Revolver parts are fairly simple, as any combination of parts may spawn together to make a particular revolver. The only unusual feature of revolvers is the stock, which does not change the appearance of the weapon, although it (or its absence) still affects the weapon's performance.
Different parts will influence different attributes of the weapon.
|Rate of fire||x||x|
Like most weapons, a revolver's name derives from the particular body, stock, and magazine parts that comprise it.
The body of a revolver is easy to identify, since the model name declares it straightforwardly. Where no model name appears, as is the case in many unique revolvers, the body type can be determined by the shape and position of the hammer, the trigger, and the trigger guard. (not to be confused with the protrusion immediately above the hammer, which is part of the barrel.)
|Damage||Rate of fire||Recoil||Tech||Hammer||Trigger||Notes|
|body2||DL||+10%||-17%||+30%||Slower-firing but more powerful|
|body3||MAL||-15%||+30%||-30%||+3||Fast-firing but weak, with high tech. The body of the Equalizer (Model name: EQ) resembles this body visually, but lacks the damage penalty|
|body4||KLR||+20%||-23%||+50%||+1||Like body2, but with exaggerated attributes: stronger strengths, weaker weaknesses|
|body5||AX||+20%||+50%||-20%||+1||Superior in almost every attribute|
The revolver stock is completely specified within the weapon's model number, which is fortunate as the part is completely invisible in-game. Determining the stock on a Unique revolver without a model number is challenging, typically requiring either access to the debug console or by doing performance comparisons with other revolvers.
The stock affects both overall weapon stability (recoil reduction), accuracy and reload speed.
The weapon's model number is a function of both its stock model number (listed here) as well as its magazine model number.
|stock_none||10||-20%||+50%||+100%||+40%||-30%||Unstable, but fast reload. Good option on a 2-shot revolver|
|stock2||20||-10%||-10%||+20%||-40%||+30%||Better balance, but slower reload|
|stock3||30||-20%||-20%||+40%||-30%||Better balance without reload penalty. Good option on a 6-shot revolver|
The revolver magazine is specified within the weapon's model number, which is fortunate as they can be difficult to differentiate visually. Still, determining the magazine on a unique revolver without a model number is not too difficult, first by counting the revolver's ammo capacity, then for six-shooters comparing the damage and rate of fire with similar weapons.
Primarily, the magazine specifies the number of rounds of ammunition carried by the revolver; beyond that, it influences weapon damage and reload speed, and can affect rate of fire and the weapon's tech level as well.
The weapon's model number is a function of both its magazine model number (listed here) as well as its stock model number.
|mag1||2||6-shot||-18%||-30%||Weakest but fast-reloading|
|mag4||0||6-shot||+21%||-10%||A faster-firing, faster-reloading upgrade to mag2|
|mag5||0||2-shot||+102%||-50%||+2||Increased power in exchange for greatly diminished capacity|
While revolver barrels do not affect the weapon's model number, they are easy to distinguish visually from their shape at the end of the barrel. The barrel also specifies the shape of the process above the hammer at the back end of the gun, immediately visible in first-person mode when wielding the weapon. Revolver barrels strongly affect the revolver's damage and accuracy, and can influence recoil reduction and weapon tech level as well.
|barrel2||+15%||+28%||-20%||+20%||+20%||More powerful, but inaccurate. Frequently seen on Mashers|
|barrel3||+10%||-50%||-30%||-30%||+1||Very effective on elemental revolvers. A point just under the sight-blade at the front of the barrel will glow the corresponding elemental color. The unique barrel of Madjack resembles this barrel visually|
|barrel4||+30%||-30%||-10%||-40%||+35%||+1||Highest damage barrel. The barrel of the Anaconda resembles this barrel, but offers greatly improved attributes|
|barrel5||+15%||-130%||-40%||-150%||-50%||Highest accuracy barrel, Viper style. The barrel of the Unforgiven resembles this barrel visually|
Revolver sights are easily distinguished by the zoom statistic published on the weapon's gun card. They have no further effect on the weapon's attributes. Certain gunfighting styles may nevertheless favor certain sights, either for ease when firing from the hip or for improved peripheral-field visibility or magnification at range.
On a revolver, the front "sight" blade at the far end of the weapon is logically derived from its barrel, whereas on repeaters this would be specified by the sight part.
