Weapons

''Here's a list of weapons currently available in the game, sorted by types of ammo they use. Melee is a separate type, even if some of the melee weapons use ammo.''

Weapon tables explanation
''Weapon Chest drop - Weapons are obtainable from Weapon Chests in the area listed and all areas after. Weapon drops are calculated by the difficulty number. Difficulty is the number of portals you entered; it determines the amount of enemies spawning in the area. Entering a Crown Vault or the Sewers Secret Area counts as entering a portal and increases the difficulty by one each time you exit them, so you get better weapons sooner but there are more enemies.''

''If a weapon is meant to drop on difficulty 11 that would mean the weapon drops in area 5-3 from enemies, 5-2 from Weapon Chests, and 4-1 from Cursed Chests. Robot's passive reduces the number by one (5-2, 5-1 and 3-3).''

The tables below feature regular Weapon Chest and Large Weapon Chest drops only (the middle number) without entering Crown Vaults and the Sewers Secret Area, no enemy drops, no Cursed Chest drops, and without using Robot's passive.

Also check the Weapon Chest drops table at the bottom of this page.

''Damage per shot/swing - This is calculated under the assumption that you are clicking once. Automatic weapons are also judged by this, meaning their damage value is just for a single shot, not sustained fire. Same rules apply to Ammo per shot/swing.''

''If the damage value has a colored minimum-maximum value it can do damage over time. In most cases the target can take the minimum value of damage multiple times per its hit animation. For example a Big Explosion can deal 5 damage per hit and can cause the target to have two hit animations, which means it can do a max of 10 damage and that's listed as 5-10. ''

''Big and small explosions, blood explosions, fire, discs, lasers, lightning, plasma projectiles and plasma explosions deal damage over time but the mechanic for each is different and is explained below. Melee swing projectiles can't damage enemies that are in their hit animations, meaning they can hit the target only once. Melee Energy Weapons affected by the Laser Brain mutation can hit the target twice with one swing.''

Firing methods:
 * single shot - one click = weapon fires once
 * burst - one click = weapon fires multiple times then stops
 * automatic - you can hold down the button and weapon will continue to fire
 * burst/automatic - one click = weapon fires multiple times, but you can also hold down the button and weapon will continue to fire out in bursts.

''Reload time/swing delay - The delay a weapon has between each click listed in seconds. During this period of time the weapon is unable to fire/swing. Burst weapons have a delay between each burst. Automatic weapons reload automatically but still have a delay between shots. Melee weapons have delay between each swing. Reload time can be reduced by mutations like Stress or Trigger Fingers. Y.V. has passively reduced reload time for all weapons. Lower reload time means higher rate of fire.''

''Spread angle - The randomized directional offset that a weapon fires projectiles with. Some weapons have a "Fixed" spread offset in addition to the randomized one, such as Triple Machinegun's 15°. For the spread angle with the Eagle Eyes mutation, multiply by 0.3 (Triple Machinegun would have an offset of 0.9° and a fixed offset of 4.5°).''

Bullet Weapons
Most bullet weapons fire the same standard yellow rounded projectiles, but at different fire rates and accuracy (i.e. the Minigun will kill an enemy in the same number of bullets as the revolver).

Bullet weapons are general purpose weapons, with more abundant ammo than other weapon types and a much higher max ammo capacity of 255 without any mutations and 555 with Back Muscle.

The mutation Recycle Gland has a 60% chance to give you +1 ammo whenever you hit an enemy or a prop with a bullet or +2 ammo with a heavy bullet.

Pop
Pop bullet weapons use bullet ammo but fire shotgun-like Pellets that bounce off walls and do less damage from a distance, but the same damage as bullets from up close (for two frames after leaving the weapon, that damage value will be in brackets).

''The mutation Recycle Gland doesn't work with these weapons but Shotgun Shoulders does affect the bouncing projectiles, increasing the range they travel after bouncing off walls. They will also deal the increased damage right after bouncing.''

Flame Pop
''Flame Pop bullet weapons use bullet ammo but fire Flame Pellets. Flame Pellets turn into fire particles on contact with the target, dealing impact damage and then fire damage. Hitting a target with multiple Flame Pellets will deal all impact damage first and then deal fire damage. They do slightly more impact damage from up close (for two frames after leaving the weapon, that damage value will be in brackets). Flame Pellets turn into fire on contact with a wall and don't bounce off. They will also change into fire after some distance, without hitting anything.''

