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 [ edit | edit source ]

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.

Damage per shot Projectile Damage x Projectile Number Firing Method

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 [ edit | edit source ]

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Revolver Fires a single bullet projectile per shot. Starting weapon for all characters except Yung Venuz, Chicken and Rogue. Each character that starts with this weapon also starts with 96 Bullet type ammo. Fish and Steroids start with more ammo. N/A (starting weapon) 3 single shot 0.20 sec Ammo: 1 4° Rusty Revolver Found in the Proto Chest inside the Crown Vault. Has better accuracy than the regular revolver but a slightly longer reload time. Crown Vault 3 single shot 0.23 sec Ammo: 1 0° Machinegun Accurate, but has the lowest rate of fire of all automatic bullet weapons. Has slightly less accuracy than the revolver. Area 1-1 3 automatic 0.17 sec Ammo: 1 6° Triple Machinegun Shoots a spread of three bullets slightly faster than the normal machinegun; ammo consumption is also tripled. Spread is not random; the middle bullet travels directly to the cursor with the other two firing streams at equal angles apart from the cursor. Area 1-3 3 x 3 automatic 0.13 sec Ammo: 3 3° Fixed: 15° Quadruple Machinegun Shoots similarly to the triple machinegun, but fires a spread of four bullets per shot instead. Area 5-3 3 x 4 automatic 0.13 sec Ammo: 4 3° Fixed: 12° Smart Gun A machinegun that automatically targets the enemy closest to the cursor. Shoots as fast as an SMG. The Smart Gun works well with the Recycle Gland mutation, due to its auto-aiming. Area 5-1 3 automatic 0.10 sec Ammo: 1 5° SMG Shoots faster than the Machinegun, but is considerably less accurate. Area 1-2 3 automatic 0.10 sec Ammo: 1 16° Minigun An automatic bullet weapon with a very high rate of fire, consuming ammo like crazy. The spread of bullets it fires covers a wide area. It's still capable of firing small numbers of bullets. Has recoil and shakes the screen, which makes it inaccurate. Moving while firing this weapon will push your character back, but it won't happen if you stand still. Area 3-1 3 automatic 0.03 sec Ammo: 1 13° Double Minigun Has wider bullet spread than the Minigun and fires double the number of bullets consuming ammo even faster. Has recoil and pushes your character back even when you stand still. Area 7-1 3 x 2 automatic 0.03 sec Ammo: 2 9.5° Fixed: 9.5° Assault Rifle Fires a three round burst each click. Area 1-1 3 x 3 burst 0.37 sec Ammo: 3 2° Rogue Rifle Rogue's starting weapon. Fires a two round burst each click, but it has a smaller cooldown than the Assault Rifle. The bullet projectiles are blue like all I.D.P.D. troops' projectiles. N/A (Rogue's starting weapon) 3 x 2 burst 0.20 sec Ammo: 2 5° Hyper Rifle Similar to the Assault Rifle but fires a burst of five bullets instead of three and has lower reload time. The weapon will fire a continuous stream of bullets, if you click fast enough. Area 3-3 3 x 5 burst 0.10 sec Ammo: 5 2° Heavy Revolver Stronger version of the Revolver. Uses 2 ammo per shot and fires a heavy bullet that does more damage than regular bullet projectiles. It also has slightly less reload time than the regular revolver. Area 4-1 7 single shot 0.17 sec Ammo: 2 1° Heavy Machinegun Stronger version of the Machinegun. Same fire rate, but uses more ammo per shot, is more accurate, and fires heavy bullets that do more damage than regular bullet projectiles. Area 5-1 7 automatic 0.17 sec Ammo: 2 3° Heavy Assault Rifle Stronger version of the Assault Rifle. Same accuracy, but uses more ammo per shot and fires heavy bullets that do more damage than regular bullet projectiles. Has less reload time than the regular Assault Rifle. Area 6-1 7 x 3 burst 0.30 sec Ammo: 6 1°

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Pop Gun A Machinegun that shoots shotgun pellets instead of bullets. It has very high rate of fire but does less damage per shot. Area 1-2 2[3] automatic 0.07 sec Ammo: 1 4° Pop Rifle Similar to the Assault Rifle but shoots shotgun pellets instead of bullets. It's automatic, has a higher fire rate than the Assault Rifle and uses less ammo to fire a single burst. Area 1-3 2[3] x 3 burst/automatic 0.30 sec Ammo: 2 8°

