KA-74/Temporary

**Project**

*This page is part of a Project. Please visit the DayZ:Projects page for additional information on how to assist with this effort.*

**This page is part of a Project.**
Please visit the DayZ:Projects page for additional information on how to assist with this effort.

**Image of melee combat between two survivors**

**Combat** involves violent engagement between two or more Survivors, infected, Wildlife, etc. Entering into combat requires being in a ready stance, which can by done by pressing `Right mouse button`, and will bring up whatever weapon you have equipped (or fists if you have no weapon in your hands). For a list of all combat related controls, see Game Controls.

## Combat Overview

Combat is a primary mechanic in DayZ Standalone and is required in order to navigate the world of Chernarus. For some players, it is the only way to interact with other survivors that they know of.

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## Character Stats

*Main Article: Character Status*

One of the most unique features of DayZ Standalone is the multitude of stats your character has. While all of these stats are important, most of them are of no consquence while in combat. As of (DayZ Current Patch Version), the three stats that are of most concern while in combat are Health, Blood and Shock.

### Health

 *Main Article: Health*

**Health**, a core stat in *DayZ*, is perhaps the most important player stat in the game. A representation of a character's life, having your Health reduced to 0 results in instantaneous death. Easy to lose and slow to gain, Health must be monitored at all times.

All Survivors begin with 100 Health, the maximum that can be had, and lose Health from things like injury or starvation. Although the methods for losing Health are the same for all Survivors, the complexity of DayZ Standalone's Health and Damage system vary the amount of Health lost based on several factors. Even if two survivors are injured in the same way at the same time, they will still often lose different amounts of Health.

The amount, or lack thereof, of Health you have, has a large impact on your movement speed. The more injured you become the slower your character is able to jog, sprint, and even crawl, which can make you an easy target for the Infected, other Survivors or feral animals.

There is also no method, either through items or medical treatments, to instantly restore lost Health. Natural Health recovery over time is the only method for restoring lost Health. Recovery speed is directly tied to Blood so it is important that a Survivor treats their wounds, stays well-fed, and well-hydrated and out of the elements in order to maximize their recovery speed.

### Blood

 *Main Article: Blood*

**Blood**, a core stat in DayZ, is second only to Health in terms of importance. Representing the amount of blood in a character's body, losing too much Blood can result in unconsciousness or even death.

All Survivors start with **5000** Blood, the maximum that can be had, and lose Blood from injury. While a small amount of Blood is initially lost when a character suffers certain injuries, the primary method of blood loss is bleeding from wounds sustained when a character is injured. Although individual wounds typically do not result in much blood loss, multiple wounds, with varying degrees of severity, can occur in moderate to severe injuries resulting in a high amount of blood loss very quickly.

Blood is a unique stat in a few of ways. First, the effects of blood loss don't happen when it gets close or drops to its minimum value of 0. Instead, the serious effects of blood loss begin to occur around 3,000 Blood, wherein a survivor will begin to take Shock damage until they either fall unconscious or regain enough Blood. Second, Blood is one of only two stats, the other being Health, that cause death to occur when it falls below a specific value. With Blood, a character only needs to lose ~2,500 Blood for death to occur. Finally, Blood is unique in that every character has a **blood type**, which is randomly determined when the character is first spawned. A character's blood type is unique to that character and does not transfer when a new character is spawned.

As long as a Survivor remains moderately fed and hydrated, they will regenerate lost Blood automatically. While the natural recovery process is faster than it is with Health, the larger amount of Blood a character has makes the recovery time approximately the same. Unlike Health, there are medical treatments a character can receive to increase recovery speed, via Saline Bag IV, or even instant restore lost Blood, via Blood Bag IV. Caution is advised, however, as an improper Blood Transfusion can result in the Hemolytic Reaction.

### Shock

 *Main Article: Shock*

**Shock**, a core stat in *DayZ*, is more abstract that the other three core stats. Rather than representing a direct facet of a character's state, Shock instead represents the amount of trauma (and ensuing circulatory issues) a character's body has received in a short period of time. While not exactly the same as its real life counterpart [Shock], the underlying causes are similar.

