|
The following is a list of all Guns in the mod Once More Into the Breach.
Icon | Name | Quality | Type | Clipsize | Ammo
Capacity |
Damage | Fire Delay | Reload
Time |
Spread | Notes | |||||||||||||||||||||||||||
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Elder Magnum | Semiautomatic | 7 | 6 | 0.1s | 1.3s | 5 | Starter weapon of the Shade | ||||||||||||||||||||||||||||||
Flayed Revolver | Semiautomatic | 6 | 250 | 9.9 | 0.1s | 1.1s | 5 | Reloading the Flayed Revolver while it's clip is full will create a reticle at the player's cursor (on controller this cursor is moved with the aiming buttons).
Reloading a second time with a full clip will teleport the player to the reticle, and consume 5 ammo. Cannot be done if the gun has less than 5 ammo. | |||||||||||||||||||||||||||||
G20 | Semiautomatic | ? | 350 | ? | ? | ? | 5 | Randomises it's stats every room. | |||||||||||||||||||||||||||||
Mama | Semiautomatic | 15 | 200 | 7.5 (After 1 Tile)
37.5 (Before 1 Tile) |
0.1s | 1s | 5 | Projectiles have a 5x damage multiplier for the first 1 tile of travel, meaning shooting enemies at point blank range is much more effective. | |||||||||||||||||||||||||||||
Love Pistol | Semiautomatic | 9 | 400 | 4 | 0.2s | 0.8s | 5 | Applies Charm to enemies with every shot. | |||||||||||||||||||||||||||||
Disc Gun | Semiautomatic | 10 | 300 | 20 | 0.25s | 1s | 5 | Fires slow moving discs that bounce around the room and linger for a significant length of time.
These discs will deal half a heart of damage to players that get in their way. | |||||||||||||||||||||||||||||
Repeatovolver | Burst (10) | 10 | 1000 | 5 | 1s (Manual)
0.04s (Burst) |
1s | 5 | Fires it's entire clip in a long burst. | |||||||||||||||||||||||||||||
Pista | Semiautomatic | 6 | 200 | 8 | 0.15s | 1s | 5 | Upon reloading, all active projectiles from the gun are re-aimed mid air towards their nearest respective enemy. | |||||||||||||||||||||||||||||
Gundertale | Semiautomatic | 10 | 50 | N/A | N/A | 1s | N/A | Doesn't shoot. Dodge rolling over an enemy bullet or into an enemy will harmlessly pacify the enemy, rendering them noncombatants. Does not work on bosses.
Pacifying an enemy consumes 1 ammo. | |||||||||||||||||||||||||||||
Diamond Gun | Semiautomatic | 6 | 200 | 15 | 0.2s | 1s | 5 | Has a numerous amount of synergies. | |||||||||||||||||||||||||||||
Mini Gun | Semiautomatic | 4 | 100 | 10 | 0.1s | 1.1s | 5 | ||||||||||||||||||||||||||||||
Shroomed Gun | Semiautomatic | 6 | 140 | 6.5 (x2 Projectiles) | 0.15s | 1s | 7 | Fires two projectiles in a V formation. | |||||||||||||||||||||||||||||
Golden Revolver | Semiautomatic | 6 | 140 | 13 | 0.1s | 1s | 5 | Bullets fired from this gun are followed by 0 to 5 identical copies, forming bullet chains. | |||||||||||||||||||||||||||||
Nocturne | Semiautomatic | 6 | 200 | 9 (Purple Shot)
15 (Green Shot) |
0.1s | 1s | 5 | Alternates every shot between a faster purple bullet that deals less damage and a slower green bullet that deals more damage. | |||||||||||||||||||||||||||||
Back Warder | Semiautomatic | 6 | 140 | 13 | 0.15s | 1s | 7 | Shoots opposite to the direction being aimed. | |||||||||||||||||||||||||||||
Redhawk | Semiautomatic | 6 | 200 | 8 | 0.2s | 1s | 5 | Has a 33% chance to inflict a weakness status effect on enemies, which reduces their movement speed and firerate by 20%, and their health by 35%. | |||||||||||||||||||||||||||||
Tool Gun | Semiautomatic | 10 | 200 | 12 | 0.11s | 0.8s | 0 | Pressing reload with a full clip cycles the gun through certain modes, which alter how the projectile affects enemies and the environment. Each mode also has a custom amount of ammo that it consumes per-shot.
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Stick Gun | Semiautomatic | 3 | 222 | 6 | 0.1s | 0.7s | 5 | ||||||||||||||||||||||||||||||
Glock 42 | Semiautomatic | 5 | 200 | 7 | 0.1s | 0.5s | 16 | ||||||||||||||||||||||||||||||
Starter Pistol | Semiautomatic | 1 | 5 | 0.1s | 0.4s | 5 | Fires fast moving sonic blasts which bounce up to two times. | ||||||||||||||||||||||||||||||
Pop Gun | Semiautomatic | 1 | 100 | 10 | 0.7s | 0.7s | 5 | Bounces and Pierces.
Launches red balls that are connected to the gun barrel by a string. On reload, these balls are pulled back in. During the return to the barrel, projectiles are still able to hit enemies, and deal double damage while on their way back. | |||||||||||||||||||||||||||||
Unus Centum | Semiautomatic | 10 | 100 | 40 | 0.1s | 1s | 5 | Cannot gain ammo. Disappears after it's ammo is depleted. | |||||||||||||||||||||||||||||
Stun Gun | Semiautomatic | 5 | 300 | 4 | 0.2s | 0.8s | 5 | 75% chance to stun enemies for 5 seconds. | |||||||||||||||||||||||||||||
Copper Sidearm | Semiautomatic | 6 | 200 | 6 | 0.2s | 1s | 5 | Fires piercing bullets that connect to the player via electric arcs. | |||||||||||||||||||||||||||||
Rekeyter | Burst (2) | 10 | 200 | 8 | 0.5s | 1s | 5 | Burst fires two key-shaped bullets. These keys have a 10% chance to open chests that they hit, and deal 10% bonus damage for every key the user has. | |||||||||||||||||||||||||||||
Hot Glue Gun | Semiautomatic | 5 | 150 | 8 | 0.4s | 0.75s | 5 | Glues enemies in place with the Lockdown status effect for five seconds.
Has an additional 7% chance to set enemies on fire. | |||||||||||||||||||||||||||||
Up-N-Up | Semiautomatic | 7 | 500 | 5 | 0.2s | 0.5s | 5 | Damage, shot speed, knockback, and boss damage multipliers have double the effect on this gun. | |||||||||||||||||||||||||||||
Red Robin | Semiautomatic | 13 | 300 | 5 | 0.15s | 1s | 12 | Deals +75% damage when the user is at full health.
As The Robot, the effect is active when above 6 armour. This effect is always active for the Shade. | |||||||||||||||||||||||||||||
Variable | Semiautomatic | 6 | 256 | 8 | 0.1s | 1s | 5 | Bullets deal double damage if the enemy they hit is different to the last enemy you shot with the gun. This allows the user to effectively double DPS by alternating between different targets. | |||||||||||||||||||||||||||||
Crescendo Blaster | Semiautomatic | 10 | 220 | 3 - 20 (Varies) | 0.25s | 1s | 5 | Starts firing at 3 damage, with every bullet increasing in both size and damage until 20 damage is reached, at which point it begins to decrease to 3 again, and so on. | |||||||||||||||||||||||||||||
Glasster | Semiautomatic | 6 | 200 | 5 | 0.15s | 1s | 5 | Gives 1 Glass Guon Stone when first collected. Every Glass Guon Stone held grants +35% additional damage to the gun. | |||||||||||||||||||||||||||||
Hand Gun | Semiautomatic | 5 | 312 | Varies | 0.15s | 1s | 5 | Fires a random bullet that corresponds to a card from the standard 52-Card Deck. The bullet's appearance corresponds to the symbol of the card's suit, and it's damage corresponds to the number value of the card.
