Unique weapons

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Unique weapons are variants of ranged weapons added by the Odyssey DLC with traits that add effects to the weapon, including statistical bonuses and different attacks.

There are currently 13 types of unique weapons, each a variant of another ranged weapon:

Acquisition[edit]

Unique weapons can be obtained through quests, found in loot boxes like sealed crates, containers or ancient safes, found while fishing, or gifted by visitors. Unique weapons can also rarely be dropped by raiders. Ancient Mercenary and Orbital Item Stash quests will always contain at least one Unique Weapon, typically masterwork or legendary quality.

Weapons Depot and Ancient Garrison Map features do NOT contain Unique Weapons. Ancient Dangers do not contain Unique weapons.

Farming Strategy[edit]

Maps can generate with an "Ancient Mercenaries" Quest

Books with "Generate Quest" give a ~30% chance to an "Ancient Mercenaries" Quest:

  • TomesContent added by the Anomaly DLC generate with a quest 15% of the time.
  • Novels generate with a quest 5% of the time.
  • Textbooks generate with a quest 1% of the time.
  • Schematics cannot generate quests.

Fishing has a chance to generate a Rare Catch which itself contains a chance to give a map or a much smaller chance to get a unique weapon outright.

The Infested Settlement Landmarks has a high likelihood of sealed crates and can spawn an infested cavern which can contain more.

The Ruins Landmarks can contain ancient safes which have a high likelihood of having a Map or a much smaller chance to get a Unique weapon outright.

Any Glacial Plain tile has a chance to have a sealed crate or ancient safe buried in the ice.

Any Scarlands Tile has chance to have a sealed crate.

The ancient uplink or orbital scanner have a chance to generate:

  • Orbital Item Stash, which always has a Unique Weapon
  • Satellite, which contains container which has a ~30% chance for a Unique Weapon
  • Mechanoid platform, which contains sealed crates


Unique weapon traits[edit]

Unique weapons have individual traits that affect their stats in various ways. Each weapon will have up to three[Verify?] traits. Some traits are good, some are bad, some are just different. The traits are:

  • Name Description Adjectives Generate alone? Commonality Applicable weapons Exclude
    Quick reload This weapon has a quick release-and-replace mechanism that makes it faster to reload.

    quick, nimble, quickload, quickshot, fastload

    Check.png

    1

    -

    Aim assistance This weapon contains a rudimentary aim assistant computer which helps track targets, increasing accuracy at all ranges. The device can account for environmental challenges, allowing the weapon to ignore the accuracy penalty from bad weather and smoke.
    • Accuracy (Touch): x1.2
    • Accuracy (Short): x1.2
    • Accuracy (Medium): x1.2
    • Accuracy (Long): x1.2
    • Market value: +70 Silver
    • Ignores Accuracy Maluses

    seeking, accurate, precise, auto-aim, self-aim

    Check.png

    1

    -

    Custom grip This weapon contains a customized grip that handles recoil better, improving accuracy at short range. It looks cool too.

    custom, customized, gripped, hi-grip

    Ex.png

    1

    -

    Pistol brace This weapon has a stabilizing brace that connects to the user's arm, increasing its accuracy.
    • Accuracy (Touch): x1.2
    • Accuracy (Short): x1.2
    • Accuracy (Medium): x1.2
    • Accuracy (Long): x1.2
    • Market value: +35 Silver

    stable, accurate, precise, braced

    Check.png

    1

    -

    Pulse charger This weapon is retrofitted with pulse-charge technology, imbuing bullets with unstable energy. The weapon was clearly not designed for this, dramatically lowering its accuracy.
    • Accuracy (Touch): x0.8
    • Accuracy (Short): x0.8
    • Accuracy (Medium): x0.8
    • Accuracy (Long): x0.8
    • Ranged Damage Multiplier: +0.6
    • Ranged Armor Penetration Multiplier: +0.3
    • Market value: +80 Silver

    charged-shot, charged, pulse-charged

    Check.png

    1

    -

    Tox rounds This weapon fires rounds coated with toxic chemicals, which sicken wounded targets.
    • Forced color: UniqueWeapon_Tox
    • Projectile type: Toxic
    • Market value: +50 Silver

    green, poison, venom, venomous, snakebite

    Check.png

    1

    AmmoType, Color

    Piercing rounds This weapon fires rounds designed to penetrate thick armor.
    • Ranged Armor Penetration Multiplier: +0.2
    • Market value: +40 Silver

