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Quintine faa58b5678 0.9.6
Cleaver whirl, HD boss first-draw, elite Splitter minis.
2026-08-15 00:46:35 +10:00

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# Weapons
All 16 weapons in MeatSlicer, with exact stats pulled from `js/weapons.js`.
Weapons have **no upgrade levels** — their stats are fixed. All scaling comes from [passive items](items.md) and [perks](perks.md).
---
## How weapons work
- You always carry the **Bone Popper** (infinite ammo sidearm) plus **one special weapon** in a holster slot.
- Press **R** to swap between them. Holstered weapons keep their remaining ammo.
- Picking up a new special weapon drops your current one (with its remaining ammo) so you can swap back.
- Picking up a weapon that matches either your active or holstered special acts like an ammo pickup for that matching weapon instead of replacing it. Refill uses the weapon's authored `refill`, respects the 150% cap, and converts overflow to score.
- When a special weapon runs dry, you automatically fall back to the Bone Popper.
- Most special weapons consume ammo per shot: `1 / ammoEff` units per shot (so Brass Magazine's additive `ammoEff` stretches every magazine).
- **Stream weapons** (Bile Blunderbuss, The Cauterizer, Red Right Hand) instead drain ammo per second while held: `drain / ammoEff` units per second. Their magazines are measured in seconds of fire.
- Each special has two ammo numbers: **`ammo`** (magazine size — how long a fresh weapon lasts) and **`refill`** (units returned per ammo pickup — tuned so one pickup funds roughly ten kills). Pickups can overfill up to 150% of the magazine; overflow converts to score.
### Where weapons come from
| Source | Roll |
|---|---|
| Boss kill (guaranteed) | Rolled at **floor + 2** — better tiers, earlier |
| Item room | 35% chance alongside the item, rolled at current floor |
| Starting loadout | Bone Popper only |
### Drop weights by tier
| Tier | Weight |
|---|---|
| 0 (Common) | `max(20, 60 − floor × 5)` |
| 1 (Uncommon) | `30 + floor × 2` |
| 2 (Rare) | `10 + floor × 3` |
| 3 (Legendary) | `min(4 + floor × 2, 22)` |
Higher floors shift weight toward higher tiers. Tier 3 caps at weight 22.
### Shared firing mechanics
- **Volley system:** items that grant `split`, `fan`, or `rear` shots add extra projectiles to *every* projectile weapon — parallel shots (±0.035 rad), angled shots (±0.16 rad per level), and backward shots respectively.
- **Damage:** `weapon dmg × dmgMul` (× `critMul` on crits — 5% base chance, ×2.0 base).
- **Projectile lifetime (range):** `weapon range × rangeMul`, in seconds.
- **Homing:** homing projectiles steer toward the nearest enemy within 320 px. Strength is `1.6 + homing × 0.7` for normal weapons with Homing Tumor; stronger bases for Eye Ballista and Swarm Jar (see below).
---
## Tier −1 — Starter
### Bone Popper
> *Trusty bone-shard sidearm*
| Stat | Value |
|---|---|
| Damage | 8 |
| Fire interval | 0.60 s |
| Projectile speed | 540 |
| Range (lifetime) | 0.45 s |
| Ammo | **Infinite** |
| Behavior | Single bullet |
| Recoil (punch) | 0.42 |
Your eternal fallback. Never runs dry, never holstered — swapping with R always brings it back.
---
## Tier 0 — Common
### Ribcage Repeater
> *Rattles off rib slivers*
| Stat | Value |
|---|---|
| Damage | 6 |
| Fire interval | 0.09 s (very fast) |
| Projectile speed | 560 |
| Spread | 0.10 rad |
| Range | 0.42 s |
| Ammo | 84 (refill 42 per pickup) |
| Recoil | 0.18 |
Rapid-fire bullet hose. Low per-shot damage, excellent proc-per-second carrier for on-hit item effects.
### Marrow Scatter
> *A devastating close blast of jagged bone*
| Stat | Value |
|---|---|
| Damage | 11 **per pellet** |
| Pellets | 6 |
| Fire interval | 0.58 s |
| Projectile speed | 500 |
| Spread | 0.55 rad (wide) |
| Range | 0.38 s (short) |
| Ammo | 20 (refill 6 per pickup) |
| Recoil | 0.92 (heavy) |
Shotgun. Up to 66 damage per trigger pull at point blank before multipliers, but the short lifetime makes it strictly close-range.