Flame Pop [ edit | edit source ]

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Incinerator Shoots a fixed spread of three Flame Pellets. The middle projectile travels directly to the cursor with the other two firing streams at equal angles apart from the cursor. Similar to the Triple Machinegun but the streams are less accurate. Has the same fire rate as the Pop Gun. Area 7-3 2[3] x 3 Fire: 2-6 automatic 0.07 sec Ammo: 3 5° Fixed: 18°

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Bouncer Shotgun Fires 7 bouncing bullets in a slightly inaccurate spread. Area 3-1 4 x 7 automatic 0.60 sec Ammo: 6 3° Fixed: 10° Bouncer SMG As fast and inaccurate as the SMG, but fires bouncing bullets. Area 3-1 4 automatic 0.10 sec Ammo: 1 20°

Shell Weapons [ edit | edit source ]

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.

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

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Shotgun Fires a random spread of pellet projectiles using one shell per shot. Area 1-1 2[3] x 7 single shot 0.57 sec Ammo: 1 20° Double Shotgun Same as the Shotgun but fires double the amount of pellets and has longer reload time. Area 2-1 2[3] x 14 single shot 0.93 sec Ammo: 2 30° Sawed-off Shotgun Similar to the Double Shotgun but it has lower range and fires even more pellet projectiles, with a wider spread. Area 3-1 2[3] x 18 single shot 0.93 sec Ammo: 2 45° Wave Gun Fires a burst of 16 pellet projectiles that spread in a V shaped pattern. Area 5-1 2[3] x 16 burst 0.57 sec Ammo: 2 2° Fixed: 0 to 16° Eraser Fires 17 pellets, each with different speeds, that form a straight line of projectiles. Has more range than the Wave Gun. Area 3-3 2[3] x 17 single shot 0.67 sec Ammo: 2 1° Auto Shotgun Similar to Shotgun, but faster and automatic. Fires fewer pellets with a smaller spread. Area 3-1 2[3] x 6 automatic 0.13 sec Ammo: 1 15° Flak Cannon Fires a flak ball that, after traveling a short distance or hitting a wall or an enemy, splits into 16 pellets which spray outward in a circular radius. As all shell weapon projectiles, the flak ball will do more impact damage from up close. The pellets deal more damage to targets directly hit with the ball or targets that are close when it splits, no matter how far the ball traveled. Area 3-1 On impact: 8[10] 2[3] x 16 single shot 0.87 sec Ammo: 2 5° Super Flak Cannon Fires a huge flak ball that splits into five smaller ones in a star shape around it. Each of the smaller ones split into 16 pellets in a circular radius covering a massive area. Uses a lot of ammo. The main projectile behaves the same as with the Flak Cannon, dealing more damage up close. The smaller flak projectiles and pellets deal more damage right after splitting. Area 5-3 Main projectile: On impact: 45[50] Small projectiles: On impact: 8[10] x 5 2[3] x 16 x 5 single shot 2.13 sec Ammo: 8 4°

Flame Pellets [ edit | edit source ]

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.

Weapon Description Weapon Chest drop Damage per shot Reload Time Ammo per shot Spread angle Random spread of Flame Pellets using one shell per shot. Area 2-1 2[3] x 6 Fire: 2-6 single shot 0.67 sec Ammo: 1 15° Same as the Flame Shotgun but it fires more than double the amount of projectiles. Area 3-2 2[3] x 14 Fire: 2-6 single shot 0.93 sec Ammo: 2 25° Same as Flame Shotgun, but faster and automatic, with fewer projectiles per shot. Has a smaller spread than the Flame Shotgun. Area 5-1 2[3] x 5 Fire: 2-6 automatic 0.17 sec Ammo: 1 10°

