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NSFWLorebookIncludes all weapons and arms of V1 from Ultrakillfrom Chub
Tokens: 0 permanent · Lorebook: up to 687 tokens triggered, 10,342 across all entries · estimated prompt budget 687
Listed as “V1 Arsenal Lorebook”
- Format
- V2
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 1
- Stars
- 35
- Favorites
- 13
- Messages
- 1
- Forks (upstream)
- 1
- Tokens (upstream)
- 10,342
Last checked on Chub: Created Updated Archived since
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35 entries · scan depth 10 · budget 2,048 tokens · recursive scanning on
Book settings
- #1Revolver
Keys: Revolver
Enabled · After character · Order 10 · 100%
Entry settings
Revolver[ The revolver resembles a conventional revolver with sci-fi accoutrements: above the grip there appears to be a battery with a cable connecting it to the on-board display, and in place of a conventional muzzle there is a tall, glowing rectangular opening. Its cylinder has six chambers that glow the color of the current variant.
Piercer( The Piercer Revolver's chambers glow neon blue. Its interface displays a neon blue 3-segment battery icon. The icon indicates the alt-fire reaching full charge and the cooldown in-between alt-fires.)
Marksman( The Marksman Revolver's chambers glow neon green. Its interface displays 4 green circles, indicates the number of available coins. The display also indicates how long until each coin recharges, and makes an audible "ding" noise when one is available again that rises in pitch the more coins available there are.)
Sharpshooter( The Sharpshooter Revolver's chambers glow neon red. Its interface displays 3 rectangles, indicating the number of available charged shots. The display also indicates how long until each shot recharges.)
The Revolver's primary fire shoots microscopic, magnetically-accelerated metal shards in the form of a white hitscan beam. It deals modest damage and has a decent fire rate, making it a consistent, reliable weapon at any range.]
- #2Piercer Revolver
Keys: Piercer Revolver
Enabled · After character · Order 10 · 100%
Entry settings
Piercer Revolver[ Holding alt fire will begin to charge the Piercer, reaching full charge after 0.5 seconds. If released before then, the charge will be lost and the gun will revert to its default state without firing anything.
When released at full charge, the Piercer fires a blue beam consisting of three 1-damage hitscans, which will strike an enemy consecutively. If the enemy dies before all three hitscans strike it, the remaining hitscans will continue past the enemy's corpse, striking any other enemy behind it. This allows the weapon to kill up to three enemies with one shot.
The alt fire must cool down for 2.5 seconds before it can be used again. However, the primary fire will remain usable during this cooldown.]
- #3Marksman Revolver
Keys: Marksman Revolver
Enabled · After character · Order 10 · 100%
Entry settings
Marksman Revolver[ The Marksman holds a maximum of four coins. Pressing alt fire will throw a coin into the air in an arc. This arc will change depending on V1's current velocity: as long as V1 continues to move in the same direction they were moving when they threw the coin, the arc will be the same relative to V1. The Marksman will recharge one coin at a time, and takes 4 seconds to recharge each coin - if V1 throws all four coins, it will take 16 seconds to recharge them all.
Coins themselves deal no damage. However, shooting a coin with a hitscan attack will increase the shot's damage and deflect the shot into the closest target it has line of sight to.]
- #4Sharpshooter Revolver
Keys: Sharpshooter Revolver
Enabled · After character · Order 10 · 100%
Entry settings
Sharpshooter Revolver[ Holding down alt fire will rapidly spin the gun to charge it. After being held for at least 0.3 seconds, releasing alt fire will shoot a red beam that pierces through all enemies in its path, then bounces off the wall it hits. How many times it bounces depends on how long the gun is spun: if held for 2.5 seconds, the beam will bounce 3 times before disappearing the fourth time it hits a wall.
The beam's damage depends on how many times it bounces. When freshly fired, the beam deals 1 damage to each enemy in its path. Every time the beam bounces off a wall, an additional 1-damage hitscan is added, up to a maximum of 3 damage to each enemy.
When bouncing off of a wall, the beam's new angle is normally equal and opposite to the angle at which it struck the wall. However, if at least one enemy's weakpoint is within a few degrees of the new path, the beam will readjust itself to aim at the nearest weakpoint.
If the beam collides with any enemy projectile, that projectile will be destroyed and produce a 7-damage red explosion after a brief hitstop. It will only destroy the first projectile it collides with; the rest will be left untouched.
The Sharpshooter has 3 charges, which take 6.6 seconds each to recharge. Using its alt fire will consume one charge, regardless of how long the beam is charged.]
- #5Alternate Revolver
Keys: Slab Revolver, Alternate Revolver
Enabled · After character · Order 10 · 100%
Entry settings
Alternate Revolver[ The Alternate Revolver (colloquially known as the Slab Revolver) is the Alternate Weapon form of the Revolver. It has a slower firing speed than the standard Revolver, and cannot utilize locational damage, but in turn has much more powerful shots.
It resembles the standard Revolver, possessing many futuristic elements, batteries within its chamber, and a heads-up display directly above. Unlike the Revolver, it has a contoured grip, with color indicators being placed along the side of the barrel rather than on its chamber. The chamber is cross-shaped, only holding what appears to be four batteries. The Alternate Revolver also has an external hammer which must be pulled back before each shot, and possesses a normal muzzle rather than the tall, rectangular glowing opening present on the standard Revolver.
The Alternate Revolver fires two 1.25 damage hitscans per shot, for a total of 2.5 damage. Unlike the standard Revolver, these hitscans are not affected by locational damage, but they will still give locational damage style bonuses such as +HEADSHOT and +LIMB HIT, and will produce a greater amount of blood from an enemy when performing locational attacks. The primary fire of the Alternate Revolver, in general, heals V1 more than the standard Revolver. When used against weaker enemies, it can quickly restore V1's health to full or to their Hard Damage cap.
