Weapons

*This article is a stub. You can help Black Skylands Wiki by expanding it.*

This page lists the **weapons** in *Black Skylands*. There are more than 20 different weapons available. Eva Mills can hold up to 3 of them at once and they can be swapped at any time.

Note by default, most weapons do only 30% of their damage to the Swarm unless they are Swarmlit variants, their info screens will have their Swarm damage multiplier listed. Swarmlit weapons always do 100% damage to the Swarm, and are still fully lethal against non-Swarm enemies.

Hand Weapons can be upgraded by red Weapon Steel, and Ship Weapons can be upgraded by blue Ship Steel.

## Principles of Weapon Modding

No matter the weapon, any hand weapons that can be Modified (i.e. Modded) all follow the exact same principles. Mods come in 4 basic types of Barrel, Sight, Butt and Magazine, and each moddable weapon can hold 1 of each.

* Barrels will increase Fire Range, Critical Hit Chance, or both with an accompanying penalty to Reload Speed.
* Sights will increase Fire Range, Damage, or both with an accompanying penalty to Rate of Fire.
* Butts (yes we know what that sounds like) will increase Rate of Fire, Reload Speed, or both with an accompanying penalty to Critical Hit Chance.
* Magazines will increase Reload Speed, Magazine Size, or both with an accompanying penalty to Fire Range.

Mods are found in Mod Chests for standard weapons in a number of places, but mods for Swarmlit weapons are typically only found in the Swarm zone on the map. Swarmlit mods have the added feature that sometimes they are simply dropped by Swarm enemies.

## List of Hand Weapons

### **Pistols**

Lower damage and firing rate, but unlike other weapons all Pistols have an unlimited ammo pool. No pistol can be Modded, and they are better than average against the Swarm among the normal weapons; their Swarm damage factor is 70%.

* Pistol

Given for free during the Tutorial.

* Golden Revolver

Can be purchased through the Gold Shop. Higher damage per shot, lower maximum magazine than the Pistol.

### Assault Rifles

A hybrid between Rifles and SMGs, with a damage and firing rate halfway between the two. Good multi-purpose weapons in general.

* Assault Rifle

Obtained for free as you progress in the campaign.

* Twisted Assault Rifle

Obtained from the blind weaponmaker Harold. Cannot be modded. Shots curve randomly in flight, giving terrible accuracy at anything but close range.

* Eruption Assault Rifle

Can be purchased at Turtletown. A Swarmlit weapon, and it is very lethal.

### **SMG/Miniguns**

SMGs and Miniguns both use the same ammo type, hence they are grouped. Typically characterized by rapid fire rates, large ammo pools and lower damage per shot. SMGs have smaller magazines than Miniguns but very rapid reload rates.

* SMG

Obtained for free as you progress through the campaign.

* Hurricane Minigun

Can be purchased in the Gold Shop. Has a very rapid firing rate and large magazine compared to SMGs, but a slower reload. Cannot be modded.

* Ripper SMG

Can be purchased at Turtletown. A Swarmlit weapon, and quite effective.

* Hive minigun

Can be purchased from the Polyglot challenge store. A Swarmlit weapon. Cannot be modded, but the range is reasonable and the bullets are all micro-missiles that do a small AoE effect, allowing for extreme damage against groups of enemies.

### Shotguns

Characterized by shorter range, slower firing rates and they fire multiple pellets per shot, Shotguns are ideal against close groups of enemies.

* Shotgun

Given for free as you progress through the campaign.

* Steel Condor Crossbow

Given at the end of the trade-chain series of quests ending at Whalehunter's Valley. A Swarmlit weapon. Cannot be modded. Has a 1 round clip but automatically reloads and each shot is a 3-round spread with quite long range, unlimited enemy piercing and very good damage per projectile.

* Shredder Shotgun

Purchased from Turtletown. A Swarmlit weapon, and can be very lethal against groups if modded properly.

### Sniper Rifles

Powerful single-shot weapons. If you move they have a very bad shot spread, but if you then stay still for a brief moment their accuracy narrows to a perfect line. Sniper Rifles have the natural effect that if you wait until they are at their perfect accuracy rating, they also gain a 100% critical hit chance. Their heavy drop in accuracy if you move does not make them suitable for running and gunning against close range enemies.

* Sniper Rifle

Given for free as you progress through the campaign.

* Abyss Sniper Rifle

Can be purchased in Turtletown. A Swarmlit weapon, and if modded to focus on damage it can do VERY high damage per shot.

* Sting

Can be purchased in the Polyglot challenge shop. A Swarmlit weapon, cannot be modded, it is a medium range burst-fire weapon that fires both of its 2-round clip shots with every trigger pull. With its lower range, damage and ammo efficiency it is actually worse than the Abyss rifle.

