Ranged Weapons Summary Table
(Redirected from Ranged weapons)
Item | Power | Level Required | Autosell Value | Notes |
---|---|---|---|---|
Aaron Burr's flintlock | 18 | 2 | 200 | +3 fire damage +3 sonic damage +2% chance of weapon fumbles |
anarchery set | 85 | 7 | 110 | +4 Ranged damage |
anti-interrogative axe | 111 | 10 | 75 | |
axes of rotation | 110 | 10 | 175 | +2% of weapon damage returned as PP |
axion | 111 | 10 | 222 | +16 ice damage +5% chance of weapon fumbles |
B.L.ighT. gun | 135 | 14 | 245 | +10 to hit +6% chance of critical hits |
B.L.T. | 125 | 12 | 240 | +8% chance of critical hits |
bag of marbles | 70 | 6 | 150 | Approved for use in the PvP arena +4 PvP tentative attack -2 PvP fierce attack |
bag of rubble | 100 | 12 | NA | +10 psychic damage +3 foe toughness +1 extra ranged attack(s) per turn |
bag of throwing starfish | 70 | 6 | 80 | +3 Ranged Damage |
ball bearing cannon | 48 | 3 | 30 | +5 Ranged damage |
basalt rifle | 68 | 6 | 40 | |
baseball | 10 | NA | 5 | |
beanbag cannon | 33 | 3 | 20 | 1% chance to stun opponents |
bionic cannon | 107 | 10 | 200 | +8 fire damage +8 electric damage Take 2 fire damage per round of combat Take 2 electric damage per round of combat No weapon fumbles, ever. |
Blockee orb | 11 | 3 | 50 | +5 psychic damage +5% spell damage on psychic spells |
Blockee sling | 44 | 3 | 50 | Successful hit weakens opponents (by 3 points) |
blue smoke darts | 25 | NA | 300 | Your software triggers more consistently +10% spell damage on electric spells |
blunderbuss | 190 | 18 | 205 | +10 XP per combat 3% chance to stun opponents |
boomerang | 15 | NA | 7 | +2 Melee Damage |
Boomstick | 100 | 3 | NA | +5 fire damage +10 sonic damage |
bouncy battery ball | 10 | NA | NA | +1 extra ranged attack(s) per turn Deals electric damage as it bounces 10% of weapon electric damage returned as PP |
bow of hazard | 45 | 3 | 52 | +4 Fire Damage |
Cathay ray | 170 | 16 | 265 | +5 fire damage +10 dodging ability |
Centry minigun | 5 | NA | NA | Bolsters your Offense when the city is under attack |
chill slingshot | 111 | 10 | 500 | +1 extra ranged attack(s) per turn Gets progressively cooler with more hits - for Gadgeteers only |
cryonite darts | 62 | 5 | 40 | +3 ice damage +3 Ranged damage |
dark arts | 25 | NA | 16 | +2 Ice Damage |
datagun | 70 | 6 | 90 | +5% to hit +5% weapon damage |
dented hubcap | 56 | 5 | 60 | +3 sonic damage |
desert eagle | 155 | 14 | 80 | +6% chance of critical hits +2 extra attack(s) per turn |
eponymous nail gun | 30 | 2 | 30 | |
file gun | 3 | NA | 230 | +10 damage to electronic robots |
Furnace of Yeb | 720 | 70 | NA | +50% weapon damage +50 fire damage +5 extra attack(s) per turn |
Gaul blatter | 160 | 16 | 245 | +10 to hit +5% to initiative |
gauze rifle | 80 | 9 | 160 | +3 HP per turn +5% to hit |
geologist's rifle | 1 | 8 | 200 | Infinitesimally increased odds of finding an ultra-rare. Moderately increased odds of finding nonseizium. +10% Reflexes |
GigaGuy cannon | 10 | NA | NA | +100 offense (+10/level, max: +100) +1 extra attack(s) per turn Provides several special attacks in combat Occasionally causes foes to drop restoratives |
Guatemalan pepper cannon | 80 | 7 | 100 | Successful hit weakens opponents (by 5 points) |
high pressure bottle | 15 | NA | 8 | +4 damage to animals |
high-tech slingshot | 5 | NA | 1 | |
holy hand grenade launcher | 165 | 15 | 65 | +10% Strength +10 fire damage +50% damage against rabbits |