In *DayZ*, loss of Shock is cause by certain injuries, a drop in blood pressure due to too much Blood loss or suffering from stage 3 Gas Poisoning.

As of update 1.10, shock status is shown as a visual effect when taking damage (bullet, melee, fall damage, etc.). This makes it considerably easier to track how much shock you have sustained. However, shock damage is not shown when suffering from blood loss.

While falling unconscious definitely leaves a Survivor vulnerable, it is not necessarily a death sentence. Relative to both Blood and Health, Shock regenerates rather quickly, even when unconscious. As long as a character's wounds aren't too serious or they have been bandaged, the character will regain consciousness within a couple of minutes. Additionally, the use of an Epinephrine Auto-Injector will instantly restore a character's Shock value back to its maximum value allowing them to regain consciousness. Alternatively, another Survivor can perform CPR on an unconscious character, speeding up their Shock recovery and allowing them to regain consciousness much faster.

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Stamina
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## Weapon Types

*Main Article: Weapons*

In DayZ Standalone there are currently two categories of weapons that cover a variety of items, equipment and tools.

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Image of survivor looking at a melee weapon and a gun on the ground
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### Melee Weapons

*See Also: List of melee weapons*

Melee weapons are a category of weapons that are used while in close combat. Ranging from household cutlery to construction tools to medival weaponry, melee weapons are easily the most common kind of weapon found around Chernarus. Melee weapons fall into one of two subcategories, bladed weapons or blunt weapons. Generally speaking, blunt weapons excel in knocking opponents unconcious, whereas bladed weapons excel in wounding opponents by causing bleeding.

While generally outclassed by just about any firearm in open combat, a single, well placed attack to the head can knock unconcious even the most well geared survivor. Additionally, melee weapons do not require ammunition or magazines to function and are almost completely silent. These factors can make even a freshly spawned survivor a dangerous opponent.

### Ranged Weapons

*See Also: List of ranged weapons*

Ranged weapons refers to any weapon that fires a non-explosive projectile meant to seriously injury or kill a target. In DayZ Standalone, ranged weapons fall into two subcategories, bows or firearms, which each have their own subcategories. Bows include traditional bows and crossbows. Firearms consists of pistols, shotguns, submachine guns, rifles, assault rifles and sniper rifles.

Almost universally dealing more damage, more quickly than melee weapons, ranged weapons are much more forgiving to the wielder
but come with the huge downsides of creating noise and requiring ammunition to operate.

Fighting with a ranged weapon is much more forgiving than melee combat because: distance allows for greater reaction time, follow-up attacks are typically much quicker, and you can inflict damage far more rapidly. You also have a larger variety to work with, in order to better suit your own personal tastes and find something that you are comfortable with.

## Weapon Stats

*See Also: List of weapon stats*

Like all things in DayZ Standalone, weapons have a variety of stats which represent various characteristics the object has and its effectiveness in certain areas. Covered below are the item stats relevant to its performance in combat. Being so mechanically and functionally different, melee and ranged weapons share very little in terms of stats. The only set of stats they have in common are the damage stats.

*This needs a rewrite. -Nick*

#### Damage

The amount of damage dealt in a single attack. Each attack can deal Health, Blood and Shock damage, as well as cause bleeding. The base amount of damaged is determined by the equipped weapon or ammunition and modified by the target's protective gear.

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Image of survivor bleeding
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 Bleed Chance
 Health
 Shock

### Melee

*Main Article: Melee Weapons*

Melee weapons have a single set of combat stats, **Attack Type**. There are three types of melee attacks: **Normal**, **Heavy** and **Sprinting**. The type of attack used affects the damage dealt, the range of the attack, the amount of stamina used in the attack, the time it takes to complete the attack and potential effects to the target.

