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In most games all players are equipped with a pistol and two of their favorite loadout weapons. Furthermore, explosive weapons can be collected in the arena, such as grenades, mines and rockets, unless these are disabled via the basic mutator.

Loadout weapons

These weapons can be chosen in the profile game menu, and it is even possible to change the weapon selection mid-match by pressing the comma key (per default). Note that one or both of the loadout weapon slots can be randomized. All of loadout weapons come with an unlimited supply of ammo, but must be reloaded when the clip is empty. Each weapon has two unique fire modes.

Classic.png Exception: When the classic game mutator is active, loadout weapons must be collected in the arena.
Medieval.png Swordcol.png Kaboom.png Grenadecol.pngMinecol.png Instagib.png Riflecol.png Some game mutators force players to use specific weapons.


Swordcol.png Summary Very limited range, but devastating when at point-blank.
Clip A sword will never run out of ammo.
Primary fire Automatic. A quick, horizontal swing. Induces bleeding. Has a short range, but a wide hitting arc.
Secondary fire Automatic. A slower, vertical swing. Induces bleeding and does heavy damage. Has a longer range, but a very narrow hitting arc.


Shotguncol.png Summary Can instantly kill at point-blank. High risk, high reward weapon, popularly used in Deathmatch games.
Clip 8 shells
Primary fire Semi-automatic. Short to medium range. fires off a quick buckshot making for an array of pellets, spreading further apart at longer ranges. Auto-reload.
Secondary fire Semi-automatic. Lobs out a large, round projectile which splits into stray shards when hitting any solid surface, a long distance or players. Moves slowly in air. Heavily affected by gravity. Induces bleeding. Uses two shells. Auto-reload.


SMGcol.png Summary Vicious shooting speed with decently low recoil to be useful at any range.
Clip 40 bullets
Primary fire Automatic. Short to long range. Fires off the clip in quick succession. Bounces off hard surfaces.
Secondary fire Automatic. Short to long range. Launches a ball of flak that explodes on impact or after a few seconds, launching flak in all directions. Moves slowly in air. Uses 4 bullets.


Flamercol.png Summary Powerful in close-quarters-combat and traversing around the map.
Clip 50 units
Primary fire Automatic. Shoots out a short distance, concentrated stream of flame. Induces burning.
Secondary fire Semi-automatic. Shoots out an air blast which greatly pushes yourself when directed at hard surfaces. Pushes others away when directed at them. Negates burning. Uses 5 units.


Plasmacol.png Summary Large bullets with slow speed makes this most effective at medium range and escaping confrontations.
Clip 20 charges
Primary fire Automatic. Shoots out a medium range, high velocity, splash-damaging plasma ball.
Secondary fire Semi-automatic. Shoots out a big plasma ball, sucking in enemies close to it and causes continuous damage on contact. Charge longer for a larger and slower moving sphere, which uses up more ammo.


Zappercol.png Summary A great support weapon that allows to slow enemy movement.
Clip 35 charges
Primary fire Fires bolts of lightning, very rapid fire rate, precise, but limited damage.
Secondary fire Strong bursts of electricity that deal damage over time and induce shock to slow down enemies.


Riflecol.png Summary Shocking at long and medium ranges with a good aim.
Clip 6 beams per clip
Primary fire Semi-automatic. fires off an ultra long-range purple beam of energy. Shoot at the ground for minor splash damage.
Secondary fire Scope. Scroll the mouse wheel for different zoom levels. Zoomed shots do more damage and even penetrate multiple targets, but have no splash damage. Must stay in scope for a short period of time for maximum damage.

Weapon combos

Shotguncol.pngRiflecol.png Shotgun and Rifle

This traditional choice of loadout weapons is very popular, especially in Deathmatch, Capture-the-flag, Defend-and-control, and Bomber-ball games. A player with these tools of destruction prioritizes the ability to inflict heavy damage - any time, anywhere, and over any distance.

Flamercol.pngZappercol.png Flamer and Zapper

This pair of weapons optimizes a players ability to outrun and annoy his enemies and to support his team mates. It serves well for hit-and-run tactics, not only in Capture-the-flag games. It is also very effective at getting enemies to waste time telling you in chat how "nooby" your weapon loadout is and attempt to convince you that other (read: shotgun/rifle) loadouts are what you "should" be using.

Plasmacol.pngZappercol.png Plasma and Zapper

This pair of weapons optimizes the chances of being kicked by people who don't find getting shredded by "noob" weapons funny. The best way to exploit this is by teamkilling with plasma2 and accidentally using zapper2 on teammates.

This combo can really be very effective since the vast majority of duelists are used to facing the rifle/sword or rifle/shotgun combo.


Explosive weapons can be collected from certain spots of the arena. Unlike other weapons, they cannot be reloaded.

Kaboom.png Exception: In kaboom games, players start with grenades and mines that reload over time.


