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Unlike many games (where the outcome is usually decided by hit points and damage), in NEO Scavenger, the outcome of a fight depends on the terrain, the combatants' conditions, weapons and abilities as well as many other factors. A typical encounter will involve moving toward or away from a target, and then selecting an attack or defense option once engaged in combat.

WeaponsEdit

Weapons need to be held in a hand in order to be used.

Some weapons have different attack modes that can be switched. The player can cycle through all available weapons and attack modes using the hotkey "L" or the mouse wheel.

The player must be within a certain range to be able to use his weapons. When outside of this range there are various options about how to proceed, like advance, fall back, retreat, charge and more, but no form of attack is possible. Without the Ranged skill, all thrown and ranged weapons lose 50% of their listed range.

The Strong and Melee skills improve the effectiveness of all melee attacks, while the Feeble flaw diminishes it.

Name Range Damage Notes
Fists 1 1 Does not degrade.
Shard 1 1 Low durability. Chance to wound the user.
Glass Shiv 1 1 Low durability. Small chance to wound the user.
Broken Bottle 1 1 Very low durability.
Multitool 1 1
Glass Bottle 1 2 Very low durability.
Pistol Whip / Rifle Butt (.45 Pistol, .38 Revolver, 12-Gauge Shotgun, .308 Hunting Rifle) 1 2 Degrades the weapon faster than shooting.
Metal Sauce Pan 1 2
Crude Piercing Arrow (Melee) 1 3 Very low durability.
Stone (Melee) 1 3
Crude Broadhead Arrow or Broadhead Arrow (Melee) 1 4 Very low durability.
Monkey Wrench 1 4
Meat Cleaver 1 4
Medium Branch from a Tree 2 2 Low durability.
Crowbar 2 3
Club 2 4
Large Branch from a Tree 3 3 Low durability.
Sharpened Spear (Melee) 3 3 Low durability.
Hardened Spear (Melee) 3 3
Broad Spear (Melee) 3 4
Pebble (Thrown) 10 1
Stone (Thrown) 10 2
Spear (Thrown, all types) 10 3
.45 Pistol (either ammo type) 10 4
.38 Revolver (either ammo type) 10 4
Sling with Stone 20 4
Sling with Pebble 25 2
Greenwood Bow or Anishinaabe Bow with Crude Piercing Arrow 30 3
Greenwood Bow or Anishinaabe Bow with Crude Broadhead Arrow or Broadhead Arrow 30 4
12-Gauge Shotgun (either ammo type) 30 6
Compound Bow with Crude Piercing Arrow 40 3
Compound Bow with Crude Broadhead Arrow or Broadhead Arrow 40 4
Homemade 4mm Gauss Rifle 60 5 Range 75 with scope.
Military Shotgun (either ammo type) 61 6
.308 Hunting Rifle (either ammo type) 80 5 Range 95 with scope.

Damage TypesEdit

CutEdit

  • Graze - Low
  • Scratch - Medium
  • Maul - High
  • Shred - High
  • Tear open - Very High
  • Lacerate - ?
  • Carve - ?

BluntEdit

  • Smack - Low
  • Pound - Medium
  • Whale on - High
  • Smash - High
  • Demolish - Very High

Combat MovesEdit

MovementEdit

Advance
Advance
Moves 1 space closer to target. Must see target. Removes cover. Chance of tripping on terrain. Chance of being detected if hidden.
Charge!
Charge!
Moves 2-3 spaces towards target. Must see target. Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden.
Fall Back
Fall Back
Moves one space away from target. Must see target. Removes cover. Chance of tripping on terrain and chance of being detected if hidden.
Retreat
Retreat
Chance to leave the battlefield, based on enemy numbers and proximities, movement rates, etc. Must be out of all enemies' ranges. Removes cover.
Desperate Retreat
Desperate Retreat
Moves 1-2 spaces away from target and gives a chance to leave the battlefield, based on enemy numbers and proximities, movement rates, etc. Can be used as long as no enemies are in melee range. Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden. Not always available.
Blind Retreat
Blind Retreat
Chooses a random direction, and runs! Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden. Not always available.
Run!
Run!
Moves 2-4 spaces away from target. Must see target. Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden.
Sprint Away!
Sprint Away! (available with Athletic)
Moves 2-5 spaces away from all visible targets. Must see target. Removes cover. Makes you vulnerable. High chance of tripping on terrain. High chance of being detected if hidden. Not always available.
Get Up
Get up
Stands up from being prone.
Crawl Away
Crawl Away
Moves 1 space further from target. Must see target. Chance of tripping on terrain. Chance of being detected if hidden.
Crawl Towards
Crawl Towards
Moves 1 space closer to target. Must see target. Chance of tripping on terrain. Chance of being detected if hidden.
Sneak closer
Sneak towards
Moves 1 space closer to target while hiding. Must see target, and target must not see you yet. Low chance of tripping on terrain. Low chance of being detected if hidden.
Sneak away
Sneak away
Moves 1 space away from target while hiding. Must see target, and target must not see you yet. Low chance of tripping on terrain. Low chance of being detected if hidden.
Sneak escape
Hidden Retreat
Chance to sneak out of battle without being seen. Chance to move one space away from target if can't escape. Must see target, and target must not see you yet. Low chance of tripping on terrain. Low chance of being detected if hidden.
Advance Under Cover
Advance Under Cover
Moves 1 space closer to target maintaining cover. Must see target. Low chance of tripping on terrain. Chance of being detected if hidden.
Fall Back Under Cover
Fall Back Under Cover
Moves 1 space away from target maintaining cover. Must see target. Low chance of tripping on terrain. Chance of being detected if hidden.

