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	<updated>2026-04-12T03:00:47Z</updated>
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		<id>https://bulletsperminute.wiki/mediawiki/index.php?title=Mechanics&amp;diff=4498</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://bulletsperminute.wiki/mediawiki/index.php?title=Mechanics&amp;diff=4498"/>
		<updated>2024-08-01T21:54:52Z</updated>

		<summary type="html">&lt;p&gt;76561198001778013: /* Rewrote the majority of this section as it was lacking a lot of info about how the scoring system works. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains some info about the core '''mechanics''' of the game.&lt;br /&gt;
&lt;br /&gt;
== Beat ==&lt;br /&gt;
Most actions performed by the player must be done to the beat of the music. All actions can be performed on either a full beat or a half beat (these are not musical terms - they relate to the [[#Rhythm Bar|rhythm bar]]). These actions include:&lt;br /&gt;
* Firing&lt;br /&gt;
* Reloading&lt;br /&gt;
* Dashing&lt;br /&gt;
* Using secondary and ultimate [[abilities]]&lt;br /&gt;
&lt;br /&gt;
Note that jumping, interacting (opening chests, etc.), and moving do not have to be done to the beat of the song, and do not count as mistakes if not done to the beat of the song.&lt;br /&gt;
&lt;br /&gt;
Enemies also attack to the beat of the music.&lt;br /&gt;
&lt;br /&gt;
=== Mistakes ===&lt;br /&gt;
[[File:MistakeIndicator.png|thumb|The mistake indicator]]&lt;br /&gt;
The following things are considered mistakes. They will prevent you from performing an action, and if there are enemies in a room, they will also reset the [[#Score|score multiplier]] to 1 and count against a flawless [[#Room Clears|room clear]]:&lt;br /&gt;
* Attempting to perform an action off-beat&lt;br /&gt;
* Attempting to perform multiple actions on the same beat (only one of the actions will be performed)&lt;br /&gt;
* Taking damage&lt;br /&gt;
Upon making a mistake (except when taking damage), a red diamond indicator will appear on the rhythm bar.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
The following things prevent you from performing an action, but do '''not''' count as mistakes:&lt;br /&gt;
* Attempting to use an ability on beat while that ability is on cooldown&lt;br /&gt;
* Attempting to reload when ammo is already full or infinite&lt;br /&gt;
* Attempting to shoot when ammo is empty (if the &amp;quot;Fire Reloads On Empty&amp;quot; option is enabled, this will reload your weapon instead)&lt;br /&gt;
* Missing a shot&lt;br /&gt;
&lt;br /&gt;
== Rhythm Bar ==&lt;br /&gt;
[[File:RhythmBar.png|thumb|The Rhythm Bar]] The rhythm bar appears in the center of the screen and acts as both a crosshair and an indicator of when to perform actions on beat.&lt;br /&gt;
The large chevrons indicate full beats, and the small chevrons indicate half beats. Any action can be performed on either a full or half beat.&lt;br /&gt;
&lt;br /&gt;
=== Indicators ===&lt;br /&gt;
When fighting certain enemies, the rhythm bar will display special indicators instead of the usual full beat chevrons. These indicators warn the player that an action needs to be taken to avoid an attack.&lt;br /&gt;
&lt;br /&gt;
[[File:DodgeDirectionIndicator.png|thumb|Directional dodge indicator on {{EnemyLink|Draugr}}'s area attacks.]] &lt;br /&gt;
==== Directional dodge indicator ====&lt;br /&gt;
* Shown as an ornate, bolded beat chevron on one side of the rhythm bar.&lt;br /&gt;
* Indicates that the player should dash in the direction show by the chevron when it reaches the center.&lt;br /&gt;
* Unique to {{EnemyLink|Draugr}}'s area attacks.&lt;br /&gt;
* This attack can also be avoided by strafing instead of dashing.{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:DodgeIndicator.png|thumb|Dodge indicator on one of {{EnemyLink|Ymir}}'s projectile attacks.]]&lt;br /&gt;
&lt;br /&gt;
==== Dodge indicator ====&lt;br /&gt;
* Shown as an ornate, bolded beat chevron on both sides of the rhythm bar.&lt;br /&gt;
* Indicates that the player should dash either left or right when it reaches the center.&lt;br /&gt;
* Examples include {{EnemyLink|Guardian}} projectiles and {{EnemyLink|Nidhogg}}'s fireball.&lt;br /&gt;
* Some attacks with this indicator can also be avoided by strafing instead of dashing.{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:JumpIndicator.png|thumb|Jump indicator on one of {{EnemyLink|Draugr}}'s projectile attacks.]]&lt;br /&gt;
&lt;br /&gt;
==== Jump indicator ====&lt;br /&gt;
* Shown as a bolded half-chevron on the top half of both sides of the rhythm bar and converges in the center to form an upwards-pointing chevron.&lt;br /&gt;
* Indicates that the player should jump when it reaches the center.&lt;br /&gt;
* Examples include one of {{EnemyLink|Draugr}}'s projectile attacks and {{EnemyLink|Gullveig}}'s ground attack.&lt;br /&gt;
* Timing the jump to the indicator is not necessary since jumps can be performed off-beat. These attacks will miss as long as you aren't on the ground when the indicator reaches the center.{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:HideIndicator.png|thumb|Hide/Block indicator on {{EnemyLink|Ymir}}'s beam.]]&lt;br /&gt;
&lt;br /&gt;
==== Hide/block indicator ====&lt;br /&gt;
* Shown as a dotted beat chevron on both sides of the rhythm bar.&lt;br /&gt;
* Indicates that the player should hide behind something or {{AbilityLink|Block}} when it reaches the center. Examples include {{EnemyLink|Ymir}}'s beam and {{EnemyLink|Fire Eater}} barrage.&lt;br /&gt;
* Attacks are usually long-lasting or involve lots of targeted projectiles.&lt;br /&gt;
* Some attacks with this indicator can also be avoided by strafing instead of hiding or blocking.{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
Performing actions on beat, such as shooting, reloading, and dashing, awards points and increases the score multiplier if there are enemies in the current room.&lt;br /&gt;
&lt;br /&gt;
=== Enemy score ===&lt;br /&gt;
Points awarded from enemies depends on multiple factors:&lt;br /&gt;
* The amount of damage dealt using the &amp;quot;Damage&amp;quot; modifier (weapons and some abilities like {{AbilityLink|Snipe}})&lt;br /&gt;
* The enemy's '''maximum''' health (an enemy with 50 HP can only give a maximum of 50 points even if hit with 200 damage)&lt;br /&gt;