    piercing, sharp, sabot, penetrating

    Check.png

    1

    AmmoType

    Incendiary rounds This weapon fires ammunition that contains a flammable chemical. It has a chance to ignite targets.
    • Forced color: UniqueWeapon_Fire
    • Projectile type: Incendiary
    • Market value: +90 Silver

    red, fiery, flaming, burning, hot, igniting, napalm

    Check.png

    1

    AmmoType, Color

    EMP rounds This weapon fires rounds with embedded EMP capacitors, which will temporarily disable electronics and mechanoids.
    • Forced color: UniqueWeapon_EMP
    • Extra Damages:
      • EMP: 4
    • Market value: +75 Silver

    EMP, electric, shocking, sparky, zapping

    Check.png

    1

    AmmoType, Color

    Hollow-point rounds This weapon fires bullets that expand on impact, dealing more damage than normal.

    shredding, hollowpoint, hardpunch, meatrip, grinder

    Check.png

    1

    AmmoType

    High-power rounds Special ammunition makes this weapon more powerful than normal. The heavy recoil makes it less accurate.
    • Ranged Damage Multiplier: +0.3
    • Ranged Armor Penetration Multiplier: +0.15
    • Accuracy (Touch): x0.9
    • Accuracy (Short): x0.9
    • Accuracy (Medium): x0.9
    • Accuracy (Long): x0.9
    • Market value: +60 Silver

    atlas, hi-power, heavy-shot, hardpunch, heavy-hit

    Check.png

    1

    AmmoType

    Toxic pellets This weapon fires chemical pellets which cause toxic buildup.
    • Forced color: UniqueWeapon_Tox
    • Projectile type: Toxic
    • Market value: +50 Silver

    green, toxic, poisonous, poison

    Check.png

    1

    AmmoType, Color

    Incendiary pellets This weapon fires phosphorus pellets that have a chance to ignite targets.
    • Forced color: UniqueWeapon_Fire
    • Projectile type: Incendiary
    • Market value: +100 Silver

    red, fiery, flaming, burning, hot, volcanic, promethean

    Check.png

    1

    AmmoType, Color

    Birdshot pellets This weapon fires shells containing smaller pellets than normal. It's much more accurate at close range, but less effective at long range.
    • Ranged Armor Penetration Multiplier: -0.25
    • Accuracy (Touch): x1.3
    • Accuracy (Short): x1.2
    • Accuracy (Medium): x0.95
    • Accuracy (Long): x0.9
    • Market value: +10 Silver

    birdshot, nearshot

    Ex.png

    1

    AmmoType

    Piercing arrows This bow shoots bodkin-tipped arrows, making it more effective against armored targets.
    • Ranged Armor Penetration Multiplier: +0.3
    • Market value: +40 Silver

    piercing, sharp, penetrating, bodkin, anti-armor

    Check.png

    1

    AmmoType

    Paralytic arrows This bow shoots arrows embedded with a paralytic biotoxin, which briefly stuns targets.

    paralyzing, paralytic, stunning

    Check.png

    1

    AmmoType

    Broadhead arrows This bow shoots arrows tipped with sharp blades, increasing its damage.

    strong, broadhead

    Check.png

    1

    AmmoType

    Lightweight arrows This bow is adept at firing lightweight arrows. They fly farther but deal less damage.
    • Range Multiplier: +0.3
    • Ranged Damage Multiplier: -0.1
    • Market value: +30 Silver

    light, longreach

    Check.png

    1

    AmmoType

    Reinforced bow limbs The limbs of this bow have been strengthened, allowing it to shoot further.

    reinforced

    Check.png

    1

    -

    Extended barrel This weapon has a longer range than normal.

    long, extended

    Check.png

    1

    Barrel

    Tactical sight This weapon has a custom sight, increasing its accuracy at long range.
    • Accuracy (Medium): x1.2
    • Accuracy (Long): x1.2
    • Market value: +35 Silver

    accurate, precise, sniper

    Check.png

    1

    Sights

    Shoddy sights Defects in this weapon's sights decrease its accuracy at long ranges.
    • Market value: x0.85
    • Accuracy (Medium): x0.8
    • Accuracy (Long): x0.8

    inaccurate, imprecise

    Ex.png

    1

    Sights

    Tracking scope This weapon's scope uses target recognition software to automate target tracking, making it faster to fire.

