Item Changes

== Item Changes==
There are many item changes in wave defense. Any items that are not in wave defense, will not be listed.
Ranged item changes
Ranged item 	Cost in wave defense	How it acts normally 	How it acts in wave defense 	Difference
Bow 	25 points 	75 damage on the body, and 300 on the head. 	Deals 150 damage on the body and faster projectile speed. 	75 extra body shot damage and greatly increased projectile speed.
Pistol 	25 points 	20 damage on the body, and 25 damage on the head. 	35 damage on body, and 70 damage on headshot. 	The pistol deals 15 extra damage on the body, and 45 extra damage on the head.
Flamethrower 	25 points 	Deals 20 damage on all body parts and can set enemies on fire. 	Deals 10 damage on hit every 0.06 (167 DPS) and sets enemies on fire.
Fire duration is greatly increased.
Movement speed is increased while held. 	Base damage is decreased by half but afterburn can last for minutes compared to how it normally acts.
Additionally it increases movement speed.
Assault Rifle 	175 points 	15 damage on body, 30 damage on the head. 	25 damage on the body, 50 damage on the head. 	The gun deals 10 more damage on the body, and 20 on the head.
SMG 	175 points 	35 damage on the body and 50 damage on the head. 	No difference. 	None.
Classic Paintball Gun 	225 points 	200 damage on body and 400 damage on headshots. 	AOE 50 damage.
Ragdolls enemies.
Faster projectiles. 	Can no longer headshot with greatly reduced damage but projectiles are 3x faster and will ragdoll enemies within a 10 stud radius, a great early game support weapon.
DMR 	350 points 	100 on body and 200 on head. 	Pierces Riot Shields by 50%. 	Can attack through Riot Shields with a 50% penalty.
Donderbus 	350 points 	Fires 24 pellets, each doing 75 damage on the body and 150 on the head. 	No difference. 	None.
Shotgun 	650 points 	25 damage on the body and 31 damage on the head, 	Fires 8 pellets that deal 50 damage on body and 75 on headshots. The pellets can pierce through Riot Shields by 10% and can inflict ragdoll. 	Its way more lethal on WDM.
Sniper Rifle 	650 points 	100 damage on the body and 350 on the head. 	Deals 300 damage on the body and 600 in the head. Fully pierces Riot Shields and can inflict ragdoll. 	Damage dealt is tripled and the bullets can pierce Riot Shields as well inflict ragdoll.
Revolver 	2,250 points 	350 damage on the body and 750 on the head. 	Deals 500 damage on the body and 1000 on the head. Pierces Riot Shields. 	Deals an extra 150 damage on body and 250 extra damage on headshots. The bullets can also pierce Riot Shields and inflict minimal stunlock.
Tactical Pistol 	2,250 points 	160 on body and 280 damage on the head. 	No difference. 	None.
Sten Gun 	2,250 points 	200 on body and 300 damage on the head. 	Deals 70 damage per shot, double damage on headshot. Can pierce a single target and inflict stun. 	Inflicts 65% reduced damage in comparison but can inflict stun... Hell nah, avoid buying this garbage.
Tommy Gun 	2,250 points 	300 on body and 450 damage on the head. 	Deals 50 damage per shot and 75 on headshot. Can pierce through 10 enemies and Riot Shields by 25%. 	Deals WAYYYY less damage but can be useful when dealing with crowds.
Hyperlaser 	2,250 points 	Deals 1,500 damage on bodyshot and 3000 on headshot. Unknown if it pierces through targets. 	Deals 1,400 damage along with some AoE that stuns and ignores shields and forcefields. Can pierce though infinite enemies. 	Deals 100 less damage in exchange of infinite piercing and shield ignoring capabilities.
Hand Cannon 	3,250 points 	Deals 600 AoE damage. 	Deals 350 AoE damage. Cannot ragdoll. 	Deals 250 less damage and is unable to ragdoll enemies.
Thumper 	4,500 points 	Deals 600 AoE damage that bypasses resistances and inflicts ragdoll and stunlock on targets. The projectile can bounce with a 0.75s explosion delay upon impact, although a second will cause it to go off early.	Deals 400 AoE. 	Deals 200 less AoE damage. No, its not based on the Lethal Company enemy.