* The [[Mechanics#Score_multiplier|score multiplier]]&lt;br /&gt;
* The [[Mechanics#Difficulty_multiplier|difficulty multiplier]]&lt;br /&gt;
* The [[Mechanics#Trial_bonus|trial bonus]] (if applicable)&lt;br /&gt;
&lt;br /&gt;
The maximum amount of points a given enemy will give can therefore be written as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Enemy Score = (maximum health) x (score multiplier) x (difficulty multiplier) x (trial bonus)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage dealt using the &amp;quot;Ability&amp;quot; modifier (such as {{AbilityLink|Fire Bolt}} or {{AbilityLink|Mortal Curse}}) does not give score.&lt;br /&gt;
&lt;br /&gt;
=== Jump / Dodge score ===&lt;br /&gt;
Performing a timed Jump or a timed Dodge will award 100 points, affected by:&lt;br /&gt;
* The [[Mechanics#Score_multiplier|score multiplier]]&lt;br /&gt;
* The [[Mechanics#Difficulty_multiplier|difficulty multiplier]]&lt;br /&gt;
* The [[Mechanics#Trial_bonus|trial bonus]] (if applicable)&lt;br /&gt;
&lt;br /&gt;
The formula for them can therefore be written as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Jump / Dodge score = 100 x (score multiplier) x (difficulty multiplier) x (trial bonus)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite being able to Juke attacks with a Dodge indicator by strafing instead of dodging, this action does not give score.&lt;br /&gt;
&lt;br /&gt;
=== Room score ===&lt;br /&gt;
These scores are not affected by multipliers, only by [[Mechanics#Trial_bonus|trial bonuses]]. When a room is entered for the first time, 1000 points are given. Then, when all enemies are killed in a room for the first time, points are awarded depending on the amount of [[#Mistakes|mistakes]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Clear text !! Rhythm !! Hits !! Clear bonus &lt;br /&gt;
|-&lt;br /&gt;
| Flawless clear || 0 || 0 || +10000&lt;br /&gt;
|-&lt;br /&gt;
| Good clear || 1 || 1 || +2000&lt;br /&gt;
|-&lt;br /&gt;
| Okay clear || 2 - 4 || / || +1000&lt;br /&gt;
|-&lt;br /&gt;
| Room clear || 4+ || 2+ || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Getting hit once will lower to 3 the maximum amount of rhythm mistakes allowed for an &amp;quot;Okay clear&amp;quot;. Getting hit while having a damage-negating ability active (like {{AbilityLink|Block}}) does not count as a mistake. If Auto Rhythm is enabled, the Rhythm column is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Score multiplier ===&lt;br /&gt;
It ranges from x1 up to x4 depending on the note streak:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Note streak !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || x1&lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || x2&lt;br /&gt;
|-&lt;br /&gt;
| 20-29 || x3&lt;br /&gt;
|-&lt;br /&gt;
| 30+ || x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making a [[#Mistakes|mistake]] resets the note streak to 0 (and the score multiplier to x1) if there are enemies in the room. If Auto Rhythm is enabled, the score multiplier is locked at x1.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty multiplier ===&lt;br /&gt;
It ranges from x1 to x3 depending on the difficulty:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Practice - Easy || x1&lt;br /&gt;
|-&lt;br /&gt;
| Hard || x2&lt;br /&gt;
|-&lt;br /&gt;
| Hellish || x3 (x4.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Hellish difficulty also increases enemies maximum health by x1.5, creating a combined [[Mechanics#Enemy_score|enemy score multiplier]] of x4.5.&lt;br /&gt;
&lt;br /&gt;
=== Trial bonus ===&lt;br /&gt;
Some [[Altars#Trial_altars|Trials]] do affect the scoring system either through their effect or with a hidden multiplier:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trial !! Effect !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Fabled || All enemies are tougher || x2 Enemy score, x2 Room score&lt;br /&gt;
|-&lt;br /&gt;
| Mania! || Double the damage, double the enemies || x2 Enemy score&lt;br /&gt;
|-&lt;br /&gt;
| Twitch || Enemy projectiles are faster || x1.2 '''All''' score&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Timer ===&lt;br /&gt;
On every full beat, an amount of score is lost depending on the amount of time spent in the run:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start time !! End time !! Score lost per beat&lt;br /&gt;
|-&lt;br /&gt;
| 00:00 || 9:59 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 10:00 || 19:59 || -10&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 29:59|| -100&lt;br /&gt;
|-&lt;br /&gt;
| 30:00 || 39:59|| -200&lt;br /&gt;
|-&lt;br /&gt;
| 40:00|| 49:59 || -400&lt;br /&gt;
|-&lt;br /&gt;
| 50:00 || 59:59 || -1000&lt;br /&gt;
|-&lt;br /&gt;
| 60:00+ || || -2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During a Boss' finishing chords, the score momentarily freezes until the final hit is dealt. However, the timer still continues to run.&lt;br /&gt;
&lt;br /&gt;
== Room clears ==&lt;br /&gt;
To clear a room, all enemies in the room must be killed. The room is only counted as &amp;quot;clear&amp;quot; the first time all the enemies in the room are killed (killing enemies that spawn in from a [[Shrines#Slot machine|Slot Machine]], [[Shrines#Cursed_Chests|Cursed Chest]] and second/third activated {{RichAnchor|Challenge room|size=x22px}} after the room has been cleared does not count as clearing the room again).&lt;br /&gt;
&lt;br /&gt;
After a room is cleared, a message is displayed on screen indicating the quality of the clear. The quality of the clear depends on how many [[#Mistakes|mistakes]] were made while clearing the room:&lt;br /&gt;
* &amp;quot;'''Flawless Clear'''&amp;quot;: Made no mistakes&lt;br /&gt;
* &amp;quot;'''Good Clear'''&amp;quot;: Made 1 mistake&lt;br /&gt;
* &amp;quot;'''Okay Clear'''&amp;quot;: Made 2-4 mistakes&lt;br /&gt;
* &amp;quot;'''Room Cleared'''&amp;quot;: Made 5+ mistakes or took damage 2+ times.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Room Cleared'''&amp;quot; will also be the message displayed if Auto Rhythm is enabled or if no timed actions were performed while in the room (for example waiting until a {{EnemyLink|Cutthroat}} dies of old age).&lt;br /&gt;
&lt;br /&gt;
Upon clearing a room, a [[Chests|chest]] appears (except for some miniboss rooms or if the zone has the [[Modifiers#Barren|Barren Modifier]]). A [[Chests#Flawless Chest|Flawless Chest]] appears when the room is cleared flawlessly; otherwise a [[Chests#Plain Chest|Plain Chest]] appears. There is a random chance that a more rare chest will appear regardless of the clear quality.&lt;/div&gt;</summary>
		<author><name>76561198001778013</name></author>
		
	</entry>
	<entry>
		<id>https://bulletsperminute.wiki/mediawiki/index.php?title=Altars&amp;diff=4497</id>
		<title>Altars</title>
		<link rel="alternate" type="text/html" href="https://bulletsperminute.wiki/mediawiki/index.php?title=Altars&amp;diff=4497"/>
		<updated>2024-08-01T15:51:41Z</updated>

		<summary type="html">&lt;p&gt;76561198001778013: /* Corrected Devil Altar only asking up to 4 keys (not 6), confirms Altar (Skeleton) key spawns, removed mention of Slot Machines being found in normal rooms and added icon descriptions found on the &amp;quot;Rooms&amp;quot; page for room-specific altars. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Altars''' are points of interest that can appear within [[rooms]], most of them granting the player some kind of boon when interacted with. The two main kinds are chests and shrines.&lt;br /&gt;
&lt;br /&gt;
== Spawn rules ==&lt;br /&gt;
Altars appear in most normal [[rooms]], excluding the spawn room on each level. One variant of {{RoomLink|Huginn's shop}} (in [[Asgard]] I) has a secret shrine. Most rooms spawn with a shrine of some kind, but their appearance is not guaranteed.&lt;br /&gt;
Once exhausted (which may take multiple inputs), shrines cannot be used again, and will usually glow with a pale fire or a halo to indicate they've been used.&lt;br /&gt;
Only one shrine of each type will spawn in a given room, but rooms can spawn with multiple types of shrines.&lt;br /&gt;
Shrines, especially secondary rarer shrines, can be located in hard to access places, usually high up on balconies or ledges. While some of these shrines can be reached via creatively jumping from rails, banisters, mushrooms, etc. having a mobility buff like flying, triple jump, super jump, rocket jump, grenade jump, the Space modifier or super speed can help. Some shrines may be impossible to reach with the player's current equipment and stats.&lt;br /&gt;
Shrines typically behave the same way given their type, but the player's [[Luck]] stat can induce other, better outcomes, even from basic shrines.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Angel and devil altars ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; style=&amp;quot;float:right;clear:right&amp;quot;&amp;gt;&lt;br /&gt;
AngelShrine.png|Angel Altar&lt;br /&gt;
DevilShrine.png|Devil Altar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
These altars take the form of large statues with urns, and will accept up to 6 coins (for the Angel) or up to 4 keys (for the Devil) in exchange for a random result. The random results include:&lt;br /&gt;
* a stat increment consumable, eg. {{ItemLink|Luck Up}}&lt;br /&gt;
* a {{ItemLink|Key}} (Angel Altar only) or {{ItemLink|Skeleton Key}} (Devil Altar only)&lt;br /&gt;
* a random equippable [[item]]&lt;br /&gt;
* an [[ultimate ability]] book&lt;br /&gt;
* a [[secondary ability]] scroll&lt;br /&gt;
&lt;br /&gt;
Angel and devil altars cannot produce every possible item, book or scroll in the game, but rather each can only produce results from a limited loot table. Devil altars tend to produce higher quality rewards, with the notable exception being {{ItemLink|Seiðr's Blessing}}, which in turn spawns only from ''angel'' altars.&lt;br /&gt;
&lt;br /&gt;
=== Blessing altars ===&lt;br /&gt;
These are the most common altars, and take the form of statues with small offering bowls. They are easily accessible and usually appear along the peripheral walls of the room.  They will accept a single {{coins|coin}} in exchange for a +1 boost to the character's stat, dependent on the statue. Often times blessing altars can be difficult to spot; they tend to blend into their surroundings, both in color and in geometry. Scanning the peripheral walls of the room is a good start.&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=packed&amp;gt;&lt;br /&gt;
SpeedShrine.png|Speed Altar&lt;br /&gt;
RangeShrine.png|Range Altar&lt;br /&gt;
LuckShrine.png|Luck Altar&lt;br /&gt;
DamageShrine.png|Damage Altar&lt;br /&gt;
PrecisionShrine.png|Precision Altar&lt;br /&gt;
AbilityShrine.png|Ability Altar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cursed chests ===&lt;br /&gt;
See [[Chests]].&lt;br /&gt;
&lt;br /&gt;
=== Damocles' sword ===&lt;br /&gt;
[[File:DamoclesSword.png|thumb|upright=0.25|Damocles' Sword]]&lt;br /&gt;
This shrine resembles a small pillar with a fiery sword above and one of 3 possible items (listed below). Activating it deals 25 damage (12.5 on Practice, and 50 on Hellish) to the player, in exchange for whatever is resting on the pillar. The damage can be reduced or avoided with abilities and items like {{AbilityLink|Block}} and {{AbilityLink|Valkyrie's Veil}}, which will negate the damage completely, or {{AbilityLink|Skjaldmeyjar's Plate}} which will reduce the damage. Possible items are:&lt;br /&gt;
* a {{ItemLink|Coin Bag}} (most common),&lt;br /&gt;
* a {{ItemLink|Key}},&lt;br /&gt;
* a {{ItemLink|Heart Container}} (rare).&lt;br /&gt;
&lt;br /&gt;
The [[Rooms#Black_Market|Black Market]], marked on the map by a dagger pointed downwards, always contains three Damocles' sword shrines: single, double and triple sword shrine each dealing 25, 50 and 75 damage to the player respectively (halved on Practice, doubled on Hellish). Possible items are:&lt;br /&gt;
* a random equippable [[item]]&lt;br /&gt;
* a stat up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Slot machine ===&lt;br /&gt;
[[File:SlotMachine.png|thumb|Slot Machine]]&lt;br /&gt;
These take the form of small, square chests with a slot in the front into which a coin is inserted. Upon inserting a coin a random outcome will occur: &lt;br /&gt;
* Nothing. Represented by a puff of smoke.&lt;br /&gt;
* An enemy spawns. Can be one of:&lt;br /&gt;
** {{EnemyLink|Fly}}&lt;br /&gt;
** {{EnemyLink|Clockwork Soul}}&lt;br /&gt;
** {{EnemyLink|Skeleton Mage}}&lt;br /&gt;
** {{EnemyLink|Mother of Flies}}&lt;br /&gt;
* A consumable spawns. Can be one of:&lt;br /&gt;
