Weapons
Revision as of 14:35, 24 September 2021 by 158.255.145.148 (talk)
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
Weapons with Pump-Action mark have mechanics when after each shot you have to "pump" the weapon, may be used on half beat.
Weapons with Hand Reload mark have unique reload: 1 tap to start the reload, then 1 tap per ammo. So to reload 6 bullets from empty you will have to tap "reload" 7 times.
Weapons with Shotgun mark shoot a spread of pellets, the damage is written as a sum of all pellets.
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 | Shotgun, 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 | Hand Reload, 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 | (3*50=) 150 damage, short range | |
Pump shotgun | 1 | 6 | 3 half beats | 1 Shot per beat | Hitscan | Shotgun, Pump-Action, 240 (close) to 50 (far) damage, . | |
Sawn-off shotgun | 2 | 2 | 2 half beats | 1 Shot per half beat | Hitscan | Shotgun, 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 | Pump-Action, Hand Reload, 135 damage, long base range. | |
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 | Hand Reload, 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 | 450 damage, Fires through walls. | |
Energy cannon | 2 | 1 | 1 + 1 per ammo | 1 Shot per beat | Explosive Hitscan | Hand Reload, 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) | |
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) | |
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 | Pump-Action, 150 Damage, Very long (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 | Shotgun, Pump-Action, 480 Damage, 2 shots per burst,. | |
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 |