recursal/Fanatic-Fandom huggingface dataset:
Angel

**Angels** are beings of light and sound from the High Heavens born from the Crystal Arch. Though angels appear to have physical forms wearing armors and clothes, the true essence of angels are actually their wings, which are alternatively described as strands of light or fire. Their bodies are merely tools with which they interact with the world.

They are ruled by the Angiris Council, the angelic equivalent to the Great Evils of the Burning Hells.

## Characteristics

Angels believe in strict discipline and order and wage a constant battle for the sake of all creation against the demonic hordes of the Burning Hells who seek to turn existence into pure chaos. In the Diablo universe, Angels are quite different from their judeo-christian counterparts. They strive to bring order and light into the world and oppose chaos and darkness and will go through any means to accomplish it. This is because they are all birthed from the remains of Anu. Even during their early efforts to gain the trust of humans they drove many away from them because of their austere methods and strict sense of discipline.

Even so, in battle angels can strike as much fear in mortal hearts as demons.

A **fallen angel** is an **angel** that has been exiled or banished from the High Heavens. This can come to be because of corruption, or more often such banishment is a punishment for disobeying or rebelling against the Angiris Council. Another way is for deliberate betrayal by an angel.

## Archangels

An Archangel is an Angel of higher rank or with greater spiritual power than an ordinary Angel.

The Angiris Council, the ruling party of the High Heavens, consists of five Archangels. While various other Archangels are known to exist, they are not designated members of the Council. Archangels usually have their own specific spheres of influence, which define what they are and their functions in the High Heavens: for instance, the Angiris Council stands for Justice, Hope, Wisdom, Valor and Fate. Even in this respect Angels resemble their Demon counterparts: the Greater and Lesser Evils have their own domains, such as Terror, Pain and Destruction.

Archangels like Inarius have been known to have the power to create entire realms like Sanctuary, albeit with the aid of the Worldstone.

One of the most famous and popular Archangels is Tyrael, the Archangel of Justice.

## List of Known Angels

Angiris Council

* Auriel
* Imperius
* Itherael
* Tyrael (former archangel)

Former Angiris Council Members

* Inarius (fallen)
* Malthael (fallen)

Other Angels

* Hadriel
* Izual (fallen)
* Yaerius

The angel Miradokus in The Kingdom of Shadow is a only a disguise of Diablo and not a real angel.
Archfiend Arrows

Description
 Damage
 Damage
 Attack Speed
 Item Level
 Sell Value
  •  Attack Speed Increased by 15.0 – 20.0%
 •  Critical Hit Chance Increased by 8.0 – 10.0%
 •  Increases damage against elites by 5.0 – 8.0%
 •  +4 Random Magic Properties

> “
> Very rare. Made from bones harvested from a live demon—not an easy thing to do.
>
>

## Recipe

 Material(s)
Arreat Crater Level 1

Shrines
 Layout

**Arreat Crater Level 1**.

## Monsters

* Tormented Stinger

From Demon Summoner
* Blood Clan Impaler
* Blood Clan Mauler
* Bloated Malachor
* Blood Clan Impaler
* Blood Clan Mauler
* Demon Summoner
* Demonic Serpent
* Fallen Firemage
* Fallen Soldier
* Herald of Pestilence
* Stygian Crawler
* Fallen Soldier
* Gormungandr
* Malthous
* Severclaw
* Valifahr the Noxious

## Spawnable Containers

* Anvil of Sin
* Chest
* Demonic Vessel
* Infernal Cocoon
* Pile of Bones
* Resplendent Chest
Arrows (Diablo II)

**Arrows** are an item in Diablo II that function as ammo for any bow type weapons. Arrows come in sets of up to 350. Once used, they cannot be replenished. They are held in the opposite hand to the bow, which cannot be fired if these aren't equipped.

All arrows are normal item type, and there are no magical, rare, set, crafted or unique arrows. They cannot be imbued.
Animals (Diablo I)

**Animals** are resistant to club-like weapons and weak against blades.

## Scavengers

Rats appear most commonly in the cathedral. They are small, yet dangerous, as they pack a powerful punch.

### Unique Scavengers

* Shadowbite - Dungeon Level 2
* Spineeater - Dungeon Level 4
* El Chupacabra - Dungeon Level 4
* Pulsecrawler - Dungeon Level 4

## Bats

Bats appear most commonly in the catacombs. They are small, but some varieties have special powers which make them more dangerous. Some, which aren't classified as animals but rather as demons, can even use lightning.

### Unique Bats

* Moonbender - Dungeon Level 4
* Foulwing - Dungeon Level 5
* Wrathraven - Dungeon Level 5

## Spitting Terrors

Spitting Terrors appear slightly larger than rats, and are even more dangerous. They spit bile at their enemies, which damages any hero who stands in it. They can also lunge. Spitting Terrors are most common in the lower catacombs and upper caves, but can appear even in the upper levels of hell.

### Unique Spitting Terrors

* Deathspit - Dungeon Level 6
* Plaguewrath - Dungeon Level 10
* Chaoshowler - Dungeon Level 7

## Horned Demons

Horned Demons are most commonly found in the caves, but can also be found in the upper catacombs. These creatures are most dangerous when they charge at an opponent. They can also be somewhat powerful in hand to hand combat.