Additionally, special cards have special effects;
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Viper | Semiautomatic | 4 | 200 | 10 (Main Proj)
6 (Side Proj) |
0.3s | 1s | 5 | Fires a fast moving purple bolt, that (upon its destruction) releases a series of smaller projectiles alternating in 90 degrees to the left and right along its flight trajectory. | |||||||||||||||||||||||||||||
Diamond Cutter | Semiautomatic | 3 | 100 | 10 | 0.2s | 0.8s | 5 | Fires piercing diamonds which double in damage each time they pass through an enemy. | |||||||||||||||||||||||||||||
March Gun | Semiautomatic | 9 | 222 | 5.25 (Standing Still)
7.5 (Moving) 15 (Moving the same direction as shooting) |
0.1s | 1s | 5 | Deals bonus damage when fired in the same direction the user is moving. | |||||||||||||||||||||||||||||
Rebar Gun | Semiautomatic | 3 | 170 | 20 | 0.3s | 1.21s | 5 | Fires fast moving pieces of rebar. | |||||||||||||||||||||||||||||
Minute Gun | Semiautomatic | 7 | (For 60 Seconds) | 20 | 0.1s | 1s | 5 | Can only be used for 60 seconds each floor. This timer does not tick down unless the gun is actively held. | |||||||||||||||||||||||||||||
Ulfberht | Semiautomatic | 7 | 150 | 7 | 0.25s | 0.8s | 10 | Fires lumpy, short range projectiles that split into 5 smaller projectiles that fly in random directions upon destruction. These smaller projectiles deal 3 damage each. | |||||||||||||||||||||||||||||
Spacers Fancy | todo | ||||||||||||||||||||||||||||||||||||
Salvator Dormus | Semiautomatic | 7 | 440 | 7 | 0.12s | 1s | 5 | Gains +5% firerate for every automatic weapon the owner has.
Gains +5% reload speed for every semiautomatic weapon the owner has. Gains +5% damage for every charge weapon the owner has. Gains +5% shot speed for every burst-fire weapon the owner has. | |||||||||||||||||||||||||||||
Service Weapon | todo | ||||||||||||||||||||||||||||||||||||
Head of the Order | Semiautomatic | 6 | 100 | 30 | 0.65f | 2s | 5 | Increases Curse by 1.
Fires fast-moving homing projectiles reminiscent of one of the High Priest's attacks. Grants flight while held. | |||||||||||||||||||||||||||||
Gun of a Thousand Sins | Semiautomatic | 7 | 200 | 20 | 0.11s | 1s | 5 | Increases Curse by 1.
Enemies killed by this gun leave large puddles of red blood on the floor, which deals damage to enemies. The damage-per-second of this blood is equal to half the health of the enemy that died to create it (E.g.; Gun Nuts who have 100 health will produce a blood pool that deals 50 dps). | |||||||||||||||||||||||||||||
Double Gun | Semiautomatic | 3 | 200 | 7.5 (x2 Projectiles) | 0.25s | 1s | 1 | Fires two large, roughly parallel shots at once. | |||||||||||||||||||||||||||||
Justice | Semiautomatic | 5 | 80 | 15 (x6 Projectiles) | 0.6s | 2s | 45 | Upon destruction, this gun's bullets split into evenly spaced blasts of eight smaller bullets that each do 10 damage. | |||||||||||||||||||||||||||||
Orgun | Burst (2) | 6 | 80 | 7 (x6 Projectiles) | 0.5s | 1.3s | 20 | Bullets trail harmless red goop. | |||||||||||||||||||||||||||||
Octagun | Semiautomatic | 8 | 888 | 8 (x8 Projectiles) | 0.8s | 1.5s | 35 | Fires slow moving octagonal shots. Consumes 8 ammo per shot. | |||||||||||||||||||||||||||||
Clown Shotgun | Semiautomatic | 40 | 200 | 5 (x9 Projectiles) | 0.8s | 1.5s | 40 | Fires high range bouncing projectiles. | |||||||||||||||||||||||||||||
Ranger | Semiautomatic | 8 | 100 | 20 - 5 (x6 Projectiles) | 0.6s | 1.4s | 40 | Fires an ordered spread of bullets, increasing in damage from one end of the spread to the other. The spread layout is flipped each time the gun is fired. | |||||||||||||||||||||||||||||
Rusty Shotgun | Semiautomatic | 3 | 200 | 8 (x0-5 Projectiles) | 0.5s | 1.5s | 20 | Every bullet fired from this gun has a 25% chance to be instantly destroyed.
3 of the 5 projectiles have Bouncing, and the remaining two have Piercing. | |||||||||||||||||||||||||||||
The Bride | Semiautomatic | 7 | 100 | 12 (x7 Projectiles) | 0.5s | 1.5s | 11.25 | Fires one projectile directly forwards, and two spreads of bullets 45 degrees to the left and right. | |||||||||||||||||||||||||||||
The Groom | Semiautomatic | 7 | 100 | 8 (x6 Projectiles) | 0.5s | 1.5s | 11.25 | Fires two spreads of bullets, 22 degrees to the left and right of the direction aimed respectively. | |||||||||||||||||||||||||||||
Irregular Shotgun | Semiautomatic | 7 | 127 | Varies | 0.5522s | 1.1837s | 40 | Fires a random number of projectiles between 1 and 10.
The damage of these projectiles always adds up to 40, split evenly among the shots. | |||||||||||||||||||||||||||||
Grenade Shotgun | Semiautomatic | 1 | 40 | 10 (Proj, x4 Projectiles)
25 (Explosive, x4 Explosions) |
1s | 2s | 15 | Fires a cluster of grenades. | |||||||||||||||||||||||||||||
Jackhammer | Automatic | 20 | 350 | 4 (x4 Projectiles) | 0.15s | 1s | 10 | ||||||||||||||||||||||||||||||
Salt Gun | Automatic | 10 | 300 | 2 (x5 Projectiles) | 0.25s | 0.8s | 7 | Rapidly fires short-range spreads of small salt flecks. | |||||||||||||||||||||||||||||
Soap Gun | Semiautomatic | 3 | 100 | 12 (x4 Projectiles) | 0.4s | 0.9s | 30 | ||||||||||||||||||||||||||||||
Felissile | Semiautomatic | 10 | 500 | 40 (Explosion)
15 (Rocket Proj) 11 (Normal Proj) |
0.25s | 2.5s | 5 | The first shot in the clip is a devastating missile. This missile consumes 10 ammo instead of the 1 ammo consumed by the regular projectile. | |||||||||||||||||||||||||||||
Hand Cannon | Semiautomatic | 1 | 190 | 35 | 1s | 2.5s | 5 | Projectiles bounce and pierce enemies, but have low range.