    trackscope, fastfire

    Check.png

    1

    Scope

    Rangefinder This weapon's scope contains an advanced rangefinder, allowing it to fire further.

    eagle, farsight

    Check.png

    1

    Scope

    Shortened barrel This weapon's barrel has been sawn off, reducing its range but making it quicker to aim and fire.
    • Ranged Warmup Multiplier: -0.2
    • Range Multiplier: -0.2

    shortened, sawn-off

    Check.png

    1

    Barrel

    Rapid fire This weapon contains an improved self-loading mechanism. When firing bursts of multiple rounds, the time between each round is dramatically reduced.

    rapid, burst, rapid-fire

    Check.png

    1

    -

    Extended magazine This weapon fires 50% more shots in a single burst than normal.

    high-capacity, extendo-clip

    Check.png

    1

    -

    Charge capacitor This weapon amplifies pulse-charge technology with a massive capacitor, increasing damage and armor penetration.
    • Ranged Armor Penetration Multiplier: +0.2
    • Ranged Damage Multiplier: +0.35
    • Market value: +120 Silver

    overcharged

    Check.png

    1

    -

    EMP pulser This weapon can emit a burst of energy centered on the user. The burst will stun nearby electronic targets like mechanoids or turrets. Once used, the pulser takes some time to recharge.

    Pulse, EMP

    Check.png

    0.5

    Ability

    Frequency amplifier This weapon passes the beam through a crystal amplifier, dramatically increasing the weapon's damage and range. The weapon needs to cool down between uses.
    • Range Multiplier: +0.3
    • Ranged Damage Multiplier: +0.5
    • Ranged Cooldown: x1.5
    • Market value: +120 Silver

    amplified

    Check.png

    1

    -

    Heavy rounds This weapon deals more damage and has a much higher stopping power than normal.
    • Additional Stopping Power: 2
    • Ranged Damage Multiplier: +0.1
    • Market value: +50 Silver

    hammering, forceful, oversized, knockout

    Check.png

    1

    AmmoType

    Ornamental This weapon was crafted for aesthetics over functionality. It deals less damage but looks great.

    beautiful, elegant, ornamental

    Ex.png

    0.5

    Appearance

    Ugly This weapon was crafted with no respect for aesthetics. It looks like junk but gets the job done. Traders will pay less for it.

    monstrous, crude, ugly

    Ex.png

    0.5

    Appearance

    Lightweight This weapon is much lighter than normal, lowering its aiming time.
    • Ranged Warmup Multiplier: -0.2
    • Market value: +80
    • Mass: x0.75

    light, quickdraw

    Check.png

    1

    Weight

    Cumbersome This weapon is unwieldy to use, making it slower to aim.

    cumbersome, bulky, awkward

    Ex.png

    1

    Weight

    Gold inlay This weapon is inlaid with gold. Traders will pay more for it.

    Gold, golden

    Ex.png

    0.5

    Color

    Jade inlay This weapon is adorned with jade. Traders will pay more for it.

    jade

    Ex.png

    0.5

    Color

    Grenade launcher This weapon has an attached frag grenade launcher. Once fired, it must be reloaded using steel.
    • Adds ability: LaunchFragGrenade.png Launch frag grenade
    Launch a grenade. Can be reloaded using steel.
    • Fires a frag grenade, identical in stats to a projectile from frag grenades.
    • Damage: 200 bomb damage [Verify?]
    • AoE: 3x3 tiles [Verify?]
    • Range: 12.9 tiles
    • Forced miss radius: 1.9 tiles
    • Velocity: 12
    • Target: Pawn or Location
    • Warmup Time: 90 ticks (1.5 secs)
    • Cooldown Time: Nil
    • Charges: 1
    • Cost per charge: Steel 25
    • Time to reload: 60 ticks (1 sec)
    • AI Can Use: True

    explosive

    Check.png

    0.5

    Attachment, Ability

    EMP cannon This weapon has an attached EMP shell launcher. The shell emits a burst of electromagnetic energy that stuns electronic targets like turrets and mechanoids. Once fired, it must be reloaded using steel.
    • Adds ability: LaunchEMPShell.png Launch EMP shell
    Launch a shell that releases a burst of electromagnetic energy, stunning mechanical targets. Can be reloaded using steel.
    • Fires an EMP launcher shell, identical in stats to a projectile from the EMP launcher:
    • Damage: 50 EMP damage (2,200 ticks (36.67 secs) stun time)
    • AoE: 1.1 tiles (3x3 cross shape)
    • Range: 23.9 tiles
    • Forced miss radius: 1.9 tiles
    • Velocity: 40
    • Target: Pawn or Location
    • Warmup Time: 210 ticks (3.5 secs)
    • Cooldown Time: Nil
    • Charges: 2
    • Cost per charge: Steel 15
    • Time to reload: 60 ticks (1 sec)
    • AI Can Use: True. Note: AI will still target EMP-immune targets.