### Unique Horned Demons

* Blackstorm - Dungeon Level 10
* Bluehorn - Dungeon Level 11
Aquila Cuirass

Description
 Damage
 Damage
 Attack Speed
 Durability
 Item Level
 Sell Value
  •  While above 90 – 95% primary resource, all damage taken is reduced by 50%.
 •  One of 3 Magic Properties (varies)

 •  +49 – 60 Dexterity
 •  +49 – 60 Strength
 •  +49 – 60 Intelligence
 •  +3 Random Magic Properties
 •  2 Empty Socket

> “
> Ceremonial armor commemorating the chieftain Ghaold's victory over the wild men from the east.
>
>

 Description
 Damage
 Damage
 Attack Speed
 Durability
 Required Level
 Item Level
 Sell Value
  •  While above 90 – 95% primary resource, all damage taken is reduced by 50%.
 •  One of 3 Magic Properties (varies)

 •  +416 – 500 Dexterity
 •  +416 – 500 Strength
 •  +416 – 500 Intelligence
 •  +3 Random Magic Properties
 •  3 Empty Socket
* **Ancient**

 •  One of 3 Magic Properties (varies)

 •  +550 – 650 Dexterity
 •  +550 – 650 Strength
 •  +550 – 650 Intelligence
Energy Stream

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

This barrel is extremely accurate with little to no spread - even when multiple caps are added which increase spread.
However, in order to obtain its full DPS the weapon must be trained on a target for extended periods of time.
As a result, it's great at "hosing down" weaker targets which can otherwise be a pain, such as swarms of Turrets.

**ᐃ Good DPS**
**ᐃ Very accurate, even at medium to long range**
**ᐁ Must be held on a target for high damage**
**ᐁ Travel time may make hitting distant moving targets difficult**
Sub Machine Gun

### Overview

The **Sub Machine Gun** (commonly referred to as the **SMG**) is a primary receiver specialized for close quarters combat. It has a very high fire rate with low damage and suffers a heavy damage dropoff range.

The SMG is available in the Marketplace at Level 1.
This weapon excels at close range, but a speed build is best suited for this receiver due to being able to get closer, faster.

### Details

The SMG is primarily is used for running and gunning while hipfiring. The low recoil and max spread allow for better sustained fire at the cost of being generally inaccurate.(however due to the low recoil, aiming down the sights can be used for extended periods of time before becoming too inaccurate. This sustained fire often makes the difference in short-mid range combat with cover).
The SMG (including its Burst Fire and Tactical cousins) and the Bullpup Full Auto are the only primary receivers that by default give you increased running speed.

The default statistics for the weapon goes as follows:

Standard Tactical Fighter
 AMMO: 30/120
 ZOOM: 1.30
 SPREAD-AIM: 1.15°
 SPREAD-HIP: 2.29°
 SPREAD-MOVE: 2.44°

### Pricing

Permanent: 6250 GP / 500 Zen

The Sub Machine Gun can also be permanently unlocked by purchasing the CQB Kit.

### Naming

It can take many names from "Fighter" to "Wildcat".
Go here for a full list of names.

### Premade Weapons

This is a list of premades, both current and past.

Frontier CQB-LT 'Slam'

Frontier Rx7 Blaster

Krane B.SEV Downtowner

Krane Dest0 Wrath of God

MMRS CP2 'Mantis'

MMRS RX Artemis

MMRS SPRS Viper

Silverwood BRS-Mod 'Skirmisher'

Silverwood Mod1 'Shorty'

The Burning Sensation SMG

Assault Rifle • **Sub Machine Gun** • Bolt Action Rifle • Combat Rifle • Light Machine Gun • Burstfire Rifle • AK470 Rifle • Heavy Assault Rifle • M4X Rifle • Tactical Sub Machine Gun • Light Machine Gun - Recon • Bullpup Full Auto • Burst Fire Sub Machine Gun • Anti-Materiel Rifle
**Secondary Weapons**
Light Pistol • Heavy Pistol • Burstfire Pistol • Revolver • Shotgun • Machine Pistol • Shotgun AR-k • Breech Loaded Pistol • Snub 260
**Melee Weapons**
Combat Knife Mk.1 • Combat Knife Mk.2 • Machete • Breach Hammer • Throwing Knife • Stun Shuriken • Exploding Tomahawk • Black Mesa Crowbar • Silver Crowbar
**Explosives**
Frag Grenade Mk.1 • EMP Grenade Mk.1 • Digi Grenade Mk.1 • Shock Grenade Mk.1 • Toxic Grenade Mk.1 • HE Grenade Mk.1 • Stun Mine Mk.1 • Proximity Mine Mk.1
**Depot Weapons**
A36 Brimstone • AT-D4 Deployable Turret • FT18 Flamethrower • GL-7 Bear Claw • HS01a Hardsuit • KTN8 Katana • MK1 Assault Bot • RG057 Ghost • RL2a Swarm • RL5 Armor Stinger • T56 Trident
MARS

## Overview

The **MARS Frontier DBL** is a premade Assault Rifle.

This weapon along with the Krane STD-05 MARS Heavy Pistol is exclusive to the M.A.R.S. hero.

## Details

Non-customizable. Attachments on this weapon cannot be used on other weapons.

