“ | Suppose, for example, that a fence is covered in moss. And we want the pattern of that moss to suggest a pointing finger. We do this ever so slightly, so that there’s lots of arguing on forums later: is it really a hand, or are people seeing things? Human moans are heard at the cemetery. Are those really the moans of the dead from under the ground, or mere vibrations of a faulty cooling fan at the nearby factory? Let the forum warfare begin. At first glance, it doesn’t seem critically important whether a chair looks like a guillotine or what era a button is from on a piece of clothing. On the contrary! These tiny doubts and vacillations add up to set the right mood for the player, and they will do it in a smooth and inconspicuous way—which is what we’re aiming for. We’re experimenting with taking game interactivity to a new level—beyond active interactions (pushing the keys) and towards the interactivity of interpretation. |
„ |
— Pathologic 2's art book |
The following items are weapons and ammunition found in Pathologic 2. Weapons can be purchased from stores, traded away to certain Townsfolk, and otherwise used in combat. Most weapons can only be obtained by purchasing them through Bad Grief in the Warehouses district, however some can also be looted from containers and bodies.
Melee
The following table lists melee weapons' damage dealt when maintained at maximum durability. As melee weapons' durability fades, their respective attacks' damage will decrease inconsistently, the details of which can be seen on their respective pages (generally backstabs suffer the most from durability loss).
A comparison between the different autopsy tools can be seen within the Autopsy section of the Menkhu Knowledge page.
Item | Use | Cells | Light | Heavy | Backstab |
---|---|---|---|---|---|
![]() Bloody Lockpick |
Melee & Lockpick | 1x2 | 40 | 60 | 85 |
![]() Lockpick |
Melee & Lockpick | 1x2 | 40 | 60 | 85 |
![]() Knife |
Melee | 1x3 | 45 | 60 | 80 |
![]() Rusty Scalpel |
Melee & Autopsy | 1x2 | 45 | 85 | 82 |
![]() Scalpel |
Melee & Autopsy | 1x2 | 43.5 | 85 | 84 |
![]() Lancet |
Melee & Autopsy | 1x2 | 47.5 | 85 | 86 |
![]() Menkhu's Finger |
Melee & Autopsy | 1x2 | 60 | 110 | 108 |
Firearms
Unlike melee weapons, firearms' damage does not wane with their durability, however their accuracy will worsen, and probability of misfires will increase (which results in a punishingly long animation).
Item | Cells | Body | Headshot | Ammo Capacity |
---|---|---|---|---|
![]() Revolver |
3x2 | 50 | 100 | 6 |
![]() Rifle |
5x2 | 290* | 350* | 5 |
![]() Shotgun |
4x2 | 110† | 165† | 2 |
- *Per the game's files, the Rifle should normally deal 90/150 for body/headshots respectively, however when the Haruspex fires the Rifle it instead deals 290/350. When Army soldiers fire the Rifle, they appear to deal the intended damage.
- †These numbers reflect when all 5 of the Shotgun's pellets have connected with the target.
Ammo
All ammo can be bought from Bad Grief, whose prices will gradually increase until plateauing on Day 9. Ammo can also be received via trade with the Dead Item Shop and certain children, and otherwise looted from Children's Caches, containers, and bodies. Ammo can be sold to all stores. Ammo's sold value does not vary between stores, and only increases slightly on Day 3, the details of which are listed below. All ammo types occupy 1x1 inventory space, and stack up to 99.
Item | Purchased | Sold | ||
---|---|---|---|---|
Day 1 | Day 9+ | Day 1 | Days 3+ | |
![]() Revolver Ammo |
¤150 | ¤360 | ¤80 | ¤100 |
![]() Rifle Ammo |
¤450 | ¤1080 | ¤240 | ¤300 |
![]() Shotgun Ammo |
¤300 | ¤720 | ¤160 | ¤200 |