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In Resonance of Fate there are two main types of weapons, the handguns and the SMGs. Grenades and Unarmed are part of the game, but are lesser used because of ammo restrictions and lower damage potential.

There are two types of damage: Direct Damage and Scratch Damage. Handguns deal the Direct Damage and SMGs deal Scratch Damage.

Main article: Game Information#Gameplay

Terminology[]

In the upcoming sections there will be used abbreviations, have a look here to see what they mean.

Terminology Abbreviation
Attack Power AP
Gauge Break GB
Knockback KB
Charge Speed CS
Charge Acceleration CA
Rapid Fire RoF
Bullet Focus BF
Magazine Size MS
Weight WG
Terminology Explained
Attack Power Damage done by one bullet or item use.
Gauge Break Ability to break HP Gauges.
Knockback Ability to knock targets back.
Charge Speed Speed at which the weapon charges.
Charge Acceleration Multiple charge speed bonus.
Rapid Fire Rate of fire in critical condition.
Bullet Focus Concentration on the center of the target.
Magazine Size The number of rounds fired at once.
Weight Total weight of equipped items.

Equipment[]

Equipment are items you can equip on a character, which allow you to use different types of items you might have. These include consumables, grenades and ammunition.

Item Name Item Description
First Aid Kit Never leave home without medical supplies! Equip it to use healing items in combat.
Grenade Box A padded case for transporting explosives. Equip it to use attack items in combat.
Magazine Case Various forms of ammo fit in this hard case. Equip it to use specialty rounds in combat.

Handguns[]

Handguns are one type of weapons in Resonance of Fate, they deal direct damage to enemies. By themselves they don't do much except break enemy gauges and weak defensive points. Handguns are primarily used to convert Scratch Damage into Direct Damage, once an enemy with Scratch Damage is hit with direct damage, the Scratch Damage becomes Direct Damage.

Weapon Name AP GB KB CS CA RoF BF MS WG
1191.45-Auto 5 20 5 10 1% 46 85 6 255
1191.45 Golden 13 30 5 40 10% 54 87 7 255
B-N84 4 10 4 10 1% 56 88 8 245
B-N84 Golden 10 30 4 40 10% 58 89 8 245
LP-09 4 13 4 30 3% 48 89 8 235
MI50A 6 18 5 25 4% 40 84 6 250
SG-B226 4 12 4 15 2% 52 89 9 240
SG-B226 Golden 11 30 4 40 10% 56 90 9 240
Z-40 5 15 4 20 5% 54 88 7 230

SMGs[]

Submachine guns are one type of weapons in Resonance of Fate, they deal Scratch Damage to enemies. By themselves they don't do much except maybe stun an enemy. The weapon charge directly increase the Scratch Damage by a certain multiplier, dealing a lot more "damage" than handguns, but it won't kill an enemy. Once hit by Direct Damage from either a handgun or grenade, then the Scratch Damage becomes Direct Damage and can kill an enemy if it's sufficient enough.

Weapon Name AP GB KB CS CA RoF BF MS WG
NP.05C 7 0 3 17 7% 76 75 13 270
NP.05 Golden 15 0 3 40 10% 78 77 15 265
PDW-XN.V2 7 0 3 20 4% 76 74 14 265
PDW-XN.V3 8 0 3 19 5% 75 75 15 275
SMG-05 6 0 3 8 1% 77 75 12 260

Throwables[]

Throwable items are one of the consumables in the game, they can be used by any character that has a Grenade Box equipped. Each throwable item has its own use, other than dealing Direct Damage to enemies.

