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[[Category:Dusk]]
 
These are the '''Weapons''' in [[Dusk]]. Weapons are found in both obvious locations and in secret ones as the player progresses through the game.
 
These are the '''Weapons''' in [[Dusk]]. Weapons are found in both obvious locations and in secret ones as the player progresses through the game.
   
 
== List of weapons ==
 
== List of weapons ==
 
[[File:TheCigar.png|left|frameless|108x108px]]
   
===<big>[[Cigar]]</big>===
+
===Cigar===
  +
The [[cigar]] is a slow health recovery item. By default, it can be accessed by pressing "0" on a keyboard's number row. Like the sickles, it's an item the player starts with.
[[File:TheCigar.png|174x174px]]
 
  +
[[File:Sickle.png|left|frameless|108x108px]]
   
 
===Sickles===
Don't smoke kids. smoking's for intruders.
 
   
 
The [[sickles]] are a pair of rusted tools and the player's starting weapons in Dusk (along with the cigar). They are found and equipped imminently upon gaining control of your character in [[E1M1: Head Cheese|E1M1]]. The sickles can reflect enemy projectiles with well-timed swings. The player can equip and instantly use them using the quick melee button. (Regular weapon switching also works.) Sickles do triple damage when their user is intoxicated.
* By default, it is accessed by pressing 0 on your number row.
 
  +
[[File:Magic Sword.png|left|frameless|108x108px]]
   
  +
===Sword===
* The cigar can be used to slowly regenerate your health, healing for 1 point before beginning a cool down of about 4 seconds (it can be used to recover about 14 health in a minute).
 
   
 
The [[sword]] is a powerful melee weapon which will take the same weapon slot as the sickles when found. It is often found in secrets.
* The cigar also features an insane zoom, even stronger than that of the hunting rifle.
 
  +
If the player has 100 or more health, they can use the sword for a stab attack (the attack button must be held until it is charged up, then released to strike) that deals much greater damage than a regular swing.
  +
If the player has more than 50 morale, they can hold the zoom button to block attacks with the sword, with each blocked attack reducing morale by 1. Blocked projectiles are reflected with a damage bonus in the direction the player is aiming.
  +
[[File:Single Pistol.png|left|frameless|108x108px]]
   
==== Trivia ====
+
===Pistols===
   
 
The [[Pistols|pistol]] is the first weapon the player is likely to find (aside from the sickles). After picking up a second one, pistols can be dual-wielded. This greatly reduces precision but provides a small fire rate increase and removes trigger pull delay. Pistol ammo is plentiful in the campaign.
* In an early build of Dusk, the cigar restored 1 point of Morale(armor) instead of health.<ref>https://www.youtube.com/watch?v=8X2sPPEKbqs</ref>
 
  +
[[File:Shotgun.png|left|frameless|108x108px]]
   
  +
===Shotguns===
[[Category:Dusk]]
 
===<big>[[Sickles]]</big>===
 
[[File:Sickle.png|394x394px]][[File:Sickles2.jpg|border|300x300px]]
 
   
 
The [[Shotguns|lever action shotguns]] are some of the most common weapons in the game. They're useful for weaker enemies, taking many tier 1 enemies down in a couple blasts. They stay relevant in the presence of the super shotgun by having a far tighter spread and the capability to be dual-wielded like the pistols. Dual wielding shotguns does not decrease precision, meaning that wielding two of them is always better than wielding only one.
The sickles are a pair of rusted tools and the player's starting weapons in Dusk. They are found and equipped imminently upon gaining control of your character in [[E1M1: Head Cheese|E1M1]].
 
  +
[[File:SSG.png|left|frameless|108x108px]]
* Each swing deals 25 damage.
 
*The sickles have a quick swing speed (4 swings per second), which makes up for their low damage.
 
   
 
===Super Shotgun===
* The sickles can also be used to reflect projectiles back at enemies with a well-timed swing.
 
   
 
The [[Super Shotgun|super shotgun]] is one of the most powerful weapons in the game. It feeds from the same ammunition pool as the lever shotguns, however it uses 2 shells per shot. Though it has a slow rate of fire, it will kill most foes in 2 point-blank shots or less, and also has a very wide spread, which makes it able to kill multiple weaker enemies at once.
* They can be automatically equipped by pressing the quick melee key (middle mouse by default).
 
