Weapons

Monolith 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.





Peashooter
The default weapon for Null, D-13, and Arena Blaster. 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 Charge icon.png
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: 600
 * Shot Velocity: 10
 * Shot Delay: N/A
 * Non-Universal Keywords: Surge, Overcharge; Wider Spray, Charges Faster, Piercing, Shotgun Style, Phasing, Ricochet, Instant Hit, Swarming

Vulcan Vulcan icon.png
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
 * Non-Universal Keywords: Gatling, High-Caliber; Align, Triple, Piercing, Ricochet, Split, Phasing, Burst, Homing, Chain Lightning, Instant Hit, Backshot, Swarming

Laser Laser icon.png
The Laser is a weapon that fires in a straight line. Its rate of fire is notably low.


 * Base Damage: 115
 * Base Max Ammo: 70
 * Shot Velocity: N/A
 * Shot Delay: 40
 * Non-Universal Keywords: Crossbeam, Continuous; Pulsewaves, Charges Faster, Triple, Piercing, Ricochet, Phasing, Homing, Backblast

Fireball Fireball Icon.png
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: 88
 * Shot Velocity: 6
 * Shot Delay: 50
 * Non-Universal Keywords: Shrapnel; Homing, Triple, Chain Lightning, Split, Shotgun Style, Backblast, Overheat

Revolver Revolver Icon.png
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
 * Non-Universal Keywords: Twinshooter, Auto-hammer, Finale; Homing, Burst, Triple, Piercing, Shotgun Style, Ricochet, Chain Lightning, Split, Phasing, Swarming

Purchasable Weapons
The following weapons must be purchased from Kleines' shop before they will appear in runs.

Pulsar Pulsar icon.png
The Pulsar has a notably high rate of fire, but a very limited range.


 * Base Damage: 4
 * Base Max Ammo: 2000
 * Shot Velocity: 13
 * Shot Delay: 2
 * Non-Universal Keywords: Split, Align, Triple, Piercing, Homing, Wider Spray, Shotgun Style, Chain Lightning, Backshot, Swarming

Drill Drill icon.png
The Drill fires a large projectile that can penetrate obstacles and pierce enemies. If the player holds down the fire button, a drill will be deployed in front of them and held there. While the drill is deployed in this fashion, it will consume 2 ammo per second and apply contact damage to enemies.


 * Base Damage: 95
 * Base Max Ammo: 120
 * Shot Velocity: 4 upon firing, accelerates to 7
 * Shot Delay: 55
 * Non-Universal Keywords: Drag; Backblast, Homing, Backshot, Triple, Pulsewaves

Sword Sword Icon.png
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
 * Base Max Ammo: 125
 * Shot Velocity: 0
 * Shot Delay: 32
 * Non-Universal Keywords: Heavy, Quick, Bloodlust, Knockback, Reflective, Lunge; Triple, Giant, Overheat, Pulsewaves

Railgun Railgun Icon.png
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. If the maximum accuracy is reached while the button is still held, the shot will fire automatically.


 * Base Damage: 125
 * Base Max Ammo: 75
 * Shot Velocity: 3
 * Shot Delay: 60
 * Non-Universal Keywords: Homing, Backblast, Ricochet, Phasing, Charges Faster

Spear Spear Icon.png
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
 * Base Max Ammo: 150
 * Shot Velocity: 12
 * Shot Delay: 28
 * Non-Universal Keywords: Chain Lightning, Homing, Triple, Ricochet, Phasing, Align, Backshot, Instant Hit

Thunderhead Thunderhead Icon.png
The Thunderhead fires a large projectile that damages enemies in its proximity via electricity that streams from it to them.


 * Base Damage: 25
 * Base Max Ammo: 100
 * Shot Velocity: 3
 * Shot Delay: 65
 * Non-Universal Keywords: Ricochet, Align, Phasing, Backblast, Charges Faster, Chain Lightning

Razor Razor Icon.png
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: 200
 * Shot Velocity: 8
 * Shot Delay: 2
 * Non-Universal Keywords: Chariot, Lance, Instant Recall, Ringshot, Shielded; Triple, Burst, Chain Lightning, Homing, Giant

Runic Runic Icon.png
Obtaining this weapon plays the seal-breaking sound effect and manifests a runic ring around the player's ship which lasts for the lifetime of the weapon. Firing the weapon shoots a burst of homing bullets at enemies. The ring respects terrain, shrinking if the ship gets close to it and allowing shots to be fired more accurately.

=== Bow ===
 * Base Damage: 3
 * Base Max Ammo: 2000
 * Shot Velocity: 10
 * Shot Delay: 18
 * Non-Universal Keywords: Split, Homing, Chain Lightning, Ricochet, Phasing, Piercing, Instant Hit

It's a mystery


 * Base Damage: ?
 * Base Max Ammo: ?
 * Shot Velocity: ?
 * Shot Delay: ?
 * Non-Universal Keywords: ?

Blessed Weapons
Some weapons found throughout the Facility or even in Weapon Troves will 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 it. Dipping a normal weapon in a blessing fountain will bless the weapon and give it the blessing attributes. 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 does not affect the remaining amount of rooms the weapon has in any way.

If you pick up a cursed weapon with 0% 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.

If there are multiple cursed weapons that you can pick up in a room, you are able to pick up one, and before the weapon pick-up animation finishes, pick the other ones up to receive the benefits of both weapons (4 HP and 10% damage or more) while only having to deal with the effects of the final weapon that you pick up. This can theoretically be performed with as many cursed weapons as you can pick up within the pick-up animation. You are able to consistently do this as Arena Blaster with the Grim Idol active and the Capacity upgrade, as with 12 charges you can spawn 2 cursed weapons in one room.

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-

A list of the curses you can encounter and what their effects are can be found below:

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 42 unique weapons total.