Receiver - Assault Rifle

Muzzle - Vulcan QDSS-9

Barrel - Hullbreach 77.3 Ogre

Scope - Silverwood CONS ELO-Tech

Magazine - Vulcan DRM-01 SG

Stock - Vulcan ACP-3 Collapsible

The statistics for this weapon are as follows:

'MARS' Frontier DBL
 AMMO: 50/200
 ZOOM: 3.00
 SPREAD-AIM: 0.77°
 SPREAD-HIP: 2.23°
 SPREAD-MOVE: 4.78°
Asheara's Clasp

Description
 Damage
 Damage
 Attack Speed
 Durability
 Required Level
 Item Level
 Sockets
 Sell Value
 •  +26 - 30 Arcane Resistance
 •  11 - 12% Better Chance of Finding Magical Items
 •  +102 - 111 Strength

> “
> These gloves represent the unspoken bond between Asheara and her mercenaries.
>
>

## Trivia

Replaced by Asheara's Iron Fist level 52 and Asheara's Ward level 70

## Recipe

 Material(s)
Asheara's Tracks

Description
 Damage
 Damage
 Attack Speed
 Durability
 Required Level
 Item Level
 Sell Value
 •  Attack Speed Increased by 4.0 – 5.0%
 •  +61 – 80 Fire Resistance
 •  +3 Random Magic Properties

> “
> The Iron Wolves have traveled far and done much in the last twenty years. From the docks of Kurast to the palaces of Caldeum, they upheld their duty until they were driven from the emperor's side by the Imperial Guard.
>
>

## Recipe

 Material(s)
Energy Burst

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

This barrel's knockback is so high that, with only a single barrel, it allows the player to fly almost indefinitely while aiming at the ground or while airborne.
**By default, the Energy Burst's Pushback value is approximately +10.**
This knockback can be largely mitigated by keeping your feet on the ground and moving in the general direction of fire, though this may not always be advisable.
Furthermore, the Energy Burst has a fairly poor DPS compared to other weapons in the same tier.
As a result, this weapon is best used as a utility for traversing rooms quickly and can allow for serious cheese potential. It may be advised to attach a Load Balancer cap to your primary gun to make use of the Energy Burst's energy pool.

**ᐁ Extreme knockback makes the barrel awkward to use in combat.**
**ᐁ Relatively poor DPS**
Spikeball Launcher

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

This barrel, however, launches heavy metal spiked balls, as the name implies - these spikeballs will eventually settle on the ground and remain for several seconds before disappearing. They will also disappear instantly if they make contact with a target, dealing damage in the process.
Since the projectiles are affected by gravity, the Spikeball Launcher typically excels at dispatching ground-based enemies, however its spread can make it somewhat usable at destroying some small flying targets like Twerps, Spinbots and BombBots.
The Spikeball Launcher has a somewhat respectable DPS should every shot manage to connect - but given the nature of the weapon's spread, the impact of gravity and the relatively low fire rate, the Spikeball Launcher can struggle to deal with turrets in awkward places, such as hanging from ceilings or walls.
While many of the Spikeball Launcher's faults can be compensated for via Caps, its positively *massive* footprint can make it difficult to pair with anything else, not to mention how much of your HUD it will invariably occupy unless placed offscreen via several connectors.
Regardless of how you cut it, the Spikeball Launcher is going to be a very situational weapon, short-range weapon, and is unlikely to slot into a compound gun without significant connector investment, so it may be worthwhile to attach a Load Balancer to your other gun to make use of excess energy when this barrel's gun is not in use.

**ᐁ Relatively short effective range**
**ᐁ Somewhat slow-firing**
**ᐁ Damage per shot leaves a lot to be desired**
**ᐁ It is *Very* large, hard to pair with anything**
Shrapnel Launcher

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

This barrel fires a very wide spread of pellets which bounce once before expiring.
Each individual pellet has relatively low damage, but the Shrapnel Launcher compensates by firing several with a relatively high rate of fire.
Due to the weapon's immense spread, even with several Precision Modules, it can be difficult to maximize this weapon's maximum potential DPS.
Even then, however, the Shrapnel Launcher does not have particularly high DPS without the addition of several caps.
Its bulky size and shape can make this difficult to accomplish.

**ᐃ Bouncing projectiles can turn some of the missed shots into hits**
**ᐁ Relatively poor DPS, even with support modules**
**ᐁ Very large spread makes it ineffective at medium to long range**
**ᐁ Bulky footprint**
Blaster

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

This makes it quite accurate against larger targets even at a distance but it can be harder to hit moving/small targets unless you get close.
The Blaster is interesting in that it gains multi-shot at uncommon-tier and above, and when it does the spread of the gun is replaced by an invisible circle to which the projectiles are aligned, the circle diameter being the maximum spread of the gun. Adding a Multishot Addon to a Common-Tier Blaster will NOT yield the same results and instead produce a random cluster of bullets.
With 2 shots, the projectiles will be on the opposing ends of the invisible circle, 3 will make a triangular pattern (similar to that of Triangle Chaingun), 4 will make a square, 5 a star, and so on.
The invisible circle also spins clockwise slowly with each shot making the projectiles form a sort of "spiral" under continuous fire.
This also means that multi-shot projectiles from a Blaster will never naturally travel towards the center crosshair, leaving a noticeable dead zone. Generally that shouldn't be a problem since the base spread of a Blaster is quite tight - in fact, the Blaster have minimum Spread by default, and cannot be reduced to visible effect. Additional Spread from caps like the S-Prayer cap will, however, widen the resulting cone of fire, though the shots will remain in formation.
The Blaster is a particularly small Barrel and thus can combine easily with other parts - it synergizes nicely with several barrels and caps, fitting in well into compound gun builds.

**ᐃ Good all-around damage dealer at medium range**
**ᐃ Fast rate of fire**
**ᐃ Synergizes nicely with other barrels and has a small footprint**
**ᐁ Can drain energy pretty fast with sustained fire**
**ᐁ Not very accurate at Common**
**ᐁ Pattern fire at Uncommon and above leaves a dead zone**
Rapid-Shotgun

Despite it's more narrow spread it has less range than the Shotgun however it can pump out the same amount of damage to it while being more energy efficient.

