Scar official art

Common · Tier I · Base game

Scar

XP Gain

Structured effects, restated

What one copy changes

+20 XP Gain −8 Range

XP Gain

Changes XP Gain by +20.

Each owned copy contributes this additive effect.

Range

Changes Range by −8 points.

Each owned copy contributes this additive effect.
Stat references: Range

Purchase-time direct weapon metric

Your before-and-after DPS

Current player state

Enter your current values before buying Scar. Fields start at the game’s own default stat block, where every stat but Max HP starts at zero — a 0 here is that default, not an empty field. Player stats use the same device-local values as the weapon pages.

Using Max HP 10 · 1 equipped weapon

Sniper Gun goes from 53.33 to 51.33 expected primary-target DPS.

Direct DPS change −2.00 DPS −3.8%
What the comparison includes

Both sides use the shared expected primary-target, pre-mitigation direct-DPS engine. The after side adds fixed global-stat changes and the declared count/stat-scaled changes shown on this page. It includes staged damage rounding, crit expectation, projectile count, shooting duration, and steady-state mean cooldown.

It excludes enemy armor, target density, positioning, misses, overkill, burning, explosions, spawned attacks, temporary effects without a fixed duration state, conditional procs, target debuffs, and weapon-scripted damage changes. A displayed zero therefore means zero within this stated direct metric, not zero value in every combat situation.

Zero-stat baseline, highest available tier

Largest computed direct-DPS changes

  1. Sniper GunSniper GunRanged · Tier IV 53.33 → 51.33 −2.00 DPS (−3.8%)
  2. Hiking PoleHiking PoleMelee · Tier IV 26.01 → 24.27 −1.73 DPS (−6.7%)
  3. CrossbowCrossbowRanged · Tier IV 25.01 → 23.34 −1.68 DPS (−6.7%)

Availability and ownership fields

Purchase facts

Rarity
Common · Tier I
Price position
40–56 lowest of 63 in this rarity
Ownership
No item-specific ownership limit is recorded.
Shop lock
Can be locked in the shop
Crates
Included in normal crate eligibility
Unlock
Unlocked by default
Content
Base game
Curse field
Not a cursed item

Same rarity, adjacent shop price

Priced next to Scar in Common

The Common items either side of Scar in the same price order its rank above is measured in — what the shop is really offering you instead at this price.

Offer and resolved-stat relationships

Character-specific relationships

Wanted-tag matches

  • Apprentice — matches XP Gain; wanted-tag filter chance 5%
  • Baby — matches XP Gain; wanted-tag filter chance 5%
  • Captain — matches XP Gain; wanted-tag filter chance 5%
  • Creature — matches XP Gain; wanted-tag filter chance 5%
  • Mutant — matches XP Gain; wanted-tag filter chance 5%