Difference between revisions of "Weapons"
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| style="text-align:right"| [[File:RailGun.png]] || '''Gauss Cannon''' || 2 || 3 || 3 half beats || 1 Shot per beat || ~10 damage {{verification needed}}, Fires through walls | | style="text-align:right"| [[File:RailGun.png]] || '''Gauss Cannon''' || 2 || 3 || 3 half beats || 1 Shot per beat || ~10 damage {{verification needed}}, Fires through walls | ||
|- | |- | ||
− | | style="text-align:right"| [[File:MiniGun.png]] || '''Minigun''' || 2 || 30 || 3 half beats || Initially one shot per beat, spools up to 8 shots per beat || 1 damage, Spooling mechanic, increases fire rate the longer the trigger is held | + | | style="text-align:right"| [[File:MiniGun.png]] || '''Minigun''' || 2 || 30 || 3 half beats || Initially one shot per beat, spools up to 8 shots per beat || 1 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 |
|- | |- | ||
| style="text-align:right"| [[File:AlienBlaster.png]] || '''Raygun''' || 3 || Infinite || N/A || 1 Shot per half beat || ~8 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]] || '''Raygun''' || 3 || Infinite || N/A || 1 Shot per half beat || ~8 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 06:24, 8 February 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: Damage is based off the base pistol damage: e.g. 2 damage is 2x the pistol damage. NOTE 2: 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
Icon | Name | Tier | Magazine Capacity | Reload Time | Fire rate | Damage/Unique Characteristics |
---|---|---|---|---|---|---|
Pistol | 1 | 8 | 2 half beats | 1 Shot per half beat | 1 Damage, short range | |
Shotgun Pistol | 1 | 4 | 3 half beats | 1 Shot per half beat | 3 damage point blank - decreases to 0.33 damage at max range | |
Revolver | 1 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per half beat | 2 damage, Some recoil | |
Haunted Revolver | 1 | 4 | 3 half beats | 1 Shot per half beat | 4 to 3 damage (max range), None | |
Burst SMG | 1 | 21 | 2 half beats | 1 Burst per half beat | 0.66 dmg per bullet (~2 dmg per burst), 3 Round Burst, short range | |
Pump Shotgun | 1 | 6 | 3 half beats | 1 Shot per beat | 4 (close) to 1 (far) damage, Must be "pumped" after each shot, using a half beat. Currently reloading/'pumping' does not need to be on beats or half beats (bug?) | |
Sawn-off Shotgun | 2 | 2 | 2 half beats | 1 Shot per half beat | 6 (close) to 0.33 (far) damage, None | |
Lever Action | 2 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per beat | 2 damage, long base range, Must be "pumped" after each shot, using a half beat | |
Grenade Launcher | 2 | 6 | 3 half beats | 1 Shot per beat | 4 damage, grenades detonate automatically after a half beat. Rocket-jump (small in big range) | |
Rocket Launcher | 2 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per beat | 6 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range) | |
Gauss Cannon | 2 | 3 | 3 half beats | 1 Shot per beat | ~10 damage [verification needed • edit • ?], Fires through walls | |
Minigun | 2 | 30 | 3 half beats | Initially one shot per beat, spools up to 8 shots per beat | 1 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 | |
Raygun | 3 | Infinite | N/A | 1 Shot per half beat | ~8 damage, Overheats after 7 consecutive shots if all are fired on half and full beat. Firing 6 times in a quick succession and waiting one beat for the last one resets the heat-up. Cooldown to shoot after overheat is 2 beats. | |
Charge Pistol | 3 | Infinite | N/A | 1 Shot per beat | ~9 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area) | |
Fireball Launcher | 3 | Infinite | N/A | 1 Shot per beat | 4 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) | |
Energy Cannon | 3 | 1 | 1 + 1 per ammo | 1 Shot per beat | ~30 Damage [verification needed • edit • ?], Shots will fire one half beat after the initial trigger press. Shots explode 1 beat after firing, hit-scan, does not work with Quaternote. Rocket-jump (huge in small range) | |
Hands | N/A | Infinite | N/A | 1 Shot per half beat | 1 damage, Can only be used by Njord. Does not appear as loot. | |
placeholder | Bolt-Action Rifle | ? | 4 | 3 half beats | 1 Shot per beat | 3 Damage, must be "rechambered" after every shot, using a half beat. Very long (infinite?) range. |
placeholder | Clip Rifle | ? | 3 | 1 half beat | 1 Shot per half beat | 2 Damage |
placeholder | Long Shotgun (need better name) | ? | 6 | 2 half beat | 1 Burst per half beat | ? Damage, 2 shots per burst, must be "pumped" after each burst using half beat. |