recursal/Fanatic-Fandom huggingface dataset:
Sturmgewehr 44

Sturmgewehr 44
32 / 300
auto
An assault rifle that comes with AP rounds and lots of ammo.

damage 0.8x
heat / cool 1.05x / 0.80x
firerate 445
deviation  4
recoil / ctrl 8.50 / 30
R/E time 1.80s / 0.60s
perks - Surprise Attack

- Extreme Ammo Cap

- Classic

The Sturmgewehr 44 is a classic assault rifle that uses AP ammo. It has the *Surprise Attack* attribute, giving the first 6 bullets in a magazine extra strength. It deals decent damage at a slower firerate with a massive amount of extra ammo.

In Arena, it can be purchased for Raider as a Series 5 weapon.

In Legion Rising, it can be found the same as any other weapon if the player has the Arena Premium Upgrade DLC.

The abbreviation for this weapon is 'STG.'

## Characteristics

**Advantages:**

* Increased damage and reduced recoil for the first fifth of each magazine
* Provided AP and Kurz ammo pierces enemies
* Large ammo reserve
* Good magazine size

**Disadvantages:**

* High heat generation
* Slow cooling
* Poor recoil control causes shots to go wide with prolonged firing

## Ammo

* Pickup: 50
* **Ballistic Armor-Piercing** Ammunition
	+ 8.8mm Armor Piercing
	+ 8.8mm Kurz
* **Compatible Ammo**
	+ 8.8mm Acid Rounds
	+ 8.8mm Cataclysmic (Hollow Point)

## Perks

* Custom Ammo Supplier
	+ Gives armor piercing ammo type for every weapon
* Extreme Ammo Cap
	+ Has very high max ammo
* Classic
	+ Reduces attachment choices by 1; rare attachments can still appear

## Notes/Tips

* Grants the Armor Piercing rounds to every compatible weapon
* First 20% of each magazine has 30% more damage and heavily reduced recoil

* Like the KI Vector, ammo regeneration and items such as Hyperfeed will extend the benefits of the Surprise Attack perk by keeping the magazine topped off
* Heavy Gunner's level 10 class talent can counter the reduced attachment selection

## Trivia

* This weapon is based off of the StG 44 or MP44, known for being the world's first assault rifle that defined the class of weapons
'Master Chief'

The Master Chief is a heavy pistol available to Riot Guard and Breacher. It features powerful shots and stability while moving.

The abbreviation for this weapon is 'MC.'

'Master Chief'
10 / 190
semi
Heavy pistol with increased damage and movement stabilization.

damage 1.3x
heat / cool 1.00x / 1.00x
firerate 378
deviation  2
recoil / ctrl 52 / 108
R/E time 1.80s / 0.35s
perks - Critical First Shot

- Movement Stabilized

## Characteristics

**Advantages:**

* First shot after reload is guaranteed critical hit
* Good damage
* More accurate while moving

**Disadvantages:**

* Slightly lower capacity than other pistols
* Low damage for a supposedly "heavy" pistol

## Ammo

* Pickup: 80
* **Ballistic soft** Ammunition
	+ 10mm FMJ Basic
* **Compatible Ammo**
	+ 10mm Armor Piercing
	+ 10mm Soft Point
	+ 10mm Hollow Point

## Perks

* Critical First Shot
	+ Guaranteed critical hit on the first shot in the magazine.
* Movement Stabilized
	+ Greater accuracy while moving

## Notes/Tips

* Focusing on firerate and magazine size can make this weapon really competitive even in later stages due to its high accuracy especially when used with "Caliber Reduction" attachment

## Trivia

* The Master Chief's design and name are a reference to the M6 Series Handgun of the Halo series. Despite the source material stating that the M6 Series shoots 12.7×40mm rounds, the weapon in Synthetik only shoots 10mm Auto rounds.
Ion Obliterator

Ion Obliterator
7 / 35
Semi
A high-power energy rifle that grows in lethality as heat builds up.

damage 1.3x
heat / cool 0.60x / 0.70x
firerate 315
deviation  4
recoil / ctrl 40 / 150
R/E time 1.65s / 0.65s
perks - Heat Velocity/Damage Bonus

- Unstable Heat Generation

- 10% Critical Chance

The Ion Obliterator is a unique and very powerful legendary weapon with a fixed, unique ammo type. Its shots deal more damage and travel faster the hotter the weapon is. It also grants +10% critical chance when held.

The abbreviation for this weapon is 'ION.'

## Characteristics

**Advantages:**

* Powerful energy bolts penetrate through multiple enemies with minimal damage penalty
* Projectiles are faster and deal more damage the higher the weapon's heat is
* High critical chance bonus
* Fairly quick reload
* Critical chance buff
* Devastating on headshots with the high innate damage

**Disadvantages:**

* Limited ammo capacity
* High, unpredictable heat generation
* Fairly high recoil

## Ammo

* Pickup: 15
* **Ion** Ammunition
	+ Liquid Ion Array

## Perks

* Heat Velocity/Damage Bonus
	+ The Ion projectiles gain more velocity(see ammo for specific numbers) and up to 50% more damage based on weapon heat
* Unstable Heat Generation
	+ Each weapon shot produces 1-25 additional heat
* 10% Critical Chance
	+ Grants increased critical strike chance when held

## Notes/Tips

* Counts as both a Precision Rifle and Special weapon for class-specific bonuses

* Synergizes very well with the Specialist's Calculated module, where intentionally overheating (and staying overheated) can maximize the Ion Obliterator's damage output per shot and grant the player additional shields, at the cost of fire rate
PPQ-H Laser Pistol

PPQ-H Laser Pistol
8 / 180
Semi
High-powered laser pistol, extremely steady in handling with increased heat generation

damage 1.0x
heat / cool 1.20x / 0.80x
firerate 274
deviation  2
recoil / ctrl 20 / 120
R/E time 1.88s / 0.75s
perks - Heat Firerate & Recoil

- Hi-Power First Shot

A fairly powerful laser pistol, the PPQ-H is ideal for players that prefer to pick their shots carefully. It can rapidly hammer out accurate shots, with deviation only being an issue at longer ranges. It is usable by the Engineer and the Demolisher.

