Difference between revisions of "Weapons"
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(Weapon damage is no longer listed in terms of pistol damage) |
(→Weapon list: Added the types of the weapons, whether they are hitscan, explosive, projectile etc.) |
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
− | ! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Damage/Unique Characteristics | + | ! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Type !! Damage/Unique Characteristics |
|- | |- | ||
− | | style="text-align:right"| [[File:Pistol.png]] || {{Anchor|Pistol}} || 1 || 8 || 2 half beats || 1 Shot per half beat || 50 Damage, short range | + | | style="text-align:right"| [[File:Pistol.png]] || {{Anchor|Pistol}} || 1 || 8 || 2 half beats || 1 Shot per half beat || Hitscan || 50 Damage, short range |
|- | |- | ||
− | | style="text-align:right"| [[File:Blaster.png]] || {{Anchor|Shotgun pistol}} || 1 || 4 || 3 half beats || 1 Shot per half beat || 160 damage point blank - decreases to 16.5 damage at max range | + | | style="text-align:right"| [[File:Blaster.png]] || {{Anchor|Shotgun pistol}} || 1 || 4 || 3 half beats || 1 Shot per half beat || Hitscan || 160 damage point blank - decreases to 16.5 damage at max range |
|- | |- | ||
− | | style="text-align:right"| [[File:Revolver.png]] || {{Anchor|Revolver}} || 1 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per half beat || 100 damage, Some recoil | + | | style="text-align:right"| [[File:Revolver.png]] || {{Anchor|Revolver}} || 1 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per half beat || Hitscan || 100 damage, Some recoil |
|- | |- | ||
− | | style="text-align:right"| [[File:HandCannon.png]] || {{Anchor|Haunted revolver}} || 1 || 4 || 3 half beats || 1 Shot per half beat || 250 (close) to 150 (far) damage, None | + | | style="text-align:right"| [[File:HandCannon.png]] || {{Anchor|Haunted revolver}} || 1 || 4 || 3 half beats || 1 Shot per half beat || Explosive Hitscan || 250 (close) to 150 (far) damage, None |
|- | |- | ||
− | | style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || 150 damage, 3 Round Burst, short range | + | | style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || Hitscan || 150 damage, 3 Round Burst, short range |
|- | |- | ||
− | | style="text-align:right"| [[File:Shotgun.png]] || {{Anchor|Pump shotgun}} || 1 || 6 || 3 half beats || 1 Shot per beat || 240 (close) to 50 (far) damage, Must be "pumped" after each shot, using a half beat. Currently reloading/'pumping' does not need to be on beats or half beats (bug?) | + | | style="text-align:right"| [[File:Shotgun.png]] || {{Anchor|Pump shotgun}} || 1 || 6 || 3 half beats || 1 Shot per beat || Hitscan || 240 (close) to 50 (far) damage, Must be "pumped" after each shot, using a half beat. Currently reloading/'pumping' does not need to be on beats or half beats (bug?) |
|- | |- | ||
− | | style="text-align:right"| [[File:DoubleBarrel.png]] || {{Anchor|Sawn-off shotgun}} || 2 || 2 || 2 half beats || 1 Shot per half beat || 288 (close) to 16.5 (far) damage, None | + | | style="text-align:right"| [[File:DoubleBarrel.png]] || {{Anchor|Sawn-off shotgun}} || 2 || 2 || 2 half beats || 1 Shot per half beat || Hitscan || 288 (close) to 16.5 (far) damage, None |
|- | |- | ||
− | | style="text-align:right"| [[File:Winnie.png]] || {{Anchor|Lever action}} || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || 135 damage, long base range, Must be "pumped" after each shot, using a half beat | + | | style="text-align:right"| [[File:Winnie.png]] || {{Anchor|Lever action}} || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || Hitscan || 135 damage, long base range, Must be "pumped" after each shot, using a half beat |
|- | |- | ||
− | | style="text-align:right"| [[File:GrenadeLauncher.png]] || {{Anchor|Grenade launcher}} || 2 || 6 || 3 half beats || 1 Shot per beat || 250 damage, grenades detonate automatically after a half beat. Rocket-jump (small in big range) | + | | style="text-align:right"| [[File:GrenadeLauncher.png]] || {{Anchor|Grenade launcher}} || 2 || 6 || 3 half beats || 1 Shot per beat || Explosive Physics Projectile || 250 damage, grenades detonate automatically after a half beat. Rocket-jump (small in big range) |
|- | |- | ||
− | | style="text-align:right"| [[File:RocketLauncher.png]] || {{Anchor|Rocket launcher}} || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || 300 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range) | + | | style="text-align:right"| [[File:RocketLauncher.png]] || {{Anchor|Rocket launcher}} || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || Explosive Projectile || 300 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range) |
|- | |- | ||
− | | style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || 450 damage, Fires through walls | + | | style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || Hitscan & Explosive Physics Projectile || 450 damage, Fires through walls |
|- | |- | ||
