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Hunter

Role: Defense

Health: 125

Stamina: 125

Speed: Fast

Notes: All sniper rifles have near perfect accuracy in terms of how little bullets deviate from the crosshair, so the accuracy stat shown for each sniper indicates how fast bullets travel, with Very High being the fastest, and Very Low being the slowest. Sniper rifles cannot equip the scope attachment for obvious reasons and are extremely inaccurate while un-scoped (about the same, random spread a shotgun pellet has). Also, for balancing purposes, all sniper rifles use a laser sight while scoped. This means that enemies can see where you are aiming and avoid your line of fire when possible. The recoil stat determines how much your view will shake after a scoped shot, with low being the least amount of shake, and high being the most.

Contents

AttachmentsEdit

Tier 1: Silencer, SB3, Chernobullets

Tier 2: SGL-7, F6, FGL-3

Tier 3: Bullet Generator, Double Barreled

Primary Weapons (Sniper Rifles)Edit

  • M21

Firing Type: Semi-Automatic (1/4 second between each shot)

Damage: 89

Accuracy: Medium

Capacity: 20 x 2

Reload: Slow

Recoil: Low

  • Blaser

Firing Type: Bolt-Action (1.5 seconds between each shot)

Damage: 146

Accuracy: Medium

Capacity: 10 x 3

Reload: Slow

Recoil: High

  • R700

Firing Type: Bolt-Action (1/2 second between each shot)

Damage: 101

Accuracy: Very High

Capacity: 6 x 4

Reload: Slow

Recoil: Medium

  • M107

Firing Type: Semi-Automatic (1/4 second between each shot)

Damage: 114

Accuracy: Low

Capacity: 10 x 3

Reload: Slow

Recoil: High

  • M200

Firing Type: Bolt-Action (3/4 second between each shot)

Damage: 126

Accuracy: High

Capacity: 10

Reload: Slow

Recoil: Low

Secondary Weapons (Shotguns)Edit

  • SPAS-12

Firing Type: Pump-Action (3/4 second between each shot)

Damage: 19 x 6

Accuracy: Medium

Capacity: 9 x 4

Reload: Slow

  • Lupara

Firing Type: Semi-Automatic

Damage: 23 x 6

Accuracy: Very Low

Capacity: 2 x 15

Reload: Medium

  • Striker

Firing Type: Semi-Automatic (1/4 second between each shot)

Damage: 14 x 6

Accuracy: Low

Capacity: 12 x 4

Reload: Slow

  • Uplander

Firing Type: Single-Shot

Damage: 19 x 12

Accuracy: Low

Capacity: 1 x 15

Reload: Slow

  • M4

Firing Type: Pump-Action

Damage: 14 x 6

Accuracy: High

Capacity: 9 x 4

Reload: Medium

  • Jackhammer

Firing Type: Automatic

Damage: 11 x 6

Rate of Fire: 240 RPM

Accuracy: Medium

Capacity: 10 x 4

Reload: Slow

  • K-2 Storm

Firing Type: Semi-Automatic

Damage: 14 x 6

Accuracy: Very High

Capacity: 4 x 6

Reload: Medium

DevicesEdit

  • Land Mine

Damage: 50-150

Capacity: 2

Notes: Automatically explodes when an enemy walks over one. Only visible when very close.

  • Decoy

Damage: 20 x 24

Capacity: 2

Notes: A dummy that looks like a random class that is AFK. When attacked, it explodes in a blinding light and also throws shrapnel in all directions. Enemies are blinded for 3 seconds.

  • Fake Health Pack

Damage: 50-150

Capacity: 2

Notes: Looks to enemies like a friendly health pack, but is actually a fake that explodes on contact.

  • Crippler Bomb

Capacity: 2

Notes: When an enemy walks over one, they are stunned and blinded for 3 seconds. Only visible while very close.

  • Multi-Use Mine

Damage: 50-100

Capacity: 1

Notes: When placed, this mine can be triggerd 3 times before becoming useless. Can only explode once every 3 seconds. Only visible while very close.

  • Steel Maiden

Capacity: 1

Notes: When tripped, a set of spikes appear from the ground on each side of the tripper, and suddenly clamp together 1 second later, killing anyone unfortunate enough to not jump out of the way. The spikes are tall enough to prevent players from moving forward, like a wall. Only visible while very close.

  • Bouncing Shotty

Damage: 19 x 6

Capacity: 2

Notes: When tripped, a ball with a barrel is shot upward in front of the tripper. The ball proceeds to shoot a shotgun-like shell at the peak of its height torwards the tripper.

  • Stinger Strip

Damage: 7

Capacity: 1

Notes: A long strip of poison-tipped nails that infects enemies if they walk on it. The poison deals 10 damage per second for the next 5 seconds, and is stacked for every second an enemy stands on the strip. Lasts until you die.

  • Motion Sensor

Capacity: 1

Notes: When laid down, a red light on your HUD will flash whenever an enemy walks near it, serving as an alarm. Cannot be destroyed or seen by enemies.

PerksEdit

  • Minefield

Effects: Traps (not devices in general) deal 50% more damage and you carry an extra 2.

  • Marksman

Effects: Recoil for all sniper rifles is brought down by 1 rank and accuracy for all sniper rifles is brought up to very high.

  • Camouflage

Effects: While standing still, enemies must be very close to you to be able to see even a faint image of you and shotguns deal 25% more damage.

  • Full Metal Jacket

Effects: Sniper rifle bullets will pierce through up to 3 enemies, but deal 25% less damage after each penetration. Can also pierce through up to 1 tile of collidable surface.

  • Blinding Reflex

Effects: Upon getting hurt, a flash grenade is activated on your armor, blinding any nearby enemies, allowing you to get away safely or defend yourself.

Power WeaponsEdit

  • Drill Rifle

Firing Type: Single-Shot

Damage: 131

Accuracy: Very High

Capacity: 1 x 2

Reload: Slow

Recoil: High

Notes: Shoots bullets with powerful but small drills on the tips, allowing them to pierce through any number of walls and any number of people.

  • BTL-9

Firing Type: Single-Shot

Damage: 206

Accuracy: Medium

Capacity: 1 x 2

Reload: Slow

Notes: The BTL (Bear Trap Launcher) does just as its name implies; launch bear traps.

  • Brink Rifle

Firing Type: Single-Shot

Damage: 99%, 50-200

Accuracy: Very High

Capacity: 1 x 2

Reload: Slow

Recoil: High

Notes: Brings down the enemy to 1% of their max HP and SP, and keeps it there for the rest of their life. When the enemy dies, their corpse explodes, dealing damage to any enemies near the corpse.

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