Weapons
Revision as of 05:32, 8 February 2021 by 158.255.147.252 (talk)
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 | |
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 chargebefore shooting. Can slightly push bosses. | |
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 | 1 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. |