  +
[[File:Assault Rifle.png|left|frameless|108x108px]]
   
===<big>[[Sword]]</big>===
+
===Assault RIfle===
[[File:Magic Sword.png|450x450px]][[File:Sword2.jpg|border|300x300px]]
 
   
 
The [[Assault Rifle|assault rifle]] is a powerful automatic weapon with a moderate rate of fire. Its shots are perfectly accurate when tap-firing. Useful for chipping heavy foes down from a distance, handling crowds of small enemies, and dealing damage rapidly at close range.
The sword is a powerful melee weapon which will take the same weapon slot as the sickles when found. It is often found in secrets.
 
  +
[[File:Hunting Rifle.png|left|frameless|108x108px]]
* The Sword deals 300 damage in a single swing.
 
*It has a slower swing speed than the sickles, at 2 swings per second, but more than makes up for it in damage.
 
   
 
===Hunting Rifle===
* If the player has at least 100 health, the player can hold the attack button to charge up a magical stab, dealing 900 damage.
 
   
 
The [[Hunting Rifle|hunting rifle]] is a high-damage precision rifle with a powerful zoom (despite the lack of a scope). It packs a low ammo pool, but it's a devastatingly strong weapon. The hunting rifle actually fires two hitscan projectiles. Both combined kill a target- or if the target dies from the one projectile- the second will go through, often killing the other enemy behind.
* If the player has at least 50 morale, the player can hold down the secondary attack button to block projectiles with it, it will reflect them but will use 1 morale point for every reflect.
 
  +
[[File:TheCrossbow.png|left|frameless|108x108px]]
   
 
=== Crossbow ===
* While commonplace in Episode 3, it's only found in secret areas in Episodes 1 and 2.
 
   
 
A magic [[crossbow]] that fires green bolts. These bolts do good damage, but the greatest feature is their magic piercing capabilities. The bolts go right through enemies, props, and even walls like they were paper, allowing for huge multi-kills and kills through walls as well as the ability to trigger shootable buttons. It also pushes the user back when shot, making it useful for higher jumps.
===<big>[[Pistols]]</big>===
 
[[File:Single Pistol.png|330x330px]][[File:Pistols.png|border|300x300px]]
+
[[File:TheMortar.png|left|frameless|108x108px]]
   
 
===Mortar===
The pistol is the first weapon the player is likely to find (aside from the sickles). After picking up a second one, pistols can be dual-wielded.
 
* Pistol ammo is plentiful, having a maximum capacity of 300 bullets. This will allow you to save more important ammo while using the pistol to take out weak foes.
 
   
  +
The [[mortar]] fires arcing projectiles that explode when activated by the zoom button (right mouse by default), after 5 seconds pass, or when coming into contact with a enemy. It has a large ammo pool, is easy to use and deals high damage. The user's forward speed is added to launched grenades, making them travel faster and farther if shot by a player running forward. Strafing and backwards player movement do not affect the grenades. Explosions can be used to jump high.
* Each shot deals 25 damage.
 
  +
[[File:Riveter.png|left|frameless|108x108px]]
*A single pistol fires at a rate of about 225 RPM (roughly 4 shots per second).
 
*Dual-wielding increases the rate of fire to about 330 RPM. However, it also greatly worsens precision, meaning that it should not be used at longer ranges.
 
*Once the player has picked up a second pistol, they can use the button the pistol slot is bound to to switch between single-wielding and dual-wielding.
 
   
===<big>[[Shotguns]]</big>===
+
===Riveter===
[[File:Shotgun.png|450x450px]][[File:ShotgunsInUse.jpg|border|300x300px]]
 
   
 
The [[riveter]] is the biggest gun of them all. The riveter acts like an extremely powerful rocket launcher, firing explosive projectiles that explode on impact and deal extra damage on a direct hit. Explosions can be used to jump high.
The lever action shotguns are some of the most common weapons in the game. They're useful for weaker enemies, taking many tier 1 enemies down in a couple blasts. They stay relevant in the presence of the super shotgun by having better accuracy and the capability to be dual-wielded like the pistols. 
 
* Maximum capacity of 50 shotgun shells, shared with the super shotgun.
 
   
  +
== Other means of damaging enemies ==
* Shotguns deal a total of 150 damage spread across 5 pellets, with each pellet dealing 30 damage.
 
*A single shotgun fires roughly every 0.9 seconds, resulting in a rate of fire of about 66 RPM.
 
*Dual-wielding decreases the firing cooldown to about 0.64 seconds, bringing the fire rate above 90 RPM. The precision of shotguns is not affected by dual-wielding.
 
*Once the player has picked up a second shotgun, they can use the button the shotgun slot is bound to to switch between single-wielding and dual-wielding. (However, single-wielding shotguns has no advantage over dual-wielding them.)
 
