Armor is separated into 5 categories: hats, chest armor, gloves, pants, and shoes, and alter the appearance of the character. Generally, shoes have the highest weight to AP ratio, followed by gloves, pants, hats, and chest armor. All hats currently are premium items(Or quest optainable items only).
In the game, there are 7 types of ranged weapons and 3 types of melee weapons (2 additional versions yet to be released). Two of the same ranged weapon may not be wielded (there is only one melee weapon slot). See Weapons for the comparison between them, and the recommended weapons to buy.
- Pistols: Pistols are a good all-purpose weapon, with a quick rate of fire, good accuracy, and low weight. They are good at close quarters because of their high rate of fire, which covers for their relatively low damage per shot. However, pistols are ineffective in long-range, since they have low damage, and their accuracy unless firing them in bursts is comparable to an Sub-Machine Gun(SMG) Pistols are the third most accurate weapon in the game.
- Revolvers: Revolvers have a relatively slow rate of fire, and a small cylinder size. However, they deal extraordinary amounts of damage and are quite light. Much of this damage is dealt straight to the health of an opponent due to the incredibly high Critical Rate (See end of section), possibly killing them off when they still have a large amount of armour left. They are useful at all ranges, making them more popular than pistols. Revolvers are the second most accurate guns in the game.
- Shotguns: Shotguns are capable of dealing the most damage of any gun, but they can only hold a small amount of ammunition(At most 5, and at least 2). Shotguns fire 12 pellets per shot, and if a full blast hits, a shotgun can easily take most or all of an opponent's health and armor. However, each individual pellet is comparatively weak(anywhere from 5 through 12 damage per pellet). A shotgun's pellets spread randomly around the aiming cursor, which makes it ineffective at long ranges. Among players who use Korean-Style, shotguns are the most popular and arguably the most effective weapon for the style, because the gun works well at mid-short range due to the spray and can combo with the style's attack methods to do enormous amounts of damage quickly.
- Rifles: Assault rifles are one of the easier weapons to use for new players. Their automatic fire, best accuracy in the game, and good magazine size make them a desirable weapon among many types of players. However, rifles damage varies between the different kinds. There are three different types of Rifles(Nico/Walcom/*)Depending on which one you choose, you'll have either low damage high rate of fire. and it is difficult to use at close range; its lack of spread makes it difficult to hit the opponent with many shots.
- Submachine Guns: Submachine Guns (SMGs) have the highest rate of fire of all weapons in general, and have the highest damage of all automatic weapons, making these weapons have enormous damage potential. They are, however, much less accurate, and heavy. SMGs are the heaviest weapons in the game (with the heaviest weapon in the SMG sub-class weighing 32 WT, in comparison to the heaviest rocket launcher, which weighs 30 WT). SMGs are most popular among those who frequent Deathmatch or Berserker modes, but they are a comparative rarity in team games. SMGs are also a favorite among new players, as all but two of the starting packs of equipment contain Renard(s), the weakest SMG. They are also very forgiving of bad aim because of their enormous spread.
- Rocket Launchers: Rocket launchers do the most damage for a single "bullet" among all guns (a shotgun's 12 bullets does greater damage with a full blast, however), with a staggering 55 damage for the strongest version. Rockets travel at a set speed, unlike bullets which will instantly hit the target. Rockets create an explosion upon impact, which can deal damage to blocking opponents. The explosion will deal splash damage to all opponents within the range of the explosion. The closer the target is to the point of impact, the more damage they receive. Rocket launchers reduce movement speed by 10% and prevent the beginning of a wall run when in use; however, if another weapon is used to begin the wall run, the player may switch to a Rocket Launcher to continue it.
- Machine Guns: Machine Guns are automatic weapons that do a decent amount of damage and hold the most amount of ammunition per magazine of all guns. They have a slower rate of fire than the SMGs, with a set delay of 100 on all Machine Guns. All Machine Guns have a set weight of 28. The spread of the shots is quite large, which limits their use to short to mid range, making them the second most inaccurate weapon at long range. However, they weigh less than most dual Submachine Guns, and can sustain their fire for much longer. Machine Guns reduce movement speed by 10% and prevent the beginning of a wall run when in use; however, if another weapon is used to begin the wall run, the player may switch to a Machine Gun to continue it. These guns are popular amongst high level players doing quest mode with sacrifice items.