The abbreviation for this weapon is 'H-LP.'

## Characteristics

**Advantages:**

* Good stopping power
* Steady handling/good recoil recovery
* First shot deals triple damage
* High Heat grants benefits

**Disadvantages:**

* Relatively low mag/cell capacity
* Decreased effectiveness against shields
* Long delay when ejecting cells
* Increased heat generation

## Ammo

* Pickup: 70
* **LASER** Ammunition
	+ Laser Cell
* **COMPATIBLE AMMO**
	+ Lithium Cell

## Perks

* Heat Firerate & Recoil
	+ With higher heat the firerate increases and deviation is less affected
* Hi-Power First Shot
	+ First shot after a reload deals 300% damage

## Notes/Tips

* Given the PPQ-H has higher heat generation than other pistols, accessories that reduce that factor or vent built-up heat on reload may be worth investing in.

## Trivia

* This weapon is loosely based off on 'Walther PPQ'.
SCR Laser SOCOM

SCR Laser SOCOM
21 / 120
brst 3
A stable burst-fire assault laser weapon that gains improvements on entering new rooms.

damage 1.1x
heat / cool 0.70x / 0.50x
firerate 411
brst delay 0.30s
deviation  3
recoil / ctrl 21 / 135
R/E time 1.25s / 0.75s
perks - Evolving Software

- Hi-power last shot

- Heat Firerate & Recoil (hidden)

The SCR Laser SOCOM is a burst laser assault rifle, with decent stats all around. Each teleporter usage will slightly improve its stats. The last shot in a magazine deals 300% damage.

The abbreviation for this weapon is 'SCR.'

## Characteristics

**Advantages:**

* Low recoil and good recovery/control
* Gains stat increases on entering a new non-boss room
* Powerful last shot
* Fire rate increases with heat

**Disadvantages:**

* Relatively low damage per projectile; struggles against armored enemies
* Low ammo gain and max ammo (compared to other assault rifles)
* Three-round burst can be ammo-inefficient against weakened enemies
* Weak against shields
* Heat dissipates slowly
* Recoil reset becomes very slow at high heat

## Ammo

* Pickup: 50
* **LASER** Ammunition
	+ Laser Cell
* **COMPATIBLE AMMO**
	+ Lithium Cell

## Perks

* Evolving Software
	+ For each teleporter usage gains permanent upgrades:
		- +5% firerate
		- +2% damage
		- -1.5 recoil
		- -0.25 deviation
* Heat Firerate & Recoil (hidden)
	+ With higher heat the firerate increases and deviation is less affected
* Hi-Power Last Shot
	+ Damage of the last shot is increased by 300%

## Notes/Tips

* A good attachment is the Offload Cycler Ultra, providing a excellent decrease in the delay between shots.
* Another is the Reload Vent to quickly remove heat for recoil management

## Trivia

* The SCR Laser SOCOM is based off the FN SCAR, most likely the SCAR-H (SCAR Mk 17) variant in particular
System requirements

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

The following are the minimum and recommended **system requirements** for *SYNTHETIK*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

The arena client/expansion have the same requirements.

## Recommended requirements

* OS: Windows XP SP3, Vista or higher
* Processor: Intel Core i3-4160 3.6 GHz / AMD QC A8-7670K 3.6GHz
* Memory: 4 GB RAM
* Graphics: GeForce GTX 560+ Series, Radeon R9 270+
* DirectX: Version 11
* Network: Broadband Internet connection
* Storage: 600 MB available space

## Minimum requirements

* OS: Windows XP SP3, Vista or higher
* Processor: Intel Celeron G1820 2.7 GHz / AMD FX 8320 3.5 GHz
* Memory: 4 GB RAM
* Graphics: GeForce GTX 460, Radeon HD 5770, 768 MB Vram
* DirectX: Version 11
* Storage: 600 MB available space

## See also

* How to play guide for Synthetik
* Release date
Artifacts

Artifacts are special items unlocked by finding rare green crystal fragments from enemies, crates, and other usual sources. By collecting three of these artifact fragments, or by opening an artifact crate, you'll be prompted to chose one of three to four random artifacts. The benefits of that artifact then persist through the run.

Aeon-FFD

All upcoming item and weapon shops, as well as upgrade stations cost 35% less.

Cario

Gain one additional Dash charge and +5 Dodge.

Ensiferum

Increase weapon carry amount by 1 and grants two weapon upgrade kits.

HOBB-S

Ricochets deal 125% additional damage.
All bullets gain 20% chance to ricochet.

KEVV

The first dropped weapon comes in an ULTRA variant.

Kokova

Increases healing by 30% and adds 3 charges for class healing items.

Luka

Upgrades starting weapon damage by 25% and minimum heat by 25.

Mael

Removes movement speed penalty on firing and grants immunity to slowing effects.

PU-55

Terror level is decreased by 30.
Deal 35% more damage to Elites.

Pure 759

Increases the chances of all powerups appearing by 50%.

RHETT

Enemy Friendly Fire increased by 75%.
Friendly Friendly Fire set to 20%.

RYNN

Increases poison, fire, bleeding, and radiation damage and increases the maximum stackable damage by 35%.

Savnt

All self-affecting buffs and debuffs last 40% longer.

Taro

Increases critical damage, critical strike chance, and critical chance cap by 15%.

Zion

All items cool down 25% faster and the next item found is heavily upgraded.

### Bugs

* Despite Mael's description claiming it provides immunity to slowing effects, it does not prevent player-sourced slows. Your Movement Speed will still be reduced by things like carrying a Heavy weapon, using an item like the Onslaught System, or having a Loop debuff.

### Trivia

* Artifacts are named after members of the community.
	+ Namely Taro, which is the screen name of Alexander Luck, one of the lead developers.
FS5 'Flametongue'

FS5 'Flametongue'
10 / 30
Auto
An improvised weapon that projects flame bursts over a good distance, igniting enemies.

damage 2x
heat / cool 1.13x / 1.00x
firerate 151
deviation  5
recoil / ctrl 22 / 72
R/E time 3.00s / 1.10s
perks - 250 Max Health

- 50% Fire Resistance

The FS5 'Flametongue' is a flamethrower that leaves lingering trails of fire that ignite enemies. It grants 250 max health and +50% resistance to fire damage when it is in the player's inventory.