After each shot, the hammer is pulled back to fire again, making continuous shots much slower. If V1 swaps away from the Alternate Revolver before the hammer animation is finished, and then back to it within a few seconds, a longer reload animation will play before the Alternate Revolver can be fired again. Unlike weapons such as the Rocket Launcher, each variant of the Alternate Revolver has an independent firing cooldown.]
- #6Alternate Piercer Revolver
Keys: Alternate Piercer Revolver, Slab Piercer Revolver
Enabled · After character · Order 10 · 100%
Entry settings
Alternate Piercer Revolver[ The Alternate Piercing Shot fires six 1.25 damage hitscans, totaling 7.5 damage, with a longer recharge than Standard. However, if 4 hitscans hit a single enemy, the next 2 hitscans will pass through, meaning only 5 damage is dealt to a single enemy. This downside can be negated by hitting a coin with a piercing shot within its splitshot window, causing all of its hitscans to damage a single target.
Just like with the standard Revolver variant, the revolver's primary fire still works during the piercing shot's cooldown.]
- #7Alternate Marksman Revolver
Keys: Alternate Marksman Revolver, Slab Marksman Revolver
Enabled · After character · Order 10 · 100%
Entry settings
Alternate Marksman Revolver[ The coins themselves which are thrown by the Alternate Marksman are functionally identical to those thrown by the standard variant. The difference in mechanics is instead based on which kind of Revolver shot the coin.
Alternate Revolver hitscans will gain an additional 0.5 damage from the first coin they chain to, and an additional 0.25 damage from any subsequent coins in that chain. Thus, the first coin effectively adds 1 damage to each shot, and subsequent coins add 0.5.
Alternate Revolvers have a unique effect for hitting coins within their splitshot window (during the brief flash of a coin at the peak of its throwing arc, or at any point ~1 second after throw). Hitting a coin with the Alternate Revolver's shot during the splitshot window will add an additional hitscan to the shot. This effect stacks with any coins chained to which are hit within their respective splitshot window. Additionally, if a coin is hit by the Alternate Piercer's piercing shot during a splitshot window, all 6 of its hitscans will be able to hit a single enemy, which, combined with the additional hitscan gained from the splitshot, allows an enemy to be targeted by 7 hitscans at once.
Alongside the ability for splitshots to add hitscans to a shot, hitting a splitshot will also quickly spin the Alternate Revolver, instantly resetting the firing cooldown of all currently equipped Alternate Revolvers in V1's loadout.]
- #8Alternate Sharpshooter Revolver
Keys: Alternate Sharpshooter Revolver, Slab Sharpshooter Revolver
Enabled · After character · Order 10 · 100%
Entry settings
Alternate Sharpshooter Revolver[ The Alternate Sharpshooter's alt-fire spins up the Revolver to deliver a shot that bounces off of walls, increasing in number of hitscans with each bounce. Each hitscan of the alternate fire deals 1.25 damage, much like the primary fire. The number of hitscans per bounce begins at 2, for 2.5 damage, and can reach up to 4, for a total of 5 damage. Shots fired by the Alternate Sharpshooter will also infinitely pierce enemies, and can detonate mid-air projectiles.
The Alternate Sharpshooter's spin-up to maximum charge when using alternate fire is near-instantaneous, unlike the standard Sharpshooter which must spin for up to 1 second to maximize the amount of possible bounces per shot.
Due to the Alternate Revolver's lack of locational damage, the Alternate Sharpshooter's minor aim assist on bounce will not prioritize headshots or limb hits.]
- #9Shotgun
Keys: Shotgun
Enabled · After character · Order 10 · 100%
Entry settings
Shotgun[ The Shotgun appears to be a futuristic, double-barreled, break-action shotgun with a 4-segment bar display with the variant's color at the side. 2 cylindrical cores can be found in the chamber, which is flipped open to vent the overheated cores on the Core Eject and Sawed-On variants' primary fires. The Pump Charge variant's chamber is never revealed, instead the grip slides back and forth in its reload animation, similiar to a conventional pump action shotgun.
Core Eject( After ejecting a core, the 2 cores are replaced with a flip of the shotgun. Its display shows how far the core will eject, which goes from blue to red as it charges. During the shotgun's idle state, the meter glows blue.)
Pump Charge( Its display shows the amount of pump charges the shotgun currently has, turning from green to yellow to red with each subsequent pump. After 3 pumps, the display begins flashing red and makes an alarming beeping noise, indicating an imminent explosion.)
Sawed-On( The Sawed-On Shotgun has a retractable chainsaw attached to its side. While holding alternate fire, the saw can deal melee damage, and upon release it will be sent forward, then return backwards like a yoyo. The display will turn from red to gray as the chainsaw recharges.)
The primary fire of the Shotgun fires a wide spread of concentrated heat pellets, which spread out as they travel. These pellets deal 0.25 damage each across all variants, but the amount of pellets fired and reload time changes with the variants; the Core Eject and Sawed-On fires 12 pellets and takes 1.25 seconds to reload, while the Pump Charge fires 10 pellets and takes 0.9 seconds to reload. The primary fire has limited piercing capabilities. If more than enough pellets to kill an enemy hit it, the excess pellets will continue their trajectory.
Shotgun pellets can be parried with the Feedbacker immediately after firing, increasing their velocity and causing them to explode on impact. Shotgun pellets can also be detonated with the Sharpshooter Revolver's alt fire, causing a red explosion on detonation. After a shot is fired, the Shotgun has a brief cooldown period before it can be fired again.]
- #10Core Eject Shotgun
Keys: Core Eject Shotgun
Enabled · After character · Order 10 · 100%
Entry settings
Core Eject Shotgun[ When using the alternate fire, the core contained within begins charging up. The core can be released immediately upon activating the alternate fire, launching it a short distance in front of V1. The alternate fire can also be held, increasing the velocity and distance of the core's travel until it is fully charged. The core, once launched, travels in an arc and explodes on contact with a surface or enemy. The core itself deals 3.5 damage to any enemy it hits. The core does not inherit V1's momentum.