Grenade Name Grenade Description
Molotov Cocktail A thrown weapon consisting of a bottle of flammable liquid. Sets targets ablaze.
Molotov Cocktail + A thrown weapon consisting of a jug of flammable liquid. Sets targets ablaze.
Molotov Cocktail ++ Made with a cocktail of viscous, sticky fuels to enhance damage and immolation rate.
Molotov Cocktail EX Made with a cocktail of highly volatile fuels to enhance damage and immolation rate.
Rookie Grenade A beginner's hand grenade, capable of dealing blast damage to nearby targets.
Hand Grenade A thrown weapon that deals explosive damage.
Hand Grenade + An advanced form of Hand Grenade with greater percussive qualities.
Hand Grenade ++ A still more advanced iteration of the Hand Grenade.
Hand Grenade EX The ultimate Hand Grenade.
Freezer Grenade This hand grenade carries a potent chill, freezing those caught in its blast.
Freezer Grenade + An advanced form of Freezer Grenade with greater cryogenic qualities.
Freezer Grenade ++ A still more advanced iteration of the Freezer Grenade.
Freezer Grenade EX The ultimate Freezer Grenade.
Electro Grenade This hand grenade carries a potent charge, electrocuting those caught in its blast.
Electro Grenade + An advanced form of Electro Grenade with greater electroconductive qualities.
Electro Grenade ++ A still more advanced iteration of the Electro Grenade.
Electro Grenade EX The ultimate Electro Grenade.
Toxic Grenade This hand grenade carries a potent toxin, poisoning those caught in its blast.
Toxic Grenade + An advanced form of Toxic Grenade with greater corrosive qualities.
Toxic Grenade ++ A still more advanced iteration of the Toxic Grenade.
Toxic Grenade EX The ultimate Toxic Grenade.
Oil Grenade This hand grenade sprays oil across the blast radius, covering all targets.
Smash Grenade A hand grenade that emits a large shockwave. Excels in HP breakage and knockback.
Dog Droppings Don't worry, it's totally dried out. Mostly. Throw it to deal damage to the target. The damage is mostly psychological.
Christmas Present Set to explode if opened before Christmas.
Training Hand Grenade A Hand Grenade for use in training.

Ammunition[]

Ammunition is one of the consumables in the game, it can be used by any character that has a Magazine Case equipped. Each type of ammunition has its own use against enemies.

Ammunition Name Ammunition Description
Hollow-Point Rounds Effective against soft or organic enemies. Less useful against armor or machinery.
Hollow-Point Rounds + A second, more effective version of the Hollow-Point Round.
Hollow-Point Rounds ++ A still more advanced iteration of the Hollow-Point Round.
Hollow-Point Rounds EX The ultimate Hollow-Point Round.
Metal-Coated Rounds Effective against armor or machinery enemies. Less useful against soft or organic enemies..
Metal-Coated Rounds + A second, more effective version of the Metal Coated Round.
Metal-Coated Rounds ++ A still more advanced iteration of the Metal-Coated Round.
Metal-Coated Rounds EX The ultimate Metal-Coated Round.
Incendiary Rounds Effective against foes weak to fire. Causes immolation.
Incendiary Rounds + An advanced form of Incendiary Round with greater pyrogenic qualities.
Sub-Zero Rounds Effective against foes weak to ice. Causes freezing.
Sub-Zero Rounds + An advanced form of Sub-Zero Round with greater cryogenic qualities.
Electrified Rounds Effective against foes weak to electricity. Causes electrocution.
Electrified Rounds + An advanced form of Electrified Round with greater electroconductive qualities.
Toxic Rounds Effective against foes weak to poison. Causes poison.
Toxic Rounds + An advanced form of Toxic Round with greater corrosive qualities.
HP Incendiary Rounds Combines the effect of Hollow-Point and Incendiary Rounds.
HP Incendiary Rounds + The ultimate Hollow-Point Incendiary Round.
HP Sub-Zero Rounds Combines the effect of Hollow-Point and Sub-Zero Rounds.
HP Sub-Zero Rounds + The ultimate Hollow-Point Sub-Zero Round.
HP Electrified Rounds Combines the effect of Hollow-Point and Electrified Rounds.
HP Electrified Rounds + The ultimate Hollow-Point Electrified Round.
HP Toxic Rounds Combines the effect of Hollow-Point and Toxic Rounds.
HP Toxic Rounds + The ultimate Hollow-Point Toxic Round.
MC Incendiary Rounds Combines the effects of Metal-Coated and Incendiary Rounds.
MC Incendiary Rounds + The ultimate Metal-Coated Incendiary Round.
MC Sub-Zero Rounds Combines the effects of Metal-Coated and Sub-Zero Rounds.
MC Sub-Zero Rounds + The ultimate Metal-Coated Sub-Zero Round.
MC Electrified Rounds Combines the effects of Metal-Coated and Electrified Rounds.
MC Electrified Rounds + The ultimate Metal-Coated Electrified Round.
MC Toxic Rounds Combines the effects of Metal-Coated and Toxic Rounds.
MC Toxic Rounds + The ultimate Metal-Coated Toxic Round.
Oil Rounds These rounds cover the target in oil on contact.
Percussive Rounds Ammunition that emits a large shockwave. Excels in HP breakage and knockback.
Armor-Piercing Rounds Penetrates the target to hit anything along the line of fire.
Training Incen. Rounds Incendiary Rounds for use in training.

Unarmed[]

Unarmed is just used in one situation, and that is if you're going for the achievement / trophy of killing 30 enemies with fists. Otherwise it is basically useless, attacks have to be done stationary and deal a staggering 4 damage per hit. Needless to say, this form of attack is not recommended.

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