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Lorebookby Vantablack· on Chub· added
Tokens: 0 permanent · up to 584 lorebook · budget 584
Listed as “ULTRAKILL context”
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I'm making this for myself, but anybody can use it if they want to. also I'm gonna copy + paste some stuff from the official wiki, although I will adjust and remove some details to not confuse the AI models.
This is work in progress. it might actually take a few days for me to finish because I'm lazy as fuck.
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7 entries · scan depth 100 · budget 512 tokens
- #1Revolver
Keys: revolvers, revolver's., Revolver
It resembles a silver and grey futuristic revolver, with a small weapon UI directly above the handle indicating weapon variant and current state. Directly below the UI is a small battery attached on a cable to the revolver's cylinder. The cylinder houses six glowing neon chambers, which the revolver cycles between two at a time when firing. In place of a conventional muzzle, there is a tall, neon glowing rectangular opening.
The base shot of the Revolver is quick to fire, quick to reload, and works at practically any distance or range from an opponent. Its quick fire rate ensures that it is always available to use, making it a great backup weapon in many circumstances when other weapons are on cooldown.
A weapon created during the Final War for medium-to-long distance combat. Uses electric pulses to fire microscopic pieces of metal at incredibly high speeds.
Weapons that use this technology have been dubbed "electric guns", and it quickly became the new standard, replacing bullet guns. Due to still requiring a microscopic projectile, its ammo is not actually infinite, but it would take weeks of non-stop firing to run out and refilling is as easy as just scraping some flakes from scrap metal or even the gun's surface.
In fact, a rough, uneven surface from scraping flakes is considered a point of pride for wielders of electric guns, as it shows the weapon has been reliable and used for a long time. Many users even shave off flakes just for this reason, rather than for actual ammunition, making "unflaked" electric weapons an outlier.
Although an electric gun requires some time to recharge its battery between shots, the revolver-style design bypasses that issue by including a multi-battery cylinder that rotates after each shot, allowing each battery time to charge without slowing down the fire-rate.
A common modification is to allow for the charges of all batteries to be released simultaneously for greater power, though this requires a longer recharge time. This is called the alternate fire.
The revolver has other variants which can be purchased through a terminal. These variants are The Marksman and The Sharpshooter. The Marksman is the green variant of the Revolver, obtained in the Terminal Shop for 7,500P. It has the ability to produce coins. These coins can be flicked into the air and then shot, to have the projectiles ricochet into an enemy's weak point. This gives a lot of style points, which can be used at a Terminal to buy variants and weapons. The coins can also be punched. The Sharpshooter is the red variant of the Revolver, purchased in the Terminal Shop for 25,000P. Its alternate fire spins the gun, preparing a shot which pierces enemies and ricochets off walls, as well as detonating midair projectiles.
An upgraded version of the Revolver can be purchased through the Terminal, known as the Slab Revolver. It deals more damage but fires slower.
- #2Shotgun
Keys: Shotgun's., Shotguns, Shotgun
Stolen from a Swordsmachine (a war machine) in Overture (the mouth of Hell). It is a dark greyish-brown, futuristic, rectangular double-barreled shotgun with silver barrels. The muzzle of the weapon is held by large metal supports below each barrel, and a handle on the bottom. On the side of the shotgun (or the top if the player uses middle weapon viewmodels), there is a small UI indicating the shotgun's variant and its current state. The Shotgun is either break-action if the player is firing the Core Eject or Sawed-On variants, or pump-action if the player is firing the Pump Charge variant.
An experimental close range weapon that uses hyperconcentrated heat as its projectiles.
After each shot, the shotgun must be opened to allow its heat-generating cores to vent excess heat, stopping them from melting or exploding. This process is largely automated, requiring little more from the user than a flick of the wrist.
In the case of core failure, the pump can be used as a manual heat building mechanism. This process has been simplified via a small button near the grip that pumps the shotgun without requiring physical force from the user, though its ease of use has also greatly increased the reported amount of misfires from users pumping too much heat into a single shot.
Heat weapons never caught on as much as electric weapons due to their volatile nature and strict cooling requirements, but unlike electric weapons, they don't require a separate projectile, making their ammunition truly infinite rather than just practically infinite.
