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  4. Weapons and Ammo

All 155 Weapons and Ammo, Crafting and Repairs in Abiotic Factor

Updated on November 1, 2026 (3 days ago)

Abiotic Factor is a survival crafting game set in an underground research facility run by GATE, where a containment breach has turned the place into a battle zone. Weapons and ammo are how you fight back against the creatures, security bots and human-sized enemies you run into. The game sorts them into melee weapons, ranged guns, throwables and shields, and most guns need a matching type of ammo or battery charge to fire.

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Showing 62 of 155 items.

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Group

Melee

62 items

Acid Mace

A crude carapace club that gains an acid effect when dipped in radioactive waste.

Damage
36
Damage type
Blunt
Durability
70
Weight (kg)
6
Ammo or power
Radioactive waste
Magazine capacity
-
Used by
-

Arcbolt Spear

A charged thrust sends an electric arc jumping to nearby enemies.

Damage
26
Damage type
Sharp
Durability
60
Weight (kg)
3
Ammo or power
Battery power
Magazine capacity
-
Used by
-

Basic Baton

A basic security nightstick made for straightforward close-range bashing.

Damage
8
Damage type
Blunt
Durability
15
Weight (kg)
3
Ammo or power
-
Magazine capacity
-
Used by
-

Baton

A security nightstick that can be upgraded into an electrified stun baton.

Damage
12
Damage type
Blunt
Durability
30
Weight (kg)
3
Ammo or power
-
Magazine capacity
-
Used by
-

Cane Sword

A walking cane conceals a blade for an unexpected close-range strike.

Damage
18
Damage type
Sharp
Durability
22
Weight (kg)
4
Ammo or power
-
Magazine capacity
-
Used by
-

Carbon Pickaxe

A lighter pickaxe that takes less stamina to swing than a regular one.

Damage
85
Damage type
Heavy sharp
Durability
45
Weight (kg)
5
Ammo or power
-
Magazine capacity
-
Used by
-

Chef's Knife

A balanced kitchen blade made for clean, low-waste food preparation.

Damage
5
Damage type
Sharp
Durability
40
Weight (kg)
1.25
Ammo or power
-
Magazine capacity
-
Used by
-

Combat Knife

A purpose-built combat blade for quick close-range attacks.

Damage
12
Damage type
Sharp
Durability
30
Weight (kg)
1
Ammo or power
-
Magazine capacity
-
Used by
-

Construction Gauntlet

A powered hand tool for building, repairing, dismantling, and packing structures.

Damage
7
Damage type
Sharp
Durability
-
Weight (kg)
0.75
Ammo or power
-
Magazine capacity
-
Used by
-

Crowbar

A solid steel pry bar that hits hard but is awkward to swing one-handed.

Damage
42
Damage type
Heavy sharp
Durability
30
Weight (kg)
5
Ammo or power
-
Magazine capacity
-
Used by
-

Crowbar 2.0

An upgraded crowbar that pulls enemies toward the wielder.

Damage
75
Damage type
Heavy sharp
Durability
45
Weight (kg)
5
Ammo or power
-
Magazine capacity
-
Used by
-

Desk Leg

A detached desk leg pressed into service as an improvised club.

Damage
7
Damage type
Blunt
Durability
18
Weight (kg)
3
Ammo or power
-
Magazine capacity
-
Used by
-

Endothermic Hammer

A frozen-essence maul that can freeze enemies when it connects.

Damage
52
Damage type
Blunt
Durability
100
Weight (kg)
8
Ammo or power
-
Magazine capacity
-
Used by
-

Exor Flail

An alien-built flail that can leave enemies bleeding after a blunt hit.

Damage
33
Damage type
Blunt flail
Durability
44
Weight (kg)
5
Ammo or power
-
Magazine capacity
-
Used by
-

Exor Spear

An otherworldly spear built for direct, piercing thrusts.

Damage
30
Damage type
Sharp
Durability
30
Weight (kg)
2
Ammo or power
-
Magazine capacity
-
Used by
-

Explosive Sledge

A heavy sledge that fires impact-detonating Explosive Cartridges.

Damage
60
Damage type
Heavy blunt
Durability
25
Weight (kg)
11
Ammo or power
Explosive Cartridge
Magazine capacity
-
Used by
-

Hammer

A sturdy hammer useful for repairs as well as blunt strikes.