Projectiles do not decrease in damage when piercing enemies. | |||||||||||||||||||||||||||||
Lantaka | Semiautomatic | 1 | 150 | 20 | 1s | 1s | 5 | Projectiles pierce enemies, and can bounce up to twice.
Deals +50% bonus damage to bosses, and +100% bonus damage to the Jammed. | |||||||||||||||||||||||||||||
Greek Fire | Charge (1s) | 1 | 65 | 20 (x4 Projectiles) | 1s | 1s | 20 | Fires green fireballs that inflict everlasting green fire upon enemies.
Projectiles also trail green fire on the ground, and leave a large pool of it when destroyed. | |||||||||||||||||||||||||||||
Ember Cannon | Charge (0.5s) | 3 | 100 | 0.6 - 12 (x 10 Projectiles) | 0.7s | 1s | 20 | Fires a blast of hot embers with randomised damage, speed, range, and knockback. Ember size correlates to damage, with larger embers dealing more damage. | |||||||||||||||||||||||||||||
Elysium Cannon | Automatic | 70 | 777 | 3 (x2 Projectiles) | 0.01s | 2s | 20 | Fires giant, bouncing, percing orbs of light that pass through internal walls. | |||||||||||||||||||||||||||||
Displacer Cannon | Charge (1s) | 6 | 40 | 30 | 0.2s | 1.4s | 5 | Non-boss enemies shot by this gun will be displaced from the current room. Displaced enemies can randomly reappear in other rooms throughout the rest of the run. | |||||||||||||||||||||||||||||
Blasmaster | Semiautomatic | 8 | 250 | 10 | 0.1s | 0.8s | 5 | Fires very short ranged projectiles. | |||||||||||||||||||||||||||||
St4ke | Semiautomatic | 4 | 175 | 8 (Projectile)
28dps (Electric Link) |
0.15s | 1s | 5 | Every alternating set of two projectiles fired is connected by an electric link. This gun's projectiles stick into walls and obstacles, allowing the electric links to be placed for significant time.
Stuck projectiles vanish after 20 seconds. | |||||||||||||||||||||||||||||
Robogun | Semiautomatic | 5 | 200 | 8 | 0.15s | 1.15s | 0 | Shoots a red piercing laser blast which is always fired in the direction of the nearest enemy. | |||||||||||||||||||||||||||||
Cortex Blaster | todo | ||||||||||||||||||||||||||||||||||||
Red Blaster | Beam | 900 | 33dps | N/A | N/A | 0 | Fires a homing laser which tints enemies red. | ||||||||||||||||||||||||||||||
Beamblade | Beam | 3000 | 3000 | 70dps | N/A | N/A | 0 | A short range beam with high damage. | |||||||||||||||||||||||||||||
Neutrino | Automatic | 12 | 2.5 | 0.15s | 1s | 5 | Pressing reload with a full clip switches between 'stun' and 'fire' mode.
In 'stun' mode, the gun has a 20% chance per shot to stun enemies. In 'fire' mode, the gun has a 7% chance per shot to ignite enemies. | ||||||||||||||||||||||||||||||
Rico | Beam | 1000 | 1000 | 7dps | N/A | N/A | 5 | A thin green beam that bounces 7 times. | |||||||||||||||||||||||||||||
The Thin Line | Semiautomatic | 6 | 260 | 10 (x2 Projectiles) | 0.2s | 1s | 0 | Fires one projectile from the gun's barrel, and a second projectile from the opposite wall with opposite velocity. If the two projectiles collide, they will explode. | |||||||||||||||||||||||||||||
Rocket Pistol | Semiautomatic | 6 | 600 | 10 (Impact)
15 (Explosion) |
0.3s | 1.1s | 5 | Fires homing Yari Launcher rockets that (while it's difficult to achieve due to the gun's relatively low fire rate) are capable of breaking the boss DPS cap. | |||||||||||||||||||||||||||||
Repetitron | Semiautomatic | 5 | 200 | 5 | 0.2s | 1s | 4 | When this gun is fired, replicas of all bullets fired previously in the current clip will be re-fired from their original positions and along their original trajectories.
Resets on reload. | |||||||||||||||||||||||||||||
Dimensionaliser | Semiautomatic | 2 | 100 | 1 | 2s | 1s | 7 | Creates portals, through which one of the following things will emerge;
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Purpler | Burst (3) | 13 | 300 | 8 | 0.7s (Manual)
0.2s (Burst) |
1s | 5 | ||||||||||||||||||||||||||||||
Vacuum Gun | Semiautomatic | 10000 | 10000 | 35 | 0.3 | 1s | 5 | Starts with 0 ammo. Cannot gain ammo from conventional sources.
Upon reloading, all Blobulon type enemies within an 8 tile radius are instantly killed and sucked into the gun, giving ammo equal to the blob's max HP +50%, rounded up, and with a minimum of 5. | |||||||||||||||||||||||||||||
Oxygun | Semiautomatic | 5 | 200 | 10 | 0.65s | 0.8s | 5 | Fires slow moving projectiles that tightly home in on enemies.
Starts with no ammo. | |||||||||||||||||||||||||||||
Lt. Blues Phaser | Burst (4) | 8 | 400 | 10 | |||||||||||||||||||||||||||||||||
Tri-Beam | Beam | 1000 | 1000 | 18dps (x3 Lasers) | N/A | N/A | 5 | Fires a spread of three blue lasers. | |||||||||||||||||||||||||||||
Waveform Lens | Automatic
& Semiautomatic |
10 (Blue)
5 (Red) |
300 | 5 (Blue)
10 (Red) |
0.1s (Blue)
0.5s (Red) |
1s | 5 (Blue)
0 (Red) |
Alternates between swift automatic fire of blue projectiles and slow, powerful red laser rays on reload. | |||||||||||||||||||||||||||||
Kinetic Blaster | Semiautomatic | 10 | 300 | 7 | 0.2s | 1.2s | 5 | Shoots high-knockback projectiles, but also knocks back the user when fired.
Uses the player's knockback stat as a damage and recoil multiplier (Ie: deals x2 damage with x2 knockback, but also pushes the owner back twice as hard.) | |||||||||||||||||||||||||||||
High Velocity Rifle | Charge (0s) | 1 | 80 | 40 | 1s | 1s | 0 | While holding the firing key, time is frozen. Releasing the firing key fires the rifle's projectile, and unfreezes time, essentially allowing unlimited aim-time. | |||||||||||||||||||||||||||||
Demolitionist | Semiautomatic | 20 | 300 | 9 | 0.3s | 1s | 5 | Pressing reload with a full clip consumes 5 ammo and spawns a Proximity Mine beneath the player. | |||||||||||||||||||||||||||||
Pump-Charge Shotgun | Semiautomatic | 5 | 80 | Varies (x5 Projectiles) | 0.5s | 1s | 20 | Pressing reload on a full clip will 'charge' the gun to its next level. Reloading on anything other than a full clip resets to level 1, which is the default.
Attempting to charge the gun by reloading a full clip when the gun is already at level 4 will cause the gun to violently explode in the player's hands, damaging them, and resetting the gun to level 1. | |||||||||||||||||||||||||||||
The Outbreak | Automatic | 13 | 330 | 6 (Main Clip)
14.1414 (Final Shot) |
0.15s | 1.5s | 5 | The final shot of the clip launches a large glob which inflicts the Plague status effect on enemies. | |||||||||||||||||||||||||||||
Multiplicator | Semiautomatic | 20 | 300 | 5 | 0.3s | 1s | 5 | Pressing reload with a full clip causes the gun to increase it's ammo consumption per shot by 1 bullet. The damage of the gun is also multiplied by its ammo consumption, meaning that on 3x consumption, it will deal 15 damage.