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Slugger Fires one large slug using one ammo per shot. Area 1-1 22[24] single shot 0.73 sec Ammo: 1 5° Assault Slugger Fires a burst of three slugs per shot. Area 2-1 22[24] x 3 burst 1.17 sec Ammo: 3 4° Gatling Slugger A faster and automatic Slugger. Area 4-1 22[24] automatic 0.23 sec Ammo: 1 6° Super Slugger Fires a spread of five slugs per shot. Area 5-1 22[24] x 5 single shot 1.07 sec Ammo: 5 4° Fixed: 10° Hyper Slugger Fires a very fast, invisible projectile that deals more damage than regular slugs. Technically it appears on the target, but it can be reflected. The projectile will deal 28 damage every time it hits an enemy or a prop. Damage is instantly decreased if it hits a wall. It behaves like a regular slug on impact with walls and will bounce off at a regular speed and distance. Area 7-2 26[28] single shot 0.33 sec Ammo: 1 2° Heavy Slugger Stronger version of the Slugger. Fires one heavy slug using two ammo per shot. It has half the range of a Slugger, but does more than twice the damage and has less reload time. Area 5-1 60[70] single shot 0.43 sec Ammo: 2 4°

Bolt Weapons [ edit | edit source ]

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 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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Crossbow Shoots a bolt that deals massive damage to a single target. Area 1-1 20 single shot 0.87 sec Ammo: 1 0° Auto Crossbow An automatic crossbow with an increased rate of fire and decreased accuracy. Area 3-2 20 automatic 0.27 sec Ammo: 1 5° Super Crossbow A crossbow that fires five bolts in a small fixed spread. Area 3-3 20 x 5 single shot 1.00 sec Ammo: 5 0° Fixed: 5° Toxic Bow Fires a green bolt that explodes into 15 toxic clouds. Deals less damage on impact than the regular Crossbow. A single toxic cloud does 3 damage on contact and after that disperses. Toxic clouds can also damage the player, so this weapon must be used with caution. There is a slight delay before the cloud spawns, giving the player a chance to evade it. Functions best when fired into enclosed spaces; weak in open areas since most of the time the cloud spreads somewhere near a wall. Toxic clouds don't do damage to props. Area 2-1 16 Toxic Cloud: 3 x 15 single shot 0.97 sec Ammo: 1 0° Heavy Crossbow A crossbow that uses two ammo to fire a high damage, slower bolt. Has very high penetration (targets under 25HP). Takes more time to reload. Area 2-1 50 single shot 1.33 sec Ammo: 2 0° Heavy Auto Crossbow An automatic Heavy Crossbow with an increased rate of fire and decreased accuracy. Slower than the regular Auto Crossbow. Area 7-3 50 automatic 0.43 sec Ammo: 2 6°

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Splinter Gun Fires a spread of five splinters. Functions similarly to the shotgun, but with infinite range. Area 2-1 4 x 5 single shot 0.63 sec Ammo: 1 10° Splinter Pistol Fires a spread of four splinters at a high rate. Area 3-1 4 x 4 single shot 0.27 sec Ammo: 1 4° Super Splinter Gun Fires a spread of 12 splinters in a burst; covers a wide area. Area 3-3 4 x 12 burst 0.93 sec Ammo: 2 16°

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Seeker Pistol Fires two Seekers in a wide arc and random spread. Area 3-2 9 x 2 single shot 0.53 sec Ammo: 1 30° Seeker Shotgun Fires six Seekers in a random spread and a much wider arc than the Seeker Pistol. Area 4-1 9 x 6 single shot 0.93 sec Ammo: 3 70°

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Disc Gun Rapid-fires slow moving discs that bounce off walls and always pierce through enemies. Can hurt the player, making it risky to use. Doesn't hurt you when fired directly into a wall. High damage per second, very effective against bosses. Doesn't have a laser sight but still increases your view distance like a Crossbow. The disc gun originated in Super Crate Box, a previous game by Vlambeer. Area 1-2 6 per hit automatic 0.27 sec Ammo: 1 5°

Explosive Weapons [ edit | edit source ]

