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'''Weapons''' are your main tools to fight against the [[enemies|forces of the underworld]]. Weapons can be obtained from {{RoomLink|Muninn's armory}}, certain [[Chests|chests]], or certain [[Altars|altars]].
 
'''Weapons''' are your main tools to fight against the [[enemies|forces of the underworld]]. Weapons can be obtained from {{RoomLink|Muninn's armory}}, certain [[Chests|chests]], or certain [[Altars|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.''
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''NOTE: Damage is based off the base pistol damage: e.g. 2 damage is 2x the pistol damage.''
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''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 ==
 
== 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.
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Type !! Damage/Unique Characteristics  
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! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Damage/Unique Characteristics  
 
|-
 
|-
| style="text-align:right"| [[File:Pistol.png]] || {{Anchor|Pistol}} || 1 || 8 || 2 half beats || 1 Shot per half beat || Hitscan || 50 damage. Short range.
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| style="text-align:right"| [[File:Pistol.png]] || '''Pistol''' || 1 || 8 || 2 half beats || 1 Shot per half beat || 1 Damage, short range
 
|-
 
|-
| 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'''.
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| style="text-align:right"| [[File:Blaster.png]] || '''Shotgun Pistol''' || 1 || 4 || 3 half beats || 1 Shot per half beat || 3 damage point blank - decreases to 0.33 damage at max range
 
|-
 
|-
| 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.
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| style="text-align:right"| [[File:Revolver.png]] || '''Revolver''' || 1 || 6 || 1 + 1 per ammo, 7 half beats from empty || 1 Shot per half beat || 2 damage, 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.
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| style="text-align:right"| [[File:HandCannon.png]] || '''Haunted Revolver''' || 1 || 4 || 3 half beats || 1 Shot per half beat || 4 to 3 damage (max range), None
 
|-
 
|-
| style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || Hitscan || 3 shots per burst (6 with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}). 50 damage per shot (150 overall). Short range.
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| style="text-align:right"| [[File:SubmachineGun.png]] || '''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
 
|-
 
|-
| 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'''.
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| style="text-align:right"| [[File:Shotgun.png]] || '''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?)
 
|-
 
|-
| 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 even though the weapon is ready after only 2 half beats (bug?).
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| style="text-align:right"| [[File:DoubleBarrel.png]] || '''Sawn-off Shotgun''' || 2 || 2 || 2 half beats || 1 Shot per half beat || 6 (close) to 0.33 (far) damage, None
 
|-
 
|-
| 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.
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| style="text-align:right"| [[File:Winnie.png]] || '''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
 
|-
 
|-
| 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.
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| style="text-align:right"| [[File:GrenadeLauncher.png]] || '''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)
 
|-
 
|-
| 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.
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| style="text-align:right"| [[File:RocketLauncher.png]] || '''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)
 
|-
 
|-
| 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
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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:EnergyCannon.png]] || {{Anchor|Energy cannon}} || 2 || 1 || 1 + 1 per ammo, 2 half beats from empty || 1 Shot per beat || Explosive Hitscan || 2000 damage. '''Hand Reload''', '''Delay'''. Shots explode 1 full beat after firing. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Very small AoE, big Rocket-jump.
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| 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 shot faster (bug?).
|-
 
| 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 4 full beats (1 + 2 + 4 + 4 = 11 bullets) before reaching maximum fire rate of 8 bullets per beat. Some recoil. Does not work with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}.
 
 
|-
 
|-
| 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.
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| 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: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.
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| style="text-align:right"| [[File:SpreadPistol.png]] || '''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)
 
|-
 
|-
| 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. Biggest recoil of all weapons. Big AoE, big Rocket-jump.
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| style="text-align:right"| [[File:BigGun.png]] || '''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)
 
|-
 
|-
| 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.
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| style="text-align:right"| [[File:EnergyCannon.png]] || '''Energy Cannon''' || 3 || 1 || 1 + 1 per ammo || 1 Shot per beat || ~30 Damage {{verification needed}}, 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|Quaternote}}. Rocket-jump (huge in small range)
 
|-
 
|-
| 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 base range. Slightly pushes enemies away.
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| style="text-align:right"| [[File:MagicHands.png]] || '''Hands''' || N/A || Infinite || N/A || 1 Shot per half beat || 1 damage, Can only be used by [[Characters|Njord]]. Does not appear as loot.
 
|-
 
|-
| style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || Hitscan || 90 Damage. Long base range.
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| style="text-align:right"| 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.
 
|-
 
|-
| style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || Hitscan || 2 shots per burst (4 with {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}). 240 damage per shot (480 overall). '''Shotgun''', '''Pump-Action'''.
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| style="text-align:right"| placeholder || '''Clip Rifle''' || ? || 3 || 1 half beat || 1 Shot per half beat || 2 Damage
 
|-
 
|-
| style="text-align:right"| [[File:Pistol.png]] || {{Anchor|Golden pistol}} || 2 || 4 || 2 half beats || 1 shot per half beat || Hitscan || 300 Damage. Has the same range as the Pistol.
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| style="text-align:right"| 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.
 
|}
 
|}

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