This caps at 10x ammo consumption for 50 damage, before cycling back around to 1x. | |||||||||||||||||||||||||||||
Punishment Ray | Semiautomatic | 6 | 200 | 7 | 0.4s | 1s | 0 | Damage increases by 2% for every hit landed on an enemy. Missing a shot resets the damage bonus to 0. Losing a 10+ streak deals one damage to the player. | |||||||||||||||||||||||||||||
Y-Beam | Beam | 2000 | 2000 | 25 (Singular Beam)
50 (Split Beam) |
N/A | N/A | 5 | A bright yellow beam that splits into a Y formation after travelling a certain distance. Deals double damage after splitting. | |||||||||||||||||||||||||||||
Wall-Ray | Beam | 2000 | 2000 | 25dps (x2 Beams) | N/A | N/A | 0 | Fires two beams, both exactly 90 degrees from the angle of aim in opposite directions to each other. | |||||||||||||||||||||||||||||
Bola Gun | Semiautomatic | 7 | 210 | 10 (Bolas)
1 per frame (Electric Link) |
0.3s | 1.2s | 5 | Fires two spinning bolas connected by an electric link. | |||||||||||||||||||||||||||||
Alpha Beam | Beam | 600 | 70dps | N/A | N/A | 5 | |||||||||||||||||||||||||||||||
Glazerbeam | Automatic | 10 | 300 | 20 (Projectile)
20dps (Beam) |
0.25s | 1s | 10 | Fires lasers attached to slow moving projectiles that hang in the air for a few seconds, continuing to fire. | |||||||||||||||||||||||||||||
Stasis Rifle | Charge (3s) | 1 | 35 | 17 | 2s | 1s | 0 | Freezes time for 7 seconds in a 4 tile radius around where it's projectiles hit. | |||||||||||||||||||||||||||||
Gravitron | Automatic | 25 | 360 | 5 | 0.2s | 1.1s | 5 | Projectiles that hit enemies will orbit around those enemies. | |||||||||||||||||||||||||||||
Ferrobolt | Charged (0.5s) | 8 | 100 | 0 (Orb)
30 (Bolt) 25 (Explosion) |
0.2s | 0.5s | 0 | Alternates between firing harmless pulsating orbs, and fast energy bolts.
Energy bolts will automatically home in on and target the orbs, and upon colliding will cause the orb to explode, destroying both projectiles. | |||||||||||||||||||||||||||||
Particle Beam | todo | ||||||||||||||||||||||||||||||||||||
Tau Cannon | Charged (0s, 1s, 2s) | 1 | 100 | 15 (0s Charge)
25 (1s Charge) 50 (2s Charge) |
0.2s | 1s | 2 | Fires faster and deadlier projectiles the longer it's charged.
Charging for too long will cause the gun to explode in the user's hands, damaging them. | |||||||||||||||||||||||||||||
Gravity Gun | Automatic | N/A | Varies | N/A | N/A | 0 | While holding down the fire button, the Gravity Gun will grab the nearest room prop/weak enemy in a small radius around the end of the gun. The object is then held as long as the fire button is.
When the fire button is released, the held object is launched as a projectile. The threshold for what enemies can be picked up is determined by their max health. Enemies with max HP equal to or less than 15 multiplied by the current floor's health scaling factor can be picked up in thrown. In practice this means that any enemy on any floor with max HP equal to or less than a bullet kin can be grabbed. The damage of different objects varies, as seen in the table below.
Thrown objects will destroy enemy bullets they collide with in the air, but can be destroyed themselves if they hit too many. Certain enemies, such as the Ammoconda's Turrets, the Bullet King's Chancellor, or Dets can always be picked up regardless of their max HP. | ||||||||||||||||||||||||||||||
Galaxy Crusher | Charge (2s) | 1 | 10 | 20 (Large Hole)
5 (Small Hole) |
0.5s | 2s | 5 | Fires a giant black hole, which splits up into thirty smaller, bouncing black holes upon collision. | |||||||||||||||||||||||||||||
ARC Pistol | Semiautomatic | 5 | 300 | 6 | 0.15s | 0.7s | 5 | Fires fast lightning bolts which arc towards close targets, and may chain between clusters of enemies. | |||||||||||||||||||||||||||||
ARC Shotgun | Semiautomatic | 8 | 150 | 5 (x6 Projectiles) | 0.6s | 1.8s | 15 | Fires fast lightning bolts which arc towards close targets, and may chain between clusters of enemies. | |||||||||||||||||||||||||||||
ARC Rifle | Semiautomatic | 8 | 180 | 26 | 1s | 1s | 5 | Fires fast, piercing lightning bolts which arc towards close targets, and may chain between clusters of enemies. | |||||||||||||||||||||||||||||
ARC Tactical | Automatic | 30 | 500 | 4 | 0.11s | 0.5s | 5 | Fires fast lightning bolts which arc towards close targets, and may chain between clusters of enemies. | |||||||||||||||||||||||||||||
ARC Cannon | Semiautomatic | 1 | 40 | 20 (Large Bolt)
5 (Small Bolt) 40 (Explosion) |
1s | 3s | 5 | Fires a large lightning bolt which explodes upon collision, sending smaller lightning bolts arcing out in all directions. | |||||||||||||||||||||||||||||
Ice Bow | Charge (1s) | 1 | 100 | 17 | 1s | 1s | 0 | Fires fast moving arrows which freeze enemies. | |||||||||||||||||||||||||||||
Boltcaster | Semiautomatic | 1 | 100 | 30 | 0.5s | 1.1s | 0 | ||||||||||||||||||||||||||||||
Vulcan Repeater | todo | ||||||||||||||||||||||||||||||||||||
Clicker | Semiautomatic | 1000 | 4 (Keyboard/Mouse)
8 (Controller) |
0s | 1.1s | N/A | Fires as fast as the player can click.
Instead of shooting projectiles, the clicker deals damage to enemies the player clicks on. On controllers, a small crosshair is created on screen which is moved by the gun aim controls. Clicks occur at the location of this crosshair. Deals double damage for controller users to compensate for the increase in difficulty of use. | ||||||||||||||||||||||||||||||
Wheellock | Semiautomatic | 1 | 50 | 15 | 0.5s | 1s | 5 | Fires bouncing musket balls. | |||||||||||||||||||||||||||||
Welrod | Semiautomatic | 4 | 200 | 15 | 0.2a | 1s | 5 | Fires slow, piercing shots. | |||||||||||||||||||||||||||||
Welgun | Automatic | 15 | 300 | 5 | 0.21s | 1.3s | 5 | Chance to regain ammunition upon killing an enemy. | |||||||||||||||||||||||||||||
The Lodger | Semiautomatic | 10 | 1924 | 5 | 0.3s | 1.1s | 5 | Consumes 3 ammo per shot.
