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Resident Evil Resistance - Survivor Equipment Guide

Written by Shinn Ryusei   /   Apr 8, 2020    


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

All Survivors Equipment



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%.



Written by Shinn Ryusei.