Wiki Terminology

*Note: This page is work-in-progress and subject to changes and additions in the near future.*

Here are the meanings and rules of universal **terminology** used on this wiki.

## Acronyms

* DPS - Damage Per Second
* RPS - Rounds Per Second
* AOE - Area of Effect
* ROF - Rate of Fire

## Weapon Types and Subtypes

Weapon "types" and "subtypes" each summarize a weapon's functions and classify them.

### Types

Weapon types follow the categorization by the Forge Table and usually determine weapons obtained when using the Reforging Furnace. Each of them have a wiki category and are stated independently in a weapon infobox. These include:

* Handguns
* Rifles
* Shotguns
* Launchers
* Laser Guns
* Bows
* Melee Weapons
* Staffs
* Throwing Weapons
* Miscellaneous Weapons

Their respective information can be found on its category page.

### Subtypes

Rifles, Laser Guns, Bows, Melee Weapons and Throwing Weapons have subtypes. Subtypes cannot be applied to a weapon that is not of its type, and are not wiki categories. **Some subtypes divide a type into categories while others label certain weapons within a type.** Six "labelling" subtypes do not stem off of a type (e.g., Elemental). Each of these have a wiki category.

#### Rifles

Sniper Rifles: Generally have a high critical chance, accuracy and low fire rate.

Burst Fire: Fires multiple projectiles in a short succession.

Single Shot: Fires one or more projectiles simultaneously per energy consumption.

#### Laser Guns

Railguns: Fires energy projectiles that explode and damage all enemies caught in the blast, while also capable of harming them upon contact. They feature charging that increases their damage, projectile size, AOE, and may include other effects.

* Coilguns: Railguns that fire similar projectiles and lack charging. The radius of the explosions they produce are increased with the Laser Buff. Most railguns are not subject to the Bounce Buff.

Continuous Beam: Launch rapidly-hitting beams that hold as long as the attack button is pressed and pierce through enemies. The Laser Buff gives these lasers more width, but not damage. Their damage scales up over time to a certain limit.

Single Beam: Fires individual beams or laser bolts in intervals. Both the beam width and damage can be increased with the Laser Buff.

* Zapping: Either Continuous Beam or Single Beam weapons. Zapping lasers do not pierce and are single-target. Their damage can be boosted by the Laser Buff.

#### Bows

Crossbows: Generally have high damage and critical chance with a slow fire rate. May or may not be charged.

#### Melee Weapons

Swords: Swings in an arc.

Lances: Thrusts in one direction.

Axes: Performs a rotary attack.

Hammers: Produces shockwaves that may stun enemies upon hit.

Collision Weapons: Damages enemies upon contact.

These subtypes are not mutually exclusive.

#### Throwing Weapons

Meleeable: Will do a melee attack when close to enemies, nullifying the basic melee attack.

* The only exception is Giant Axe, which can do melee attacks at any given range and requires charging to be used as a throwing weapon. It also does not disable the basic melee attack.

Throwing Only: Can only be thrown and do not have a melee attack.

#### Other

Has Shotgun feature: Benefits from the Shotgun Buff while not being a Shotgun type.

Combo-Hit: Benefits from the Combo Buff.

* Weapons will require both the subtype and category.

Elemental: Can't deal double critical damage without Elemental Staff Buff.

* Weapons that inflict status effects anyway do not receive the subtype nor the category.

Explosives: Deals explosions that inflict elemental effects (usually burn) and no extra damage upon critical hits.

Consumable: Can be used to produce a certain effect, after which they are destroyed or temporarily exhausted. This is usually done via the special button, or the fire button, although in some cases other circumstances can trigger them as well.

Charging: Benefits from the Charge Buff.

* Most weapons will require both the subtype and Charged Weapons category.
* These exceptions only receive the Charged Weapons category:
	+ Railguns that aren't Coilguns
	+ Continuous Beam weapons that aren't Zapping
	+ Axes (that have no other subtype)
	+ Throwing Only weapons

### Hybrid Weapons

When a weapon has several functions, and said functions aren't included in the subtypes, the type of the weapon will be its Forge Table classification (in case of weapons that aren't in the Forge Table, such as Weeping Eagle, the type will be assumed according to their Cellar position), while any additional weapon types will be added in the Subtypes, and these added types will have their respective subtypes as well.

There are certain exceptions:

* If a weapon is affected by the Shotgun Buff, but is not categorized as a shotgun, it'll always be tagged with "Has Shotgun feature." If it is categorized as one, then it does not belong to that subtype.
* Misc. is the only type that cannot be a subtype.
* Melee Weapons and Throwing Weapons will just be called "Melee" and "Throwing" when used as subtypes.
* Anything that isn't applicable as a Subtype will be listed in a weapon's Effect(s).
	+ Any non-Hammer weapon that produces shockwaves/quakes will have this property listed in its Effect(s).
	+ Non-laser Weapons like Star Bow and Whisper of Dark produce laser based explosions, and while they won't have a "Laser Gun" Subtype, they will have "Laser-based explosion" listed in their Effect(s).

## Weapon Page Format

Weapon page format should start like this:

### Subtypes

Smaller categories the weapon falls under

### Rarity

In-game name color and its corresponding term

###  Damage

Base number(s) appearing from attacking enemies

###  Energy Cost

Number of Energy used per individual shot

###  Critical Chance

Number value of the weapon's chance to critical hit

### Projectiles per Attack

Number(s) of projectiles per individual shot

## Materials Required For Forging

### Ironstone

 x
 x
 x

### Magic Frag. Green

 x
 x
 x

### Magic Frag. Purple

 x
 x
 x

### Zulan Fragments

 x
 x
 x

### Fertilizer

 x
 x
 x

*Note the infobox underneath the quote.*

The **{{PAGENAME}}** is a/an [Rarity] [Category] found in the game.

* For regular weapons

The **{{PAGENAME}}** is a/an [Rarity] [Category] obtained through merging.

* For weapons only obtainable by merging

The **{{PAGENAME}}** is a/an [Rarity] [Category] obtained through forging after being developed.

* For weapons that can be forged right after developing

The **{{PAGENAME}}** is the starter weapon of the [Character].

* For starter weapons

## Merging Recipes

* [Weapon] + [Weapon/Attachment]

The {{PAGENAME}} can be used to make [Weapon].

*Sometimes, the merging weapon would need one more weapon to forge.*

## Tips

### Strategies

[Recommendations on the most effective ways to use the weapon.]

### Recommended Buffs

* [Buff] - [Reason for specialized improvement]
* Avoid the [Buff], [reason for being unfavorable].
* The [Buff] has no effect on this weapon.

### Recommended Conditions

* [Task Board Challenge Condition] - [Reason why condition fits/complements the weapon]

 Forging Material

## Trivia

* [Miscellaneous or supplementary information.]

## Gallery

[Extra images or videos of weapon usage.]

* {{Weapons|[add the weapon's category here]}}

## Other Pages' Formats

#### Buff Pages

The [verbatim buff name] is a buff that can be obtained in the game through [sources].