The abbreviation for this weapon is 'FT.'

## Characteristics

**Advantages:**

* Launches flames inflicting guaranteed burning damage
* Flames pierce multiple enemies
* Max health increase

**Disadvantages:**

* High heat generation per shot fired
* Low damage per second which reduces effectiveness against late-game enemies, which typically have high health and damage
* Fairly slow reload
* Modest ammo capacity

## Perks

* 250 Max Health
	+ Gives 250 Max Health while it is in the player's possession
* 50% Fire Resistance
	+ Fire damage reduced by 50% to player while in possession of this weapon
		- Overheating does not count

## Ammo

* Pickup: 20
* **Fire** Ammunition
	+ Propane flame
Object 29

Object 29
20 / 150
brst 2
A fusion burst-fire assault rifle with an integrated explosive launcher weapon.

damage 1.20x
heat / cool 1.00x / 1.00x
firerate 640
brst delay 0.25s
deviation  8
recoil / ctrl 20 / 150
R/E time 2.00s / 0.35s
perks - OICW Missile Launcher

- 75 Kills Upgrade

Object 29 is an odd fusion burst assault rifle with limited magazine capacity and a missile launcher. It can upgrade itself after 75 kills, increasing its overall performance.

In Arena, it can be purchased for Heavy Gunner as a Series 4 weapon.

The abbreviation for this weapon is 'OBJ.'

## Characteristics

**Advantages:**

* Fairly accurate and efficient 'doubletap' burst trigger
* Holding fire button, bursts fire automatically
* Good ammo reserve
* Fires a missile every six shots
* Stats improve after first 75 kills made while holding this weapon

**Disadvantages:**

* Low fire rate and missile blast effect makes it hard to use effectively at close range
* Missile can be inaccurate, may veer off-course

## Ammo

* Pickup: 50
* **Fusion** Ammunition
	+ Fusion Charge
* **Compatible Ammo**
	+ Cold Fusion Charge

## Perks

* OICW Missile Launcher
	+ Fires a missile every 6 shots, scaling with weapon damage
* 75 Kills Upgrade
	+ The perk gives:
		- +10% firerate
		- +10% damage
		- +10 ammo gained
		- -4 recoil
		- -1 Missile shots required

## Notes/Tips

* The attachment "Offload Cycler Ultra" turns this weapon almost fully automatic while "Hair Trigger" turns it semi automatic.

## Trivia

* Object 29 is based off the ill-fated and overcomplicated Objective Individual Combat Weapon project, which never left the prototype phase and largely failed in its overall goals, but did lead to several innovations that continue as independent weapon systems.
K98 Classic

K98 Classic
4 / 24
semi
A classic marksman's weapon for any sort of warzone.

damage 2.3x
heat / cool 1.00x / 0.90x
firerate 135
deviation  3
recoil / ctrl 45 / 27
R/E time 2.50s / 0.35s
perks - Bullet At Multihits

- 50% Bonus Boss Damage

The K98 Classic is a starting weapon for Sniper, starting at level 15. This basic marksman rifle provides range and accuracy while keeping its user away from the fight. It suffers from a small magazine, low max ammo, and long reload time.

In Arena, it can be purchased for Sniper as a Series 1 weapon.

The abbreviation for this weapon is 'K98.'

## Characteristics

**Advantages:**

* Powerful early game range advantage
* Excellent head shot ability and accuracy
* Provides good crowd control with its piercing basic ammo

**Disadvantages:**

* Very small magazine size
* Low ammo reserves means more pistol fallback
* Slow reload time
* Inferior to pretty much all other sniper and marksmen weapons

## Ammo

* Pickup: 12
* **Ballistic Armor-Piercing** Ammunition
	+ 8.8mm Kurz
* **Compatible Ammo**
	+ 8.8mm Acid Rounds
	+ 8.8mm Armor Piercing
	+ 8.8mm Cataclysmic (Hollow Point)

## Perks

* Bullet At Multihits
	+ Recovers spare ammo from striking multiple enemies with a single shot
		- 1 ammo from double hit
		- 2 ammo from triple hit
* 50% Bonus Boss Damage
	+ 50% bonus damage against bosses while held

## Notes/Tips

* Once leveled up enough the Sniper class will always start with this weapon unless prestiged

* Make sure to get AP Sabot ammo for better anti-armor capabilities and better enemy penetration.
* The module Backstab provides an excellent damage boost outside of combat allowing you to take down dangerous enemy units or wipe out an entire group with a well-placed shot.

## Trivia

* Based upon the German Karabiner 98 Kurz infantry Rifle.
Desert Eagle .50

Desert Eagle .50
7 / 200
semi
Super Heavy pistol, very hard to use with increased headshot damage and accurate last shot

damage 2.2x
heat / cool 1.00x / 1.10x
firerate 420
deviation  1
recoil / ctrl 65 / 57
R/E time 1.00s / 0.15s
perks - Headshot Damage Bonus
 - Perfect Last Shot

The Desert Eagle .50 is a heavy pistol available to Raider and Heavy Gunner, with huge damage and recoil per shot. The final shot in a magazine has no deviation, and every headshot kill will grant an infinitely stacking permanent damage buff.

The abbreviation for this weapon is 'DE.'

## Characteristics

**Advantages:**

* High firepower per shot, with bonus damage on headshots
* Very fast reload compared to most pistols

**Disadvantages:**

* High recoil and poor stability
* Relatively low magazine capacity

## Ammo

* Pickup: 80
* **Ballistic soft** Ammunition
	+ .50 Magnum
* **Compatible Ammo**
	+ .50 Soft Point
	+ .50 Hollow Point
	+ .50 Armor Piercing

## Perks

* Headhunter
	+ With each headshot kill the weapon gains 0.50% damage which stacks infinitely
* Perfect Last Shot
	+ Last shot of each magazine has no deviation and 25% more damage

## Notes/Tips

* Given the Desert Eagle's high recoil, anything that can help offset that is a worthwhile investment.