### Rifles

Having a damage and fire rate between Sniper Rifles and Assault Rifles, these single-shot semi automatic weapons can do quite decent damage at medium to long range.

* Rifle

Obtained for free as you progress through the campaign.

* Triple Rifle

Can be purchased in the Gold Shop. Has a 3-round burst fire with reasonable damage and medium range. Cannot be modded.

* Rifle "Eclipse"

Can be purchased in Turtletown. A Swarmlit weapon, and is more effective than the base Rifle.

### Special Weapons

A broad mix of heavy-caliber weapons ranging from missile launchers to flamethrowers, known for wide-AoE attacks.

* Rocket Launcher

Can be purchased in the Gold Store. A single-shot missile launcher that has a wide AoE blast. Note this is not powerful enough to destroy breakable walls, you will still need either an explosive barrel or the Grenade to do so.

* Wrap Rocket Launcher

Obtained for free after completing the second quest for the blind weaponmaker Harold. A rocket launcher that fires the shots backwards, and causes friendly-fire to you. Cannot be modded. Cannot destroy breakable walls.

* Termite

Can be purchased in the Polyglot challenge store. A Swarmlit weapon that is a continuous wide-AoE flamethrower with surprising damage and ammo efficiency. Very, VERY lethal against clustered groups of enemies. Cannot be modded.

* Volcano

To be continued.

## List of Skyship Weapons

Skyship weapons are the spread of weapons that can be equipped to your ship, and can be used both for aerial combat and bombarding targets on the ground close to the edge of an island. Like hand weapons, Skyship weapons also only do 30% of their damage against the Swarm unless they are a Swarmlit variant. Skyship weapons do not get mods.

Note, unlike hand weapons, Skyship weapons cannot be swapped just anywhere. Your ship has to be docked at a base containing a Shipyard, and you have to be standing in the Shipyard zone to have access to switching the weapons.

### Machineguns

These are the weapons for the nose turret of your ship. They have unlimited ammo but build up Heat as you fire them, which dissipates over time when you stop firing. If you overheat the turret it cannot be fired until its heat dissipates fully. Armor sections on ships are typically quite resistant to these weapons.

* G-312

The starting gun. A balanced mid-range automatic gun with moderate damage output and accuracy.

* Howitzer

A slower firing rate, very high damage per shot. Has the best range and accuracy of all of the nose turrets, outranging most known enemies and is effective in nearly every situation, even in the Swarm zone if it is well upgraded despite the damage penalty.

* Minigun

A rapid-fire weapon with lower damage per shot, medium range and lower accuracy.

* Rocket Launcher (Ship)

An automatic rocket launcher with a moderate rate of fire, good damage per shot, medium range but quite poor accuracy. It will frequently miss targets that are not at close range. Its attacks do a small AoE on impact which could allow for shots to bypass armor plates on enemy ships to directly damage the hull.

* Hive (Ship)

A Swarmlit machine gun that fires twin shots. Good range, reasonable damage, attacks do a very small AoE, it does have a bit of an accuracy problem at the maximum limit of its range but this is still an excellent anti-Swarm weapon, as well as against normal targets.

* Swarmshot

A Swarmlit automatic shotgun turret. Moderate range, moderate damage, but fairly poor accuracy at the extent of its range.

### Cannons

A mix of broadside weapons for your ship. Holding the fire button (by default Right Mouse Button) charges the weapon which gradually improves its aim cone (you can fire it almost immediately but it will have terrible accuracy) for the side of the ship that your target reticle is aimed, and then releasing the button fires the salvo of shots. Each salvo costs ammo, and the cannons have to reload after each shot. The cannons for the left and right sides of the ship are independently fired and reloaded. Cannons do quite well against ship armor plates and can often destroy them in a single salvo. Compared to Machineguns, Cannons don't have quite as high a damage penalty against the Swarm. However, Swarmlit cannons will still do better damage to them.

* Tsunami

The starting cannons given for free. Moderate damage, range and reload.

* Hail

A larger caliber array of cannons. Higher damage, longer range, but a slower reload.

* Monsoon

A barrage of torpedoes. The shot pattern is quite similar to cannons, but they do even higher damage and have a slower reload than the Hail.

* Lightning

A set of energy cannons. The total barrage of the cannons doesn't put out quite as high a damage as others and they have a moderately slow reload, but if fully charged they have high accuracy allowing you to land the entire barrage on smaller targets.

* Storm

A Stormlit cannon set. The barrages are smaller than usual, but have excellent accuracy if fully charged and they have the fastest reload time of any Cannon.

* Downpour

A much broader Swarmlit cannon set. Compared to the Storm this is much more similar to standard cannon sets, with a large barrage of moderate damage shots having a bit of a wider spread. Has a much higher damage per salvo and slightly slower reload than the Storm, but only very large enemies will be able to be hit by the entire salvo at anything but very close range.