Editing Weapons
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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.'' | + | ''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 == | == Weapon list == | ||
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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− | ! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate | + | ! 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 | + | | style="text-align:right"| [[File:Pistol.png]] || {{Anchor|Pistol}} || 1 || 8 || 2 half beats || 1 Shot per half beat || 50 Damage, short range |
|- | |- | ||
− | | style="text-align:right"| [[File:Blaster.png]] || {{Anchor|Shotgun pistol}} || 1 || 4 || 3 half beats || 1 Shot per half beat | + | | style="text-align:right"| [[File:Blaster.png]] || {{Anchor|Shotgun pistol}} || 1 || 4 || 3 half beats || 1 Shot per half beat || 160 damage point blank - decreases to 16.5 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 | + | | 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 || 100 damage, Some recoil |
|- | |- | ||
− | | style="text-align:right"| [[File:HandCannon.png]] || {{Anchor|Haunted revolver}} || 1 || 4 || 3 half beats || 1 Shot per half beat | + | | style="text-align:right"| [[File:HandCannon.png]] || {{Anchor|Haunted revolver}} || 1 || 4 || 3 half beats || 1 Shot per half beat || 250 (close) to 150 (far) damage, None |
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− | | style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || | + | | style="text-align:right"| [[File:SubmachineGun.png]] || {{Anchor|Burst SMG}} || 1 || 21 || 2 half beats || 1 Burst per half beat || 150 damage, 3 Round Burst, short range |
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− | | style="text-align:right"| [[File:Shotgun.png]] || {{Anchor|Pump shotgun}} || 1 || 6 || 3 half beats || 1 Shot per beat | + | | style="text-align:right"| [[File:Shotgun.png]] || {{Anchor|Pump shotgun}} || 1 || 6 || 3 half beats || 1 Shot per beat || 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?) |
|- | |- | ||
− | | style="text-align:right"| [[File:DoubleBarrel.png]] || {{Anchor|Sawn-off shotgun}} || 2 || 2 || 2 half beats || 1 Shot per half beat | + | | style="text-align:right"| [[File:DoubleBarrel.png]] || {{Anchor|Sawn-off shotgun}} || 2 || 2 || 2 half beats || 1 Shot per half beat || 288 (close) to 16.5 (far) damage, None |
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− | | 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 | + | | 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 || 135 damage, long base range, Must be "pumped" after each shot, using a half beat |
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− | | style="text-align:right"| [[File:GrenadeLauncher.png]] || {{Anchor|Grenade launcher}} || 2 || 6 || 3 half beats || 1 Shot per beat | + | | style="text-align:right"| [[File:GrenadeLauncher.png]] || {{Anchor|Grenade launcher}} || 2 || 6 || 3 half beats || 1 Shot per beat || 250 damage, grenades detonate automatically after a half beat. Rocket-jump (small in big range) |
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− | | 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 | + | | 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 || 300 damage, Rockets will home onto enemies if within range. Small AoE. Rocket-jump (medium in small range) |
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− | | style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat | + | | style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || 450 damage, Fires through walls |
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− | | style="text-align:right"| [[File: | + | | 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 || 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?). |
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− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:AlienBlaster.png]] || {{Anchor|Raygun}} || 3 || Infinite || N/A || 1 Shot per half beat || 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. |
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− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:SpreadPistol.png]] || {{Anchor|Charge pistol}} || 3 || Infinite || N/A || 1 Shot per beat || 350 damage, Very slight AoE, Half beat charge before shooting. Can slightly push bosses. Rocket-jump (medium in small area) |
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− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:BigGun.png]] || {{Anchor|Fireball launcher}} || 3 || Infinite || N/A || 1 Shot per beat || 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) |
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− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:EnergyCannon.png]] || {{Anchor|Energy cannon}}} || 3 || 1 || 1 + 1 per ammo || 1 Shot per beat || 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 {{ItemLink|image=ItemTwiceGloves.png|Quarternote}}. Rocket-jump (huge in small range) |
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− | | style="text-align:right"| [[File:MagicHands.png]] || {{Anchor|Hands}} || N/A || Infinite || N/A || 1 Shot per half beat | + | | style="text-align:right"| [[File:MagicHands.png]] || {{Anchor|Hands}} || N/A || Infinite || N/A || 1 Shot per half beat || 50 damage, Can only be used by [[Characters|Njord]]. Does not appear as loot. |
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− | | style="text-align:right"| [[File:BoltActionRifle.png]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat | + | | style="text-align:right"| [[File:BoltActionRifle.png]] || {{Anchor|Bolt-action rifle}} || 2 || 4 || 3 half beats || 1 Shot per beat || 150 Damage, must be "rechambered" after every shot, using a half beat. Very infinite? range. Slightly pushes enemies away. |
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− | | style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat | + | | style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || 90 Damage, very long range |
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− | | style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || | + | | style="text-align:right"| [[File:DoubleTap.png]] || {{Anchor|Double-tap}} || 2 || 6 || 2 half beats || 1 Burst per beat || 480 Damage, 2 shots per burst, must be "pumped" after each burst using a half beat. |
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− | | style="text-align:right"| [[File: | + | | style="text-align:right"| [[File:GoldenPistol.png]] || {{Anchor|Golden pistol}} || 2 || 4 || 2 half beats || 1 shot per half beat || 300 Damage, has the same range as the pistol |
|} | |} |