''A single fire particle can hit the target multiple times after touching it, creating a burn effect that does 2 damage per hit animation, up to 6 damage. The burning enemy can be damaged by fire again only after the hit animation stops, but there's a small chance for another burn to trigger and ignore the animation. That chance is 1/(25 + amount of flames), which means it gets smaller with each fire particle that hits the enemy at the same time. Fire doesn't damage the player and can't destroy enemy projectiles.''

''The mutation Recycle Gland doesn't work with these weapons but Shotgun Shoulders does. It gives Flame Pellets the ability to bounce off walls, but the bounce distance isn't as long as with regular pellets and they can bounce off only once. They will also deal the increased impact damage right after bouncing. ''

Bouncer
''Bouncer bullet weapons fire rotating bullets, that bounce off walls. Bouncing bullets have the same range as regular bullets but don't move as fast. Unlike shotgun pellets, these projectiles can travel all the way across the level after bouncing. They can bounce only once and will disappear after hitting a second wall.''

The Recycle Gland mutation works with these weapons but Shotgun Shoulders doesn't.

Shell Weapons
''All shell projectiles bounce off walls and do more damage from up close (for two frames after leaving the weapon, that damage value will be in brackets). Shell weapons are divided into three projectile categories: pellets, flame pellets and slugs.''

''The mutation Shotgun Shoulders increases the range projectiles travel after bouncing off walls. They will also deal the increased damage right after bouncing.''

Pellets
Shotgun type weapons that fire a spread of pellets over a small range and flak cannons, that fire round projectiles which split into pellets.

Flame Pellets
''Flame Pellets turn into fire particles on contact with the target, dealing impact damage and then fire damage. Hitting a target with multiple Flame Pellets will deal all impact damage first and then deal fire damage. Flame Pellets turn into fire on contact with a wall and don't bounce off. They will also change into fire after some distance, without hitting anything.''

''A single fire particle can hit the target multiple times after touching it, creating a burn effect that does 2 damage per hit animation, up to 6 damage. The burning enemy can be damaged by fire again only after the hit animation stops, but theres a small chance for another burn to trigger and ignore the animation. That chance is 1/(25 + amount of flames), which means it gets smaller with each fire particle that hits the enemy at the same time. Fire doesn't damage the player and can't destroy enemy projectiles.''

''Shotgun Shoulders mutation gives Flame Pellets the ability to bounce off walls, but the bounce distance isn't as long as with regular pellets and they can bounce off only once. They will also deal the increased impact damage right after bouncing. ''

Slugs
''Slug weapons fire a large, accurate projectile at longer range than shotguns. Slug weapons also have the added effect of causing enemy corpses to be thrown & bounce off walls, causing impact damage to any living enemies that they collide with.''

Bolt Weapons
Bolt weapons give the players an increased field of vision when equipped (camera tracks cursor further), they also have a laser pointer which makes them the most accurate weapons in the game.

The mutation Bolt Marrow lends bolt weapons a degree of homing towards enemies.

Bolts
''Bolts are fast moving thin, black projectiles that deal high damage. Bolts can penetrate enemies on a killing blow, otherwise they remain lodged in the enemy. A bolt doing 20 damage pierces anything under 10 HP.''

Splinters
''Splinters are smaller versions of bolts. They deal less damage but are fired in larger numbers, covering a wider area. Unlike bolts, splinters can't pierce through targets.''

Seekers
''Seekers are slow-moving darts that home towards enemies when near them. They deal 9 damage each and like splinters can't pierce through targets. Seeker weapons fire inaccurately but the homing projectiles make up for it.''

''The Bolt Marrow mutation improves the homing properties of seekers. With it they will home from further away, and take much sharper angles.''

Discs
''Discs function very differently from regular bolt and splinter weapons. Discs are slowly moving sawblade projectiles that bounce off walls and always pierce through enemies. They can also hurt the player.''

''Most effective use of disc weapons is firing a bunch of discs in a room, quickly leaving that area to avoid getting hit and letting the bouncing projectiles do their job. The discs can also be reflected with Crystal's shield ability or a melee weapon and pushed away with Eyes' Telekinesis ability.''

''A single disc does 6 contact damage per hit and it hits the target as long as it's in contact with it. The max damage it can do is hard to determine as it depends on how fast the disc is traveling and how big the target is. The bigger the target and the longer it is in contact with the disc, the more damage it will take.''

Explosive Weapons
Explosives destroy walls and can damage the player, with the exception of weapons that cause Blood Explosions and all Fire type weapons.

There are three types of a regular explosion:

''Big Explosion - Bigger version of the regular explosion. Deals 5 damage if hit by a single instance of an explosive blast but it's easy to be hit two times by standing close to the explosion's center. This can deal 10 damage instantly.''

