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Guns

You carry two guns at a time, swap with the Switch button, and can change either one free at any Lantern Dock. No gun uses ammunition.

All eleven at a glance

Damage is the most each gun can do in a second with every shot landing. Reach is in the game's pixels: the room is 512 wide.

GunTop damage/sReachHow you get it
Silver Needle16560 pxYours from the start.
Wisp Seeker4.596 pxOpen from the start: pick it at any Lantern Dock.
Ricochet Shard10.5150 pxOpen from the start: pick it at any Lantern Dock.
Scattergun22.572 pxOpen from the start: pick it at any Lantern Dock.
Psalm Lance22.5200 pxHanded over by Sorrel as the story goes on.
Thurible Mortar14.2112 pxBeat The Bronze Watchman for the first time.
Reliquary Bolt17.5300 pxHanded over by Corwin as the story goes on.
Ossuary Rail20To the wallHanded over by Ambrel as the story goes on.
Grave Lanterns15Behind youHanded over by Hesk as the story goes on.
Candle Bellows1856 pxBeat The Last Lamplighter for the first time.
Rose Prism8.8300 pxBeat The Thorn Reliquary for the first time.

How to fly each one

Silver Needle

Your all-rounder and every run's first gun. It reaches the whole room, so hold your distance and keep the target in front of you.

Wisp Seeker

It aims itself at enemies within 80 px and its wisps home, so you can fly purely for safety. The price is the lowest damage in the game and a short reach: stay close, and pair it with something that hits hard.

Ricochet Shard

Two shards in a narrow V that bounce off walls and obstacles up to twice. Use the walls: a bounce reaches enemies behind cover. Its travel is short, 150 px in all.

Scattergun

Five pellets, enormous damage, and only 72 px of reach. Fly in, unload, and fly out. Beginners should carry it second, beside a long-range gun.

Psalm Lance

A steady ray that climbs from 1x to 3x damage if it stays on one enemy for 1.5 seconds. Turning sharply resets it, so it rewards smooth arcs around a single big target. Superb against bosses.

Thurible Mortar

It lobs a shell over bullets, enemies and small obstacles to land 112 px ahead, and nothing closer than the landing is hit. Keep that distance deliberately, and aim at crowds.

Reliquary Bolt

A slow bolt that sticks, then bursts half a second later for most of its damage. Stick it in the middle of a group, or in a wall beside a corner.

Ossuary Rail

It charges only while your heading holds. Line up, hold still in direction for a full second, and it fires through every enemy to the wall. The steadiest hand wins; a sharp turn starts it over.

Grave Lanterns

It drops mines behind you as you move, with no aiming at all. Fly in loops and let enemies chase you across them. Up to six lie at once for six seconds each.

Candle Bellows

A short cone of flame that passes through everything it touches and leaves burning ground. Stay within 56 px, which means taking real risks for very high damage.

Rose Prism

A shot that splits on its first hit into a fan of five pieces flying onward. Weak against a lone boss and excellent in a crowd, so aim for the enemy at the front.

Good pairs

Some pairs work together on their own. These bonuses are always on while you carry both guns:

The Loadout screen also offers ready-made builds, a good way to try a style without thinking it through first:

BuildWhat it does
VanguardThe usual start: Needle and Scattergun, the Vigil Blade, the Lantern Plate.
SkirmisherFast and close: Ricochet and Scattergun, the Twin Censers, the light Pilgrim Weave.
BulwarkSlow and hard to break: the Scattergun up close while the Seeker finds the rest, the Bell Hammer, the Bastion Plate.
HunterMark and pierce: the Seeker marks for the Needle (Hunter's Mark), the Pilgrim Spear primes piercing shots; the Pilgrim Weave.
ThornwrightSplinters: the Rose Prism's fans and the Ricochet's bounces, the Vigil Blade, the Lantern Plate.
PyreBurn them: the Candle Bellows and the Rose Prism, the Twin Censers, the Bastion Plate.
BombardBursts from afar: the Thurible Mortar and the Reliquary Bolt, the Bell Hammer, the Bastion Plate.
DockwatchHesk's watch: Grave Lanterns behind you, the Scattergun ahead, the Bell Hammer, the Warden Mail.
ChoristerHold steady: the Psalm Lance and the Ossuary Rail, the Pilgrim Spear, the Horologe Harness.
MournerWren's lance and Sorrel's candle: the Psalm Lance and the Candle Bellows, the Twin Censers, the Vigil Shroud.

Weapon forms

Bring down three Guardians with a gun in your hand and it opens a second form, free to switch at any dock:

Modifiers

Modifiers change whichever gun is in your hand. You hold two at most. Once a sector, a dock offers one free modifier from a choice of two. Taking a third replaces one you hold. Some cannot be held together, as the last column shows.

ModifierEffectNot with
ForkedTwo shots at a slight angle, each 60% as strong. The Scattergun doubles its pellets instead.Echoing
PiercingEach shot passes through one more enemy.None
Returning SparkShots bounce twice more, and each bounce bursts for 60% damage, at 85% strength.Hollow
SeekingShots fired close to your target turn gently toward it, at 80% strength.None
Far CallingShots fly 20% faster and last 10% longer, so they reach further. Best on short-range guns.None
QuickenedFires 20% faster, each shot 10% weaker.Weighty
WeightyShots hit 25% harder, firing 15% slower.Quickened
Merciful25% more damage to anything under a quarter of its health, bosses included.None
EchoingA weaker second shot follows each shot, at 35% strength.Forked
HushedHits slow ordinary enemies' movement by 15% for a moment.None
HollowShots pass the room's small obstacles, at 90% strength.Returning Spark
SteadyNarrows the Scattergun's spread to 65%, and adds 5% damage to every gun.None

Status combos

Some weapons and modifiers leave Frost, Burn or a Mark on enemies. Two different effects on one enemy set off a combo: