RESIDENT EVIL RESISTANCE – Survivor Equipment List

Survivor Equipment List List of all equipment usable by survivors! Combat Iron Nails I – Slightly […]

Survivor Equipment List

List of all equipment usable by survivors!

Combat

Iron Nails I – Slightly Increases the power of melee attacks. Cost 3
Increases damage about 9.1%

Iron Nails II – Moderately Increases the power of melee attacks. Cost 5
Increases damage about 15%

Iron Nails III – greatly Increases the power of melee attacks. Cost 7

FMJ Rounds I – Slightly increases the power of firearms. Cost 3
Increases damage by about 6%

FMJ Rounds II – Moderately increases the power of firearms. Cost 5
Increases damage by about 10%

FMJ Rounds III – Greatly increases the power of firearms. Cost 7

Metal Solvent I – Slightly increases damage to traps. Cost 2
Increases damage done to traps by 40%

Metal Solvent II – Greatly increases damage to traps. Cost 3
Increases damage done to traps by 60%

EMP Rounds I – Slightly increases damage to cameras. Cost 2

EMP Rounds II – Greatly increases damage to cameras. Cost 3

Leather Handle I – Slightly increases the chances of landing a critical hit with melee attack. Cost 2

Leather Handle II – Greatly increases the chances of landing a critical hit with melee attack. Cost 4

Long Barrel I – Slightly increases the chances of landing a critical hit with firearms. Cost 2

Long Barrel II – Greatly increases the chances of landing a critical hit with firearms. Cost 4

High-Grade Ammo I – Moderately increases enemy knockback from firearms. Cost 2

High-Grade Ammo II – Greatly increases enemy knockback from firearms. Cost 4

Batting Glove I – Moderately increases enemy knockback from melee attack. Cost 2

Batting Glove II – Greatly increases enemy knockback from melee attack. Cost 4

Tactical Glove – Slightly increases the power of melee attack and firearms. Cost 4
Has same increase to damage as FMJ Rounds I (6%) and Iron Nails I (9.1%)

Army Boots – Slightly increases movement speed. Cost 5

Survival

Mortar and Pestle I – Slightly increases the effect healing items have on your character. Cost 1

Mortar and Pestle II – Moderately increases the effect healing items have on your character. Cost 3

Mortar and Pestle III – Greatly increases the effect healing items have on your character. Cost 5

Bulletproof Vest I – Slightly increases maximum health. Cost 3

Bulletproof Vest II – Moderately increases maximum health. Cost 5

Bulletproof Vest III – Greatly increases maximum health. Cost 7

Gas Mask I – Slightly increases your resistance to infection. Cost 2

Gas Mask II – Moderately increases your resistance to infection. Cost 4

Gas Mask III – Greatly increases your resistance to infection. Cost 6

EMT License I – Slightly decreases how much time it takes to revive defeated teammates. Cost 2

EMT License II – Moderately decreases how much time it takes to revive defeated teammates. Cost 4

EMT License III – Greatly decreases how much time it takes to revive defeated teammates. Cost 6

AED Device – Slightly increases the speed at which you revive teammates and the effect healing items have on your character. Cost 3

Emergency Rations – Moderately increases how much health is recovered after being revived. Cost 4

Resource

Ammo Pack I – Start with a small amount of extra Ammo. Cost 1
Adds 15 ammo to your starting inventory

Ammo Pack II – Start with a moderate amount of extra Ammo. Cost 2
Adds 25 Ammo to your starting inventory

Ammo Pack III – Start with a large amount of extra Ammo. Cost 4

Wallet I – Start with a small amount of Umbrella Credits. Cost 1
Adds 40 Umbrella Credits to your starting total

Wallet II – Start with a moderate amount of Umbrella Credits. Cost 3
Adds 80 Umbrella Credits to your starting total

Wallet III – Start with a large amount of Umbrella Credits. Cost 5

First Aid Spray+ – Start with a First Aid Spray in your inventory. Cost 3

Flash Grenade+ – Start with a Flash Grenade in your inventory. Cost 3

Pharmacy 101 – Slightly increases the drop rate of herbs when defeating an enemy. Cost 3

Molotov Cocktail+ – Start with a Molotov Cocktail in your inventory. Cost 2

Hand Grenade+ – Start with a Grenade in your inventory. Cost 3

Sling Bag – Increases your inventory space by one slot. (Max 12 slots.) Cost 2

Survival Pack – Start with a small amount of extra Ammo and Umbrella Credits. Cost 3
Starts with 15 Ammo and 40 extra Umbrella Credits. Same as Ammo Pack I and Wallet I but at increased equip cost

Hiking Bag – Increases your inventory space by two slots. (Max 12 slots.) Cost 5

Mastery

Shoulder pad I – Slightly increases damage dealt to doors. Cost 1

Shoulder pad II – Moderately increases damage dealt to doors. Cost 2

Shoulder pad III – Greatly increases damage dealt to doors. Cost 3

USB Drive I – Slightly decreases the time it takes to deactivate Security Devices. Cost 1

USB Drive II – Moderately decreases the time it takes to deactivate Security Devices. Cost 2

USB Drive III – Greatly decreases the time it takes to deactivate Security Devices. Cost 3

Auxiliary Sight – Auto aim on enemies when using firearms. Cost 1

Survival Kit – Automatically uses Green Herbs in inventory when health is critical. Cost 1

Poison Detector – Automatically uses Blue Herbs in inventory when infection reaches phase 2. Cost 1

Baton – Slightly increases damage dealt to doors and decreases the time it takes to deactivate Security Devices. Cost 3

Security Guard Uniform – Moderately increases damage dealt to doors, and automatically uses Blue Herbs when infection reaches phase 2. Cost 4
Combines the effects of Shoulder Pad II and Poison Detector

Novice Gear – Activates auto aim and will automatically use Green Herbs when low on health. Cost 3

 

Damage increases seem to be cumulative. By this I mean combining FMJ Rounds I (6%) with FMJ Rounds II (10%), adds together to become a 16% increase in damage. FMJ Rounds I + II with Tactical Glove increase damage by 22%.

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