Weapons
Star of Providence has a total of 14 weapons, each of them with their own unique properties and keywords. Eight of these weapons must be purchased from Kleines' shop in order to use in runs.
Default Weapons
Peashooter
The default weapon for Null, D-13, Arena Blaster, and Armsmaster. The Peashooter is a rapid-fire single-shot weapon with infinite ammo. Unlike other weapons in the game, it cannot use keywords to enhance its properties. It can, however, be enhanced via the Reserves Upgrade. Whenever the player runs out of ammo for another weapon type, their weapon will automatically switch back to the Peashooter.
Charge 
As its name implies, the Charge weapon utilizes a charging mechanic that releases more bullets the longer it is charged, allowing the player to store up to 15 bullets. When fired, the bullets shoot out in a burst, like a shotgun.
- Base Damage: 11
- Base Max Ammo: 1250
- Shot Velocity: 10
- Shot Delay: 5 - 75 frames / 0.08 - 1.25 seconds (continuous fire vs full charge)
- Non-Universal Keywords: Surge, Overcharge; Wider Spray, Charges Faster, Piercing, Shotgun Style, Phasing, Ricochet, Instant Hit, Swarming
Vulcan 
| "Vulcan is your vanilla gun. Point it at somebody you don't like, hold fire and lean back. Lotta Keywords for those things, too. Rarely two alike." |
The Vulcan is essentially an upgraded version of the Peashooter, with the exception of having more damage and being able to obtain keywords.
- Base Damage: 15
- Base Max Ammo: 500
- Shot Velocity: 10
- Shot Delay: 8 Frames / 0.13 Seconds
- Non-Universal Keywords: Gatling, High-Caliber; Align, Triple, Piercing, Ricochet, Split, Phasing, Burst, Homing, Chain Lightning, Instant Hit, Backshot, Swarming, Execute, Entrench
Laser 
| "Laser is powerful, precise and most importantly, strikes instantly. Some focus is required. And it'll be hard to turn while firing. In a pinch, it's also excellent entertainment. *purr*" |
The Laser is a weapon that fires in a straight line. Its rate of fire is notably low.
- Base Damage: 115
- Base Max Ammo: 100
- Shot Velocity: N/A
- Shot Delay: 40 Frames / 0.67 Seconds
- Non-Universal Keywords: Crossbeam, Continuous; Pulsewaves, Charges Faster, Triple, Piercing, Ricochet, Phasing, Homing, Backblast, Shotgun Style
Fireball 
| "Fireball is a high impact weapon. Ideal for when your enemy also has a lot of friends. Just don't get your fur singed, eh?" |
The Fireball is a weapon which applies immediate area of effect damage when a target is hit, making it ideal for use against waves of smaller enemies.
- Base Damage: 80
- Base Max Ammo: 90
- Shot Velocity: 6
- Shot Delay: 50 Frames / 0.83 Seconds
- Non-Universal Keywords: Shrapnel; Homing, Triple, Chain Lightning, Split, Shotgun Style, Backblast, Overheat. Overclock, Firelance, Swarming
Revolver 
| "It might surprise you, but I always had a knack for the Revolver. It's compact, precise, cool and deadly. Just like me. Try to keep track of your shots. Don't get caught with an empty barrel." |
The Revolver fires from a six-bullet clip that must reload after being exhausted. Entering a room that has not been cleared automatically refills the clip.
- Base Damage: 28
- Base Max Ammo: 250
- Shot Velocity: 9
- Shot Delay: 8 Frames / 0.13 Seconds
- Reload Speed: 45 Frames/ 0.75 Seconds
- Non-Universal Keywords: Twinshooter, Auto-hammer, Finale; Homing, Burst, Triple, Piercing, Shotgun Style, Ricochet, Chain Lightning, Split, Phasing, Swarming, Execute
Purchasable Weapons
The following weapons must be purchased from Kleines' shop before they will appear in runs.