− | | style="text-align:right"| [[File:MiniGun.png]] || {{Anchor|Minigun}} || 2 || 30 || 3 half beats || Initially one shot per beat, spools up to 8 shots per beat || 50 damage, Spooling mechanic, increases fire rate the longer the trigger is held. If you start shooting at the half-beat then next shot will be shot faster (bug?). | + | | style="text-align:right"| [[File:MiniGun.png]] || {{Anchor|Minigun}} || 2 || 30 || 3 half beats || Initially one shot per beat, spools up to 8 shots per beat || Hitscan || 50 damage, Spooling mechanic, increases fire rate the longer the trigger is held. If you start shooting at the half-beat then next shot will be shot faster (bug?). |
|- | |- | ||
− | | style="text-align:right"| [[File:AlienBlaster.png]] || {{Anchor|Raygun}} || 3 || Infinite || N/A || 1 Shot per half beat || 350 damage, Overheats after 7 consecutive shots if all are fired on half and full beat. Firing 6 times in a quick succession and waiting one beat for the last one resets the heat-up. Cooldown to shoot after overheat is 2 beats. | + | | style="text-align:right"| [[File:AlienBlaster.png]] || {{Anchor|Raygun}} || 3 || Infinite || N/A || 1 Shot per half beat || Projectile || 350 damage, Overheats after 7 consecutive shots if all are fired on half and full beat. Firing 6 times in a quick succession and waiting one beat for the last one resets the heat-up. Cooldown to shoot after overheat is 2 beats. |
|- | |- | ||
− | | style="text-align:right"| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || 350 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area) | + | | style="text-align:right"| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Hitscan || 350 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area) |
|- | |- | ||
− | | style="text-align:right"| [[File:BigGun.png]] || {{Anchor|Fireball launcher}} || 3 || Infinite || N/A || 1 Shot per beat || 200 damage, Fireballs have a bigger explosion radius than rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Rocket-jump (big in big range) | + | | style="text-align:right"| [[File:BigGun.png]] || {{Anchor|Fireball launcher}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Physics Projectile || 200 damage, Fireballs have a bigger explosion radius than rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Rocket-jump (big in big range) |
|- | |- | ||
− | | style="text-align:right"| [[File:EnergyCannon.png]] || {{Anchor|Energy cannon}} || 3 || 1 || 1 + 1 per ammo || 1 Shot per beat || 2000 damage, Shots will fire one half beat after the initial trigger press. Shots explode 1 beat after firing, hit-scan, does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Rocket-jump (huge in small range) | + | | style="text-align:right"| [[File:EnergyCannon.png]] || {{Anchor|Energy cannon}} || 3 || 1 || 1 + 1 per ammo || 1 Shot per beat || Explosive Hitscan || 2000 damage, Shots will fire one half beat after the initial trigger press. Shots explode 1 beat after firing, hit-scan, does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Rocket-jump (huge in small range) |
|- | |- | ||
− | | style="text-align:right"| [[File:MagicHands.png]] || {{Anchor|Hands}} || N/A || Infinite || N/A || 1 Shot per half beat || 50 damage, Can only be used by [[Characters|Njord]]. Does not appear as loot. | + | | style="text-align:right"| [[File:MagicHands.png]] || {{Anchor|Hands}} || N/A || Infinite || N/A || 1 Shot per half beat || Projectile || 50 damage, Can only be used by [[Characters|Njord]]. Does not appear as loot. |
|- | |- | ||
− | | style="text-align:right"| [[File:BoltActionRifle.png]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat || 150 Damage, must be "rechambered" after every shot, using a half beat. Very infinite? range. Slightly pushes enemies away. | + | | style="text-align:right"| [[File:BoltActionRifle.png]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat || Hitscan || 150 Damage, must be "rechambered" after every shot, using a half beat. Very infinite? range. Slightly pushes enemies away. |
|- | |- | ||
− | | style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || 90 Damage, very long range | + | | style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || Hitscan || 90 Damage, very long range |
|- | |- | ||
− | | style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || 480 Damage, 2 shots per burst, must be "pumped" after each burst using a half beat. | + | | style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || Hitscan || 480 Damage, 2 shots per burst, must be "pumped" after each burst using a half beat. |
|- | |- | ||
− | | style="text-align:right"| [[File:GoldenPistol.png]] || {{Anchor|Golden pistol}} || 2 || 4 || 2 half beats || 1 shot per half beat || 300 Damage, has the same range as the pistol | + | | style="text-align:right"| [[File:GoldenPistol.png]] || {{Anchor|Golden pistol}} || 2 || 4 || 2 half beats || 1 shot per half beat || Hitscan || 300 Damage, has the same range as the pistol |
|} | |} |
Revision as of 13:55, 4 April 2021
Weapons are your main tools to fight against the forces of the underworld. Weapons can be obtained from Muninn's armory, certain chests, or certain altars.