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, 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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Grenade Launcher Shoots a gray grenade that explodes immediately on contact with an enemy or a prop. Otherwise, it explodes after a two second delay. It can bounce off walls but slows down and stops shortly after. Creates one big explosion. Hitting the grenade with a melee weapon, that reflects projectiles will make the grenade travel further. Hitting it with a Screwdriver or a Jackhammer causes an explosion. Area 1-1 On impact: 15 Explosion: 5-10 single shot 0.67 sec Ammo: 1 3° Sticky Launcher Shoots a green grenade that sticks to walls, props and enemies. It detonates after a short period of time. Creates three small explosions in the middle and three big ones on the outside. Does not detonate on contact with enemies. Shoots slightly farther than the grenade launcher. Area 3-2 Explosion: 5-10 x 3 + 5-10 x 3 single shot 0.83 sec Ammo: 1 3° Toxic Launcher Shoots a bright green grenade that sticks to walls, props and enemies. After a while the grenade detonates creating a single big explosion and after that 14 toxic clouds that can also damage the player. The grenade doesn't detonate on contact with enemies or props. Has slightly shorter range than the grenade launcher. A single toxic cloud does 3 damage on contact and after that disperses. Toxic clouds deal no damage to props. Area 2-1 Explosion: 5-10 Toxic Cloud: 3 x 14 single shot 0.53 sec Ammo: 1 3° Hyper Launcher Shoots a blue grenade that travels instantly in the direction of fire. Explodes on the first enemy, prop, or wall that it touches. The projectile is unreflectable as it travels instantly to its destination. Area 7-1 On impact: 25 Explosion: 5-10 single shot 0.23 sec Ammo: 2 2° Heavy Grenade Launcher Shoots a large grey grenade that explodes immediately on contact with an enemy or a prop. Otherwise, it explodes after a delay. It has the same velocity as a normal Grenade Launcher but travels farther. Creates one big green explosion. Area 3-3 On impact: 30 Explosion: 12-24 single shot 0.87 sec Ammo: 2 4°

Mini Grenades [ edit | edit source ]

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Grenade Rifle Fires bursts of 3 mini grenades in a straight line further than the grenade launcher; high rate of fire. Area 4-1 On impact: 3 Explosion: 5-10 x 3 burst 0.33 sec Ammo: 1 4° Grenade Shotgun Fires a random spread of 4 mini grenades that have a short timer. Area 3-2 On impact: 3 Explosion: 5-10 x 4 single shot 0.53 sec Ammo: 1 17° Auto Grenade Shotgun Automatic version of the Grenade Shotgun that fires a slightly tighter spread of 3 mini grenades. Area 7-1 On impact: 3 Explosion: 5-10 x 3 automatic 0.27 sec Ammo: 1 14° Cluster Launcher Shoots a cluster grenade that splits into 8 mini grenades immediately on contact with an enemy that has more than 10 HP or a prop. Otherwise, it splits after a one second delay. The cluster grenade also does impact damage, pierces through low health enemies and adds a strong knockback to each enemy it hits. It can bounce off walls but slows down and stops shortly after. Hitting the cluster grenade with a melee weapon that reflects projectiles will make the grenade travel further. Hitting it with a Screwdriver or a Jackhammer splits it into mini grenades and causes them to explode immediately after. Area 3-2 On impact: 7 Mini Grenades on impact: 3 x 8 Explosions: 5-10 x 8 single shot 0.87 sec Ammo: 2 4°

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Bazooka Fires a slow moving rocket that builds up speed as it travels; explodes on impact with walls/enemies. Creates a big explosion surrounded by three small ones. Area 2-1 On impact: 20 Explosion: 5-10 + 5-10 x 3 single shot 1.00 sec Ammo: 1 2° Gatling Bazooka A fully automatic, faster firing version of the Bazooka. Area 5-3 On impact: 20 Explosion: 5-10 + 5-10 x 3 automatic 0.33 sec Ammo: 1 6° Super Bazooka A bazooka that shoots five rockets in a fixed spread. Area 5-2 On impact: 20 x 5 Explosion: 5-10 x 5 + 5-10 x 15 single shot 1.33 sec Ammo: 5 0° Fixed: 6° Nuke Launcher Fires a very slow moving nuke that slightly follows your cursor around. Creates a huge explosion when colliding with walls, enemies or props. The blast consists of 8 big explosions and 7 small ones. Area 5-1 On impact: 60 Explosion: 5-10 x 8 + 5-10 x 7 single shot 1.67 sec Ammo: 3 2°

Blood Explosions [ edit | edit source ]

