Upgrades and Attachments

*For more information, see Karlson (3D) 2: The Milk Apocalypse.*

Weapon upgrades are earned as the user deals damage to multiplayer enemies with said weapon. These can be equipped on a weapon and removed from it at any time. The more effective an upgrade is, the more damage the player must deal to unlock it. Some upgrades are more useful, but require more than just dealt damage in order to be unlocked due to their unique properties. In story mode, some enemies may have weapons with attachments, and some world weapons will also have attachments.

Note: The list below is incomplete and, in the future, it will be contained within a table template which has not yet been made.

#### Pistol:

Magnum Rounds: requires 60 total damage dealt, increases damage from 1 to 4. Increases bullet speed. Decreases accuracy by 20% and fire rate by 30%. Cooldown takes 5 seconds.

Enhanced Pistol Grip: requires 290 total damage dealt and 20 total kills, increases fire rate and accuracy by 10%. Cooldown takes 10 seconds.

Laser Sight: requires 40 kills, increases accuracy by 18% but reveals location because of the laser. Cooldown takes 10 seconds.

Dual Wield: requires 200 kills, the discovery of the "GMCN Revival Project" document in story mode, and 470 damage. 2 pistols make for a very fast fire rate but 26% lower accuracy. Increases reload time by a factor of 1.2.

#### Assault Rifle:

Holographic Sight: requires 170 total damage dealt, adds a dot to the crosshair, increases accuracy by 10%. In story mode, zooms in (1.4x magnification) while player is in slow motion.

Fast Magazine: requires 300 total damage dealt and 30 total kills; reduces reload time by 0.6 seconds but also decreases accuracy by 2%.

Heavy Duty Trigger: requires 70 kills in total; increases accuracy and decreases recoil by 16% but reduces fire rate by 5.4%.

Underbarrel Shotgun: requires 100 kills, 440 total damage, and the acquisition of the "Dr. Milk" document in story mode. Adds a shotgun attachment to the weapon which has a magazine capacity of 3 and slightly more bullet spread than the standalone shotgun with a slower fire rate and a pellet count of 6. Allows the user to double-jump just like with the standalone shotgun. Decreases rifle's accuracy by 20%.

Stability: Adds weight to the stock to decrease weapon sway. Increases stability by 40%.

#### Shotgun:

Reflex Sight: requires 200 total damage dealt, adds a dot to the crosshair, increases accuracy by 8%. In story mode, zooms in (1.2x magnification) while player is in slow motion.

Chamber: Clip size increased by 1.

Vertical Foregrip: Increases accuracy and decreases spread by 4%, increases fire rate by 2%.

Flechette Shells: Decreases spread by 20%, decreases pellet count from 6 to 4 (I actually don't know the pellet count but who cares lmao), decreases falloff.

Pump Shotgun: The bullet speed and fire rate is increased by 20%.

#### Sniper Rifle:

Polished Bolt: increases fire rate by 14%, decreases all accuracy by 10%.

Extended Clip: increases clip size from 3 to 5.

Bipod: reduces moving accuracy only by 16% but increases standing accuracy by 18%.

High-Velocity Rounds: makes the sniper rifle rounds travel even faster and go further into the body, over penetration may happen when in close range of enemy.

Pepper Spray Arm Launcher: Induces the chance of killing an Evil Guy by 7.89% and is guaranteed to stun them.

#### Boomer:

Rapid Ejection System: Decreases reload and recharge time by 0.5 seconds but decreases accuracy by 8%.

Incendiary Rounds: Increases explosion area and people take damage even after leaving the area. However, it decreases the base explosion damage.

Trajectory Predictor: Shows a blue circle where the grenade will probably land.

Dual Wield + Extended Stocks: I do not know why. I do not want to know why. I should not have to wonder why. But for whatever reason, I came up with the logic that two grenade launchers are better than one. Increases clip size to 2, decreases accuracy by 26.4%, doubles reload time.

Tear Gas: Stuns evil guys and throws off their aim, has a 15% chance to temporarily disable robots.

Recoil: Attaches a compensator to decrease weapon recoil. Increases accuracy by 25%, and decreases recoil by 10%.

## Sword

Swiftness: Increases swing rate and draw speed by +70%.

Wide Range: Increases swing range by +20%, so that it hits more enemies.

Combustion: Ignites enemies for 5s, dealing +10% more damage per second.

## Banana Gun

Extra Potassium: Range is multiplied by base damage. Base damage is also multiplied by 1/2.

Bullet-Time: Allows enemy bullets to fly at a slower rate. Activates slow-motion, but increases accuracy by x4.