---
## Tier 1 — Uncommon
### Cleaver Cadence
> *A wider, gory whirl of steel*
| Stat | Value |
|---|---|
| Damage | 42 |
| Fire interval | 0.55 s |
| Reach | 110 px |
| Arc | 2.85 rad (~163°) |
| Ammo | 26 (refill 10 per pickup) |
| Recoil | 0.95 (heavy) |
Melee sweep: one wide whirl across the aim direction hits every enemy within 110 px inside a ~163° arc for 42 damage with heavy knockback. The butcher spins ~2.5 turns during the swing. Blood and sparks ride the arc; there is no yellow gun muzzle.
### Sawblade Launcher
> *Bouncing, hungry steel*
| Stat | Value |
|---|---|
| Damage | 13 |
| Fire interval | 0.34 s |
| Projectile speed | 360 |
| Bounces | 5, shared between walls and enemies (plus bounces from Ricochet Ribs) |
| Range | 0.60 s |
| Ammo | 24 (refill 9 per pickup) |
| Recoil | 0.45 |
Spinning ricochet blades. Each enemy hit spends one bounce and the blade tears through; at zero bounces it dies on the next enemy (or wall). Deadly in cramped rooms where blades ping off walls into packs.
### Hemophage
> *Drinks what it touches*
| Stat | Value |
|---|---|
| Damage | 8 |
| Fire interval | 0.19 s |
| Projectile speed | 480 |
| Range | 0.45 s |
| Lifesteal | 12.5% chance per hit to heal 1 HP |
| Ammo | 70 (refill 42 per pickup) |
| Recoil | 0.35 |
The only weapon with built-in lifesteal. Healing only procs while you're below max HP.
### Eye Ballista
> *The eyes follow. They always follow*
| Stat | Value |
|---|---|
| Damage | 10 |
| Fire interval | 0.30 s |
| Projectile speed | 320 |
| Range | 0.62 s |
| Homing | 6 + homing × 0.7 (strongest base homing) |
| Ammo | 42 (refill 21 per pickup) |
| Recoil | 0.40 |
Aggressively seeking projectiles. Aim roughly, let the eyes do the rest.
---
## Tier 2 — Rare
### Bile Blunderbuss
> *A brutal corrosive torrent; pools linger*
| Stat | Value |
|---|---|
| Damage | 7 |
| Fire interval | 0.12 s (rapid, hold to spray) |
| Projectiles per shot | 2 |
| Projectile speed | 340 |
| Spread | 0.32 rad |
| Range | 0.36 s |
| Pierce | 2 (+ item pierce) |
| Ammo | 80 (refill 21 per pickup), **drains 8/sec while held** |
| Recoil | 0.34 |
Corrosive cone spray. On hit: **slows for 1.6 s** and 45% chance to leave an **acid pool** (radius 24 × sizeMul, 2.5 s life, DPS = bullet damage × 0.8). Projectiles that expire mid-flight have a separate 35% chance to drop a pool. Ammo is time-denominated: a full tank is 10 seconds of spray.
### Gut Hook
> *Impales and drags the catch*
| Stat | Value |
|---|---|
| Damage | 48 (+ 50% = 24 bonus when the drag ends) |
| Fire interval | 0.85 s (slow) |
| Projectile speed | 720 (fastest projectile) |
| Range | 0.60 s |
| Ammo | 11 (refill 5 per pickup) |
| Recoil | 0.95 |
Harpoon that pierces everything and **drags the first non-boss enemy it hits** along its flight path. When the projectile expires, the dragged enemy takes 50% of the bullet's damage again. Excellent for yanking a priority target out of a pack.
### Flesh Masher
> *Lobs ground-meat bombs*
| Stat | Value |
|---|---|
| Damage | 34 (area of effect) |
| Fire interval | 0.75 s |
| Behavior | Lobbed to cursor, explodes on arrival |
| Blast radius | 85 × rangeMul × √sizeMul |
| Ammo | 14 (refill 4 per pickup) |
| Recoil | 0.90 |
Grenade lobber. Flight time auto-computed from distance (clamped 0.12–0.8 s). The blast damages and knocks back everything in radius. Arcs over the chaos — no line of sight needed, and lobbed shots pass over enemies mid-flight to detonate at the target point.
### Trap Queen
> *Bear traps. For bears. And worse*
| Stat | Value |
|---|---|
| Damage | 10 per trap trigger |
| Fire interval | 0.55 s |
| Behavior | Lobbed; leaves a trap where it lands |
| Trap life | 12 s × rangeMul |
| Trap radius | 16 × sizeMul |
| Trap charges | 3 victims per trap |
| Ammo | 26 (refill 13 per pickup) |
| Recoil | 0.65 |
Area denial. Traps persist on the floor and snap shut on up to **three** victims each (damage + 2.2 s root per victim) before breaking — pre-lay them along doorways and kiting paths.