Minigun 	4,500 points 	Deals 15 damage in body and 30 on head. 	60 damage on head and greatly increased range. 	Range is greatly increased along with headshots dealing an extra 30 damage.
Tactical Assault Rifle 	6,000 points 	Deals 120 damage on both parts. 	Can inflict bleeding on target which deals 10 damage per tick. Can be stacked up to 90. 	Shots make enemies bleed. That's it.
Battle Rifle 	7,500 points 	Deals 75 damage on body and 225 on headshots. 	Deals 100 damage on body and 300 on headshot. It cannot pierce through enemies. 	Overall deals more damage at the cost of not being able to hit multiple targets.
Hunting Rifle 	7,500 points 	Deals 200 damage on body and 350 on head. 	Deals 150 damage on body and 300 on head. Can pierce multiple enemies and Riot Shields by 65%. 	50 less damage on both body parts.
Auto Shotgun 	9,500 points 	Fires 8 pellets that deals 55 damage on body, and 69 on head. 	Pellets now deal 50 damage on body, 100 on head, but they pierce through Riot Shields entirely. Additionally the weapon while is held gives a small movement speed boost.	5 less damage in exchange for entire Riot Shield penetration and movement speed? I'll take it gladly.
Classic Rocket Launcher	12,500 points 	Deals 4000 AoE damage. 	Deals 1350 AoE damage. Rockets travel slightly faster. 	Damage is decreased by 2650, but rockets move faster.
Tactical Shotgun 	12,500 points. 	Deals 90 damage on the body, and 225 on the head. Pellets are explosive so they deal 75 on impact. 	No difference. 	None.
Tactical SMG 	14,000 points 	Deals 145 damage on all body parts, and applies poison. 	Deals 120 damage on body but inflicts poison. 	25 damage decrease.
Classic Sniper Rifle 	15,735 points 	Deals 1600 damage on body, and 2240 on the head. 	Deals 750 damage on body, and 900 on head. Deals 50% less damage on shielded enemies. Shots can stunlock enemies. 	A 850 damage difference on body, and 1340 damage difference on headshot.
Railgun 	18,250 points 	Deals 7000 damage on every body parts with 250 AOE damage. 	2000 on every body part with 250 AOE damage. 	5000 damage decrease
Melee item changes
Melee item 	Cost in wave defense	How it acts normally 	How it acts in wave defense 	Difference
Sword 	100 points 	45 damage per hit. Spin is 45 damage per tick. 	Deals 70 damage per hit for the sword and ability. Can attack up to 3 targets.
Spin will parry melees and projectiles. Parrying melees will activate health regeneration. 	The sword deals an extra 25 damage per hit for the sword and ability. Spin provides no protection in the base game.
Machete 	100 points 	500 damage per hit. 	Deals 450 per hit. Cannot attack multiple targets at once. 	The machete deals 50 less damage, and machete equip time halved.
Hammer 	250 points 	150 damage per hit and 100 damage for slam. 	Deals 250 damage per swing and can attack up to 5 targets. Has a 'slam' ability which deals 100 AoE damage with a 15s cooldown. 	The hammer has an extra 100 damage.
Survival Knife	2,250 points 	300 damage per hit.
Pigstick doesn't increase walkspeed. 	Literally the same, but Pigstick can now bypass melee damage resistances and will disrupt both shields and forcefields. 	Pigstick ability has better versatility.
Riot Shield 	2,250 points 	225 melee damage, has charge ability which deals 800 damage. It can also reflect projectiles that do not bypass the shield.	As long as the shield is held, the user is given a 60% resistance to all damage and full stun/ragdoll immunity.
The "Charge" ability can now be steered and inflicts more damage the more distance you cover. Charging more than ~8 seconds can ragdoll bosses. Full Riot Gear doubles the charge duration. Angel Wings, Speed Coil and Hiking Boots increase turning responsiveness.
Missing the charge will cause 100 damage and will ragdoll the user.	The user is given more durability and the charge ability is far more versatile.
Venomshank 	4,500 points 	200 damage per swing and poisons enemies. 	Increases movement speed. 	Gives you slightly more speed.
Firebrand 	5,000 points 	Deals 450 damage per swing and sets on fire the target. Has a 'Spin' ability which deals 1350 to nearby targets. 	Literally the same, but the user is given full ragdoll/stun immunity and 25% resistance to all damage. 	The user is given more durability.
