Weapons
You start with one weapon slot. A second unlocks at Tier 3. You cannot carry two Primaries or two Secondaries. Characters with two weapons of the same type have one moved to storage. Specialties replace both weapons.
Gun mechanics
Controls
| Key | Action |
|---|---|
| Fire | |
| Aim / scope | |
| R | Reload; press again to interrupt. Switch ammo with the Bow, Crossbow or Coin Gun. |
| G | Gun bash |
| X | Ocular Prowess: better accuracy and faster reloads |
For other keys, see Controls.
Reloading
Most revolvers discard unfired rounds when reloaded. The Snubnose and Akimbo 1857's keeps them; Veteran prevents wasteful reloads.
Stand damage penalties
Stand type usually reduces gun and Spin/Steel Ball damage:
- Humanoid Stand: 15% less damage.
- Non-humanoid Stand: 5% less damage.
Some guns are exempt; their pages list weapon-specific values.
Sniper glare
Sniper glare appears beyond about 100 studs and fades after about 1,300 studs.
Point-blank hitbox
Most guns deal light damage and knockback to nearby players when fired at point-blank range. Each gun's infobox says whether it has this hitbox and gives its damage when known.
Crafted guns
The 25 October update added Repeater, Sharps Rifle, Winchester 1887, M1911 and Nagant M1895. Complete Chia's quest for most blueprints, then use Crafting.
List of weapons
Primaries
Secondaries
Nifty
Alignment weapons
Inlaw
-
Akimbo 1857's
Occupies both weapon slots




