** {{Coins|1}}&lt;br /&gt;
** {{ItemLink|Coin Bag}}&lt;br /&gt;
** {{ItemLink|Key}}&lt;br /&gt;
** {{ItemLink|Small Healing Potion}}&lt;br /&gt;
** {{ItemLink|Shield}}&lt;br /&gt;
&lt;br /&gt;
In addition to a previous effect, the machine can jam. The coin will remain in the slot and no further input will be accepted.&lt;br /&gt;
&lt;br /&gt;
Slot machines can be found in their own special room marked on the map by a poker chip.&lt;br /&gt;
&lt;br /&gt;
{{ItemLink|Luck}} increases the chances of the slot machine not jamming and decreases the chance of getting nothing, but doesn't affect the chance to drop a {{ItemLink|Coin Bag}} or {{Coins|1}}.&lt;br /&gt;
&lt;br /&gt;
=== The Dish ===&lt;br /&gt;
Located in the right room of [[Helheim]] II. After depositing {{Coins|100}}, {{ItemLink|Giant Slayer Boots}} will appear. All subsequent runs will spawn the boots.&lt;br /&gt;
&lt;br /&gt;
=== Tribute altar ===&lt;br /&gt;
Located in the special Tribute room, marked on the map by [https://en.wikipedia.org/wiki/Valknut three interlocked triangles], that can only be found in [[zones|Asgard Crypts]]. Can accept up to 50 coins one at a time. Each time it accepts a coin, it tries to increase a random stat by 1. If the stat it tries to increase is already maxed, it will increase the clip size by 1 instead.&lt;br /&gt;
&lt;br /&gt;
=== Prestige altar ===&lt;br /&gt;
Located in the special Prestige room, marked on the map by four diamonds, that can only be found in [[Vanaheim]] I. Will accept 30 coins (paid at once), after which it will turn all player's currently equipped items into enchantments (they will provide their full effect but without taking a slot). Price is unaffected by number or currently equipped items and cannot be discounted with {{AbilityLink|Barter}}. Items with activations will not work anymore.&lt;br /&gt;
&lt;br /&gt;
=== Trial altars ===&lt;br /&gt;
There are 10 Trial Altars that can make the game harder. If playing a character you already completed the game with, four of them (chosen randomly) spawn in the start room in Asgard I and can optionally be activated by the player.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Altar !! Description !! Effects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Bleeding}} || Dying over time ||&lt;br /&gt;
* You lose 0.5 health every 2 beats (visible as 1 health every 4 beats).&lt;br /&gt;
* The Glass modifier, Hellish difficulty, and Trial: Fragile each double the bleeding, causing you to lose 1/2/4 health every 2 beats.&lt;br /&gt;
* There is no effect on [[Odr]] and [[Sanngriðr]] as long as the bleeding damage is below 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Fabled}} || All enemies are tougher ||&lt;br /&gt;
* All enemies, including bosses, have their health doubled.&lt;br /&gt;
* Doubles the score gained when first entering and clearing rooms.&lt;br /&gt;
* Doubles the base score available from enemies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Fragile}} || You take double damage ||&lt;br /&gt;
* Damage from all sources is doubled.&lt;br /&gt;
* Stacks with the double damage effect of Hellish difficulty and the Glass modifier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Gambit}} || Get 10 coins, but lose all coins when hit ||&lt;br /&gt;
* 10 more coins are also rewarded each time a new floor has been reached.&lt;br /&gt;
* Negating an attack with {{AbilityLink|Block}} or {{AbilityLink|Valkyrie's Veil}} will still trigger a loss of all coins.&lt;br /&gt;
* Instant death on hit with [[Herfjötur]].&lt;br /&gt;
* If paired with Trial: Bleeding, every 2 beats all coins are lost since the bleeding effect counts as a hit. This effect still occurs with [[Odr]] and [[Sanngriðr]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Godlike}} || Tougher bosses ||&lt;br /&gt;
* Halves damage from weapons and abilites using the &amp;quot;Damage&amp;quot; modifier like {{AbilityLink|Burning Coin}} or {{AbilityLink|Snipe}}, only on bosses.&lt;br /&gt;
* Does not affect abilities using the &amp;quot;Ability&amp;quot; modifier like {{AbilityLink|Fire Bolt}} or {{AbilityLink|Burning Coin}}'s damage over time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Mania!}} || Double the damage, double the enemies ||&lt;br /&gt;
* Doubles damage from weapons and abilites using the &amp;quot;Damage&amp;quot; modifier like {{AbilityLink|Burning Coin}} or {{AbilityLink|Snipe}}.&lt;br /&gt;
* Does not affect abilities using the &amp;quot;Ability&amp;quot; modifier like {{AbilityLink|Fire Bolt}} or {{AbilityLink|Burning Coin}}'s damage over time.&lt;br /&gt;
* Twice as many enemies as normal will spawn, including minibosses and bosses.&lt;br /&gt;
* Some enemies will ''not'' be doubled: [[Gullveig]], [[Nidhogg]], Challenge rooms, and the special waves of enemies in [[Helheim]] II.&lt;br /&gt;
* Bosses spawned can have different modifiers from each other. If one or both bosses spawns with the Cloned modifier, 3 or 4 of the boss will spawn.&lt;br /&gt;
* Doubles the base score available from enemies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Poverty}} || No shops after Asgard ||&lt;br /&gt;
* Huginn's shop only appears in [[Asgard]] and [[Helheim]] II.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Runner}} || Die at 20 mins ||&lt;br /&gt;
* Doubles damage from weapons and abilites using the &amp;quot;Damage&amp;quot; modifier like {{AbilityLink|Burning Coin}} or {{AbilityLink|Snipe}}.&lt;br /&gt;
* Does not affect abilities using the &amp;quot;Ability&amp;quot; modifier like {{AbilityLink|Fire Bolt}} or {{AbilityLink|Burning Coin}}'s damage over time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Twitch}} || Enemy projectiles are faster ||&lt;br /&gt;
* All score sources (health removed, perfect jump, perfect dodge, room visited, room clear) are multiplied by 1.2.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Want}} || Half ammo ||&lt;br /&gt;
* Base ammo for each weapon is halved, rounding down.&lt;br /&gt;
* {{ItemLink|Clip Up}} still increases the clip size by 1, as usual.&lt;br /&gt;
* Upon entering a new floor, your ammo is still set to the ''unmodified'' clip size, meaning you start each floor with over 100% ammo. Subsequent reloads, however, still restore ammo only up to the new (halved) clip size.&lt;br /&gt;