Damage
4
Damage type
Blunt
Durability
15
Weight (kg)
2.5
Ammo or power
-
Magazine capacity
-
Used by
-

Hand Drill

A compact construction drill that can also pack up deployable objects.

Damage
4
Damage type
Sharp
Durability
-
Weight (kg)
0.5
Ammo or power
-
Magazine capacity
-
Used by
-

Hardlight Saber

A plasma blade that deflects many projectiles and cuts through shields.

Damage
75
Damage type
Hardlight
Durability
50
Weight (kg)
8.5
Ammo or power
Power charge
Magazine capacity
-
Used by
-

Hardlight Sledge

A heavy hardlight maul that can switch into a forward-facing barrier.

Damage
150
Damage type
Heavy laser blunt
Durability
65
Weight (kg)
8
Ammo or power
Laser charge
Magazine capacity
-
Used by
-

Hardlight Spear

A plasma-lit spear that can be thrown to launch a projectile.

Damage
48
Damage type
Hardlight
Durability
52
Weight (kg)
5
Ammo or power
Laser charge
Magazine capacity
-
Used by
-

Harpoon Spear

A maritime spear that drags a struck target toward the wielder.

Damage
35
Damage type
Sharp
Durability
40
Weight (kg)
3
Ammo or power
-
Magazine capacity
-
Used by
-

Hexwood Hammer

A sturdy repair hammer for fixing furniture and constructed objects.

Damage
4
Damage type
Blunt
Durability
30
Weight (kg)
2.5
Ammo or power
-
Magazine capacity
-
Used by
-

Impact Hammer

A hydraulic sledge delivers a second blow to weakened targets.

Damage
60
Damage type
Heavy blunt
Durability
45
Weight (kg)
5
Ammo or power
-
Magazine capacity
-
Used by
-

Kitchen Knife

A practical kitchen blade that also works for close-range cuts.

Damage
3
Damage type
Sharp
Durability
20
Weight (kg)
1
Ammo or power
-
Magazine capacity
-
Used by
-

Laser Katana

A blade that releases a cutting sweep of laser energy.

Damage
60
Damage type
Laser
Durability
50
Weight (kg)
10
Ammo or power
Laser charge
Magazine capacity
-
Used by
-

Lightning Spear

A high-voltage spear that sends lightning bolts into nearby enemies.

Damage
26
Damage type
Sharp
Durability
35
Weight (kg)
3
Ammo or power
Battery power
Magazine capacity
-
Used by
-

Lodehammer

A Lodestone-enhanced warhammer that spreads fire on impact.

Damage
30
Damage type
Blunt
Durability
42
Weight (kg)
4
Ammo or power
Battery power
Magazine capacity
-
Used by
-

Lodespear

A Lodestone-powered spear that carries fire from one target to another.

Damage
25
Damage type
Sharp
Durability
42
Weight (kg)
4
Ammo or power
Battery power
Magazine capacity
-
Used by
-

Makeshift Screwdriver

A rough-built screwdriver for assembling and packing deployable objects.

Damage
3
Damage type
Sharp
Durability
-
Weight (kg)
0.5
Ammo or power
-
Magazine capacity
-
Used by
-

Makeshift Spear

A crude spear assembled from office and kitchen supplies.

Damage
10
Damage type
Sharp
Durability
25
Weight (kg)
3
Ammo or power
-
Magazine capacity
-
Used by
-

Oar

A battered oar that works as a surprisingly solid improvised weapon.

Damage
50
Damage type
Heavy blunt
Durability
15
Weight (kg)
10
Ammo or power
-
Magazine capacity
-
Used by
-

Ornate Daggers

A matched pair of ornate blades for close-range fighting.

Damage
18
Damage type
Sharp
Durability
50
Weight (kg)
2
Ammo or power
-
Magazine capacity
-
Used by
-

Ornate Knife

A sturdy, balanced knife with a decorative finish.

Damage
20
Damage type
Sharp
Durability
50
Weight (kg)
1
Ammo or power
-
Magazine capacity
-
Used by
-

Peccary Club

A heavy club armed with sharp teeth from an alien creature.

Damage
40
Damage type
Heavy sharp
Durability
15
Weight (kg)
4.5
Ammo or power
-
Magazine capacity
-
Used by
-

Pickaxe

An old mining pick with a heavy point for digging or striking.