**Image of survivor attacking with a melee weapon**

 100%

 100% - 120%**\*** | 100%

 100% - 120%**\*** | 200% - 275%**\*\*** | 25% (Swing Only)

\* Not all weapon's gain a damage bonus from Heavy Attacks

\*\* Amount of Range gained varies from weapon to weapon

### Ranged

*Main Article: Ranged Weapons*

As ranged weapons are typically more complex then their melee counterparts, the amount of stats they have reflect this.

**Image of survivor firing an SMG**

#### Dispersion

A ranged weapon's **Dispersion** stat is a measure of how accurate it is. Represented as a cone of fire; low Dispersion leads to a much tighter shot pattern, increasing the odds that the shot lands exactly where the shooter intends. Every ranged weapon in DayZ Standalone has a "naked" or base Dispersion value. This "naked" value is the weapon's Dispersion with **no** attachments installed. Attachments like handguards, buttstocks and some optics reduce the weapon's Dispersion value, increasing its overall accuracy.

#### Dexterity

**Dexterity** determines how quickly a Survivor can swing the weapon left and right while it is raised or while aiming. This Dexterity value is a representation of the weight, size and balance of the weapon. As of (current patch) there is only a single attachment in DayZ Standalone that improves the weapon's Dexterity value; the M4 CQB Buttstock.

#### Rate of Fire

As its name indicates, the **Rate of Fire** stat is how quickly a weapon can fire projectiles.

#### Recoil

**Recoil** is a measure of how hard a ranged weapon kicks up and/or kicks to the side when fired.

## Protective Gear

*Main Article: Protective Gear*
**Image of a survivor with an antistab vest on**

Brief

### Helmets & Face Masks

**Image of Knight Helm**
Brief

### Vests

**Image of Plate Carrier**
Brief

### Clothing

*Main Article: Clothing*

Brief

### Melee

* Reduction vs. Blood
* Reduction vs. Shock
* Reduction vs. Health

### Projectile

* Reduction vs. Blood
* Reduction vs. Shock
* Reduction vs. Health

### Infected

* Reduction vs. Blood
* Reduction vs. Shock
* Reduction vs. Health

### Melee Combat

* Damage Overview
* Range
* Stamina

#### Attacking

* Normal
* Heavy
* Sprint

#### Defending

* Blocking
* Dodging

#### Ballistics

DayZ uses a realistic ballistic model that affects all projectiles, bullets, arrows, and thrown objects. It has to be taken into account when dealing with enemies at any range, but particularly at longer ranges.

As a bullet travels through the air, it is affected by air resistance (drag), and gravity. It will keep travelling until it hits something, even if that "something" is just the ground. The longer it travels, the slower it becomes due to air resistance, and will drop gradually due to gravity. Higher velocity bullets -- such as those used in rifles -- are able travel further before gravity and air resistance cause them to fall below the initial line of sight due to the increased amount of force behind the shot.

The effects of the environment don't have a large influence on shorter distances (less than 200m), however, it's very noticeable when using a sniper rifle or any scoped weapon. To compensate for these forces you need to aim above your target, or adjust your weapon to do this for you by zeroing it to a certain range.

* initSpeed
* typSpeed

#### Zeroing

Zeroing is setting your weapon's sights to hit targets at a certain range. More accurately, you are adjusting the aim of the optics so that you do not need to manually aim the weapon up or down as much in order to account for distance. Most rifles in DayZ are capable of this and the sights can be adjusted (by default: `Pageup` or `+` and `Pagedown` or `-`) according to the distance between you and your target. Adjustments will vary from weapon to weapon, but most can be set at 100m increments, up to the maximum range of a given weapon. Missed shots hitting the ground can be useful to show if you are above or below the intended range.

The most accurate method of determining the distance to your target is using the rangefinder.

Leading the shot is something that will come naturally to those who have spent a lot of time playing shooter games, but in DayZ it is necessary to lead your shots on a moving target. Bullets do not instantaneously teleport to where you are aiming when the trigger is pulled, so you must aim slightly ahead of the direction in which your target is moving. By doing this, you account for the time it takes the bullet to cross the ground between you and the intended target.

