Long Derringer family
Long Derringer
A small, light pistol tool that holds a single Long Ammo shot. Perfect in a pinch.
- Ammo
- 1/2=3
loaded / in reserve / total
- Recoil
- 45
- Spread
- 5
- Sway
- 0.4
- Quarter
- 58m
- Rate
- 100rpm
- Reload
- 4.9s
- Aim
- 0.9s
- Heavy
- 27
- Light
- 13
Long Derringer family
A small, light pistol tool that holds a single Long Ammo shot. Perfect in a pinch.
loaded / in reserve / total
90 per hit, before falloff
Hits needed to kill a 150 HP hunter, each band closing at the metre it stops working. Point anywhere along a bar to read that distance below. The dashed lines are named under the bars: falloff is where damage starts dropping, flat is where it stops falling, drop is where the round stops flying flat.
share of full damage, on the axis and marks the bars use
Falls fastest between 40 and 70 m, at 13.7% of full damage per 10 m; 10.4% per 10 m across the whole fall to 90 m, where it holds 48%. A quarter of it is gone by 58 m, where the line meets the marked level - the figure the weapon list sorts by.
Single-shot, 1 round.
The muzzle climbs 45° after every shot. How much of the screen that eats is not fixed - it depends on how wide your own field of view is, so these are drawn at the game's default 55°, and a wider setting costs you less of it.
Your weapon rests shouldered, so that is the cone an unaimed shot uses - crouching, walking and jumping all scale it. Sighted, it closes to 0.7.
One shot, then 4.9s to load it back. 4.9s for one full trip through the magazine.
Against a hunter's 150 health, from the game's own hunter hit-zone table. Melee carries no falloff, so these do not change with distance.
Light attack
Deals Melee Blunt damage. It hits Immolator hardest (1.44x) and Water Devil softest (0.45x).
Five or more
Computed from each creature's own hit-zone table against this attack's damage type.
Among the loudest in the arsenal to AI. That is what monsters notice. Another hunter hears the shot out to 750 m - the same for every weapon in the game, so this bar is about stealth from AI, not from people.
of 150 weapons, Flame Rifle to Uppercut Precision
Drag to a distance and fire. Each layer fades, dulls and drops out on the game's own curves - past 750 m the report stops dead, which is the game's cutoff rather than a fade.
Built from the weapon's real sound layers, each following the volume, filter and dropout curve the game authors for it, plus one synthesized echo tail taken from the game's own outdoor reverb settings (decay 6 s, predelay 50 ms). Not reproduced: exact room-by-room tails, the stereo image, obstruction by terrain and buildings, and the variation the game adds between shots.
The game's trait descriptions give no numbers. Where this weapon's own attribute presets substitute values for an active trait, they are below.
| Stat | Base | With |
|---|---|---|
| Sway, horizontal | 0.2 | 0.1 |
| Sway, vertical | 0.4 | 0.2 |
Only stats the trait actually moves are listed - a value the trait leaves untouched is omitted rather than shown unchanged. A crouched-spread multiplier of 1 means crouching stops steadying the weapon at all while that mode is active. Dual wielding is a weapon capability rather than a trait, and is not uniformly an upgrade: several pistols fire slower akimbo than single, in exchange for the doubled magazine.
Every trait this weapon's own data references. A recommendation is the game's own; the numbers above are the ones we can prove from the weapon's attribute presets.
A few perks carve out exceptions in their own description - Crack Shot excludes shotguns and sawed-off variants - so read the perk text, not just the listing.