Damage
45
Damage type
Heavy sharp
Durability
22
Weight (kg)
10
Ammo or power
-
Magazine capacity
-
Used by
-

Pipe Club

A hefty pipe weighted by a gauge fitting at its end.

Damage
8
Damage type
Blunt
Durability
30
Weight (kg)
5
Ammo or power
-
Magazine capacity
-
Used by
-

Pipe Cudgel

A plain but sturdy pipe made into a close-range club.

Damage
22
Damage type
Blunt
Durability
30
Weight (kg)
5
Ammo or power
-
Magazine capacity
-
Used by
-

Pipe Wrench

A heavy-duty wrench that doubles as a blunt weapon.

Damage
12
Damage type
Blunt
Durability
40
Weight (kg)
2
Ammo or power
-
Magazine capacity
-
Used by
-

Pitchfork

A rusty farm fork that can be turned against nearby enemies.

Damage
10
Damage type
Sharp
Durability
25
Weight (kg)
3
Ammo or power
-
Magazine capacity
-
Used by
-

Plasma Flail

A hot plasma sphere swings from a jury-rigged magnetic harness.

Damage
65
Damage type
Laser blunt
Durability
75
Weight (kg)
4
Ammo or power
Laser charge
Magazine capacity
-
Used by
-

Power Drill

A powered construction drill that can package deployable structures.

Damage
5
Damage type
Sharp
Durability
-
Weight (kg)
0.5
Ammo or power
-
Magazine capacity
-
Used by
-

Quantum Pick

A throwable pick that returns to the wielder after being thrown.

Damage
50
Damage type
Sharp
Durability
80
Weight (kg)
4
Ammo or power
-
Magazine capacity
-
Used by
-

Quill Spear

A spear that loads and fires a volley of sharp Exor quills.

Damage
42
Damage type
Sharp
Durability
45
Weight (kg)
2.5
Ammo or power
Seeker Quill
Magazine capacity
-
Used by
-

Ramrod

An electrical mace with an extended capacitor bank for stronger shocks.

Damage
44
Damage type
Blunt
Durability
60
Weight (kg)
5
Ammo or power
Battery power
Magazine capacity
-
Used by
-

Rat Scanner

An environmental scanner that can double as a sturdy whacking tool.

Damage
12
Damage type
Blunt
Durability
40
Weight (kg)
2
Ammo or power
-
Magazine capacity
-
Used by
-

Screwdriver

A practical tool for assembling furniture and packing deployable objects.

Damage
3
Damage type
Sharp
Durability
-
Weight (kg)
0.5
Ammo or power
-
Magazine capacity
-
Used by
-

Shiv

A hastily made stabbing blade that wears out quickly.

Damage
2
Damage type
Sharp
Durability
12
Weight (kg)
1.8
Ammo or power
-
Magazine capacity
-
Used by
-

Sledgehammer

A heavy hammer made for driving objects into the ground.

Damage
45
Damage type
Heavy blunt
Durability
20
Weight (kg)
9
Ammo or power
-
Magazine capacity
-
Used by
-

Stun Baton

An electrified nightstick that briefly immobilizes its target.

Damage
25
Damage type
Blunt
Durability
30
Weight (kg)
3
Ammo or power
-
Magazine capacity
-
Used by
-

Sword

A straightforward edged blade meant for cutting.

Damage
20
Damage type
Sharp
Durability
38
Weight (kg)
10
Ammo or power
-
Magazine capacity
-
Used by
-

Tech Sceptre

A charged electrical mace that shocks and knocks enemies back.

Damage
18
Damage type
Blunt
Durability
40
Weight (kg)
5
Ammo or power
Battery power
Magazine capacity
-
Used by
-

Thermal Mallet

A heated hammer that leaves fire where it lands.

Damage
20
Damage type
Blunt
Durability
35
Weight (kg)
3
Ammo or power
Battery power
Magazine capacity
-
Used by
-

Throwing Crystal

A fragile crystal blade carefully balanced for throwing.

Damage
16
Damage type
Sharp
Durability
-
Weight (kg)
0.075
Ammo or power
-
Magazine capacity
-
Used by
-

Throwing Dart

A simple throwable blade that is unlikely to survive the trip.