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Blood Launcher Similar to the Grenade Launcher but fires faster, has shorter range, and is automatic. The grenade is red, representing blood and it doesn't bounce off walls. It causes three closely packed Blood Explosions on collision with walls, props or enemies. Can still be used if you run out of explosive ammo but it will deal 1 damage to your character each shot. It won't fire automatically with 0 explosive ammo. Area 5-1 On impact: 10 Blood Explosion: 4-12 x 3 automatic 0.40 sec Ammo: 1 6° Blood Cannon Fires a slow moving, red projectile that constantly causes Blood Explosions, damaging anything in its path. Missing enemies with it can deal more damage than just direct hits. The projectile travels a quite far distance and after hitting a wall, prop or an enemy produces 6 closely packed Blood Explosions. Unlike the Blood Launcher's grenade, this projectile will destroy walls on impact. Blood Explosions themselves won't destroy walls. Can still be used if you run out of explosive ammo but it will deal 2 damage to your character each shot. It won't fire automatically with 0 explosive ammo. Area 5-3 Blood Explosion: 4-12 On impact: 45 Blood Explosion: 4-12 x 6 automatic 0.63 sec Ammo: 4 5°

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Flamethrower Fires a constant trail of red flames at a short range. Shoots out 2 fire particles per frame for 12 frames (0.4 seconds) before costing ammo again. That's a burst of 24 fire particles per shot. Area 2-1 2-6 burst/automatic 0.40 sec Ammo: 1 5° Dragon Similar to the Flamethrower except it shoots more flames and has wider spread and longer range. Shoots out 6 fire particles per frame for 7 frames (0.23 seconds) before costing ammo again. That's a burst of 42 fire particles per shot. Area 6-1 2-6 burst/automatic 0.23 sec Ammo: 1 5° Fixed: 8° Flare Gun Shoots an orange, grenade-type projectile that leaves a trail of fire behind it, damaging enemies. The projectile bursts into flames on collision with an enemy or a wall. It doesn't explode, therefore it won't destroy walls. Area 3-1 2-6 On impact: 10 single shot 0.83 sec Ammo: 1 7° Flame Cannon Fires a slow moving, spinning projectile that spews out two streams of red fire burning anything in its path. The projectile travels a short distance and after hitting a wall it bursts into flames, destroying nearby terrain. When the projectile hits an enemy it stops in front of it, dealing 16 impact damage per hit animation and continuous fire damage until the enemy dies or the projectile expires. It will continue to move forward as it kills enemies. Area 6-1 2-6 On impact: 16 per hit single shot 1.47 sec Ammo: 4 5°

Energy Weapons [ edit | edit source ]

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%.

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Laser Pistol Shoots a green laser for a period of time. The longer the enemy is exposed to a collision with the laser, the more damage they sustain. Area 1-1 2-10 single shot 0.30 sec Ammo: 1 1° Laser Rifle Same as the laser pistol but faster, automatic and less accurate. Area 2-1 2-10 automatic 0.23 sec Ammo: 1 3° Laser Minigun Rapidly fires laser beams. Less accurate than the Laser Rifle. Area 4-1 2-10 automatic 0.07 sec Ammo: 1 12° Laser Cannon The Laser cannon is a very powerful weapon that charges up before you shoot. It shoots five laser beams that last 20% less time than normal lasers, in a very fast and accurate burst. Moving the cursor will cause the lasers to spread. The charging sphere can be used as close-quarter attack that deals 4 damage per hit up to 3 times. On top of bringing the Laser Cannon's lasers to the potential damage of 2-12, the Laser Brain mutation also adds 2 more lasers to the burst for a total of 7. Area 3-2 Charge sphere: 4-12 Laser: 2-8 x 5 burst/automatic 1.00 sec Ammo: 3 0°