Giant Blade 	5,500 points 	500 per hit, spin is 200 per hit, and slam is 1000 at radius with 200 after in a straight line. 	Giant blade spin now automatically parries projectiles and melee hits while active, 300 extra damage, slam radius increased, attack speed very slightly increased, and walk speed while holding the item increased.
Using full Knight Armor will increase the speed of the spin.	Deals 300 extra damage per swing, slam radius, attack speed and movement speed are slightly increased.
Fire Staff 	9,500 points 	100 damage per swing, fireball deals 300, shockwave deals 500, and fire tornado deals 200 damage every 0.1 seconds. 	Abilities heal the user and allies. Will give shield if user has medical backpack equipped. Shockwave can over shield giving 800 shield similarly to the darkheart's shadow swap.	Fire Staff has much more supportive capabilities and is a must have for players running medic.
Illumina 	12,500 points 	250 damage per swing with a lunge ability that has a damage potential of 2250. 	Movement speed is increased and the lunge ability can push back enemies including bosses, but they are 50% resistant to it. 	You move much faster than you'd normally would.
Highlander 	14,500(?) 	1500 (Swing and Cleave), 3000 (Stab) 	ARRRAGGHHGHHH 	ARRRAGGHHGHHH
Darkheart 	18,250 points 	400 per hit, 1/5 of health lost per hit on nothing, and if shadow swap hits no enemies you instantly die. 	Deals 450 damage per hit and can hit up to 3 targets. Killing an enemy with the sword restores 30% health.
Using the shadow swap ability can damage up to 10 targets, each giving you 80 health/shield. It can overshield you in case 5+ targets get damaged.
There's no health drain when failing swings or the shadow swap ability.	You don't lose health when missing swings, shadow swap no longer kills you if there are no enemies, and you can catch 10 enemies instead of 3 in shadow swap. 80 health and shield is given per target and can overshield if you attack more than 5+ targets.
Ban Hammer 	19,500 points 	550 damage on 2 hits and 750 on the third hit. 	Faster swingrate and also makes you invincible when using leap ability. Can bypass Melee Resistance. Does 2x Damage on Shield Implants and kills grant health regeneration. 	Bypasses Enemies Melee Resistance, can do 2x times damage on Shield Implants. And enables health regen on kill.
Throwables changes
Throwable 	Cost in wave defense	How it acts normally	How it acts in wave defense 	Difference
Grenade 	25 points 	200 damage. 	300 damage. 	100 extra damage.
Subspace Tripmine	4,500 points 	750 damage. 	Disrupts shields and forcefields instantly.	EMP effect.
Armor changes
Armor 	Cost in wave defense	How it acts normally 	How it acts in wave defense 	Difference
Headband 	25 points 	Increases melee damage by 50%Gain 50% melee damage resistanceGreatly decreases the cooldown of the fists' abilities, and allows melees that normally can't parry melees to do so.
Melees that can already parry melees are able to parry projectiles. 	No difference. 	None.
Helmet 	100 points 	Gives 100 hp. That's it. 	Gives 150 hp. That's it. 	Gives an extra 50 hp.
Vest 	150 points 	Gives 200 hp. That's it. 	Gives 300 hp. That's it. 	Gives an extra 100 hp.
Medical Backpack 	200 points 	Gives fast natural regeneration, removes entirely the medkit cooldown, and allows you to shield others by 200 hp, at the cost of limiting the medkit on yourself.
Successfully healing an ally restores 100 health, if health is full then 50 shield is restored. 	No difference. 	None.
Knight Helmet 	300 points 	Gives 100 hp, increases melee damage by 25%, and increases stun resistance by 25%(?). 	Grants 150 hp, 25% ragdoll resistance, reduces knockback inflicted onto you by 100%, provides 20% resistance to ranged weaponry and 25% more melee damage. 	Gives an extra 50 hp, 25% resistance to ragdolls, 20% damage reduction against ranged weapons and ignores knockback received.
Targeting Oculus V1.14	750 points 	50% less spread50% more headshot damageand doubles projectile speed 	50% less spread50% more headshot damageTriple projectile speedCan zoom in with non-scoped weapons 	Projectiles speed is increased by 3.0x, and you can zoom in with any weapon.