Grenadecol.png Summary Can instantly kill at any range, but requires good timing and aim to be effective.
Clip You can hold up to two grenades at a time.
Primary fire Press to throw. Hold to charge, the longer you cook it the sooner explodes after being thrown. Your velocity affects its trajectory- lunge forward to throw further, or jump or fall for different effects. Causes burning. Bounces off level geometry and players.
Secondary fire Sticky grenades - has a smaller explosion radius than the primary fire mode, but will stick to hard surfaces rather than bouncing off. Can be attached to players.


Minecol.png Summary Heavy damage and applies the shock status effect.
Clip You can hold up to two mines at a time.
Primary fire Fire to throw. When in contact with a solid surface or player, it will stick. When any player comes into the small proximity of the mine, the mine will explode and they will receive heavy damage and shock.
Secondary fire Shock beam trap - the top of the mine emits a beam that extends until it hits a solid surface. Anyone who gets in contact with the beam will cause the mine to detonate and receive damage and shock from the beam.


Rocketcol.png Summary Spawns and re-spawns on the map at long intervals, used to completely overpower your enemies.
Clip holds 1 rocket, does not reload.
Primary fire Fires out a straight shot. Very high splash damage. Induces burning.
Secondary fire Fires out a guided shot- aim at a target spot on the ground or on walls to guide the rocket through the air. Be careful not to make the rocket explode prematurely.

Spawn weapons

Spawn weapons are available to all players in addition to the chosen loadout weapons. This includes a pistol and the option to use parkour moves as melee attacks.


Pistolcol.png Summary This is a spawn-weapon: A backup handgun everyone spawns with.
Clip 10 bullets
Primary fire Semi-automatic, quick rate of fire, fires one shot at a time.
Secondary fire Deals more damage per shot, reduced accuracy and slower rate of fire.


Clawcol.png Summary The second spawn weapon is used for movement and close combat.
Clip none
Primary fire Basic, horizontal claw slash, best used in conjunction with an impulse kick
Secondary fire Slower and weaker claw attack that pulls you towards the enemy or performs low impulse cost wall grabs.


Meleecol.png Summary Parkour moves can be used to damage enemies, also while attacking with another weapon.
Clip None
Primary fire Kicks can be performed any time: Simply jump at an opponent and press Q.
Secondary fire Crash into an enemy while doing an impulse slide. Deals more damage than a kick.

Weapon Mechanics

Status effects

Some weapons induce status ailments that inflict some damage over time and last for about five seconds. Useful to delay enemy health recovery. Multiple effects can be stacked.

Shock.png Shock- Slows down movement greatly. Deals 2 damage per second. Caused by the Zappercol.pngzapper and by Minecol.pngmines.
Burn.png Burn- Deals 3 damage per second. Can be negated with the secondary fire of the Flamercol.pngflamer or by entering water (as long as you are at least half submerged). Caused by Grenadecol.pnggrenades, Rocketcol.pngrockets and the Flamercol.pngflamer.
Bleed.png Bleed- Deals 3 damage per second. Caused by the secondary fire of the Shotguncol.pngshotgun and by the Swordcol.pngsword.


The player model is split into 3 parts which determine how much damage is applied to them: head, torso and legs. All damage values determined by the weapon specific variables apply to the head. The torso and legs then take a variable percentage of that damage value, sometimes higher (like the flamer's secondary fire) but usually smaller than the head damage.

Weapon variables

When playing offline or as a server operator, almost all aspects of game rules can be tuned and modified using the console to control thousands of variables. This includes a large array of variables for each weapon that give you deep control of the weapon characteristics.

Weapon IDs

Weapon numbers or IDs are used for certain variables, for instance when defining the weapon for the instagib game mutator or when referring to some particle presets. The following table gives a compact overview of the available weapons slots and their IDs. For some variables, such as fragweap, an additional ID refers to the secondary fire mode.

spawn loadout weapons explosives
weapon Clawcol.png Pistolcol.png Swordcol.png Shotguncol.png SMGcol.png Flamercol.png Plasmacol.png Zappercol.png Riflecol.png Grenadecol.png Minecol.png Rocketcol.png Meleecol.png
primary 0 1 2 3 4 5 6 7 8 9 10 11 12
secondary 13 14 15 16 17 18 19 20 21 22 23 24 25

Frag and flak vars

Variables related to flak or fragmentation give a plethora of options for creating weapon mods. However, the use of these variables can be rather confusing.

  • In essence, when the projectile of a weapon is destroyed (impact or expired lifetime), new flak projectiles can be created (fragmentation).
  • The corresponding fragweap variable defines which type of projectiles are created according to a #weapon ID (none for -1).
  • Further frag variables define the number and dynamics of these projectiles.
  • A large array of flak variables has defaults inherited from their base weapon variables.
  • These flak variables define many properties of flak projectiles. The variable names refer to the type of flak created (the ID used for fragweap), not the type of parent projectile.