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 14 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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Plasma Gun Shoots out spheres of plasma that move at around the same speed as regular Bandit's projectiles. The projectile pierces through enemies, shrinking down and eventually causes a Plasma Explosion. Area 2-1 4-14 Plasma Explosion: 10-20 automatic 0.53 sec Ammo: 2 4° Plasma Rifle The same as Plasma Gun but has higher rate of fire and less accuracy. Area 3-3 4-14 Plasma Explosion: 10-20 automatic 0.33 sec Ammo: 2 6° The same as the Plasma Gun but with a very high rate of fire and much less accuracy. Has recoil and pushes your character back even when you stand still, similar to the Double Minigun. Area 7-2 4-14 Plasma Explosion: 10-20 automatic 0.10 sec Ammo: 2 10° Plasma Cannon Fires a bigger blast of plasma that shrinks when going through enemies. It will deal less damage as it gets smaller. After hitting a wall or an enemy with high HP the projectile splits into 10 smaller plasma projectiles that fan out in a circle around it. The big projectile doesn't create a Plasma Explosion but it will destroy walls before splitting. The small ones act the same as Plasma Gun projectiles. The weapon has a slow reload time. Area 5-2 Big projectile: 13-51 Small projectiles: 4-14 x 10 Plasma Explosion: 10-20 single shot 1.33 sec Ammo: 8 2° Super Plasma Cannon Fires an even bigger plasma blast than the Plasma Cannon. It will deal less damage as it gets smaller. After hitting a wall or an enemy with high HP the main projectile splits into 4 big plasma projectiles that fan out in 4 different directions. The big plasma blasts act the same as Plasma Cannon's projectile and will split into 10 smaller plasma projectiles. The main projectile and the 4 big projectiles don't create a Plasma Explosion but they will destroy walls before splitting. The small ones act the same as Plasma Gun projectiles. The weapon has very slow reload time but can deal massive amounts of damage. Area 7-3 Main projectile: 22-86 Big projectiles: 13-51 x 4 Small projectiles: 4-14 x 10 x 4 Plasma Explosion: 10-20 single shot 8.67 sec Ammo: 24 1°

Plasma Explosions [ edit | edit source ]

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Devastator Fires an invisible projectile that pierces through all enemies and only stops once it hits a wall, shield, or 6 seconds have passed, spawning 4 plasma explosions and breaking walls at the point of impact. This projectile deals 8 damage for every frame that it touches an enemy, typically only hitting the enemy once or twice because of how fast it moves. While travelling it spawns plasma explosions that can deal up to 20 damage to a single target. Firing the weapon also breaks walls that are near your character. With the Laser Brain mutation the devastator projectile travels 40% slower, as a result producing extra plasma explosions and hitting for 8 damage much more often. Area 7-3 Main Projectile: 8 Plasma Explosion: 10-20 single shot 2.00 sec Ammo: 8 3°

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.

Weapon Description Weapon Chest drop Damage per shot Reload time Ammo per shot Spread angle Lightning Pistol Fires a lightning rail at a short range that randomly home towards an enemy. Area 3-1 7-14 single shot 0.37 sec Ammo: 1 29° Lightning Rifle Similar to the Lightning Pistol except the fired lightning rail is about twice as long and with a longer reload time. Area 3-3 7-14 single shot 0.80 sec Ammo: 1 18° Lightning SMG Fires a lightning rail at the same range as the Lightning Pistol except it is fully automatic. Area 6-1 7-14 automatic 0.23 sec Ammo: 1 45° Lightning Shotgun Fires a burst of eight lightning rails at a short range, covering a massive area around you. Area 4-1 7-14 x 8 single shot 0.67 sec Ammo: 2 135° Lightning Cannon Fires a slow moving sphere that shoots out lightning rails and electrocutes anything in its path. The projectile travels at a short distance and after hitting a wall or an enemy it bursts out lightning around it. It doesn't explode but it will destroy walls on impact. Missing enemies with it can deal way more damage than direct hits. The projectile can be reflected by Shielders and Elite Shielders. Area 6-1 7-14 On impact: 40 single shot 1.13 sec Ammo: 8 5°

Melee Weapons [ edit | edit source ]

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.

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 Melee Weapons don't use ammo.