Pulsar 
The Pulsar has a notably high rate of fire, but a more limited range.
- Base Damage: 4
- Base Max Ammo: 1667
- Shot Velocity: 13
- Shot Delay: 2 Frames / 0.03 Seconds
- Non-Universal Keywords: Split, Align, Triple, Piercing, Homing, Wider Spray, Shotgun Style, Chain Lightning, Backshot, Swarming, Execute, Erupt
Drill 
The Drill will be held in front of the player, and releasing the fire button will release the drill, piercing through enemies and walls alike. While the drill is held in front of the player, it will consume 2 ammo per second and drag most non-stationary enemies in it while dealing high damage.
- Base Damage: 95
- Base Max Ammo: 80
- Shot Velocity: 4 upon firing, accelerates to 7
- Shot Delay: 55 Frames / 0.92 Seconds
- Non-Universal Keywords: Drag; Backblast, Homing, Backshot, Triple, Pulsewaves
Sword 
The Sword is primarily a melee weapon that requires the player to get close to their target in order to inflict the most damage. Its range is indicated by a cone in front of the player. Most small bullets are able to be destroyed by swiping them with the sword. Despite being melee-oriented, it still fires a projectile with each slash.
- Base Damage: 70 (Melee), 35 (Projectile)
- Base Max Ammo: 125
- Shot Velocity: 0
- Shot Delay: 32 Frames / 0.53 Seconds
- Non-Universal Keywords: Heavy, Quick, Bloodlust, Knockback, Reflective, Lunge; Triple, Giant, Overheat, Pulsewaves, Overclock
Railgun 
The Railgun fires a high damage, fast-traveling beam capable of piercing any enemies it makes contact with. Its accuracy is dependent on how long the fire button is held before being released, and it will only pierce if it is fully charged. Railgun beams will degrade in damage as they pierce more enemies. If the maximum accuracy is reached while the button is still held, the shot will fire automatically.
- Base Damage: 125
- Base Max Ammo: 70
- Shot Velocity: 3
- Shot Delay: 60 Frames / 1 Second
- Non-Universal Keywords: Homing, Backblast, Ricochet, Phasing, Charges Faster, Overclock
Spear 
| "A well tossed Spear inflicts grievous wounds, dealing damage over time. It's a tad slow to get going, but the stopping power it offers is hard to match." |
The Spear fires a shot that knocks enemies slightly backward and deals damage on contact as well as over a three-second period in which the spear remains embedded. Multiple spears may be fired into an enemy for maximum damage.
- Base Damage: 40 (+16 over 2 seconds)
- Base Max Ammo: 150
- Shot Velocity: 12
- Shot Delay: 28 Frames / 0.47 Seconds
- Non-Universal Keywords: Chain Lightning, Homing, Triple, Ricochet, Phasing, Align, Backshot, Instant Hit, Rupture
Thunderhead 
| "Thunderhead emits mobile areas of high electromagnetic forces. These are slow, but anything caught within will be rapidly uh... what's the word... annihilated?" |
The Thunderhead fires a small projectile that slows down and enlarges upon being in a vicinity of an enemy, damaging it via limited range electricity that streams from it to them.
- Base Damage: 25 every 8 frames (every .13 seconds)
- Base Max Ammo: 83
- Shot Velocity: 3
- Shot Delay: 65 Frames / 1.08 Seconds
- Non-Universal Keywords: Ricochet, Align, Phasing, Backblast, Charges Faster, Chain Lightning, Triple, Split, Overclock, Gatling, Wall Crawl
Razor 
Upon obtaining the Razor, multiple circular blades will appear around the player's ship. When fired, the blades will launch from the ship, piercing any targets encountered, and then return back to the ship. The blades must return back to the ship before they can be fired again. If enemies or destructible obstacles come in contact with the blades that are orbiting the player, they will take constant damage while they remain in contact. Contact damage also consumes ammo, but can be a highly effective means of dealing with certain stationary opponents and should not be overlooked.
