Voidtrain 1.0 tightens up combat and the Armory experience, making weapon stats and crafting choices easier to read. This guide breaks down every weapon part, how stats are calculated, what’s capped, and which combinations reliably deliver damage for rifles, shotguns, hunter guns, and the revolver.
Weapon types, quality tiers, and where parts come from
| Category | What you need to know |
|---|---|
| Revolver (“Old Friend”) | Permanent sidearm with unlimited ammo. Three parts (Barrel, Frame, Grip). Only low tiers exist. |
| Guns (two-handed) | Four required parts (Barrel, Magazine, Frame, Grip). Optional parts: Stock, Sight. Frames may accept a Core for an alternate firing mode. |
| Quality tiers | Gray, Green, Blue, Purple, Yellow (Legendary). Higher tiers generally score better stats and more properties. Revolver parts only drop in the first two tiers. |
| Acquisition | Soldiers drop individual parts and full guns; parts can also appear from slot machines and magic chests. |
| Durability | Durability loss reduces displayed stats. Repair with scrap or iron ingots (by tier). Always repair before comparing parts. |
| Recycling | Unneeded parts can be recycled; higher tier parts tend to yield better materials. |
Core weapon stats and DPS formula
| Stat | Direction | Meaning |
|---|---|---|
| Damage | Higher is better | Damage per bullet or per shotgun shot. |
| Fire Rate | Higher is better | Shots per minute. |
| Reload Speed | Lower is better | Seconds to reload the main magazine (special reloads can be separate). |
| Magazine Size | Higher is better | Rounds per mag (or shots for shotguns). |
| Accuracy | Higher is better | Hipfire cone/shot spread tightness; aiming also helps. |
| Stability | Higher is better | Recoil control while firing. |
| Range | Higher is better | Effective distance; varies with barrel tier and type. |
| Handling | Lower is better | Weapon draw/swap time. |
Practical DPS baseline for comparison:
DPS = Damage / (60 / Fire Rate + Reload Speed / Magazine Size)
Revolver (Old Friend): parts, traits, and caps
- Barrel (types): Friend, Splint, Punctual, Henry. Each can be Heavy, Basic, or Long (Long yields the best range). Some Henry barrels can duplicate a bullet on firing.
- Frame (types): Geezer, Pest, Impudence, Service, Boaster, Founder. Heavy frames skew toward higher Damage and Accuracy; Basic frames favor Fire Rate, Magazine Size, and Stability.
- Grip (categories): Flexible (fastest), Basic, Heavy. Attributes: Hustler (much faster handling) or Brawler (worse handling but up to +100% melee damage on good rolls).
| Revolver cap | Value |
|---|---|
| Damage | 60 |
Observed high-end revolver stat lines (from strong rolls; not necessarily on one build): Fire Rate ~150, Reload Speed ~0.8 s, Mag Size ~9, Accuracy ~74, Stability ~61, Range ~25, Handling ~0.3.
Build patterns that work:
- High DPS: Long Barrel “Henry” + Basic Frame “Pest” (strong sustained fire; expect lower stability—best at close range).
- Precision/Control: Long Barrel “Punctual” + Basic Frame “Founder” (very stable and accurate; lower DPS; good for precise targeting and clearing mines).
- Semi‑sniper feel: Long Barrel + Heavy Frame “Pest” (hits the 60 damage cap, very high accuracy and range).
