Difference between revisions of "Handgun"
From SpiralKnights
m (updated page with sortable list - please see node 110639 to give feedback.) |
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Line 34: | Line 34: | ||
| status = stun | | status = stun | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = both | ||
| combat = Magnus | | combat = Magnus | ||
}} | }} | ||
Line 43: | Line 44: | ||
| status = freeze | | status = freeze | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = both | ||
| combat = Alchemer | | combat = Alchemer | ||
}} | }} | ||
Line 52: | Line 54: | ||
| status = stun | | status = stun | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = both | ||
| combat = Magnus | | combat = Magnus | ||
}} | }} | ||
Line 61: | Line 64: | ||
| status = fire | | status = fire | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = both | ||
| combat = Alchemer | | combat = Alchemer | ||
}} | }} | ||
Line 85: | Line 89: | ||
| status = shock | | status = shock | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = both | ||
| combat = Alchemer | | combat = Alchemer | ||
}} | }} | ||
Line 108: | Line 113: | ||
| status = fire | | status = fire | ||
| intensity = Slight chance of causing moderate | | intensity = Slight chance of causing moderate | ||
+ | | stat src = both | ||
| combat = Autogun | | combat = Autogun | ||
}} | }} | ||
Line 117: | Line 123: | ||
| status = poison | | status = poison | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = charge | ||
| combat = Catalyzer | | combat = Catalyzer | ||
}} | }} | ||
Line 133: | Line 140: | ||
| status = shock | | status = shock | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = charge | ||
| combat = Pulsar | | combat = Pulsar | ||
}} | }} | ||
Line 149: | Line 157: | ||
| status = poison | | status = poison | ||
| intensity = Slight chance of causing strong | | intensity = Slight chance of causing strong | ||
+ | | stat src = both | ||
| combat = Autogun | | combat = Autogun | ||
}} | }} | ||
Line 158: | Line 167: | ||
| status = poison | | status = poison | ||
| intensity = Fair chance of causing moderate | | intensity = Fair chance of causing moderate | ||
+ | | stat src = charge | ||
| combat = Antigua | | combat = Antigua | ||
}} | }} | ||
Line 195: | Line 205: | ||
| status = shock | | status = shock | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = both | ||
| combat = Boomerang | | combat = Boomerang | ||
}} | }} | ||
Line 226: | Line 237: | ||
| status = freeze | | status = freeze | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = charge | ||
| combat = Pulsar | | combat = Pulsar | ||
}} | }} | ||
Line 249: | Line 261: | ||
| status = fire | | status = fire | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = charge | ||
| combat = Pulsar | | combat = Pulsar | ||
}} | }} | ||
Line 258: | Line 271: | ||
| status = freeze | | status = freeze | ||
| intensity = Good chance of causing moderate | | intensity = Good chance of causing moderate | ||
+ | | stat src = both | ||
| combat = Magnus | | combat = Magnus | ||
}} | }} |
Revision as of 20:32, 26 June 2015
This page has undergone a major change! Please give feedback about this, and/or report any errors you see, in Forum Node 110639
Handguns are powerful tools that allow knights to attack enemies from a distance. These weapons have the ability to utilize energy around them and use it as ammunition at any given time; because of this, they appear to have an unlimited amount of ammunition, though some can take a few moments to reload. Each handgun can only contain a limited amount of power and therefore needs to "reload" itself after a certain number of shots have been fired, during which time the knight may not attack or shield. Each handgun also has a charge attack.
For more details, see the Gunslinger Guide.
All stat images are of unheated items.
List
Below is a group of elaborate sortable Gear Lists. This show/hide contains information about how to use these lists efficiently. | |
About Gear Lists
It is best to use these lists to find items with 2 or more properties you desire and then use the show/hide for each item to compare stats. For a general quick search, try using the relevant category system, like Category:Armor. Click on the item name or icon to go to that item's page. An item's page will have much more information, such as how to acquire that item and so on. This list is generally sorted by Order of Release when in default, alphabetically if tied.
Sorting the abilities column groups positive abilities, penalizing abilities (text of penalties is pink), and items with no abilities together, but this is not convenient for finding something specific. Use the Control+F keyboard function to find specific abilities you desire. Press enter to go through each find. For example, searching for "Fiend" will find any items that have abilities that deal with fiends. Editors have added the word "uniform" to relevant items and use abbreviations for convenient searching. These abbreviations are commonly used by the player community:
The text in the abilities column otherwise matches up with the text in the abilities image in-game. Most icons in this table have important comparative information in popup tooltip text. To see this tooltip text, hover your cursor (mouse) over an icon for a moment. If you are browsing without a cursor, there is another way to see this information, but it is restricted to the visual seen in-game. Access the show/hide tabs in the name column to see these visuals. There is more information about how these visuals translate to text in the "for defensive/offensive" item sections below. It is important to note that the table's STATUS resistance/weakness columns will not reliably sort items ascending or descending based on their values. While the table is certainly capable of sorting this way, it seems to make players miss items because of how they are grouped. Since this table is useful primarily for simply finding items that have combinations of properties, and THEN comparing them, the potential to miss an item because it hangs out near the bottom of an otherwise grouped bunch of items is not ideal. Since most items of the same star level offer the same level of resistance, this is for the best of both scenarios. Thus, for the overall convenience of both new and veteran players, the status columns of the table simply sorts into groups, and provides comparative tooltip texts as well as in-game visuals in each item's show/hide cell. For defensive items
About icons in this table:
Click the show/hide to the right of the item's name to view its stats and abilities - these visuals translate like so for status columns. This applies to armor, helmets, and trinkets (natural non-UV shield status resistance bars are simply always full. Certain status resistant trinket bars fall below low, while others fall somewhere between low and med. Thus shield and "non-UV level equatable" trinket status bars are not included in this visual): For the defense columns, the tooltip text is always a number equal to its full bars + the pixel count of its partial bar. The first part of the bar isn't counted - all items (except trinkets) have the type symbol and a small blue bar to start the bar aesthetically. All such images are of an item when it is unheated. Here is an example translation: A special note: while these differences within star levels are apparent, most of them do not seem to be truly significant when taking, say, a stapler to the face from a devilite while in the field. There are plenty of discussions about these issues on the Spiral Knights Forums - here is an example thread that focuses on the influence of depth on items. In short, it is best to make an item for its abilities and basic defenses, and to not worry about the tiny differences between items that share damage type defenses and status properties.
