Abiotic Factor Weapons and Ammo: Melee, Ranged, and Off-Hand Gear

Abiotic Factor's Weapons and Ammo page on abioticfactor.wiki.gg opens with a plain classification: "Weapons and Ammo items are classified into four groups: Melee, Ranged, Throwables, and Shield." The page carries no structured infobox for the category itself — just that line, then long item tables — so this guide works from the tables directly: each group's skill mechanics, a sample of the Melee table's own numbers, the gear-gating rules locking several late-game guns behind specific armwraps, and what the Ammunition, Throwables, and Off-Hand Armament tables show.
Melee, Ranged, Throwables, and Shield: How Each Group Works
Melee weapons split by damage type: Blunt (wiki example: Pipe Club) and Sharp (Makeshift Spear). "Using Blunt weapons increases the Blunt Melee skill while using Sharp weapons increases the Sharp Melee skill." Some are flagged Heavy — Peccary Club is the example — which "have a lengthy windup swing and level Strength when used." That windup shortens over time: "Strength level 8 shortens up the windup time, and continues to decrease as Strength increases," quoted exactly since the phrasing carries both a threshold and a scaling claim.
Ranged weapons run on a different rule: "Ranged weapons require either ammo or battery power to use." The wiki's own contrast is the Makeshift Crossbow, which "uses Makeshift Bolts as ammo," against the Vacuum, where "using the Vacuum consumes charge instead." Firing and reloading train separate skills — "Firing Ranged weapons increases the Accuracy skill and reloading them increases the Reloading skill."
Throwables are "thrown by the player," and using them "increases the Throwing skill, regardless of whether they hit a target or not." "Improving Throwing skill increases the range of Throwable weapons," and some aren't automatically lost on use: "some have a chance of being recoverable," a chance the Projectile Pickup and Hazy Recollection perks improve.
Shields carry one hard restriction: "Shields can be equipped alongside any non-Heavy melee weapon to protect one's self from incoming damage by blocking" — a Heavy weapon and a shield are documented as mutually exclusive.
Melee Weapons: What the Damage/Durability/Weight Table Shows

The Melee Weapons table runs every entry through the same four columns — Damage, Durability, Weight, Repair Item — including the Basic Baton (Blunt Melee, 8.0/15/3.0, Repair Item 1) and the Kitchen Knife (Sharp Melee, 3.0/20/1.0, Repair Item 1). Heavy entries run larger on the same schema: Peccary Club (Heavy Sharp) 40.0/15/4.5, Repair Item 1; Crowbar 2.0 (Heavy Sharp) 75.0/45/5.0, Repair Item 1; Hardlight Sledge (Heavy Blunt) 150.0/100/8.0, Repair Item 1. Non-Heavy weapons reach high numbers too — Endothermic Hammer (Blunt) 52.0/100/5.0; Quantum Pick (Sharp) 50.0/80/4.0.
On the Repair Item column: entries checked show only a quantity — "1" for most weapons, "3" for a few like the Makeshift Spear — never a material name, so which item each quantity refers to is undocumented here.
Ranged Weapons: Ammo, Battery Charge, and Gear-Locked Guns

Every Ranged Weapons entry lists Damage alongside its Type (Science Ranged or Overworld Ranged): Makeshift Crossbow 26.0, Wessex Rifle 105.0, Magbow and Rail Rifle both 120.0, Rocket Launcher 1,150.0 — the largest Damage figure on the page. The table also tracks Ammo, Ammo Capacity, Durability, and Weight per weapon, but the extracted text doesn't reliably map every field to every gun, so those numbers beyond Damage are undocumented here.
The gear-gating text is unambiguous, worth quoting exactly: "The Montese SMG, Talagi Magnum, and Romag Shotgun require Accuracy level 7 and the Bio-Metric Armwraps equipped to use." Separately, "The Wessex Rifle and Patois Rifle require Accuracy level 7 and the Bio-Mimic Armwraps (unlocks at Accuracy level 15) to use," with documented alternatives to those Armwraps: Mountaineer Armguards, Exsurgo Armwraps, Sagittarii Stabilizers, Triarii Armwraps, Legate Bracers, Exulum Bindings, and Mystagogue Wraps. A third tier: "The Gutnic Rifle and Manomin Magnum require Accuracy level 7 and the Bio-Fusion Imitator (unlocks at Accuracy level 18) to use." All three share the Accuracy level 7 floor; only the armwrap and its unlock level change.
Ammunition, Throwables, and Off-Hand Armament

The Ammunition table lists Weight only, including 9mm Ammo (0.02), Makeshift Bolt (0.03), .357 Magnum Ammo (0.04), 12g Buckshot (0.03), 5.56 Ammo (0.05), and heavier ordnance like Rocket, Cluster Rocket, and Penetrator Rocket (1.0 each). No Damage column appears here; whether ammo damage folds into the weapon's own Damage figure isn't stated, so that link is undocumented.
Throwables carry Damage and Weight. Utility throws like the Throw Net and Snowball (0.1 Weight each) list no Damage, while damaging entries range from the Throwing Dart (9.0/0.05) up through the Frag Grenade, REDACTION Grenade, and Null Grenade (400.0 each) and the Megaton Flask (600.0/0.23) — the highest Throwables Damage listed.
Off-Hand Armament — shields, plus two entries the category footer labels "Weapon" — run on Durability/Weight/Repair Item: Plastic Shield (24/2.0), Riot Shield (40/10.0), Plasmatic Shield (56/3.0), footer-labeled Interfection Katar (100/2.0). A few rows miss a field in the extracted text — Hardlight Shield lists only 4.0 Weight with no Durability, Mystagogue Glove lists only 5.0 Weight with neither Durability nor Repair Item — treated as undocumented, not zero.
Practical tips
- Check a melee weapon's Type before swinging — "Heavy" entries level Strength and carry a long windup that only shortens starting at Strength level 8.
- Firing trains Accuracy, reloading trains Reloading — a gun you never reload won't raise both skills equally.
- Before crafting toward the Montese SMG, Talagi Magnum, Wessex Rifle, Gutnic Rifle, or their tier-mates, check which Armwraps or Imitator the wiki requires — Accuracy level 7 alone isn't enough.
- Shields equip alongside any non-Heavy melee weapon, so pairing a Heavy weapon with a shield isn't an option per the wiki.
- Some Throwables have a recoverable chance after use — Projectile Pickup and Hazy Recollection are the two perks the wiki names as improving it.
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Conclusion
Abiotic Factor's Weapons and Ammo category splits into four groups the wiki names directly — Melee, Ranged, Throwables, and Shield — each with its own skill: Blunt/Sharp Melee, Accuracy and Reloading for guns, Throwing for thrown weapons. The Melee table tops out at the Hardlight Sledge's 150.0 Damage, and the Ranged table's confirmed Damage figures top out at the Rocket Launcher's 1,150.0. The real gatekeeping on late-game guns isn't a Damage number — it's the Accuracy level 7 floor plus a specific Armwraps or Imitator unlock for the Montese SMG/Talagi Magnum/Romag Shotgun, Wessex Rifle/Patois Rifle, and Gutnic Rifle/Manomin Magnum tiers. Which material repairs which weapon, several Ranged per-gun stats beyond Damage, and a handful of Off-Hand Armament numbers remain undocumented, flagged rather than guessed.