Projectiles gain a damage boost for every 'bad' item you have. +5% for every held Junk.
and finally, the gun gains a +50% damage boost if the Busted Television is held. | |||||||||||||||||||||||||||||
Gonne | Burst (3) | 3 | 300 | 12 | 0.5s (Manual)
0.1s (Burst) |
0.7s | 5 | ||||||||||||||||||||||||||||||
Hwacha | Burst (200) | 200 | 600 | 11 | 0.8s (Manual)
0.05s (Burst) |
5s | 40 | Burst fires for a very long time. | |||||||||||||||||||||||||||||
Fire Lance | Semiautomatic | 5 | 100 | 40 (Center of explosion)
25 (Periphery of explosion) |
0.5s | 1s | N/A | When fired, a small explosion is triggered at the end of the spear, rendering the attack style somewhat melee. | |||||||||||||||||||||||||||||
Hand Mortar | Semiautomatic | 3 | 70 | 30 (Projectile)
50 (Explosion) |
1s | 2s | 10 | Fires golden orbs that violently explode. | |||||||||||||||||||||||||||||
Grandfather Glock | Semiautomatic | 12 | 300 | 5 (Sec Hand)
15 (Min Hand) 25 (Hour Hand) |
0.35s | 1.4s | 0 | Fires three clock hands, the directions of which correspond to the angles that the hands would be on a standard 12-hour analogue clock that is set to the user's current system time. | |||||||||||||||||||||||||||||
Gatling Gun | Automatic | 16 | 240 | 5 | 0.1s | 1.5s | 5 | ||||||||||||||||||||||||||||||
Blowgun | Semiautomatic | 1 | 200 | 5 | 0.2s | 0.5s | 5 | Inflicts poison upon enemies. | |||||||||||||||||||||||||||||
Smoker | todo | ||||||||||||||||||||||||||||||||||||
Gaxe | Semiautomatic | 5 | 150 | 7 (Bullet)
15 (Slash) |
0.35s | 1s | 5 | Fires a small, long range projectile and a wide, short range slash. | |||||||||||||||||||||||||||||
Wooden Horse | Automatic | 30 | 400 | 7.7 | 0.11s | 1.5s | 5 | Entering combat while holding this gun will put the user into stealth mode. | |||||||||||||||||||||||||||||
Agar Gun | Automatic | 16 | 470 | 5 (Agar)
10 (Macrobe) |
0.15s | 1.15s | 5 | Rapidly fires small globs of agar, which are capable of bouncing up to twice and hang in the air. The final shot in the clip launches a large macrobe.
As this Macrobe travels, it will consume nearby agar, gaining +10% damage and size for each glob consumed. | |||||||||||||||||||||||||||||
Musket Rifle | todo | ||||||||||||||||||||||||||||||||||||
The Black Spot | todo | ||||||||||||||||||||||||||||||||||||
Carnwennan | Semiautomatic | 5 | 4 | 0.3s | 1.05s | 5 | An extremely short range melee swing.
Killing an enemy with Carnwennan has a 25% chance to spawn a random pickup. | ||||||||||||||||||||||||||||||
Mantid Augment | Automatic | 100 | 2077 | 10 | 0.01s | 1s | 5 | Does not fire projectiles, instead rapidly slashing at the air in incredibly quickfire melee.
Increases movement speed by 1 while actively held. +1 Curse. | |||||||||||||||||||||||||||||
Claymore | todo | ||||||||||||||||||||||||||||||||||||
Heat Ray | Beam | N/A | 3500 | 4.5 dps | N/A | N/A | 5 | Focusing the beam on an enemy for a second will ignite them. | |||||||||||||||||||||||||||||
Barcode Scanner | Semiautomatic | 500 | 500 | 6 | 0.35s | 0.5s | 5 | Grants a passive 10% discount in shops. Enemies killed with this gun drop more | |||||||||||||||||||||||||||||
Antimateriel Rifle | Automatic | 55 | 720 | 5 | 0.04s | 2s | 5 | Piercing shots. Ignores Boss DPS Cap. | |||||||||||||||||||||||||||||
Primos 1 | Semiautomatic | 10 | 260 | 8 (Normal)
50.4 (First Shot) |
0.3s | 1s | 5 | The first shot fired from this gun in any room will deal 6.3x damage, but be half as fast. | |||||||||||||||||||||||||||||
Dart Rifle | Semiautomatic | 5 | 100 | 5 | 0.6s | 1s | 5 | Projectiles stun enemies for 7 seconds. | |||||||||||||||||||||||||||||
AM-0 | Automatic | 30 | 500 | 5 | 0.11s | 0.8s | 5 | Increases in damage by 10% each time the user refills it with a green ammo box.
Increases in damage by 5% each time the user refills it with a red ammo box directly, or by 2% each time the user refills it with a red ammo box indirectly. | |||||||||||||||||||||||||||||
Risk Rifle | Automatic | 40 | 400 | 5 | 0.04s | 2s | 5 | Firing the final bullet in the clip hurts the player. The user must be careful to reload before the end of the clip for maximum safety. | |||||||||||||||||||||||||||||
Average Joe | todo | ||||||||||||||||||||||||||||||||||||
Riot Gun | Automatic | 5 | 200 | 6 | 0.5s | 1s | 5s | Fires bouncing purple projectiles which inflict significant knockback on enemies. Has a 20% chance to stun enemies briefly. | |||||||||||||||||||||||||||||
Kalashnirang | Automatic | 30 | 300 | 6 | 0.11s | 0.5s | 5 | Fires piercing boomerangs, which slow down and begin to move backwards after travelling a certain distance.
Boomerangs do not decrease in damage after piercing, and have a chance to stun enemies. | |||||||||||||||||||||||||||||
Schwarzlose | Automatic | 20 | 350 | 9 | 0.1s | 1.5s | 5 | Projectiles fired from this gun will veer off course as they travel- becoming wildly inaccurate at long ranges. | |||||||||||||||||||||||||||||
Maiden Rifle | Automatic | 30 | 400 | 8 | 0.15s | 2s | 5 | Missed shots stick into walls. Upon reloading, these stuck shots will re-fire themselves at the nearest enemy. | |||||||||||||||||||||||||||||
Blizzkrieg | Automatic | 30 | 400 | 3.5 (Snowballs)
5.6 (Icicles) (x2 Projectiles) |
0.1s | 1.5s | 34 | Rapid fires a barrage of freezing icicles and snowballs. Icicle projectiles increase in damage by 20% for every level of coolness the user possesses. | |||||||||||||||||||||||||||||
Copygat | Automatic | 10 | 200 | 20 (Base) | 0.15s | 1.5s | 5 | Will randomly copy projectiles from other guns in the player's inventory. | |||||||||||||||||||||||||||||
Skorpion | Automatic | 45 | 660 | 4 | 0.06s | 1.4s | 10 | ||||||||||||||||||||||||||||||
Heavy Assault Rifle | Automatic | 40 | 250 | 30 | 0.11s | 2.5s | 5 | Fires powerful piercing projectiles.
Movement speed and dodge roll speed are decreased by 20% while the gun is in the player's hands (aka: actively being held. There is no penalty for the gun simply being in the player's inventory). | |||||||||||||||||||||||||||||
Dynamite Launcher | Semiautomatic | 1 | 40 | 30 (Projectile)
45 (Explosion) |
1s | 3s | 5 | Fires slow moving sticks of dynamite that bounce off of walls and explode violently upon destruction. | |||||||||||||||||||||||||||||
Marbled Uzi | Automatic | 80 | 2000 | 3 | 0.05s | 1.1s | 5 | Reloading the gun sends out a Gorgun-esque scream, stunning all enemies caught in its wake for up to 2 seconds. Bullet Kin and Shotgun Kin caught in this wave who have less than 50% HP will be turned permanently into stone statues.