For offensive items
It is important to consider what these lists can - and can't - tell you.
Some fun stuff:
|
★★★★★
Name | N | E | P | S | Status | Combat Style | Abilities |
|
|||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
112 | Antigua | DMG Bonus vs Undead: High | |||||||||||
84 | Autogun | ||||||||||||
42 | Magnus | stun (both regular/combos and charge attack, chance value might differ) | Good chance of causing moderate|||||||||||
56 | Alchemer | freeze (both regular/combos and charge attack, chance value might differ) | Good chance of causing moderate|||||||||||
42 | Magnus | stun (both regular/combos and charge attack, chance value might differ) | Good chance of causing moderate|||||||||||
56 | Alchemer | fire (both regular/combos and charge attack, chance value might differ) | Good chance of causing moderate|||||||||||
56 | Alchemer | ||||||||||||
112 | Antigua | DMG Bonus vs Gremlin: High | |||||||||||
56 | Alchemer | shock (both regular/combos and charge attack, chance value might differ) | Good chance of causing moderate|||||||||||
56 | Alchemer | ||||||||||||
70 | Blaster | ||||||||||||
84 | Autogun | fire (both regular/combos and charge attack, chance value might differ) | Slight chance of causing moderate|||||||||||
70 | Catalyzer | poison (charge attack only) | Good chance of causing moderate|||||||||||
70 | Catalyzer | ||||||||||||
70 | Pulsar | shock (charge attack only) | Good chance of causing moderate|||||||||||
70 | Pulsar | ||||||||||||
84 | Autogun | poison (both regular/combos and charge attack, chance value might differ) | Slight chance of causing strong|||||||||||
112 | Antigua | poison (charge attack only) | Fair chance of causing moderate|||||||||||
56 | Shard Cannon | ||||||||||||
56 | Shard Cannon | ||||||||||||
56 | Shard Cannon | ||||||||||||
56 | Shard Cannon | ||||||||||||
84 | Boomerang | shock (both regular/combos and charge attack, chance value might differ) | Good chance of causing moderate|||||||||||
70 | Blaster | ||||||||||||
112 | Antigua | DMG Bonus vs Fiend: High | |||||||||||
84 | Autogun | ||||||||||||
70 | Pulsar | freeze (charge attack only) | Good chance of causing moderate|||||||||||
70 | Blaster | ||||||||||||
70 | Blaster | ||||||||||||
70 | Pulsar | fire (charge attack only) | Good chance of causing moderate|||||||||||
42 | Magnus | freeze (both regular/combos and charge attack, chance value might differ) | Good chance of causing moderate
★★★★☆
Name | N | E | P | S | Status | Combat Style | Abilities |
Name | N | E | P | S | Status | Combat Style | Abilities |
Name | N | E | P | S | Status | Combat Style | Abilities |
|
|||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | Blaster | ||||||||||||
56 | Alchemer | ||||||||||||
56 | Alchemer | ||||||||||||
84 | Autogun | ||||||||||||
56 | Alchemer | ||||||||||||
56 | Alchemer | ||||||||||||
56 | Alchemer | ||||||||||||
70 | Catalyzer | ||||||||||||
70 | Pulsar |
★☆☆☆☆
Name | N | E | P | S | Status | Combat Style | Abilities |
|
|||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | Proto | ||||||||||||
42 | Magnus | DMG Bonus vs. Construct: Medium | |||||||||||
70 | Proto | ||||||||||||
70 | Proto | ||||||||||||
70 | Proto | ||||||||||||
112 | Antigua |
☆☆☆☆☆
Name | N | E | P | S | Status | Combat Style | Abilities |
|
|||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
42 | Magnus | DMG Bonus vs. Construct: Medium | |||||||||||
70 | Proto |
The below 0-star items have limited acquisition. These items cannot be traded between players. They are very much in the game, but they are unobtainable via trade, crafting, and so on, and are not included in the main 0-star list. The proto gun is given to each starting knight only once.
Name | N | E | P | S | Status | Combat Style | Abilities |
|
|||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | Proto |
Reskins
A "reskin" is an item in its own right (it can have its own Unique Variants), but it mimics exactly the combat statistics of another item (assuming that neither have different unique variants, of course). It simply looks and perhaps animates in a different manner.
- For a list of Handgun reskins, sort the "notes" column of the table on the reskin page.
- For a compressed list of all reskins in the game, see the Reskins Category.
See Also
- Leveling Equipment
- Unique Variant
- Guides (Player Made)