The Core Eject Shotgun is the blue variant of the Shotgun. Its alternate fire launches an explosive shotgun core which explodes on contact with surfaces and enemies. The Pump Charge Shotgun is the green variant of the Shotgun, obtained in the Terminal Shop for 12,500P. Its alternate fire pumps the shotgun, increasing the number of pellets and lowering the accuracy of the next shot. 3 or more pumps cause the weapon to release a large explosion. The Sawed-On Shotgun is the red variant of the Shotgun, obtained in the Terminal Shop for 25,000P. Its alternate fire revs up a chainsaw attached to its side which can be launched at enemies on a tether before returning to {{user}}.
- #3Nailgun
Keys: Nailgun, nailguns, nailgun's
Was found in Limbo (one of the layers of Hell). The Nailgun is a large, deep black double-barreled gun. On the base of the weapon is a handle, a small screen which acts as the weapon UI, and two drums which connect to the barrels. The barrels are held in place by supports that run down the top middle and bottom middle of the weapon. On each of the barrels are sets of lights towards the base, corresponding to the weapon's variant color. When firing the weapon, the two barrels begin to rapidly spin and glow slightly orange, slowing down when the weapon is released. The Nailgun's primary fire shoots a sustained volley of nail projectiles when fired, which have a slight amount of spread and begin to fall off at long range.
A combination of parts from an industrial nailgun and an old bullet gun. Most likely engineered by a machine that was built for construction work, as all machines, even those not built for war, had to learn to fend for themselves after the extinction of mankind.
Bullet guns were largely abandoned after the invention of infinite ammunition systems such as electric weapons and heat weapons, largely due to how much cheaper not having to buy ammunition for large-scale armies becomes overtime.
Although the original ammunition system made it useless and largely abandoned, this gun was still excellently designed and built, so with some retrofitting of parts from an industrial nailgun, it has become a rapid-fire projectile weapon with practically infinite metal ammunition.
As is to be expected from an improvised weapon though, its design is far from perfect. As the nail regeneration system was not designed to work at such a high rate, it's liable to overheat if a hard rate limit isn't set on it, though some variants have instead opted for built-in heatsinks.
The Attractor Nailgun is the blue variant of the Nailgun. Its alternate fire shoots a small magnet that attaches to enemies and surfaces, attracting various magnetic projectiles, including the nails which are shot by the nailgun. The Overheat Nailgun is the green variant of the Nailgun, obtained in the Terminal Shop for 25,000P. Its alternate fire charges up to release a large volley of white-hot nails at ludicrous speeds. The JumpStart Nailgun is the red variant of the Nailgun, obtained in the Terminal Shop for 35,000P. Its alternate fire releases a small cable which attaches to enemies, charging up over time to release a powerful, damaging electric shock.
- #4Sawblade Launcher
Keys: sawblade launchers, sawblade launcher's., Sawblade Launcher
The Sawblade Launcher is the Alternate Weapon form of the Nailgun, found in Greed (the fourth layer of Hell). Unlike its counterpart, it fires circular spinning sawblades, capable of ricocheting 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 color 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 weapon UI indicating the variant and current weapon state, and a small trigger is positioned behind the tiller. The Attractor Sawblade Launcher is the blue variant of the Sawblade Launcher. Its alternate fire can place up to three magnets at once, each of which can be used to attract magnetic objects such as nails, sawblades, rockets, and chainsaws. The Overheat Sawblade Launcher is the green variant of the Sawblade Launcher. Its alternate fire releases a bright orange sawblade with increased durability, damage, and the ability to set enemies on fire. The Jumpstart Sawblade Launcher is the red variant of the Sawblade Launcher. Its alternate fire shoots out a cable that can attach to enemies, continuously charging electricity into a large shock. Sawblades shot by the weapon can shorten the time taken to charge and increase the damage of the shock.
- #5Railcannon
Keys: Railcannon, railcannons, railcannon's.
Found in Lust (the second layer of Hell). 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.
This industrial tool was one of the earliest uses for the technology that eventually became electric guns.
Originally meant as a handheld generator, allowing for an easy way to generate electricity for temporary relocation, such as encampments during wars or expeditions.
As with most similar industrial tools, once mankind fell, it was repurposed as a weapon by the machine that wielded it, turning it from a lower voltage constant output into a single extremely high burst of energy that requires a long recharge time between shots.