Deals 200% damage to stunned enemies. | |||||||||||||||||||||||||||||
Burst Rifle | Burst (4) | 8 | 240 | 10 | 0.25s | 1.2s | 3.5 | Burst fires four high-speed projectiles. | |||||||||||||||||||||||||||||
Dub'l Duck | todo | ||||||||||||||||||||||||||||||||||||
Ol' Reliable | Semiautomatic | 5 | 130 | 20 | 0.3s | 1.2s | 5 | Quickly fires high speed, piercing projectiles. | |||||||||||||||||||||||||||||
Bottle Rocket | Charged (0.5s) | 1 | 100 | 19 (Bottle)
19 (Explosion) 15dps (Water Jet) |
1s | 0.5s | 5 | Charges up to fire fast moving water bottles that spray jets of water behind them as they fly through the air, before bursting violently. These bottles can bounce once by default, and leave water on the ground where they travel.
Bottles also struggle to fly straight, having a random amount of drift to the left or right causing them to turn as they fly. | |||||||||||||||||||||||||||||
Bazooka | Semiautomatic | 3 | 100 | 60 (Projectile)
60 (Explosion) |
2s | 4s | 5 | Fires explosive missiles.
Explosions can break the boss DPS cap. | |||||||||||||||||||||||||||||
Boom Beam | Beam | 600 | 600 | 30 dps (Beam)
30 (Explosion) |
N/A | N/A | 5 | The end of the beam explodes every half a second. | |||||||||||||||||||||||||||||
Pillarocket | Semiautomatic | 4 | 30 | 80 (Projectile)
35 (Explosion) |
2s | 4s | 20 | Fires slow moving explosive rockets that can be controlled similarly to the effect of Remote Bullets. While flying, these rockets will shoot at nearby enemies, choosing either the Magnum, AK-47, or Regular Shotgun and mimicking their damage, attack style, and firerate. | |||||||||||||||||||||||||||||
Spore Launcher | Semiautomatic | 10 | 200 | 20 | 0.6s | 2.5s | 5 | Fires green globs that home in on enemies and are capable of bouncing once. | |||||||||||||||||||||||||||||
Poison Dart Frog | Semiautomatic | 3 | 200 | 7 (x3 Projectiles) | 0.2s | 0.5s | 10 | Fires spreads of poisonous darts. | |||||||||||||||||||||||||||||
Doggun | Semiautomatic | 5 | 200 | 8 | 0.4s | 0.8s | 5 | Fires homing, piercing, and bouncing Dogs that hunt down enemies. | |||||||||||||||||||||||||||||
Fungo Cannon | Charge (0.5s) | 5 | 200 | 1-10 (x20 Projectiles) | 1s | 1.4s | 360 | Creates clouds of hovering spores that rapidly decrease in speed the farther they travel. Spore damage is randomly multiplied, and is anywhere between 1 and 10. Projectile size and speed also reflect this, with stronger projectiles being bigger and slower. | |||||||||||||||||||||||||||||
Phaser Spiderling | Automatic | 500 | 600 | 5 (x3-5 Projectiles) | 0.1s | 1.4s | 0.1 | Rapidly fires bullets in a web formation. Leaves webbing on the ground where it's bullets travel. This webbing slows down enemies who walk on it, but does not slow down the player. | |||||||||||||||||||||||||||||
Guneonate | Semiautomatic | 3 | 200 | 10 (x6 Projectiles) | 0.45s | 1s | 0 | Fires snaking lines of six piercing bullets. | |||||||||||||||||||||||||||||
Killithid Tendril | Semiautomatic | 200 | 200 | 15 (Portals)
8 (Sub-Projectiles) |
0.4s | 1s | 0 | When fired, creates a pulsating portal bullet at a random position in the current room. These 'portals' linger for 15 seconds, and each fire a smaller 'sub-projectile' at the closest enemy to their position every second. | |||||||||||||||||||||||||||||
Gunger | Semiautomatic | 10 | 300 | 10 | 0.5s | 1.2s | 5 | Reloading Gunger while standing nearby another gun on the ground will consume the dropped gun, adding it's projectile to Gunger's rotation. Gunger will shoot a random projectile from its rotation when fired, with no projectile being more common than any other. | |||||||||||||||||||||||||||||
Sick Worm | Beam | 2000 | 2000 | 30dps (Beam)
2 (Vomit Proj) |
N/A | N/A | 0 | A short range 'beam' that constantly spews forth projectiles from its mouth. Spawned projectiles have consistent damage, but randomised speed and scale. | |||||||||||||||||||||||||||||
Mini Monger | Charge (1s) | 4 | 100 | 8 (x25 Projectiles) | 2s | 2s | 15s | Charges up to fire five chains of five projectiles each. Spews fire upon reloading an empty clip. Grants fire immunity while held. | |||||||||||||||||||||||||||||
CARRION | Beam | 600 | 600 | Complex | N/A | N/A | 5 | Fires a long, writhing beam that deals 30dps, with branching sub-tendrils that each deal 10 dps. The main beam and it's tendrils both curve towards enemies slightly.
After killing 30 enemies, the gun will level up, becoming longer, dealing 40dps, homing more tightly, and beginning to pull the player in the direction aimed. After killing a further 60 enemies, the gun will achieve max level, becoming even longer, homing even tighter, dealing 50dps, and pulling the player along even more forcefully. Taking damage while the gun is levelled up will reset the gun to the previous level and negate the damage. In addition, upon losing a level the gun will release 5-10 wiggling worms that fly out in random directions, dealing 20 damage to anything they come into contact with. | |||||||||||||||||||||||||||||
Uterine Polyp | Semiautomatic | 3 | 200 | 15 | 0.2s | 0.5s | 5 | Fires meaty bullets which leave orange goop where they impact. This goop deals 10dps to enemies standing on it, but does not harm the player. | |||||||||||||||||||||||||||||
Wrinkler | Semiautomatic | 10 | 100 | 8.5 | 0.3s | 1s | 5 | While the gun is being reloaded, any bullets that come near it's mouth will be eaten and added to its ammunition. | |||||||||||||||||||||||||||||
Butchers Knife | Charge (0s) | 1 | 35 | 3 (per frame) | 1s | 5s | 1 | Launches a knife that flies back to the user after reaching the end of its range. The longer the gun is charged, the further the knife will fly. The knife returning to the player interrupts the long reload, allowing the player to fire again.
This knife deals tick-damage to enemies, dealing 3 damage to enemies it overlaps every frame. Ignores boss dps cap. +2 Curse. | |||||||||||||||||||||||||||||
Rapid Riposte | Semiautomatic | 5 | 130 | 15 | 0.1s | 1s | 1 | Fires fast silvery bullets, capable of reflecting the first enemy projectile they collide with back at its owner.
