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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



Don't smoke kids. smoking's for intruders.

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.

  • The cigar can be used recover 1 health about every 4 seconds if the player's health is below 100 points. It can be used indefinitely, and it even works underwater.
  • The cigar also features an insane zoom, even stronger than that of the hunting rifle.


  • In an early build of Dusk, the cigar restored 1 point of Morale (armor) instead of health.[1]



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.

  • Each swing deals 25 damage. Damage is only dealt near the end of the attack animations.
  • The sickles have a quick swing speed (4 swings per second), which makes up for their low damage.
  • The sickles can also be used to reflect projectiles back at enemies with a well-timed swing.
  • They can be automatically equipped by pressing the quick melee key (middle mouse by default).


Magic Sword.pngSword2.jpg

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 Sword deals 300 damage in a single swing. Damage is only dealt near the end of the attack animations.
  • It has a slower swing speed than the sickles, at 2 swings per second, but more than makes up for it in damage.
  • If the player has at least 100 health, the player can hold the attack button to charge up a magical stab, dealing 900 damage.
  • 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.
  • While commonplace in Episode 3, it's only found in secret areas in Episodes 1 and 2.


Single Pistol.pngPistols.png

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.
  • Each shot deals 25 damage.
  • A single pistol fires at a rate of about 225 RPM (roughly 4 shots per second), and also has a slight firing delay before the each shot.
  • Dual-wielding increases the rate of fire to about 330 RPM and removes the firing delay. However, it also worsens precision, meaning that it becomes less viable at longer distances.
  • 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.



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.
  • 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.)

Super Shotgun


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.
  • It fires roughly every 1.5 seconds, having the slowest rate of fire among the weapons.
  • 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.

Assault RIfle

Assault Rifle.pngAssaultrifle2.jpg

The assault rifle is 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.
  • 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.

Hunting Rifle

Hunting Rifle.pngHuntingrifle2.jpg

The hunting rifle is 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.

  • The hunting rifle holds 15 bullets.
  • Each shot deals 400 damage (200 damage twice).
  • It fires a bit faster than the super shotgun, recovering in about 1.2 seconds following each shot.



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.



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.

  • 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.)



The riveter is 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.)

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

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 bars are special among throwable objects, as they deal 1,000,000,000 damage on contact with enemies[2] (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.