ice cool gun | 167 | 15 | 500 | +2 extra ranged attack(s) per turn +5% of weapon damage returned as PP Cool as Ice |
ion beamer | 90 | 8 | 500 | +10 fire damage +10 to hit |
Jimmy Six's laser | 146 | 13 | 200 | +12 fire damage +4% chance of critical hits |
juggling clubs | 20 | NA | 1 | +15 Melee damage |
jury-rigged splatter | 1 | 10 | 150 | +20 acid damage |
King's boomerang | 40 | NA | NA | +1 extra attack per turn +3% of weapon damage returned as HP when any of the two items from the set are worn +X offense (+5/level, max: +60) when the full set is worn |
Kookoo's pie pitcher | 100 | 9 | 180 | +4 fire damage +4 ice damage |
recoil foil rifle | 72 | 5 | 150 | +10% to hit +10% dodging ability |
lark dances | 25 | NA | 17 | +5 spell damage |
laser cannon | 75 | 6 | 90 | +4 Fire Damage |
laser pistol | 58 | 4 | 62 | +2 Fire Damage |
longbow of the law | 72 | 6 | 78 | +5% chips |
long string bow | 95 | 10 | 175 | +15 damage to positronic robots Your software triggers less consistently |
lucky punk special | 90 | 8 | 125 | +4% chance of critical hits |
metal-rimmed frisbee | 20 | NA | 10 | +1 Ranged damage |
military sidearm | 78 | 7 | 95 | +4 sonic damage |
moonbow | 21 | NA | 16 | +5 to Initiative |
multiversal derringer | 100 | NA | NA | +10 psychic damage +1 extra ranged attack(s) per turn +5% item drops Rental equipment is lost at rollover |
municipal darts | 10 | NA | NA | Bolsters your Offense when the city is under attack |
N'Gah-Kthun's Lancer | 500 | 55 | NA | +4 extra attack(s) per turn +20% to hit +20 fire damage +20% chance of critical hits |
n-barreled shotgun (double) | 10 | NA | NA | +1 extra attack(s) per turn +5 fire damage |
n-barreled shotgun (quintuple) | 50 | 5 | NA | +3 extra attack(s) per turn +10 sonic damage |
n-barreled shotgun (septuple) | 100 | 10 | NA | +4 extra attack(s) per turn +10% chance of critical hits |
n-barreled shotgun (triple) | 30 | 3 | NA | +2 extra attack(s) per turn +6 XP per combat |
n-barreled shotgun (undecuple) | 150 | 15 | NA | +5 extra attack(s) per turn +3% of weapon damage returned as HP |
NAP pistol | 50 | 4 | 20 | |
needler | 100 | 9 | 150 | +10% to hit |
office trebuchet | 100 | 10 | 175 | Successful hit weakens opponents (by 10 points) 2% chance to stun opponents |
Pachelbel's cannon | 85 | 7 | 120 | +5 sonic damage |
pentameter | 105 | 9 | 254 | +5 foe toughness +5 sonic damage |
pingerang | 35 | 2 | 30 | |
pocket laser | 33 | 2 | 25 | +1 fire damage |
pod blaster | 104 | 9 | 168 | +5% of weapon damage returned as PP |
polyphonic spree-gun | 130 | 13 | 155 | +10% Reflexes Take 1 sonic damage per round of combat +30 sonic damage -10 Ranged damage |
prabble crossbow | 94 | 8 | 130 | +10 offense |
pronged javelin | 60 | 5 | 65 | +5 to hit |
pulse rifle | 46 | 5 | 66 | +7 damage to electronic robots |
quadrident | 72 | 6 | 80 | +10 to hit |
quantum detangler | 58 | 7 | 96 | +5% to hit +8 damage to positronic robots |
quint-barreled rifle | 100 | 9 | NA | +4 foe toughness 2 extra attack(s) per turn |
rail gun | 140 | 12 | 260 | +10 fire damage +10 sonic damage |
repeating rifle | 50 | 5 | NA | +5% Reflexes +2 extra attack(s) per turn Successful hit weakens opponents (by 4 points) |
rock-salt gun | 180 | 17 | 185 | Successful hit weakens opponents (by 10 points) +5 XP per combat |
rubber yo-yo | 4 | 2 | 100 | Approved for use in the PvP arena +2 PvP tentative attack |
scavenged death ray | 200 | 10 | 150 | -5 extra ranged attack(s) per turn +20 electric damage +3% chance of weapon fumbles |