Damage
9
Damage type
Sharp
Durability
-
Weight (kg)
0.05
Ammo or power
-
Magazine capacity
-
Used by
-

Throwing Quill

A fragile, acidic Exor quill designed to be thrown.

Damage
22
Damage type
Sharp
Durability
-
Weight (kg)
0.1
Ammo or power
-
Magazine capacity
-
Used by
-

Throwing Shard

A sharp throwing blade made from super-hardened ice.

Damage
32
Damage type
Sharp
Durability
-
Weight (kg)
0.125
Ammo or power
-
Magazine capacity
-
Used by
-

Toilet Plunger

A toilet plunger pressed into service as an improvised club.

Damage
10
Damage type
Blunt
Durability
20
Weight (kg)
1
Ammo or power
-
Magazine capacity
-
Used by
-

Umbrella

A portable umbrella for shade or rain that can also be swung in a fight.

Damage
12
Damage type
Blunt
Durability
10
Weight (kg)
6
Ammo or power
-
Magazine capacity
-
Used by
-

Volt Staff

An augmented Exor staff that stores bioelectric energy as it strikes.

Damage
42
Damage type
Sharp
Durability
50
Weight (kg)
4
Ammo or power
-
Magazine capacity
-
Used by
-

Welding Spear

A superheated spear that deals explosive fire damage.

Damage
18
Damage type
Sharp
Durability
30
Weight (kg)
3
Ammo or power
Battery power
Magazine capacity
-
Used by
-

Woodsman's Axe

A sturdy axe for felling tough trees or enemies.

Damage
60
Damage type
Heavy sharp
Durability
22
Weight (kg)
10
Ammo or power
-
Magazine capacity
-
Used by
-
Prev123Next

How Melee Weapons Work

Melee weapons don't use ammo, which makes them your fallback when your guns run dry. Blunt weapons build Blunt Melee, which raises your damage with blunt weapons, while sharp weapons build Sharp Melee in the same way. Most of that XP comes from hitting enemies with the right type, so the skill grows as you fight.

Heavy melee weapons are a separate case. They depend on Strength rather than either melee skill. You need Strength 8 before you can wield them properly, and a later Strength perk, Centrifugal Force at Strength 15, makes heavy swings noticeably faster.

How Ranged Weapons Work

Ranged weapons let you hit enemies from a distance, and most of them fire a specific type of ammo. Energy weapons such as the Electro-Thrower and Vacuum run on battery charge instead, so there's nothing to carry for them. Each gun holds only so many rounds before you have to reload, so keep an eye on your magazine during long fights.

The game splits ranged guns into Science weapons and Overworld guns. Science weapons include the Electro-Thrower, Grinder, Vacuum, Net Launcher and the crossbows, while Overworld guns cover pistols, SMGs, rifles and shotguns. Overworld guns use the standard rounds, and each Science weapon takes its own ammo or runs on power.

Firing a gun builds your Accuracy skill. Reloading builds your Reloading skill, and each level makes reloads quicker. Accuracy also opens up better firearms: at level 7 you unlock the recipe for Bio-Metric Armwraps, which let you handle more advanced guns, and at level 15 Bio-Mimic Armwraps unlock specialized firearms. At level 18, the Bio-Fusion Imitator lets you use advanced and arcane guns without armwraps.

Ammo Types and How to Make Ammo

Each common round suits a family of guns. 9mm fits pistols and SMGs, .357 Magnum fits magnums, .308 and 5.56 feed rifles, and 12 gauge buckshot loads shotguns. Scrapshot covers its own set of pistols and shotguns, and crossbows use Makeshift Bolts. Since a gun only takes the ammo built for it, it's worth checking what a weapon uses before you stock up.

Some ammo is tied to a single weapon line. Rebar Bolts fit the Magbow, Grinder discs feed the Grinder and Thresher, and rockets go into the Rocket Launcher. Two special rounds stand out. Explosive Cartridges are optional ammo for the Explosive Sledge, which works without them, but each cartridge makes an attack explode around the spot it hits for high damage. Lodestone Bolts can ignite targets even through armor, which makes them handy against armored enemies.

Overworld ammo comes from an Ammo Station, which you craft at a Crafting Bench. Its recipe calls for an Enhancement Bench, so get that bench first. Once it's built, the station makes Gunpowder and the rounds for overworld guns, so you can keep your pistols and rifles supplied.