- Base Damage: 25
- Base Max Ammo: 167
- Shot Velocity: 8
- Shot Delay: 22 Frames / 0.37 Seconds
- Non-Universal Keywords: Chariot, Lance, Instant Recall, Ringshot, Shielded; Triple, Burst, Chain Lightning, Homing, Giant, Gatling
Runic 
The Runic gun manifests a ring of 12 runes around the player's ship, each of them firing a bullet and having the ability to lock onto enemies. Runes will only fire at enemies that the player locks onto, and with more enemies locked on, the damage of the runes will be split among them. The ring will close on the player if they're near a wall, causing it to fire more focused shots.
- Base Damage: 4 (×12 Bullets)
- Base Max Ammo: 200
- Shot Velocity: 10
- Shot Delay: 18 frames / 0.3 seconds
- Non-Universal Keywords: Split, Homing, Chain Lightning, Ricochet, Phasing, Piercing, Instant Hit
Blessed Weapons
Some weapons found throughout the Facility or even in Weapon Troves will rarely have Blessings attached to them. Blessed weapons will have a 10% Damage and a 20% ammo buff to the weapon. There is a chance that some shortcut and secret rooms will also have blessing fountains in them. Dipping a normal weapon in a blessing fountain will bless the weapon and fully refill its ammo. The Artifact Upgrade will guarantee blessed weapons, with the exception of any Unique Weapons that may be created. You cannot bless a weapon twice, and the buff will end once the weapon is salvaged or runs out of ammo. Unique Weapons can also be blessed, with the exception of Excalibur, Corona, and Purifier (as they have the 'holy' keyword attached to them, and are already blessed).
Cursed Weapons
Some weapons found throughout the Facility have cursed keywords attached to them. Picking up a cursed weapon provides the player 2 HP and a permanent 5% damage up, but binds the weapon to the player until it is broken or blessed, preventing them from picking up any other weapons. Cursed weapons have unlimited ammo and will break after the player clears an unspecified number of rooms (more details below). Once the weapon is broken, its curse will no longer affect the player. If a player has access to a blessing fountain, they can use it to remove the curse, automatically blessing the weapon as well. Keyword stones are able to add keywords to the cursed weapon, though this does not affect the remaining amount of rooms the weapon has in any way.
If you pick up a cursed weapon with 0% max ammo, despite how cursed weapons would normally work, they instantaneously break anyway, while still providing you the benefits you would normally get by picking it up.
When a cursed weapon is equipped, the game rolls 5D20 (five 20-sided dice), then averages the result and rounds them to the nearest integer, the game using that integer as the number of rooms you must clear before the weapon breaks. The probability distribution of the outcomes of this calculation follow a bell curve distribution, which peaks at the values 10 and 11 at about 15% each, though the probabilities of each individual room count a cursed weapon can have can be found below:
| # of Rooms | Probability |
|---|---|
| 1 | 0.00065625% |
| 2 | 0.02409375% |
| 3 | 0.168625% |
| 4 | 0.6295625% |
| 5 | 1.69659375% |
| 6 | 3.64971875% |
| 7 | 6.48565625% |
| 8 | 9.81378125% |
| 9 | 12.85940625% |
| 10 | 14.67190625% |
| 11 | 14.67190625% |
| 12 | 12.85940625% |
| 13 | 9.81378125% |
| 14 | 6.48565625% |
| 15 | 3.64971875% |
| 16 | 1.69659375% |
| 17 | 0.6295625% |
| 18 | 0.168625% |
| 19 | 0.02409375% |
| 20 | 0.00065625% |
A list of the curses you can encounter and what their effects are can be found below:
| Name | Icon | Description | Notes |
|---|---|---|---|
| "Turns into a random curse on pick-up" | |||
| "Dash is weaker and recharges slower" | The cooldown to dash is almost doubled and does not send the ship as far or as fast. | ||
| "Touching walls hurts" | While the player is touching a wall (including moving blocks) the ammo indicator fills up with orange, and depletes at the same rate otherwise. The player takes 1 HP of damage if it fills completely. This effect doesn't apply when the player has invulnerability frames. | ||
| "All healing reduced to 1 HP part" | This includes increases to max health, HP parts, and healing from the Second Wind upgrade. Does not apply to the 2 HP gained when picking up the cursed weapon. | ||