OffensiveEdit

Attack
Melee attack
Use current melee attack on target. Must see target. Low chance of becoming vulnerable. High chance of being detected if hidden.
Surging Attack
Melee surge
Launch a flurry of melee attacks at target. Chance to hit target 1-2 times. Automatically lose next turn. Must be in melee range. Must see target. High chance of being detected if hidden.
Shot in the Dark
Shot in the dark
Use current ranged attack against an unseen target. Slim chance to hit target.
Kick
Kick
Kick the target while they're down. Chance to injure target, plus keep them fallen and force them to lose next turn. Must be in melee range. Must see target. High chance of being detected if hidden. Not always available.
Tackle Target
Tackle target
Dives at the target, moving 1 space closer and trying to knock it down. Chance to knock down target and make them lose 1 turn. Must see target. Attacker automatically falls and loses cover. High chance of being detected if hidden. Not always available.
Pull Down
Pull down
Reach for the target and try to trip them or pull them down to the ground. Chance to injure target and knock them down. Must be in melee range. Must see target. High chance of being detected if hidden. Not always available.
Leg Trip
Leg Trip (available with Melee)
Trip the target. Chance to knock down target. Must be in melee range. Must see target. Both you and target must not be fallen. High chance of being detected if hidden. Not always available.
Head Butt
Head Butt (available with Tough)
Head butt the target. Chance to injure target, knock them down, and force them to lose next turn. Must be in melee range. Target must not be fallen. Must see target. High chance of being detected if hidden. Must be Tough. Not always available.

DefensiveEdit

Dodge
Dodge
Duck the target's next attack, making you harder to hit. Chance to move 1 space away from target. Must see target. Chance to be detected if hidden. Not always available.
Parry
Parry
Parry the target's next attack, making you much harder to hit. Must be in melee range. Must see target. Chance of being detected if hidden. Not always available.
Roll Dodge
Roll dodge
Roll from the target, making you harder to hit. Chance to move 1 space away from target. Must see target. High chance of being detected if hidden. Not always available. Must be prone.
Lure
Lure (available with Trapping)
Tries to use the environment against target. Moves 1 space away from target. Chance to knock down target and make them lose 1 turn. Chance to damage target. Must see target. Target must see you. Attacker automatically becomes vulnerable. Not always available.
Create obstacle
Create Obstacle (available with Strong)
Knocks some debris, a log, or other item towards target. Chance to make them lose 1 turn. Chance to knock them down. Chance to damage target. Must see target. Not always available.
Take Cover
Take cover
Dives behind best cover terrain can provide. Must be at least 1 space away from all enemies. Low chance of being detected if hidden.

CommunicationEdit

Threaten
Threaten
Raise weapon and threaten to use it. Player must see the target and the target must see you. Chance for target to flee. Having a weapon makes a target more afraid.
Demand Surrender
Demand Surrender
Demand that opponent drop all items and walk away. Must see target. Target must see you.
Accept Surrender
Accept Surrender
Accepts target's offer to surrender. Target drops all items and walks away. Must see target. Target must see you. Target must have previously offered surrender.
Agree to Surrender
Agree to Surrender
Accept target's demand for surrender. Drop all your items, and leave the battle. Must see target. Target must see you. Target must have previously demanded surrender.
Offer Surrender
Offer Surrender
Drop all your items, and offer your surrender. Must see target. Target must see you.
Offer to Talk
Offer to Talk
Offers to stop battle with target and begin talks. If any combatants still want to fight, battle continues. Will distract you for 1 turn. Must see target.
Accept to Talk
Accept Offer to Talk
Accepts target's offer to talk. If any combatants still want to fight, battle continues. Will distract you for 1 turn. Must see target.
Offer Ceasefire
Offer Ceasefire
Offers to stop battle with target. If any combatants still want to fight, battle continues. Will distract you for 1 turn. Must see target.
Accept Ceasefire
Accept Ceasefire
Accepts target's offer to stop battle. If any combatants still want to fight, battle continues. Will distract you for 1 turn. Must see target.

OtherEdit

Search
Search
Scans area for hidden targets. Must not see target yet.
Ditch Vehicle
Ditch Vehicle
Abandon vehicle, freeing you to run. Makes you harder to hit this turn. Drops equipped vehicle on ground. Must be using vehicle that can be quickly discarded.
Check Body
Check Body for Loot
Checks an unconscious body for useful items, emptying them onto the ground. Must be in melee range. Must see target. Same penalty as accessing inventory.
Wait
Wait
Waits for one turn, doing nothing.

LegendaryEdit

Special moves exist for players whose reputation becomes legendary. Click to reveal.

 Show/Hide Spoiler 
Vanish
Vanish from Sight (available with Elusive reputation)
Disappears from battle without being seen. Must see target.
Exploit Weakness
Exploit Weakness (available with Unstoppable reputation)
Seeks a weakness to exploit in target, helping future attacks against it. Must see target.
Lethal Trap
Lethal Trap (available with Elusive reputation)
Leads target into a deadly situation, killing it. Must be closer to target than 4 spaces. Must see target. Target must see you. Rarely available.
Intimidate
Intimidate (available with Unstoppable reputation)
Explode with unbridled rage, scaring target. Must see target. Target must see you.

TerrainEdit

Terrain difficulty increases the likelihood of tripping and falling. This can leave the player vulnerable.

CoverEdit

Cover provides protection from ranged attacks when taking cover.

UnconsciousnessEdit

Attacks on unconscious entities will target the vitals, not the arms, legs or the torso. This affects both the player and NPCs and makes the hits significantly more damaging.

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