''Small Explosion - Smaller version of the regular explosion. Has less range than a Big Explosion but deals the same amount of damage.''

''Big Green Explosion - Has the same range as a regular Big Explosion but deals much more damage. Deals 12 damage if hit by a single instance of an explosive blast but it's easy to be hit two times by standing close to the explosion's center. This can deal 24 damage instantly.''

''The mutation Boiling Veins makes the player immune to collateral damage from explosive weapons while at or below 4 health, as well as explosions from other sources, and makes explosions unable to hit you a second time, but does not protect against toxic gas, which some explosives release. Boiling Veins also makes you immune to fire from Fire Traps and Fire Salamanders.''

Mini Grenades
''Mini Grenades cause Small Explosions when impacting a prop, wall, or enemy. They explode after a short time if they don't impact anything; the individual mini grenades have their own random detonation timers which will always be shorter than that of a regular grenade. ''

Missiles
''Missiles are projectiles that instantly explode on impact with enemies, props or walls. Unlike grenades they will constantly travel and have to hit something to explode.''

Blood Explosions
''Blood Explosions are the same type of explosions Melting creates with his active ability. Like Melting's explosions, they do not destroy walls and do no damage to the player. The explosions will instead destroy any projectiles in their blast radius.''

''Regular big explosions deal 5 damage per hit animation, up to 10 damage. Despite dealing less damage per hit than a regular big explosion, Blood Explosions can hit the target more than two times (but not instantly), resulting in 12 damage per explosion.''

''If you run out of ammo with Blood Explosive weapons they will take your health instead, dealing damage to your character each shot, which can kill you. The weapons will also stop firing automatically until you get ammo again.''

Fire
''A single fire particle can hit the target multiple times after touching it, creating a burn effect that does 2 damage per hit animation, up to 6 damage. The burning enemy can be damaged by fire again only after the hit animation stops, but theres a small chance for another burn to trigger and ignore the animation. That chance is 1/(25 + amount of flames), which means it gets smaller with each fire particle that hits the enemy at the same time. Fire doesn't damage the player and can't destroy enemy projectiles.''

Energy Weapons
 ''Energy weapons are very effective, but can use up a lot of ammo fairly quickly. Each energy weapon can hit a target multiple times dealing damage per hit animation. ''

The mutation Laser Brain makes energy weapons much more powerful by increasing the duration and size of their attacks by 20%.

Laser
''All laser energy weapons fire an instantly hitting lime green beam. The beam can hit a target up to 5 times and does the same amount of damage each hit. It can also pierce through enemies and has infinite range. Piercing through enemies causes the laser to shrink and shortens its distance. The laser will also deal less damage (will hit less times) to enemies that get hit after the first target.''

Plasma
''Plasma energy weapons fire out green plasma spheres. The plasma projectile has its size and damage reduced slightly every time it hits something. It can hit multiple times piercing through targets until it becomes very small and causes a Plasma Explosion.''

''As a plasma projectile shrinks it deals from 4 to 2 damage (the smaller the projectile gets the less damage it does), doing a max of 16 damage and after that explodes into a Plasma Explosion. Bigger plasma projectiles act similar but deal more damage and instead of exploding, break walls and split into smaller plasma projectiles.''

''The Plasma Explosion deals 10 damage per hit, up to 2 times if the enemy is still in contact with it. The projectiles have knockback so firing at an enemy near a solid surface, such as a wall, will allow you to maximize the damage. The wall will keep the enemy in place to receive the maximum number of hits. The explosion doesn't destroy walls nor does it damage the player.''

Plasma Explosions
''These weapons use only the explosion part of plasma to do damage. A single plasma explosion deals 10 damage per hit animation and can hit a target up to 2 times. If an enemy is hit by multiple plasma explosions at once, the damage they do doesn't stack until the first explosion expires, resulting in only 20 damage in most cases. ''

These explosions don't destroy walls and do no damage to the player.

''Laser Brain mutation doesn't affect the damage of plasma explosions. Devastator's trail is 40% slower with Laser Brain, which means more explosions.''

Lightning
''Lightning energy weapons fire out blue colored lightning rails that act similar to the laser beam. The rails are much thinner, randomly home to nearest targets and bounce off walls.''

''Lightning rails create an electrocution visual effect, but do not do damage in line with the animation. A single lightning rail does 7 damage every other hit animation. The longer it's in contact with an enemy the more times it can do damage, up to 2 times. ''

Currently lightning rails don't stack, which means hitting an enemy with multiple lightning rails at the same time will only deal 7-14 damage.