The core can be shot by any hitscan weapon before it has detonated, exploding with a larger radius when performed. When shot with any Revolver hitscan or Electric Railcannon, the core produces a larger, red explosion which deals 7 damage to any enemy it hits. If shot by a core or rocket boosted by the Impact Hammer, or the Malicious Railcannon, a much larger explosion will occur with the inner radius being that of whichever hitscan was used to make the shot. The blast will deal 13.25 damage to any enemy it hits.
Cores shot by the Core Eject are the first object to be prioritized by coins from the Marksman Revolver after other coins.]
- #11Pump Charge Shotgun
Keys: Pump Charge Shotgun
Enabled · After character · Order 10 · 100%
Entry settings
Pump Charge Shotgun[ Pressing alternate fire will pump the shotgun and increase the amount of pellets fired by the next primary fire, along with the spread of the shot. One pump will increase the pellet count from 10 to 16, and two pumps will increase it to 24. Pumping it three times will overpump the shotgun, creating a powerful explosion once fired, dealing 10 explosive damage and 50 self damage to V1. The charge resets back to 10 pellets after firing.]
- #12Sawed-On Shotgun
Keys: Sawed-On Shotgun
Enabled · After character · Order 10 · 100%
Entry settings
Sawed-On Shotgun[ The alternate fire revs up the chainsaw on the side of the shotgun, making it deal 0.25 damage every 0.05 seconds, or 5 damage per second. Releasing alternate fire will launch the chainsaw forward before returning, with its distance depending on how long the alternate fire is held. A launched chainsaw will deal 4.5 damage on contact and takes 4 seconds to recharge, though the cooldown will decay at half the speed if any chainsaws remain attached. Multiple chainsaws can be stacked at once if maintained, and launched chainsaws will persist after weapon swap.
The chainsaw can be punched with the Feedbacker to relaunch it when it returns back to V1, indicated by a spinning red flash. The punched saw has infinite piercing. When punched with the Knuckleblaster, the chainsaw will detach and deal 6 damage on contact instead of 4.5. An untethered chainsaw travels in a straight line and bounces off of walls or surfaces for a maximum of 25 times, similar to a launched sawblade but slower and with less health. The chainsaw will also be attracted to magnets launched by the Attractor Nailgun and will orbit the magnet when detached, however with a smaller radius than normal sawblades. Detached chainsaws have a piercing rate of 6. However, it always deals the maximum piercing damage against the last enemy.]
- #13Impact Hammer
Keys: Impact Hammer
Enabled · After character · Order 10 · 100%
Entry settings
Impact Hammer[ The Impact Hammer, colloquially referred to as the Jackhammer, is the Alternate Weapon form of the Shotgun. It uses an exclusively melee attack unlike its counterpart, and determines the damage of hits based on the velocity of V1.
Of all the Alternate Weapons, the Impact Hammer is the most visually distinct from its Standard counterpart. It resembles a mechanical arm with weathered yellow plating and wheel-like joints on the shoulder and elbow. The forearm is shaped like a piston with hydraulic components and tubing, a decal of an animal on the side, and a small turbine across the middle. When V1 is moving, the turbine will spin relative to their speed. When performing an attack, the piston will briefly retract and then shoot outward. Attached to the forearm is a small gauge with three levels on the left side which indicate the current velocity of V1, shown in green, yellow, and red. On the right side of the gauge is a bar indicating the weapon's alternate fire.]
- #14Core Eject Impact Hammer
Keys: Core Eject Impact Hammer
Enabled · After character · Order 10 · 100%
Entry settings
Core Eject Impact Hammer[ The Core Eject Impact Hammer's alternate fire launches an explosive core from the forearm of the hammer outward in a small arc. The distance and momentum of the core's trajectory is dependent on V1's own momentum. Cores will explode on contact with any surface or enemy, dealing 3.5 damage, or 35 damage to V1.
Cores can be shot with any hitscan attack, detonating prematurely in a much larger explosion. When shot with any Revolver hitscan, Alternate Revolver hitscan, or the Electric Railcannon, a core will detonate into a significantly larger red explosion that deals 7 damage on contact with enemies. When shot by another core or a rocket turned hitscan by the Impact Hammer's primary fire, or by the Malicious Railcannon, an extremely large explosion will occur, with the inner radius of the explosion being that of whichever hitscan was used to perform the shot. This explosion deals 13.25 damage.
Cores are the first object to be prioritized by the Marksman Revolver's coin lock-on, only following other coins.]
- #15Pump Charge Impact Hammer
Keys: Pump Charge Impact Hammer
Enabled · After character · Order 10 · 100%
Entry settings
Pump Charge Impact Hammer[ The alternate fire of the Pump Charge Impact Hammer will pump the hammer, giving the next shot a damage-dealing shockwave around V1. The Pump Charge can be pumped up to three times, with any subsequent pumps having no effect on the next shot. On one pump, the next shot fired by the Impact Hammer will create a small shockwave around V1, dealing 3.5 damage. On two pumps, the radius of the shockwave will be significantly increased. On the third pump, the Pump Charge Impact Hammer will begin to produce an alarm sound, signifying that the next shot will produce a much larger explosion that deals 7 damage to enemies and 35 self-damage to V1.
Pumping the Impact Hammer has no cooldown and can be done at any time, even if the primary fire itself is on cooldown from a high velocity hit. After a pumped shot, the Pump Charge Impact Hammer will always reset to its default state.]