* High rate of fire makes it easy to trigger these caps
* All the projectiles trigger the effect
* Projectile spread means you can cover a larger area in the spawned bubbles

**ᐃ** Pressure Booster can be used to extend the effective range
* added velocity will extend the range close or beyond that of Shotgun but with far less spread
* the knockback added is too weak to push you out of position but can be utilised to stay airborn longer

**ᐁ Relatively short range**

Category:Barrels
Enemies

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

List of regular enemies currently in the game:

* AT Shotgun
* Barrage Turret
* Basic Turret
* Bloater
* Bomb Bot
* Exploding Barrel
* Flame Turret
* Gnat
* Housefly
* Laser Drone
* Laser Trap
* Megaturret
* Mine Layer
* Spider Tank
* Spin Bot
* Staplehound
* Twerp

List of existing bosses:

* Pit Crawler

List of unkillable enemies & environment hazards:

* Dumb Box Turret
* Dumb Five Shot Box Turret
* Dumb Line Turret
* Something Very Very Hot (Lava & Acid)
HRV Blackout Mk.1

**Pricing**

Day: 200 GP | 25 Zen

Week: 1175 GP | 150 Zen

Permanent: 5500 GP | 500 Zen

This item cannot be purchased using GP unless the character is level 8 or higher.

The **HRV Blackout Mk.1** can also be permanently unlocked by purchasing the Sniper Kit in the Marketplace.

**INFO**

Conceals everything within a small radius from enemy HRV. Lasts 5 minutes, or 20 seconds after your death. Only one can be placed at a time. You may only equip one of this item.

**DETAILS**

Type: Stealth

Class: Dropped

Damage: 0

Effect: 300.0s

Radius: 4.5m

Delay 1.0s
Heavy Blaster

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

The barrel is relatively accurate by default, but its effectiveness at range is hampered by the low velocity.
All of the Heavy Blaster's flaws can be compensated for via caps.
The Legendary version of this weapon fires slightly larger projectiles.

**ᐁ Low projectile velocity makes it ineffective at medium to long range**
**ᐁ Large projectiles can sometimes clip terrain and dissipate**
Electric Hammer

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

For when punching your enemies to death with your bare hands just isn't enough - the Electric Hammer comes with a shocking surprise.
While this barrel's punch has a shorter range than the Fist Barrel, each punch leaves behind an invisible damage field, similar to that of the Electric Orb, which deals 8 damage per tick over 4 ticks, for a total of 32 bonus damage.
Needless to say, anything on the business end of the Electric Hammer won't be for very long.

**ᐁ Extremely short range.**
**ᐁ Shock damage cannot be enhanced by caps.**
Mini-Rockets

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

What the Mini-Rocket barrel lacks in accuracy, it makes up fire rate and damage.
While the rockets fired do have a blast radius, it is fairly small and the damage dropoff can be severe, so direct hits are advised whenever possible. The additional damage is, however, not nothing and can add up when mowing through hordes of enemies.
NOTE: Currently the Common and Uncommon iterations of this weapon have the same stats, save for energy cost - this causes the common version to be strictly better in terms of efficiency.

**ᐁ Relatively low projectile speed and poor accuracy limits effective range**
Mothergunship Wiki/Top section

Welcome to the official *Mothergunship* Wiki
The *Mothergunship* guide written and maintained by the players.
We are currently maintaining 361 pages (55 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

## About Mothergunship

**Mothergunship** mixes bullet-hell intensity with the shooting, customization, and traversal of the first-person genre. Fight your way through the alien fleets, facing randomized enemy and level mayhem as you clear rooms and take out some of the biggest bosses seen in the FPS genre. [ *Read more  •  System requirements* ]

LocationsCharactersItems
Shockthrower

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

This barrel rapidly fires small clouds of electricity at a moderate range. These projectiles can stun certain enemies.

While powerful, it has a relatively high energy drain, especially when used in tandem with other weapons and caps.

**ᐃ No gravity by default**
**ᐃ Can stun some enemies**
**ᐁ Limited range**
**ᐁ High energy drain**
**ᐁ Relatively slow projectile speed**
Grenade Launcher

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

The grenade launcher fires high-damage grenades that are affected by gravity and bounce several times before exploding. Grenades will also detonate instantly on contact with an enemy.

Grenades have a fairly large blast radius, comparable to that of the Heavy-Rockets and Rocket Launcher, though its inability to detonate on contact with surfaces and firing arc makes it much trickier to use.

With a combined high damage per grenade and a decent fire rate, the Grenade Launcher can deliver quite a high DPS should every shot connect, however landing multiple shots can be difficult, especially versus flying enemies.

With the assistance of a few caps, a single Grenade Launcher can become a monstrous source of damage - especially against swarms of enemies, where a grenade can wipe out multiple targets in one shot. At short to medium range, the Grenade Launcher is a force to be reckoned with, especially against stationary ground targets.

A single Antigravity Generator cap will compensate for most, but not all, of the gravity which affects Grenades.
Increasing projectile velocity will also help extend the Grenade Launcher's effective range.

The Grenade Launcher also has some slight knockback when fired - this can be either a boon or a hindrance depending on the scenario.

\*The **Legendary** tier version of this weapon comes with an additional, unlisted 100% Lava Mine drop chance. These mines **CAN** hurt you, making this version significantly riskier - albeit with a much higher DPS to compensate.

