Survivor:Weapons
- For a page with similar information, see Survivor:Equipment
⚠️HARD HAT REQUIRED – This page is under construction!⚠️
Weapon Tags
Every weapon has a number of descriptive tags associated with it. Here these tags are categorized into damage type, weapon family, weapon type and firing type. Weapons can have any number of tags in a category. Some weapons can have their tags changed mid-dive by applying special Overclocks to them.
- Damage type
- [KINETIC] – basic non-elemental damage
- [FIRE] – inflicts Burn
- [ELECTRIC] – inflicts Shock
- [COLD] – inflicts Slow
- [ACID] – inflicts Corrode
- [PLASMA] – projectiles bounce off walls and bugs
- Weapon family
- Weapon type
- [PROJECTILE] – typically a weapon that fires bullets
- [EXPLOSIVE] –
- [DRONE] – constructs that fly around and attack hostiles
- [TURRET] – constructs that are (typically) immobile
- Firing type
- [PRECISE] – damage is cast along a predictable line
- [SPRAY] – damage is cast into a cone
- [AREA] –
- [BEAM] – damage is cast along a line or cone
- [LASTING] – weapon has some effect that remains in the world for a duration, like a construct or a damage puddle
Explanation of Stats
- Clip size: How many projectiles a weapon can fire before needing to be reloaded
- Damage: Damage inflicted per projectile[What precisely is this for beam weapons?]
- Fire rate: Projectiles fired per second, and how fast a clip is emptied
- Piercing: How much "HP" a projectile has; passing through enemies removes HP, and passing through elites and bosses removes extra HP
- Potency: Amount of status effect stacks applied by [FIRE] [ELECTRICAL] [COLD] and [ACID] weapons
- Reload time: Downtime after a clip is emptied before it can be fired again; affects speed of deploying [CONSTRUCT] weapons
- Charges: For [CONSTRUCT] weapons, how many drones/turrets/etc. the dwarf can keep in their pocket at a time; when the player stands still, charges are deployed one after another; the last charge is auto-deployed if charges would over-fill
- Lifetime: How long [LASTING] weapons remain active; for [BEAM] weapons, it's how long it takes to empty a tank
- Beams: Number of beams for [BEAM] weapons
- Weapon range: Distance covered by [BEAM] weapons
- Explosion radius: Maximum radius covered by [EXPLOSIVE] weapons
When a stat has improvements or modifications, they follow the formula Stat = ((Base * Skill) + Flat) * Meta * Overclock * Artifact, where Base is a weapon's base stat, Skill are additives from Tag Mastery upgrades, Flat are additives from other Mid-dive Upgrades, Meta are multipliers from Meta Upgrades + the Class Mod + Masteries, and Overclock and Artifact are multipliers from Overclocks and Artifacts. These values can be viewed for equipped weapons from the pause screen during a dive.
The player is given a choice of upgrades to their stats every time they level up during a dive, as well as from the store where nitra can be spent on gun-specific improvements.
Class Defaults
Each class has default access to a set of 10 or 11 total weapons, unlocking them as the player levels up in that class. Once unlocked they can always be found during dives while playing that class.
In addition to their defaults, certain sub-classes have access to all weapons of a given tag:
- Recon (Scout) has access to his default set, plus all [LIGHT] weapons.
- Weapons Specialist (Gunner) has access to his default set, plus all [PROJECTILE] weapons.
- Heavy Gunner (Gunner) has access to his default set, plus all [HEAVY] weapons.
- Interrogator (Driller) has access to his default set, plus all [FIRE] and [ACID] weapons.
- Strong Armed (Driller) has access to his default set, plus all [THROWABLE] weapons.
- Maintenance Worker (Engineer) has access to his default set, plus all [CONSTRUCT] weapons.
- Demolitionist (Engineer) has access to his default set, plus all [EXPLOSIVE] weapons.
