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For buffs that go on weapons, see weapon modifier.

Upgrade kits is one of the most important sources of the improvement of various aspects of characters' combat capability, They are inserted into the three slots present in any particular piece of clothing, and work whenever (but only when) that piece is worn. The kits cannot be removed (only overwritten with other kits), so from the moment they are inserted they work in conjunction with the particular piece of clothing.

The kits only require 1..3 rest to pick up, and the normal quality or better ones can be salvaged for Tools tools and sometimes Precious ore precious ore, but this is discouraged.

Each kit belongs to (a constant) one of the dozens of types (for instance: fire attack; dodge; blinding), which determines its category: battle, protection or support. A kit also has a quality (poor, normal, good, high, exceptional) which doesn't change either. Kits don't vary in anything except type and quality, so knowing these two factors you can describe the kit entirely - so don't say "I have a protection kit", say it's a good-quality fire resistance or whichever appropriate. The protection category, the activation mode, the probability and the magnitude of the effect all follow from that. Also, be alerted to the difference between elemental attack (+number) and passive (+percentage) kits.

Limitations[]

You cannot equip multiple copies (irrespective of quality) of an upgrade kit with the same effect on the same clothing item, however you can spread them across different pieces worn simultaneously. Having multiple copies of a kit makes their passive effects stack (=add up), and the attack/hit taken effects will have an independent, additional chance of triggering.

So, for instance, in a full inmate's set with 2 toxic attack kits, the chance of (excluding linger) toxicity and fire activating simultaneously stands at 5%, because the chance for a fire output, which only comes from the outfit here is 10%, and that gets multiplied by the probability of toxicity activating (10%+20%+20%)=50%, yielding the aforementioned 5%. Meanwhile, the risk of a detrimental simultaneous activation of fire and cold (cancellation) is at 10%*10%=1%. One additional fire attack kit would increase the chance for a fire output to 10%+20%=30%, for a fire+toxic interaction to 30%*50%=15%, and the risk of a cancellation to 30%*10%=3%, so in that outfit it would perform worse than an additional toxic or electric kit which don't have adverse interactions with cold (especially since the explosions of fire and toxicity have the power of the stronger of these two elements). 3 toxic attacks would increase the chance for fire+toxicity to 10%*(10%+20%+20%+20%)=7%, while keeping the cancellation risk at 1% and would increase the power of explosions through making the toxicity prevail over fire.

How effects stack[]

The effects of multiple shields, blinding, movement speed, projection kits ADD UP during the overlap of their respective times of activation, so a +10 shield and +20 shield would offer +30 protection when both are working.

Counterattack, stun and rooting have idempotent effects (they can't be increased when another copy is activated simultaneously, it's just the chance of activation that's multiplied)

Trading[]

Due to their rarity and random drop nature, it's common for kits to be traded by players, usually for other kits. The following are common ways to find people wanting to trade:

  • /chat dm-trade - this in-game chat room is for all trade offers, including kit trading.
  • Firetrade - A fanmade website designed around listing kits you wish to buy/sell, so people can easily find who has what they need.
  • Discord - People commonly post screenshots / google spreadsheets of what they have in the official discord's #general channel.

When trading, the quality of the kit is usually abbreviated as PQ for poor quality, NQ for normal quality, GQ for good quality, and so on with the first letter standing for the quality.

Some types of kits (shields, fire and toxic attacks) are much more sought after than others, so they're commonly traded for much higher qualities of other types of kits.

Among kits of the same type but differing in quality, the rarity and usefulness factors come into play simultaneously in different proportions, so around 2 to 4 kits of a given quality should buy a kit same type but 1 degree of quality better. Poor kits don't represent much tradable value.

Obtaining[]

Upgrade kits are rare drops that can be found anywhere, but situations of increased difficulty, recent merit, venues visited less frequently offer higher chances. Battle kits probably only occur in drops and not in containers; support kits occur in containers and not drops, and protection kits can occur in either.

Kits of a given quality are much rarer than regular items of that quality, so even normal quality kits are very valuable.

The higher qualities are extremely rare.

As of V1.44 better quality kits are more common, so these values are out of date.
Poor Normal Good High Exceptional
Rarity 90% 8% 1% 0.95% 0.5%
9/10 2/25 1/100 19/2000 1/2000

*Unofficial, might vary slightly from actual values.

Equipping a kit[]

Before you can equip a kit, you must:

  • Make sure the clothing you wish to put it into has a slot for the category (O for protection, X for battle, + for support) the kit represents. Outfitting (and upgrading) regular clothes which don't form sets (with the exception of shoes and hats, which can modularly be used to complement multiple clothing sets) is generally discouraged because a clothing set has to be worn in entirety for its bonus effect to work, and regular clothing would take the space of pieces of those sets.
  • Be warned that kits can have effects which will HINDER kits you already have inserted. Some kits won't help you outside of very specific situations, so learn what they do so that you don't waste them. The so-called "builds" some people make pictures of to spread around are usually very arbitrary and suboptimal so avoid them.
  • Bearing in mind that a kit CANNOT BE REMOVED (ejected) from the slot once inserted (they can only be overwritten with another kit) open your profile and upgrade the clothing item (you don't need the Sewing workshop Sewing workshop for this) to open the leftmost of the avalable spots (it costs 50 for the left-hand-side, 150 for the middle and 300 for the right-hand-side slot and you can only open them in that order) then drag the kit into that open slot.
  • If you want to replace a kit already in place, you can overwrite it with a new kit of the same category (protection, battle, support) but the type and quality can be any. It will destroy the previous kit.