   
  +
=== Spinning weapons ===
===<big>[[Super Shotgun]]</big>===
 
  +
The player can press the "flip" key ("R" by default) to spin their currently equipped weapon. Doing so with most weapons works as a melee attack that deals 10 points of damage to enemies and doesn't seem to have an attack cooldown. This melee attack has a shorter reach than both the sword and the sickles.
[[File:SSG.png|450x450px]][[File:Supershotgun2.jpg|border|300x300px]]
 
   
  +
The cigar, the sickles, the sword, the super shotgun and the crossbow cannot be used for this attack. Flipping these weapons has no effect on enemies.
The super shotgun is one of the most powerful weapons in the game. Though it has a slow rate of fire, it will kill most foes in 2 point-blank shots or less. It feeds from the same ammunition pool as the lever shotguns, however it uses 2 shells per shot.
 
*Maximum capacity of 50 shotgun shells, shared with the regular shotguns.
 
*It deals 600 damage spread across 20 pellets, with each pellet dealing 30 damage.
 
   
  +
=== Throwable objects ===
* It fires roughly every 1.5 seconds, having the slowest rate of fire among the weapons.
 
  +
[[File:Soap.png|alt=An image of a bar of soap from the game.|right|frameless|164x164px|A bar of soap.]]
  +
Some heavier objects thrown by the player deal damage on contact with enemies. Objects with moderate weight (such as small boulders) usually deal 500 damage, while very heavy objects (such as metal boxes) deal 1000. In addition, some explosive items may set enemies or other objects on fire, and some may explode on impact, dealing 300 damage in a radius.
   
  +
==== Soap ====
* The super shotgun's spread is much greater than that of the regular shotguns, resulting in very poor performance at larger distances and against small targets.
 
  +
Soap bars are special among throwable objects, as they deal 1,000,000,000 damage on contact with enemies<ref>https://twitter.com/DUSKdev/status/837782066389467136</ref> (despite being rather light objects), meaning that they can destroy whatever they are thrown at instantly. Each level in the game has a single bar of soap hidden in it.
   
  +
=== Explosions, fire, environmental damage ===
===<big>[[Assault Rifle]]</big>===
 
  +
All explosions deal 300 damage to enemies within radius. (Some bosses, however, are immune to explosion damage that is not caused directly by player projectiles.)
[[File:Assault Rifle.png|450x450px]][[File:assaultrifle2.jpg|border|300x300px]]
 
   
  +
Proximity of burning objects can light enemies on fire, from which some enemies (such as possessed scarecrows) take more damage than others.
A powerful automatic weapon with a moderate rate of fire. Useful for chipping heavy foes down from a distance and handling crowds of small enemies.
 
* The assault rifle holds 200 rounds.
 
   
  +
Some map hazards can also be utilized when fighting enemies.
* Each shot deals 45 damage.
 
*The assault rifle has a rate of fire of about 420 RPM (7 shots per second), the highest among the weapons.
 
*The first bullet fired from the assault rifle will always be perfectly accurate. Holding the fire button results in a noticeable loss of precision.
 
   
  +
[[Mama]] is immune to explosions caused by barrels and gas cans.
===<big>[[Hunting Rifle]]</big>===
 
[[File:Hunting Rifle.png|450x450px]][[File:huntingrifle2.jpg|border|300x300px]]
 
   
  +
=== Enemy infighting and self-damage ===
A high-damage precision rifle with a powerful zoom (despite the lack of a scope entirely). It packs a low ammo pool, but it's a devastatingly strong weapon. According to QA- the hunting rifle actually fires two hitscan projectiles. Both combined kill a target- or if the target dies from the one projectile- the second will go through, often killing the other enemy behind.
 
  +
Enemies may damage each other, and sometimes even themselves. Most enemies will be aggravated when they are hit by another enemy and will deliberately begin attacking whichever entity happened to damage them most recently. Enemies under the effect of a Crystal of Madness will also default to attacking monsters, rather than the player, however, they can still be aggravated in this state by player damage. It's also worth noting that the crystals don't achieve their effect if the enemies within their range are not yet awake, which might be caused by a bug.
* The hunting rifle holds 15 bullets.
 
   
  +
Some enemies (such as [[The Duke Brothers]]) will refrain from infighting, and some others (such as [[Mama]]) are immune to self-damage.
* Each shot deals 400 damage (200 damage twice).
 
   
  +
The damage monsters do to each other differs from the damage they do to the player, often resulting in them being able to kill each other in just a few hits, or even instantly.
* It fires a bit faster than the super shotgun, recovering in about 1.2 seconds following each shot.
 
