Weapon list (quick reference)
Names and short descriptions are compiled from community notes. Treat specifics as subject to change and verify in
your current version.
| Weapon | Slot | What it’s good for |
| Quad Cylinder | Primary | Accurate, fast shooting; a flexible all‑rounder. |
| Shotgun | Primary | High payoff up close; strong for bosses when you can land pellets. |
| Long Ranger | Primary | High single‑shot damage; best at range and rewards accuracy. |
| Minigun | Primary | Extreme sustained fire; high potential, requires control and positioning. |
| Revolver | Sidearm | Elemental rounds; solid starter with limited shots. |
| Bow | Sidearm | Charge for damage; good for strong targets and grouped enemies. |
| Dual Revolvers | Sidearm | Fast firing; can be thrown/explode on reload or empty (risk/reward). |
Sources:
Miraheze community wiki · Steam
Leveling priorities
- Start with reliability: pick one weapon you can consistently hit with.
- Upgrade for breakpoint: prefer upgrades that change how fights play (range, control, uptime).
- Co-op roles matter: coordinate so the team covers both crowd control and boss damage.
Build direction
- Solo: survivability and safe damage uptime.
- Co-op: specialization (one sets up, another triggers/finishes).
- Boss runs: prioritize weak-point access and consistent burst windows.
How to choose a weapon (simple checklist)
- Can you land hits consistently? Reliable DPS beats theoretical DPS.
- Do you need mobility? If you’re learning bosses, favor safer damage uptime.
- What’s your role? In co-op, one player can focus on boss windows while another clears adds.
- Does your spell kit support it? Build around one repeatable interaction, not “everything.”