List of Weapons
Weapon | Description | Tags | Unlocked by |
---|---|---|---|
"Bulldog" Heavy Revolver | Shoots big slugs that squish bugs Targets closest enemy Deals [KINETIC] damage |
[KINETIC] [MEDIUM] [PRECISE] [PROJECTILE] | Gunner Rank 01 |
"Hurricane" Guided Rocket System | [KINETIC] [HEAVY] [SPRAY] [AREA] [EXPLOSIVE] | Gunner Rank 21 | |
"Lead Storm" Powered Minigun | Shoots a hail of bullets in the direction you are facing Shoots in move direction Deals [KINETIC] damage |
[KINETIC] [HEAVY] [SPRAY] [PROJECTILE] | Gunner Rank 01 |
"Stubby" Voltaic SMG | Shoots electrical bullets that electrocute nearby enemies Targets closest enemy Deals [ELECTRICAL] damage |
[ELECTRIC] [LIGHT] [SPRAY] [PROJECTILE] | Engineer Rank 01 |
"Thunderhead" Heavy Autocannon | Shoots a barrage of exploding projectiles in one direction, locking direction till the clip is empty. | [KINETIC] [HEAVY] [PRECISE] [PROJECTILE] | Gunner Rank 12 |
"Warthog" Auto 210 | Shoots in front of you in a steady rhythm. Knocks back enemies | [KINETIC] [MEDIUM] [SPRAY] [PROJECTILE] | Engineer Rank 01 |
Arc-Tek Cryo Guard | Defensive drones that damage and slow enemies on contact Deals [COLD] damage |
[COLD] [CONSTRUCT] [LASTING] [DRONE] | Scout Rank 15 |
ArmsKore Coil Gun | [KINETIC] [MEDIUM] [BEAM] [PRECISE] | Gunner Rank 27 | |
Breach Cutter | Shoots bouncing projectiles connected by a beam of plasma Targets groups of enemies Deals [PLASMA] damage |
[PLASMA] [HEAVY] [BEAM] | Engineer Rank 15 |
BRT7 Burst Fire Gun | Shoots rapidly in four directions Deals [KINETIC] damage |
[KINETIC] [LIGHT] [SPRAY] [PROJECTILE] | Gunner Rank 03 |
Colette Wave Cooker | A hand-held microwave emitter that splits it's[sic] damage between all enemies caught in its cone Deals [FIRE] damage |
[FIRE] [MEDIUM] [BEAM] [SPRAY] [LASTING] | Driller Rank 06 |
Corrosive Sludge Pump | Shoots a beam of acid which leaves corrosive puddles on the ground Deals [ACID] damage |
[ACID] [HEAVY] [BEAM] [SPRAY] [LASTING] | Driller Rank 03 |
CRSPR Flamethrower | Shoots a rotating beam of fire that burns enemies Deals [FIRE] damage |
[FIRE] [HEAVY] [BEAM] [SPRAY] [LASTING] | Driller Rank 01 |
Cryo Cannon | [COLD] [HEAVY] [BEAM] [PRECISE] [LASTING] | Driller Rank 21 | |
Cryo Grenade | A grenade that deals moderate damage and slows enemies Deals [COLD] damage |
[COLD] [THROWABLE] [AREA] [EXPLOSIVE] | Scout Rank 01 |
Deepcore GK2 | Faily straight forwards assault rifle that shoots in bursts Targets closest enemy Deals [KINETIC] damage |
[KINETIC] [MEDIUM] [PRECISE] [PROJECTILE] | Scout Rank 01 |
Deepcore PGL | Shoots grenades faster than you can throw them | [KINETIC] [MEDIUM] [PRECISE] [EXPLOSIVE] | Engineer Rank 12 |
Drak-25 Plasma Carbine | [PLASMA] [MEDIUM] [SPRAY] [PROJECTILE] | Scout Rank 21 | |
Experimental Plasma Charger | Shoots large ball of plasma, that bounces on terrain Targets groups of enemies Deals [PLASMA] damage |
[PLASMA] [LIGHT] [PRECISE] [PROJECTILE] | Driller Rank 27 |
Firefly Hunter Drone | Attack drones that seek and destroy nearby enemies Deals [FIRE] damage |
[FIRE] [CONSTRUCT] [LASTING] [DRONE] | Gunner Rank 15 |