Guns (two-handed): required and optional parts
| Part | Primary role | Notes |
|---|---|---|
| Barrel | Sets weapon type and multiplies core stats | Up to two special properties; determines ammo type (Rifle, Shotgun, Hunter). |
| Magazine | Reload speed and magazine size | Can roll a status effect (Poison/Flame/Cryo) and an additional mag property. |
| Frame | Damage, fire rate, accuracy, stability | May include a Core slot for an alternate firing mode. |
| Grip | Fire mode and firing behavior | Sets semi‑auto/auto, burst size; can improve select stats while firing and add bullet effects. |
| Stock (optional) | Stability and handling trade | Stock I: +10% Stability, +0.2 s Handling; Stock II: +15% Stability, +0.3 s Handling. |
| Sight (optional) | Accuracy | Sight II adds +15% Accuracy. |
Barrels: weapon type, tiers, and properties
| Barrel attribute | Weapon type | General behavior |
|---|---|---|
| Long‑Range | Rifle | Balanced to high range, strong single‑bullet performance. |
| Restraining | Shotgun | Multi‑pellet close‑range profiles; unique spread properties possible. |
| Heavy | Hunter | Homing bullets; typically lower per‑shot damage, high rate of fire potential. |
Within each weapon type, barrel names emphasize different multipliers. Examples:
- Rifle: Flapper pushes fire rate; Enhancer favors Damage and Accuracy; Mantis leans into Accuracy; Blindness tends toward Stability and magazine capacity.
- Shotgun: Crusher hits the hardest per shot but fires slowly; Heater raises DPS by trading Stability; Shrapnelgun/Cashback emphasize high shot damage with reload/mag trade‑offs.
- Hunter: Tornado ramps fire rate; Dragonfly balances with good Accuracy; Aggregator/Numerator mix higher fire rate with lower per‑shot power.
| Barrel tier | Rifle range | Shotgun range | Hunter range | Property slots |
|---|---|---|---|---|
| Tier 3 | ~27.5 | ~5.5 | ~20.6 | 1 |
| Tier 4 | ~30 | ~6 | ~22.5 | 2 |
| Tier 5 | ~30 | ~7 | ~26.2 | 2 |
Common barrel properties (values roll within a range):
- Increased Headshot Multiplier (up to ~40%).
- Increased Critical Chance (up to ~50%) and Critical Multiplier (up to ~50%).
- Global Critical Chance/Multiplier (small bonuses applied after normal multipliers).
- Increased Status Chance (up to ~50%) and Global Status Chance (small global bonus).
- Chance to not consume ammo or durability (both up to ~10%).
- Chance to duplicate a projectile on firing (up to ~15%).
- Shotgun‑only spreads (horizontal line, star, heart).
Magazines: base profiles, names, and properties
Magazine attributes set base reload and size profiles by tier; names add bonuses on top.
| Attribute | Base trend (higher tiers) | Use case |
|---|---|---|
| Volumetric | Bigger magazines; reloads improve with tier | Great for sustained fire and DPS builds when paired with fast reload bonuses. |
| Balanced | Even split between size and speed | Reliable all‑rounder if chasing specific properties. |
| Lightweight | Faster reloads; smaller magazines | Good for bursty rifles or hunter guns that cycle quickly. |
| Uncalibrated | Wider stat variance | High‑roll potential; can also miss the mark—check the actual numbers. |
Magazine names that help:
- Escalation (Tier 5): large magazine boosts.
- Reserve/Caretaker/Grunt/Appendage: varying +mag size tiers; stack with base attribute.
- Nimble/Illusionist/Sharper: reload speed reductions (with a Reload Speed floor around ~1.1 s).
Extra magazine properties (typically 10–50%):
- Damage taken reduced while reloading.
- Chance to steal ammo if hit during reload.
- Last 30% of ammo: increased damage or increased melee speed.
Magazines can also carry status effects (below).
Status effects (from magazines)
| Effect | Typical chance | Behavior and common properties |
|---|---|---|
| Poison / Toxic | ~9% | Damage over time. Rolls can include +Poison Damage and larger Poison Radius. |
| Flame / Ignite | ~9% | Damage over time; ignited soldiers can panic. Rolls can add +Ignite Damage and longer Ignite Duration. |
| Ice / Cryo | ~7% | Freezes enemies briefly; frozen targets take more damage. Rolls can increase Cryo explosion damage and radius. |
Status damage scales with your weapon’s damage, making high‑damage rifles and shotguns ideal carriers. If you invest in status, target frames and barrels with Status Chance bonuses to lift the proc rate.