#### Penetration

Shooting *through* an object, otherwise known as bullet penetration, is also possible for some surfaces in DayZ. Surfaces which are obviously thinner and would be easily shot through in real life tend to be similar inside of the game: things like tents, and the doors & windows of a building can typically be fired through, though this is of course at the expense of some of the projectile's damage when it finally makes contact with the target.

#### Character Stance

The position your character is currently in is referred to as their stance. The three main positions are *standing* (`C`), *crouched* (`X`), and *prone* (`Z`). They can be switched between by using the previously mentioned corresponding keys. In addition to these three stances, Survivors are also able to *lean* their character left or right using the `Q` and `E` keys.

It is important to use stance to your advantage in combat for a number of reasons. The position you are in can greatly affect your weapon sway and, in turn, how accurate you are -- standing, crouched, and prone are worst to best in that order. Leaning is particularly useful for exposing only a minimal amount of your body in order to see around cover and fire your weapon, but crouching and prone are helpful in minimizing your profile as well.

#### Sway

Weapon sway represents the inherent movement of a weapon in your hands both as you stay still and while you are moving. If not managed properly it makes it harder for you to aim and shoot accurately. It is most noticeable when aiming down the sights of a weapon at distance.

Some factors that influence it:

* **Stance**- Your stance affects how you handle a weapon. In general, you are more precise when crouched down than standing, and the most precise when prone.
* **Breath Control**- Holding your breath `L ctrl` temporarily helps to stabilize your aim for precision shooting. But holding your breath drains your stamina, so use this just before you are ready to take your shot.
* **Attachments**- Some guns can use a bipod. If you are prone with a bipod deployed you will have much less sway, while if you are crouching or standing with it deployed it will provide no benefit.
* **Fatigue**- Has a detrimental effect upon your sway, by producing both inherent sway of your gun and your breath, simulating the difficulty of handling a weapon when exhausted. Fatigue is accumulated while running; before taking a shot, slow down or stop for a few seconds and wait for your breathing to steady.
* **Health**- Suffering from limb injuries will make it harder to handle a weapon, negatively affecting your sway. In general, sustaining damage will make it harder to aim; it will cause your health & blood to drop making your vision blurry and less colorful.

## Pre-Combat Actions

### Weapon Selection

Though Survivors can make their own decisions about how to load out their character and what to bring with them into combat, most Survivors carry three weapons with them at a time that fall into the following distinct roles. **Primary** weapons are typically anything that can be fit into the designated weapon slot on a character's back (such as a rifle). **Secondary** weapons are carried as a back-up or compliment to a primary weapon, and though they are typically smaller (such as a pistol), the role of secondary can be occupied by a weapon that would normally go on a character's back (such as a submachine gun) that is instead carried in a backpack or vest. **Melee** weapons are of course non-ranged, and can also be placed in the designated slot on the back that cannot be occupied by any other type of item, granted they are of a certain size (i.e. knives cannot be placed on the back).

Some Survivors choose to carry two primary weapons, one on their back and one in their hands, in order to avoid having to choose just one -- this will slow you down when moving however. A popular alternative to that technique is to carry a long-range weapon on your back, such as a Mosin, and then supplement that with a backpack-carried short-range weapon such as an SG5-K.

### Managing Ammunition

While acquiring ammunition is an activity all its own, managing your available supply of it while in combat is another practice. Survivors must be careful not to waste all of their rounds early in a conflict, and diversifying your pool of weapons through different kinds of ammunition is highly suggested.

Reloading is some what unique to each weapon, but the general activities involved don't vary greatly:

* Weapons which are **breech-loaded** or have an **internal magazine** can be fully loaded or reloaded from the inventory screen by dragging and dropping ammunition onto the weapon. Pressing `R` will cycle one round through the chamber (and deposit anything that was previously there into your inventory). Reloading can also be accomplished by assigning a stack of ammunition to one of your hotbar slots, then using the corresponding key to initiate that action when you are ready.
* Weapons that have an **external magazine** or **drum** must be reloaded by attaching a new magazine when ammo is depleted. Magazines themselves can be reloaded by putting the magazine in your hands and dropping ammo onto them. This category of weapons is also able to be "chambered," meaning there is one round in the chamber of the gun in addition to whatever is added via the external magazine; if a gun is totally empty when a magazine is attached, a round will be fed into the chamber immediately and the magazine's count reduced by one, but if the gun is already chambered then it has the capacity of the magazine AND the extra round as well. Magazines can be swapped by assigning a magazine to a hotbar slot and holding the number associated.