Pistols, Sub-machine Guns (SMGs) and Revolvers can be bought either in sets of one or two. Single sets reload twice as fast and are more accurate, while double sets are heavier and stronger. When dual handguns are fired, the damage of the weapons shown in the Shop or on the Equipment screen is only done if both bullets hit.
A function of both melee and ranged weapons is Critical Rate. The game does not provide any graphical evidence to indicate a successful critical hit. A successful critical hit results in the negation of enemy AP, and dealing all damage of the attack to the HP of the enemy. Revolvers and Daggers have the highest critical rates, and shotguns and (Large) Swords have the lowest.
- Katanas/Swords: Katanas/Swords deal the greatest damage, and have the lowest attack speed of the current three types of melee weapons. The secondary attack is an uppercut which knocks the opponent into the air, capable of knocking them off edges or leaving them open to attack. It is possible to recover from the uppercut by pressing the jump button at or before the peak of the flip. Katanas can block, blocking bullets and melee attacks by using the default shift button or by holding both mouse buttons. If a melee attack is blocked, the blocked attacker is thrown off balance, and the defender gains an instant Massive Strike (see later in the section). Blocking cannot protect the lower body, and blocks fail after a certain period of time or amount of bullets.
- Daggers: Daggers have the highest delay of the melee weapons, but also do the least amount of damage. The secondary attack is a forward thrust that pushes the player forward and can knock down an opponent, which is often used in conjunction with a ranged weapon for several point blank shots. The forward thrust suffers from start-up and recovery time. It is possible to recover from a thrust by pressing the jump button before falling (the window of opportunity is smaller than that for katanas/kodachis). A unique feature of a dagger is the ability to attack while running, which no other melee weapon possesses. Daggers of any kind are incapable of blocking. They are also the lightest melee weapons, making them ideal for users of heavy ranged weapons. Unlike the other melee weapons, a dagger's attack is not done in combos; a player can attack repetitively without extra delay. In effect, daggers attack the fastest, although they have the highest shown delay.
- Kodachis: Kodachis do more damage than daggers and are faster than swords, although they are heavier than both. The final attack in a ground combo deals double the normal damage. Their secondary attack functions the same as the sword, but the animation is longer, and it is harder to hit with. However, a player can carry their momentum while using it, unlike the sword. Kodachis can block as well, though a different animation is used. Kodachis are not popular among players due to their low damage compared to swords and low slash frequency compared to daggers, along with their higher weight.
- Dual Daggers: Weapons that have been coded into the game that have yet to be added. Currently, Dual Daggers have no attack animation for ground, air, or massive strike. The secondary attack is similar to kodachis, a spin with both blades. Visually, dual daggers make the user look hunched over with arms and legs spread, breathing heavily. When walking, the user takes long, light strides. Aside from aesthetics, the posture has a unique feature; it shortens the height of a player's hitbox by 25%, reducing the likliness of receiving a headshot from enemy fire. Like Daggers, Dual Daggers can move while attacking, and the secondary attack does damage. More information as it comes, as Dual Daggers are only partially coded. Please note, though the blocking animation for dual daggers exists, it is not yet known whether or not they will be able to upon release.
- Large Swords: The absolute strongest melee weapons, the weakest one doing 18 damage per hit. Incidentally, they are also the heaviest and slowest. The weight equals the attack power, and the delay is always over 250, the lowest being 260. The normal attack executes a standard four hit combo like with swords. The secondary attack is a slow spin and a half, which launches the opponent into the air. The unique aspect of large swords aside from the slow speed and insane power is the Parry Blocking. Parry Blocking is executed when the block button is released, and shows a quick flick of the sword. During this flick any bullets are blocked, as well as melee attacks. Unlike the swords and kodachis, a successful block with the large sword does not throw the opponent off balance, but it still grants the blocker an instant massive charge. Wall running is disabled with large swords. They are currently not available in the North American version.
All melee weapons have the ability to charge up if the left mouse button is held. Once charged, a white glow will appear around the blade of a player's weapon. Tapping the button again releases a Massive Strike which damages and stuns the opponent. In a fight, this can also be done by successfully blocking a slash from the opponent, but the glow will not last as long. The glow goes away if unused or the player switches weapons, and the user is vulnerable to attack after using it.
