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Description[]
The Revolver is the first base weapon acquired in ULTRAKILL, taken off a pedestal at the beginning of [ 0-1: INTO THE FIRE ]. It resembles a conventional revolver with sci-fi accoutrements: above the grip there appears to be a battery with a cable connecting it to the on-board display, and in place of a conventional muzzle there is a tall, glowing rectangular opening. Its cylinder has six chambers that glow the color of the current variant.
Its primary fire shoots microscopic, magnetically-accelerated metal shards with modest damage and decent fire rate; their consistent accuracy and hitscan shots makes them particularly effective at taking out enemies from range and firing at weakpoints. Attacks with the stock Revolver uniquely benefit from locational damage multipliers, dealing 1.5x damage on limbshots and 2x damage on headshots.
The Alternate Revolver is the first secret alternate weapon in ULTRAKILL, which can be obtained from a large vault in [ 1-4: CLAIR DE LUNE ] after activating each of the four numbered slab switches hidden throughout the Limbo layer. It has a slightly different design, with a four-chamber cylinder, a contoured pearl grip, a prominent muzzle device mounted on the frame, and a hammer that must be pulled back before each shot. Instead of glowing chambers, it has variant-colored highlights on the side of the barrel, on the muzzle shroud, and on the grip where the thumb rests.
The Alternate Revolver's primary fire is much more powerful and has minor piercing capacity, though it has a lower rate of fire to compensate. The Alternate Revolver's modifications to its variants follow the same trend, favoring greater burst damage and stronger piercing over attack speed. Unlike the stock revolver, the Alternate Revolver does not benefit from locational damage bonuses, though the greater style and more potent blood healing from limbshots and headshots still remain.
Doing a Splitshot with the marksman alternate revolver will Instantly reload all revolver variants, allowing for faster firing speed.
The Revolver can be customized with color presets unlocked by collecting Soul Orbs or with a custom color scheme option purchasable with 1,000,000P. Color schemes are saved separately for stock and alternate weapon models, and purchasing the custom color option for one unlocks it for both.
Types of Revolvers[]
- Piercer Revolver (Blue) - A Revolver that can be charged up to fire a more powerful, enemy-piercing shot.
- Marksman Revolver (Green) - A Revolver that can fire up to four Coins to ricochet revolver shots and other hitscan attacks off of.
- Sharpshooter Revolver (Red) - A Revolver with shots that can ricochet off surfaces, pierce enemies and destroy projectiles. The number of ricochets increases with the speed at which the revolver is spun.
- Alternate Revolver - The alternate version of the Revolver, dealing higher damage and piercing more enemies at the cost of a lower rate of fire.
Terminal Data[]
DATA:
A weapon created during the Final War for medium-to-long distance combat. Uses electric pulses to fire microscopic pieces of metal at incredibly high speeds.Weapons that use this technology have been dubbed "electric guns", and it quickly became the new standard, replacing bullet guns. Due to still requiring a microscopic projectile, its ammo is not actually infinite, but it would take weeks of non-stop firing to run out and refilling is as easy as just scraping some flakes from scrap metal or even the gun's surface.
In fact, a rough, uneven surface from scraping flakes is considered a point of pride for wielders of electric guns, as it shows the weapon has been reliable and used for a long time. Many users even shave off flakes just for this reason, rather than for actual ammunition, making "unflaked" electric weapons an outlier.
Although an electric gun requires some time to recharge its battery between shots, the revolver-style design bypasses that issue by including a multi-battery cylinder that rotates after each shot, allowing each battery time to charge without slowing down the fire-rate.
A common modification is to allow for the charges of all batteries to be released simultaneously for greater power, though this requires a longer recharge time.
STRATEGY:
- The revolver's precision and the instant travel time of its shots make it an excellent and reliable way to deal damage at a range, as it's unlikely anything could have reaction times fast enough to dodge it.- Headshots deal 2x damage, limbshots 1.5x
ADVANCED STRATEGY:
- When hit with precise timing during its flash, the Marksman variation's coin can split a shot in two, causing it to hit two targets instead of just one. Although the timing is tight, there is a second much longer window if the coin remains airborne for an extended period of time, recognisable[sic] by its continuous whistling sound.- The Marksman variation's coin can be punched after it has flashed, launching it into the nearest target without breaking the coin, increasing its damage further for subsequent punches or shots.
- The Piercer's charged shot can also ricochet off of the Marksman variation's coins.
Color Presets[]
Name | Soul Orbs required | Color code | Image | Alternate |
---|---|---|---|---|
Standard | 0 | N/A | ||
Magnum | 10 | R: 0.00 G: 0.00 B: 0.00 R: 0.00 G: 0.00 B: 0.00 R: 0.42 G: 0.19 B: 0.00 |
||
Icebreaker | 25 | R: 0.00 G: 0.60 B: 1.00 R: 0.40 G: 0.50 B: 0.55 R: 0.40 G: 0.50 B: 0.55 |
||
Hot & Ready | 50 | R: 1.00 G: 0.24 B: 0.00 R: 0.25 G: 0.25 B: 0.25 R: 0.25 G: 0.25 B: 0.25 |
||
Sanguine | 100 | R: 0.50 G: 0.00 B: 0.00 R: 0.25 G: 0.00 B: 0.00 R: 0.25 G: 0.00 B: 0.00 |
Trivia[]
- Prior to the Back to the Cyber Grind update, the cylinder on both revolvers' models rotated slightly off-center, causing them to lean in different directions as they spun.
- Firing the revolver advances chambers two at a time instead of one like a traditional revolver, meaning the cylinder indexes through three different positions instead of six. This is easily seen if the weapon position is set to Middle in settings.
- Each of the six chambers has a unique pattern on the backface, though only half are visible with Right and Left weapon positions due to the double indexing. Since the Left position mirrors the viewmodel, only the same set of three chamber patterns as the Right position are visible; the Middle position allows viewing of all six chamber patterns.
- As the revolver's "muzzle" is a tall glowing gap instead of a single projectile-sized hole, and the cylinder itself contains batteries that power the weapon instead of conventional bullet cartridges, it can be inferred that the revolver draws power from the batteries at both the 12 o'clock and 6 o'clock positions of the cylinder every time it fires, as otherwise the cylinder's double indexing would leave half of its batteries untapped.
- Underneath the variant-specific information texture on the revolver's display, there is a hidden pixel illustration of a dog baked into the model. A number of ways exist to see the dog in-game without external programs:
- When using the Restart Mission option from the pause menu, the information displays on most weapons will disappear during the brief freeze that occurs while the game reloads the level. This does not occur with the Piercer variant.
- Setting Vertex Warping to Very Heavy or Modern Art will distort the weapon's model but not its display, allowing it to float above or clip through the model and reveal the dog underneath. The Piercer's display will instead distort along with the revolver's model, though it is still capable of briefly clipping through.
- A similar distorting effect is achieved when the viewmodel position falls victim to floating point precision errors, when the player is extremely far out from the level origin.
Gallery[]
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