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Loot is a group of ground items found scattered in Battle Royale and Death Match Royale game modes, either across the ground directly or in various crates. Weapons and their attachments, ammo, healing items, armor and other gear all are various forms of loot that the player can find. There are different tiers of loot that affect the weighting in the item pool when searching the maps.

Weapons[]

The primary focus of a player when looking for loot is to first obtain weaponry to defend themselves with. Weapons have with higher power tend to have a low weighting and are hard to find, while lower power options are typically easier to find due to their high weighting. Particular areas of a map may have a different loot spawning condition which may only pull from high-tier weapons and make them easier to obtain.

As usual, weapons are split across the two primary slots for hotbar positions 1 and 2, a sidearm for position 3, a melee in position 4, and a grenade type for position 5. What differs for game modes with looting is that players do not select their loadout from the menu and can only use what they find. Players start off with absolutely nothing* but their own Fists. Once a hotbar position has been occupied (two slots for primary weapons), picking up a new weapon will result in the old weapon being dropped and all attachments automatically moving; if not compatible for the new weapon, it is either returned to the inventory or dropped on the ground if inventory is full. For a primary weapon, slot 1 is always replaced unless the player equips weapon slot 2. Picking up a weapon already held will empty out that weapon's magazine/clip and be added to the player's inventory (if not full).

*Death Match Royale's respawn/late join mechanic also includes a Pistol and some ammo

Ammunition[]

Weapons don't have infinite ammo in Battle Royale and Death Match Royale. The player is expected to find the ammo they need to keep their weapons running. This could mean that for some more powerful weapons, they have very limited ammo to use due to its rarity. Weapons will show the ammo type it uses in the bottom left of its hotbar slot. Grenades are their own thing. Players are required to pick up more of the type of grenade they want in order to have more on hand.

There are four types of ammunition that are used between all weapons:

  • Light Ammo—contains 30 rounds per box—low caliber ammo for sidearms and other low caliber guns
  • Rifle Ammo—contains 30 rounds per box—high caliber ammo for rifles and other high caliber guns
  • Shotgun Ammo—contains 10 rounds per box—shells for pellet and slug shotguns
  • Heavy Ammo—contains 20 rounds per box—rare ammo for explosive weapons, Crossbows, and the high caliber .50 Cal Sniper

The universal nature of these ammo boxes can be somewhat seen in their designs. Light Ammo for example shows both a 9mm magazine and revolver clip, while the Heavy Ammo box shows payloads for the RPG, the Grenade Launcher, and a belt that would be fit through the Minigun. At the time the Minigun did use Heavy Ammo and the .50 Cal Sniper used Rifle Ammo. In v405 (March 3, 2021) the .50 Cal Sniper would be moved to Heavy Ammo followed later by v407 (March 10, 2021) where the Minigun would be moved to Rifle Ammo and the Heavy Ammo box would be reduced from 200 rounds to 20 per box. This has since made the ammo belt detail on Heavy Ammo boxes obsolete.

Legacy Ammo[]

Prior to the current set of four ammo boxes, early testing for Battle Royale in Pacific separated the ammo types up a bit more, giving two different rifle ammo types and two different pistol ammo types. Before joining to become the Rifle Ammo box, 5.56 NATO rounds would pair with assault rifles like the AR, while 7.62 NATO rounds would pair with the sniper and marksman rifles like the Hunting Rifle. Similarly, the Light Ammo box was seen as 9mm rounds and .45 ACP (Automatic Colt Pistol) rounds before merging. Shotgun ammo would only see new icon changes. A Grenade ammo box for the Grenade Launcher also existed which would later become the Heavy Ammo box, taking inspiration from an in-development RPG ammo crate's design—keeping the wooden crate look and including RPG payloads, Grenade Launcher grenades, and ammo belts (for the Minigun which was included at the time).

This made setting up each weapon more difficult at the time as players would need to collect a more specific ammo type in order to use a weapon.

As the testing for Battle Royale went underway in Pacific, the icons in the inventory were first being made in ways that reflected what a player saw on the ground. They were later being desaturated so that their colors could be influenced easily for both regular view and color blindness adjustments. Instead of going through with this, the boxes would ultimately be merged into the current four boxes we know with easy to tell apart models.

