Inventory system

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The inventory system in Killing Floor is controlled by two factors, weight; measured in blocks, and currency; measured in pounds (£).

All players start the game with a welder, medical syringe, knife, 9mm tactical pistol, 3 grenades, and fifteen weight slots; one of which is permanently taken up by these items. The remaining fourteen slots are then free to house the players choice of weapons. Every additional item the player picks up or purchases will occupy a set amount of slots, players can redeem these slots by selling or dropping said weapons. Players cannot exceed their carrying capacity and a players speed is determined in part by their number of occupied slots so players must choose between whether more guns is more important than maneuverability and which individual guns to use.

Currency is obtainable from killing specimens, borrowing off team-mates, healing team mates or from the wave survival cash bonus. The price of weapons can fluctuate heavily based on your currently selected perk and your level in that perk. For example; each of the three £2500 weapons cost only £749 while playing as a level 6 of the respective perk. Sell values of weapons also scale with the purchase values, the most common sell price is 75% of the purchase price, taking into consideration perk discounts and original ownerships.

Inventory sections[edit]

There are six sections of the inventory; the passive section and the visible sections, in order these are:

  1. Melee weapons
  2. Secondary weapons
  3. Primary weapons
  4. Special weapons
  5. Tools

Items in each section can be quickly cycled through with their respective key, the passive section is occupied by grenades and armour which are used along side the other items.

Equipment table[edit]

Values listed are the unmodified base values.
Trader Icon(s) Weapon Weight Cost Section Perk Spawn
Knife 0 £50 Melee Berserker Default
Machete 1 £500 Melee Berserker Pickup, Level 5 Berserker
Fire axe 5 £1000 Melee Berserker Pickup, Level 6 Berserker

Chainsaw 8 £2750 Special Berserker Nil

Katana 3 £2000 Melee Berserker Pickup - Icebreaker Only
Claymore 6 £3000 Melee Berserker Nil
Scythe 6 £2500 Melee Berserker Nil
Dwarfs!? axe 6 £3000 Melee Berserker Nil
Buzzsaw bow 7 £4000 Melee Berserker Nil
Grenade 1 £40 Passive Commando Default for Berserker, Commando,

Demolition, Sharpshooter, & Support only

Bullpup 6 £400 Primary Commando Pickup, Level 5 Commando

AK-47 6 £1000 Primary Commando Level 6 Commando

M4 6 £1000 Primary Commando Nil
FNFAL ACOG 6 £2750 Special Commando Nil

SCARMK17 5 £2500 Special Commando Nil
MKb42 6 £1100 Primary Commando Nil
Tommy Gun 5 £900 Primary Commando Nil
Rising Storm Tommy Gun 5 £975 Primary Commando Nil
Dr. T's Lead Delivery System 5 £950 Primary Commando Nil
M4 203 6 £3500 Special Demolition Nil
Pipe bomb 1 £1500 Special Demolition Level 5+ Demolition

M79 Grenade launcher 4 £1250 Primary Demolition Level 6 Demolition
Orca Bomb Propeller 4 £1250 Primary Demolition Nil

M32 Grenade launcher 7 £2500 Special Demolition Nil
Seal Squeal Harpoon Bomber 6 £2000 Special Demolition Nil
Seeker Six Rocket Launcher 7 £2250 Special Demolition Nil
L.A.W 13 £3000 Special Demolition Nil
Incendiary Grenade 10 £750 Passive Firebug Level 3+ Firebug

Flamethrower 10 £750 Primary Firebug Level 5+ (Firebug Only)
Husk Fireball launcher 8 £4000 Special Firebug Nil
MAC-10 4 £500 Primary Firebug Nil
Trenchgun 8 £1250 Special Firebug Nil
Flare Revolver 2 £500 Secondary Firebug Nil
Dual Flare Revolvers 4 £1000 Secondary Firebug Nil
Medical syringe 0 £0 Tools Field Medic Default
Medic Grenade 1 £40 Passive Field Medic Level 0+ (Medic Only)
Combat armour 0 £300 Passive Field Medic Pickup, Level 6 Berserker,
Level 6 Firebug, Level 5+ Field Medic
MP7M Medic gun 3 £3000 Primary Field Medic Nil

MP5M Medic gun 3 £5000 Primary Field Medic Nil
M7A3 Medic gun 6 £7500 Special Field Medic Nil

Schneidzekk medic gun 3 £10000 Primary Field Medic Nil
Blower Thrower 6 £1000 Primary Field Medic Nil
9mm tactical pistol 1 £0 Secondary Sharpshooter Default, Pickup
Dual 9mms 4 £150 Secondary Sharpshooter Pickup

Handcannon 2 £500 Secondary Sharpshooter Pickup

Dual Handcannons 4 £1000 Secondary Sharpshooter Pickup
MK23 2 £500 Secondary Sharpshooter Nil
Dual MK23 4 £1000 Secondary Sharpshooter Nil
.44 Magnum 2 £450 Secondary Sharpshooter Nil
Dual .44 Magnums 4 £900 Secondary Sharpshooter Nil
Lever-action rifle 6 £200 Primary Sharpshooter Pickup, Level 5 Sharpshooter
Single Piston Long Musket 6 £1500 Primary Sharpshooter Nil
Compound crossbow 9 £800 Special Sharpshooter Level 6 Sharpshooter
M14 EBR 8 £2500 Special Sharpshooter Nil
M99 AMR 13 £3500 Special Sharpshooter Nil
Hunting Rifle 7 £650 Special Sharpshooter Nil
Welder 0 £0 Tools Support Specialist Default