**ᐃ Effective range can be greatly extended by increasing projectile Velocity and/or decreasing Gravity.**
**ᐁ Gravity makes this weapon's firing arc awkward and greatly limits its effective range.**
**ᐁ Bounces several times before detonating, so missed shots will often deal no damage.**
Dizzy Mini-Rockets

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

The rockets fired are almost identical in size and blast radius to those fired by the Mini-Rockets barrel, however this barrel sacrifices some of the fire rate, damage and most of the accuracy for burst fire capability. This means that it can be easier to hit a target in general, and likewise dealing with hordes of enemies can be less difficult, however achieving the Dizzy Mini-Rockets full potential DPS will be difficult, if not impossible.

This barrel launches a cluster of rockets in a mostly identical pattern around the reticle - none of the rockets will be fired directly at the reticle by default. After some time, rockets may or may not randomly veer off target, resulting in a very unreliable spread at medium to long range. When firing at smaller targets, it may be advisable to aim above, below, or to either side of the target, or you may risk all of the missiles missing entirely.

Adding Precision Modules or otherwise reducing the spread will tighten the cluster of rockets, but it will NOT prevent them from veering wildly off course.

**ᐁ Wide spread and unpredictable missile deviation makes hitting single targets difficult**
**ᐁ Small blast radius does not help compensate for poor accuracy**
**ᐁ Relatively low projectile velocity further reduces effective range**
Energy Orb

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

This barrel has relatively low accuracy and, as a result, its projectiles often scatter quite a bit.
A Precision Module cap can be added to tighten the spread.
A single Antigravity Module over-corrects for the projectiles' gravity and will cause the orbs to pull upwards instead.

**ᐁ Awkward to aim due to spread and gravity - the latter is difficult to compensate for.**
Energy Fireworks

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

The fireworks are oriented in a vertical line - horizontal if the gun barrel is rotated 90 degrees.
A single Antigravity Generator cap can greatly extend the weapon's effective range.

**ᐁ Gravity limits the gun's effective range.**
Mothergunship

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

MOTHERGUNSHIP mixes bullet-hell intensity with the FPS genre and promises you one of the largest gun customization options seen in video games. It’s up to you to equip your over-the-top arsenal and defeat a robotic alien armada that has conquered Earth.

Craft gun monstrosities that no reasonable person could ever lift, play together with your friends, fight gigantic bosses and experience randomized mayhem as you battle your way to the heart of the fleet to destroy the MOTHERGUNSHIP!

**FIGHT**

Face off against overwhelming odds in brutal, non-stop combat where thinking on your feet is the only way to survive. Dodge hundreds of bullets with unique FPS/Bullet-hell hybrid gameplay. Each ship hosts hordes of alien machines, deadly traps, and intimidating bosses, all set on preventing you from saving humanity. Go get ‘em.

**CRAFT**

To take down the MOTHERGUNSHIP, you’ll need your very own personalized arsenal of destruction. Luckily, in MOTHERGUNSHIP you can create the gun of your dreams with one of the most modular gun-crafting systems ever seen in a videogame. Want to have twelve-barrel gun that shoots homing rockets? Or do you prefer a lightning shotgun? And what gun wouldn’t look better with a fishtank affixed to the top? Go for it! The design of your destructive arsenal is in your hands.

**RESIST**

Join the ranks of global resistance movement and take back Earth together with your friends. Fight together with a friend in a full CO-OP experience, or participate with the community while you work together to cut through the alien fleet and reach that ultimate goal – bringing down the MOTHERGUNSHIP.

## External links

* Official site
* Steam
* Discord
* Facebook
* Twitter
Laser

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

This barrel is still very accurate even when combined with multiple caps that increase spread.
The relatively low rate of fire makes this weapon poor at dealing with swarms of enemies, especially at short range.
Its compact footprint makes it easy to fit into larger, more complex weapons.

Functionally, this weapon is comparable to the Railgun and Lightning Rod, but offers an overall higher rate of fire.

**ᐃ Decent rate of fire compared to alternatives**
**ᐃ No knockback**
**ᐁ Lower DPS by comparison**
**ᐁ Terrible at crowd control**
Heavy Energy Stream

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

Unlike the Energy Stream, the Heavy variant is affected by gravity, shortening its effective range somewhat.
This can be compensated for somewhat by increasing projectile velocity or decreasing gravity.
The overall increase in DPS compared to the Energy Stream is only nominal, however - making the Heavy Energy Stream generally worse overall.

**ᐁ Less ROF then the Energy Stream**
**ᐁ Affected by gravity**
Sawblade

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

However, due to its extremely small hitbox, you'll need to get up close and personal with enemies to deal that damage and you'll need to *stay* that close to keep that damage up.
As a result, this weapon can be very awkward to use, though it will make quick work of turrets which you can out-strafe or enemies with blind spots behind them.
Since the Sawblade's hitbox is tied to the barrel itself, you can somewhat increase its effective range by attaching it to the end of several connectors, such as the Connector 2-Long, though this can be difficult to assemble mid-mission and may not be worth the parts necessary to accomplish this.
The Sawblade will, however, make quick work of Megaturrets, Flame Turrets, Rolling Energy Turrets and Spider Tanks - it is not recommended to use it against other targets.
The **Legendary**-tier version of this weapon has a significantly larger hitbox than the blade itself, able to hit targets at a farther distance.

**ᐃ Decimates targets which you can safely out-strafe**
**ᐁ Must be held on target, making it ineffective against enemies that will damage you back**
**ᐁ Extremely short range**
Rail-Shotgun

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

The Rail Shotgun, despite what the name might imply, is far more accurate than one might think.