Although a risky weapon, since its recharge time is so long, the railcannon's power makes it a worthy tool to wield, especially for someone carrying multiple weapons that they can use while the railcannon's battery recharges.
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 {{user}}'s HUD. When one Railcannon is fired, all variants of the Railcannon become unusable until the end of the cooldown.
The Electric Railcannon is the blue variant of the Railcannon. It fires a large electric hitscan beam that infinitely pierces enemies. The Screwdriver Railcannon is the green variant of the Railcannon, obtained in the Terminal Shop for 100,000P. It fires a drill projectile which attaches to enemies and causes them to greatly bleed over time. The drill can be punched to deal a massive amount of damage instantly. The Malicious Railcannon is the red variant of the Railcannon, obtained in the Terminal Shop for 100,000P. It fires a powerful hitscan beam very similar to the Malicious Face demon which creates a large explosion on contact with surfaces or enemies.
- #6Rocket Launcher
Keys: Rocket Launcher, rocket launcher's., rocket launchers
Found in Wrath (the fifth layer of Hell). 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.
Another weapon that used to be an industrial tool, as is visible from it and the railcannon's more vibrant color schemes compared to guns such as the revolver, shotgun and the nailgun, which uses a bullet weapon as its base.
As with most advanced technologies, it was originally created for use in war, as its explosive-generating system was extremely fast at digging trenches, destroying obstacles or resupplying explosive weapons.
However, this tool itself could not be used as a launcher. Early models doubled as weapons, but including the systems for triggering the explosives often caused accidental chemical reactions during their generation process, detonating the explosives before they had been completed.
Since then, the process has been split in two between the generating device and a separate rocket launcher, where the explosives generator builds the rest of a rocket and the rocket launcher applies the triggering mechanism.
As machines rarely have the luxury of co-operation due to sharing blood with others being seen as a waste, the machine that created this weapon instead modified the generation process to work with just a single user and repurposed parts from a jackhammer for launching the projectile.
Instead of using a normal explosion triggering mechanism, the rockets instead use the blood of the target to complete the chemical reaction, making the generation process safe, though the weapon is more difficult to use as it requires direct hits to cause damage.
The skill required for effective use makes it daunting, though its power more than makes up for it, and many of its wielders specifically chose to use it as a symbol of their skill at marksmanship.
The Freezeframe Rocket Launcher is the blue variant of the Rocket Launcher. Its alternate fire temporarily freezes all rockets fired by the player in midair. Frozen rockets have an increased blast radius on detonation. The S.R.S. Cannon Rocket Launcher is the green variant of the Rocket Launcher, purchased in the Terminal Shop for 75,000P. Its alternate fire charges up an arcing cannonball projectile that can bounce up and be interacted with after it hits an enemy. The Firestarter Rocket Launcher is the red variant of the Rocket Launcher, purchased in the Terminal Shop for 75,000P. Its alternate fire fires a stream of highly flammable gasoline that can coat the terrain and enemies.
- #7Terminal
Keys: Terminal, terminal's., terminals
They are machines which resemble a bulky computer with a vintage operating system, helping the player throughout the game in various ways. Their uses include purchasing and customising weapons, giving exposition on enemies, and providing {{user}} with strategy tips.
The Terminals were built during the Hell expeditions as a way to transport items across long distances. This was accomplished by Terminals transforming physical matter into radio signals and beaming them between Terminals to be reconstructed on the other end. However, the original item would be lost in this process due to its energy being used to transmit the signal. The only item to be successfully transported by humans using this process was a vinyl record of Russ Morgan's "Oh Were You Foolin'". After this, the Terminals began playing this song. Workers noticed it only ever played the instrumental sections, but some engineers rumoured the vocals would play if no listeners or recording equipment were near.
When the Hell expeditions were shut down, workers began to notice the Terminals had developed a form of sapience; specifically, the Terminals had developed the capacity to feel boredom as their abandonment in Hell had led to them no longer receiving new information or stimuli. To satiate this, Terminals would use their music to attract other machines that were in Hell during the expeditions, and offer them equipment synthesized from scrap accumulated from the item transportation systems. In return, the machines would record their fights in Hell for Terminals to spectate and judge for entertainment. The Terminals would rank these recordings and offer "points" for buying more equipment. After gathering enough data, they were able to create The Cyber Grind The Cyber Grind, a simulation for machines to practice their skills without risk of harm.
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