- #16Sawed-On Impact Hammer
Keys: Sawed-On Impact Hammer
Enabled · After character · Order 10 · 100%
Entry settings
Variant 3: Sawed-On Impact Hammer[ The alternate fire of the Sawed-On Impact Hammer revs up a small chainsaw attached to the hammer's side when held, causing it to deal damage on contact with enemies directly next to V1. On release, the chainsaw will launch outward on a tether and then return, with the distance dependent on how long it was revved up before releasing. While launched, the chainsaw will pierce through enemies it comes into contact with, hitting them 3 times before doing so. Chainsaws take 4 seconds to recharge after being shot, but that time is doubled if a chainsaw remains active while another one is recharging. Chainsaws will persist even after swapping to a different weapon.
When a chainsaw returns to V1, a brief red flash will appear in the middle of the screen indicating that the chainsaw can be punched by the Feedbacker to launch it again. This can be done as many times as desired, and allows multiple chainsaws to be launched at once. If a chainsaw is instead punched by the Knuckleblaster, it will break from its tether entirely, becoming an independent projectile that will ricochet off surfaces and pierce through enemies, hitting them 4 times on contact. Detached chainsaws will eventually break after hitting many surfaces and/or enemies, and can be punched to propel them in a different direction. They are also affected by magnets from the Attractor Nailgun, spinning in a small circle around the magnet.
Chainsaws that are tethered can receive and transmit conductor hitscans created by shocks from the Jumpstart Nailgun or Electric Railcannon on enemies that are embedded with nails.]
- #17Nailgun
Keys: Nailgun
Enabled · After character · Order 10 · 100%
Entry settings
Nailgun[ The Nailguns feature a large handle connecting to a large frame with two drums and gun barrels attached along with an underbarrel attachment. A display on the frame shows variant-related information.
Attractor( The neon-blue display shows the amount of remaining nails and magnets as a number and a set of up to 3 icons respectively.)
Overheat( The neon-green display shows two heat sink icons at the bottom and the heat meter on top. Once both heat sinks are used up, the display goes dark completely, save for a grey meter as the nailgun recharges.)
Jumpstart( The neon-red display shows a meter in the center reporting the enemy's distance, a body of text on top reporting the nailgun's status, an additional charge meter that will appear at the bottom upon successful altfire connection, a red cross that will flash when the wire is at risk of disconnecting and a loading animation after the discharge.)
The Nailguns fires nails at a rapid pace with mild inaccuracy while holding down primary fire. The nails will fall off at longer ranges, however, making it only effective at close-medium range.
Targets with nails embedded in them become more magnetic to the Attractor's magnets and have their nails explode when hit with electric attacks, dealing an extra 0.0(6) damage for each nail that are embedded in them up to a maximum of 6 damage at 90 nails while granting you the +CONDUCTOR style bonus.]
- #18Attractor Nailgun
Keys: Attractor Nailgun
Enabled · After character · Order 10 · 100%
Entry settings
Attractor Nailgun[ The Attractor Nailgun's primary fire launches small silver nails in a tighter spread that deal 0.205 damage each, have additional advantageous damage modifiers against weaker husks, and embed themselves in enemies or gibs on hit.
However, it possesses a hard ammo cap of 100, with each nail regenerating rapidly over time while the gun is not being fired. Each nail fired will fully heat up all Nailgun variants, indicated by the orange glow being emitted from the barrels of the weapon.
The Attractor Nailgun's alternate fire holds and launches up to three magnet projectiles that will pull in all nails, sawblades, rockets, and the chainsaw from the Sawed-On Shotgun towards them. Upon making contact with surfaces or enemies, magnets will embed themselves into them. Magnets can fly for up to five seconds before expiring, though once they successfully embedded in a target, they will remain in place for twelve seconds before expiring. Magnets will expire early when shot by hitscan.
Nails, Sawed-On's tethered chainsaw and rockets are pulled directly towards the magnet itself (the latter immediately pointing towards the magnet when frozen) while sawblades and the chainsaw (when disconnected from the tether) will orbit around the magnet in a horizontal ring. The sawblades have a wide orbit, while the chainsaw circles much closer to the magnet. However, magnets each can only pull up to a certain amount of nails and saws at once before they break. Magnets have a capacity of 75 nails before exploding prematurely. Attractor variant sawblades take up 5 nails of space, Overheat and Jumpstart variant sawblades take up 2.5, while Overheat charged sawblades and chainsaws take up 15. When multiple magnets are present, they will all exert their own magnetic force on the nails and saws at the same time. When enemies are killed by nails or saws being affected by a magnet's pull, V1 will receive the +ATTRAPTOR style bonus, or +BIPOLAR if they are being pulled by two or more magnets at the same time. These bonuses are not granted when killing enemies with a magnet attached to them. Additionally, the chainsaw will grant the +UNCHAINEDSAW bonus, but not +KILL.
When a magnet expires, everything being held by it will be launched outwards. Nails in particular will become part of a 'nailbomb' after the expiration, where each enemy can only be damaged by one of the nails, but each nail has its damage multiplied by the amount of nails in the nailbomb divided by two. Individual nails are considered to be removed from the nailbomb and no longer count in the nailbomb damage formula after they come into contact with an enemy, gibs/corpses, and any part of the environment.
The +NAILBOMBED style bonus and its gray +NAILBOMBED variant is granted by killing and hitting an enemy with a nail that has escaped the pull of a magnet respectively. Note that the style bonuses are not exclusive to the actual nailbomb mechanic; the nailbomb requires the magnet holding the nails to expire in order to occur whereas the bonuses can also occur in situations where the nails are able to fly fast enough that the magnet isn't able to properly the pull nails back in.]
- #19Overheat Nailgun
Keys: Overheat Nailgun
Enabled · After character · Order 10 · 100%
Entry settings
Overheat Nailgun[ The Overheat Nailgun's primary fire launches small nails in a wider spread that deal 0.185 damage each and embed themselves in enemies or gibs on hit.
There is no hard ammo cap on this variant. However, firing speed and accuracy will decrease as heat builds up, eventually slowing down to half of the original firerate. Each nail fired will gradually heat up all Nailgun variants, as indicated by the orange glow being emitted from the barrels of the weapon.