The Riposte's shots are not impeded or destroyed by this, and will carry on as normal- just unable to reflect any more bullets. | |||||||||||||||||||||||||||||
Gumgun | Charge (1s) | 25 | 300 | 7 (Uncharged)
20 (Charged) |
0.2s | 1.1s | 5 | Fires random-coloured blobs of goo at enemies. Can be tap-fired for a weaker shot, or charged for a powerful blast. | |||||||||||||||||||||||||||||
Glooper | Semiautomatic | 10 | 200 | 10 | 0.2s | 0s | 12 | Upon reloading, the gun is forcefully thrown in the direction the player is aiming. | |||||||||||||||||||||||||||||
Accelerator | Semiautomatic | 7 | 210 | 7 | 0.1s | 1.2s | 5 | Slows enemy bullets that it's shots intersect by 50%, while it's bullets gain a 20% speed boost from each interation. | |||||||||||||||||||||||||||||
Paintball Gun | Semiautomatic | 10 | 300 | 7.5 | 0.1s | 1.1s | 5 | Fires variously coloured pellets that colour enemies they hit. | |||||||||||||||||||||||||||||
Converter | Beam | 2000 | 7dps (Beam)
5 (Converted Bullets) |
N/A | N/A | 5 | Enemy bullets that pass through the beam turn yellow and become friendly, unable to harm the player- colliding instead with enemies. | ||||||||||||||||||||||||||||||
Spiral | Semiautomatic | 1 | 150 | 25 (Main)
5 (Spiralling) |
1s | 2s | 5 | Fires a central projectile that rapidly fires smaller projectiles around it in a swirling pattern. | |||||||||||||||||||||||||||||
Gunshark | Automatic | 200 | 3996 | 5 | 0.04s | 2s | 5 | ||||||||||||||||||||||||||||||
Finger Guns | Semiautomatic | 5 | 250 | 7 | 0.1s | 0.8s | 5 | Fires invisible projectiles. | |||||||||||||||||||||||||||||
O'Brien Fist | Automatic | 30 | 500 | 5 (Projectile)
4 (x6 Fireballs) |
0.08s | 1s | 7 (Bullets)
45 (Flames) |
Final shot in the clip launches a spread of six fireballs. | |||||||||||||||||||||||||||||
Golf Rifle | Semiautomatic | 8 | 200 | 6 | 0.3s | 1s | 5 | Fires golf balls with extremely high range, which bounce and pierce a remarkable number of times, lingering in rooms for a while. | |||||||||||||||||||||||||||||
Pandephonium | Semiautomatic | 3 | 200 | 3.5 (x9 Projectiles) | 0.5s | 1s | 0 | Fires a perfectly even spread of 9 bullets. Upon colliding with an object or a wall, these bullets will always bounce back towards the player. They CANNOT hurt the player, however. | |||||||||||||||||||||||||||||
Sweeper | Semiautomatic | 8 | 80 | 5 (Bomb Projectile)
25 (Explosion) 1-8 (Numbers, x3 Numbers) |
0.5s | 1.4s | 20 | Launches three random coloured numbers from 1 to 8. The damage of these projectiles corresponds to the number they represent.
In addition to these numbers, the gun also fires an explosive bomb. | |||||||||||||||||||||||||||||
Desk Fan | Automatic | 30 | 700 | 1 | 0.11s | 0.8s | 5 | Does not shoot projectiles. Any enemy within 45 degrees of the direction aimed will take 1 damage and be knocked back each time the gun is fired. | |||||||||||||||||||||||||||||
Pencil | Automatic | 5000 | 5000 | 2 | 0.0001s | 0.1s | 0 | Leaves small black dots in the air, forming stationary bullet lines. When the gun is reloaded, these bullet lines are launched in the direction the player is currently aiming, allowing the player to draw pictures in the air and fire them at enemies. | |||||||||||||||||||||||||||||
Square Bracket | Automatic | 5 | 400 | 7 | 0.1s | 0.8s | 5 | Fires fast moving streaks of energy which move in a square wave pattern. | |||||||||||||||||||||||||||||
Square Peg | Semiautomatic | 6 | 150 | 8 | 0.12s | 1s | 5 | ||||||||||||||||||||||||||||||
Ringer | Automatic | 40 | 550 | 9.9 | 0.1s | 1s | 5 | Firing the gun pulls the player forward in the direction aimed. Any damage taken while actively holding this gun has a 25% chance to be negated. Upon negating damage, the gun launches 12 ring-shaped bullets in a circle around the user. | |||||||||||||||||||||||||||||
Snaker | Automatic | 10 | 200 | 10 | 0.45s | 1.1s | 5 | Deals 5x Damage to Bosses.
Each time it is fired, a red circle appears at a random position in the current room. Shooting the Snaker's projectile through one such red circle will destroy the circle and increase the main projectile's damage by 50%, causing it to home in on enemies and granting it an additional bounce. This can occur multiple times if the projectile 'eats' multiple red circles. | |||||||||||||||||||||||||||||
GayK-47 | Automatic | 20 | 400 | 6 | 0.15s | 1s | 5 | Every projectile fired inflicts a random status effect from the following; Fire, Slow, Poison, Freeze, Charm, Plague, or Cheese. | |||||||||||||||||||||||||||||
Laundromateriel Rifle | todo | ||||||||||||||||||||||||||||||||||||
Decretion Carbine | Automatic | 10 | 450 | 10 | 0.1s | 1s | 5 | Fires bullets which fade in both size and damage away to nothing over the course of 0.4 seconds. | |||||||||||||||||||||||||||||
RC-360 | Automatic | 20 | 500 | 4.5 (Reg Proj)
25 (Sentry Proj) |
0.1s | 0.5s | 10 | The final shot in the clip launches a larger, slow moving bullet.
Firing the gun will cause any presently active large bullets to mimic it's shooting, firing identical copies of the projectiles at the same speed, in the same direction. | |||||||||||||||||||||||||||||
Razor Rifle | todo | ||||||||||||||||||||||||||||||||||||
Uzi SPINE-mm | Automatic | 20 | 600 | 3 | 0.11s | 0.8s | 5 | Fires weakly homing vertebrae. | |||||||||||||||||||||||||||||
Autogun | Automatic | 2500 | 1 | 0.02s | 2s | 5 | Fires tiny blue pellets with extremely strong homing that swarm enemies. | ||||||||||||||||||||||||||||||
Rebondir | Automatic | 20 | 450 | 5.5 | 0.11s | 1.1s | 5 | Fires fast moving green bolts that bounce up to three times.
Projectiles gain +30% damage with every bounce. | |||||||||||||||||||||||||||||
Big Shot | Automatic | 3 | 100 | 29.99 | 0.45s | 1.6s | 5 | Every projectile fired chooses a random effect from the following list; Piercing, Bouncing, Remote Control, Angry Bullets, Orbital Bullets, or Homing.
Pressing f1 while holding the gun heals 1 heart (+1 Armour as Robot). This can be done once per run. | |||||||||||||||||||||||||||||
W3irdstar | Charged (0.5s) | 2 | 80 | 20 (Large Projectile)
5 (Small Projectiles) |
0.45s | 1s | 0 | Fires a large star-shaped projectile on a wiggly trajectory.
After a certain distance, this large projectile splits into 40 smaller projectiles that each travel out in an even circle, on their own wiggly trajectories. | |||||||||||||||||||||||||||||
Seismograph | Automatic | 10 | 300 | 4 | 0.17s | 1.3s | N/A | Does not fire projectiles.
