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	<updated>2026-04-17T02:28:20Z</updated>
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	<entry>
		<id>https://bulletsperminute.wiki/mediawiki/index.php?title=Mechanics&amp;diff=2776</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://bulletsperminute.wiki/mediawiki/index.php?title=Mechanics&amp;diff=2776"/>
		<updated>2021-10-02T15:58:00Z</updated>

		<summary type="html">&lt;p&gt;76561198963320854: clarified that &amp;quot;jumping, interacting (opening chests, etc.), and moving do not count as mistakes if not done to the beat of the song.&amp;quot;&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;
* Dodging (Dashing)&lt;br /&gt;
* Using [[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 and will reset the [[#Score|score multiplier]] and count against a flawless [[#Room Clears|room clear]]:&lt;br /&gt;
* Attempting to perform an action off-beat (the action will not be performed)&lt;br /&gt;
* Attempting to perform two actions on the same beat (neither action 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&lt;br /&gt;
* Missing a shot&lt;br /&gt;
* Taking damage when [[#Room Clears|room clear]]ed&lt;br /&gt;
&lt;br /&gt;
== Coins ==&lt;br /&gt;
Coins are the currency used to purchase items at shops and activate altars.&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 increases a score multiplier that ranges from x1 up to x4. Making a [[#Mistakes|mistake]] resets the score multiplier to x1. The score multiplier is not affected while no enemies are in the room.&lt;br /&gt;
On every beat of the song, 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;
== 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|Slotted Chest]], [[Shrines#Cursed_Chests|Cursed Chest]] and second &lt;br /&gt;
/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 Auto Rhythm is enabled.&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>76561198963320854</name></author>
		
	</entry>
	<entry>
		<id>https://bulletsperminute.wiki/mediawiki/index.php?title=Weapons&amp;diff=2775</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://bulletsperminute.wiki/mediawiki/index.php?title=Weapons&amp;diff=2775"/>
		<updated>2021-10-02T15:51:12Z</updated>

		<summary type="html">&lt;p&gt;76561198963320854: fixed a few more grammar and punctuation issues&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;
{| 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 || '''Shotgun''', 160 (close) to 16.5 (far) damage&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 || '''Hand Reload''', 100 damage, 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, None&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*50=)'' 150 damage, 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 || '''Shotgun''', '''Pump-Action''', 240 (close) to 50 (far) damage&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 || '''Shotgun''', 288 (close) to 16.5 (far) damage, None &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 || '''Pump-Action''', '''Hand Reload''', 135 damage, long base 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. Rocket-jump (small in big range)&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 || '''Hand Reload''', 300 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range)&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&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 || '''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 {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Rocket-jump (huge in small range)&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, 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?).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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.&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 Hitscan || 350 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area)&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, 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)&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 ||  '''Pump-Action''', 150 Damage, Very long (infinite?) 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 || '''Shotgun''',  '''Pump-Action''', 480 Damage, 2 shots per burst&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>76561198963320854</name></author>
		
	</entry>
	<entry>
		<id>https://bulletsperminute.wiki/mediawiki/index.php?title=Weapons&amp;diff=2774</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://bulletsperminute.wiki/mediawiki/index.php?title=Weapons&amp;diff=2774"/>
		<updated>2021-10-02T15:42:13Z</updated>

		<summary type="html">&lt;p&gt;76561198963320854: Fixed a few grammar, punctuation and consistency issues&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 the reload once to start the reload, then tap the reload button for all the ammo slots 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;
{| 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 || '''Shotgun''', 160 (close) to 16.5 (far) damage&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 || '''Hand Reload''', 100 damage, 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, None&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*50=)'' 150 damage, 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 || '''Shotgun''', '''Pump-Action''', 240 (close) to 50 (far) damage&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 || '''Shotgun''', 288 (close) to 16.5 (far) damage, None &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 || '''Pump-Action''', '''Hand Reload''', 135 damage, long base 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. Rocket-jump (small in big range)&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 || '''Hand Reload''', 300 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range)&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.&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 || '''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 {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Rocket-jump (huge in small range)&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, 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?).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot;| [[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.&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 Hitscan || 350 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area)&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, 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)&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 ||  '''Pump-Action''', 150 Damage, Very long (infinite?) 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 || '''Shotgun''',  '''Pump-Action''', 480 Damage, 2 shots per burst,.&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>76561198963320854</name></author>
		
	</entry>
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