These items are wielded in one of the two accessory slots; two of the same accessory may be held, although if two of the same medkit are held, the player may not use swapshot in order to quickly drop them.
Grenades are thrown, and explode after a set amount of time. Flashbang Grenades and Smoke Grenades have a longer fuse than a Fragmentation Grenade.
- Fragmentation Grenade: Regardless of contact with the ground, it deals damage to anyone within its blast radius. Normally used for unexpecting campers, for a group of people in a crowded area, and to make sure an area is safe before going in. In the game, they are known as FG[#].
- Flashbang Grenade: Bursts into a flash of light after it is thrown. An affected player will not be able to hear anything and cannot see anything around them for a set amount of time. The person must be looking at the grenade when it explodes for it to take effect. Flashbangs will affect any player, including teammates in team games. Oddly, the closer the player is to the Flashbang, the less effect and duration it has. Also, it has been known to cause strange "color" errors in cases where minimal quality graphics cards are involved in which the character models become glitched. In the game, they are known as FB[#].
- Smoke Grenade: Thrown and explodes after a set amount of time. They release a cloud of smoke, creating a visual barrier around the grenade. Three smoke grenades are needed to fully conceal an area. They are notorious for creating lag for other players, especially when multiples are in effect. In the game, they are known as SG[#]. NOTE: The smoke can be hidden by a change in graphic settings.
Players may drop a droppable item by pressing the fire button while the item is active. Stepping over these gives a special effect to the player who picked it up; enemies can pick up dropped items from the other team, as well. Special premium medkits and repair kits can heal in greater increments.
- Medical Kits: Med Kits can be used to restore HP in increments of 10 (20 if premium ranging from 3 to 5). They are available in sets ranging from 2 to 4.
- Repair Kits: Repair Kits can be used to restore armor in increments of 10 (20 if premium ranging from 3 to 5). They are available in sets ranging from 2 to 4.
- Bullet Kits: Bullet Kits are premium items. Like the on-stage ammo pickup (yellow bullet), they restore ammo of the currently held gun (or the primary ranged weapon if melee is currently being used). Unlike the on-stage ammo pickup, it only adds one full magazine to the player's reserve.
Elements are magical attributes applied to the user's melee weapon. Only one may be equipped at a time, and it must be in the Item I slot. To activate an equipped element, simply gain a Massive Strike by blocking or charging. There are four elements, with four varying effects.
- Fire burns for five seconds or more depending on item level, and removes opponent's AP; once AP is gone, it begins to burn HP. Fire has a flaming red sprite on both the weapon and the victim.
- Ice slows the opponent down while removing their ability to dash, tumble, and wall run for a short period of time. Ice has a blue snowflake sprite on both the sword and the victim.
- Lightning stuns the opponent in the air for a brief time, damaging them slightly as they are stunned. A note, after the stun animation ends, the opponent will be unable to move from their current position, but will be able to attack or defend. This lasts until the lightning effect is complete. Lightning has a bluish gray static-like sprite on the weapon and an electrocuted animation on the victim.
- Poison drains enemy HP slowly and has a bubbling green sprite on the weapon and a greenish tinge on the victim.
- Elements have five levels. At the first level they last for the shortest time and do the least damage. At level 5, they are the strongest and last for the longest time. Note that there are graphical changes to one's melee weapon; the streaks that follow the player's blade when they slash are colored to match the element. When a melee weapon is charged, the element surrounds it in varying degrees, as well as when the blade is uncharged at level 2 and 3. Note that there are two intensities of level one (Coin and Hand Stamp) and level two (Medal and Jewel). Coins can be bought at the GunZ cash shop on Korean, Japanese, and North American versions. The rest can be acquired through Quest Mode only, but have not been released.
Rings have a varied effect. They can add AP, add HP, or increase weight capacity. Rings have two of their own separate sections on the Equipment screen, and two identical rings can be held at the same time. Rings do not show up on the in-game avatar.
There are two kinds: one that can be acquired through the shop to raise the quest level, and those that can be acquired in game. In a quest game room, players may place up to two offerings; if a player places a page and the players' levels meet the requirements of the items (a level 12 cannot use a level 13 page, etc.), the two pedestals will glow in blue. If a player places a correct combination of two boss sacrifice items other than a page, the pedestals will glow green, with the name of the boss shown under them. See the quest item list for a complete list of items.