Weapon Modifiers

Every weapon you pick up or start with has a 25% chance to have magical properties as listed below.

Adrenalage

Allows you to give yourself and your team members adrenaline. Will still cause damage to enemies.
Damage

A weapon with no text, only a + rating (e.g. "Rocket Launcher +3") does 10% more damage for each + (so a Bio Rifle +3 is 30% more damage).
Energy/Draining

This weapon gives/takes adrenaline equal to 2% of the damage caused by it for each +/-
Force

Projectiles shot by this weapon are 20% faster for each +
Freezing

Stops non flag carriers dead in their tracks for a split second each + adds 10% more damage.

+3 = 30% more Damage and 3 Second Freeze
+4 = 40% more Damage and 4 Second Freeze
+5 = 50% more Damage and 5 Second Freeze
+6 = 60% more Damage and 5 Second Freeze
Healing

Max Healing is 50 above your set health limit. Allows you to heal yourself and your team members. Will still cause damage to enemies.

+3 = 30% more Damage / Health
Infinity

This weapon has infinite ammo.
Knock Back

The attributes of this weapon type are harder to express due to it's complexity. At a high level, the more damage you do, the further back your non flag carrier opponent will be pushed, and the more often you can repeat the knockback.

+2 = 20% more Damage
+3 = 30% more Damage
+4 = 40% more Damage
+5 = 50% more Damage
+6 = 60% more Damage
Luck

While holding this weapon, fortune smiles upon you. Useful pickups seem to materialize out of thin air in front of you!
Matrix

Enemy projectiles are slower for you when holding this. Matrix code like effect covers your body and weapon.
Misfortune

You aren't so lucky with this weapon. For some reason, pickups seem to spontaneously combust right before you get to them.
Null Entropy

Stops non flag carriers dead in their tracks for a split second each + adds 10% more damage, and makes the rapidness at which you can repeat the Null Entropy quicker.
Penetrating

Hitscan shots fired by this weapon go through any players they hit (like the zoom instagib beam does).
Piercing

Damage from this weapon ignores shields.
Poison

This weapon poisons those hit with it, causing additional damage to them over time.
Protection

You take 10% less damage for each + while holding this weapon.
Pull Forward

The attributes of this weapon are just the opposite of knockback. At a high level, the more damage you do, the further forward your non flag carrier opponent will be pulled, and the more often you can repeat the pull forward.

+2 = 20% more Damage
+3 = 30% more Damage
+4 = 40% more Damage
+5 = 50% more Damage
+6 = 60% more Damage
Vampiric

Max Vampire is 99 above your set health limit.

+3 = 15% more Damage and 3% Vampire (same As Vampire skill)
+4 = 20% more Damage and 4% Vampire (same As Vampire skill)
+5 = 25% more Damage and 5% Vampire (same As Vampire skill)
+6 = 30% more Damage
+7 = 35% more Damage
Shield Gunnage

Allows you to give yourself and your team members armor. Will still cause damage to enemies.
Speedy

(Quickfoot / Slowfoot) Each + or - adds a 5% quicker or slower walk and 10% more damage.
Sturdy

Enemy fire can't push you around while holding this weapon.

Vorpal

Has a % chance to instagib. You'll know when it does, it'll make neat noises.


+6 = 60% more Damage and 1% chance to instagib
+7 = 70% more Damage and 2% chance to instagib
+8 = 80% more Damage and 3% chance to instagib
+9 = 90% more Damage and 4% chance to instagib
+10 = 100% more Damage and 5% chance to instagib