Weapons

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You start with one weapon slot. A second unlocks at Tier 3. You can equip two weapons from the same category. Specialties replace both weapons.

Gun mechanics

Controls

  • Left click: Fire.
  • Right click: Aim or use a scope.
  • R: Reload; press again to interrupt. The Bow, Crossbow and Coin Gun use R to switch ammunition.
  • G: Gun bash.
  • X: Ocular Prowess, which improves accuracy and reload speed.

See Controls for the full control list.

Reloading

Most revolvers discard unfired rounds when reloaded. The Snubnose and Akimbo 1857's keeps them; Veteran prevents wasteful reloads.

Stand damage penalties

Stand type usually changes gun damage:

  • Humanoid Stand: 15% less gun damage.
  • Non-humanoid Stand: 5% less gun damage.

Some guns are exempt; their pages list weapon-specific values.

Sniper glare

Sniper glare appears beyond about 100 studs and fades after about 1,300 studs.

Sniper glare at long range

Point-blank hitbox

Most guns deal light damage and knockback to nearby players when fired at point-blank range. Each gun's infobox says whether it has this hitbox and gives its damage when known.

Point-blank hitbox demonstration

Primaries

Secondaries

Nifty

Alignment weapons

Inlaw

Specialties

Spin and Shabōn Hamon are combat specialties. Spin: Wrecking Ball is a Spin variant unlocked by Wekapipo’s quest. Vampires use the moves listed under Vampire Fists. Mud Witch can remove a specialty in exchange for a Dogbane Herb, resetting your EXP and tier.