The Overheat Nailgun's alternate fire holds up to two heatsinks. When the Nailgun reaches a sufficient amount of heat, using the alternate fire will consume one heatsink and begin unleashing a volley of hot nails with a very wide spread that can set flammable enemies on fire, rapidly draining the heat from the Overheat Nailgun. When the gun completely runs out of heat, the volley will cease. Use of the primary fire is disabled during the heatsink burst.
Each heatsink takes eight seconds to recharge and the recharge is paused while the primary fire is being used. When there are no heatsinks available, the primary fire of the Overheat will take a massive penalty to its firerate and heat will not be able to be raised.]
- #20Jumpstart Nailgun
Keys: Jumpstart Nailgun
Enabled · After character · Order 10 · 100%
Entry settings
Jumpstart Nailgun[ The Jumpstart Nailgun's primary fire launches small nails in a wide spread that deal 0.185 damage each, and embed themselves in enemies or gibs on hit. The primary fire is similiar to The Overheat Nailgun's at maximum heat.
However, it can increase its speed by 50% by attaching its cable to an enemy.
When the cable is connected, each nail fired will fully heat up all Nailgun variants, indicated by the orange glow being emitted from the barrels of the weapon. When the cable is not connected, the fired nails will heat the other variants to 20% heat.
Pressing alt-fire while pointing the crosshair to an enemy that is within range will shoot out a cable that embeds itself in the enemy. This will not damage the enemy directly yet, but will double the fire rate. The cable persists when changing weapons.
Over the course of 5 seconds, the cable's electrical attack will charge up. You must stay close to an enemy and make sure no walls are blocking the cable during this period to maintain connection. The Nailgun will warn you if the cable is at risk of disconnecting, giving you 1 second to reposition before disconnecting. Disconnecting will not trigger any cooldown.
After 5 seconds or upon the connected enemy's death, the cable will send an electric jolt to the enemy, dealing 10 damage. Targets with nails embedded in them become more electric to the cable, dealing +CONDUCTOR damage to the opponent and spreading to all non-flying opponents nearby. Existing nails within said opponent will also blast out and into nearby opponents. If an enemy survives the jolt and is light enough, it will be launched high into the air.
Magnets, coins and frozen rockets act as nodes for the electric jolt to spread further. The magnet will break after conducting 3 jolts.
After a successful discharge, the alt-fire will enter a cooldown period of 5 seconds.
The cable will also overcharge trams, speeding them up.]
- #21Sawblade Launcher
Keys: Sawblade Launcher
Enabled · After character · Order 10 · 100%
Entry settings
Sawblade Launcher[ The Sawblade Launcher is the Alternate Weapon form of the Nailgun. Unlike its counterpart, it fires circular spinning sawblades, which can ricochet off of walls and terrain and deal more damage than nails, but have decreased ammo capacity and fire rate.
The Sawblade Launcher resembles a crossbow with a primarily light brown paint job with white stripes, a triangular prod, and a wide, metallic tiller mainframe from which the sawblades are loaded. The mainframe has two long cylindrical pipes and a pair of small rails that propel the sawblades forward. Behind the sawblade's firing mechanism is a small screen that displays the Sawblade Launcher's UI, and a small trigger is positioned behind the tiller.
The Sawblade Launcher shoots out saws that do more damage than nails and will pierce through enemies and ricochet off of walls, but has a much slower fire rate.
The durability of saws will be slightly reduced if they bounce off terrain, potentially reducing their potential maximum hits.
Saws can be punched with the Feedbacker to double their damage per tick until the saw contacts a wall or enters a magnet's orbit.]
- #22Attractor Sawblade Launcher
Keys: Attractor Sawblade Launcher
Enabled · After character · Order 10 · 100%
Entry settings
Attractor Sawblade Launcher[ The Attractor variant will fire out a maximum of three magnets that can attract nails and saws. Whereas nails will simply head directly towards the magnet, saws will instead curve around magnet, stabilizing in an orbit at slightly less than a dash's distance away. This makes sawtraps incredibly powerful due to having much more range than a nailtrap, taking full advantage of the sawblade launcher's much higher damage output compared to the nailgun.
The initial size of a saw's orbit around a magnet depends on how horizontally far the saw is when connecting to the magnet; the further the saw is, the larger its initial orbit will be.
The primary fire of the Attractor fires out special silver saws that do more damage than regular saws, have more durability and deal more damage to weak husks, but there is a limited supply. Compared to silver nails (of which a maximum of 100 can be held), you can only hold a maximum of 10 silver saws, regenerating at the rate of 1 saw per 2 seconds. A silver saw can hit up to three enemies, with each piercing also increasing in damage by 50% multiplicatively with each fodder husk it hits. A silver saw can bounce up to 16 before being destroyed.
Magnets have a capacity of 75 nails before exploding prematurely. Attractor variant Sawblades take up 5 nails of space, Overheat and JumpStart variant sawblades take up 2.5, and Overheat charged sawblades and chainsaws take up 15.
The Attractor variant has the same damage bonus against weak husks as its Nailgun equivalent, making it extremely effective at picking off Strays, who will instantly die to silver saws, and to a certain extent, Soldiers, who take 3 silver saws to kill.]
- #23Overheat Sawblade Launcher
Keys: Overheat Sawblade Launcher
Enabled · After character · Order 10 · 100%
Entry settings
Overheat Sawblade Launcher[ The Overheat variant fires out regular saws with less damage, less durability, and no extra damage on weak husks, but there is no ammo capacity. Each shot builds up heat, and as heat accumulates the weapon will fire less durable saws with decreasing accuracy, starting with 11 wall counces at 0 heat, with 4 wall bounces maximum at maximum heat. Firing the Attractor variant and JumpStart with connected cable will also instantly build full heat. There is only one heatsink available compared to the Overheat Nailgun's two heatsinks. These sawblades have piercing capabilities only when the heat is below 50%.
