Difference between revisions of "Weapons"

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| style="text-align:right"| [[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)
 
| style="text-align:right"| [[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)
 
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| 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?).
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| 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?). Does NOT work with Quarternote
 
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| 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: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.

Revision as of 21:45, 19 November 2021

Weapons are your main tools to fight against the forces of the underworld. Weapons can be obtained from GridRoomArmoury.png 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 the Pump-Action mark have a mechanic where after each shot you have to "pump" the weapon, may be used on half beat.

Weapons with the Hand Reload mark have a unique reloading mechanic, where you tap "reload" once to start the reload, then tap "reload" for all the ammo you consumed. So to reload 6 bullets from an empty magazine, you will have to tap "reload" 7 times.

Weapons with the Shotgun mark shoot a spread of pellets, the damage is written as the sum of all pellets.

Icon Name Tier Magazine Capacity Reload Time Fire rate Type Damage/Unique Characteristics
Pistol.png Pistol 1 8 2 half beats 1 Shot per half beat Hitscan 50 Damage, short range
Blaster.png Shotgun pistol 1 4 3 half beats 1 Shot per half beat Hitscan Shotgun, 160 (close) to 16.5 (far) damage
Revolver.png Revolver 1 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per half beat Hitscan Hand Reload, 100 damage, Some recoil
HandCannon.png Haunted revolver 1 4 3 half beats 1 Shot per half beat Explosive Hitscan 250 (close) to 150 (far) damage, None
SubmachineGun.png Burst SMG 1 21 2 half beats 1 Burst per half beat Hitscan (3*50=) 150 damage, short range
Shotgun.png Pump shotgun 1 6 3 half beats 1 Shot per beat Hitscan Shotgun, Pump-Action, 240 (close) to 50 (far) damage
DoubleBarrel.png Sawn-off shotgun 2 2 2 half beats 1 Shot per half beat Hitscan Shotgun, 288 (close) to 16.5 (far) damage, None
Winnie.png 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
GrenadeLauncher.png 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)
RocketLauncher.png 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)
RailGun.png Gauss cannon 2 3 3 half beats 1 Shot per beat Hitscan 450 damage, Fires through walls and shields
EnergyCannon.png 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 ItemTwiceGloves.png Quarternote. Rocket-jump (huge in small range)
MiniGun.png 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?). Does NOT work with Quarternote
AlienBlaster.png 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.
SpreadPistol.png 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)
BigGun.png 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)
MagicHands.png 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
BoltActionRifle.png 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.png Garand 1 3 1 half beat 1 Shot per half beat Hitscan 90 Damage, very long range
DoubleTap.png 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