* Will remove {{ItemLink|The Best Defense}} from the item pool, and the player character if already held.&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198001778013</name></author>
		
	</entry>
	<entry>
		<id>https://bulletsperminute.wiki/mediawiki/index.php?title=Weapons&amp;diff=4496</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://bulletsperminute.wiki/mediawiki/index.php?title=Weapons&amp;diff=4496"/>
		<updated>2024-08-01T15:10:17Z</updated>

		<summary type="html">&lt;p&gt;76561198001778013: /* Njord's Magic Hands do not get the 3% current health damage from Giant Slayer Boots. (60 hits with it on Draugr when it should take 34) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are your main tools to fight against the [[enemies|forces of the underworld]]. Weapons can be obtained from {{RoomLink|Muninn's armory}}, certain [[Chests|chests]], or certain [[Altars|altars]].&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
== Weapon list ==&lt;br /&gt;
Weapons with the '''Pump-Action''' mark have a mechanic where after each shot you have to &amp;quot;pump&amp;quot; the weapon, may be used on half beat.&lt;br /&gt;
&lt;br /&gt;
Weapons with the '''Hand Reload''' mark have a unique reloading mechanic, where you tap &amp;quot;reload&amp;quot; once to start the reload, then tap &amp;quot;reload&amp;quot; for all the ammo you consumed. So to reload 6 bullets from an empty magazine, you will have to tap &amp;quot;reload&amp;quot; 7 times.&lt;br /&gt;
&lt;br /&gt;
Weapons with the '''Shotgun''' mark shoot a spread of pellets, the damage is written as the sum of all pellets.&lt;br /&gt;
&lt;br /&gt;
Weapons with the '''Delay''' mark have one half beat of delay between the moment you press the Attack key and the weapon firing. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Type !! Damage/Unique Characteristics &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Pistol.png]] || {{Anchor|Pistol}} || 1 || 8 || 2 half beats || 1 Shot per half beat || Hitscan || 50 damage. Short range.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Blaster.png]] || {{Anchor|Shotgun pistol}} || 1 || 4 || 3 half beats || 1 Shot per half beat  || Hitscan || 160 (close) to 16.5 (far) damage. '''Shotgun'''.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Revolver.png]] || {{Anchor|Revolver}} || 1 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per half beat || Hitscan || 100 damage. '''Hand Reload'''. Some recoil.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:HandCannon.png]] || {{Anchor|Haunted revolver}} || 1 || 4 || 3 half beats || 1 Shot per half beat || Explosive Hitscan || 250 (close) to 150 (far) damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || Hitscan || 3 shots per burst (6 with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}). 50 damage per shot (150 overall). Short range.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Shotgun.png]] || {{Anchor|Pump shotgun}} || 1 || 6 || 3 half beats || 1 Shot per beat || Hitscan || 240 (close) to 50 (far) damage. '''Shotgun''', '''Pump-Action'''.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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. '''Shotgun'''. The full reload animation, with sounds, takes 3 half beats even though the weapon is ready after only 2 half beats (bug?).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Winnie.png]] || {{Anchor|Lever action}} || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || Hitscan || 135 damage. '''Pump-Action''', '''Hand Reload'''. Long range.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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. Big AoE, small Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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. '''Hand Reload'''. Rockets will home onto enemies if within range. Small AoE, medium Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || Hitscan || 450 damage. Fires through walls and shields.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:EnergyCannon.png]] || {{Anchor|Energy cannon}} || 2 || 1 || 1 + 1 per ammo, 2 half beats from empty || 1 Shot per beat || Explosive Hitscan || 2000 damage. '''Hand Reload''', '''Delay'''. Shots explode 1 full beat after firing. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Very small AoE, big Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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, takes 4 full beats (1 + 2 + 4 + 4 = 11 bullets) before reaching maximum fire rate of 8 bullets per beat. Some recoil. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:AlienBlaster.png]] || {{Anchor|Raygun}} || 3 || Hidden (Energy) || +12.5% Energy per half beat if not overheat, 4 half beat if overheat || 1 Shot per half beat || Projectile || 350 damage. Uses an energy system, each shot consuming 25% energy while continually refilling at a rate of 12.5% every half beat. Overheats after 7 uninterrupted shots. An 8th shot can be achieved if they are timed slightly after the (half) beats due to the energy's continuous refill.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Projectile || 350 damage. '''Delay'''. Can slightly push bosses. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Small AoE, medium Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:BigGun.png]] || {{Anchor|Fireball launcher}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Physics Projectile || 200 damage. Unlike most other projectiles, the fireball does not home onto enemies. Fireballs have a bigger explosion radius than the rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Biggest recoil of all weapons. Big AoE, big Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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. Does not work with {{ItemLink|Giant Slayer Boots}}.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:BoltActionRifle.png]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat || Hitscan || 150 Damage. '''Pump-Action'''. Very long base range. Slightly pushes enemies away.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || Hitscan || 90 Damage. Long base range.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || Hitscan || 2 shots per burst (4 with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}). 240 damage per shot (480 overall). '''Shotgun''', '''Pump-Action'''.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Pistol.png]] || {{Anchor|Golden pistol}} || 2 || 4 || 2 half beats || 1 shot per half beat || Hitscan || 300 Damage. Has the same range as the Pistol.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198001778013</name></author>
		