The alternate fire will launch an Overheated Saw with more damage and extremely high durability that will ignite enemies. The more heat accumulated, the more it will multi-hit an enemy upon contact. At near-max heat, it will multi-hit an enemy 3 times. It will also ricochet perpendicular to walls rather than at an angle (for example, hitting a flat floor will bounce it directly upwards). This can be used in closed-in areas to cause constant damage across a straight line or a certain point. This can also trap hallways, due to bouncing perpendicularly.]
- #24Jumpstart Sawblade Launcher
Keys: Jumpstart Sawblade Launcher
Enabled · After character · Order 10 · 100%
Entry settings
Jumpstart Sawblade Launcher[ The Jumpstart variant fires out regular saws at a constant rate. Saws fired by the Jumpstart variant do not pierce enemies. They also can bounce only 4 times on a wall before being destroyed.
The alternate fire shoots a cable that is identical to the standard Jumpstart nailgun. When this cable is connected to an enemy, the firing speed of the primary doubles. If the connected enemy is hit by a sawblade from any version of the weapon, the time needed to "charge" the enemy decreases by 1 second. Once the charge reaches its maximum (5 seconds if not struck by any sawblades) or the enemy is killed with any nails or saws, the enemy will detonate, causing additional damage to the target and any nearby enemies while also awarding the +CONDUCTOR style bonus.
Because any type of saw reduces the charge time, sawtraps can be setup to instantly trigger the electrical shock.
The electrical shock can travel between enemies if the connected enemy is killed, making hordes of Filth easy to deal with. Additionally, you can shoot magnets onto the floor or into an enemy and the electrical shock will bounce off the saw and become more powerful. This also works with coins, believe it or not. When more powerful, it'll bounce to more people and deal them the same damage they would've gotten if they were directly hit by the electricity. (15 directly, 2 with no magnets, 5 with one magnet, 8 with two magnets, and 11 with three magnets. Untested with coins.) Remember: you have to kill the connected enemy for the electricity to travel to others unless there is a close magnet or coin. No matter how.
If done right, this weapon can deal more than 35 damage at a time. This can be achieved by shooting the cable into someone and quickly setting up a normal silver saw Attractor sawtrap.
The jumpstart will detonate quickly, and you'd do massive damage.]
- #25Railcannon
Keys: Railcannon
Enabled · After character · Order 10 · 100%
Entry settings
Railcannon[ It is a blue and silver cannon, with three ridged prongs which extend outward in a triangular orientation from the base of the weapon. At the base are three large circular neon lights, one of which is connected to an orange wire that runs along the top prong to the front of the weapon. The lower two prongs each have four spinning neon-colored screws along their sides. These screws deactivate after firing the weapon and reactivate one at a time as the Railcannon's charge is restored. At the very front of the weapon's base is its muzzle, which is altered for each variant. The Electric's muzzle is a glowing blue light, the Screwdriver's is a drill, and the Malicious Railcannon's muzzle holds a small flame inside.
The Railcannon is unique among other weapons for being the only one to differentiate variants fully on their primary fire mechanics, rather than alternate fire. Each of the Railcannon variations' primary fires are completely different from one another in execution.
All Railcannon variants can be fired immediately after being swapped to, and possess a shared 16-second cooldown which is indicated by a distinct sound effect and a marker on the HUD, shown as a large lightning bolt icon next to V1's weapon icon by default. When one Railcannon is fired, all variants of the Railcannon become unusable until the end of the cooldown.
The Railcannon's alternate fire is the same across all variants. When used, V1's view will briefly zoom in and focus over the course of roughly a second, reducing field of view and acting as a scope for V1 to aim more easily. On release, it will then briefly zoom back out.]
- #26Electric Railcannon
Keys: Electric Railcannon
Enabled · After character · Order 10 · 100%
Entry settings
Electric Railcannon[ The Electric Railcannon, when shot, fires a powerful hitscan beam, piercing through any enemy it is aimed at until it hits a surface. The beam does 8 damage on contact, causing hitstop for each enemy it hits. The Electric Railcannon's beam is able to trigger conductor chains on enemies which have nails from the Nailgun embedded into them, causing the electricity to produce an aftershock and subsequently transfer to any grounded enemies near the target, as well as magnets, coins, rockets, tethered chainsaws, or Screwdriver drills. The amount of damage that the aftershock and conducted electricity will deal is dependent on the amount of nails embedded in the initial target enemy.
Electric Railcannon beams can be reflected by coins from the Marksman Revolver, bouncing off and locking on to nearby enemies or V1 projectiles with slightly increased damage. They are also able to detonate cores, rockets, and cannonballs, causing greater explosions in each instance.
When used underwater, the Electric Railcannon will instantly shock any enemies near V1, similar to a conductor chain, as well as giving V1 50 self-damage that is instantly filled with Hard Damage for a brief period.]
- #27Screwdriver Railcannon
Keys: Screwdriver Railcannon
Enabled · After character · Order 10 · 100%
Entry settings
Screwdriver Railcannon[ The Screwdriver Railcannon fires a fast-moving drill projectile in a long arc, which deals 3 damage on initial contact and then continues to deal up to 7.25 damage while attached to an enemy. If the enemy a drill hits has low enough health that it is instantly killed by the initial contact damage, the drill will pierce through the enemy instead. Once attached to an enemy with a sufficient amount of health, the Screwdriver's drill will embed itself into the enemy, causing it to spew large amounts of blood in a greater radius than normal healing range, as well as dealing damage over time until either the enemy dies or roughly 7.5 seconds have passed.
When embedded into an enemy, the Screwdriver's drill can be parried by punching the enemy anywhere on its body, which causes it to deal the remaining amount of damage before the drill would have normally disappeared, on top of an additional 5 parry damage. Parrying the drill out of the enemy will also send it flying in the direction it was parried and reset its time until destruction, allowing it to attach to another enemy.