    EMP, disabling, stunning

    Check.png

    0.5

    Attachment, Ability

    Smoke launcher This weapon has an attached smoke shell launcher. The shell releases smoke that obscures incoming shots and prevents turrets from locking on. Once fired, it must be reloaded using steel.
    • Adds ability: LaunchSmokeShell.png Launch smoke shell
    Launch a smoke shell that obscures incoming shots and prevents turrets from locking on. Can be reloaded using steel.
    • Fires a smoke launcher shell, identical in stats to a projectile from the smoke launcher, that covers an area in blind smoke:
    • Damage: Nil
    • AoE: 2.4 tiles (5x5 square without corners)
    • Range: 23.9 tiles
    • Forced miss radius: 1.9 tiles
    • Velocity: 40
    • Target: Pawn or Location
    • Warmup Time: 210 ticks (3.5 secs)
    • Cooldown Time: Nil
    • Charges: 2
    • Cost per charge: Steel 15
    • Time to reload: 60 ticks (1 sec)
    • AI Can Use: True.

    smoke, concealing, clouding

    Check.png

    0.5

    Attachment, Ability

    Incendiary launcher This weapon has an attached incendiary shell launcher. The shell creates a small flame explosion that ignites everything nearby. Once fired, it must be reloaded using chemfuel.
    • Adds ability: LaunchIncendiaryShell.png Launch incendiary shell
    Launch a shell that creates an explosion on impact, igniting everything nearby. Can be reloaded using chemfuel.
    • Damage: 10 Flame damage
    • AoE: 1.1 tiles (3x3 cross shape)
    • Range: 23.9 tiles
    • Forced miss radius: 1.9 tiles
    • Velocity: 40
    • Target: Pawn or Location
    • Warmup Time: 210 ticks (3.5 secs)
    • Cooldown Time: Nil
    • Charges: 1
    • Cost per charge: Chemfuel 15
    • Time to reload: 60 ticks (1 sec)
    • AI Can Use: True. Note: AI will still target fire-immune targets.

    fiery, flame, flaming, burning

    Check.png

    0.5

    Attachment, Ability

    Bioferrite burnerContent added by the Anomaly DLC This weapon has a bioferrite-powered flamethrower unit. The burner generates a blast of flame from a pressurized bioferrite charge. Once used, it must be reloaded using bioferrite.
    • Adds ability: Hellcat Burner
      • Max Charges: 1
      • Ammo: Bioferrite
      • Ammo per charge: 10
      • Base reload ticks: 60
    • Market value: +80 Silver

    fiery, flame, flaming, burning

    Check.png

    0.5

    Attachment, Ability


    Trait analysis[edit]

    Aim assistance[edit]

    This trait increases accuracy at all ranges by 20%, and also allows the wielder to ignore all penalties from environmental conditions, including blind smoke and blind fog. This makes it a generally desirable trait for any weapon, except perhaps those that already are approaching 100% accuracy due to quality. This trait works well with smokepop pack or smoke launcher or in maps where bad weather is common.

    Custom grip[edit]

    Increases beauty by +2 and slightly increases market value ($15) for a minor upgrade to close and short range accuracy (x110%), generally a very mediocre perk, but not actively harmful.

    Pistol brace[edit]

    A pistol (revolver)-exclusive trait that provides an identical accuracy upgrade to Aim assistance- though lacking the removal of accuracy malices- but on its own it is still a valuable improvement to overall damage potential. While it can stack with Aim assistance, in practice this would only be useful for pistols of normal quality and below, where it can offset the lower base accuracy.

    Tactical sight[edit]

    Increases accuracy Medium X120% Long X120%

    Shoddy sights[edit]

    This trait is purely negative, worsening a weapon's accuracy at all ranges. The market value of the weapon is also slightly reduced.