| "All damage taken is increased" | Damage is increased by 1 for all enemy attacks. | ||
| "You feel watched" | An Insubstantial will occasionally spawn while in combat. This does not happen when fighting Bosses. There is a short time when you enter a room where an Insubstantial will not spawn if you clear the room within that window. | ||
| "Aim restricted to 8 directions" | The player can only shoot in vertical, horizontal, and diagonal directions. |
Unique Weapons 
Unique weapons are rare weapons that have special effects to them. They often have better damage output, but less ammo. They are still tied to a normal weapon type. They can be found as a rare drop in some rooms, such as Vaults, and can be bought in some shops. Unique Weapons can never be cursed, nor can any additional keywords be added to them through a keyword stone.
There are currently 44 unique weapons total.
All Unique Weapons
| Charging will fire an atomic shot. Hitting it with an uncharged shot will cause it to explode, dealing heavy damage in an area. | |||
| Shoots a blast of fireballs in front of the player (in a 90 degree angle). This attack has to be charged up for a few seconds and it can be charged before entering a room. The very last row of fireballs deal extra damage. | |||
| Fires freezing charge shots that, when fully charged, create an ice shot that splits into 12 smaller shots on impact. | |||
| Fires small bullets that deal high knockback to most non-stationary enemies. Charging it fires fists that deal even higher knockback. Enemies knocked into walls will be dealt high damage, and enemies can be knocked into each other, dealing damage to both groups. Charged fists can slam most tiles to the other end of the room, crushing any enemies in their path. If a charged fist hits a block that has other blocks in front of it, the block will instead be slammed in the opposite direction. | |||
| Alternates between shots that travel from the outermost walls to the player, and returning them back to the walls. | |||
| Fires instant vulcan shots. Fire rate increases with each successive hit on enemies without missing. Fire rate resets entirely when a shot is missed. | |||
| Shoots very large, massive damaging balls. Has little ammo, but a high damage output. | |||
| Unique in its passing the normal limit of keywords on a weapon (six versus four). | |||
| Fires lasers that pierce all enemies, freezing them in place. Lasers will last for longer, continuing to deal damage until they disappear. | |||
| Fires 3 lasers that eventually converge and turn into a massive, piercing blue laser while the fire button is held. | |||
| Fires a continuous laser that links between enemies with lightning, hurting them over time. | |||
| Fires a turret that will bounce off walls or enemies. When the turret stops moving, it'll fire a laser at the nearest enemy in its line of sight. Turrets can deal contact damage when initially fired, and each one will fire 3 lasers before expiring. | |||
| Acts like a flamethrower. Sprays fire in front of the player with mild inaccuracy. | |||
| Shoots 3 fireballs that, when hitting an enemy, fire lasers forward. If they hit a wall, the lasers will instead fire from the point of contact, similar to the Angel enemy. The lasers deal more damage than the fireballs. As this weapon has the Holy keyword, it will automatically spawn as a blessed weapon. | |||
| Shoots a normal fireball projectile that has an enhanced area of effect on impact that hits every enemy in the room. | |||
| Fires a poisonous tank full of swarmers. On impact, it'll poison any enemies it hits and release 6 toxic swarmers. Both the projectile and the swarmers inflict a poisonous debuff that slowly deals damage over time. | |||
| Enemies are locked onto while this gun is in use. The player can hold down the fire button to charge up to six shots. It can be released early to release fewer shots. The enemy has to be in line of sight while charging. If you go behind a wall, for example, the shots will be released, but won't hit the enemy. Enemies can be locked onto while they are in the background, but still can't be hit. | |||
| Shoots five bombs that stick to enemies. The sixth shot will instead activate the explosions, reloading the gun. | |||
