Attachments

are items that have an effect on the weapon if it is compatible.
There are two major types of attachments.
* The mechanical ones are obtained from the Weaponsmith and cost gold (unless he is rescued from a cage). The attachment given by the Weaponsmith is always compatible with the weapon equipped by the player when interacting with the Weaponsmith.
* Since Update 4.0.0, it is now possible to find exclusive attachments by fishing. However, the attachment found in this case is not guaranteed to match the current weapon.
The Redeem Machine is also able to give attachments if fed with the relevant vouchers. It is possible to obtain both types of attachments.
Most of the attachments are reusable ones, while some of them are single-use ones.
== Reusable Attachments ==
These attachments can be added to any weapon as long as it is compatible. If a weapon with this type of attachment is dropped on the ground, the attachment will also fall off and can be picked up again.
When a weapon is given this type of attachment, the weapon name will be followed by a star, in which the color is the same as rarity of the attachment. In the icon that shows what weapon the player has equipped they will be able to see a small image of the attachment below the weapon.
Some types of attachments may come with different rarities, such that their effects will also change. For example, a Grindstone of rarity provides +2 damage, while another of rarity provides +4.
* Some weapons can only hold a certain type of attachments below a certain rarity. For example, a Hero Bow can hold a Grindstone of rarity, but not a one, while it is still possible to hold and so on.
All weapons cannot hold more than one attachment, while and rarity and fishing-only weapons cannot have any. Followers do not use attachments and cannot equip them.
If an attachment can increase weapon damage for a charged weapon, the value will be doubled on full charge.
== Single Use Attachments ==
Since Update 2.5.0, it is possible to obtain a single-use attachment for applicable weapons. When used, the weapon is transformed into its corresponding variant and the attachment is destroyed.
== Table of Attachments ==
Name 	Effect 	ID
 	Laser attacks can bounce 1 more time. Stacks with Bounce Buff. 	0
Energy Collector	// damage per attack for Laser weapons. 	1
Gauss Coil 	// Damage per attack. Increases projectile velocity. 	2
Grindstone 	/// Damage per attack. Effects may vary. 	3
Energy Hilt 	Melee attacks now also shoot crescent-shaped projectiles that deal // damage. Projectile size depends on rarity. 	4
Grenade Launcher	After attacking the weapon can randomly shoot // small homing missiles that deal 4 damage each and can cause Burn. 	5
Chip "Brutality"	// Critical Chance. Value cannot rise higher than 100. 	6
Scope 	/ Inaccuracy. No effect on weapon spread that is not a result of inaccuracy. Value cannot drop below 0. 	7
Mini Reactor 	/// Energy cost each use. Value cannot drop below 0. 	8
 	Each use has a chance of restoring 2 energy. 	9
 	Each attack has a chance of summoning a meteor that deals 8 AoE damage and has a chance to inflict Burn. 	10
 	Randomly imbues projectiles, creating a Poison pool upon hits. Can only spawn for weapons with solid projectiles. 	11
 	Randomly imbues projectiles, Electrifying enemies on direct hits. Can only spawn for weapons with solid projectiles. 	12
 	Projectiles can pierce through 1 more enemy without considering critical hits. May still spawn with Pierce Buff. 	13
 	Weapons will fire 1 more projectile each use. Stacks with Shotgun Buff and does not affect energy cost. 	14
 	Weapons will fire automatically without the need of using the attack button. This effect will activate upon the first press of the fire button, and must be reactivated if the weapon is put away and brought back out. it automatically stops a the end of a fight and cannot be activated outside of a fight.	15
 	The weapon will shoot once when switching to it. 	16
 	Weapons with combo-hit ability will fire 1 more time each attack. Stacks with Combo Buff for two more attacks. 	17
 	Transform compatible weapons into their respective variants and destroy themselves. 	19
 	Transform compatible weapons into their respective variants and destroy themselves. 	20
 	Transform compatible weapons into their respective variants and destroy themselves. 	21
 	Transform compatible weapons into their respective variants and destroy themselves. 	22
 	Transform compatible weapons into their respective variants and destroy themselves. 	23
 	Increase weapon damage by 1, but decrease attack rate. 	25
 	Attacking with guns will have a chance to shoot out penetrating fish shape bullets and deal 10 damage each. 	27
 	Randomly overrides one weapon projectile or attack with itself, which does 5 damage. 	28
 	Laser attacks will diverge after hitting an enemy. Diverged laser deals half damage. 	29
 	Increase melee weapon damage by 2. 	30
 	Throws an urchin along with the throwing weapons. It will zap the enemies dealing 1 damage to them every second. 	31
 	Provides a copy of the condition. Stacks with said condition. 	32
 	Shoots out sardine bullets in many directions on impact of explosions. Each bullet deals 1 damage. 	33
 	Randomly fires a bouncing turtle shell on weapon use. The shell lasts for 15 seconds and deals 3 damage each time. 	34
 	Spawns 3 monkeys who can block projectiles and have a respawn time of 8 seconds each. 	35
 	Higher accuracy. 	36
Pitcher Glove 	Reduces the attack interval of throwing weapons. 	37
 	Throwing weapons can fire an extra yet smaller projectile. 	38
 	Staff weapons no longer consume energy and fire at a lower rate. Attack damage +1. 	39
==Trivia== 
*Attachments were added in Update 2.0.0.
*Formerly, merging weapons would cause attachments to be destroyed. Currently, they will fall instead.
**They may also fall when under the condition, since weapons can get Reforged into ones that can't equip the current attachment.
*Before Update 2.3.0, if the player bought an attachment for a weapon that already had one, they could only get a different attachment. 
**Also, if a weapon already had an attachment and found another of same type (like two Grindstones), it was impossible to change attachments directly, such that players needed to drop the old attachment first before installing the new one.
*Upon the addition of the single-use attachments in Update 2.5.0, Rainbow Paint was also added to the game's assets, being the 24th attachment. It would supposedly transform Gatling Gun into Rainbow Gatling, but this attachment was never made obtainable.
*Before a certain update, under damage-modifying conditions, damage-amplifying attachments might cause weapon damage to change improperly. Currently, their values will be doubled or halved correctly.
*The 18th attachment is an unobtainable version of Poison Stone with unknown purposes.
*Even though Followers can't normally equip attachments, they're able to use attachments that spawn with their weapons if under the condition . However, they'll lose their current Attachment upon entering the next floor. This same condition allows Knights spawned from the Statue of the Knight to have attachments on their weapons.
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