Hi-Volt Thunderbird | Defensive drones that damage nearby enemies Deals [ELECTRICAL] damage |
[ELECTRIC] [CONSTRUCT] [LASTING] [DRONE] | Engineer Rank 01 |
High Explosive Grenade | A grenade that explodes for a large amount damage[sic] | [KINETIC] [THROWABLE] [AREA] [EXPLOSIVE] | Driller Rank 01 |
Impact Axe | Throws axes that return to you Targets closest enemy Deals [KINETIC] damage |
[KINETIC] [THROWABLE] [EXPLOSIVE] | Driller Rank 12 |
Incendiary Grenade | Sets the ground on fire Deals [FIRE] damage |
[FIRE] [THROWABLE] [LASTING] [EXPLOSIVE] | Gunner Rank 01 |
Jury-Rigged Boomstick | Close range shotgun that deals massive damage and knocks back enemies Targets closest enemy Deals [KINETIC] damage |
[KINETIC] [MEDIUM] [SPRAY] [PROJECTILE] | Scout Rank 01 |
K1-P Viper Drone | Attack drones that seek and destroy nearby enemies Deals [ACID] damage |
[ACID] [CONSTRUCT] [LASTING] [DRONE] | Driller Rank 24 |
Krakatoa Sentinel | Drops flamethrower turrets that shoot beams of fire Stand still to deploy turrets Deals [FIRE] damage |
[FIRE] [CONSTRUCT] [BEAM] [LASTING] [TURRET] | Driller Rank 01 |
LMG Gun Platform | Drops LMG turrets that shoot nearby enemies Stand still to deploy turrets Deals [KINETIC] damage |
[KINETIC] [CONSTRUCT] [LASTING] [TURRET] [PROJECTILE] | Engineer Rank 01 |
LOK-1 Smart Rifle | Locks onto targets and unleashed homing bullets | [KINETIC] [MEDIUM] [SPRAY] [PROJECTILE] | Engineer Rank 06 |
M1000 Classic | Shoots high caliber piercing bullets Targets highest HP enemy Deals [KINETIC] damage |
[KINETIC] [MEDIUM] [PRECISE] [PROJECTILE] | Scout Rank 03 |
Neurotoxin Grenade | [ACID] [THROWABLE] [LASTING] [AREA] [EXPLOSIVE] | Driller Rank 15 | |
Nishanka Boltshark X-80 | Alternates between Acid and Electrical arrows Targets highest HP enemy Deals [ELECTRICAL] damage |
[ACID] [ELECTRIC] [MEDIUM] [PRECISE] [PROJECTILE] | Scout Rank 24 |
Plasma Burster | [PLASMA] [THROWABLE] [AREA] [EXPLOSIVE] | Engineer Rank 24 | |
Seismic Repulsor | [KINETIC] [CONSTRUCT] [AREA] [LASTING] [TURRET] | Gunner Rank 24 | |
Shard Diffractor | [PLASMA] [HEAVY] [BEAM] [LASTING] | Engineer Rank 21 | |
Shredder Swarm Grenade | [KINETIC] [THROWABLE] [LASTING] [DRONE] | Engineer Rank 27 | |
Subata 120 | Quick firing weapon that shoots behind you Deals [KINETIC] damage |
[KINETIC] [LIGHT] [SPRAY] [PROJECTILE] | Driller Rank 01 |
Tactical Leadburster | [KINETIC] [THROWABLE] [LASTING] [SPRAY] [PROJECTILE] | Gunner Rank 06 | |
TH-0R Bug Taser | Discharges a beam of electrical energy at random enemies Deals [ELECTRICAL] damage |
[ELECTRIC] [LIGHT] [BEAM] | Scout Rank 12 |
Voltaic Shock Fence | Drops electrical turrets that arc beams between them Deals [ELECTRICAL] damage |
[ELECTRIC] [CONSTRUCT] [LASTING] [TURRET] | Engineer Rank 03 |
Voltaic Stun Sweeper | Throws a boomerang that return to you Targets closest enemy Deals [ELECTRICAL] damage |
[ELECTRIC] [LIGHT] [THROWABLE] | Scout Rank 06 |
Zhukov NUK17 | Quick firing weapon that shoots in four directions Deals [KINETIC] damage |
[KINETIC] [LIGHT] [SPRAY] [PROJECTILE] | Scout Rank 01 |
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