices work.
Checked against the patch notes on .
The data has 22 tools and 49 consumable records. Sixteen of those consumables are Tarot cards, which I list separately because they aren't bought with Hunt Dollars. Prices are the extracted Hunt Dollar prices unless an item is Scarce or a Tarot card. A Tarot card's internal value is not a purchase price, so I don't show one.
Tools worth understanding
- First Aid Kit: reusable healing, 50 per use (100 with Doctor), three uses.
- Choke Bombs put out fire and make a coughing cloud. Useful around a burning teammate, and for checking whether cover is occupied.
- Spyglass: magnified observation. Under 2.9 it can also reveal map locations.
- Knife, Heavy Knife, Dusters and Knuckle Knife are melee tools with different damage types. Dusters are blunt, which suits an Immolator.
- Throwing Knives, Throwing Axes and the Throwing Spear are recoverable. Losing the spear costs you most of its value.
- Decoys, Blank Fire Decoys and Decoy Fuses are for misdirection. Decoy Fuses can also breach weak doors and shutters.
- Alert Trip Mines, Concertina Trip Mines and Poison Trip Mines: tripwire alarm, wire and poison. Barrels nearby make the consequences much bigger.
- Quad Derringer and Derringer Pennyshot are backup guns carried as tools. The Long Derringer is announced as an October 13 event reward and isn't confirmed unlocked yet.
Consumables worth understanding
- Explosives: the Dynamite Stick has a four-second base fuse and the Sticky Bomb an eight-second fuse. Whether a Sticky Bomb stays attached depends on the target; several bosses can shake it off. The Waxed Dynamite Stick's fuse works in water and choke clouds.
- Frag Bomb does shrapnel damage and causes bleeding. It doesn't clear wire or doors the way a dynamite blast does.
- Fire: Fire Bomb, Liquid Fire Bomb (which burns on water) and Hellfire Bomb (a large initial burst).
- Shots: Vitality Shot, Regeneration Shot, Stamina Shot and Antidote Shot, each with a weak version. Only the Recovery Shot replaces a lost health chunk.
- Beetles: the Stalker Beetle, Fire Beetle and Choke Beetle scout remotely and detonate. The Cowboy versions are appearance variants, so I don't treat them as new damage profiles.
- Placeables: the Ammo Box (including normally restricted ammo pools), the Medical Pack, and the Tool Box, which refills tools only. The Dark Dynamite Satchel is placed and set off through Dark Sight.
- Pressure tools: the Hive Bomb releases a swarm that seeks Hunters, so it's for fights rather than monsters. The Chaos Bomb imitates gunfire, and attentive players learn to recognize it.
Uses and modifiers
Each item page shows the base values from the data. Traits and events can change uses and durations. Frontiersman, for example, adds a tool use. When a value has been modified, I show the base value and the modified one separately rather than replacing one with the other.