### Selecting Medical Items for Combat

Image here.

Managing your own health is just as important as having the right tools to engage other Survivors. You'll want to aim for being "healthy" at all times to be prepared for combat, and it is especially important that you maintain high levels of energy and hydration so that natural regeneration can occur in the event of blood and/or health loss.

In addition to keeping yourself in good shape, there are a few items to keep handy which can be a huge boost to your fighting capabilities in the event that you or a friend become wounded:

* Rags or Bandages
* Splint or Morphine
* Saline or Blood
* Epinephrine

For more information on these topics, please see Character Status and Medical Supplies.

### Cover

Taking advantage of cover can mean the difference between winning and losing a fight, though for many it is an afterthought once the bullets have already made contact. It is always a good idea to seek cover in combat, whether you are the instigator or just reacting to a barrage being flung in your direction.

Objects in front of you can cover your lower half while still allowing you to shoot, but that still leaves your entire upper body exposed. It is better to hide yourself behind a wall or building and then utilize the lean movement (`Q` and `E` by default) to peek out and take shots. Crouching or going prone can also be utilized to pop in and out of cover.

### Concelment

The closer to the ground you move, the less visible you are. Slowly crawling will make you almost invisible and allow you avoid confronting Infected. Of course, other Survivors can still see you, though it will be much harder if you're in tall grass.

Your outfit has a large influence on your effectiveness in hiding from and defending against other Survivors. The default clothing selections stand out from the environment, especially in the woods or at the edges of towns. Even when hiding in bushes, you should be easy to spot for experienced Survivors. There are several ways to remedy this: choose more natural-colored clothing, use spraypaint to camouflage your weapons and attachments, or use natural camouflage such as a ghillie suit‎.

* Infected visibility rating (clothes)

### Noise

How much noise you make and how visible you are determines whether or not nearby Infected will notice you. The slower you move, the less noise you make. Be aware that firing guns may attract Infected as well as alert other Survivors to your position, especially at night.

### Height

Any military strategist will tell you that a height advantage often decides the victor in a battle. Height is so important because it makes such a difference to the two parties involved: the person at the higher altitude has a much easier time staying behind cover and making easy, accurate shots; the person at the lower altitude is almost entirely at their mercy and will struggle to fight back against the superior position of their opponent.

Additional height can be achieved by using rooftops, towers, and hills to gain elevation over the area you wish to survey or fight over.

### Intelligence

* Location
* Infected
* Zones of attack
* Common ambush spots
* POIs
* Number of survivors
* Equipment on survivors
* Escape

### Infected & Wildlife

Unlike your typical shooter, DayZ has external threats besides just other Survivors. Survivors have to deal with environmental threats (such as wolves) in addition to the ubiquitous Infected that roam Chernarus. These various harmful elements can be turned upon one another however, and can also be used as a tool against fellow Survivors.

Though they are hostile towards Survivors, predatory animals and Infected are also hostile towards each other. This can be used to your advantage to make it past both groups without having to fight either one if that's your goal -- or, you can use their natural hatred for one another to weaken both groups before finishing them off yourself.

Not only can the game's AI elements be used against each other, but those with enough patience and skill can turn them against other Survivors too. Throwing an object near to another Survivor's position may attract attention, and compelling another Survivor to fire their weapon (while still getting away) will make enough noise to bring the threats to them instead of you.

## Additional Tips

* Retreating
* Selecting the right weapon

## See Also

* Weapons
* Equipment
* Clothing
* Protective Gear
* Medical Supplies
* Survival