Mysterious Magnum

* Item

30 (WW Armor)

50 (Sniper)

75 (Sniper + WW Armor)

160 (Scout)

240 (Scout + WW Armor)

250 (Scout + Sniper)

600 (Scout + WW Armor + Sniper)

**Mysterious**

60x1-3 (Railgun)

90x1-3 (Railgun + WW Armor)

480 (Railgun + Scout)

720 (Railgun + Scout + WW Armor)

200 (Roulette)

300 (Roulette + WW Armor)

1600 (Roulette + Scout)

2400 (Roulette + Scout + WW Armor)

0/0 - Perfect Accuracy (WW Armor)

1/0 - Minimum (Scout)

0/0 - Perfect Accuracy (Scout + WW Armor)

**Mysterious**

## Class Perks

**Sharpshooter (Scout)**Deals 8x base damage per shot

Spread reduced by half

**Shellshock (Renegade)**50% more pellets per shot when scattershot is fired

**Fireangel (Demolitionist)**Splash damage immunity

## Equipment Set Perks

**WW-41 Peacekeeper Armor**Deadeye: All revolvers gain 50% damage increase and have perfect accuracy.

## Unique Mod Effects

### Firestorm

Chance of mysterious effects is 100% after reloading

### Nano

Mysteriousness changes after each shot fired

### Sniper

Greatly increased damage, but no mysteriousness remains in the gun

## In-game Description

*An eerie pistol that always seems to fall into the hands of those in need, it is capable of dealing impressive amounts of damage thanks to the strangely exaggerated muzzle velocity it generates on bullets.*

*There are tales of the revolver being sentient, and that it delights in confusing and killing all creatures around it, even the wielder...*

## Tactical Analysis

With standard 6 round capacity, high damage, decent fire rate, near perfect accuracy and very good reload speed for a revolver. By itself, the Mysterious Magnum is an impressive unique revolver pistol.

However, what's unique about his weapon is both a blessing and a deadly curse. The Mysterious Magnum is armed with a random quirk called the "Mysteriousness" effect. Each times this weapon is reloaded, there's a chance it will fire off one of the many types of projectiles it has at is disposal instead of its default caliber. This Mysteriousness affects all rounds in the current chamber, and will be rerolled upon the next reload.

The curse is, among the unique projectiles effects, more than a few causes for the revolver to shoot out dangerous explosive projectiles, and one of them actually is a **Mother-in-Law**'s missile(must be verified, not sure yet.); making this weapon extremely unreliable despite all the damage potential it brings, and should never be use in a close-quarters combat.

For a **Scout**, the Mysterious Magnum is *THE* best handcannon all around and can be substitute for any kind of sniping weapon due to the x8 damage increase on top of its already impressive damage along with the perfect accuracy. Long range combat also bypass the danger from the random explosive projectiles. However, absolute caution is still required against any fast melee monsters that might closing in and prematurely detonate the random explosives that might come out from the revolver.

Ironic is that it is the **Demolitionist**, not the Scout (who is the resident pistol expert) who might be the most suitable user of the Mysterious Magnum. As his class perk grants immunity to all explosion damage, it allows him to mitigate most of the "bad" effects this revolver brings and can use it to its full potential, at the expense of dealing a little less damage.

Being a revolver. the Mysterious Magnum receive an impressive synergy from the **WW-41 Peacekeeper Armor**, increases damage by 50% and makes the gun perfectly accurate. The firepower effect of the WW-41 Armor can even stack with Scout's Sharpshooter perk, resulting in a massive 240 damage per shot.

For classes other than the Demolitionist, using an armor with fire damage reduction can reduce how much danger the Mysterious Magnum poses to the user. If you're lucky enough to get your hands upon a Nano Ablative Armor, it almost completely removes the danger posed due to self damage... as long as you don't get too close to enemies or walls while shooting. Alternately, for any player fortunate enough to find them, the **Malek's Armor** pairing with **Nyarlaptotep's Boots** can provide the complete immunity to fire, which would also nullify the danger poses by the Mysterious Magnum.