    Tracking scope[edit]

    This trait reduces aiming time by 25%. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle. Since sniper rifles have a relatively long aiming time, this trait can significantly increase DPS.

    Rangefinder scope[edit]

    This trait increases a weapon's maximum range by 10%. This trait is useful, but not as impactful as an extended barrel. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle.

    This trait stacks with the extended barrel trait, which offers 20% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.

    Pulse charger[edit]

    This trait can only be found on pistols (revolvers). It reduces accuracy at all ranges by 20%, but increases damage by a whopping 60%, and armor penetration by 30%. While the revolver is not a great weapon by any measure, a revolver with this trait can at least compete with other high powered weapons at low ranges. The accuracy penalty can be offset by giving these weapons to colonists with a high shooting skill, bionic eyes or archotech eyes, or by using gunlinks. However, even with a pulse charger, revolvers are not competitive weapons in the late game.

    Tox rounds[edit]

    Tox rounds add a small amount of toxic buildup to targets on a hit. Some enemies (such as mechanoids) are immune to toxic buildup. Humanlike enemies, such as raiders, will often be killed simply from shooting them before the toxic buildup can incapacitate them. This trait is also undesirable for hunters, as animals with toxic buildup have a chance to immediately rot when killed. Tox rounds are mutually exclusive with all other kinds of ammo traits.

    Piercing rounds[edit]

    Piercing rounds increase the armor penetration of the weapon's attacks by 20%. This effect stacks with the increased AP offered by masterwork or legendary weapons. Piercing rounds are ideal on ballistic weapons which struggle against armored enemies or centipedes, such as the assault rifle or chain shotgun. Since most enemies in the game have some form of armor, piercing rounds are generally a quite versatile and useful trait. Piercing rounds are mutually exclusive with all other kinds of ammo traits.

    Incendiary rounds[edit]

    Incendiary rounds have a 30% chance (scaled by flammability) to ignite targets when struck, similar to the plasmasword, which has a 50% chance. Burning enemies stop firing and run around, ignoring collision; this can be beneficial or harmful, depending on the situation. Mechanoids are immune to flame damage. Incendiary rounds are mutually exclusive with all other kinds of ammo traits.

    EMP rounds[edit]

    EMP rounds briefly stun mechanoid, turret, or drone targets when hit. However, these enemies will quickly adapt to the effects of the EMP rounds and are typically staggered for only 1 or 2 bursts. Still, this stun can be enough to briefly incapacitate a dangerous enemy, such as a centipede, hunter drone, or diabolus. EMP rounds will also break shield belts. Animals and humanlikes (other than those wearing a shield belt) are unaffected. EMP rounds are mutually exclusive with all other kinds of ammo traits.

    Heavy rounds[edit]

    Heavy rounds add a flat +2 to a weapon's stopping power, as well as increasing damage by 10%. Stopping power affects what kinds of targets a weapon will stagger. Stopping power equal to or greater than a creature's body size is required to stagger. All weapons with this trait will have a stopping power value of at least 2.5, enough to stagger any enemy the same size or smaller than a moose or muffalo; this includes all humanlikes, most animals, all insectoids (except the hive queen), and combat mechanoids smaller than a centipede. This trait is generally quite desirable compared to other ammo types, as it offers a wide degree of utility against almost every enemy in the game.

    Weapons like the sniper rifle, charge lance, or bolt action rifle (which have a base stopping power of 1.5), will be able to stagger every enemy in the game with the exception of the alpha thrumbo and dreadmeld.

    Heavy rounds are mutually exclusive with all other kinds of ammo traits.

    Hollow point rounds[edit]

    Hollow point rounds increase the damage of a weapon by 20%. This effect stacks with the increased damage offered by masterwork or legendary weapons. All weapons benefit from 20% more damage, so this is desirable on any weapon. The increased damage is still subject to armor penalties on heavily-armored targets, so in some situations, piercing rounds are superior. Hollow point rounds are mutually exclusive with all other kinds of ammo traits.

