Weapons
Revision as of 13:55, 4 April 2021 by DɅMNɅTIO MΣMORIÆ (76561197977595177) (talk | contribs) (→Weapon list: Added the types of the weapons, whether they are hitscan, explosive, projectile etc.)
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
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 damage point blank - decreases to 16.5 damage at max range | |
Revolver | 1 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per half beat | Hitscan | 100 damage, Some recoil | |
Haunted revolver | 1 | 4 | 3 half beats | 1 Shot per half beat | Explosive Hitscan | 250 (close) to 150 (far) damage, None | |
Burst SMG | 1 | 21 | 2 half beats | 1 Burst per half beat | Hitscan | 150 damage, 3 Round Burst, short range | |
Pump shotgun | 1 | 6 | 3 half beats | 1 Shot per beat | Hitscan | 240 (close) to 50 (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 | Hitscan | 288 (close) to 16.5 (far) damage, None | |
Lever action | 2 | 6 | 1 + 1 per ammo, 7 half beats from empty | 1 Shot per beat | Hitscan | 135 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 | Explosive Physics Projectile | 250 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 | Explosive Projectile | 300 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 | Hitscan & Explosive Physics Projectile | 450 damage, Fires through walls | |
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?). | |
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. | |
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) | |
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) | |
Energy cannon | 3 | 1 | 1 + 1 per ammo | 1 Shot per beat | Explosive Hitscan | 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 Quarternote. Rocket-jump (huge in small range) | |
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, must be "rechambered" after every shot, using a half beat. Very infinite? 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, 2 shots per burst, must be "pumped" after each burst using a half beat. | |
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 |