### Known Mysteriousness effects

* **The Russian Roulette** - All first 5 shots is a dud while the last shot deals fixed massive damage. dealing 200 damage by default and 1600 with the Sharpshooter Perk. Can be enhanced by WW-41 Peacekeeper Armor for extra 50% damage. Scout with the armor can deal 2400 damage with no randomization. The last shot has a unique, louder sound.
* **Buckshot** - Fires a weaker **shotgun** shell with 6 pellets per blast. A **Renegade** fires off 9 pellets instead. Uses shot sound similar to the **Frag Shotgun**.
* **Spread Shot** v1- Fires three bullets with a fixed horizontal spread (approx. 45° between bullets)
* **Spread Shot** v2 - Fires nine bullets in a fixed 3x3 square pattern. Potentially extremely highly damaging to enemies close to the player.
* **Piercing Shot** - Fires a bullet that pierces enemies hit. Deals as much damage as a regular bullet would.
* **Plasma Gun** salvo - Fires a burst of ten plasma gun projectiles in a horizontal spread. Inflicts plasma element.
* **Plasma Cannon Blast** - Fires a bright blue plasma shot that explode into an sphere of electric sparks, leaving an electric field that deals damage over time. Identical to the Plasma Cannon's Projectile. Inflicts plasma element. High self-damage
* **Self Knockback Shot** - Contrary to popular belief, rather than knocking back your enemies, it will knock you back! A lot. Even with **Grappling Boots**. And it doesn't deal additional damage. c: As this effect use the same stats and mechanics as the standard shots. Scout's perk and WW-41 Armor effect rules also applies as normal.
* **Railgun shot** - Fires a very powerful shot that leaves a blue rippling effect at the point of impact but without the tracer effect from the actual Railgun. Each shot deals 60-180 damage per shot. Scout instead deals 480 damage per shot with no randomization. Can be enhanced by WW-41 Peacekeeper Armor for extra 50% damage.
* **Cluster bomb rocket** - After multiple warning beeps and some delay, fires off a slow-moving rocket that explode into a series of big explosions at the point of impact. Single shot consumes all 6 bullets in the chamber. Certain death if use at close range.
* **Rocket Spread -** Fires a bunch of rockets in a shotgun-like spread. Consumes all 6 bullets. Self-damaging.
* **Grenade Launcher** salvo - Fires a very big burst of grenades that explode a few seconds after impact. Very, very damaging
* **Infinite Ammo** - Not actually infinite, The effect simply persists for 10 seconds before the ammo counter starts going down.
* **Rocket Shot** - Fires a moderately fast rocket. Inflicts self-damage.
* **Mini Rocket** - Fires a red, smaller rocket that moves faster than normal rockets, with reduced radius. Inflicts self-damage.
* **Flamethrower** **Blast** - Rapidly expels a gout of flame in a tight fan pattern from right to left. Inflicts fire damage.
* **BFG10K** - After a warning sound, Rapid fires green plasma blasts, much like the BFG10K. Requires wind-up charge just like the original.
* **Explosive Shot** - Fires a highly damaging hitscan shot with hitsparks similar to that of the **Autocannon**. High self-damage.
* **Lost Soul -** It shoots a regular Lost Soul. Literally. It dies once it hits something and, presumably, it does the same damage as its monster counterpart. That damage might be multiplied by the Scout's Sharpshooter perk.
* **Rainbow RNG Shot?** - Fires a... rainbow. Ball. That does things. Some times it deals damage. Some times it doesn't. Some times it spawns stuff. Some times it even vaporizes the enemy and leaves no body behind. Generally however, it will need to hit an enemy for it to do something, and will ALWAYS consume the whole magazine. Besides (possibly) dealing damage, there is a chance it might spawn:
	+ An Agitated Revenant. It is a very energized revenant, sporting 5000 HP, that shoots a lot of rockets and attacks very quickly in melee range. Will most certainly kill you if you're not prepared.
	+ A bunch of pistols. Like, a lot of pistols.
	+ A Rainbow Nova, firing 8 Rainbow projectiles in a circle.
	+ A random unique item.
	+ A Random enemy corpse - It can randomly transform the enemy hit into a corpse. So far the effect is capable of transforming an enemy into: a Doom Marine, or a Cacodemon.
	+ Ammo Explosion - spawns a multitude of ammo of every type (Bullets, shells, rockets and energy cells.)
	+ Ammo unit - It can spawn a single unit of any kind of ammo, including regular backpacks.
	+ Black mist. It is harmless, but it somewhat obstructs your vision.
	+ Barrel - Simply transforms the enemy hit into a barrel. It can spawn any of the DRLArsenal barrels, if enabled.
	+ Bouncing Projectiles.
	+ Dog horde - Spawns a horde of friendly dogs! (So far seen: A regular dog, a little dog, and a blue dog. ) They're pretty squishy though - having between 10 to 20 HP. However they're pretty deadly and capable of slaying a few enemies before, inevitably and quite sadly, perishing, and possess a variety of (unknown) attacks.
	+ Summons a friendly, Invulnerable dog. *It is very cute, very deadly, and very much immortal.* (Appears to be named RLSteggles)
	+ Explosion - Creates a decent-sized explosion on the spot the enemy was hit at. Greatly knock backs enemies nearby (or their corpses if they died by the explosion itself.) Doesn't inflict self-damage.
	+ Fire - The explosion site is slightly set on fire - the effect is very similar to a fire barrel explosion.
	+ Quite literally a **Clipboard.** Yes. Picking it up replaces your weapon temporarily while your characters takes their time drawing a (reluctantly very cute) birb. Otherwise, offers no benefits.
	+ Shotgun Orb - Which, of course, acts as a mega sphere (restoring up to 200 HP) while additionally having the "feature" of spawning dozens of shotguns. Yay! (However, it doesn't reduce Armor Special cooldown)
	+ Romero's head. For all odds and purposes it behaves as it normally would and can be killed to end the level. (Speedrun strat, I guess?)
* *To be added*