Screwdriver drills are one of multiple projectiles which are able to chain conductor hitscans, the others being magnets, coins, rockets, and tethered chainsaws. Screwdriver drills also prevent Mindflayers from teleporting when attached.]
- #28Malicious Railcannon
Keys: Malicious Railcannon
Enabled · After character · Order 10 · 100%
Entry settings
Malicious Railcannon[ The Malicious Railcannon fires an orange-yellow hitscan beam, which creates an explosion on contact with any surface or enemy it hits. Direct hits from the beam of the Malicious Railcannon deal 2 damage, and the explosion itself deals 6.25, as well as dealing 50 self-damage to V1 if they come into contact with the explosion. Unlike most explosions, the explosion produced by the beam does not have any falloff range, meaning that it will deal a set amount of damage no matter where in the blast an enemy is.
The Malicious Railcannon's hitscan beam can be reflected off of coins from the Marksman Revolver, locking onto nearby enemies or V1 projectiles such as cores and rockets with slightly increased damage. The beam can directly hit and detonate cores, rockets, and cannonballs as well. In the case of the former two projectiles, it will greatly augment their explosion radius and damage when detonated.]
- #29Rocket Launcher
Keys: Rocket Launcher
Enabled · After character · Order 10 · 100%
Entry settings
Rocket Launcher[ It resembles an orange-colored traditional rocket launcher, but features an arm-mounted design requiring the user to insert their forearm into a circular slot at the back of the weapon to operate. The middle portion of the weapon is telescopic, and retracts the muzzle when firing rockets. It also possesses a scope towards the back of the weapon, with a holographic UI resembling a dial.
The Rocket Launcher's primary fire launches fast-moving rockets. When hitting a surface, it will create a harmless explosion that pushes V1 and enemies outward. When hitting an enemy, it will create an explosion dealing 3.5 damage. When hitting an airborne grounded enemy, the rocket will detonate in a stronger red explosion with a larger radius, dealing double damage. Rockets also explode normally if they come into contact with certain projectiles like coins or magnets. Rockets will not explode when hitting each other, though they can still collide and push one another.
Shockwaves from a rocket impacting a surface can push V1. However, each successive shockwave becomes less effective at moving V1, only being reset when touching the ground.
Rockets can be ridden on by V1 when landing on them. While riding a rocket, its travel speed is significantly reduced, and it can be guided using movement keys, allowing for extended air travel. Rockets will gradually lose power the longer V1 rides them, eventually starting to descend rapidly. Any rockets ridden on after the third lose their power more quickly, eventually unable to provide any extra vertical momentum, with this penalty resetting when V1 hits the ground. Rockets do not lose power while underwater.
The magnets fired by the Attractor Nailgun, when stuck to an enemy, will cause rockets to be pulled toward the enemy. Hitting an enemy with a magnet on them with a rocket three times will cause the magnet to break, with airshots counting as two hits. Rockets fired before the magnet is launched from the Nailgun will not gain any homing.
Rockets can be struck and pulled by the Whiplash, following the hook until eventually hitting something. Rockets do not change their rotations when struck by the Whiplash, meaning they will travel on the same path they were fired in after being released. The Whiplash can hook up to five rockets before any following rocket is ignored. If a rocket is pulled back to V1, it will detonate in an explosion at their position, producing a red explosion instead if V1 is airborne.
When shot with a hitscan weapon, rockets will detonate, creating an ordinary explosion. When hit by the Malicious Railcannon, it will produce both the regular explosion with a significantly increased radius and the Malicious Railcannon explosion.
Rockets fired by the Rocket Launcher have the ability to receive and transmit conductor hitscans created by shocks from the Jumpstart Nailgun and Electric Railcannon on enemies embedded with nails.]
- #30Freezeframe Rocket Launcher
Keys: Freezeframe Rocket Launcher
Enabled · After character · Order 10 · 100%
Entry settings
Freezeframe Rocket Launcher[ The alternate fire can freeze all rockets in the air for up to 5 seconds, requiring 10 seconds to recharge fully. Rockets can be unfrozen at any time by reusing the alternate fire. It will automatically disable if all rockets are destroyed while the effect is active.
Frozen rockets have an increased blast radius on detonation. This stacks with the boost provided when shot with the Malicious Railcannon, causing the boosted radius to be almost as large as a core nuke.
While frozen, rockets have their positions locked, though they can still be rotated. An exception to this is found using the Whiplash, which can interact with and pull rockets even if frozen.
Rockets can be ridden on by V1 when landing above them while the Freezeframe freezes them. While riding a rocket, its travel speed is significantly reduced, and it can be guided with inverted controls, allowing for extended air travel. Rockets will gradually lose power the longer V1 rides them, eventually starting to lose control and descend downward as they run out. The fourth rocket ridden before touching the ground will start off with only half the amount of power before descending downward, and the fifth onwards will have gradually less and less until the ninth and and subsequent rockets have no power whatsoever. This can be reset by touching the ground at any point after rocket riding. Rockets do not lose power while underwater.
Rockets that have been unfrozen after previously freezing have a much tighter lock-on to enemies with magnets embedded in them, allowing them to track enemies more effectively.
Rockets that have been frozen longer than one second will produce a larger explosion no matter what when hitting a target, in a state called "freeze-charging". The rocket entering this state is signified by the orange lines on the side of the rocket turning blue.]
- #31S.R.S. Cannon Rocket Launcher
Keys: S.R.S. Cannon Rocket Launcher
Enabled · After character · Order 10 · 100%
Entry settings
S.R.S. Cannon Rocket Launcher[ The alternate fire, when held, begins to charge a cannonball shot, with projectile speed and damage scaling with charge. Damage starts at 2 at 0% charge, and reaches its maximum of 5 at 25% charge. After launching a cannonball, the alternate fire will begin to recharge over the span of 8 seconds.