Like its single-shot cousin, the Railgun, this shotgun variant fires a cluster of bolts at extremely high velocity. These shots are arranged in an identical spread, though the exact orientation of that spread may vary. Decreasing the Spread of this barrel will tighten the angle at which the shots travel away from the center of the pattern, thus greatly increasing its effective range.

While the Rail-Shotgun has an absurdly high per-shot damage output, its wide cone of fire can make landing all 5 shots somewhat difficult without the addition of a Precision Module. This is further exacerbated by the weapon's extremely low rate of fire.

Make no mistake, though, the Rail Shotgun can pack a mean punch, and two of them will fit neatly on a Connector 3-Triangle, a Connector 3-Arm, or a Connector 3-Oval, the latter two of which even leave room in the middle for a small barrel like a Laser or a Cap.

Due to its poor rate of fire, the Rail Shotgun is best used as a hit and run weapon or otherwise stacked up with the intention of one-shotting whatever target is unfortunate to be on the other end of the barrel.

The wide cone of fire makes the Rail Shotgun excellent at decimating larger targets like Megaturrets, Spider Tanks, AT Shotguns, and Houseflies - and its wide spread means it's also quite good at swatting down pesky Twerps and Gnats, which tend to have relatively low HP.

Since the barrel is quite situational, it may be advised to equip your other gun with a Load Balancer to capitalize on its energy bar.

Despite this, the Rail Shotgun is surprisingly energy efficient. If the trigger is released rather than held down for continuous fire, energy can regenerate between shots - this may result in some loss of fire rate, but given the nature of the barrel, this often isn't a big deal.

The Rail Shotgun does, however, come with considerable knockback - which can be situationally a hindrance or a boon.

**ᐃ Useful against large targets and smaller, flying targets**
**ᐃ More accurate than the name implies**
**ᐃ Surprisingly energy efficient if used sparingly**
**ᐁ Wide cone of fire limits effective range without caps**
**ᐁ Individual damage per bolt is relatively low**
**ᐁ Very large barrel footprint can make compound guns difficult to assemble without several connectors**
Railgun

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

This barrel is still extremely accurate, even when combined with caps which increase spread.
However, the Railgun comes with moderate knockback. This can be difficult to compensate for, as the Forward Thruster cap will overcompensate and pull you forwards. This can make sustained fire difficult, but can also assist in reaching high-up places, as the momentum will transfer to your jumps when fired down.
Compared to its cousins, the Laser and the Lightning Rod, the Railgun is the slowest, but also features the highest base damage and crit chance.
Due to the combined knockback and low rate of fire, this barrel is rather poor at sustained fire on a single target when holding down the trigger - however, if you are willing to sacrifice fire rate and allow the gun to cool down slightly after each shot, you will find that it is surprisingly energy efficient, despite what one might think, and is complemented best by a hit and run strategy.
Likewise, the Railgun is best combined with caps which supplement its burst damage, such as the Multishot Addon, Goliath EM-01 (Crit Chance multiplier), or any other damage increasing cap.
It can also be useful to attach a Load Balancer to your *other* gun so as to more efficiently utilize the energy meter when the situation calls for it.

**ᐃ Respectable Crit Chance can decimate single targets.**
**ᐃ Surprisingly energy efficient if allowed to cool down briefly between shots.**
**ᐁ Very low rate of fire makes this terrible for crowd control against multiple small targets.**
**ᐁ Overall DPS is poor for sustained fire - best used for hit and run tactics.**
Barrels

Barrels are damage output pieces of the gun in Mothergunship that generally fire projectiles. Most barrels are guns of different types such as shotgun, railgun or machinegun but melee weapons such as sawblades and fists are also found under the barrels category.

They come in 4 rarities: **White**(common), **Blue**(uncommon), **Purple**(rare) and **Gold**(legendary). Each one is an incremental improvement in the barrels stats. Currently there are 35+ barrels in the game.

Some guns are only available at rare or legendary tiers. Additionally, some legendary versions of weapons come with unlisted bonus effects.

Barrels can be bought from shops during missions, are occasionally given as mission rewards, and can also be purchased from the Smuggler.

During missions, guns are available at cost: 1 Coin for a Common, 2 for Uncommon, 4 for Rare and 8 for Legendary.

The Smuggler's Weapons cost: 20 Coins for a Common, 40 for Uncommon, 80 for Rare and 2,400 for Legendary.

Additionally, the Smuggler offers a single random Rare or Legendary "Lost & Found" item at a reduced cost: 40 Coins for an Uncommon 60 Coins for a Rare and 120 Coins for a Legendary. These items are generally pulled from the pool of loot dropped upon a failed mission and offer you an opportunity to re-acquire a lost weapon or cap for a nominal fee.

List of existing Barrels:

B

* Barrel Barrel
* Blaster

C

* Chaingun

D

* Dizzy Mini-Rockets

E

* Electric Hammer
* Electric Orb
* Energy Bow
* Energy Burst
* Energy Fireworks
* Energy Orb
* Energy Stream

F

* Fist Barrel
* Flamethrower

G

* Grenade Launcher

H

* Heavy Blaster
* Heavy Energy Stream
* Heavy-Rockets

L

* Laser
* Lightning Rod
* Line Blaster

M

* Machinegun
* Mini-Rockets

O

* Oblivigun

P

* Pulse Box

R

* Railgun
* Rail-Shotgun
* Rapid Blaster
* Rapid-Shotgun
* Rocket Launcher
* Rolling Lava

S

* Sawblade
* Sawblade Launcher
* Shockthrower
* Shotgun
* Shrapnel Launcher
* Spikeball Launcher

T

* Triangle Chaingun
Rocket Launcher

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

With a decent rate of fire and a respectable damage per rocket, the Rocket Launcher is better at dealing blast damage than it is at dealing sustained damage.