NOTE: Tier is only linked to cheapest pedestal Muninn can place the weapon on. First pedestal only contains tier 1 guns, second may contain tier 1 and 2 guns, third may contain all guns.
Weapon list
Icon | Name | Tier | Magazine Capacity | Reload Time | Fire rate | Type | Damage/Unique Characteristics |
---|---|---|---|---|---|---|---|
Pistol | 1 | 8 | 2 half beats | 1 Shot per half beat | Hitscan | 50 Damage, short range | |
Shotgun pistol | 1 | 4 | 3 half beats | 1 Shot per half beat | Hitscan | 160 damage point blank - decreases to 16.5 damage at max range | |
Revolver | 1 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per half beat | Hitscan | 100 damage, Some recoil | |
Haunted revolver | 1 | 4 | 3 half beats | 1 Shot per half beat | Explosive Hitscan | 250 (close) to 150 (far) damage, None | |
Burst SMG | 1 | 21 | 2 half beats | 1 Burst per half beat | Hitscan | 150 damage, 3 Round Burst, short range | |
Pump shotgun | 1 | 6 | 3 half beats | 1 Shot per beat | Hitscan | 240 (close) to 50 (far) damage, Must be "pumped" after each shot, using a half beat. Currently reloading/'pumping' does not need to be on beats or half beats (bug?) | |
Sawn-off shotgun | 2 | 2 | 2 half beats | 1 Shot per half beat | Hitscan | 288 (close) to 16.5 (far) damage, None | |
Lever action | 2 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per beat | Hitscan | 135 damage, long base range, Must be "pumped" after each shot, using a half beat | |
Grenade launcher | 2 | 6 | 3 half beats | 1 Shot per beat | Explosive Physics Projectile | 250 damage, grenades detonate automatically after a half beat. Rocket-jump (small in big range) | |
Rocket launcher | 2 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per beat | Explosive Projectile | 300 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range) | |
Gauss cannon | 2 | 3 | 3 half beats | 1 Shot per beat | Hitscan & Explosive Physics Projectile | 450 damage, Fires through walls | |
Minigun | 2 | 30 | 3 half beats | Initially one shot per beat, spools up to 8 shots per beat | Hitscan | 50 damage, Spooling mechanic, increases fire rate the longer the trigger is held. If you start shooting at the half-beat then next shot will be shot faster (bug?). | |
Raygun | 3 | Infinite | N/A | 1 Shot per half beat | Projectile | 350 damage, Overheats after 7 consecutive shots if all are fired on half and full beat. Firing 6 times in a quick succession and waiting one beat for the last one resets the heat-up. Cooldown to shoot after overheat is 2 beats. | |
Charge pistol | 3 | Infinite | N/A | 1 Shot per beat | Explosive Hitscan | 350 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area) | |
Fireball launcher | 3 | Infinite | N/A | 1 Shot per beat | Explosive Physics Projectile | 200 damage, Fireballs have a bigger explosion radius than rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Rocket-jump (big in big range) | |
Energy cannon | 3 | 1 | 1 + 1 per ammo | 1 Shot per beat | Explosive Hitscan | 2000 damage, Shots will fire one half beat after the initial trigger press. Shots explode 1 beat after firing, hit-scan, does not work with Quarternote. Rocket-jump (huge in small range) | |
Hands | N/A | Infinite | N/A | 1 Shot per half beat | Projectile | 50 damage, Can only be used by Njord. Does not appear as loot. | |
Bolt-action rifle | 2 | 4 | 3 half beats | 1 Shot per beat | Hitscan | 150 Damage, must be "rechambered" after every shot, using a half beat. Very infinite? range. Slightly pushes enemies away. | |
Garand | 1 | 3 | 1 half beat | 1 Shot per half beat | Hitscan | 90 Damage, very long range | |
Double-tap | 2 | 6 | 2 half beats | 1 Burst per beat | Hitscan | 480 Damage, 2 shots per burst, must be "pumped" after each burst using a half beat. | |
File:GoldenPistol.png | Golden pistol | 2 | 4 | 2 half beats | 1 shot per half beat | Hitscan | 300 Damage, has the same range as the pistol |