Weapons

**Weapons** are essential items used for combat against the hordes of hell, it is the main aspect of the mod's action.

Each appears in the form of an item that, when picked up, provides the player with an additional weapon with which to attack opponents, as well as a bit of ammo for the corresponding weapon. Once a weapon is picked up during a game, any additional **Standard** weapons of the same type will count only as ammunition.

If the player carries a weapon with some modpacks installed and later down the road finds the same weapon without mods, they won't be able to take the unmodded weapon with them. If they find a modded weapon while carrying an unmodded version, the unmodded weapon is replaced with the modded variant.

Some weapons can be found as monster drops or in supply crates, while others can be found throughout the level, replacing vanilla weapon spawns. The player can carry a maximum of 6 different weapons. Your fists are not counted among the 6 weapons you can carry.

Each weapon has advantages and disadvantages when used against a given monster. Broadly speaking, however, the larger weapons do more damage but are harder to find and harder to keep stocked with ammunition.

## Weapon Stats

There are a number of statistical variables on weapons, but the most important ones (the ones pond in the PDA's weapon description) are as follows:

* Fire Rate / Use Rate: This is displayed in two ways, as game ticks and as a time metric.
* Damage: The damage is represented as a dice roll. (i.e. **6d3** for the Pistol)
* Reload Speed: Just like the fire rate, it's displayed as game ticks and as a time metric.
* Spread / Accuracy

### Damage Types

A weapon's damage type is an undocumented stat in the mod. While this stat is undocumented in the weapon's PDA's description, the Bestiary does document the demons' weaknesses and resistances. There are four main damage types: Melee, Bullet, Fire, and Plasma.

## Weapon Families

The Doom Roguelike Arsenal mod classifies weapons in different weapon families, these categories are mostly represented on the weapon slot the weapons take. Some of these categories also have their own subfamilies.

* Melee Weapons: These weapons require no ammo to be used. The only weapon types part of this family are: Fists and Chainsaws
* Pistols: Most of these weapons are semi-automatic pistols. They use the vanilla pistol slot.
* Shotguns: These weapons use the vanilla shotgun slot. The shotgun subfamilies are:
	+ Single shot
	+ Double barreled
	+ Cartridge based
* Automatic Weaponry: Some of the weapons found in this family aren't fully automatic. These weapons use the vanilla chaingun slot. The subfamilies are:
	+ Rotary weapons (i.e. Chaingun)
	+ Rifles
* Explosive Arsenal: These weapons use the vanilla rocket launcher slot.
* Energy Weapons: These weapons use the vanilla plasma gun slot.
* Super Weapons: These weapons use the vanilla BFG9000 slot.

## Rarity

*DoomRLA* has a wide variety of weapons, spit into different rarities: **Standard**, **Exotic**, **Superior**, **Assembled**, **Unique**, **Demonic**, and **Legendary**, the greatest of all.

* **Standard**, **Exotic** and **Superior** weaponry are weapons of increasing tiers of rarity and power. They lack notable special abilities.
* **Assembled** weapons are obtained by combining **Standard**, **Exotic** or **Superior** weaponry with specific modpacks. These weapons are typically a cut above those weapon grades, but can't receive further modifications once crafted.
* **Unique** weapons are notably rarer than others, and can be given a different, unique extra bonus or attribute by combining them with an exotic modpack.
* **Demonic** weapons are even rarer and can't take modpacks. However, the arsenal within this category can be upgraded with exceedingly rare Demonic Artifacts.
* **Legendary** weapons are the rarest of them all, and are among the most powerful weapons in *DoomRLA*. Acquiring one should be a cause for celebration.

### Assemblies

> *See Weapon Assemblies.*
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