Trivia[]

  • The current setup with Heavy Ammo and the .50 Cal Sniper help to balance the weapon against the regular Sniper Rifle—despite already being a rarer weapon, the rarer ammo type also means that for players who want to run the most-powerful rifle for more than 10 shots, Heavy Ammo boxes are going to be a big obstacle to overcome. This ultimately makes the Sniper Rifle a lot easier and simpler to run when Rifle Ammo is easy to collect in bulk, while the .50 Cal Sniper would need good loot on the occasional run to secure.
  • Heavy Ammo boxes include crossbow bolts, however do not show the detail since Crossbows were added to the game much later
  • The RPG and Grenade Launcher are both only found in Death Match Royale, making a lot of the Heavy Ammo box somewhat more niche in Battle Royale
  • It is believed that the Homing Missile if ever made available would also use Heavy Ammo
  • Some newer weapons have a bugged ammo icon, such as the Auto Pistol showing Rifle Ammo despite using Light Ammo

Attachments[]

Players can upgrade their weapons through the use of various attachments. These attachments are not universally usable, meaning that while players may be able to use an attachment for one weapon, it may not be usable on another. These attachments come in four categories:

Scope[]

A weapon with iron sights/no scope will magnify a player's view by 1.2 when ADS. Scopes allow for a weapon to magnify much further up to a maximum of 8× magnification with the Sniper Scope. Most weapons accepting scopes will only take up to 6×.

Muzzle[]

  • Laser — reduces hip fire recoil and beams a red laser where the player aims
  • Compensator — reduces hip fire recoil
  • Flash Reducer — reduces muzzle flash while firing weapon
  • Silencer — reduces muzzle flash and range that gun can be heard firing from

Grip[]

A weapon with a grip will grant the player better control, reducing the sway while aiming.

Magazine[]

Magazines will allow for weapons to have a shorter reload speed or to carry more rounds than normal. The 100 Round Mag is the largest capacity drum available in the game and is only accepted on a few weapons.

Healing[]

A vital part of the player's loadout includes health kits to patch themselves up after a dangerous collision, or to avoid being picked off by an unseen sniper. Battle Royale and Death Match Royale both remove passive regeneration, meaning that a player needs these vital items in order to survive. Health items can take up hotbar position 6 for quick access; however can be accessed directly in the inventory separately as well. The first health item picked up will fill the slot and not occupy any inventory space. Once exhausted, a stack of the same item type will automatically refill the slot if held in the inventory; otherwise a player is required to set a new health item type to the slot. Healing comes in the form of a few different options:

  • Instant effect
  • Slowly applied for instant recovery
  • Slow effect regeneration

For an instant effect with low benefit, players can quickly down an Energy Can for 18 HP or inject a Needle for 75 HP. Needles are a rarer tier item that are especially useful for a last second save. Having two of them on hand allows for a very quick 150 HP recovery in an emergency. Energy Cans on the other hand provide little to no benefit for healing, but provide a very useful boost to speed. With the help of an Energy Can, players are able to reach the fastest speeds available in the game with its 130% speed boost (that's faster than the player's terminal velocity of 126.5% speed when swinging a Rubber Chicken). If a player is running with either Fists or Knife while the effects are active they'll be running at over 140% the base player speed, and if a player swings a Rubber Chicken while under the effects, they can break speeds of over 160% the base player speed. Ignoring temporary knockback blasts, this is the fastest a player is able to travel in the game.

Players looking for a more stable option instead are going to rely upon the bulk of found recovery items, the health kits. These come in three tiers: small, medium, and large. Each one takes slightly longer to apply, while providing more health. Small kits provide 36 HP after a 3 second application time, medium kits provide 281 HP after a 5 second application time, and large kits provide 375 HP after a 7 second application time. Each tier is rarer than the next. Medium Health is widely considered to be the best recovery item in the game due to the benefits of 281 health for a little less time than Large Health, while being easier to find than Large Health anyway. As a player has 375 max HP, a Large Health will always bring the player back to max health but will also always have health to spare—a waste. So long as a player is at 94 HP or below, a Medium Health will not waste a single hit point, giving better value to it. As 94 HP and below is considered very low to begin with, a player would be healing by this point regardless—further separating the use of Large Health from that of the Medium Health. Having one Large Health on hand is not a bad idea if there is space for it though. Should a player be left on critical health—such as a .50 Cal Sniper to the head with a Heavy Helmet equipped leaving the player with 15 HP—a Large Health would be crucial to the player healing in a safe corner.