## Trivia

* This weapon is based off of the IMI Desert Eagle (Mark VII and XIX models in particular), a high-caliber semi-automatic pistol which uses the .50 Action Express round.
PSG 'Emerald sword'

PSG 'Emerald sword'
12/24
semi
A plasma shotgun that regenerates ammo and can carve through armor.

damage 0.7x
heat / cool 0.40x / 0.25x
firerate 189
deviation  20
recoil / ctrl 20 / 9
R/E time 2.00s / 1.00s
perks - Fast Plasma Recharge

- Reload Burns

- Last Shot Spray

The PSG Emerald Sword is a plasma shotgun with high damage potential and regenerating ammo. The last shot in a magazine will fire additional projectiles, but manual reloading will hurt the player. Ammo in the magazine will regenerate if it is not empty.

The abbreviation for this weapon is 'PSG.'

## Characteristics

**Advantages:**

* Plating on enemy gets converted to 300 damage each
* Highdamage potential
* Practically infinite ammo if used correctly

**Disadvantages:**

* Small magazine capacity (consumes 2 ammo per shot)
* Low max ammo
* Slow cooling
* Overheats upon ejection
* *Extremely* weak against shielded enemies due to using plasma ammo

## Ammo

* Pickup: 12
* **Plasma** Ammunition
	+ Fluid Plasma Chamber

## Perks

* Fast Plasma Recharge
	+ While there is ammo in the magazine, the ammunition quickly recharges after a short delay
	+ Affected by user ammo gain and increased by ammo regen
* Reload Burns
	+ Ejecting the magazine overheats the weapon, damaging the player
* Last Shot Spray
	+ Last shot fires 5 additional projectiles

## Notes/Tips

* Base weapon heat starts at 30%
* Reload vent will not prevent the weapon from burning the user, as it applies the heat reduction before overheating.

* The high projectile count complements Uranium 235 well, as each projectile applies permanent stacking damage over time
* Given the unique ammunition mechanics of plasma weaponry, anything that can increase its magazine capacity in one way or another is a worthwhile investment, such as the Short Magazine Spring attachment, which also prevents accidental ejections. It also has fairly high deviation, so anything that can offset that is a worthwhile investment as well.
* Due to plasma weapons being weak against shields, having a fusion weapon will help draining shields so you can open fire with this weapon at the now unshielded target(s).

## Trivia

Probably a reference to the song "Emerald Sword" by power-metal band, Rhapsody.
HMN Laser Cannon

HMN Laser Cannon
20 / 40
auto
A powerful laser weapon that hits enemies instantly, burning through their plating and shields.

damage 1x
heat / cool 1.70x / 1.70x
firerate 210
deviation  1
recoil / ctrl 40 / 18
R/E time 1.00s / 0.65s
perks - Pass-Through

The HMN Laser Cannon is a very powerful special weapon. It fires massive beams that travel instantly and linger, that infinitely pierce enemies with perfect accuracy. It suffers from poor ammo efficiency and massive heat buildup.

It is normally only found in Arena, where it can be purchased for Engineer as a series 5 weapon.

For Legion Rising, it can be found the same as any other weapon if the Player has the Arena Premium Upgrade DLC.

The abbreviation for this weapon is 'LC.'

## Characteristics

**Advantages:**

* Perfect accuracy, despite its poor recoil control
* Unique laser beam with special properties

**Disadvantages:**

* Builds up heat quickly
* Disperses heat slowly
* Burns through ammo quickly
* Cannot headshot enemies

## Ammo

* Pickup: 20
* **Laser** Ammunition
	+ Beam Capsule

## Perks

* Pass-Through
	+ Laser beams ignores low cover and pierce enemies
	+ Laser beams can hit the same enemy multiple times, quickly removing plating from bosses or larger enemies

## Notes/Tips

* Starts at 0% heat, unlike most weapons which start at 10% heat
* Does NOT count as a laser weapon for Engineer bonuses
* Since the Laser Cannon has perfect accuracy, the Twin Link II item can be used to effectively double the weapon's damage for a short period of time; note that firing the Laser Cannon does not trigger the Twin Link II item, another weapon must be used to trigger the item
* The Muzzle Compensator attachment can be used to increase the damage output without any noticeable penalties
* Despite the projectile appearing to have a fixed length, it will hit any target as long as the reticule is touching or behind it, effectively granting infinite range

## Trivia

* Prior to its release, the HMN Laser Cannon had the same modules/perks as the Raider Scrap Cannon and operated the same way, requiring a charge-up to fire.
Transformer Upgrade

From : Power Supply Buildings

 Health
 Aluminium Plate
 Pack of screws
 Electronics

The *Transformer Upgrade* provides an expanded number of Power Input and Output Ports to the Transformer (ECU).

Since another Transformer requires a **Small Circuit Board**, the *Transformer Upgrade* is a lower cost method of managing power distribution. Providing an additional eight input and output ports (12 total each), the expansion of the *Transformer* with this upgrade reduces the equipment footprint and provides reduced control panel interface time.

*Power Input Ports* can be connected to the *Power Output Port* of any of the following:

* Solar Panel
* Battery Pack
* Another Transformer

*Power Output Ports* can be connected to the *Power Input Port* of any of the following:

* Battery Pack
* Another Transformer
* Habitat or Support Building

It requires unlocking via the *Industrial Energy Converters* technology unlock within the Electricity Tech Tree.
Armageddon

Armageddon
88 / 180
Auto
An ultra-high-RPM machinegun that shreds enemies at the cost of your own health.

damage 1.2x
heat / cool 0.70x / 1.00x
firerate 1512\*
deviation  5
recoil / ctrl 22 / 165
R/E time 3.00s / 0.35s
perks - Hellfire Barrage

- Consume

- Heavy Movement (hidden)

A heavy, high fire-rate machine gun, the Armageddon features a fluctuating rate of fire, self-damage, and a unique perk that reduces weapon heat upon kills.