	</entry>
	<entry>
		<id>https://bulletsperminute.wiki/mediawiki/index.php?title=Altars&amp;diff=4495</id>
		<title>Altars</title>
		<link rel="alternate" type="text/html" href="https://bulletsperminute.wiki/mediawiki/index.php?title=Altars&amp;diff=4495"/>
		<updated>2024-08-01T12:10:20Z</updated>

		<summary type="html">&lt;p&gt;76561198001778013: /* Corrected some information that was either incomplete or (technically) incorrect (more damage =/= more points by itself for example), added some precision about their affect on score and condensed some points (especially on Trial: Mania!) that were a bit scattered. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Altars''' are points of interest that can appear within [[rooms]], most of them granting the player some kind of boon when interacted with. The two main kinds are chests and shrines.&lt;br /&gt;
&lt;br /&gt;
== Spawn rules ==&lt;br /&gt;
Altars appear in most normal [[rooms]], excluding the spawn room on each level. One variant of {{RoomLink|Huginn's shop}} (in [[Asgard]] I) has a secret shrine. Most rooms spawn with a shrine of some kind, but their appearance is not guaranteed.&lt;br /&gt;
Once exhausted (which may take multiple inputs), shrines cannot be used again, and will usually glow with a pale fire or a halo to indicate they've been used.&lt;br /&gt;
Only one shrine of each type will spawn in a given room, but rooms can spawn with multiple types of shrines.&lt;br /&gt;
Shrines, especially secondary rarer shrines, can be located in hard to access places, usually high up on balconies or ledges. While some of these shrines can be reached via creatively jumping from rails, banisters, mushrooms, etc. having a mobility buff like flying, triple jump, super jump, rocket jump, grenade jump, the Space modifier or super speed can help. Some shrines may be impossible to reach with the player's current equipment and stats.&lt;br /&gt;
Shrines typically behave the same way given their type, but the player's [[Luck]] stat can induce other, better outcomes, even from basic shrines.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Angel and devil altars ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; style=&amp;quot;float:right;clear:right&amp;quot;&amp;gt;&lt;br /&gt;
AngelShrine.png|Angel Altar&lt;br /&gt;
DevilShrine.png|Devil Altar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
These altars take the form of large statues with urns, and will accept a random number between 1 and 6 of coins (for the Angel) or keys (for the Devil) in exchange for a random result. The random results include:&lt;br /&gt;
* a stat increment consumable, eg. {{ItemLink|Luck Up}}&lt;br /&gt;
* a {{ItemLink|Key}} (Angel Altar only) or {{ItemLink|Skeleton Key}} (Devil Altar only){{verification needed}}&lt;br /&gt;
* a random equippable [[item]]&lt;br /&gt;
* an [[ultimate ability]] book&lt;br /&gt;
* a [[secondary ability]] scroll&lt;br /&gt;
&lt;br /&gt;
Angel and devil altars cannot produce every possible item, book or scroll in the game, but rather each can only produce results from a limited loot table. Devil altars tend to produce higher quality rewards, with the notable exception being {{ItemLink|Seiðr's Blessing}}, which in turn spawns only from ''angel'' altars.&lt;br /&gt;
&lt;br /&gt;
=== Blessing altars ===&lt;br /&gt;
These are the most common altars, and take the form of statues with small offering bowls. They are easily accessible and usually appear along the peripheral walls of the room.  They will accept a single {{coins|coin}} in exchange for a +1 boost to the character's stat, dependent on the statue. Often times blessing altars can be difficult to spot; they tend to blend into their surroundings, both in color and in geometry. Scanning the peripheral walls of the room is a good start.&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=packed&amp;gt;&lt;br /&gt;
SpeedShrine.png|Speed Altar&lt;br /&gt;
RangeShrine.png|Range Altar&lt;br /&gt;
LuckShrine.png|Luck Altar&lt;br /&gt;
DamageShrine.png|Damage Altar&lt;br /&gt;
PrecisionShrine.png|Precision Altar&lt;br /&gt;
AbilityShrine.png|Ability Altar&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cursed chests ===&lt;br /&gt;
See [[Chests]].&lt;br /&gt;
&lt;br /&gt;
=== Damocles' sword ===&lt;br /&gt;
[[File:DamoclesSword.png|thumb|upright=0.25|Damocles' Sword]]&lt;br /&gt;
This shrine resembles a small pillar with a fiery sword above and one of 3 possible items (listed below). Activating it deals 25 damage (12.5 on Practice, and 50 on Hellish) to the player, in exchange for whatever is resting on the pillar. The damage can be reduced or avoided with abilities and items like {{AbilityLink|Block}} and {{AbilityLink|Valkyrie's Veil}}, which will negate the damage completely, or {{AbilityLink|Skjaldmeyjar's Plate}} which will reduce the damage. Possible items are:&lt;br /&gt;
* a {{ItemLink|Coin Bag}} (most common),&lt;br /&gt;
* a {{ItemLink|Key}},&lt;br /&gt;
* a {{ItemLink|Heart Container}} (rare).&lt;br /&gt;
&lt;br /&gt;
The [[Rooms#Black_Market|Black Market]] always contains three Damocles' sword shrines: single, double and triple sword shrine each dealing 25, 50 and 75 damage to the player respectively (halved on Practice, doubled on Hellish). Possible items are:&lt;br /&gt;
* a random equippable [[item]]&lt;br /&gt;
* a stat up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Slot machine ===&lt;br /&gt;
[[File:SlotMachine.png|thumb|Slot Machine]]&lt;br /&gt;
These take the form of small, square chests with a slot in the front into which a coin is inserted. Upon inserting a coin a random outcome will occur: &lt;br /&gt;
* Nothing. Represented by a puff of smoke.&lt;br /&gt;
* An enemy spawns. Can be one of:&lt;br /&gt;
** {{EnemyLink|Fly}}&lt;br /&gt;
** {{EnemyLink|Clockwork Soul}}&lt;br /&gt;
** {{EnemyLink|Skeleton Mage}}&lt;br /&gt;
** {{EnemyLink|Mother of Flies}}&lt;br /&gt;
* A consumable spawns. Can be one of:&lt;br /&gt;