Frames: stat profiles and properties
Frames shift the core numbers (Damage, Fire Rate, Accuracy, Stability). Many include two additional properties; some accept a Core slot for alternate fire modes. “Uncalibrated” frames generally do not have a Core slot.
- Names emphasize different mixes: e.g., Rapidity/Piranha skew toward higher Fire Rate; Pain/Bear skew toward Damage; Sharp‑Eye and similar may lift Accuracy/Stability.
- Higher tiers can roll very high Accuracy/Stability (Tier 5 can reach ~100/100).
- Frame properties mirror barrel property pools (crit, headshot, status, ammo/durability save, movement speed with weapon, melee damage, etc.).
Grips: fire mode, burst size, and bullet effects
| Grip attribute | Fire behavior |
|---|---|
| Rapid‑Fire | Fully automatic |
| Uncalibrated | Fully automatic |
| Flexible | Semi‑automatic |
Grip names determine burst size and “while firing” stat boosts (one or two among Fire Rate, Accuracy, Stability). If a grip has a burst size > 1, it typically carries one fewer “while firing” boost.
- Squint: Accuracy emphasis.
- Progressiveness: Stability/Accuracy while firing (versatile).
- Nitro: Fire Rate while firing (often paired with Stability/Accuracy at higher tiers).
- Mimicry/Multiplier/Polynomial: Burst 2/3/4 variants; often include bullet effects.
Bullet effects come from two small pools and scale by tier:
- Pool 1: “Each n‑th shot deals increased damage” or “Each n‑th shot pierces”.
- Pool 2: “Projectiles explode when destroying armor”, “Each n‑th hit mines the enemy”, “Each n‑th kill detonates a body”.
| Bullet effect | n at Tiers 2 & 4 | n at Tiers 3 & 5 |
|---|---|---|
| Each n‑th shot deals increased damage | 5–6 | 3–4 |
| Each n‑th shot pierces | 3–4 | 4 |
| Each n‑th hit mines the enemy | 5–6 | 3–4 |
| Each n‑th kill detonates a body | 4–5 | 3–4 |
Practical picks:
- Rifles: “Flexible” semi‑auto or a grip with Accuracy/Stability while firing for medium‑long engagements.
- Shotguns: Rapid‑Fire or Nitro for faster firing; armor‑explosion effects are excellent versus soldiers.
- Hunter: Rapid‑Fire or Progressiveness for better control during sustained fire.
Sights and Stocks (optional)
- Sight II: +15% Accuracy. Two visual patterns exist; choose the one that frames the barrel cleanly for you.
- Stock I/II: Adds Stability (10%/15%) but increases Handling time (+0.2 s/+0.3 s). Skip the stock if you’re already near 100 Stability or you value faster swaps.
Cores and alternate firing modes
Frames with a Core slot can equip one of three alternate fire modes (consumes Special Ammo). Cores are commonly found in higher‑tier magic chests. If you remove or recycle a frame with a Core, the Core stays attached to that frame.
| Core | Effect | Special ammo |
|---|---|---|
| Flamethrower | Burning stream dealing ~166% weapon damage per second | ~2 per second |
| Ice Storm | Hail of icy shards dealing ~200% damage; penetrates | ~1 per shot |
| Annihilator | Energy sphere dealing ~316% damage per second in an area on contact | ~5 per shot |
Core damage scales off your weapon’s damage. They tend to pair best with high‑damage platforms (e.g., shotguns and strong rifles).
Stat caps, observed maximums, and DPS planning
| Gun stat cap | Value |
|---|---|
| Fire Rate | 1000 |
| Reload Speed | 1.1 s (lower values do not apply) |
| Accuracy | 100 |
| Stability | 100 |
| Range | 30 |
Observed high stats on endgame guns (not all on one build): Damage ~269, Magazine Size ~42, Handling ~0.2 (requires a very fast grip), with other stats up to their caps. Use the DPS formula to compare candidate builds, but remember the caps—pushing Fire Rate beyond 1000, for example, yields no benefit.