The abbreviation for this weapon is 'MG42.'

## Characteristics

**Advantages:**

* High fire rate, very effective at close range
* Recoil reset and heat reduction on kills

**Disadvantages:**

* Self damage
* Loses accuracy quickly with prolonged firing
* Slow reload
* Burns through ammo very quickly

## Ammo

* Pickup: 80
* **BALLISTIC ARMOR-PIERCING Ammunition**
	+ 8.8mm Kurz
* **COMPATIBLE AMMO**
	+ 8.8mm Acid
	+ 8.8mm Armor Piercing
	+ 8.8mm Cataclysmic (Hollow Point)

## Perks

* Hellfire Barrage
	+ Fire rate increases in a wave interval of 2 seconds from 0 to 30%
		- Additionally increases fire rate based on heat up to 10%
* Consume
	+ Kills reset current recoil by 50% and reduce heat by 5
	+ Deals 2 self-damage to health per shot fired
		- Affected by healing
* Heavy Movement (hidden)
	+ Movement speed is reduced by -45

## Notes/Tips

* It is best to avoid using the Armageddon in loop levels due to the stacking loss of Healing, causing unnecessary loss of precious health

## Trivia

* Formerly, this weapon could only be acquired via collecting 4 Weapon Parts or bought at a weapons terminal via supply hack using a power token
* This weapon is based off of the Maschinengewehr 42 (MG 42), a WW2-era machinegun.
Apollon 5 LMG

Apollon 5 LMG
60 / 150
Auto
A mid-capacity fusion-charge LMG that grows more accurate during prolonged firing.

damage 1.05x
heat / cool 1.00x / 1.00x
firerate 630
deviation  6
recoil / ctrl -8 / 42
R/E time 3.00s / 0.60s
perks - Inverted Recoil
 - -25% Shield Delay

The Apollon 5 is a fusion-charge LMG that possesses inverted recoil, causing it to grow more accurate during prolonged firing.

In Arena, it can be purchased for Heavy Gunner as a Series 5 weapon.

The abbreviation for this weapon is 'MG5.'

## Characteristics

**Advantages:**

* Grows more accurate during sustained fire
* While in inventory shield recharge delay is decreased by 25%

**Disadvantages:**

* Very slow reload cycle
* Relatively low capacity
* Requires sustained fire to stay accurate, slowing player movement
* Upgrades to Recoil/Ctrl may be detrimental, as the weapon requires more shots to become accurate and grows inaccurate quicker after the player stops firing
* High heat generation with prolonged firing

## Ammo

* Pickup: 75
* **Fusion** Ammunition
	+ Fusion Charge
* **Compatible Ammo**
	+ Cold Fusion Charge

## Perks

* Inverted Recoil
	+ Grows more accurate during sustained fire
	+ Recoil increase weakens the accuracy gain from sustained fire
	+ Control increase quickens the reset to base accuracy
* -25% Shield Delay
	+ Reduces shield regeneration delay by 25%

## Notes/Tips

* Upgrades to Deviation will reduce the starting spread of the weapon
* A timed variant is given to the player during a Massacre quest; has a small chance to be a timeless variant, as with all timed weapons
	+ Note that if the Massacre quest is completed, the weapon will be removed from the player's inventory and placed out-of-bounds (in solo) or nearby (in co-op). This can be avoided if the weapon is dropped prior to completing the quest but it will no longer be usable.

* Focus on utilizing items, attachments, and modules that increase recoil generated per second and decrease deviation
	+ The Commando's Drill module will reduce the weapon's starting spread (Deviation) as well as increase fire rate, increasing the maximum accuracy that can be achieved through prolonged firing.
	+ Installing the Offload Cycler Ultra attachment will help gain accuracy quicker while spending less time vulnerable from firing slowdown.
	+ The Tsunami Talisman will reduce the base spread (Deviation) of the weapon significantly for a short duration.

## Trivia

* This weapon is based on the Heckler & Koch MG5.
Curses

Curses are a permanent change within a run to the player character that may contain both downsides and upsides. Curses can be gained a variety of ways, the most common of which being from the Sacrifice Shrine or Cursed Chests. Curses can be cleansed by achieving the maximum number of stacks with the Devil's Dice Passive Item or by praying at Sacrifice Shrines.

Most of the Costs and Benefits below affect Character Statistics, and do so significantly. Effects obtained via curses can be sometimes be stacked as well.

Certain Curses will appear as an icon in the player's HUD when applied:

### **Shrine Curses**

Curses that are obtained via the Sacrifice Shrine. Usually provide both positive and negative attributes, and are chosen at will by the player. All shrine effects have a good chance to grant the Blood Rite Item (Prayer grants a reduced chance).

### **Other Curses**

Curses that are obtained outside of using a Sacrifice Shrine. These primarily act as automatic negative debuffs as opposed to the "give and take" nature of Shrine Curses.

 **Cursed Chest** | Obtained via opening a Cursed Item or Weapon Chest.
* Damages player down to 100 hp
* Permanent 50 less shield, temporarily lose 100 max shield (for a total of 150)
* 10%-15% more damage received
* Negative status effects last longer
* Terror Level increased

Can stack multiple times. All stacks removed on boss kill.
 **Cursed Flesh** | Obtained via dying in a co-op game.
* Reduces shields temporarily, and lose 50 max shield permanently.
* Increases damage taken percentage
* All negative and positive buffs last longer
* Terror Level increased

Can stack twice. All stacks removed on boss kill.
 **Loop** | Obtained via Looping.
* Decreases damage absorb by 5
* Healing reduced to 20
* Scavenging heavily reduced
* Movement speed reduced, cannot go below 280
* Terror Level increased

One instance is gained every loop level. Cannot be removed.
57 Fusion Classic

57 Fusion Classic
18 / 180
brst 2
Standard Fusion Pistol with mediocre performance but granting a shield bonus and dealing high damage to enemy shields as all Fusion Weapons

damage 1.00x
heat / cool 1.00x/1.00x
firerate 472.50
brst delay 0.25s
deviation  2
recoil / ctrl 10 / 39
R/E time 1.41s / 0.35s
perks - 50 Shield

The 57 Fusion Classic is a burst fusion pistol that can be used by all classes. It has weak stats, but deals double damage to shields and grants the user 50 extra max shield while it is in their backpack. Holding down LMB will allow you to automatically fire a burst after a short delay in between bursts.