List[]

Battle kits[]

Slot color red.

Icon Activation Effect
Buff 50 Attack 20% Cold damage +4/9/14/19/24
Buff 51 Attack 20% Electric damage +4/9/14/19/24
Buff 48 Attack 20% Fire damage +4/9/14/19/24
Buff 52 Attack 20% Toxic damage +4/9/14/19/24
Buff 34 Passive Cold damage +4/8/12/16/20%
Buff 31 Passive Electric damage +3/6/9/12/15%
Buff 12 Passive Fire damage +3/6/9/12/15%
Buff 35 Passive Toxic damage +3/6/9/12/15%
Buff 2 Passive Physical damage +1/2/3/4/5%
Buff 37 Passive Damage +1/1/2/2/3%
Buff 23 Passive Critical damage +4/8/12/16/20%
Buff 42 Passive Critical chance +1/2/3/4/5%
Buff 6 Passive Combo damage +4/8/12/16/20%
Buff 99 Passive Bonus damage on stunned targets +2/4/6/8/10%
Buff 100 Passive Bonus damage on slowed targets +2/3/5/6/8%

Note: the passive types of kits only multiply the particular damage type that has to come from an attack kit, survivor gear with attack capability, a clothing set or a wielded weapon for them to work. Passive toxic and fire kits enhance the effect of mines from the gas mask and handyman's bag, respectively.
Note 2: Elemental attack kits allow the character to damage multiple targets simultaneously, so avoiding them will make the game significantly more tedious. To utilize their capabilities efficiently, consult the element interaction tables.

Minor Note on "Attack 20%" kits: The elemental damage from them will NOT activate when you're fighting barehanded, with no weapon at all! Not sure if it's a bug or intended.

Support kits[]

Slot color green

Icon Activation Effect
Buff 40 Attack 20% Blind +15/30/45/60/75%, for 4/5/6/7/8s
Buff 44 Attack 20% Heal +4/9/14/19/24 on 4m area (only others, not yourself)
Buff 54 Attack 20% Move speed -15/30/45/60/75%, for 3/4/5/6/7s
Buff 53 Attack 20% Projection +1/2/3/4/5m
Buff 53 Attack 20% Projection 0/-1/-1/-2/-2m (actual effective values are -0.5/-1/-1.5/-2/-2.5m)
Buff 95 Attack 20% Root, for 3/3/4/4/5s
Buff 19 Attack 20% Stun, for 1/2/2/2/2s
Buff 16 Attack 15% Vampiric +2/4/7/9/12 (self heal, no damage)
Buff 58 Passive Healing skill +4/8/12/16/20%
Buff 81 Passive Stamina gain +3/6/9/12/15%

Note: vampirism is a form of self-healing and therefore it is enhanced (or impeded, like when in pain or using "The Mule" strategy) by the wearer's healing skill and received heal. In turn, regeneration (see below) restores health too but isn't a form of healing in that respect, so it isn't affected by these parameters.

Protection kits[]

Slot color blue.

Icon Activation Effect
Buff 60 Hit taken 20% Counter-attack, for 3/4/5/6/7s
Buff 9 Hit taken 20% Shield +10/20/30/40/50, for 5s
Buff 7 Passive Resistance +1/1/2/2/3%
Buff 8 Passive Physical resistance +1/2/3/4/5%
Buff 3 Passive Electric resistance +4/8/12/16/20%
Buff 25 Passive Fire Resistance +4/8/12/16/20%
Buff 38 Passive Cold resistance +4/8/12/16/20%
Buff 39 Passive Toxic resistance +4/8/12/16/20%
Buff 76 Passive Resilience +2/4/6/8/10%
Buff 13 Passive Regeneration +4/8/12/16/20%
Buff 49 Passive Aggro bonus +10/20/30/40/50%
Buff 30 Passive Dodge +1/2/3/4/5%
Buff 18 Passive Max health +4/8/12/16/20
Buff 78 Passive Bonus received heal +3/6/9/12/15%

Activation[]

  • Attack X% means that X% of your attacks will activate the effect listed.
  • Hit Taken X% means that X% of the time you take a hit, the listed effect will activate.
  • Passive means that the listed effect is always present.

Note:
100% elemental resistance wouldn't yet mean the character would be invulnerable to the element, in part because there are many attack effects in play on the infected side too. You would need 400% elemental (including general) resistance to make that element and its interactions not affect you at all. Cold and electrical resistance is nearly useless, as the stun efected by electrican Infecteds doesn't stem from their electricity alone (unless if you are wet) and as such can be prevented by the combo from a combat knife, so the only dangerous source of attacks with these elements is the Bodega boss. In most cases you should be able to just avoid its vomit discharge, but you have to be careful of the boss's electricity spreading the freezing, etc even if you won't get doused yourself. The environmental chilled effect nor electrical traps alone don't deal electric nor cold damage, but can interact with other effects, this doesn't pose a serious risk as the game is now, but this could change - you can see rain animations, but they don't wet targets yet.

Note on Dodge Kit:
The Escape Artist and Focus skills would max out your Dodge, which supposedly has a limit of 75%(according to a guide from HaaHa tribe). Therefore Dodge kits are quite useless unless you refuse to use those 2 very useful skills, which are a lot easier to obtain than random kit drops.  The percentage bonus from Dodge kits are stupidly low anyway.

See the Skill page for more info.
https://deadmaze.fandom.com/wiki/Skill

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