Difference between revisions of "Weapons"
(Moved all damage values to allow sorting by damage; Fixed some errors / inconsistencies; Created "delay" mark for Energy Cannon and Charge Pistol; Added details for Raygun; Removed / reworded some repetitions; Added missing Quarternote links.) |
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Weapons with the '''Shotgun''' mark shoot a spread of pellets, the damage is written as the sum of all pellets. | Weapons with the '''Shotgun''' mark shoot a spread of pellets, the damage is written as the sum of all pellets. | ||
+ | |||
+ | Weapons with the '''Delay''' mark have one half beat of delay between the moment you press the Attack key and the weapon firing. | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Type !! 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 || Hitscan || 50 | + | | 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 || Hitscan || | + | | style="text-align:right"| [[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'''. |
|- | |- | ||
− | | 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 || '''Hand Reload''' | + | | 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. '''Hand Reload'''. Some recoil. |
|- | |- | ||
− | | 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 | + | | 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. |
|- | |- | ||
− | | style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || Hitscan || ''(3*50 | + | | style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || Hitscan || 150 damage ''(3*50)''. Short range. |
|- | |- | ||
− | | style="text-align:right"| [[File:Shotgun.png]] || {{Anchor|Pump shotgun}} || 1 || 6 || 3 half beats || 1 Shot per beat || Hitscan || '''Shotgun''', '''Pump-Action''' | + | | 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. '''Shotgun''', '''Pump-Action'''. |
|- | |- | ||
− | | style="text-align:right"| [[File:DoubleBarrel.png]] || {{Anchor|Sawn-off shotgun}} || 2 || 2 || 2 half beats || 1 Shot per half beat || Hitscan || | + | | 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. '''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?). |
|- | |- | ||
− | | 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 || '''Pump-Action''', '''Hand Reload''' | + | | 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. '''Pump-Action''', '''Hand Reload'''. Long 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 | + | | 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. Big AoE, small Rocket-jump. |
|- | |- | ||
− | | 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 || '''Hand Reload''' | + | | 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. '''Hand Reload'''. Rockets will home onto enemies if within range. Small AoE, medium Rocket-jump. |
|- | |- | ||
− | | style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || Hitscan || 450 damage | + | | style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || Hitscan || 450 damage. Fires through walls and shields |
|- | |- | ||
− | | style="text-align:right"| [[File:EnergyCannon.png]] || {{Anchor|Energy cannon}} || 2 || 1 || 1 + 1 per ammo || 1 Shot per beat || Explosive Hitscan || '''Hand Reload''', | + | | style="text-align:right"| [[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. |
|- | |- | ||
− | | 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 | + | | 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, takes 8 beats and 11 bullets before reaching it's maximum fire rate. Some recoil. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. |
|- | |- | ||
− | | style="text-align:right"| [[File:AlienBlaster.png]] || {{Anchor|Raygun}} || 3 || | + | | style="text-align:right"| [[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. |
|- | |- | ||
− | | style="text-align:right"| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || Explosive | + | | style="text-align:right"| [[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. |
|- | |- | ||
− | | 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 | + | | style="text-align:right"| [[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. |
|- | |- | ||
− | | style="text-align:right"| [[File:MagicHands.png]] || {{Anchor|Hands}} || N/A || Infinite || N/A || 1 Shot per half beat || Projectile || 50 damage | + | | 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 || Hitscan || | + | | style="text-align:right"| [[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. |
|- | |- | ||
− | | style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || Hitscan || 90 Damage | + | | 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 || Hitscan || '''Shotgun''', | + | | style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || Hitscan || 480 Damage (240*2). '''Shotgun''', '''Pump-Action'''. |
|- | |- | ||
− | | style="text-align:right"| [[File:GoldenPistol.png]] || {{Anchor|Golden pistol}} || 2 || 4 || 2 half beats || 1 shot per half beat || Hitscan || 300 Damage | + | | 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 23:43, 27 December 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
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.
Weapons with the Delay mark have one half beat of delay between the moment you press the Attack key and the weapon firing.
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 (close) to 16.5 (far) damage. Shotgun. | |
Revolver | 1 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per half beat | Hitscan | 100 damage. Hand Reload. Some recoil. | |
Haunted revolver | 1 | 4 | 3 half beats | 1 Shot per half beat | Explosive Hitscan | 250 (close) to 150 (far) damage. | |
Burst SMG | 1 | 21 | 2 half beats | 1 Burst per half beat | Hitscan | 150 damage (3*50). Short range. | |
Pump shotgun | 1 | 6 | 3 half beats | 1 Shot per beat | Hitscan | 240 (close) to 50 (far) damage. Shotgun, Pump-Action. | |
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?). | |
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. | |
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. | |
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. | |
Gauss cannon | 2 | 3 | 3 half beats | 1 Shot per beat | Hitscan | 450 damage. Fires through walls and shields | |
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 Quarternote. Very small AoE, big Rocket-jump. | |
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 Quarternote. | |
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. | |
Charge pistol | 3 | Infinite | N/A | 1 Shot per beat | Explosive Projectile | 350 damage. Delay. Can slightly push bosses. Does not work with Quarternote. Small AoE, medium Rocket-jump. | |
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. | |
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. Pump-Action. Very long 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 (240*2). Shotgun, Pump-Action. | |
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. |