The abbreviation for this weapon is '57F.'

## Characteristics

**Advantages:**

* Low recoil
* Doubled damage against shields
* Increases shield health while in inventory
* Increased headshot multiplier

**Disadvantages:**

* Weak against armor
* Low fire rate
* Low damage; reliant on headshots to deal notable damage

## Ammo

* Pickup: 50
* **Fusion** Ammunition
	+ Fusion Charge
* **Compatible Ammo**
	+ Cold Fusion Charge

## Perks

* 50 Shield
	+ Grants 50 max shield to the user if this weapon is in the player's possession

## Trivia

* The weapon's name and design is based off Fabrique Nationale Herstal's Five-seveN pistol.
* Prior to Update 24, there was a pistol called A9 Infinite, and it was replaced by the current pistol at Update 25.
Heavy Flak Cannon

Heavy Flak Cannon
8 / 35
Semi
A hefty weapon capable of dishing out area damage, but difficult to use correctly and weak against single opponents.

damage 1x
heat / cool 1.25x / 1.00x
firerate 315
deviation  3
recoil / ctrl 30 / 90
R/E time 1.80s / 0.40s
perks - 7 Armor

The Heavy Flak Cannon is a specialized launcher with unique ammunition. It fires large clusters that explode in a very large area. It requires some distance to arm, and will not explode near the user.

In Arena, it can be purchased for Engineer as a Series 4 weapon.

The abbreviation for this weapon is 'FC.'

### Characteristics

**Advantages:**

* Effective against grouped and large enemies; can hit a single target multiple times
* High accuracy

**Disadvantages:**

* Rapid heat buildup
* High recoil
* Limited ammo supply
* Projectiles detonate upon reaching a relatively limited max distance

## Ammo

* Pickup: 22
* **Explosive** Ammunition
	+ 50mm Airburst Cluster

## Perks

* Grants 7 armor while in player's possession

## Notes/Tips

* Counts as both a Launcher and Special weapon for class bonuses.
	+ It does not count as a Special weapon with respect to the Custom Fitting attachment.

* "Explosions" created by the projectiles cannot deal self-damage and do not grant HE-infusion ammo for the Demolisher.
	+ However, when it lands a critical hit, it will create a spot for the seismic resonator to explode.

* Do not put any penetration increasing attachments on the weapon since the projectiles explode on contact with enemy and it would render the weapon useless.
KSG 2000

KSG 2000
12 / 30
BRST 2
A high capacity shotgun with a two shot burst.

damage 1.1x
heat / cool 1.20x / 1.00x
firerate 420
brst delay 0.50s
deviation  26
recoil / ctrl 20 / 30
R/E time 2.50s / 0.40s
perks - Custom Ammo Supplier
 - First Shot Spray
 - Critical First Shot

The KSG 2000 is a burst shotgun that uses unique triple slug ammo, which is then made available to all compatible weapons. Triple slugs fire only three pellets and deal greater damage per pellet. The first shot in a magazine fires twice the pellets, with guaranteed critical damage. The gun suffers from a low amount of max ammo.

In Arena, it can be purchased for Breacher as a Series 5 weapon if the player has the Arena Premium Upgrade DLC.

The abbreviation for this weapon is 'KSG.'

## Characteristics

**Advantages:**

* Large magazine
* Low recoil

**Disadvantages:**

* Very low max ammo
* High heat generation

## Ammo

* Pickup: 20
* **Ballistic Scatter** Ammunition
	+ 12 Gauge Triple Slug
	+ 12 Gauge Buckshot

* **Compatible Ammo**
	+ 12 Gauge Dragon's Breath
	+ 10 Gauge Power Bolt
	+ 12 Gauge Flechette

## Perks

* Custom Ammo Supplier
	+ Gives Triple Slug ammo type for every weapon
* First Shot Spray
	+ First shot fires twice the pellets at max deviation
* Critical First Shot
	+ Deals guaranteed critical hit

## Notes/Tips

* Backup is a good attachment to take, granting a bit more max ammo.

## Trivia

* The KSG 2000 originally came with Ammo Printing as a default perk prior to Update 19 (Legion Rising)
* The weapon is based off the KSG
Kaida Model H

Kaida Model H
7 / 200
semi
Fast firing revolver, powerful but requires good handling, last shot is a guaranteed crit.

damage 1.45x
heat / cool 1.00x / 1.00x
firerate 756
deviation  3
recoil / ctrl 45 / 96
R/E time 1.00s / 0.15s
perks - Critical Last Shot
 - Reliable - No Jamming
Movement Stabilized (Hidden)

The Kaida Model H is a revolver available to Raider and Heavy Gunner, boasting high power and good accuracy, but demanding careful trigger management.

The abbreviation for this weapon is 'HON.'

## Characteristics

**Advantages:**

* Powerful single shots with good accuracy
* High rate of fire
* Fast reload
* Final shot of each reload has a guaranteed chance to crit
* High movement accuracy
* Does not jam

**Disadvantages:**

* Very low capacity
* High recoil requires patient shooting for long range shots

## Ammo

* Pickup: 80
* **Ballistic soft** Ammunition
	+ .44 Magnum
* **Compatible Ammo**
	+ .44 Armor Piercing
	+ .44 Soft Point
	+ .44 Hollow Point

## Perks

* Critical Last Shot
	+ The last shot in the cylinder is a guaranteed critical hit
* Reliable
	+ Has no chance of jamming

## Notes/Tips

* This weapon can be fired fast and accurately. Ideal to deal with enemies at all ranges
T 8-00-Gauge

T 8-00-Gauge
1 / 74
Semi
Just like in the movies

damage 1.75x
heat / cool 1.00x / 1.00x
firerate 378
deviation  23
recoil / ctrl 40 / 60
R/E time 0.35s / 0.00s
perks - Movement Stabilized+

- Cursed Shot Chance

The T 8-00-Gauge is a single-shot lever-action shotgun. In terms of gameplay, each time its single-shot chamber is emptied, the weapon ejects automatically and instantly, effectively skipping the eject phase. For every 8 ammo consumed through firing, the weapon will need to manually eject when the chamber is empty (i.e. perform a full reload cycle). It has a small chance to fire a far more powerful shot.