    High power rounds[edit]

    High power rounds increase damage by 30%, and armor penetration by 15%, but reduce accuracy at all range values to 90% of the weapon's expected accuracy. The damage and armor penetration bonuses stack with increases to these stats offered by masterwork or legendary weapons. Despite the negative effects on accuracy, the increased damage and armor penetration makes this a universally desirable trait on all weapons. Increases to both damage and armor penetration are useful on all weapons, and unlike many other types of ammo traits, are effective bonuses against essentially every kind of enemy in the game. The reduced accuracy of high power weapons can be offset by giving these weapons to colonists with a high shooting skill, bionic eyes or archotech eyes, or by using gunlinks. High power rounds are mutually exclusive with all other kinds of ammo traits.

    Charge capacitor[edit]

    This trait can only be found on charge weapons, and it is essentially an enhanced version of high power rounds. Weapons with this trait have 35% more damage and 20% more armor penetration with no downsides. This trait is highly desirable on any charge weapon.

    Frequency amplifier[edit]

    This trait can only be found on the beam repeater. It offers a massive 50% increase in damage, and a 30% increase in range, but increases the weapon's ranged cooldown by 50%. Beam repeaters are mostly useful against heavily armored humanlike targets, and an increase in both range and damage is quite useful in most combat situations.

    Tox pellets[edit]

    Tox pellets are essentially identical to toxic rounds; they are found on shotguns. Tox pellets are mutually exclusive with all other kinds of ammo traits.

    Incendiary pellets[edit]

    Incendiary pellets are essentially identical to incendiary rounds; they are found on shotguns. Incendiary pellets are mutually exclusive with all other kinds of ammo traits.

    Birdshot pellets[edit]

    Birdshot pellets increase accuracy at close and very close range, but reduce accuracy at medium or long range. Additionally, birdshot pellets lose a significant amount (25%) of the weapon's armor penetration value. This can result in a significant loss in damage against armored enemies and mechanoids. Against heavily armored raiders or centipedes, this trait is actively worse than a non-unique weapon of the same quality. Birdshot pellets are mutually exclusive with all other kinds of ammo traits.

    Piercing arrows[edit]

    Armor penetration multiplier +30%, market value +40$

    Paralytic arrows[edit]

    Stuns enemies, market value +80$

    Broadhead arrows[edit]

    Damage multiplier +30%, market value +60$

    Lightweight arrows[edit]

    Lightweight Arrows offer increased range in exchange for a slightly lower damage. Damage decreases by 10%, but in return, you gain 30% range, market value +30$

    Reinforced bow limbs[edit]

    Range multiplier +15%, market value +30$

    Extended barrel[edit]

    Extended barrel increases a weapon's maximum range by 20%. This trait is generally useful on all weapons, particularly those which suffer from limited range, as well as sniper rifles. This trait extends the range of charge rifles to 33 cells, assault rifles to 37 cells, bolt-action rifles to 44 cells, and sniper rifles to 54 cells. Increasing the engagement range can help keep colonists safe from counterattack, and allow pawns to fire at enemies before they get in range. This trait is mutually exclusive with the shortened barrel trait.

    This trait also stacks with the rangefinder trait, which offers 10% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.

    Shortened barrel[edit]

    ?

    Quick reload[edit]

    This trait reduces ranged cooldown by 20%, resulting in an increase in the weapon's DPS. It is most impactful on weapons with long ranged cooldowns, such as the beam repeater or charge lance.

    Rapid fire[edit]

    This trait significantly increases a weapon's rate of fire. Note that this does not affect either the ranged cooldown or the aiming time stats of the weapon; this trait shortens the delay between each bullet within the same burst being fired. This trait is most useful for weapons such as the LMG or minigun, which fire a large amount of shots per burst. This trait is also valuable on weapons which have the extended magazine modifier, which adds more rounds to each burst.

    Extended magazine[edit]

    This trait increases the amount of rounds per burst by 50%. This trait is highly desirable for any weapon. For weapons which fire a 3 round burst, such as the assault rifle, charge rifle, heavy SMG, or chain shotgun, this trait increases the burst to 5 rounds, a 60% increase in the amount of shots fired. This is a significant increase in DPS, especially if the weapon also has an ammo trait. Weapons which fire large bursts with a long firing delay, such as miniguns or LMGs, also benefit enormously from this trait.

    If combined with the rapid fire trait, weapons with an extended magazine can fire more rounds at roughly the same rate as a normal weapon.

    Lightweight[edit]

    Lightweight weapons have 20% less aiming time and weigh only 75% as much as an ordinary weapon. This moderately increases DPS, especially for weapons with a long aiming time.