Gloves 	750 points 	Makes cooldowns faster on everything. 	No difference. 	None.
Hiking boots 	750 points 	Completely removes every negative movement debuff. 	No difference. 	None.
Heavy Rounds Carrier 	1.200 points 	Ranged weapons ignore enemies resistances by 50%, their damage is doubled, they also can pierce through riot shields by 65% and their penetration count is increased by 1. However, you lose 50% fire rate with semi-automatic guns, 20% with automatics and reload speed is reduced by 30%.	No difference at all. 	None.
Super Stomp Boots 	1.350 points 	Immunity to ragdoll, +20% jump height, -20% walkspeed, +50% knockback resistance + Ground Pound ability that deals 800 damage to close enemies and 400 damage to enemies that are far but still in the radius. 	Grants +20% more jump height, decreases movement speed by 20%, increases knockback received by 100%, you can't be ragdolled, and you gain the 'Ground Pound' ability. 	Knockback is increased by 100%
Rocket Boots 	1,350 points 	15% reduced movement speed. Grants 'thrust' ability. 	No difference lol. 	No difference lol.
Dual Gravity Coils 	1.350 points 	Greatly reduces the gravity on yourself. 	No difference. 	No difference.
Explosive Bandolier 	1.350 points 	Explodes yourself upon death, adds self destruct ability that deals 800 damage, increases reload speed in explosives, but worsens gun performance and reload speed and makes you slower. 	Lowers movement speed by 30%.Makes all explosive weapons and throwables MUCH better.Slightly worsens guns performance.Explosion damage is greatly reduced.Self destruct deals 3000 damage and temporarily makes you move 2x faster.
(hidden effect: grants +200 hp)	Explosion damage is reduced even further but selfdestruct deals 2200 more damage. It also grants +200 hp.
Shield Implant 	1.350 points 	Uses half of your health as a shield. +250% more resistance to bullets, -250% less resistant to melee attacks. 	Health is unaffected and it passively shields the core as well as gives it natural regeneration upon the repair hammer being used. Also makes you very slightly faster.
Gives no resistances nor vulnerabilities.	No health penalty, and provides a shield for both you and the core. You do not get any resistances nor vulnerabilities, and natural regeneration can take effect with the repair hammer. Also makes you very slightly faster.
Riot Helmet 	1.350 points 	50% less ragdoll stun, 25% extra bullet resistance, and gives 300 hp. 	Increases max health by +400, provides 50% ragdoll and stunlock resistance, and 25% overall damage reduction. 	Gives 100 extra hp, 50% more resistance to ragdolls and stuns, and 25% resistance to all damage.
Heavy Vest 	1.950 points 	Gives 500 hp, 27.5% less walking speed, 20% less damage taken from melees, and 50% less ragdoll stun. 	Gives 1200 hp50% resistance to stuns and ragdolls (stacks additively with Riot Helmet for total immunity)Reduces riot shield charge cooldown by 25%Health regen ticks are 50% fasterGives 25% overall damage reduction
(hidden effect: reduces movement speed by 27.5%)	Gives 800 more hp, 50% resistance to ragdolls and stuns, the Riot Shield charge abilty recharges 33.3% faster. Health regeneration ticks are 50% faster and provides 25% resistance to all damage.
Enforcer Shield 	1.950 points 	Provides frontal protection against projectiles and possesses a 'shove' ability. Reduces the user movement speed by 15%. 	No difference. 	No difference.
Regeneration Coil 	1.950 points 	Completely removes the health regen cooldown. 	Health immediately starts regenerating after taking damage and ticks are 100% faster. 	Health regen ticks are 100% faster.
Speed Coil 	2.250 points 	Increases speed by 50% and grants full resistance to stunlock. 	No difference. 	No difference.
Fairy Boots 	2.250 points 	Increases speed by 15% and grants 'double jump' ability. 	No difference. 	No difference.
Specialist Bandolier 	2.250 points 	Gives 50 Health, 25% Firerate, -50% Equip time, 35% Reload speed. 	Grants 200 health, 35% faster reload speed, 25% faster fire rate with non-automatic guns, weapon equip time is halved and the 'stomp' ability cooldown of the Super Stomp Boots is decreased by 70%.	Grants 150 more hp and the stomp ability recharges 333% faster.
