A Dark Room Wiki

Weapons provide the player with a means to defend themselves while traversing The World. Weapons can either be crafted, traded, or found in a variety of locations throughout The World.

It is important to note that with the exception of the Fists, carrying weapons does not override the ability to attack with either weapon; this means that if the avatar is carrying both an Iron Sword and a Steel Sword, they will be able to both "swing" with the Iron Sword and "slash" with the Steel Sword, and both weapons will experience cooldown timers independent of each other. In this way, it is typically advantageous to carry a variety of weapons, as their carrying cost is generally outweighed by the benefit to simultaneously attack with multiple weapons in battle.

Carrying more than 1 of any single type of weapon does not allow the avatar to attack twice with that weapon without a cooldown.


verb: punch
type: unarmed
damage: 1, 2, 6, 9, 12 or 18 (depending on perks)
cooldown: 2 seconds (1 second with the Unarmed Master perk)

Note that fists are disabled if you’re holding any other melee weapons. Ranged weapons can be used with fists, however

Bone Spear[]

"this spear's not elegant, but its pretty good at stabbing"
verb: stab
type: melee
damage: 2
cooldown: 2 seconds
weight: 2
creation cost: 100 Wood, 5 Teeth

Iron Sword[]

"sword is sharp. good protection out in the wilds."
verb: swing
type: melee
damage: 4
cooldown: 2 seconds
weight: 3
creation cost: 200 Wood, 50 Leather, 20 Iron

Steel Sword[]

"the steel is strong, and the blade true."
verb: slash
type: melee
damage: 6
cooldown: 2 seconds
weight: 5
creation cost: 500 Wood, 100 Leather, 20 Steel


verb: thrust
type: melee
damage: 8
cooldown: 2 seconds
weight: 1
trade cost: 500 Scales, 250 Teeth


verb: draw
type: melee
damage: 12
cooldown: 2 seconds
weight: 10
trade cost: 50 scales, 25 teeth


"black powder and bullets, like the old days."
verb: shoot
type: ranged
damage: 5
cooldown: 1 seconds
use cost: 1 bullet
weight: 5
creation cost: 200 Wood, 50 Steel, 50 Sulphur


verb: blast
type: ranged
damage: 8
cooldown: 1 seconds
use cost: 1 battery
creation cost: Cannot be created


verb: lob
type: ranged
damage: 15
cooldown: 5 seconds
use cost: 1 grenade
weight: 1
trade cost: 100 Scales, 50 Teeth


verb: tangle
type: ranged
damage: stun
cooldown: 15 seconds
use cost: 1 bola
weight: 0.5
trade cost: 10 Teeth


Used in conjunction with the Rifle.
weight: 0.1
trade cost: 10 Scales
production by armourer cost: 1 steel + 1 sulphur (per 10 sec)


Used in conjunction with the Carbine.
Weight: 0.2
trade cost: 1000 Scales, 1000 Teeth