    Cumbersome[edit]

    This trait is purely negative. Cumbersome weapons weigh more and take longer to aim. The market value of the weapon is also slightly reduced.

    Ornamental[edit]

    this trait causes a weapon to have a -15% damage multiplier and a +5 beauty stat, as beauty has no effect if on a shelf, in an inventory or being held this does not all that influential. the trait also adds a +$40 in market value. due to the combination of a lower damage and higher wealth this can be considered a negative trait. This trait is mutually exclusive with all other appearance traits.

    Ugly[edit]

    This trait reduces the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. The reduction in market value can be slightly beneficial if you are trying to min-max wealth. This trait is mutually exclusive with all other appearance traits.

    Gold inlay[edit]

    This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Gold-inlaid weapons often feature gold panels or parts on the weapon in game. Gold-inlaid weapons are worth twice as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.

    Jade inlay[edit]

    This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Jade-inlaid weapons often feature jade panels or parts on the weapon in game. Jade-inlaid weapons are worth one and a half times as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.

    EMP pulser[edit]

    This weapon ability is an attachment that is only found on charge weapons. When triggered, it produces an EMP similar in size to an EMP grenade, centered on the user. The pulse takes several hours to recharge, and can only be activated once before recharging. The EMP burst will stun mechanoids, humanlikes with certain implants (including friendly pawns), drones, and turrets, as well as breaking the shield of any shield belts caught in the blast.

    Grenade launcher[edit]

    This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a grenade launcher with one charge, capable of firing a grenade with a range of 12.9 tiles. The grenade launched is identical to a single frag grenade. The launcher must be reloaded with 25 steel after each use. A single frag grenade is often of limited utility, but can be useful against bunched-up enemies or against hostile structures such as turrets. This attachment is mutually exclusive with all other attachments.

    EMP launcher[edit]

    This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an EMP launcher with two charges, capable of firing an EMP shell with a range of 23.9 tiles. The shell launched is identical to that of a normal quality EMP launcher. Note that the shells launched by this ability (and by the EMP launcher) have a significantly smaller blast radius than EMP grenades. The launcher must be reloaded with 15 steel after a shell is fired. This attachment is primarily useful against mechanoids. Mechanoids will adapt to the EMP blast, but an EMP stun can give enough time to move fighters out of danger or destroy the target entirely. This attachment is mutually exclusive with all other attachments.

    Smoke launcher[edit]

    This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a smoke launcher with two charges, capable of firing a smoke shell with a range of 23.9 tiles. The shell launched is identical to that of a smoke launcher. The launcher must be reloaded with 15 steel after a shell is fired. The blind smoke created on impact obscures targets; this makes it harder to hit enemies in the smoke, but it also significantly reduces the accuracy of targets in the smoke. Turrets with a smoke field intersecting their line of sight to potential targets cannot fire. This attachment is mostly useful against turrets, particularly those found in mech clusters, which can be dangerous if not smoked out. This attachment is mutually exclusive with all other attachments.

    Incendiary launcher[edit]

    This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an incendiary launcher with one charge, capable of firing an incendiary shell with a range of 23.9 tiles. The shell launched is identical to that of an incendiary launcher. The launcher must be reloaded with 15 chemfuel after a shell is fired. The small blast radius of the incendiary launcher limits its utility. Still, it can be useful as a way to temporarily disable a small group of enemies or to light flammable structures on fire. This ability also serves as a convenient (and relatively cheap) way to start a small fire without having to re-equip pawns with a flame-based weapon (such as a molotov cocktail or incinerator). Note that some enemies, namely mechanoids, are immune to flame damage; additoinally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.

    Bioferrite burner[edit]

    This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a short-ranged flamethrower with one charge and a range of 9 tiles. This attachment functions identically to the ability on the hellcat rifle, generating a cone of flame 9 tiles long. This cone expands to 3 tiles wide at the far end of the cone. It must be reloaded with 10 bioferrite after use. This attachment can stun and ignite a small group of enemies in close range; since burning enemies will stop fighting while they try to extinguish themselves, this is effectively a short stun with some damage inflicted. Note that some enemies, namely mechanoids, are immune to flame damage; additionally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.

    Version history[edit]

    • Odyssey DLC Release - Added.
    • 1.6.4543 - Fix: White fringing on unique weapons.
    • 1.6.4566 - Fix: Paralytic arrows weapon trait not working if Anomaly is not active.