Reliable build directions
| Focus | Rifle | Shotgun | Hunter |
|---|---|---|---|
| Max DPS | Barrel: Flapper + Frame: Piranha | Barrel: Heater + Frame: Piranha | Barrel: Aggregator or Dragonfly + Frame: Piranha |
| Max Damage | Barrel: Enhancer + Frame: Bear | Barrel: Crusher + Frame: Bear | Barrel: Numerator/Dragonfly/Aggregator + Frame: Bear |
| Max Fire Rate | Barrel: Flapper + Frame: Piranha | Barrel: Heater + Frame: Piranha | Barrel: Tornado + Frame: Piranha (note Fire Rate cap) |
| Max Accuracy | Barrel: Enhancer or Mantis + Tier 5 frame rolled to 100 Accuracy | Barrel: Heater + Tier 5 frame rolled to 100 Accuracy | Barrel: Dragonfly + Tier 5 frame rolled to 100 Accuracy |
| Max Stability | Barrel: Blindness + Tier 5 frame rolled to 100 Stability | Barrel: Cashback + Tier 5 frame rolled to 100 Stability | Barrel: Numerator + Tier 5 frame rolled to 100 Stability |
Magazines for DPS builds: Tier‑5 Volumetric Escalation is a standout for sustained output. If you can roll a strong “Last 30% of ammo: increased damage” property, a lower‑tier mag can sometimes outpace a pure reload pick on burst‑centric builds.
Armory and 1.0 quality‑of‑life improvements
- Armory interface is clearer, with weapon stats visible before crafting. This reduces trial‑and‑error when mixing parts.
- Weapon sights and projectile speeds are improved, supporting better feel and readability during combat.

Maintenance and common pitfalls
- Repair before testing: durability directly lowers stats, so repair first when comparing parts.
- Don’t chase redundant stats past caps: pushing Fire Rate over 1000 or Accuracy/Stability beyond 100 wastes rolls.
- Build around your magazine: if you lean into status effects, prioritize Damage and Status Chance on barrels/frames. If you rely on reload windows (e.g., Nimble/Illusionist), plan your burst timing.
- Optional parts are not mandatory: if you’re already at 100 Stability, skip the Stock to reduce Handling time. Use the Sight only if the Accuracy lift matters to your build.
Quick reference: part roles at a glance
| Slot | Affects | Key decisions |
|---|---|---|
| Barrel | Type (rifle/shotgun/hunter), Damage/FR/Accuracy/Stability multipliers, Range, properties | Pick your weapon class first; then pick a name that boosts your priority stat(s). |
| Magazine | Reload speed, Mag size, optional status effect + property | For DPS, lean Volumetric + reload name; for status, favor high Damage platforms and Status Chance support. |
| Frame | Damage, Fire Rate, Accuracy, Stability, properties; Core slot | Choose a damage‑ or rate‑oriented frame; use Core for a secondary role (crowd control or DoT). |
| Grip | Fire mode, burst size, while‑firing stat boosts, bullet effects | Match firing behavior to playstyle; favor Accuracy/Stability while firing unless full auto recoil is already capped. |
| Stock (opt.) | Stability + Handling trade | Add if you need Stability; avoid if you value fast swaps and are already steady. |
| Sight (opt.) | Accuracy | Use when stacking Accuracy matters (precision rifles, long‑range fights). |
| Core (frame) | Alternate fire (Flamethrower, Ice Storm, Annihilator) | Scale with weapon Damage; best on high‑damage platforms. |
With the Armory now surfacing numbers up front, the fastest way to progress is to pick a clear role per weapon (burst rifle, close‑range shotgun, sustained hunter), test barrels and frames against the DPS formula, and stop as soon as you hit a cap. From there, layer in status effects or bullet effects that fit your fights, and keep a small library of proven parts for quick swaps.