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Page Contents Current As of Patch: 2022-11-22
Melee Weapons
Icon TR Icon NC Icon VS Icon NSO Icon NS
Default
Chainblade Mag-Cutter Force-Blade NS Commando
Depot
Hexedge Hardlight Dagger Damascus Edge NS Harrower
NS Campion
NS Victory
NS-W Survivor
The Swashbuckler
Heavy Melee
Eviscerator Bonecleaver Doomsayer Guillotine NS Icebreaker
NS SQU-34K
Wyrdwood Shillelagh
Stormbringer
Trench Shovel
Wavestinger Harpoon
Power Knives
Ripper Carver Lumine Edge NS Firebug
Icon AuraxMedalAuraxium
Auraxium Chainblade Auraxium Mag-Cutter Auraxium Force-Blade NS-A Commando Auraxium Slasher
Ranged
NSX Amaterasu
Anti-Vehicle Knives
Ancient Psykinetic Blade · Excursion Kukri · KTR-3 Saboteur · Nightshade
Special
Fatestealer · Icikill · NS AutoBlade · NS-TMC-01 "His Regards" · The Slasher
Icon MAX MAX / Defector
MAX Punch Defector Claws

Usable By:

Melee Weapons are a core part of every soldier's loadout. These close-quarters daggers provide players with an infinitely renewable source of damage they can fall back on in tight scenarios, whether for last second burst damage when a target narrowly survives gunfire, or as a wielded tool for dishing out constant pain to those within arms reach.

There are five different categories of melee weapons available for players to choose from. All knives within each category function identically to the others, only with varied appearances to set them apart.

  • Standard - The basic type of melee weapon on Auraxis. These weapons deal moderate damage on each swing, and can be swung relatively fast, but are unable to damage heavier targets nor do they have access to an alternative fire mode.
  • Axes - These knife variants deal slightly increased damage while wielded compared to standard knives, in exchange for a slightly slower swing speed.
  • Power Knives - These knife variants, initially, appear to be slower-swinging variants of the standard knives. However, they have access to an alternate fire mode when wielded through which they are able to deal a significant increase over the damage-per-swing of a standard knife, though emit a highly audible sound whilst in this fire mode.
  • Ranged - A category of which only the NSX Amaterasu currently occupies, this knife variant deals less damage-per-swing but emits a wave forward from the user when swung while wielded that is capable of dealing damage, giving this variant the longest reach of the arsenal.
  • Anti-vehicle - Uniquely, these knives change the typical 'melee' damage type dealt by other knives for the 'heavy machine gun' damage type, the type used by weapons like the M20 Basilisk, allowing them to damage all vehicle types and deal increased damaged to MAXes. In exchange, the knives deal less damage against infantry and are susceptible to damage reduction effects like Nanoweave Armor.

Given knives do not impose a cost on the user to keep in their loadout, it simply falls down to the user's preference of what they'd like to bring to bear when they pull their knife out in those dire situations.

Melee weapons can be used in two ways; quick melee, which allows one quick swipe to be executed in front of the user before incurring a lengthy recovering delay, and wielded melee, where the user draws their knife to allow them to swing it far faster, although the user must be more precise with their 'aim' while using them this way.

To quick melee, press the Melee Attack hotkey (Middle Mouse Button by default) while holding any other weapon. To equip melee weapons for wielded melee, press the Equip Melee hotkey (- by default).

Icon MAX MAXes and Defectors have access to their own melee weapons, with no alternative options. MAXes deal heavy damage per hit, able to damage vehicles the same way anti-vehicle knives can, but have slower animations and cannot 'wield' their melee. Defectors have their own cosmetic variant of the standard knife, and are able to wield it.

Statistics[]

Chainblade
128
Costs
Auto Granted
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Hexedge
128
Costs
DC Cost: 3,999 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Ripper
128
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Fire Rate: 89 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee,
Powered Melee
Headshot Multiplier: Quick Melee, Melee — 1.5x,
Powered Melee — 2x
Damage[?]
Max Damage: 900 (Activated)
Min Damage: 500 (Quick Melee, Melee)
Auraxium Chainblade
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Damage[?]
Max Damage: 500
Min Damage: 500

