Resident Evil Resistance – Survivor Equipment Guide

Here is the list and description of equipment that survivors can use.

All Survivors Equipment

All credit goes to Shinn Ryusei!

Combat

  • Iron Nails I – Slightly Increases the power of melee attacks. Cost 3 (increases damage about 9.1%).
  • Iron Nails II – Moderately Increases the power of melee attacks. Cost 5 (increases damage about 15%).
  • Iron Nails III – greatly Increases the power of melee attacks. Cost 7.

  • FMJ Rounds I – Slightly increases the power of firearms. Cost 3 (increases damage by about 6%).
  • FMJ Rounds II – Moderately increases the power of firearms. Cost 5 (increases damage by about 10%).
  • FMJ Rounds III – Greatly increases the power of firearms. Cost 7.

  • Metal Solvent I – Slightly increases damage to traps. Cost 2 (increases damage done to traps by 40%).
  • Metal Solvent II – Greatly increases damage to traps. Cost 3 (increases damage done to traps by 60%).

  • EMP Rounds I – Slightly increases damage to cameras. Cost 2.
  • EMP Rounds II – Greatly increases damage to cameras. Cost 3.

  • Leather Handle I – Slightly increases the chances of landing a critical hit with melee attack. Cost 2.
  • Leather Handle II – Greatly increases the chances of landing a critical hit with melee attack. Cost 4.

  • Long Barrel I – Slightly increases the chances of landing a critical hit with firearms. Cost 2.
  • Long Barrel II – Greatly increases the chances of landing a critical hit with firearms. Cost 4.

  • High-Grade Ammo I – Moderately increases enemy knockback from firearms. Cost 2.
  • High-Grade Ammo II – Greatly increases enemy knockback from firearms. Cost 4.

  • Batting Glove I – Moderately increases enemy knockback from melee attack. Cost 2.
  • Batting Glove II – Greatly increases enemy knockback from melee attack. Cost 4.

  • Tactical Glove – Slightly increases the power of melee attack and firearms. Cost 4 (has same increase to damage as FMJ Rounds I (6%) and Iron Nails I (9.1%)).

  • Army Boots – Slightly increases movement speed. Cost 5.

Survival

  • Mortar and Pestle I – Slightly increases the effect healing items have on your character. Cost 1.
  • Mortar and Pestle II – Moderately increases the effect healing items have on your character. Cost 3.
  • Mortar and Pestle III – Greatly increases the effect healing items have on your character. Cost 5.

  • Bulletproof Vest I – Slightly increases maximum health. Cost 3.
  • Bulletproof Vest II – Moderately increases maximum health. Cost 5.
  • Bulletproof Vest III – Greatly increases maximum health. Cost 7.

  • Gas Mask I – Slightly increases your resistance to infection. Cost 2.
  • Gas Mask II – Moderately increases your resistance to infection. Cost 4.
  • Gas Mask III – Greatly increases your resistance to infection. Cost 6.

  • EMT License I – Slightly decreases how much time it takes to revive defeated teammates. Cost 2.
  • EMT License II – Moderately decreases how much time it takes to revive defeated teammates. Cost 4.
  • EMT License III – Greatly decreases how much time it takes to revive defeated teammates. Cost 6.

  • AED Device – Slightly increases the speed at which you revive teammates and the effect healing items have on your character. Cost 3.
  • Emergency Rations – Moderately increases how much health is recovered after being revived. Cost 4.

Resource

  • Ammo Pack I – Start with a small amount of extra Ammo. Cost 1 (adds 15 ammo to your starting inventory).
  • Ammo Pack II – Start with a moderate amount of extra Ammo. Cost 2 (adds 25 Ammo to your starting inventory).
  • Ammo Pack III – Start with a large amount of extra Ammo. Cost 4.

  • Wallet I – Start with a small amount of Umbrella Credits. Cost 1 (adds 40 Umbrella Credits to your starting total).
  • Wallet II – Start with a moderate amount of Umbrella Credits. Cost 3 (adds 80 Umbrella Credits to your starting total).
  • Wallet III – Start with a large amount of Umbrella Credits. Cost 5.

  • First Aid Spray+ – Start with a First Aid Spray in your inventory. Cost 3.
  • Flash Grenade+ – Start with a Flash Grenade in your inventory. Cost 3.
  • Pharmacy 101 – Slightly increases the drop rate of herbs when defeating an enemy. Cost 3.
  • Molotov Cocktail+ – Start with a Molotov Cocktail in your inventory. Cost 2.
  • Hand Grenade+ – Start with a Grenade in your inventory. Cost 3.
  • Sling Bag – Increases your inventory space by one slot. (Max 12 slots.) Cost 2.
  • Survival Pack – Start with a small amount of extra Ammo and Umbrella Credits. Cost 3. Starts with 15 Ammo and 40 extra Umbrella Credits. Same as Ammo Pack I and Wallet I but at increased equip cost.
  • Hiking Bag – Increases your inventory space by two slots. (Max 12 slots.) Cost 5.

Mastery

  • Shoulder pad I – Slightly increases damage dealt to doors. Cost 1.
  • Shoulder pad II – Moderately increases damage dealt to doors. Cost 2.
  • Shoulder pad III – Greatly increases damage dealt to doors. Cost 3.

  • USB Drive I – Slightly decreases the time it takes to deactivate Security Devices. Cost 1.
  • USB Drive II – Moderately decreases the time it takes to deactivate Security Devices. Cost 2.
  • USB Drive III – Greatly decreases the time it takes to deactivate Security Devices. Cost 3.

  • Auxiliary Sight – Auto aim on enemies when using firearms. Cost 1.
  • Survival Kit – Automatically uses Green Herbs in inventory when health is critical. Cost 1.
  • Poison Detector – Automatically uses Blue Herbs in inventory when infection reaches phase 2. Cost 1.
  • Baton – Slightly increases damage dealt to doors and decreases the time it takes to deactivate Security Devices. Cost 3.
  • Security Guard Uniform – Moderately increases damage dealt to doors, and automatically uses Blue Herbs when infection reaches phase 2. Cost 4. Combines the effects of Shoulder Pad II and Poison Detector.
  • Novice Gear – Activates auto aim and will automatically use Green Herbs when low on health. Cost 3.

Notes

Damage increases seem to be cumulative. By this I mean combining FMJ Rounds I (6%) with FMJ Rounds II (10%), adds together to become a 16% increase in damage. FMJ Rounds I + II with Tactical Glove increase damage by 22%.

Volodymyr Azimoff
About Volodymyr Azimoff 13981 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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