Throwables and Throw Nets

Throwables are items you toss by hand. The group includes grenades like the Frag Grenade, Electron Grenade, Mugnade and Cluster Grenade, along with the Boom Bait, Megaton Flask, Thermite Molotov, snowballs and throwing darts. Every throw counts toward your Throwing skill, even if it misses, so using them in fights helps you level up. A higher Throwing skill also extends how far you can throw.

Throwables can be destroyed when you use them, though some have a chance of being recovered. The Projectile Pickup and Hazy Recollection perks improve your odds of getting them back.

The Throw Net works differently. It disables small and medium enemies for a few seconds, but it can't hold human-sized enemies such as Grunts and Exor Monks on its own. For those you need a Net Launcher, which uses Throw Net as its ammo.

Shields and Off-Hand Gear

Shields go in your off hand and block incoming attacks. They pair with non-heavy melee weapons, since heavy melee weapons use both hands. Shields and other off-hand armaments share the same slot, such as the Interfection Katar.

Shields come in Light, Medium and Heavy classes, and each one fully blocks attacks from its own class or a weaker one. Stronger hits only get partly blocked, so you still take some damage, and status effects like bleeding can still land.

Enemy attacks are sorted into the same classes, so a lighter shield fully stops weaker hits but only partly blunts heavier ones. Energy-based attacks can't be blocked at all, so shields won't help against them.

Weapon Durability and Repairs

Weapons wear down as you use them. Each weapon has its own odds of losing a point of durability per use, and no single use costs more than one point. When durability hits zero, the weapon breaks but isn't destroyed. A broken weapon still works, but it deals far less damage until you repair it, so check a gun's condition if it suddenly feels weak.

Repairs happen at a Repair and Salvage Station, which you craft at a Crafting Bench from Duct Tape, Coils, an Anvil and pipes. The station also breaks unwanted items down into materials. The repair material depends on the weapon: light firearms like pistols and SMGs take Light Gun Repair Kits, while the Electro-Thrower is repaired with a Capacitor.

Duct Tape gives you a quick patch in the field, since you can apply it right from your inventory. The fix is much weaker than a proper repair at the station, though.

How to Get Weapons and Ammo

Some weapons can only be crafted, including the Electro-Thrower, Grinder, Vacuum and Explosive Sledge. Those are made at a Crafting Bench, and the bench has to be powered to work. Most items need a bench, but some simple ones can be crafted straight from your inventory.

Recipes come from playing the game. You learn them through interactions in the world, and some need a research minigame on top of that. Some weapons can also be upgraded into stronger versions. The Grinder becomes the Thresher and the Vacuum becomes the Nuke-Vac, and the Enhancement Bench handles those upgrades for weapons and gear, either improving them or changing them completely.

Which Weapons Matter Most

No single weapon is best for every fight, because each one suits different enemies. Melee weapons save ammo and build your skills, guns reach across a room, and throwables cover the moments when you'd rather not get close. Pick based on what you're facing, and keep repairs and ammo ready for the weapons you rely on.

The Electro-Thrower is worth knowing for close fights. It's a short-range cannon that stuns the enemies it hits, which makes it handy when enemies press in on you.

The Grinder fires quickly, and its discs can often be picked back up after a fight. That high fire rate makes it a good way to build Accuracy.

FAQ

Q.

Where can I get Light Gun Repair Kits?

Grunts, Medics, Captains and Breachers drop them when you defeat them, and you can also find them in Ornate Crates and in Security Sector lockers. If you'd rather buy one, Warren Bunning sells them for a Computation Brick.

Q.

What does the Vacuum do?

The Vacuum is mainly a collection tool. It sucks up loose items and can even catch small critters like pests, which saves a lot of bending down after a fight. Its upgrade, the Nuke-Vac, goes further and can catch and send back enemies and projectiles.

Q.

Can I pick up Grinder discs after a fight?

Sometimes. Grinder discs can be recovered from enemy corpses or surfaces, and Makeshift Crossbow bolts work the same way. It's worth checking around a fight before you move on.

Q.

How do I get the Lodestone Shield?

The Lodestone Shield can only be obtained by upgrading a Heater Shield with a Lodestone Fragment, Reinforced Hose, Powdered Crystal and Refined Carbon. It gives off heat and uses lodestone energy to damage the enemies it defends against.

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