Mag-Cutter
128
Costs
Auto Granted
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Hardlight Dagger
128
Costs
DC Cost: 3,999 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Carver
128
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Fire Rate: 89 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee,
Powered Melee
Headshot Multiplier: Quick Melee, Melee — 1.5x,
Powered Melee — 2x
Damage[?]
Max Damage: 900 (Activated)
Min Damage: 500 (Quick Melee, Melee)
Auraxium Mag-Cutter
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Damage[?]
Max Damage: 500
Min Damage: 500

Force-Blade
128
Costs
Auto Granted
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Damascus Edge
128
Costs
DC Cost: 3,999 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Lumine Edge
128
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Fire Rate: 89 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee,
Powered Melee
Headshot Multiplier: Quick Melee, Melee — 1.5x,
Powered Melee — 2x
Damage[?]
Max Damage: 900(Activated)
Min Damage: 500(Quick Melee, Melee)
Auraxium Force-Blade
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Damage[?]
Max Damage: 500
Min Damage: 500

NS Commando
128
Costs
Auto Granted
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
NS-A Commando
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Damage[?]
Max Damage: 500
Min Damage: 500

NSX Amaterasu
128
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 799 Daybreak Cash
General Info
Fire Rate: 133 RPM
Muzzle Velocity: 30m/s
Effective Range: Melee,
15m
Fire Modes: Quick Melee,
Melee,
Thrown
Headshot Multiplier: 1.5x
Equip Time: 250 ms
Damage[?]
Max Damage: (Melee) 450, (Ranged) 450 before 2m
Min Damage: (Melee) 450, (Ranged) 367 at 15m
NS Campion
128
Costs
DC Cost: 499 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
NS Harrower
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: 499 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
NS-W Survivor
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: 699 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Ancient Psykinetic Blade
Ancient Psykinetic Blade
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 450
Min Damage: 450
NS Firebug
128
Costs
DC Cost: 1,999−7,999 Daybreak Cash
General Info
Fire Rate: 89 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee,
Powered Melee
Headshot Multiplier: Quick Melee, Melee — 1.5x,
Powered Melee — 2x
Damage[?]
Max Damage: 900 (Activated)
Min Damage: 500 (Quick Melee, Melee)
The Swashbuckler
128
Costs
DC Cost: 3,999−7,999 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500

NS AutoBlade
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
NS-TMC-01 "His Regards"
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500

The Slasher
128
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Icikill
128
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Fatestealer
128
Costs
DC Cost: 1,499 Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500
Nightshade
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee,
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 450
Min Damage: 450
KTR-3 Saboteur
128
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Fire Modes: Quick Melee
Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 450
Min Damage: 450

MAX Punch
128
Costs
Auto Granted
General Info
Fire Rate: 240 RPM
Effective Range: Melee
Damage[?]
Max Damage: 750
Min Damage: 750
Defector Claws
128
Costs
Auto Granted
General Info
Fire Rate: 133 RPM
Effective Range: Melee
Headshot Multiplier: 1.5x
Damage[?]
Max Damage: 500
Min Damage: 500

History[]

  • September 7, 2016 Update
    • Standard Knife – Wielded Melee
      • Refire time from 500ms to 400ms
      • Sprint Block override from 300ms to 250ms
      • Ability Block override from 500ms to 300ms
      • Projectile lifespan from 0.1 seconds to 0.12 seconds
      • Projectile collision radius from 0.1 to 0.2
    • Power Knife – Quick Attack
      • Now uses a standard "melee swing" during quick melee
      • Animation duration from 625ms to 450ms
      • Firing delay from 125ms to 0ms
      • Detection range from 5m to 0m
      • Sprint Block override from 450ms to 300ms
      • Ability block override from 500ms to 333ms
    • Power Knife – Wielded
      • Refire time from 500ms to 675ms
      • Firing delay from 125ms to 75ms
      • Projectile lifespan from 0.1 seconds to 0.12 seconds
      • Power Knife – Activated
      • Refire time from 500ms to 675ms
      • Firing delay from 125ms to 75ms
      • Projectile lifespan from 0.1 seconds to 0.12 seconds
  • March 30, 2017 Update
    • Knives have received new wield animations.
  • March 30, 2022 Update (The Arsenal Update)
    • Activated knife damage from 1050 to 900
    • Dev Note: Power knives consistently kill with two shots to the body or one shot to the head. This change is meant to dampen the effectiveness of specific setups, and give players more time to react to the burst of damage when the user can't land a headshot.

Media[]

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