The abbreviation for this weapon is 'LEV.'

## Characteristics

**Advantages:**

* High firepower, especially when its second module activates
* Remains accurate on the move
* Quick, easy reload
* Good ammo efficiency
* Large amount of spare ammo
* Chance for stronger shot

**Disadvantages:**

* Single round capacity means it doesn't benefit from ammo printing effects (e.g. Printing Variant, Ammo Regen powerups, or Onslaught System)
* Fairly wide spread
* Rather slow firerate due to need to reload every shot

## Ammo

* Pickup: 20
* **Ballistic Scatter** Ammunition
	+ 8 Gauge Nitro Buckshot
* **Compatible Ammo**
	+ 8 Gauge Dragonsbreath
	+ 8 Gauge Pulse Slug (Triple Slug)
	+ 8 Gauge Annihilator Bolt (Power Bolt)
	+ 8 Gauge Flechette RX

## Perks

* Movement Stabilized+
	+ Very good accuracy while moving
* Cursed Shot Chance
	+ Has a 2% chance to fire a shot for 500% damage
		- Every curse on player increases this chance by 2%
		- Slightly affected by luck

## Notes/Tips

* Unlocked at Lab level 20
* 75% increased drop chance for Breacher
* The 500% damage module triggers upon firing, and will be indicated by a white-colored dice icon that appears above the player
* Ammo not consumed via Ammo TP attachments or other methods is not counted toward the 8 ammo requirement for manual ejection
* Need to eject every 8th shot as it simulates a lever action weapon's cycling with the ordinary reloads

* If you can master active reloading, any class modules or accessories that rely on active reloads (*e.g.* the Power Link 4x4 Pin attachment, or the Routine module) complement it quite nicely; you'll be activating the perk/accessory with every shot.
* The Last Straw attachment is also an excellent choice, as the stun or burn effect applies to each individual projectile, meaning every shot fired can inflict both stun and burn
* Due to the instant ejection mechanic of the weapon, the Reload Vent attachment can remove nearly all heat generation

## Trivia

* As with the M79 Terminator, the T 8-00-Gauge is likely another reference to the Terminator series and Terminator 2: Judgment Day in particular, where a Winchester 1887 is used (often single-handed) in several scenes by the (T-800) Terminator.
Human Model 9800K

Human Model 9800K
5 / 30
Semi
A fusion-charge precision rifle that slows enemies with its special inverse fusion ammo.

damage 3.1x
heat / cool 1.00x / 0.90x
firerate 199
deviation  1
recoil / ctrl 35 / 48
R/E time 2.00s / 0.25s
perks - Bullet At Multihits

- Passive Shield Generator

- 75% Bonus Boss Damage

- +50 Headshot Damage (hidden)

- Custom Ammo Supplier (hidden)

The Human Model 9800K is a fusion sniper rifle that uses special cold-fusion ammo, slowing enemies it hits. This ammo type is granted to all fusion weapons when the gun is obtained. It deals extra damage to bosses, and improves the user's shield regeneration speed. It will add a bullet into spare ammo if a shot hits multiple enemies. It is an updated, fusion version of the K98 Classic.

In Arena, it can be purchased for Sniper as a Series 4 weapon.

The abbreviation for this weapon is '98K.'

## Characteristics

**Advantages:**

* High firepower and accuracy
* Hits inflict a slowing effect on enemies
* Provided Cold Fusion ammo pierces enemies
* Quick Eject
* Many positive attributes

**Disadvantages:**

* Very limited magazine capacity and very low max ammo
* Very slow rate of fire

## Ammo

* Pickup: 15
* **Fusion** Ammunition
	+ Cold Fusion Charge
	+ Fusion Charge

## Perks

* Bullet At Multihits
	+ Recovers spare ammo from striking multiple enemies with a single shot
		- 1 ammo from double hit
		- 2 ammo from triple hit
* Passive Shield Generator
	+ Shields will regenerate while the weapon is in the player's possession, at 20% of shield regen stat strength.
	+ Shield regeneration still acts as normal after a delay. The two do not stack
* 75% Bonus Boss Damage
	+ 75% bonus damage against bosses while held
* +50 Headshot Damage (hidden)
	+ Since Cold fusion ammo only deals 50% headshot damage, this acts as a way to counter that so the weapon stays effective at headshots similarly to other rifles.
* Custom Ammo Supplier (hidden)
	+ Gives the Cold Fusion ammo type for every compatible weapon

## Trivia

* This weapon is based off of the Karabiner 98k (Kar98k), particularly its scoped variants
Kaida Laser Pistol

Kaida Laser Pistol
16 / 200
brst 2
Standard issue Kaida Laser Pistol - powerful and good versus shields but requires patience.

damage 1x
heat / cool 0.90x / 0.80x
firerate 408
brst delay 0.25s
deviation  4
recoil / ctrl 8 / 30
R/E time 1.25s / 0.75s
perks - Heat Firerate & Recoil

- 10% Critical Chance

The Kaida Laser Pistol is a two-round burst laser pistol that can only be used by Engineer and Demolisher. Its relatively low rate of fire and limited cell capacity requires a careful user. It has a greater critical chance than other pistols.

The abbreviation for this weapon is 'LP.'

## Characteristics

**Advantages:**

* High Heat grants benefits
* More Critical Chance
* Good against armor

**Disadvantages:**

* Long ejection time when reloading
* Decreased effectiveness against shields
* Fairly low capacity (16 rounds / 2 shots per burst = 8 bursts)

## Ammo

* Pickup: 80
* **LASER** Ammunition
	+ Laser Cell
* **COMPATIBLE AMMO**
	+ Lithium Cell

## Perks

* Heat Firerate & Recoil
	+ With higher heat the firerate increases and deviation is less affected
* 10% Critical Chance
	+ Grants 10% Critical Chance bonus whilst held
M32 Multi Purpose

The M32 Multi Purpose is a grenade launcher with six chambers. It improves the chance of finding powerups so long as it is in the player's possession. It does not jam.