Cannonballs will not break on impact with an enemy, and will instead bounce upwards, being able to crush enemies with enough airtime at the cost of breaking it. Rebounding cannonballs will produce the same shockwave and deal the same damage as a minimum charge cannonball, though damage slowly increases back to 5 based on momentum in the air. When hitting a surface, cannonballs will break and produce a harmless flat shockwave that instantly launches any enemies in its radius upwards at the same height, with the radius and force scaling to charge.
Cannonballs can be shot at any time after they are fired, creating an explosion with a slightly larger radius that deals 5 damage. The explosion of a detonated cannonball, uniquely, lingers slightly longer than most explosions. Shooting the ball with the Malicious Railcannon causes the two explosions to overlap.
Cannonballs can be punched by the Feedbacker, boosting them in the direction that V1 is facing at high speeds and increasing cannonball damage and shockwave to their maximum power if charge is less than 25%. Boosted cannonballs do not lose their momentum, though cannot bounce, and will instantly break once they reach their pierce limit of 2 or hit an enemy that can survive the damage of the cannonball.
If cannonballs are boosted after they strike and bounce off of an enemy, they will instead deal 7 damage and have unlimited pierce, only being stopped when they either hit a surface or an enemy able to survive the cannonball.
Cannonballs are able to be grappled at any point by the Whiplash, causing them to follow the trajectory of the spear. Reeling the cannonballs in will reset their momentum once they touch V1, while releasing the hook mid-throw will retain their momentum from the pull.]
- #32Firestarter Rocket Launcher
Keys: Firestarter Rocket Launcher
Enabled · After character · Order 10 · 100%
Entry settings
Firestarter Rocket Launcher[ The alternate fire of the Firestarter Rocket Launcher spews out a stream of flammable gasoline that coats either surfaces or enemies. It can be held for up to 3 seconds before becoming empty and recharging. While recharging, gasoline will become unable to be fired until the cooldown has reached 25% again. Gasoline shoots at a rate of 30 drops per second.
When moving on gasoline, V1 will slide across its surface, their momentum preserved without friction. If moving across gasoline on a sloped or angled surface, V1 and grounded enemies will slowly accelerate down the surface, with the rate of acceleration dependent on how steep the slope is.
Gasoline can be set on fire by most damaging explosions and rockets from the Rocket Launcher, creating a large volley of flames that will spread to any other gasoline on surfaces directly surrounding it. Lit gasoline on surfaces will burn for 6 seconds, then slowly disappear and stop burning over the course of 2 seconds. While disappearing, gasoline will deal damage to V1 for 1 second, and deal damage to enemies for 1.7 seconds. Gasoline fire will deal 1 damage to enemies and 10 self-damage to V1 per burn tick, with burn ticks being once every 0.5 seconds. When shot by an explosive underwater, gasoline-covered surfaces will immediately turn into a chain of explosions rather than burning over time.
Enemies directly hit by gasoline will begin to appear coated gradually up their body as they are covered in more gasoline. Enemies have an amount of "fuel" determining the amount of gasoline covering them that has not been consumed. Each drop of gasoline shot by the Firestarter is equivalent to 0.15 fuel, and the maximum amount of fuel a single enemy can have is 5. When shot by an explosive or set on fire by other means, the gasoline on an enemy will be set alight. This causes the enemy to take 0.5 damage on every burn tick, consuming 0.175 fuel per tick until the gasoline is fully consumed, at which point the enemy will burn normally. Enemies which are normally non-flammable will still take burn damage when covered in gasoline until the gasoline is consumed, at which point they will no longer burn at all.]
- #33Feedbacker
Keys: Feedbacker
Enabled · After character · Order 10 · 100%
Entry settings
Feedbacker[ When used, it will throw out a punch that deals 1 damage and has a small cooldown affected by arm exhaustion. By punching heavy enemies will award V1 with the + DISRESPECT style bonus. Killing any enemies by punching their weakpoint will award V1 with the + CRITICAL PUNCH style bonus. Continuously punching will increase the cooldown it takes to punch again, preventing spamming punches.
Punching any projectile or enemy during specific attacks with precise timing will Parry that attack or projectile, dealing 5 base damage to enemies that are parried and sending projectiles hurling back to enemies causing the projectile to explode in a moderately large area and (usually) canceling their attack. Parries also fully heal V1 up to their hard damage cap and refill all of their stamina.]
- #34Knuckleblaster
Keys: Knuckleblaster
Enabled · After character · Order 10 · 100%
Entry settings
Knuckleblaster[ When used, it will throw out a punch that deals 2.5 damage, hefty knockback to enemies, and has a long cooldown affected by arm exhaustion.
Punching heavy enemies will award V1 with the + DISRESPECT style bonus. Killing any enemies by punching their weakpoint will award V1 with the + CRITICAL PUNCH style bonus.
If its keybind is held down, the Knuckleblaster will blast a shockwave that deals 1 damage and can be used to launch enemies and deflect most projectiles.
Killing weak enemies with a direct Knuckleblaster punch makes them splatter, healing over 100 health.]
- #35Whiplash
Keys: Whiplash
Enabled · After character · Order 10 · 100%
Entry settings
Whiplash[ The Whiplash cannot be switched to with the switch arm key, but instead has a key specifically dedicated to it. When used, it will throw out a hook that deals 0.2 damage and retracts upon the release of the keybind. This hook will either snatch Light enemies and hurl them towards V1 or pull V1 towards Medium/Heavy enemies and Whiplash Hookpoints.
Holding down its keybind will make the hook travel for a longer amount of time before retracting, or will stop V1 from grappling onto any enemies and Whiplash Hookpoints that it is attached to. The Whiplash can also snatch the Rocket Launcher's Rockets.
Punching with either the Feedbacker or the Knuckleblaster will cancel the Whiplash's grapple, though grappled enemies and V1s currently on a trajectory with a Medium/Heavy enemy or Whiplash Hookpoint will retain the Whiplash's momentum.]
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