Files
MeatSlicer/docs/weapons.md
T

12 KiB
Raw Permalink Blame History

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 and perks.


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 wide, dramatic melee sweep

Stat Value
Damage 34
Fire interval 0.55 s
Reach 90 px
Arc 2.4 rad (~137°)
Ammo 26 (refill 10 per pickup)
Recoil 0.95 (heavy)

Melee sweep: one wide swing across the aim direction hits every enemy within 90 px inside a ~137° arc for 34 damage with heavy knockback.

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 95 (× 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.