| Killing highlighted enemies (indicated by a yellow reticle) will give the player a brief buff. This can be either speed, damage, or rate of fire. Hunted enemies take more damage. | |||
| Fires blazing bullets that leave an overheat effect on impact. The last bullet in a clip will deal more damage leave behind a much larger area of effect for a longer amount of time. | |||
| The last bullet in a clip creates a large explosion at its impact point, which spawns a vertical beam that hits all targets along its path. Only dropped by defeating Ace's second phase in the Gauntlet (thus also requiring a perfect clear of the Gauntlet.) | |||
| Shoots two pulsar waves in the form of a helix that pierce through all enemies and walls. | |||
| Fires pulsar blasts in all directions. Will destroy projectiles close to the player when fired. | |||
| Shots that hit the wall will bounce and deal extra damage. The shots that fire from Soundwave can also bounce twice, dealing even more damage. | |||
| Rapidly fires piercing waves in each cardinal direction from the player's ship regardless of where they aim. | |||
| After the player fires the weapon, a drill stays in front of them until all ammo is exhausted. The player gains a rainbow border is invincible for the duration of its use. The weapon will stop firing if the player enters a Breach Room. | |||
| Creates new rooms anywhere they can be created by drilling into the wall. Opening a room costs ~9.5% of your max ammo. | |||
| Destroys most tiles when being drilled, both when the player is holding the drill in front of them, or when a launched drill hits a wall. Destroyed blocks will orbit the drill and deal additional damage to enemies. | |||
| Fires tiny, piercing drills that stick to walls. Stopping fire will recall all the drills to the player, dealing damage to anything in their path of return. The player can only shoot 12 drills at a time before being forced to recall them, and the fire rate will gradually slow down until all 12 drills are out. The drills cannot travel through walls neither when fired nor while returning. | |||
| The player's ship slashes a blade at imperceptible speeds. Slashes are indicated via swift grey lines appearing through enemies. This weapon can attack anywhere, but in exchange, it is the only sword weapon that cannot destroy bullets. | |||
| Giant sword that when hitting release 4 small runes that shoot a laser at enemies and then go away. As this weapon has the Holy keyword, it will automatically spawn as a blessed weapon. | |||
| Sword with a different, longer melee range that shoots a fireball with a large overheat. | |||
| Can be charged up to 2 times. Firing normally will do a standard sword slash. Charging it will enlargen the sword and make it deal more damage, consuming more ammo. Charging it longer will fully charge it, triggering several sword slashes throughout the entire room that deal high damage to all enemies and clear all bullets in the room, consuming even more ammo. | |||
| Fires 2 small sword projectiles at a moderate range. Stopping fire will charge up two bigger shots that pierce through enemies and delete most bullets in their path. The charged shots consume more ammo. Only dropped by defeating Ace's second phase in the Gauntlet (thus also requiring a perfect clear of the Gauntlet.) | |||
| A large sword and staff. The player controls the sword, which acts normally, while the staff acts independently, firing at enemies until the room is cleared. Both swords swings and laser attacks use ammo. The power of this weapon increases depending on how many of The Warden's phases were fought. | |||
| Both the sword and its projectile can travel through walls and pierce all enemies. The sword will continue to destroy bullets and damage enemies for a longer time after a swing. Charged by killing enemies and destroying bullets. Once charging is complete, it opens a tear into a starry void, which grabs enemies and deals massive damage to them over time. It is only obtainable by completing The Temple at Tier 4. | |||
| Railgun with overheat that drags enemies along with its shot. | |||
| Enemies have a weak spot in the middle of them. Shots that pass through this weak spot do double damage. Can only pierce once. | |||
| High damage railgun with a bigger area of effect and slower rate of fire. Can go through walls. | |||