Mysterious Magnum, like all unique weapons, comes with a single mod slot open and all unique weapon mods will have a special interaction with it instead of the normal effect.

## Modpack Analysis

**Firestorm -** Makes every reload have 100% chance for mysteriousness. Which means, each reload will trigger one of the effects mentioned above!

* Despite the randomness and the potential for self-damage, a Scout can deal massive amounts of damage with the random effects and very easily wipe rooms of enemies. Damage-wise, it is the best one, and the randomness can be mitigated by carefully managing shots from the effects that aren't single-use.

**Nano** - Makes every shot - rather than every reload - have some sort of mysteriousness. Most of the shots will be regular ones, with other effects in between. Very unreliable however, and not recommended

**Sniper** - Completely removes the random factor from the Mysterious Magnum and gives a huge damage boost of in return. Essentially turning it into a reliable top tier revolver without gimmicks. Best upgrade for the Scout class, as it allows for a consistent damage output and without the random danger.

* **Sniper** modded Mysterious Magnum, **WW-41 Peacekeeper Armor** and Scout's **Sharpshooter** perk can stack together:
	+ With Sniper mod alone, the damage is increased from 20 to 50 point. (250%)
	+ Pairing Sniper Mysterious Magnum with WW-41 Peacekeeper Armor will raise the damage to 75 point per shot. (50%)
	+ In Scout's hand, this goes up to 250 damage per shot. (x5 instead of x8, likely due to balance reason)
	+ With all three damage upgrades combined, The Mysterious Magnum becomes THE most powerful bullet weapon in the game, dealing 600(!) damage per shot.

## Summary

Pros

* Great damage and fire rate.
* Great accuracy.
* Great reload speed for a revolver packing such a big punch.
* Fun random effects whenever the dice is in the player's favor.

Cons

* Low magazine size, standard for a revolver.
* Inconsistent effects might completely destroy map progression if not careful. (e.g. Extreme knockback in a map with pitfalls)
* Potential to inflict instant death to self due to self-damage.

## Trivia

* It's namesake and the cowboy jingles that plays whenever the weapon is drawn or holstered are an obvious references to the weapon of the same name found in the Post-apocalyptic Role Playing game series Fallout
* Much like Doom RLA version, the original revolver is also a unique weapon. It is a customized Smith & Wesson model 29 with nickel-plated, engraved body, along with full pearl grip.
* In Fallout series, it belongs to an equally mysterious person aptly named The **Mysterious Stranger** who is the central subject of many urban legends in the post-nuclear war United States. The Mysterious Stranger do not normally appears in the game until the player character have chosen a specific power-up that enables him to randomly appears and helps take out an enemy with an absurdly powerful magnum shot, capped at 9000 damage, before disappearing into thin air, all while the cowboy jingles plays in the air.
* The true Mysterious Magnum cannot be normally used by the player character for the balance reason. Until Fallout: New Vegas, the player character would have an opportunity to find the **Lonesome Drifter** who can be persuade to part way with his weapon which is Mysterious Magnum and a memento from his father, heavily implied to be the Mysterious Stranger himself.
* The playable version operates very much like the DoomRLA version. With higher damage, higher accuracy and higher fire rate than any .44 magnum revolver in the game.
* The Russian Roulette effect might be a reference to the amount of damage the original, true version of the gun can inflict.
* The many random, often detrimental effects however, is actually a reference to the power-up similar to the Mysterious Stranger called **Miss Fortune** and her weapon, the **Bad Luck Bringer.** Like the Mysterious Stranger, Miss Fortune will randomly appears and empty all ammos in her revolver at foes. But instead of dealing instant-death damage, Each shot from Miss Fortune will causes her victim to suffers random effects such as an instant crippling of limbs, blown away with great force, getting knocked off their feet, and having grenades carried on their person explodes, sometimes even without carry any.