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Weapon modifiers are items found on the map that can be placed on a weapon to give it an additional traits. Each weapon can take up to one modifier.

Once a modifier is placed on a weapon, its effect will last as long as the weapon does and can not be removed nor replaced. Trying to do so will just swap the locations of both items like normal items do when dragged onto each other.

List[]

Weapon mods can be broken up into four activation types: on [Attack], on [Parry], on [Combo] or [Passive] so long as you have the weapon wielded, and they are triggered in the following manners:

  • Attack: any time the weapon is used to attack an infected. The character has to wield the weapon, then stand close enough to an infected and wait for the attack to hit automatically.
  • Combo: wielding the weapon, and when enough stamina is charged up, clicking to perform an attack on a nearby infected (and that attack hitting target). Stamina is measured by the bar beneath the health bar, orange color indicates there's enough for the current weapon type, which for most of them is close to full.
  • Passive: works all the time when the weapon is wielded, it doesn't have to be attacking nor hitting anything.
  • Parry: when a successfull parry (right-clicking in time to thwart an infected's attack) is performed with the weapon.


Attack[]

Icon Effect
Buff 50 Cold damage +2/4/7/9/12
Buff 51 Electric damage +2/4/7/9/12
Buff 48 Fire damage +2/4/7/9/12
Buff 52 Toxic damage +2/4/7/9/12
Buff 21 Flammable
Buff 44 Heal +2/4/7/9/12
Buff 47 Physical damage +2/4/7/9/12
Buff 74 Wet
Buff 16 [50%] Vampiric +3/7/10/14/18
Buff 95 Root, for +4/5/6/7/8s

Parry[]

Icon Effect
Buff 95 Root, for +4/5/6/7/8s
Buff 53 Projection +1/1/1/?/2m

Combo[]

Icon Effect
Weapon modifier icon Heal +4/9/14/19/24, on an 4m area

Passive[]

Icon Effect
Buff 49 Aggro bonus +50/100/150/200/250%
Buff 55 Attack speed +5/10/15/20/25%
Buff 100 Bonus damage on slowed targets +5/10/15/20/25%
Buff 99 Bonus damage on stunned targets +10/20/30/40/50%
Buff 78 Bonus received heal +10/20/30/40/50%
Buff 6 Combo damage +5/10/15/20/25%
Buff 42 Critical chance +3/6/9/12/15%
Buff 23 Critical damage +5/10/15/20/25%
Buff 30 Dodge +4/8/12/16/20%
Buff 17 Durability +5/10/15/20/25%
Buff 96 Experience +4/8/12/16/20%
Buff 34 Cold damage +10/20/30/40/50%
Buff 31 Electric damage +10/20/30/40/50%
Buff 12 Fire damage +10/20/30/40/50%
Buff 35 Toxic damage +10/20/30/40/50%
Buff 58 Healing skill +5/10/15/20/25%
Buff 89 Piercing damage +20/40/60/80/100%
Buff 13 Regeneration +10/20/30/40/50%
Buff 76 Resilience +5/10/15/20/25%
Buff 81 Stamina gain +5/10/15/20/25%

Trivia[]

  • Before V1.30 weapon mods didn't have a specific icon; instead they showed the icon of the related buff just like upgrade kits did. This was problematic however as it was hard to tell at a glance if an item was an upgrade kit or weapon mod, and some players would even scam others when trading. Since it had no icon, when picked up it used to show a Wirer icon wire icon as it goes into your bag.
  • A technique to make use of passive weapon mods permanently is to put them on the Dirty Harry's gun, which can't be accidentally salvaged and will never deteriorate if you don't shoot it - and put the gun quickly in your hand when needed. For example, a gun with EQ Experience 20% can be equipped before picking experience vouchers from bags or crates, or when killing with mines, or aggravating infected being killed by someone else, or healing/granting effects to players killing infected. A gun with EQ Regeneration 50% can be swapped in outside of combat to gain health back faster. A 50% fire/toxic damage gun will increase the damage dealt by mines from the handyman's bag/gas mask, respectively.
    • [BUG] Currently, modifiers on guns other than Dirty Harry's gun will not grant the modifier effect. The only way to make use of this strategy is to use a Dirty Harry's gun until this bug is fixed.
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