| Has a longer maximum charge time than a normal railgun but will fire more shots depending on how long it's charged, up to 5 shots. These shots will phase through walls, home onto enemies, and can repeatedly travel between multiple enemies. The shots can continue to hit the same enemies multiple times and will do so until they expire after 2 seconds. | |||
| Behaves similar to a normal spear, but deals more damage and has less max ammo. Goes through all enemies and can go through walls. | |||
| Shoots many smaller spears rapidly, with mild inaccuracy. | |||
| Fires projectiles that deal heavy knockback to enemies, pinning them to the wall if they collide with one, preventing movement. | |||
| Two spears will idle next to the player. Firing one towards enemies will briefly stick it in them before it pulls out and deals further damage. The spears can be aimed at separate enemies, but firing them at the same enemy will deal additional damage when they pull out and help them refresh faster. | |||
| Shoots Thunderhead orbs that shoot at enemies with a railgun-like laser from their core. This weapon travels slower than a normal thunderhead. As this weapon has the Holy keyword, it will automatically spawn as a blessed weapon. | |||
| Shoots black holes that suck in most non-stationary enemies. Slows down when it hits a target. Can go through walls. | |||
| Fires a thunderhead that travels a short distance from the player and stays aligned with them as long as the fire button is held. Can go through walls and its lightning can connect to multiple enemies. | |||
| Fires dwindling thunderheads that stop moving after a moment. Firing these thunderheads into each other will make them grow in size and power. As they become bigger, they will dwindle much slower. Thunderheads will try to move into each other in order to grow bigger. | |||
| Replaces the razors that circle around the player with two spiked balls. These deal heavy area damage on impact, fire slower than regular razors, and deals knockback to enemies that have been hit. | |||
| Latches onto an enemy, dealing damage over time to it and enemies close to it. It won't disconnect if there's a wall between the player's ship and the enemy. This weapon can also be used to reduce the cost of items in shops, or even outright steal them if the cost is drained. This will expend significant amounts of ammo. | |||
| Razors with damaging lightning linking each one. When a razor is fired, the lightning extends outward with the shot. | |||
| Replaces the razors that circle around the player with three Grimm scythes. Scythes aggressively home onto enemies when shot, after losing their target they stop in place and return to the player after some time. | |||
| Instead of firing bullets, firing now causes eyes to emerge from the background which then attack enemies. These shots will attempt to attack the enemy that is closest to your cursor, or in the direction of your controller input. | |||
| Changes into a different Unique Weapon after entering a new room. This weapon is a guaranteed permanent upgrade for Chaos Ship if you defeat The Temple at any tier. | |||
| Puts a halo on enemies, dealing damage over time. While they are captured, they shoot vulcan shots at other enemies. Can also capture shields. No more than one enemy can be captured at the same time. | |||
| Fire a stream of bullets while a spectral ship assists you. The ship will move and fire bullets identically copying the player's actions, but with around a second of delay. | |||
| Locks onto enemies and steals their souls. If the player continues to damage enemies im rapid succession, the white runes around them will begin to glow. When all runes are charged, it will release a massive blast of energy, dealing massive damage and destroying bullets. Additionally, the player will gain increased HP (+2 MAX) and damage (+5%) after each blast. This weapon can absorb runic attacks (that are used by The Machine and Monolith), which will also charge up the runes. It is only obtainable by completing The Temple at Tier 4. |
Notes
- If the player possesses the Plug Cartridge, weapon capsules can be hacked to provide greater weapon/utility options.
- Before the Into Oblivion update, Thunderhead would simply fire the slower and larger projectile instead of expanding on contact.
| Star of Providence | ||||
|---|---|---|---|---|
