Weapons

*Colt Canyon* features an array of over 150 **weapons** that players can use to fight their way through the canyon.

Every weapon uses one of five different ammo types, except for throwable weapons, which are also known as melee weapons.

## Finding weapons

Weapons can be found in containers, most notably the weapon crate or other large crates, and will be dropped by enemies. Enemies will sometimes drop the weapon they are using. Only boss enemies will drop additional random weapons.

The best way to get new weapons is by finding and looting weapon crates. Some locked crates will also contain strong weapons.

Weapons will be picked up automatically by touching them if there is room in the player's inventory. If the player's inventory is full, pressing the interact key with a weapon on the ground will swap it with the player's active weapon.

One player can carry a maximum of two weapons at once.

The name displayed on weapon pickups sometimes has a blood-coloured outline, which indicates the pickup is a stronger weapon than the weapon that the player is currently holding. However, this is only an indicator and it is very much possible that a weapon indicated as stronger is actually worse in some specific ways. For example a weapon could be of a higher level because it has much higher damage per short and faster reload times but the accuracy or ammo usage is worse in a way that is actually a disadvantage depending on the circumstances. But, generally, weapons with a blood-coloured outline are worth considering for a swap if the type of weapon is something that you were looking for.

## All Weapons

All regular weapons and their stats can be found below. The tables are automatically generated. Some special weapons might not be included in these tables but are mentioned further down.

###  Pistol Ammo Weapons

\*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, \*Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.2.1.1

###  Rifle Ammo Weapons

\*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, \*Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.2.1.1

###  Shell Ammo Weapons

All shell weapons deal damage according to range and are limited in range. You'll deal the highest damage at point blank. They also deal bonus damage against shields.

\*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, \*Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.2.1.1

###  Arrow Ammo Weapons

All arrow weapons deal damage according to range and are usually more limited in range. You'll deal the highest damage at point blank. Arrows are also very quiet and easy to actively reload.

\*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, \*Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.2.1.1

###  Explosive Ammo Weapons

All explosives weapons deal additional AoE damage but also impact damage. These weapons cannot be given to companions.

\*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, \*Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.2.1.1

## Melee & Throwable Weapons

Most of the throwable weapons deal damage according to range and are limited in range. You'll deal the highest damage at point blank. All throwable weapons can also be used as melee weapon. Throwing is usually less efficient than using them in melee because it costs more durability, but it tends to deal more damage and obviously increases the range.

\*Dmg p.S. = Damage per Throw, Reload Time = Seconds to ready the weapon for throw, DPM = Approx. average Damage per Minute if you had unlimited throwable weapons of this type in inventory, \*Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.2.1.1

\*Adj. Damage = Approx. actual damage per hit against an average aware enemy, Targets = Max. objects hit at once (Max. enemies might be less), DPM = Damage per Minute against average aware enemy

Generated in v1.2.1.1

## Blood weapons

Blood weapons are a special weapon category that was added with Update 1.1 and consists of very powerful variants of more basic weapons like the Blood Revolver which is a strong version of the classic Revolver. Instead of consuming additional ammo like other powerful weapons, blood weapons will use some of the player's health additionally to regular ammo when reloaded.

Blood weapons will only start dropping in the second half of a looped run.

When reloading while low on health the reload process will be aborted to prevent the player from committing suicide, however, as of 1.2, due to a bug, this does not work correctly for all guns, which is why it is possible to die from using blood weapons when not careful.

\*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, \*Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.2.1.1

## Dynamite

**Dynamite/TNT** is a throwable weapon that deals area-of-effect damage and can always be used as long as the player has dynamite ammo.

Damage, radius, damage to self, capacity, and type of explosion can all be modified by perks. Dynamite can be used to access strong containers, trapped prisoners and various secrets like blocked entrances.

Next to being used as a weapon directly, it also acts as ammo for several other weapons in the game.

## Trivia

A special weapon that can't be found in the game and only acquired through the developer console is the "Benchmarker" (ID 42) which is a powerful weapon designed to spawn a lot of bullets.

Another special weapon that can't be found anymore is the "Unique Revolver" (ID 84) which was only available during release week of the game and open pre-release betas, where it could be unlocked as a starter loadout.