Melee Weapons
Melee is a separate weapon type, even if some of the melee weapons use ammo.

''Melee weapons function essentially as guns that fire a short ranged projectile in the shape of the weapons swing (the visual of the swing trail), meaning it hits all enemies in its range. The swing hits an enemy only once (glancing blows deal full damage) and melee only damages enemies that aren't already playing their hurt animation''. However, charging enemies can still be hit multiple times because they do not enter the hurt animation, and energy melee weapons with Laser Brain often stay around long enough to deal damage multiple times.

Currently all melee weapons can attack through walls.

The mutation Long Arms extends the range of the swing visual, allowing it to move further

''Melee weapons that create a crescent swing will reflect red projectiles, blue I.D.P.D. projectiles and destroy all projectiles that are green. Projectiles reflected by the player deal damage to enemies and will go through your character dealing no damage.''

''Grenades will also be knocked away with melee weapons, and this can be utilized with Steroid's dual wielding as you can instantly hit them as soon as they are fired. Hitting grenades with melee weapons that don't reflect projectiles will cause an explosion.''

Regular
Regular Melee Weapons don't use ammo.

Explosive
Explosive Melee weapons use Explosive ammo for each swing.

Energy
''Energy Melee weapons use Energy ammo for each swing. The Laser Brain mutation causes the swing projectile to last longer so it can hit the target twice, and the arc also gets slightly bigger.''

Ultra Weapons
''Ultra weapons are much stronger versions of some regular weapons. The difference between ultra weapons and regular weapons is that ultra weapons use the same type of ammo as their regular counterparts as well as Rads (experience). They start to drop from enemies and Weapon Chests after looping the game.''

''If your experience bar is empty the ultra weapon won't fire. The experience usage does not dip into previous levels; that radiation was already used for mutations.''

If Robot eats an ultra weapon, it gets the usual amount of ammo/health and 14 rads.

Golden Weapons
Golden weapons exist as variations on some regular weapons. The difference between golden weapons and regular weapons is very subtle and is different per weapon. All golden weapons emit shine particles and have an echoing sound when they are fired. They are obtained by opening a Golden Weapon Chest and can be found in regular Weapon Chests and drop from enemies after looping the game.''

''When your character goes through a level ending portal with a golden weapon in either weapon slots, from that point it becomes that character's starting weapon. You will be able to switch it with your default starting weapon at any time on the character selection screen. If you had a golden weapon in both of your slots when entering a portal and one of them is already the starting weapon, the other golden weapon becomes starting weapon (this may result in continuous switch between two weapons if you keep entering portals with them); if neither of two weapons was starting, the one from your primary slot becomes the starting weapon (this includes Steroids). Golden weapons can't be used as starting weapons during a Daily Run.''

If Robot eats a golden weapon it gains ammo and/or health of an amount equal to four mini pickups.

Cursed Weapons
''Cursed weapons emit purple smoke and have purple outlines when equipped. They are obtained by opening a Cursed Chest. In order to have cursed chests spawn you will need to have a Crown.''

Cursed Chests can contain weapons from two difficulties higher, which means a weapon that normally drops from a regular Weapon Chest in 5-3 can be inside a Cursed Chest in 5-1 (check the Weapon Chest drops table).

''Once you've picked up a cursed weapon you can't drop it until the weapon is "cleansed". However, it can still be switched with your secondary weapon. You can also swap it for other cursed weapons you pick up, unless your current cursed weapon is out of ammo. In order to cleanse the cursed weapon you must do one of the following:''
 * Enter a Crown Vault and touch the Crown Pedestal.
 * Choose the Last Wish mutation.
 * Loop the game.

''If you have a Crown, there's a 1/7 chance that a regular Weapon Chest turns into a Cursed Chest. Large Weapon Chests can't become cursed and will spawn in place of a Cursed Chest. Having multiple crowns doesn't increase the chance of getting a Cursed Chest.''

''Weapons that drop from regular Weapon Chests in area 1-1 can't be found in Cursed Chests. Any other weapon in the game can be cursed, including Golden and Ultra Weapons.''

''If you are carrying two Cursed Weapons, enemies have a 50% chance to drop Cursed Mini Ammo Chests instead of regular Mini Ammo Chests. ''

If Robot eats a cursed weapon, it gains the usual amount of ammo/health and loses 7 health which can be lethal.

 Secret Weapons Weapons with secret drop conditions.

Weapon Chest drops table
Version 1.22 (for Update #97 - #98)

Won't have Desert Secret Area info until that area's difficulty/drop mechanics are finished.

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