Weapon Description Weapon Chest drop Damage per swing Swing delay Spread angle Screwdriver Very low range, and small spread; fast. Thin arrow shaped swing. It doesn't reflect projectiles like the other melee weapons but instead destroys them. Area 1-1 6 single swing 0.37 sec 5° Chicken Sword Similar to the Wrench, although it deals less damage and has a faster attack rate. Exclusive to the character Chicken as her starting weapon. N/A (Chicken's starting weapon) 6 single swing 0.60 sec 0° Wrench Good balance of swing speed and damage. Wide crescent swing. Area 1-1 8 single swing 0.73 sec 0° Shovel Very slow; high damage. Creates three crescent swing visuals in an arc dealing damage over a wide area. It has slightly more range than the Wrench. All three projectiles reach the same distance measured from the character's center. This weapon always does 16 damage each swing. Stacking the swing projectiles with the Eagle Eyes mutation will not cause their damage to stack, as enemies can't be damaged by melee weapons while in hit animation. Area 1-3 16 x 3 single swing 1.17 sec 0° Fixed: 60° Sledgehammer Has the same range and swing size as the Wrench. It's slower but does more damage per swing. Same swing delay as the Shovel. Area 1-3 24 single swing 1.17 sec 0° Blood Hammer Slightly faster than a Wrench. Causes a Blood Explosions on impact with each enemy or prop you hit. Similar to the Blood Launcher, the explosions don't destroy walls, but can destroy enemy projectiles and do not damage the player. The blast stays on top of the target, dealing damage to it up to three times. On top of that the weapon does regular melee damage. Upon taking the melee hit, an enemy immediately takes 25 damage (21 from the melee swing and 4 from the explosion). The explosion then continues to hit two more times. If you don't hit any enemy or prop with this weapon, the Blood Hammer will deal 1 damage to your character each swing, which can kill you. Area 5-1 21 Blood Explosion: 4-12 single swing 0.70 sec 0° Faster than a Sledgehammer. Creates a melee arc that makes a lightning rail on impact with each enemy, which home to the nearest targets. With the Laser Brain mutation this lightning is able to hit one extra time, upping the maximum potential damage of the Lightning Hammer from 35 to 42. Upon taking the melee hit the enemy recieves 14 damage and goes into invincibility frames, blocking it from the lightning's first hit. The lightning can then hit the enemy for 7 damage; but if the lightning does not touch the enemy, the slash can then hit a second time dealing a further 14 damage. The lightning created from this second melee hit is then able to damage the enemy for a final 7 damage. Meaning the maximum damage for this weapon without the Laser Brain mutation is 35. If you want to be sure the lightning doesn't touch the enemy before the second melee hit, you can try to hit them through a wall. Area 5-2 14-28 Lightning: 7-14 single swing 1.07 sec 0°

Explosive Melee weapons use Explosive ammo for each swing.

Weapon Description Weapon Chest drop Damage per swing Swing delay Ammo per swing Spread angle Jackhammer Attacks with a burst of thin strikes (same as Screwdrivers) that don't reflect projectiles but instead destroy them. Holding the fire button allows you to fire the bursts continuously. This runs through your explosive ammo quickly but can act as a projectile shield. Although there are 12 melee strikes that appear after one use, a single target can be hit only 3 times because of how fast an enemy can receive melee damage. Which means this weapon can do a max of 6 x 3 damage to a single enemy. Area 2-1 6 x 12 burst/automatic 0.40 sec Ammo: 1 15°

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.

Weapon Description Weapon Chest drop Damage per swing Swing delay Ammo per swing Spread angle Energy Screwdriver Very low range, and small spread; fast. Area 4-1 22 single swing 0.13 sec Ammo: 1 5° Energy Sword More range than the Energy Hammer; fast attack speed. Wide crescent swing. Area 5-1 22 single swing 0.40 sec Ammo: 2 0° Energy Hammer Breaks walls; slowest attack speed of the energy melee weapons but highest damage. Wide crescent swing. Area 5-1 42 single swing 0.67 sec Ammo: 5 0°

Ultra Weapons [ edit | edit source ]

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.

Weapon Description Weapon Chest drop Damage per shot/swing Reload time/swing delay Ammo/Rads per shot/swing Spread angle Fires a single bullet projectile each shot. The bullet is green, travels faster and does six times more damage than a regular bullet. The weapon also has less reload time than the regular Revolver. after loop Area 2-1 18 automatic 0.10 sec Ammo: 2 Rads: 4 3° Shoots a random spread of 9 green pellet projectiles which do three times more damage than regular pellets and bounce much further without any mutations. As with all shell weapons, it deals more damage when fired at close range. This weapon also has less reload time and more range than the regular Shotgun. after loop Area 2-1 6[9] x 9 single shot 0.40 sec Ammo: 3 Rads: 14 22° Fires a single bolt that can destroy up to 3 wall tiles in its path, meaning it can kill enemies behind thin walls. Has a higher rate of fire than the regular crossbow, does over twice as much damage, and can pierce through more enemies. after loop Area 2-1 45 single shot 0.37 sec Ammo: 1 Rads: 12 0° Shoots an ultra grenade that can pull in enemies as well as your character. The grenade detonates on impact with the target or after a short period of time. Creates three big green explosions in a triangular formation. Each grenade drops 6 rads when exploding. after loop Area 2-1 On impact: 40 Explosion: 12-24 x 3 single shot 0.53 sec Ammo: 1 Rads: 16 5° Shoots five laser beams in a fixed spread. Has a slightly faster reload time than the regular Laser Pistol. after loop Area 2-1 2-10 x 5 single shot 0.27 sec Ammo: 3 Rads: 16 1° Fixed: 8° Creates three crescent swing visuals in an arc dealing damage over a wide area. All three projectiles reach the same distance measured from the character's center. Has a much higher swing speed than the regular Shovel. This weapon always does 30 damage each swing. Stacking the swing projectiles with the Eagle Eyes mutation will not cause their damage to stack, as enemies can't be damaged by melee weapons while in hit animation. after loop Area 2-1 30 x 3 single swing 0.50 sec - Rads: 14 0° Fixed: 60°