Passive regeneration to counteract with the damage from gas, chip damage during ZDC, or to help bring oneself back to full health while on the move is found from two items: Blood Bags and Pills. Taking only 1.5 seconds to apply, the Blood Bag will heal 56 HP over a period of 4 seconds (14 HP per tick/second). Pills will take 3 seconds to apply—similar to the Small Health—and will heal a valuable 131 HP over 9 seconds (14.5 HP per tick/second).

When applying health items, the player's speed is dropped by 68% (that's 32% of the speed a player would normally have)—tied for the slowest movement with moving while crouching. This does not affect the player's speed on ladders, making healing while climbing ladders a good time save.

Trivia[]

  • Medium Health has been changed two times over the years. First starting as red box with a cross during early testing of Battle Royale, then keeping its design but instead in green, followed finally by its current design as a pizza box since v488 (May 15, 2023). The idea for pizza as a recovery item was first observed as a joke from Red Stone in 2019 when discussing how a flare gun could work, the idea of a supply drop with pizza from JoJa's Pizza as a health pack was introduced. It wouldn't be until streamer Volk Cicero would go on to joke about the Medium Health being a pizza box (based on its shape) while JoJa15 was watching that we would see the idea come to fruition.
  • Energy Cans used to only provide health boosts
  • The effect time of the Energy Can's effects shares the icon for Car fuel
  • Energy Cans display effect time for 30 seconds, however actually grant speed for 90 seconds
    • This is likely a bug tied to the Speed ability

Gear[]

Gear can be categorised in three different areas: armor, backpacks, and items. These items do not include previously mentioned recovery items or ammo/grenades.

Items[]

There are two items a player can find and use. They do not regularly go into a player's inventory. Binoculars are one of these items, giving the player an immediate-use item tied to hotbar position 7. They give players a method of viewing players across long distances—especially in Battle Royale—without the restriction to a Sniper Scope on a relevant long range weapon. Collecting more than one pair of binoculars is useless and will take up much needed inventory space. This is especially true considering that unlike other hotbar slots, the 7th one does not store the binoculars separate to the backpack space—for a player to use binoculars they will need to give up a backpack slot. Binoculars can be used at any time with Mouse 2 while Fists/empty weapon slots are equipped, or alternatively after pressing 7 if weapons have taken up slots for Fists.

The second item is Duct Tape, a pseudo-recovery item that works in tandem with armor. From the open inventory, a Duct Tape dragged to equipped armor slots will repair that armor by 25% total durability. As armor often breaks during combat anyway, it is a considerably low priority item to collect.

These two items are treated as their own category of loot in Death Match Royale, where a crate will either have access to both or neither of them. While Duct Tape has some level of recovery properties to it, it is not a healing item as it does not grant any health recovery to the player. It repairs durability of armor. Furthermore, they cannot occupy the health slot (hotbar position 6) and is not found alongside healing items in Death Match Royale's first aid kit crates. Regardless of this fact, some players do still consider the Duct Tape to be a recovery item.

Backpacks[]

An important long-term item for any player, backpacks are helpful to all players due to the limited inventory space available. These come in three tiers: Light Backpacks, Medium Backpacks, Heavy Backpacks. As with any other case with tiers, the higher the tier, the lower the weighting it has in the loot pool and consequently the rarer it is. In particular hot spots with a guaranteed high tier item, players may find a Heavy Backpack easier.

By default, a player can hold up to 12 slots of items in their pockets (3 rows). A Light Backpack increases this to 16 slots (4 rows); a Medium Backpack increases space to 20 slots (5 rows) and; a Heavy Backpack increases inventory space to 32 slots (7 rows). These used to be higher, but were reduced in v462 (March 25, 2022) following community feedback. The Max Capacity ability fills in as a permanent Heavy Backpack regardless of backpack equipped (so players with the ability should pass backpacks on to other players who can actually benefit from it). These slots are spare slots separate to the hotbar slots and equipped gear. Backpacks can never occupy an inventory slot and cannot be unequipped. A backpack can be however be swapped out for another backpack.