** {{Coins|1}}&lt;br /&gt;
** {{ItemLink|Coin Bag}}&lt;br /&gt;
** {{ItemLink|Key}}&lt;br /&gt;
** {{ItemLink|Small Healing Potion}}&lt;br /&gt;
** {{ItemLink|Shield}}&lt;br /&gt;
&lt;br /&gt;
In addition to a previous effect, the machine can jam. The coin will remain in the slot and no further input will be accepted.&lt;br /&gt;
&lt;br /&gt;
Slot machines can be found as a bonus altar in a normal room{{verification needed}}, or in their own special room marked on the map.&lt;br /&gt;
&lt;br /&gt;
{{ItemLink|Luck}} increases the chances of the slot machine not jamming and decreases the chance of getting nothing, but doesn't affect the chance to drop a {{ItemLink|Coin Bag}} or {{Coins|1}}.&lt;br /&gt;
&lt;br /&gt;
=== The Dish ===&lt;br /&gt;
Located in the right room of [[Helheim]] II. After depositing {{Coins|100}}, {{ItemLink|Giant Slayer Boots}} will appear. All subsequent runs will spawn the boots.&lt;br /&gt;
&lt;br /&gt;
=== Tribute altar ===&lt;br /&gt;
Located in the special Tribute room, marked on the map, that can only be found in [[zones|Asgard Crypts]]. Can accept up to 50 coins one at a time. Each time it accepts a coin, it tries to increase a random stat by 1. If the stat it tries to increase is already maxed, it will increase the clip size by 1 instead.&lt;br /&gt;
&lt;br /&gt;
=== Prestige altar ===&lt;br /&gt;
Located in the special Prestige room, marked on the map, that can only be found in [[Vanaheim]] I. Will accept 30 coins (paid at once), after which it will turn all player's currently equipped items into enchantments (they will provide their full effect but without taking a slot). Price is unaffected by number or currently equipped items and cannot be discounted with {{AbilityLink|Barter}}. Items with activations will not work anymore.&lt;br /&gt;
&lt;br /&gt;
=== Trial altars ===&lt;br /&gt;
There are 10 Trial Altars that can make the game harder. If playing a character you already completed the game with, four of them (chosen randomly) spawn in the start room in Asgard I and can optionally be activated by the player.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Altar !! Description !! Effects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Bleeding}} || Dying over time ||&lt;br /&gt;
* You lose 0.5 health every 2 beats (visible as 1 health every 4 beats).&lt;br /&gt;
* The Glass modifier, Hellish difficulty, and Trial: Fragile each double the bleeding, causing you to lose 1/2/4 health every 2 beats.&lt;br /&gt;
* There is no effect on [[Odr]] and [[Sanngriðr]] as long as the bleeding damage is below 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Fabled}} || All enemies are tougher ||&lt;br /&gt;
* All enemies, including bosses, have their health doubled.&lt;br /&gt;
* Doubles the score gained when first entering and clearing rooms.&lt;br /&gt;
* Doubles the base score available from enemies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Fragile}} || You take double damage ||&lt;br /&gt;
* Damage from all sources is doubled.&lt;br /&gt;
* Stacks with the double damage effect of Hellish difficulty and the Glass modifier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Gambit}} || Get 10 coins, but lose all coins when hit ||&lt;br /&gt;
* 10 more coins are also rewarded each time a new floor has been reached.&lt;br /&gt;
* Negating an attack with {{AbilityLink|Block}} or {{AbilityLink|Valkyrie's Veil}} will still trigger a loss of all coins.&lt;br /&gt;
* Instant death on hit with [[Herfjötur]].&lt;br /&gt;
* If paired with Trial: Bleeding, every 2 beats all coins are lost since the bleeding effect counts as a hit. This effect still occurs with [[Odr]] and [[Sanngriðr]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Godlike}} || Tougher bosses ||&lt;br /&gt;
* Halves damage from weapons and abilites using the &amp;quot;Damage&amp;quot; modifier like {{AbilityLink|Burning Coin}} or {{AbilityLink|Snipe}}, only on bosses.&lt;br /&gt;
* Does not affect abilities using the &amp;quot;Ability&amp;quot; modifier like {{AbilityLink|Fire Bolt}} or {{AbilityLink|Burning Coin}}'s damage over time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Mania!}} || Double the damage, double the enemies ||&lt;br /&gt;
* Doubles damage from weapons and abilites using the &amp;quot;Damage&amp;quot; modifier like {{AbilityLink|Burning Coin}} or {{AbilityLink|Snipe}}.&lt;br /&gt;
* Does not affect abilities using the &amp;quot;Ability&amp;quot; modifier like {{AbilityLink|Fire Bolt}} or {{AbilityLink|Burning Coin}}'s damage over time.&lt;br /&gt;
* Twice as many enemies as normal will spawn, including minibosses and bosses.&lt;br /&gt;
* Some enemies will ''not'' be doubled: [[Gullveig]], [[Nidhogg]], Challenge rooms, and the special waves of enemies in [[Helheim]] II.&lt;br /&gt;
* Bosses spawned can have different modifiers from each other. If one or both bosses spawns with the Cloned modifier, 3 or 4 of the boss will spawn.&lt;br /&gt;
* Doubles the base score available from enemies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Poverty}} || No shops after Asgard ||&lt;br /&gt;
* Huginn's shop only appears in [[Asgard]] and [[Helheim]] II.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Runner}} || Die at 20 mins ||&lt;br /&gt;
* Doubles damage from weapons and abilites using the &amp;quot;Damage&amp;quot; modifier like {{AbilityLink|Burning Coin}} or {{AbilityLink|Snipe}}.&lt;br /&gt;
* Does not affect abilities using the &amp;quot;Ability&amp;quot; modifier like {{AbilityLink|Fire Bolt}} or {{AbilityLink|Burning Coin}}'s damage over time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Twitch}} || Enemy projectiles are faster ||&lt;br /&gt;
* All score sources (health removed, perfect jump, perfect dodge, room visited, room clear) are multiplied by 1.2.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{RichAnchor|Trial: Want}} || Half ammo ||&lt;br /&gt;
* Base ammo for each weapon is halved, rounding down.&lt;br /&gt;
* {{ItemLink|Clip Up}} still increases the clip size by 1, as usual.&lt;br /&gt;
* Upon entering a new floor, your ammo is still set to the ''unmodified'' clip size, meaning you start each floor with over 100% ammo. Subsequent reloads, however, still restore ammo only up to the new (halved) clip size.&lt;br /&gt;