Golden Weapons [ edit | edit source ]

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, 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.

Weapon Description Weapon Chest drop Damage per shot/swing Reload time/swing delay Ammo per shot/swing Spread angle Golden Revolver Y.V.'s starting weapon. Has a faster fire rate than the regular Revolver. Your character starts with the standard 96 Bullet type ammo. N/A (Y.V.'s starting weapon) 3 single shot 0.17 sec Ammo: 1 4° Golden Machinegun Has better accuracy than the regular Machinegun. Your character starts with the standard 96 Bullet type ammo. after loop Area 1-1 3 automatic 0.17 sec Ammo: 1 4° Golden Assault Rifle Has a faster rate of fire than the regular Assault Rifle. Your character starts with the standard 96 Bullet type ammo. Found in Golden Weapon Chests only after looping. after loop Area 1-3 3 x 3 single shot 0.30 sec Ammo: 3 2° Golden Shotgun Shoots out one more pellet than the regular Shotgun. As with all shell weapons, it deals more damage up close. Your character starts with 24 Shell type ammo. after loop Area 1-1 2[3] x 8 single shot 0.57 sec Ammo: 1 20° Golden Slugger Has a faster rate of fire than the regular Slugger. As with all shell weapons, it deals more damage up close. Your character starts with 24 Shell type ammo. Found in Golden Weapon Chests only after looping. after loop Area 1-3 22[24] single shot 0.67 sec Ammo: 1 5° Golden Crossbow Fires golden bolts. Has a faster rate of fire than the regular Crossbow. Your character starts with 21 Bolt type ammo. after loop Area 1-1 20 single shot 0.77 sec Ammo: 1 0° Golden Splinter Gun Shoots out one more splinter than the regular Splinter Gun. Your character starts with 21 Bolt type ammo. Found in Golden Weapon Chests only after looping. after loop Area 1-3 4 x 6 single shot 0.63 sec Ammo: 1 10° Golden Grenade Launcher Fires golden grenades that travel faster, further, and more accurately than regular ones. Your character starts with 18 Explosive type ammo. after loop Area 1-1 On impact: 15 Explosion: 5-10 single shot 0.67 sec Ammo: 1 0° Golden Bazooka Fires golden missiles. Has a faster rate of fire than the regular Bazooka. Your character starts with 18 Explosive type ammo. Found in Golden Weapon Chests only after looping. after loop Area 1-3 On impact: 20 Explosion: 5-10 + 5-10 x 3 single shot 0.93 sec Ammo: 1 2° Golden Laser Pistol Has better accuracy and a faster fire rate than the regular Laser Pistol. Your character starts with 30 Energy type ammo. after loop Area 1-1 2-10 single shot 0.27 sec Ammo: 1 0° Golden Plasma Gun Has better accuracy and faster projectiles than the regular Plasma Gun. Your character starts with 30 Energy type ammo. Found in Golden Weapon Chests only after looping. after loop Area 1-3 4-16 Plasma Explosion: 10-20 automatic 0.53 sec Ammo: 2 4° Golden Wrench Has a shorter delay between swings than the regular Wrench. Your character starts with no ammo. after loop Area 1-1 8 single swing 0.60 sec - 0° Golden Screwdriver Has a shorter delay between swings than the regular Screwdriver. Your character starts with no ammo. Found in Golden Weapon Chests only after looping. after loop Area 1-3 6 single swing 0.30 sec - 5°

Cursed Weapons [ edit | edit source ]

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.





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

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