What this barrel lacks in overall DPS it makes up for with a sizable blast radius.

The rockets fired are somewhat slow and inaccurate, however - though both of these factors can be easily compensated for via Caps.

Despite what one might think, the Rocket Launcher does not feature much, if any, knockback by default, though each shot will jolt your reticle, it will return to its original position every time.

The Legendary-tier version of this weapon appears to have a slightly larger blast radius.

**ᐁ Relatively poor accuracy and projectile velocity limits effective range**
**ᐁ Somewhat poor single-target DPS**
Taurex Viper LP-9MM

## Overview

The **Taurex Viper LP-9MM** is a premade Light Pistol.

This weapon along with the MMRS SPRS Viper is exclusive to the Viper hero.

## Details

Non-customizable. Attachments on this weapon cannot be used on other weapons.

Receiver - Light Pistol

Muzzle - ArmCom NT4

Barrel - No Barrel Mod

Scope - No Optic Mod

Magazine - Vulcan STD-05E LP

Stock - No Stock

The statistics for this weapon are as follows:

Taurex 'Viper' LP-9MM
 AMMO: 12/48
 ZOOM: 1.30
 SPREAD-AIM: 1.11°
 SPREAD-HIP: 2.76°
 SPREAD-MOVE: 3.66°
Sawblade Launcher

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

This barrel fires bouncing sawblades that ricochet twice before expiring.

Its relatively high rate of fire and respectable damage per shot, combined with its relatively high accuracy makes the Sawblade Launcher an effective weapon at medium range, though it can be difficult to hit distant moving targets as the sawblades are somewhat slow-moving.

This weapon has decent single-target damage, and its good rate of fire means it can handle both single targets and swarms of enemies. All in all, it's a fairly middle-of-the road weapon, though it does not stand out in any particular aspect.

The orientation of the sawblades depends on the orientation of the barrel - sawblades can be fired either horizontally or vertically. Both orientation have subtle pros and cons, especially when the ricochet is taken into account.

Additional projectiles (via Caps such as the Multishot Addon) are added linearly in a straight line alternating left/right or above/below center, resulting in a fan of sawblades.

This barrel also has very slight knockback with each shot, which can be situationally either a hindrance or a boon.

**ᐃ Decent rate of fire and DPS**
**ᐃ Flat footprint can fit nicely into compound guns**
**ᐁ Low projectile speed**
Mothergunship Wiki/Bottom section

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

CommunityRegisterHow to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Triangle Chaingun

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

The Triangle Chaingun fires shots in a triangular pattern around the crosshair.

This pattern rotates with time, and the barrel will never fire directly down the crosshair, even when Spread is reduced by caps. There will always be a deadzone in the middle of your crosshair. This can always be compensated for by the addition of another gun barrel which *does* fire down the crosshair - making the Triangle Chaingun excellent when paired with other, rapid-fire weapons in a compound gun, especially since your caps will be doing extra work. With the right setup, you can unleash a wall of bullets, ensuring nothing gets away unscathed.

As a result, this can make the weapon somewhat awkward to aim for full effect - it's excellent at hitting targets, even at hitting long range, but the majority of this weapon's shots are invariably going to miss the target. If you can somehow get every shot to land, however, the Triangle Chaingun puts out a tremendous amount of damage per second compared to other guns in its tier - the respectable Crit Chance only enhances that aspect.

Thus, the Triangle Chaingun is typically remanded to one of two roles:

Peppering down small, flying targets with its broad spray of bullets. Given the low damage per bullet, this may not be particularly effective.

Or shredding targets at point-blank range. This strategy can be dangerous, but you can always minimize risk by destroying targets before they have a chance to retaliate.

In either case, the Triangle Chaingun is significantly more effective against larger targets like Houseflies, Megaturrets, Spider Tanks, AT Shotguns, and some bosses whose hitboxes are large enough to take the full spread of pellets at short to medium range - as well as Basic Turrets, which often are weak enough to go down when struck by a single shot.

This barrel is best paired with caps which decrease Spread (or increase, if the situation calls for it), increase Fire Rate, Damage, and especially Projectile Velocity.
While this barrel does have a Crit Chance, due to the low damage per bullet, its overall effectiveness is relatively minor, much like similar weapons - though with enough barrels, the addition of several Crit multipliers can greatly increase damage output. This is, however, generally less efficient than simply adding Caps which increase damage outright and should be a lower priority as a result.

**ᐃ Wide spray makes hitting small, weak targets easier**
**ᐃ Pairs nicely with several other guns**
**ᐁ Deadzone in the center of the reticle can make hitting targets at a distance difficult**
**ᐁ Immense loss of DPS at range, as landing all 3 shots can be nigh impossible**
**ᐁ Low damage per bullet means sturdier, long-range targets can take time to bring down**
Line Blaster

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

The line will fire horizontally when the gun is rotated 90 degrees.
Higher tier iterations of this barrel may feature weaker projectiles, but will have an overall higher DPS should all rounds connect.
Increasing the spread on this weapon will cause the projectiles to be more spaced out but otherwise they will remain in a perfect line.
Conversely, decreasing the spread will NOT tighten the space between projectiles.
Additional projectiles are added to the line resulting in a longer line of bullets fired.