* Will remove {{ItemLink|The Best Defense}} from the item pool, and the player character if already held.&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198001778013</name></author>
		
	</entry>
	<entry>
		<id>https://bulletsperminute.wiki/mediawiki/index.php?title=Weapons&amp;diff=3182</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://bulletsperminute.wiki/mediawiki/index.php?title=Weapons&amp;diff=3182"/>
		<updated>2021-12-27T23:43:03Z</updated>

		<summary type="html">&lt;p&gt;76561198001778013: Moved all damage values to allow sorting by damage; Fixed some errors / inconsistencies; Created &amp;quot;delay&amp;quot; mark for Energy Cannon and Charge Pistol; Added details for Raygun; Removed / reworded some repetitions; Added missing Quarternote links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are your main tools to fight against the [[enemies|forces of the underworld]]. Weapons can be obtained from {{RoomLink|Muninn's armory}}, certain [[Chests|chests]], or certain [[Altars|altars]].&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
== Weapon list ==&lt;br /&gt;
Weapons with the '''Pump-Action''' mark have a mechanic where after each shot you have to &amp;quot;pump&amp;quot; the weapon, may be used on half beat.&lt;br /&gt;
&lt;br /&gt;
Weapons with the '''Hand Reload''' mark have a unique reloading mechanic, where you tap &amp;quot;reload&amp;quot; once to start the reload, then tap &amp;quot;reload&amp;quot; for all the ammo you consumed. So to reload 6 bullets from an empty magazine, you will have to tap &amp;quot;reload&amp;quot; 7 times.&lt;br /&gt;
&lt;br /&gt;
Weapons with the '''Shotgun''' mark shoot a spread of pellets, the damage is written as the sum of all pellets.&lt;br /&gt;
&lt;br /&gt;
Weapons with the '''Delay''' mark have one half beat of delay between the moment you press the Attack key and the weapon firing. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Type !! Damage/Unique Characteristics &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Pistol.png]] || {{Anchor|Pistol}} || 1 || 8 || 2 half beats || 1 Shot per half beat || Hitscan || 50 damage. Short range.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Blaster.png]] || {{Anchor|Shotgun pistol}} || 1 || 4 || 3 half beats || 1 Shot per half beat  || Hitscan || 160 (close) to 16.5 (far) damage. '''Shotgun'''.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Revolver.png]] || {{Anchor|Revolver}} || 1 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per half beat || Hitscan || 100 damage. '''Hand Reload'''. Some recoil.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:HandCannon.png]] || {{Anchor|Haunted revolver}} || 1 || 4 || 3 half beats || 1 Shot per half beat || Explosive Hitscan || 250 (close) to 150 (far) damage.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || Hitscan || 150 damage ''(3*50)''. Short range.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Shotgun.png]] || {{Anchor|Pump shotgun}} || 1 || 6 || 3 half beats || 1 Shot per beat || Hitscan || 240 (close) to 50 (far) damage. '''Shotgun''', '''Pump-Action'''.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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. '''Shotgun'''. The full reload animation, with sounds, takes 3 half beats while the weapon is ready to be fired after only 2 half beats (bug?).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Winnie.png]] || {{Anchor|Lever action}} || 2 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per beat || Hitscan || 135 damage. '''Pump-Action''', '''Hand Reload'''. Long range.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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. Big AoE, small Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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. '''Hand Reload'''. Rockets will home onto enemies if within range. Small AoE, medium Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || Hitscan || 450 damage. Fires through walls and shields&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:EnergyCannon.png]] || {{Anchor|Energy cannon}} || 2 || 1 || 1 + 1 per ammo || 1 Shot per beat || Explosive Hitscan || 2000 damage. '''Hand Reload''', '''Delay'''. Shots explode 1 beat after firing. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Very small AoE, big Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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, takes 8 beats and 11 bullets before reaching it's maximum fire rate. Some recoil. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:AlienBlaster.png]] || {{Anchor|Raygun}} || 3 || Hidden (Energy) || +12.5% Energy per half beat if not overheat, 4 half beat if overheat || 1 Shot per half beat || Projectile || 350 damage. Uses an energy system, each shot consuming 25% energy while continually refilling at a rate of 12.5% every half beat. Overheats after 7 uninterrupted shots. An 8th shot can be achieved if they are timed slightly after the (half) beats due to the energy's continuous refill.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Projectile || 350 damage. '''Delay'''. Can slightly push bosses. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Small AoE, medium Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:BigGun.png]] || {{Anchor|Fireball launcher}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive Physics Projectile || 200 damage. Unlike most other projectiles, the fireball does not home onto enemies. Fireballs have a bigger explosion radius than the rocket launcher, but move slower and with ballistic arc. Shots cannot penetrate with items. Big AoE, big Rocket-jump.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:BoltActionRifle.png]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat || Hitscan || 150 Damage. '''Pump-Action'''. Very long range. Slightly pushes enemies away.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || Hitscan || 90 Damage. Very long range.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || Hitscan || 480 Damage (240*2). '''Shotgun''', '''Pump-Action'''.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198001778013</name></author>
		
	</entry>
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