   
  +
=== Deflecting projectiles ===
===<big>[[Crossbow]]</big>===
 
  +
Projectiles deflected by the player's melee weapons appear to deal twice as much damage to enemies as they would normally do in infighting.
[[File:TheCrossbow.png|450x450px]][[File:Crossbow2.jpg|border|300x300px]]
 
 
A magic crossbow that fires green bolts. These bolts do good damage, but the greatest feature is their magic piercing capabilities. The bolts go right through enemies, props, and even walls like they were paper, allowing for huge multi-kills and kills through walls as well as the ability to trigger shootable buttons.
 
* The crossbow holds 30 bolts.
 
 
* Each bolt deals 200 damage to each enemy it hits.
 
*Base rate of fire is about 120 RPM. (It fires roughly every 0.5 seconds.)
 
*The weapon also features heavy recoil, which allows the player to propel themselves upwards or hover in air with their shots when shot straight down.
 
 
===<big>[[Mortar]]</big>===
 
[[File:TheMortar.png|450x450px]][[File:Mortar2.jpg|border|300x300px]]
 
 
A large grenade launcher that fires arcing projectiles that explode when activated by the zoom button (right mouse by default), after 5 seconds pass, or when coming into contact with a enemy.
 
* The mortar holds 50 grenades.
 
 
* Each grenade deals 300 damage to enemies caught within blast radius.
 
*The weapon can be fired roughly every 0.66 seconds. Grenades cannot be detonated during the firing cooldown.
 
*Multiple grenades can explode at once when activated, allowing the player to set huge traps.
 
* Projectile speeds are based on the players momentum. Moving faster will add to the speed of the projectile when shot forward and will lose speed when moving backwards.
 
 
* Like all explosions, those of grenades can be used to gain momentum, dealing 12 points of self-damage (independent of difficulty) if the player is in midair. If the player is not in the air, self-damage is 24 and only very minimal momentum is gained. (There's also a rare case of 36 self-damage, which may be caused by a bug.)
 
 
===<big>[[Riveter]]</big>===
 
[[File:Riveter.png|450x450px]][[File:Riveter2.jpg|border|300x300px]]
 
 
The biggest gun of them all. The riveter acts like an extremely powerful rocket launcher, firing explosive projectiles that deal a huge amount of damage.
 
* It holds 25 rivets.
 
 
* Rivets can deal up to 500 damage to an enemy: they deal 300 damage to enemies caught within blast radius, while also dealing 200 extra damage on a direct hit.
 
*The riveter boasts a high rate of fire of about 200 RPM, making it useful for swiftly taking down groups of tough enemies or bosses.
 
 
* Like all explosions, those of rivets can be used to gain momentum, dealing 12 points of self-damage (independent of difficulty) if the player is in midair. If the player is not in the air, self-damage is 24 and only very minimal momentum is gained. (There's also a rare case of 36 self-damage, which may be caused by a bug.)
 
   
 
== References ==
 
[[Category:Dusk]]
 
[[Category:Dusk]]
 
<references />
== References ==
 
<references /><br />
 

Revision as of 17:40, 21 October 2020

These are the Weapons in Dusk. Weapons are found in both obvious locations and in secret ones as the player progresses through the game.

List of weapons

TheCigar

Cigar

The cigar is a slow health recovery item. By default, it can be accessed by pressing "0" on a keyboard's number row. Like the sickles, it's an item the player starts with.

Sickle

Sickles

The sickles are a pair of rusted tools and the player's starting weapons in Dusk (along with the cigar). They are found and equipped imminently upon gaining control of your character in E1M1. The sickles can reflect enemy projectiles with well-timed swings. The player can equip and instantly use them using the quick melee button. (Regular weapon switching also works.) Sickles do triple damage when their user is intoxicated.

Magic Sword

Sword

The sword is a powerful melee weapon which will take the same weapon slot as the sickles when found. It is often found in secrets. If the player has 100 or more health, they can use the sword for a stab attack (the attack button must be held until it is charged up, then released to strike) that deals much greater damage than a regular swing. If the player has more than 50 morale, they can hold the zoom button to block attacks with the sword, with each blocked attack reducing morale by 1. Blocked projectiles are reflected with a damage bonus in the direction the player is aiming.

Single Pistol

Pistols

The pistol is the first weapon the player is likely to find (aside from the sickles). After picking up a second one, pistols can be dual-wielded. This greatly reduces precision but provides a small fire rate increase and removes trigger pull delay. Pistol ammo is plentiful in the campaign.