Shotgun 8 £500 Primary Support Specialist Pickup, Level 5 Support Specialist

Combat Shotgun 8 £2500 Primary Support Specialist Nil

HSG-1 shotgun 6 £1250 Primary Support Specialist Nil
Hunting Shotgun 10 £750 Special Support Specialist Level 6 Support Specialist
Vlad the Impaler 8 £1500 Special Support Specialist Nil
Multi-Chambered Zed Thrower 10 £2000 Special Support Specialist Nil

AA12 10 £4000 Special Support Specialist Nil
Moss12 5 £600 Primary Support Specialist Default (With Mutator enabled)
Z.E.D. Gun 8 £2000 Special Perk Neutral Nil
Z.E.D. Gun v2 6 £750 Primary Perk Neutral Nil
Potato N/A £70000 N/A Perk Neutral Nil

Melee weapons[edit]

The melee weapons section consists entirely of the berserker's line of equipment. With the exception of the chainsaw, they allow their wielders to run faster and can be cycled through with the 1 key by default. They each have two modes for use, controlled by the primary fire and secondary fire buttons. The primary fire function, compared to the secondary fire, executes a faster, less powerful attack. The secondary fire, due to its higher damage value, is more capable of stunning specimens.

Secondary weapons[edit]

There are five firearms that fit into the secondary weapon slot, the 9mm tactical pistol, the .44 Magnum, the MK23 and the Handcannon and the Flare revolver. All of them are classified as sharpshooter weapons with the exception of the Flare Revolver which is a Firebug weapon, but are often used by others as a sidearm. There is a unique ability extended only to these four secondary weapons, which is that of dual wielding; the ability to carry and use two of any at the same time for doubled rate of fire. There are however various downsides to dual wielding; it doubles reload times, renders the iron sights useless making long range fire difficult, and doesn't increase the maximum ammo carried. It also takes up an additional 4 weight blocks with the 9mm's (because the standard 9mm pistol weighs nothing due to it being undroppable) and an extra 2 with the .44 Magnums, MK23, Handcannon, and Flare Revolver effectively meaning that two 9mm's, two .44 magnums, two MK23s, two handcannons and two Flare Revolvers weigh the same amount. Note that Flare Revolvers are a DLC item.

Priority[edit]

Weapon cycling in Killing Floor places priority on certain weapons ahead of others as long as any 2 weapons appear in the same weapon slot. Switching to a specific weapon immediately can be extremely beneficial at times rather than having to cycle through weapons to get at the one you really want or need for a situation. For example: a Sharpshooter may use a .44 Magnum to pick off lesser ZEDs, but may want to dual wield Mk23s for clearing a larger crowd of ZEDs; switching from a weapon like the Crossbow to dual wielding Mk23s would be delayed by the .44 Magnum having higher priority than the Mk23s so the Sharpshooter may be at greater risk of taking damage while trying to swap as opposed to using dual Handcannons which, having higher priority than the .44 Magnum, would come up first. Below is a table of all wield-able-equipment sorted by their standard weapon slots.

Priority table[edit]

Order was determined by trial and error comparisons of all weapons. Official weapon variants, unlockables, and DLC are included, reskins such as the neon weapons or the golden weapons are not included. Does not take into account any mods, add-ons, or scripting changes made to Killing Floor by users.
Priority Slot 1 Slot 2 Slot 3 Slot 4 Slot 5
1 Scythe* Dual Handcannons Combat Shotgun M32 Grenade Launcher Medical-Syringe
2 Claymore Sword Dual .44 Magnums The Orca Bomb Propeller* Zed Eradication Device Welder
3 Katana Dual Flare Revolvers* M79 Grenade Launcher AA12 Shotgun
4 Dwarfs!? Axe* Flare Revolver* Single Piston Longmusket* M99 AMR
5 Axe .44 Magnum Vlad the Impaler* L.A.W.
6 Machete Handcannon FlameThrower M4 203
7 Knife Dual Mk23s Dragon's Breath Trenchgun SeekerSix Rocket Launcher*
8 Dual 9mm Tactical Pistols Shotgun FNFAL ACOG
9 Mk23 Zed Eradication Device II* Husk Fireball Launcher*
10 9mm Tactical Pistol HSG-1 Shotgun Buzzsaw Bow*
11 MAC-10 SCARMK17
12 M4 SealSqueal Harpoon Bomber*
13 Rising Storm Tommy Gun††* Multichamber ZED Thrower*
14 Dr. T's Lead Delivery System* M14EBR
15 Schneidzekk Medic Gun Hunting Shotgun
16 Tommy Gun* Chainsaw
17 MKb42 Compound Crossbow
18 Blower Thrower Bile Launcher* M7A3 Medic Gun
19 AK47 Pipe Bomb
20 MP7M Medic Gun
21 Lever Action Rifle
22 MP5M Medic Gun
23 Bullpup

Weapons with an asterisk are unlocked through the Community Weapons Packs 1, 2, and 3, extra game purchases of Rising Storm and Dwarfs!?, or getting an achievement in Dwarfs!? Free to Play.

L.A.W. vs M99 AMR can't be determined due to the combined carry weight of the 2 weapons surpassing the maximum of 24 thus they are listed with presumed priority but are for all purposes equal.

†† Rising Storm Tommy Gun priority could not be completely determined by this table's author and thus only exists in this table to show it's observed known priority above Dr. T's Lead Delivery System; all other weapons listed above it are assumed to have higher priority than it, but this has not been confirmed.

Removed Weapons[edit]

For a full list of scrapped weapons, [Click here]


Language: English


Original wikitext recovered from the archived KF-Wiki page (capture 2018-07-14). Credit: the original KF-Wiki contributors. The archival source and its surviving history retain authorship and licensing evidence.