When the gun is fired, all enemies in the room take damage simultaneously, and are knocked in a random direction. | |||||||||||||||||||||||||||||
Cash Blaster | todo | ||||||||||||||||||||||||||||||||||||
Poco Loco | Beam | 500 | 5 DPS (per beam) | N/A | N/A | 5 | Fires an erratic piercing, homing, and bouncing technicolour laser which splits into three more lasers after four tiles. | ||||||||||||||||||||||||||||||
Bio-Transtater 2100 | Automatic | 10 | 200 | 10 | 0.25s | 1.5s | 5 | Enemies shot by this gun are transmogrified into another enemy type chosen at random from nearly every enemy in the game. | |||||||||||||||||||||||||||||
Icicle | Semiautomatic | 10 | 220 | 8 | 0.5s | 1s | 5 | Fires icicles that slightly freeze enemies and leave small puddles of water. Increases in damage by 20% for every level of coolness the user possesses. | |||||||||||||||||||||||||||||
Gunjurer's Staff | Charge (0.8s) | 3 | 45 | 3 (x22/36/30 Projectiles) | 0.5s | 1.5s | 5 | Charges up to fire a rotating shape of bullets, similarly to the attacks of the Apprentice Gunjurer. Chooses randomly between a circle, x, square, or triangle. | |||||||||||||||||||||||||||||
Initiate Wand | Semiautomatic | 4 | 180 | 8 (Spark)
17 (Energy Ball) 5.5 (Bounce Bolt) 22 (Pink Orb) |
0.25s | 0.7s | 5 | Randomly selects between a fast moving spark, a slow moving energy ball, an extremely fast bouncing green bolt, or a quickly diminishing pink orb to fire each run. | |||||||||||||||||||||||||||||
Lightning Rod | Beam | 1700 | 30 dps | N/A | N/A | 5 | Fires an electric beam which electrifies puddles of water. | ||||||||||||||||||||||||||||||
Orb of The Gun | Semiautomatic | 15 | 125 | 20 | 0.7s | 1.2s | 5 | Reloading with a clip that is more than 50% empty will trigger a mini-blank effect at the player's position. | |||||||||||||||||||||||||||||
Spear of Justice | Semiautomatic | 100 | 200 | 20 | 0.5s | 1s | 0 | Fires piercing blue spears. | |||||||||||||||||||||||||||||
Protean | Semiautomatic | 6 | 200 | 15 | 0.4s | 0.8s | 5 | Fires small bullets that erratically re-aim themselves into random directions mid air, bouncing off walls. | |||||||||||||||||||||||||||||
Bullet Blade | Charge (1s) | 1 | 50 | 8 (x45 Projectiles) | 2.5s | 1s | 70 | Charges up to release a huge swathe of bullets similarly to the attack of a Gun Nut.
+1 Curse. | |||||||||||||||||||||||||||||
Bookllet | Automatic | 20 | 400 | 5 | 0.05s | 0.7s | 0 | Rapidly creates stationary bullets. After hanging in the air for 1.5 seconds, these stationary bullets launch themselves at the nearest enemy.
Reloading releases a Φ symbol around the player, with each of the bullets forming it dealing 7 damage. | |||||||||||||||||||||||||||||
Lorebook | Semiautomatic | 4 | 110 | 25 (Knight)
20 (Rogue) 20 (Bard) 15 (Wizard) |
0.6s | 1s | 5 | Creates one of four homing 'adventurer' bullets each with its own class, stats, and abilities;
| |||||||||||||||||||||||||||||
Beastclaw | Automatic | 100 | 1500 | 4 | 0.05s | 1s | 20 | Fires projectiles directly from the location of the player's cursor.
On controller, projectiles are fired at a set distance away from the player in the direction aimed. | |||||||||||||||||||||||||||||
Bullatterer | Automatic | 30 | 400 | 15 | 0.35s | 1.5s | 0 | Spawns friendly Bullats who fly around the room for a time before firing themselves at enemies. | |||||||||||||||||||||||||||||
Entropew | Automatic | 40 | 300 | 6 (x2 Projectiles) | 0.1s | 1.5s | 2 (Projectile 1)
20 (Projectile 2) |
Fires two projectiles, one with high accuracy and one with low accuracy.
Opening the Entropew while holding a chest consumes 150 ammo and randomises the Chest's contents, allowing them to be either an item or a gun, and from any tier. Opening a chest while holding the Entropew with less than 150 ammo has no effect. | |||||||||||||||||||||||||||||
Missinguno | ? | ? | ? | ? (x? Projectiles) | ? | ? | ? | Randomises all of its stats each time the player moves down a floor, including shooting style, amount of bullets fired, and max ammo. Fully refills it's ammo every floor.
The projectile fired is chosen at random from another gun in the game, and all of its stats are also randomised. | |||||||||||||||||||||||||||||
Paraglocks | Semiautomatic | 5 - 6 - 7 -8 - 10 - 15 | 350 - 500 | 6.5 - 7.15 - 7.8 - 18.2 | 0.1 - 0.15 - 0.2 - 0.25 | 0.9 - 1.0 - 1.2 - 1.3 - 1.5 | 5 - 7 - 10 | Randomly switches form between different starter weapons every 1 to 20 seconds. Deals 30% more damage than the base forms of the starter weapons, however. | |||||||||||||||||||||||||||||
Creditor | Semiautomatic | Count | 35 | 0.1s | N/A | 3 | Draws ammo from the user's Hegemony Credit wallet, costing 1
each time it's fired. 25% chance to ignore boss DPS cap with every shot. Gives 10 when picked up for the first time in a run. Picking up ammo while holding the gun grants an additional 10. | ||||||||||||||||||||||||||||||
Blankannon | Semiautomatic | Blank Count | 100 | 0.5s | N/A | 0 | Draws ammo from the user's current amount of held blanks, costing one blank to fire. Ignores Boss DPS Cap.
Bullets do a blank effect at the point of impact. Additionally, firing the gun creates a mini-blank effect at the position of the gun's barrel. Gives 2 Blanks when collected for the first time in a run. Gives 2 Blanks every time the user collects ammo for the weapon. | ||||||||||||||||||||||||||||||
Viscerifle | Semiautomatic | ? | User HP Amount | 100 (Half Heart)
120 (Armour) 5000 (Old Crest) |
0.5s | 0.8s | 0 | Fires the player's health as ammunition.
Half Hearts trail red goop on the ground. Armour and the Old Crest will trigger a blank effect where they hit. Firing will consume the Old Crest if it is held. Can kill the player if fired while they are one hit from death. Invulnerability does not allow for free shooting. The Shade can fire this gun for free. (However, if the Shade has the Old Crest, firing the gun will still remove the Crest). | |||||||||||||||||||||||||||||
Master's Gun | Semiautomatic | 6 | 50 | 50 (Generic)
80 (Master Round) 100 (Forge Master Round) |
0.4s | 1s | 5 | Fires large piercing rounds. For every Master Round the player holds, the gun has a chance to fire a specialized Master Round projectile with special effects.
With all five master rounds, every shot will be some form of Master Round.
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Wrench | Semiautomatic | 10 | 400 | 8 | 0.5s | 1s | 5 | Deals 10% more damage for every non-vanilla (modded) item or gun the player has in their inventory. | |||||||||||||||||||||||||||||
Pumhart | Charge (5s) | 1 | 10 | 150 | 5s | 5s | 0 | Fires gigantic cannonballs that bounce around the room up to 140 times, or until they run out of range. Pierces enemies. Does not lose damage upon piercing an enemy.
These cannonballs block enemy projectiles. |