Stack Sizes[]

Each inventory slot may be occupied by an item stack. The maximum capacity differs depending on the item. Recovery items each can hold up to 2 items per stack. Binoculars, Duct Tape, and spare attachments do not stack and will each occupy one slot on their own. Ammo boxes can stack to contain up to 90 rounds per box. Grenades stack as they are found (e.g. 3 Frag Grenades, 5 Smoke Grenades, 2 Laser Trip Mines). Note that while a player can find more than two mines, the maximum deployed count remains at two per player. Placing any more will despawn the earliest deployed mine.

Weapons, backpacks, and armor cannot be "stored" by the player. These all have their own designated slots that they can occupy, but are otherwise unable to be stockpiled in a player's backpack.

Pre-v462(March 25, 2022), stacks used to be larger. Ammo boxes could hold up to 240 rounds and recovery items could stack up to 5.

Players can bypass the ammo box limit up to as high as 255 rounds by stripping ammo from other weapons. For example if a player has the AK Rifle equipped and picks up another AK Rifle while holding a stack of 90, they will strip the 30 rounds from it and store it into their first stack, bringing the total to 120 rounds. The next AK Rifle would bring it to 150 rounds. Since a player reloads their weapon from the first available stack, to preserve the highest ammo a player should drop and pick up their first stack to move it to the bottom. This means a player can store a number of 255 round stacks at the bottom of their inventory while they have an active stack at the front they reload from and can refill with regular ammo box pickups.

Armor[]

Survive This

All 3 models for armour

While not a reliable option to aim to keep, armor is a great way for players to add to their survivability. Similar to backpacks, these come in three tiers of the same types: Light, Medium, and Heavy. Unlike backpacks however, armor can be unequipped. Armor is split into three pieces: helmets, vests, and leggings. Each will protect its given area of the body: head, torso and arms, and legs. Armor works by reducing all damage taken by a percentage, excluding melee damage; it will however block melee damage from monsters. Armor will in turn take 100% of the damage dealt to its durability. Armor will reduce all damage regardless of its durability, meaning that even if it was at 1 point of durability, it would still reduce the damage from a hit as it breaks. As an example, if a piece of armor were to block 50% of damage and have a durability of 200, then when hit with an attack with 100 damage the result would be:


All Armor[]

Each set of armor is fashioned after camo designs. Equipping a full armor set of a given tier does not provide a set bonus.

Light Medium Heavy
Helmet

Durability: 175
Defense: 20%

Durability: 300
Defense: 30%

Durability: 375
Defense: 40%

Vest

Durability: 175
Defense: 15%

Durability: 250
Defense: 25%

Durability: 325
Defense: 35%

Leg Armor

Durability: 175
Defense: 15%

Durability: 250
Defense: 25%

Durability: 325
Defense: 35%

Calculating Damage[]

Note that with the Aggro Tank Ability, players have an additional form of defense they can get on top of armor.

Not all damage sources deal critical hits on the head, though those cases are rather rare.

Accounting for critical damage[]
No Armor Light Medium Heavy
Helmet 200% 160% 140% 120%
Vest 100% 85% 75% 65%
Leg Armor 100% 85% 75% 65%
Without critical damage[]
No Armor Light Medium Heavy
Helmet 100% 80% 70% 60%

Trivia[]

  • "Full gear set" refers to a player with all armor pieces from a given tier as well as the backpack of the same tier; "Full Heavy", "Full Medium", and "Full Light".
  • While a backpack slot in the hotbar will fill up with its designated color to display how much space has been taken up, armor slots will start at full shading and then lose it as it takes damage—eventually being a thin line before it breaks
    • When no armor is equipped, a thin reddish line is shown for that slot
  • During event game modes, the 7th slot in the hotbar would be taken up by an ability. This would clash with binoculars, giving no spot for a player to have ready access to them.
    • Binoculars may still be used while Fists are equipped like normal
  • Binoculars used to occupy the B keybind—being held down whenever the player wished to see through them—however the introduction of emotes lead to them being updated to their current implementation
  • When emotes were added, Binoculars were originally considered for removal. Community chatter including words from Red Stone would lead to them staying.
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