The weapon's published zoom statistic may include a bonus for the manufacturer and material grade (e.g., Jakobs material 2 "ZZ"). The following table summarizes zooms for weapons with no such modifier present.
|sight1||1.6x||Open-ring-and-post sight without crosshairs|
|sight3||2.8x||Smallest lensed sight|
|sight4||3.7x||Intermediate telescopic sight|
|sight5||4.2x||Larger telescopic sight with sun-glare shield at front|
|sight_none||none||No sights on revolver other than whatever the top of the barrel provides|
Unlike other parts, the accessory part does not have a consistent effect on a weapon's attributes: some accessories boost tech, some alter recoil reduction, some diminish damage. Most accessories grant a special property to the weapon, such as elemental damage or melee behavior, beyond mere attribute modification; furthermore, all accessories make their weapon eligible for a special name prefix or title describing the weapon's altered behavior, such as "Vitriolic" or "Razor."
Most accessories are easy to differentiate visually. They always appear under the barrel, immediately in front of the cylinder. If the revolver has barrel1, or the accessory is melee, the accessory may project slightly beyond the end of the barrel.
Like the stock and the sight, an accessory may or may not be present on any given revolver. No more than a single accessory may be present on a single weapon, which is why the game will never spawn a Detonating Razor or a Bladed Masher.
There are two possible melee accessories, acc1_bladed and acc1_razor. Each appears are a large recurved blade, protruding beyond the end of even the longest barrel. A melee accessory on a revolver dramatically improves melee damage while the revolver is wielded, at the expense of slower strikes (the animation takes a little more time to recover between strikes).
The melee accessory appears in in two varieties, offering 100% and 200% additional damage. The first level makes the weapon eligible for the "Bladed" prefix, while the second makes it eligible for the "Razor" title. In addition, the second level (Razor) greatly increases weapon equip speed. The two levels are not otherwise visually distinguishable.
The masher accessory acc2_masher appears as a metallic appendage with squared-off ends.Masher revolvers fire seven projectiles with each pull of the trigger, at the cost of a single round of ammunition, after the manner of a shotgun. Each projectile by itself does less damage than a comparable single revolver bullet, though their aggregate damage (when multiple projectiles strike) is formidable. Mashers suffer a much greater projectile spread (that is, diminished accuracy), and generate considerably more recoil per shot.
A revolver with a masher accessory is eligible for the "Masher" title.
- See also: Elemental_Damage#Revolver
There are four different elemental accessories, acc3_corrosive, acc3_shock, acc5_explosive, and acc5_incendiary, corresponding to the four different varieties of elemental damage. Each glow in the color corresponding to their element, making them easily identifiable. Elemental accessories grant shots fired from the revolver elemental properties, imposing a -40% damage penalty in exchange.
A revolver with an elemental accessory is eligible for various elemental prefixes, depending on the weapon's element and net tech level.
The stabilizer accessory acc4_stabilized appears on the weapon as a metallic, bulbous capsule. It diminishes recoil from shots fired by 20% and speeds accuracy recovery about as much as stock3 (50%).
A revolver with the stabilizer accessory is eligible for the "Stabilized" prefix.
The part acc_none serves as a placeholder for a weapon with conventional behavior, nothing more. A revolver with this non-part will have no accessory visible beneath the barrel.
Other than unique drops, a revolver name consists of the name of its body, a model number comprising stock and magazine, a possible manufacturer-specific material code, a prefix derived from its attributes or accessory, and a title.
The first element of the revolver name is a simple function of its body part. To recap:
The model number consists of the sum of the number codes for the revolver's stock and magazine. Weapons with a full stock and any magazine other than mag2 multiply this value by 10 to denote their premium quality. The parts mag4 (fast 6-shot) and mag5 (2-shot) share the same code, 0. When the sum of stock and magazine numbers is 0, the name includes no model number at all.
There are no legendary revolver stocks or magazines, so this rule describes every possible model number.
|Number||Stock and magazine denoted|
|none||Basic stock, either 2-shot or fast 6-shot|
|1||Basic stock, baseline 6-shot|
|10||No stock, either 2-shot or fast 6-shot|
|11||No stock, baseline 6-shot|
|12||No stock, speedloading 6-shot|
|13||No stock, 3-shot|
|20||Basic stock, speedloading 6-shot|
|21||Slow-loading stock, baseline 6-shot|
|30||Basic stock, 3-shot|
|31||Premium stock, 6-shot|
|200||Slow-loading stock, either 2-shot or fast 6-shot|
|220||Slow-loading stock, speedloading 6-shot|
|230||Slow-loading stock, 3-shot|
|300||Premium stock, either 2-shot or fast 6-shot|
|320||Premium stock, speedloading 6-shot|
|330||Premium stock, 3-shot|
Material codes are common to all weapons. See Material Grade for more info.
The prefix is determined either by the weapon's overall attributes, its accessory, or possibly its material grade. Attribute prefixes may further bias the weapon's attributes.
The title is determined either from the weapon's overall attributes, its accessory, or a legendary part. If the weapon does not qualify for any of these, its title defaults to "Revolver."