Weapon evolutions
Each weapon offers a choice of three evolutions at weapon levels 5, 10, 15, 20, 25. Each step also raises the weapon's damage: Mk II x1.3, Mk III x1.69, Mk IV x2.28, Mk V x3.19, Mk VI x4.63. Pick a weapon:
Auto-Rifle Dual SMGs Heavy Cannon Shotgun Laser Beam Grenade Launcher Rocket Launcher Cluster Fire Rail Driver Saw Disc
Auto-Rifle
Mk II (weapon level 5)
Twin-LinkA second barrel joins the first and doubles the stream.
Piercing RoundsHeavier rounds pass through one enemy and strike the one behind.
Stunning RoundsHeavier rounds briefly stun what they hit. Bosses are immune.
Mk III (weapon level 10)
Saturation FireEvery sixth volley adds a piercing fan of rounds.
Overclock CycleThe rifle fires faster, with a bigger magazine to match.
Fragment RoundsHeavier rounds burst into shards when spent. The shards fly on through the pack.
Mk IV (weapon level 15)
Focus FireHits on one target ramp damage up to sixty percent more. A new target resets it.
Chain BurstEvery tenth round bursts in a blast that hits the pack.
Stagger RoundsRounds shove what they hit backward. Bosses do not budge.
Mk V (weapon level 20)
Charged PulseEvery few seconds one round fires as a line that pierces everything.
Mesh RicochetRounds rebound twice, seeking the nearest enemy they have not hit.
Pinning FireShocked enemies take more damage from every source for a short time.
Mk VI (weapon level 25)
Kill ZoneLong bursts double the rifle's fire rate briefly. Once per magazine.
Storm BarrageEvery fourth volley becomes a wide fan of piercing rounds.
Lockdown ArrayShocked enemies arc to each other. Stun time is capped and bosses are immune.
Dual SMGs
Mk II (weapon level 5)
Ricochet RoundsFaster fire from bigger magazines. Lighter rounds rebound once to a second target.
Needle RoundsFaster fire from bigger magazines. Lighter rounds pass through to the enemy behind.
Long BarrelsFaster fire from bigger magazines. A tighter cone that carries further.
Mk III (weapon level 10)
Harvest CycleEach kill refreshes a surge of fire rate. Keep killing to keep it.
Chain RicochetRounds rebound once more, off walls and off enemies.
Drum FeedDrum magazines hold far more rounds and reload quicker.
Mk IV (weapon level 15)
Pinpoint RoundsCritical hits come more often and deal far more damage.
Split TracersA round that hits forks into two smaller rounds.
SlipstreamFiring while moving speeds you up and tightens the spread.
Mk V (weapon level 20)
Dead EyeEvery eighth round per barrel is a sure critical that pierces on.
Akimbo OverdriveEach barrel picks its own target, and fire rate climbs while both have one.
Reload DashA dash cancels your reload and refunds a load of rounds.
Mk VI (weapon level 25)
Bullet HoseFire rate builds to double while you hold the trigger, then fades.
Ricochet StormRounds rebound three times, each hit stronger. Wall hits split the round.
Phantom ClipsA kill can refund a full magazine. It cannot happen often.
Heavy Cannon
Mk II (weapon level 5)
Boulder-BounceThe shell bounces on impact and crushes a second line of enemies.
Armor PiercerA heavier shell punches through two more enemies instead of bouncing.
Concussion ShellA heavier shell that stuns every enemy it hits. Bosses are immune.
Mk III (weapon level 10)
Kinetic ScatterOn impact the shell splits into piercing shrapnel.
Blast ShellOn impact the shell detonates and throws the pack back.
AutoloaderThe cannon fires faster and holds more shells.
Mk IV (weapon level 15)
Sabot CoreThe first body a shell hits takes far more damage, and the shell pierces on.
Shockwave ShellWhere the shell is spent, a ring of force knocks everything outward.
Recoil BraceEach shot braces the cannon, cutting damage taken for a moment.
Mk V (weapon level 20)
Siege ModeStand still and the cannon hits harder and reaches farther. Moving releases it.
Rolling ThunderShells bounce farther, and each bounce leaves a shockwave line that burns.
Gravity ShellOn impact the shell pulls nearby enemies into its centre.
Mk VI (weapon level 25)
Orbital MarkerEvery sixth shell calls in three more shells on the same target.
