Difference between revisions of "Weapons"

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m (Add anchors to weapon names)
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! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Damage/Unique Characteristics  
 
! Icon !! Name !! Tier !! Magazine Capacity !! Reload Time !! Fire rate !! Damage/Unique Characteristics  
 
|-
 
|-
| style="text-align:right"| [[File:Pistol.png]] || '''Pistol''' || 1 || 8 || 2 half beats || 1 Shot per half beat || 50 Damage, short range
+
| 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]] || '''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: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]] || '''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: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]] || '''Haunted Revolver''' || 1 || 4 || 3 half beats || 1 Shot per half beat || 250 (close) to 150 (far) damage, None
+
| 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
 
|-
 
|-
| style="text-align:right"| [[File:SubmachineGun.png]] || '''Burst SMG''' || 1 || 21 || 2 half beats || 1 Burst per half beat || 150 damage, 3 Round Burst, short range
+
| 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
 
|-
 
|-
| style="text-align:right"| [[File:Shotgun.png]] || '''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: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]] || '''Sawn-off Shotgun''' || 2 || 2 || 2 half beats || 1 Shot per half beat || 288 (close) to 16.5 (far) damage, None  
+
| 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  
 
|-
 
|-
| style="text-align:right"| [[File:Winnie.png]] || '''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
+
| 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
 
|-
 
|-
| style="text-align:right"| [[File:GrenadeLauncher.png]] || '''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)
+
| 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)
 
|-
 
|-
| style="text-align:right"| [[File:RocketLauncher.png]] || '''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)
+
| 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)
 
|-
 
|-
| style="text-align:right"| [[File:RailGun.png]] || '''Gauss Cannon''' || 2 || 3 || 3 half beats || 1 Shot per beat || 450 damage, Fires through walls
+
| style="text-align:right"| [[File:RailGun.png]] || {{Anchor|Gauss cannon}} || 2 || 3 || 3 half beats || 1 Shot per beat || 450 damage, 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 || 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?).
+
| 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?).
 
|-
 
|-
| style="text-align:right"| [[File:AlienBlaster.png]] || '''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.
+
| 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.
 
|-
 
|-
| style="text-align:right"| [[File:SpreadPistol.png]] || '''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)
+
| 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)
 
|-
 
|-
| style="text-align:right"| [[File:BigGun.png]] || '''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)
+
| 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)
 
|-
 
|-
| style="text-align:right"| [[File:EnergyCannon.png]] || '''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)
+
| 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)
 
|-
 
|-
| style="text-align:right"| [[File:MagicHands.png]] || '''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.
+
| 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.
 
|-
 
|-
| style="text-align:right"| [[File:BoltActionRifle.png]] || '''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.
+
| 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.
 
|-
 
|-
| style="text-align:right"| [[File:Garand.png]] || '''Garand''' || 1 || 3 || 1 half beat || 1 Shot per half beat || 90 Damage, very long range
+
| style="text-align:right"| [[File:Garand.png]] || {{Anchor|Garand}} || 1 || 3 || 1 half beat || 1 Shot per half beat || 90 Damage, very long range
 
|-
 
|-
| style="text-align:right"| [[File:DoubleTap.png]] || '''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.
+
| 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.
 
|-
 
|-
| style="text-align:right"| [[File:GoldenPistol.png]] || '''Golden Pistol''' || 2 || 4 || 2 half beats || 1 shot per half beat || 300 Damage, has the same range as the pistol
+
| 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
 
|}
 
|}

Revision as of 21:04, 10 March 2021

Weapons are your main tools to fight against the forces of the underworld. Weapons can be obtained from GridRoomArmoury.png 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.png Pistol 1 8 2 half beats 1 Shot per half beat 50 Damage, short range
Blaster.png Shotgun pistol 1 4 3 half beats 1 Shot per half beat 160 damage point blank - decreases to 16.5 damage at max range
Revolver.png Revolver 1 6 1 + 1 per ammo, 7 half beats from empty 1 Shot per half beat 100 damage, Some recoil
HandCannon.png Haunted revolver 1 4 3 half beats 1 Shot per half beat 250 (close) to 150 (far) damage, None
SubmachineGun.png Burst SMG 1 21 2 half beats 1 Burst per half beat 150 damage, 3 Round Burst, short range
Shotgun.png 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?)
DoubleBarrel.png Sawn-off shotgun 2 2 2 half beats 1 Shot per half beat 288 (close) to 16.5 (far) damage, None
Winnie.png 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
GrenadeLauncher.png 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)
RocketLauncher.png 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)
RailGun.png Gauss cannon 2 3 3 half beats 1 Shot per beat 450 damage, Fires through walls
MiniGun.png 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?).
AlienBlaster.png 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.
SpreadPistol.png 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)
BigGun.png 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)
EnergyCannon.png 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 ItemTwiceGloves.png Quarternote. Rocket-jump (huge in small range)
MagicHands.png Hands N/A Infinite N/A 1 Shot per half beat 50 damage, Can only be used by Njord. Does not appear as loot.
BoltActionRifle.png 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.
Garand.png Garand 1 3 1 half beat 1 Shot per half beat 90 Damage, very long range
DoubleTap.png 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.
File:GoldenPistol.png Golden pistol 2 4 2 half beats 1 shot per half beat 300 Damage, has the same range as the pistol