Defensive Scipack 	3.000 points 	Increases health by 50 (shield by 100), reload speed by 15% for all Ranged Weapons, automatic's firerate is 25% faster, weapon equip time is reduced by 25%, and gives its user a similar ability to the Core 'Defense Shock' upgrade. 	No difference. 	No difference.
Traveler's Backpack 	3.000 points 	Increases health by 200, reload speed by 20%, non-automatic guns firerate by 50%, equip time is reduced by 15% and provides 50% melee damage resistance. Lowers movement speed by 15%. 	No difference. 	No difference.
Knight Armor 	3,000 points 	100 extra hp, decreased stun time, increases melee damage by 50%, and decreases cool down when equiping items. 	250 extra hp, 25% increased resistance to ragdolls, increases melee damage by 50%, 40% damage resistance to ranged weapons and 20% faster equip time. 	You get an extra 150 hp, bullet resistance, and massive equip cooldown.
Angel Wings 	3.000 points 	33% extra walkspeed, 50% melee damage, 100% less Bullet Resistance, Decreased Firerate, 25 extra hp, and, less cooldown on Survival Knife's dash ability. 	60% extra walkspeed, 25% ranged resistance, 100% stunlock resistance, 100% more melee damage and the abilities cooldown of most high tier melees such as the Survival Knife 'dash' is greatly reduced.
Ranged weapon handling is worse.	Provides 27% more walkspeed, 25% more resistance to ranged weapons, stunlock immunity, and 50% more melee damage.
Dual Bandoliers 	3,000 points 	150 extra hp, 30% faster fire rate, and doubles all ammo. 	400 extra hp, 30% faster fire rate with auto weapons, doubles their mag capacity, and allows shield piercing by a 35%. Target penetration is increased by 2 and provides 45% resistance to ragdolls.	You get an extra 250 hp, you can pierce through shields, reduces ragdoll time. Guns can also attack through 2 more units.
Mysterious Cape 	3.000 points 	Cannot be used in base game. 	Makes using the Fire Staff, or the Zombie Staff have much better performance and allows the usage of magical books. Additionaly it increases your movement speed. 	WDM exclusive.
Grappling Hook 	4.500 points 	100 LESS hp, but lets you grapple anywhere as long as its reachable. 	Grapple damage is capped, and there's no health penalty. 	The damage potential for the grapple is reduced, but there's no health penalty.
Emergency Watch 	6.000 points 	Bypasses combat timer. 	Gives an ability called Recall that allows you to travel back to your base. Doing so, will fully regenerate your health and shield. 	Lets you go back to your spawn point, meaning there is no difference. But the base game one does not give you shield.
Miscs changes
Misc item 	Cost in wave defense	How it acts normally 	How it acts in wave defense 	Difference
Medkit 	200 points 	Heals 400 hp with a 15s cooldown on yourself or others. 	No difference without the backpack but, with the backpack, you can shield others. 	You can shield others with the Medical Backpack.
Repair Hammer 	450 points 	Deals 20 damage on enemies and ragdolls them. 	Deals 20 damage on enemies, restores 140 health per hit on the core, and can ragdoll enemies. 	You cannot repair the core outside of WDM.
Book of Frost 	8.000 points 	not available in here lol 	uhh 	uhh
Book of Tempest	8.000 points 	not available in here lol 	uhh 	uhh
Book of Earth 	8.000 points 	not available in here lol 	uhh 	uhh
Book of Seas 	8.000 points 	not available in here lol 	wip 	wip
Zombie Staff 	9,500 points 	Summons 8 zombies that deal 60 damage on attack and 1,000 dmg if they get killed dealing AOE damage.	Summons 3 zombies that deal 60 damage on attack and 1,000 dmg if they get killed dealing AOE damage. Zombies take up ally spawns. Synergizes with Mysterious Cape.	Zombie spawn is deceased without Mysterious Cape. Zombies take up ally spawns.
Nuke 	22,250 points 	Deals huge damage to all enemies within the world it's used in. 	Deals huge damage to everyone. Puts the world in nuclear fallout, making you lose instantly. Can only be bought in a private server game. 	Griefs the map and kills teammates.
Category:Wave Defense Mode
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