### Red Right Hand
> *A chainsaw that liquefies anything in reach*
| Stat | Value |
|---|---|
| Damage | 7 per tick (ticks scale with fire rate) |
| Damage interval | 0.10 s |
| Reach | 58 × rangeMul × √shotSpeedMul from player |
| Right-hand offset | 36 × √sizeMul to the right of aim |
| Arc radius | 38 × √sizeMul |
| Ammo | 150 (refill 72 per pickup; drains 18/sec while held, ÷ ammoEff) |
| Recoil | 0.38 |
Continuous melee chainsaw — hold LMB and walk into things. The hitbox sits on the character's right hand (`aim + π/2`) at full blade reach/radius, so swings connect on the right side of the body. Damage scales with `dmgMul × rateMul`, plus the same +6%-per-pierce/bounce/homing inert bonus as the Tenderizer. Sparks fly, ammo drains.
---
## Tier 3 — Legendary
### The Cauterizer
> *Incinerates anything brave enough to get close*
| Stat | Value |
|---|---|
| Damage | 4.5 per flame tick |
| Fire interval | 0.05 s (20 ticks/sec, hold to spray) |
| Projectiles per shot | 2 |
| Projectile speed | 310 |
| Spread | 0.34 rad |
| Range | 0.36 s (very short) |
| Pierce | 2 (+ item pierce) |
| Ammo | 110 (refill 21 per pickup), **drains 12/sec while held** |
| Recoil | 0.32 |
Flamethrower — projectiles originate **26 px to the right of the body** (right-hand hold). Hits **ignite for 1.5 s** with burn DPS = bullet damage × 0.8 (3.6 DPS base). Melt hordes that get close; useless at range. Ammo is time-denominated: a full tank is ~9 seconds of flame.
### The Tenderizer
> *A room-shaking close-range meat paste*
| Stat | Value |
|---|---|
| Damage | 60 (instant area hit) |
| Fire interval | 0.58 s |
| Range | 46 × rangeMul × √shotSpeedMul from player |
| Blast radius | 70 × rangeMul × √sizeMul |
| Ammo | 10 (refill 5 per pickup) |
| Recoil | 1.00 (max), screen shake 5 |
Point-blank slam — no projectile, an instant circular blast in front of you. Bonus "inert" damage scaling: +6% per point of pierce + bounce + homing you own.
### Spinal Tap
> *Charge it. Delete a line of meat*
| Stat | Value |
|---|---|
| Damage | 190 (× 0.4–1.0 by charge) |
| Charge time | 0.85 s (minimum 40% charge = 0.34 s to fire) |
| Beam length | 900 × rangeMul |
| Beam width | 14 × √sizeMul |
| Ammo | 7 (refill 4 per pickup) |
| Recoil | 1.00, screen shake 8 |
**Hold LMB to charge, release to fire** an instant hitscan beam that deletes everything in a line. Damage scales `0.4 + 0.6 × charge fraction` — full charge is 2.5× a hasty snap shot. A ring around your character shows charge state (blue = full). Charge rate scales with `rateMul × √shotSpeedMul`.
### Swarm Jar
> *A jar of friends. They are hungry*
| Stat | Value |
|---|---|
| Damage | 9 per maggot |
| Fire interval | 0.80 s |
| Maggots per jar | 6 (+ split + fan bonuses) |
| Maggot speed / life | 260 / 2.2 s × rangeMul |
| Maggot homing | 8 + homing × 0.7 (strongest in game) |
| Ammo | 12 (refill 6 per pickup) |
| Recoil | 0.70 |
Lobs a jar that shatters into a pack of homing maggots where it lands. The jar arcs over enemies mid-flight, so aim at the pack — not through it. Maggots **inherit your pierce and bounce stats** and relentlessly chase enemies for their full lifetime. Throw and forget.
---
## Damage math reference
```
bullet damage = weapon dmg × dmgMul × (critMul if crit)
fire interval = weapon interval / (rateMul × frenzyMul)
proj speed = weapon spd × shotSpeedMul
proj lifetime = weapon range × rangeMul
ammo per shot = 1 / ammoEff (stream weapons: drain / ammoEff per second)
ammo refill = weapon refill × ammoPickupMul per pickup (cap 150% of magazine)
knockback = 90 × knockbackMul
```
- Crit: base 5% chance, ×2.0 damage. Raised by Bloodshot Eye / Hollow Needle (items) and Bone Splitter / Cold Precision (perks).
- Frenzy: from Dead Man's Switch — kills grant `1 + frenzy` fire rate for 3 s.
- Slam/saw/beam weapons (Tenderizer, Red Right Hand, Spinal Tap) get an extra `1 + (pierce + bounce + homing) × 0.06` multiplier instead of firing extra projectiles.