Gunfire Reborn Wiki
WeaponsBig

Selection from the initial treasure chest unlocked with the Arms Support talent.

Weapons are acquired by defeating enemies, completing Vaults, using peculiar chests, or buying them from a Peddler. In multiplayer, a new weapon drop is visible only to the player it appeared for; in order for it to be shared with teammates, it must be pinged or dropped by the player for which it appeared.

Each weapon type has its own set of attributes factoring into its damage output and usage. Some of these attributes are displayed when looking at a weapon, while others are only displayed in the arsenal from the main menu. Each weapon will appear with randomized Inscriptions that modify their performance and make them unique.

  • DMG: The weapon's base Damage. Weapons that fire multiple projectiles per shot will show DMG x Projectiles instead.
  • CritX: Critical Hit damage multiplier.
  • Rate of Fire: Also known as RoF. How many times the weapon can fire every second. Does not affect the charge time for charged shots.
  • Reload Time: How long it takes for the weapon's magazine to be refilled. Some weapons have no reload time.
  • Magazine: How much ammo can be consumed before the weapon must be reloaded.
  • Rounds/100s: Rate of Fire, Reload Time and Magazine combined to determine number of shots made in a 100-second time span.
  • Ammunition Type: Shows what type of ammo the weapon uses, either Normal, Large, Special or Infinite ammo.
  • Elemental Type: Determines how effective the weapon is against certain health types, and what elemental effect it inflicts, if any. Besides having a stat showing its element (if it's not non-elemental), a weapon's element can be seen as a color above the weapon card. Non-elemental is grey, Fire? is red, Lightning? is blue and Corrosion? is green.
  • Elemental Effect Chance: The chance that an elemental effect ( Burning?, Shock? or Decay?) will be applied on hit. All weapons have an elemental effect chance, even ones with no natural element.
  • Aiming Magnification: How far you zoom in when using the weapon's scope. The magnification level can be adjusted while zooming in, ranging from 2.0x to weapon maximum value, with 0.5x each adjust. Only applies to weapons with a scope.
  • Explosion Range: How much area is covered by Explosive? hits. Higher explosion range improves the ability to hit multiple enemies.
  • Accuracy: Hidden value, determines how much projectiles will spread, making it difficult to hit distant targets. Higher accuracy decreases spread.
  • Stability: Hidden value, determines how much the weapon's aim moves when fired. Higher stability decreases recoil.
  • Effective Range: Hidden value, determines how far projectiles can travel before decreasing in damage and eventually disappearing.
  • Projectile Speed: Hidden value, determines how fast projectiles travel.
  • Charge Time: Hidden value, determines how long it takes for attacks to reach full power and/or usability. Most weapons do not have charge attacks.
  • Lucky Shot Chance: Hidden value, determines the chance to deal multiplied damage. Stacks multiplicatively with CritX.
  • Movement Speed: Hidden value, determines how fast the player moves while holding the weapon.

Weapons have varying levels and inscriptions based on when they are dropped or sold. Weapons found later are higher level and have more inscriptions.

Note: Weapon drops from boss kills will always have a level and inscriptions based on the next stage, not the current.

Below is a list of weapon levels and inscription amounts, based on stage.

Weapons Per Stage
Stage Weapon Level Inscription Amount Has Gemini? Can immediately etch a Gemini?
Arms Support Chest 0 1 No No
Longling Tomb 1 1 2 No No
Longling Tomb 2 1 2 No No
Longling Tomb 3 2 2 No No
Longling Tomb 4 2 3 No No
Longling Tomb BOSS 2 3 No No
Anxi Desert 1 3 4 No Yes
Anxi Desert 2 4 4 No Yes
Anxi Desert 3 4 4 No Yes
Anxi Desert BOSS 4 4 No Yes
Duo Fjord 1 5 5 Yes -
Duo Fjord 2 6 5 Yes -
Duo Fjord 3 6 5 Yes -
Duo Fjord BOSS 6 5 Yes -
Hyperborean Jokul 1 10 5 Yes -
Hyperborean Jokul 2 10 5 Yes -
Hyperborean Jokul BOSS 10 5 Yes -
Arms Support Chest
(Daily Challenges)
2 3 No No
Daily "3+ stages to boss" 2 3 No No
Daily "2 stages to boss" 3 4 No Yes
Daily "1 stage to Boss" 4 4 Yes -
Daily BOSS 5 5 Yes -

Note: Some daily challenge conditions will give weapons extra levels or inscriptions, such that they always have Gemini or be able to etch one.

In Reincarnation difficulty, weapons can be enhanced, granting an additional bonus for 1 stat based on its prefix.

There are currently 67 weapons in the game. 9 Rifles, 7 Submachine Guns, 11 Pistols, 7 Shotguns, 10 Snipers, 9 Launchers, 7 Injectors, 4 Melee Weapons and 3 Staves.

Weapons[]

Rifle[]

All rifles use Normal Ammo. They have a high rate of fire and large magazine, but low critical multiplier and accuracy.

Submachine Gun[]

All submachine guns use Normal Ammo. They have a very high rate of fire, large magazine, high critical multiplier and accuracy, but low damage per shot.

Pistol[]

Most weapons categorized as pistols use Large Ammo. The Foundry is the only basic weapon and uses Unlimited Ammo instead, while Cloud Weaver and Star Ring use Normal Ammo. They have high damage, high critical multiplier and accuracy, but low rate of fire and magazine.

Shotgun[]

Most shotguns use Large Ammo; only the Wild Hunt and Hell use Special Ammo. Each shot is split into numerous projectiles, dealing very high number of hits even with medium fire rate. Other than that, they each have very distinct characteristics.

Sniper[]

Most snipers use Special Ammo; only the Sting and Woodpecker use Large Ammo. They have very high damage, critical multiplier and accuracy at the cost of very low rate of fire and magazine. Most snipers have a scope and low unscoped accuracy.

Launcher[]

Launchers use Special Ammo and Large Ammo. They have very high damage and cause an Explosion? with each shot, dealing damage in an area. However, most explosions cannot crit naturally.

Injector[]

Most injectors (also known as "spray weapons") use Normal Ammo, while Jet Octopus uses Large Ammo. They have a very high rate of fire, perfect accuracy and large magazines, but low critical multiplier and damage.

Melee Weapons[]

Melee weapons have extremely short range requiring riskier actions to deal damage, but have high damage to compensate. Melee weapons cannot crit naturally.

Staff[]

Staves are used to boost the power of Skills, either by empowering the skills in various ways or by being used alongside them.