Shotgun

Shotguns

The lever action shotguns are some of the most common weapons in the game. They're useful for weaker enemies, taking many tier 1 enemies down in a couple blasts. They stay relevant in the presence of the super shotgun by having a far tighter spread and the capability to be dual-wielded like the pistols. Dual wielding shotguns does not decrease precision, meaning that wielding two of them is always better than wielding only one.

SSG

Super Shotgun

The super shotgun is one of the most powerful weapons in the game. It feeds from the same ammunition pool as the lever shotguns, however it uses 2 shells per shot. Though it has a slow rate of fire, it will kill most foes in 2 point-blank shots or less, and also has a very wide spread, which makes it able to kill multiple weaker enemies at once.

Assault Rifle

Assault RIfle

The assault rifle is a powerful automatic weapon with a moderate rate of fire. Its shots are perfectly accurate when tap-firing. Useful for chipping heavy foes down from a distance, handling crowds of small enemies, and dealing damage rapidly at close range.

Hunting Rifle

Hunting Rifle

The hunting rifle is a high-damage precision rifle with a powerful zoom (despite the lack of a scope). It packs a low ammo pool, but it's a devastatingly strong weapon. The hunting rifle actually fires two hitscan projectiles. Both combined kill a target- or if the target dies from the one projectile- the second will go through, often killing the other enemy behind.

TheCrossbow

Crossbow

A magic crossbow that fires green bolts. These bolts do good damage, but the greatest feature is their magic piercing capabilities. The bolts go right through enemies, props, and even walls like they were paper, allowing for huge multi-kills and kills through walls as well as the ability to trigger shootable buttons. It also pushes the user back when shot, making it useful for higher jumps.

TheMortar

Mortar

The mortar fires arcing projectiles that explode when activated by the zoom button (right mouse by default), after 5 seconds pass, or when coming into contact with a enemy. It has a large ammo pool, is easy to use and deals high damage. The user's forward speed is added to launched grenades, making them travel faster and farther if shot by a player running forward. Strafing and backwards player movement do not affect the grenades. Explosions can be used to jump high.

Riveter

Riveter

The riveter is the biggest gun of them all. The riveter acts like an extremely powerful rocket launcher, firing explosive projectiles that explode on impact and deal extra damage on a direct hit. Explosions can be used to jump high.

Other means of damaging enemies

Spinning weapons

The player can press the "flip" key ("R" by default) to spin their currently equipped weapon. Doing so with most weapons works as a melee attack that deals 10 points of damage to enemies and doesn't seem to have an attack cooldown. This melee attack has a shorter reach than both the sword and the sickles.

The cigar, the sickles, the sword, the super shotgun and the crossbow cannot be used for this attack. Flipping these weapons has no effect on enemies.

Throwable objects

An image of a bar of soap from the game.

Some heavier objects thrown by the player deal damage on contact with enemies. Objects with moderate weight (such as small boulders) usually deal 500 damage, while very heavy objects (such as metal boxes) deal 1000. In addition, some explosive items may set enemies or other objects on fire, and some may explode on impact, dealing 300 damage in a radius.

Soap

Soap bars are special among throwable objects, as they deal 1,000,000,000 damage on contact with enemies[1] (despite being rather light objects), meaning that they can destroy whatever they are thrown at instantly. Each level in the game has a single bar of soap hidden in it.

Explosions, fire, environmental damage

All explosions deal 300 damage to enemies within radius. (Some bosses, however, are immune to explosion damage that is not caused directly by player projectiles.)

Proximity of burning objects can light enemies on fire, from which some enemies (such as possessed scarecrows) take more damage than others.

Some map hazards can also be utilized when fighting enemies.

Mama is immune to explosions caused by barrels and gas cans.

Enemy infighting and self-damage

Enemies may damage each other, and sometimes even themselves. Most enemies will be aggravated when they are hit by another enemy and will deliberately begin attacking whichever entity happened to damage them most recently. Enemies under the effect of a Crystal of Madness will also default to attacking monsters, rather than the player, however, they can still be aggravated in this state by player damage. It's also worth noting that the crystals don't achieve their effect if the enemies within their range are not yet awake, which might be caused by a bug.

Some enemies (such as The Duke Brothers) will refrain from infighting, and some others (such as Mama) are immune to self-damage.

The damage monsters do to each other differs from the damage they do to the player, often resulting in them being able to kill each other in just a few hits, or even instantly.

Deflecting projectiles

Projectiles deflected by the player's melee weapons appear to deal twice as much damage to enemies as they would normally do in infighting.

References