**ᐁ Difficult to get full benefit of the weapon's max DPS.**
Heavy-Rockets

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

These rockets are both slightly larger and slower than their counterparts - they also have a larger blast radius to compensate, though the damage falloff towards the edge of the radius is quite severe.
Like the Rocket Launcher, the Heavy Rockets also feature no knockback when fired, though they do jolt the reticle with each shot. The reticle will always return to its original position afterwards.

**ᐁ Very large barrel, difficult to combine with other barrels/caps**
**ᐁ Relatively low single target DPS**
**ᐁ Heavy damage falloff towards edges of blast radius**
Shotgun

Due to the large amount of pellets it fires and it's large cone of effectiveness it can be quiet good at clearing large groups of enemies with low base health.

* the projectile speed of the shotgun is so high it won't get affected by the gravity

**ᐃ** Precision Module can be used to extend the effective range,
* added velocity will make the projectiles travel further
* reduced spread will make it easier to land all or most of the pellets on a target

**ᐁ** Multishot Addons should be avoided,
* blue tier addon is a straight damage downgrade
* due to the added spread you are less likely to hit the pellets
* high energy cost of the Multishot Addons makes them very inefficient with a shotgun
Locations

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

This page lists the **Locations** in *Mothergunship*.

Below is a list of different ship environments that can be found in game.

### Foundry Ship

Contains a mix of small and large rooms, often with lava hazards, gears, grinders and/or spikes. Special chance room hazard: Lava Floors.

### Neon Ship

Contains massive, sprawling rooms, often with a large number of bounce pads. Special chance room hazard: Bouncy Floors.

### Doom Factory Ship

Contains large, often vertical rooms. Hazards include shock beams, electrified spikes, and electrified flooring. Special chance room hazard: Shock Floors.
Electric Orb

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

This barrel fires rapid stream of energy balls which, after striking a surface or target, deal damage over time in a small area.
Each projectile leaves behind an invisible damage field that ticks 4 times for 8 damage per tick, for a total of 32 damage\*.
This damage is NOT affected by caps, making Multishot Addons quite effective.
Coupled with the Electric Orb's high rate of fire, this can cause extra damage to stack up rather quickly.
The Electric Orb barrel however has very poor accuracy, though this is easy to compensate for.
Unlike other barrels of its tier, the Electric Orb only consumes 9.75 damage per second, slightly less than usual.
* Unlike lava mines, electricity does NOT deal damage to the player

**ᐃ Very high DPS plus additional damage over time**
**ᐃ Can be combined with the Multishot cap to greatly increase damage output**

**ᐁ Wildly inaccurate**
Pulse Box

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

The orientation of the pulse fired is dependent on the orientation of the barrel itself.
The projectile fired is affected by gravity slightly, however the gravity factor is low enough that a single Antigravity Generator Cap will overcompensate and cause the projectile to rise quickly instead.
Despite the dissipation effect, these projectiles do not have any blast radius and will only deal damage on contact.
The Pulse Box is also 100% accurate by default, a fired projectile will always follow the exact same arc. Increased spread has little to no effect on this barrel. Additional shots from this barrel will be added linearly, similar to the Line Blaster.
At Legendary, the Pulse Box sacrifices some damage per shot for a triple multishot. If all three shots land, this can result in a tremendous increase in DPS.
Lastly, this barrel has slight knockback when fired - this is most noticeable when fired midair.

**ᐃ Choice of orientation makes this gun flexible in function.**
**ᐁ Slight gravity and moderate projectile speed limits the effectiveness at long range.**
**ᐁ Large barrel footprint can make building awkward.**
**ᐁ Bulky projectiles can cause some shots to clip terrain and dissipate instead of hitting their target.**
**ᐁ Very light knockback can sometimes be a hindrance.**
Brute

## Overview

The **Modified SR19 Brute** is a premade Light Machine Gun - Recon. What this LMG-R lacks in speed and accuracy, it makes up in stopping power against enemies who dare to get too close.

## Details

Non-customizable. Attachments on this weapon cannot be used on other weapons.

Receiver - Light Machine Gun - Recon

Muzzle - Krane SPR1

Barrel - Krane GX3 Heavy

Scope - EON-F1 Sight

Magazine - Vulcan STD-02Q LMG-R

Stock - Vulcan ACP-3 Collapsible

The statistics for this weapon are as follows:

Modified SR19 'Brute'
 AMMO: 80/240
 ZOOM: 2.50
 SPREAD-HIP: 1.75°
 SPREAD-AIM: 0.79°
 RECOIL: 235.79
 RUN: -0.85
Energy Bow

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

This barrel fires a large X-shaped projectile that begins to spin and accelerate as it travels.

The projectile's large hitbox can sometimes make it clumsy in claustrophobic environments.

The barrel has a respectable rate of fire, crit chance and damage output.

**ᐃ Decent DPS with chance to crit**
**ᐃ Somewhat accurate at long range**
**ᐁ Awkward to use in tight spaces**
**ᐁ Fairly large size can be difficult to fit into compound guns**
**ᐁ Large projectile can sometimes be a hindrance**
Assault Kit

## Overview

The Assault Kit can be purchased using Zen in the Marketplace.

## Description

The full contents are as follows:

Primary Receiver - Heavy Assault Rifle

Barrel - Briar Composite LBiV

Muzzle - Vulcan r36 Spectrum

Helmet - Allied R21V Hunter

Chest Armor - Overmatch Impact CQT

Equipment - HE Grenade Mk.1

Consumable - 7 day 10% GP boost

All items except for the GP Boost are permanent.