Weapons

Neurovoider has a total of 15 weapon types. Each weapon type follows a quality/rarity scheme (from least to most rare): Common, Uncommon, Special, Rare, and Glitched for a total of 75 different weapons. Higher tier weapons of the same type may function differently from its lower tier counterparts and are not always explicitly better. The weapons on this page are sorted by type and tier.

As you progress, new weapon drops of the same type will be of a higher level and thus will have improved stats over older weapons. Generally, higher-level weapons will have a higher DPS, which is balanced with a slightly higher EP cost.

Note that for each weapon/tier in the game (excluding Beam-type and Glitched weapons) there is a corresponding Enemy.

### Weapon Stats

**Shot Damage** - How much damage a single volley will deal. For some weapons, this is spread over multiple shots, such as the Phaser. Weapons of the same type and level always have equal shot damage, with a few exceptions. Frag weapons which produce secondary projectiles can have varying damage within the same level.

**Volley Size** - How many projectiles fire per shot. Some weapons fire in bursts, and will produce more bullets per trigger pull than indicated. For example, the Phaser fires two bullets in a V pattern, but launches a 3-round burst of these vollies each time you pull the trigger.

**Fire Rate** - How frequently the weapon is able to fire. For burst fire weapons, the bursts are counted as separate shots and averaged out, therefore burst weapons appear to have a higher fire rate than they really do. For beam weapons, this determines how frequently the beam deals damage on contact.

**Shot EP** - The amount of EP consumed per volley fired. Burst fire weapons fire multiple volleys per trigger pull and therefore will use more EP than actually listed. Running out of EP mid-burst will cause the weapon to stop firing.

**Splash** - The blast radius of explosive weapons and melee attacks.

**Type** - How the weapon deals its damage. There are Beam weapons which deal continuous damage, Bullet weapons which deal instantaneous damage, Liquid weapons which inflict damage over time status effects, Frag weapons which explode into multiple projectiles, Grenade weapons which bounce and roll until they either detonate, hit an enemy, or fall into a pit, Rocket weapons which fly until they reach their maximum distance, hit an enemy or collide with a wall and Close Range weapons which deal melee damage over a set range in front of the player.

**Range**- An unlisted stat that is dependant on weapon type. All weapons of the same type have the same range.

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In progress - will include brief description, overview, several relevant stats (using level 1 loot as a baseline for comparison). Images will be added over time with each section possibly being given its own page. Weapons were rearranged based on type/sorted  by tier as that felt like a more logical way to sort them. Current state baselines are an approximation and will be adjusted to a more appropriate range as more datapoints become available.

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## Beams

Beams are medium range and are very accurate. Higher tier beams deal continuous damage.

## Shockers

Shockers trade some amount of accuracy over beams in exchange for longer range by firing a zig-zagging lightning bolt. The Pulse Shocker and Big Shocker fire single bolts of electricity, while other versions fire a continuous lighting beam.

## Phasers

Phasers shoot small, rapid-fire projectiles usually over a fairly wide spread. Unlike Machine Guns, Phasers have very little knockback and can usually hit enemies more reliably.

## Machine Guns

Machine Guns sacrifice accuracy over Phasers but gain higher damage and knockback. The Gatling Gun and Apocalypse lose significant amounts of damage in exchange for a much greater rate of fire.

## Plasma Cannons

Plasma Cannons fire small orbs of plasma and are generally more accurate than Machine Guns. The Plasma Bomb and Fatal Fragment instead fire exploding plasma bombs which fragment into smaller plasma orbs.

## Railguns

Railguns fire very accurate, very powerful and very energy-intensive bolts with a long range to match. Higher tier Railguns sacrifice some amount of power for burst-fire capabilities.

## Shotguns

Shotguns fire a short to medium range spread of pellets which fan outward as one would expect from a shotgun. Given the spread of the pellets, it's often difficult to hit an enemy with the full force of the blast, but it is easier to hit an enemy in general. Higher tier shotguns fire larger and more rapid blasts.

## Melee Weapons

Melee weapons attack a small area in front of the player for high damage and can typically be fired very quickly, however they rapidly drain energy if overused.

## Grenade Launchers

Grenades are a special projectile type that fires in an arc and bounces/rolls slowly until it eventually detonates after a short time, dealing damage over a blast radius. Grenades can be detonated instantly if they collide with an enemy, destructible object, or land in a hole.

## Disk Launchers

Disk launchers fire small projectiles which ricochet off of walls. The Disk Packer and Wrong Track both instead fire explosive, fragmenting disks much like the Plasma Bomb.

## Flamethrowers

Flamethrowers spew jets of flame which set enemies on fire, dealing damage over time.

## Burners

Burners function as a mix between the Shotgun and Flamethrower, firing a spread of flames which ignite enemies.

## Bio Launchers

Bio Launchers shoot a blob of goo in an arc, landing on the crosshairs. Enemies hit by the goo are dealt damage over time. The Bio Blobber and Abyss Plague instead shoot their goo blobs forward and will collide with enemies normally - additionally, these blobs will explode on contact into smaller blobs for area denial.

## Rocket Launchers

Rockets are fairly inaccurate explosive projectiles that detonate on contact with enemies or walls. They are generally slower to fire and deal greater damage than their Missile counterparts. The Mini Nuke and End of Days fire special rockets which are slower but accelerate and travel more accurately and have a much larger blast radius.

## Missile Launchers

Missiles are almost identical to Rockets but typically are far less accurate, faster to fire and deal less damage over a smaller blast radius. Higher tier Missile Launchers fire clusters of missiles.

## Boosting Weapons

Like Modules, Weapons can also be boosted up to 5 times using excess Scrap. Boosting a weapon improves it's DPS by a flat amount, resulting in an increased Shot Damage proportional to Fire Speed, meaning that rapid fire weapons will see a relatively small increase in Shot Damage compared to slower weapons and weapons with a greater spread will yield an overall less efficient improvement compared to more accurate weapons. The size and cost of the DPS boost increases with each boost applied. Higher level weapons cost more to boost, but also receive proportionally greater boosts.