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Items

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Passive Items

Aim Assistant

Installs an aim assistant program into your suit, allowing you to aim and shoot faster. Increases the attack speed of the soldier by 15% and damage by 9.
Notes: Any MOS can use this item.

Armor Piercing Rounds

The .300 Winchester Magnum A.P. (armor piercing) round wields high firepower designed for moderately armored targets. Increases the damage of the soldier depending on their MOS.
Notes: Heavy Support and Flamethrowers cannot use this item.

Stun Rounds

The newly invented Stun Rounds have a 25% chance to stun enemies when attacked for .35 seconds and deal 15 extra damage.
Notes: Heavy Supports, Flamethrowers, and Global Hawks cannot use this item.

Dragon Skin Body Armor

Protects the wearer by stopping incoming projectiles. Increases the armor of the wearer by 12 and reduces attacks on the wearer by 25 damage.
Notes: Any MOS can use this item.

Energy Generator

Increases the soldier's rate of energy regeneration by 50%.
Notes: Any MOS can use this item.

Flashlight

Illuminates the area around the user and reveals invisible units. Also increases sight range by 300.
Notes: Any MOS can use this item. Does not reveal you to Umbrella Forces

Interceptor Body Armor

Protects the wearer by stopping incoming projectiles. Increases the armor of the wearer by 8 and reduces 90% of attacks on the wearer by 15 damage.
Notes: Any MOS can use this item.

Weapons

G89

The G89 is a newly issued machine gun for support units deployed around the world. The G89 offers less recoil but more stopping power, allowing a faster fire rate and more damage. Adds 12 damage and increases attack speed by 30%.
Notes: Machine Gunners and Cyborgs can use this item

PTR-5

The Precision Target Rifle (PTR) is an advanced rifle used by Designated Marksmen. It has less recoil yet more stopping power, allowing a faster fire rate but more damage to targets. Increases the Designated Marksman's attack speed by 35% and increases damage by 20, and increases other rifle-carrying MOS's attack speed by 25% and damage by 10.
Notes: Rifle-carrying MOSs

SA Combat Shotgun

Utilizing an advanced ARGO system, the Benelli Super 90 M8 is a semi-automatic combat shotgun with more stopping power; a very deadly combination. Adds 8 damage and increases attack speed by 55%.
Notes: Combat Engineers can use this item.

XM35 MAR

The XM35 MAR (Multipurpose Assault Rifle) is the next-gen assault rifle for future soldiers. The XM35 MAR comes with a built-in MGL (Multipurpose Grenade Launcher) and can fire frag grenades. Deals 1200 damage in a radius around the target and adds 15 bonus damage. Explosives hurt allies.
Notes: Rifle-carrying MOSs can use this item.

Non-lethal Consumables

Ammo Case

Used to store a soldier's magazines.
Notes: Hold up to 10 magazines.

Battery

Provides 60 units of energy per use. Contains 4 charges.
Notes: Also use to restore power to generator (Umbrella Mode).

Flare Gun

Provides vision of an area for 12 seconds. Zombies are also dazed by the light. Reveals cloaked units. Contains 4 charges. Notes: Useful to any MOS. Slows hostiles with in range. When used with a Smoke Grenade hostiles can not move.

Ground Flare

Ground flares are used for illuminating the area and spotting targets easier by burning magnesium that usually lasts around 4 minutes. Will burn out fast if raining. Reveals invisible units. Contains 4 charges.
Notes: Hostile units near the flare units take more damage. Does not give sight to hostiles, this includes Umbrella forces.

Magazines

Gives magazines to the soldier, which are required to reload.
Notes: Stacks up to three.

Medical Kit

A case full of medical supplies to treat wounds. Heals 250 hit points over 30 seconds and cures any wounds present.
Notes: Restores more health a Saline Syringe but does nor remove poisons or bone fractures.

Saline Syringe

Provides blood mixed with salt, nutrients and stem cells to heal wounds extremely fast. Instantly heals 150 hit points and cures flesh wounds, poisons and bone fractures.
Notes: Provides a quick heal.

Smoke Grenade

A smoke grenade is used for hiding movement and disorienting enemies. Slows units in the radius for 45 seconds. Contains 3 charges.
Notes: It doesn't hide movement and the smoke effects you and other members of the platoon. When used with a Flare Gun hostiles can not move.

Lethal Consumables

Explosive Charge

Explosive charges (ECs) are used for taking out heavily armored targets. They can only be set off by an initial explosion, such as a grenade or C4. Deals 4000 damage in a 350 radius and 1000 damage in a 500 radius. Explosives hurt allies.
Notes: Can also be set off be explosive zombies: Boomers and Horrors.

Frag Grenade

A frag grenade is an anti-personnel grenade that, upon detonation, blows shrapnel outward, which is usually fatal. Deals 1100 damage in a radius around the target. Explosives hurt allies.
Notes: Useful if you MOS has no AOE skill or your out of mana.

M400 GL

The M400 GL is a versatile anti-personnel grenade launcher. Deals 1200 damage in a radius around the target. Explosives hurt allies.
Notes: More powerful and accurate then a Frag Grenade toss.

MGL Frags

Provides ammo for an XM35 MAR's attached grenade launcher.
Notes: Also provides ammo for the M400 LG.

MRL

A Multipurpose Rocket Launcher (MRL) is used for taking out armored targets and displacing enemies. Deals 1800 incendiary damage in a 400 radius. Explosives hurt allies.
Notes: Useful if you MOS has no AOE skill or your out of mana.

Plasma Grenade

A plasma grenade is a low explosive that burns rapidly upon detonation but leaves plasma which burns slowly. The toss is not always accurate. Deals 900 damage in a radius around the target and burns for 11 seconds dealing 25 burn damage. Explosives hurt allies.
Notes: You are not immune to the burning plasma.

Unique Items

Hellfire M2 Rockets

Upgrades the Global Hawk Hellfire rockets to Hellfire M2 rockets.
Notes: Upgraded Hellfires are never a bad thing, just have to more careful around allies (larger AOE).

Lift Boots

Allows the user to fly up and down in an arc to get to distant locations.
Notes: Useful item you can fly up or down to hard to reach areas of the map.

M70 Sentry Gun

Defends positions with high firepower.
Notes: The guns drop for the pre-convoy mission will be removed if not placed.

Quest Items

Crate

A crate containing samples of the virus.
Notes: Have to get this item out of the Umbrella warehouse.

Empty Vial

A vial used for getting water samples.
Notes: Type "-plug" to fill one of these when near a well.

Full Vial

A vial full of a water sample.
Notes: Get this back to where you picked up the Empty Vial to get your xp.

Marine Corpse

Needs evacuation.
Notes: Should bring a few people, or else make multiple trips.

Office Papers

Some office papers that contain important T.P.S. reports.
Notes: Just have to pick them up, no carrying required.

Resonator

Used for mapping out various things.
Notes: Place get a xp and a bit of slight in random areas.

Satchel Charge

Used for blowing up designated targets by priming and placing them by the target.
Notes: When destroying the Umbrella Facility with these items place be sure the last satchel you place is on the generator nearest the door, unless you have lift boots.