M32 Multi Purpose
6 / 22
Semi
When one grenade isn't enough, try six.

damage 1.15x
heat / cool 1.10x / 1.00x
firerate 270
deviation  5
recoil / ctrl 40 / 75
R/E time 2.60s / 0.35s
perks - Custom Ammo Supplier
 - Powerup Chance
 - Reliable - No Jamming

It offers a unique ammo type, impact grenades. These grenades explode on impact with a surface or enemy, granted there is enough airtime to arm the charge.

In Arena, it can be purchased for Demolisher as a Series 4 weapon.

The abbreviation for this weapon is 'M32.'

## Characteristics

**Advantages:**

* High capacity with decent firerate
* Grenade impact and explosion is guaranteed to inflict slow
* More powerups
* Does not jam

**Disadvantages:**

* Can quickly burn through its limited max ammo
* Inaccurate during rapid firing

## Ammo

* Pickup: 12
* **Explosive** Ammunition
	+ 40mm Bouncing Grenade
	+ 40mm Impact Grenade
* **Compatible Ammo**
	+ 40mm Rubber Grenade

## Perks

* Custom Ammo Supplier
	+ Grants Impact grenades for every grenade launcher
* Powerup Chance
	+ Increased chance of temporary powerup drops by 20% on kills when in inventory
* Reliable
	+ Has no chance of jamming

## Notes/Tips

* 100% increased drop chance for Demolisher
* Be careful to not blow yourself up when using traditional bouncing grenades.

## Trivia

* This weapon is based on the Milkor M32 MGL (Multiple Grenade Launcher)
Enforcer Carbine

Enforcer Carbine
25 / 180
Auto
A fusion charge carbine with a high rate of fire.

damage 0.9x
heat / cool 1.00x / 1.00x
firerate 687
deviation  8
recoil / ctrl 12 / 60
R/E time 1.40s / 0.45s
perks - Adaptive Recoil

- 100 Max Shield Bonus

The Enforcer Carbine is a fairly standard fusion assault rifle that shreds through enemy shielding, and grants the user 100 more max shield if it is in their inventory.

In Arena, it can be purchased for Raider and Heavy Gunner as a Series 3 weapon.

The abbreviation for this weapon is 'ENF.'

## Characteristics

**Advantages:**

* Good fire rate
* Good max ammo reserve
* Chance to fire a shot that counters recoil

**Disadvantages:**

* Modest recoil control; recovers fairly slowly
* High heat generation with prolonged firing
* Burns through ammo quickly
* Low overall damage per projectile; may struggle against armored enemies

## Ammo

* Pickup: 85
* **Fusion** Ammunition
	+ Fusion Charge
* **Compatible Ammo**
	+ Cold Fusion Charge

## Perks

* Adaptive Recoil
	+ Kills have a 15% chance to grant 2 seconds of 100% recoil stabilization - affected by luck
* 100 Max Shield Bonus
	+ Grants 100 max shield to the user if this weapon is in the player's possession

## Notes/Tips

* The weapon greatly improves upon obtaining the Offloader Cycler and Heat Vent attachments, greatly improving accuracy and reducing accumulated heat while improving ammo efficiency.

## Trivia

The Enforcer Carbine is based off the H&K G36 and its carbine variants
'Eraser' DMR

'Eraser' DMR
8 / 50
Semi
A powerful and precise laser rifle that absorbs energy from defeated foes to recharge its power cell.

damage 1.65x
heat / cool 1.20x / 1.00x
firerate 224
deviation  2
recoil / ctrl 70 / 150
R/E time 1.30s / 1.20s
perks - Custom Ammo Supplier

- Energy Absorbtion

- Hi-Power First Shot

- Heat Firerate & Recoil (hidden)

The Eraser DMR is a laser rifle which behaves similarly to the eraser cell attachment (it likely has it built-in.) It uses lithium cells, dealing burning damage, and also grants other laser weapons access to this ammo type. Each kill will spawn an eraser cell, which is then absorbed into the player's magazine giving them +2 shots. Along with its first shot in the magazine dealing 300% damage, this means the eraser can consistently keep itself topped off in the magazine, by dealing high damage and instantly killing enemies without needing to reload.

The abbreviation for this weapon is 'DMR.'

## Characteristics

**Advantages:**

* Good rate of fire and accuracy
* Incendiary Lithium Cells can inflict burn damage over time and can be utilized by other laser-type weapons
* Ammo recovery
* Increases Headshot Damage by 50% while held

**Disadvantages:**

* Low base cell capacity and poor max ammo
* Long eject time
* Requires careful shot placement to maximize ammo efficiency
* As with other laser weapons, deals less damage to shields

## Ammo

* Pickup: 12
* **Laser** Ammunition
	+ Lithium Cell
	+ Laser Cell

## Perks

* Custom Ammo Supplier
	+ Grants Incendiary laser ammo to every compatible weapon
* Energy Absorbtion
	+ Recovers 2 ammo from each kill (4 ammo from Rank 2/3 Elites), restored directly to the magazine
	+ Recovered ammo appears in the form of small glowing red orbs originating from enemy death locations. These fly toward the player, and must be collected to gain ammo. Each orb gives 2 ammo.
		- Ammo is not recovered if the magazine is empty.
		- Each orb decreases heat by 5 instead of increasing heat as stated in the perk description.
* Heat Firerate & Recoil (hidden)
	+ With higher heat the firerate increases and deviation is less affected
* Hi-Power First Shot
	+ First shot in magazine deals 300% damage

## Notes/Tips

* 166.66...% increased drop chance for Sniper
* Due to the massively increased damage output in Hyper Adrenaline mode, the Eraser can kill most enemies within a few shots, increasing ammo efficiency to the point of almost never needing to reload.
* Gives incendiary laser ammunition to every weapon that can use it.