scoped revolver | 140 | 13 | 500 | +5% chance of critical hits +20% offense Gives wearer a slightly brutish appearance |
scorpion | 200 | 12 | 225 | -3 extra ranged attack(s) per turn +5% chance of critical hits Gives wearer a slightly brutish appearance |
Shadow | 99 | 5 | NA | Increased chance of noncombat adventures +2 extra ranged attack(s) per turn +15% Reflexes Rental equipment is lost at rollover |
sharpshooter's rifle | 108 | 10 | 183 | +8 to hit |
shooting stars | 115 | 10 | 180 | +10 Fire Damage |
shortbow of the stick | 42 | 3 | 52 | +3% item drops |
short string bow | 42 | 5 | 65 | +10 damage to electronic robots Your software triggers less consistently |
shotgun of volatile enmity | 60 | 5 | 1 | +117 against the enemy of the moment |
shrapnel gun | 120 | 11 | 155 | +3% of weapon damage returned as PP +10 dodging ability |
sling | 15 | NA | 8 | +2% Reflexes |
stranging device | 60 | 7 | 110 | +10 sonic damage +8% chance of weapon fumbles Causes disastrous fumbles |
strategist's fan | 78 | 8 | 127 | +3% of weapon damage returned as PP |
straw and thumbtacks | 15 | NA | 10 | +1 Ranged damage |
super-advanced weapon | 130 | 12 | 210 | +5 to hit +5 Ranged damage +5 electric damage +5% chance of critical hits +5% chance of weapon fumbles |
swingline stapler | 5 | 10 | 148 | +4 extra ranged attack(s) per turn |
syphon gun prototype | 30 | NA | NA | +1 extra ranged attack(s) per turn +2% of weapon damage returned as HP +2% of weapon damage returned as PP Syphons elemental essence from opponents |
taser | 40 | 3 | 35 | +3 Electric Damage |
TaserMax | 70 | 6 | 82 | +4 electric damage |
the 3-erang | 82 | 7 | 35 | +30% offense +10 offense |
the golem's Glock | 98 | 8 | 200 | +10 Ranged damage +8 to hit +1 extra attack(s) per turn |
The Shark's darts | 74 | 6 | 200 | +1 extra attack(s) per turn +4% chips -4% chance of weapon fumbles |
third rail gun | 155 | 14 | 265 | Take 1 electric damage per round of combat +30 electric damage +10 fire damage -10 Ranged damage |
Thor's bolts | 80 | 7 | 105 | +8 Electric Damage |
throne axes | 85 | 7 | 70 | +5 ice damage +5% ice resistance |
throwing axe set | 87 | 7 | 65 | |
throwing gears | 15 | NA | 44 | +5 damage to electronic robots |
throwing pen | 100 | 10 | 150 | +5 Ranged damage +1 extra ranged attack(s) per turn +10 to initiative |
throwing star | 72 | 7 | 115 | +4 Ranged damage |
translucent rifle | 50 | 4 | 75 | +5 Ranged damage +5% to initiative |
Trident of Nodens | 380 | 40 | NA | +3 extra attack(s) per turn +5% of weapon damage returned as HP +5% of weapon damage returned as PP Fires varying elemental beams |
tubular slingshot | 60 | 5 | 100 | +1 extra ranged attack(s) per turn |
twisting blade | 21 | NA | 128 | +1 extra ranged attack(s) per turn +10% chance of weapon fumbles +4 foe toughness |
U.F.O. | 60 | 5 | 60 | +3% chance of critical hits |
U.R.L. | 52 | 4 | 55 | +4 Fire Damage |
Umbra's Shadow Blaster | 80 | 9 | NA | +3 extra ranged attack(s) per turn +5% chance of critical hits +20 ice damage |
unleaded blowgun | 90 | 8 | 125 | +8 Ranged damage |
volcanic hammers | 160 | 15 | 130 | +15 fire damage |
xentrium crossbow | 150 | 14 | 308 | +10% to initiative +10 to hit |
your little friend | 65 | 5 | 75 | +6 Ranged Damage |
zapper | 55 | 4 | 57 | +5 Electric Damage |
Zeno's bow | 72 | 6 | 90 | -5 seconds to the duration of each turn +1 extra attack(s) per turn |
Equipment Summary Tables |
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