Seismic CascadeEvery bounce and split sets off a blast, up to a limit per shell.
Quake BatteryEach kill shortens Earthshaker's cooldown, up to a cap.
Shotgun
Mk II (weapon level 5)
Choke SlugA heavy slug rides the center of the spread, with longer reach.
Wide PatternMore pellets in a wider cone that carries further.
Breaching SlugOne heavy slug replaces the pellets and punches through a line of enemies.
Mk III (weapon level 10)
Thermal SpreadPellets ignite. Burning enemies keep taking damage after the blast.
Cryo SpreadEvery pellet chills its target and slows it down.
Arc ShellsEvery pellet briefly stuns its target. Bosses are immune.
Mk IV (weapon level 15)
Rifled CoreThe two centre pellets hit far harder and ignore range loss.
Scatter BurstPellets split into two at the end of their flight.
Buckshot SlamPoint-blank hits knock back hard and stun briefly. Bosses are immune.
Mk V (weapon level 20)
Double BarrelEach trigger fires two blasts in quick succession from one charge.
Flechette CloudPellets pierce one more body, and the cone spreads wider.
Kick StepA point-blank shot kicks you back, a free dash on a short timer.
Mk VI (weapon level 25)
ExecutionerThe slug finishes off a weakened Nihil outright. Strains and bosses are not finished.
Pellet StormTwenty-four pellets fan across a wide arc at reduced damage.
Reload NovaAn empty magazine releases a nova that knocks back and hurts everything near.
Laser Beam
Mk II (weapon level 5)
Wall RefractionThe beam passes one target and refracts off walls along a new line.
Focus LensThe beam ramps faster and higher on a held target.
Wide ApertureA wider beam that cuts through several enemies in its band.
Mk III (weapon level 10)
Prism SplitA prism splits the beam in three, covering a wide arc.
Thermal LanceA hotter beam that burns everything it touches.
Arc BeamA charged beam that stuns what it touches. Bosses are immune.
Mk IV (weapon level 15)
Coherent BeamThe beam's ramp climbs much higher on a held target.
Fork LensAt its first target the beam forks into two lesser beams.
Cooling VentThe beam holds more heat and cools much faster.
Mk V (weapon level 20)
Lance ModeHold the beam, then release a lance that hits hard and pierces all.
Sweep ArcThe beam sweeps across the aim, cutting a wider arc.
Mirror FieldThe beam deflects enemy rounds it crosses.
Mk VI (weapon level 25)
Sunfire CoreThe ramp survives a retarget, and at full heat the beam hits much harder.
Prism ArrayFive beams fan across a wide arc, each one weaker.
Overload VentAn overheat vents a blast that stuns nearby enemies. Bosses are immune.
Grenade Launcher
Mk II (weapon level 5)
Bomblet BurstEach blast scatters bomblets that detonate a moment later.
Heavy ChargeA heavier charge with a bigger, harder-hitting blast.
Frost ShellBlasts chill everything they hit and slow the pack.
Mk III (weapon level 10)
Chain DetonationEach kill by a blast detonates again on the next enemy, in a chain.
Twin VolleyEach trigger lobs two grenades in a fan, each with a lighter blast.
Guided ShellsGrenades curve toward the nearest enemy in flight.
Mk IV (weapon level 15)
Sticky ChargeGrenades stick to the first body and detonate harder after a short fuse.
Frag RainEach blast scatters more bomblets.
Concussion FieldBlasts knock back much farther and stagger whatever they reach.
Mk V (weapon level 20)
Demolition ChargeEvery fourth grenade is a much wider, far harder blast.
Carpet BombThree grenades land in a line on one charge.
Proxy MinesA grenade that hits nothing stays behind as a mine for a while.
Mk VI (weapon level 25)
Thermobaric ShellEvery fifth grenade is a huge blast at far greater damage.
Chain ReactionChained blasts reach much farther and link through more targets.
Recycle LoaderA blast kill returns a charge to the launcher, up to a limit.
Rocket Launcher
Mk II (weapon level 5)
Homing GuidanceRockets steer toward the nearest enemy after launch.
Wide WarheadA bigger warhead widens every blast, a little weaker at the center.
Rapid RocketA faster motor: rockets land before the pack can move.
Mk III (weapon level 10)
Rocket SalvoEach shot launches a salvo of rockets in a tight fan.
Cluster WarheadA heavier rocket that scatters bomblets where it bursts.
Cryo WarheadA heavier rocket whose blast chills everything it hits.
Mk IV (weapon level 15)
Tandem WarheadA second warhead follows the first onto the same target.
Micro PodEach salvo adds two small rockets alongside the main ones.
Shock RocketImpacts knock back far harder.
Mk V (weapon level 20)
Armor BreakerHits harder against Gristle, strains and bosses.
Swarm RocketsEach trigger fires a swarm of small homing rockets.
Decoy BurstRocket impacts draw nearby enemies to the blast for a moment.
Mk VI (weapon level 25)
Siege RocketEvery fourth trigger fires one huge rocket.
Rolling BarrageA salvo repeats again and again on one charge.
Retro ThrustersFiring pushes you backward, counting as a dash.
Cluster Fire
Mk II (weapon level 5)
Flak CascadeSub-munitions split once more in flight, widening the flak field.
Frag CasingHeavier shards pass through one enemy to the one behind.
Focused FlakA tighter burst whose shards fly further.
Mk III (weapon level 10)
Seeker ShardsThe last shards steer toward the nearest enemies.
Arc FlakHeavier shards that stun what they hit. Bosses are immune.
Incendiary FlakEvery shard ignites what it hits.
Mk IV (weapon level 15)
Dense CoreThe centre shard hits much harder.
Triple SplitEach second split shatters again into three.
Snare FlakShards shove enemies aside and interrupt their attacks. Bosses are not interrupted.
Mk V (weapon level 20)
Hunter ShardsShards seek out the toughest target in range.
Homing FlakEvery shard homes in on the nearest enemy.
Flak ScreenShards destroy enemy rounds they pass through.
Mk VI (weapon level 25)
Flak SingularityAll shards converge on one target.
Firestorm CanopyThe burst repeats along its path, sweeping the pack.
Aegis BurstA trigger grants a brief shield, on a long cooldown.
Rail Driver
Mk II (weapon level 5)
Long BarrelThe needle reaches much farther down the lane.
Wide LanceA thicker needle that catches the whole pack in its lane.
Quick CycleThe charge builds faster, so the needle fires sooner.
Mk III (weapon level 10)
Phase LanceThe needle passes three walls and ignores armor.
Fork LanceThe needle splits into two forks that spread wide of the aim.
Kinetic WakeEach hit shoves the pack back. Bosses are immune.
Mk IV (weapon level 15)
Focused CoilShots on one target build damage, up to forty percent more.
Wide BoreThe needle is a much wider line, cutting a broad band.
Recoil SkidEach shot skids you backward a short way, out of the crowd.
Mk V (weapon level 20)
Overcharge HoldHold longer for a far stronger needle. You move slowly while charging.
Shatter LineEach kill throws a short spark line that hits the pack behind.
Afterimage WallThe afterimage lingers and erases enemy rounds it crosses. Not boss fire.
Mk VI (weapon level 25)
Execution LineA needle that lands on a badly hurt Nihil finishes it. Never a boss.
Lance VolleyThree needles fan out from each shot, each one weaker.
Capacitor CloakA brief cloak cuts damage taken by a quarter, then recharges.
Saw Disc
Mk II (weapon level 5)
Serrated EdgeThe return pass cuts harder than the way out.
Long ThrowThe disc flies much farther before it turns.
Twin DiscTwo discs fly side by side on two lanes.
Mk III (weapon level 10)
Boomerang ArcThe return curves wide, sweeping the pack from the side.
Wall CaromThe disc rebounds off walls up to three times, cutting each time.
Magnet ReturnOn the way back the disc pulls nearby enemies inward.
Mk IV (weapon level 15)
Hot EdgeEach hit heats the blade, adding damage up to fifty percent more.
Wide BladeThe blade is wider, so it cuts a broader band of the pack.
Catch DashCatching the disc speeds you up for a moment.
Mk V (weapon level 20)
Double PassThe disc pauses at each turn and cuts the pack there.
Shard BurstEach wall bounce throws out shards that cut the pack nearby.
Shove BladeEach cut shoves the enemy back. Bosses do not budge.
Mk VI (weapon level 25)
Orbital SawThe disc orbits a struck Nihil and keeps cutting it. Not bosses.
Buzzsaw FanEach throw sends three discs out in a fan.
Catch ShieldCatching the disc raises a brief shield, on a long cooldown.
