Weapons

Colt Canyon features an array of over 150 weapons that players can use to fight their way through the canyon.

Every weapon uses one of five different ammo types, except for throwable weapons, which are also known as melee weapons.

Finding weapons
Weapons can be found in containers, most notably the weapon crate or other large crates, and will be dropped by enemies. Enemies will sometimes drop the weapon they are using. Only boss enemies will drop additional random weapons. The best way to get new weapons is by finding and looting weapon crates. Some locked crates will also contain strong weapons.

Weapons will be picked up automatically by touching them if there is room in the player's inventory. If the player's inventory is full, pressing the interact key with a weapon on the ground will swap it with the player's active weapon.

One player can carry a maximum of two weapons at once.

All Weapons
All regular weapons and their stats can be found below. The tables are automatically generated. Some special weapons might not be included in these tables but are mentioned further down.

Ammo Light Rounds.png Pistol Ammo Weapons
*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, *Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.1.1.0

Ammo Heavy Rounds.png Rifle Ammo Weapons
*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, *Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.1.1.0

Ammo Shell Rounds.png Shell Ammo Weapons
All shell weapons deal damage according to range and are limited in range. You'll deal the highest damage at point blank. They also deal bonus damage against shields.

*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, *Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.1.1.0

Ammo Arrows.png Arrow Ammo Weapons
All arrow weapons deal damage according to range and are usually more limited in range. You'll deal the highest damage at point blank. Arrows are also very quiet and easy to actively reload.

*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, *Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.1.1.0

Ammo Dynamite.png Explosive Ammo Weapons
All explosives weapons deal additional AoE damage but also impact damage. These weapons cannot be given to companions.

*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, *Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.1.1.0

Melee & Throwable Weapons
Most of the throwable weapons deal damage according to range and are limited in range. You'll deal the highest damage at point blank. All throwable weapons can also be used as melee weapon. Throwing is usually less efficient than using them in melee because it costs more durability, but it tends to deal more damage and obviously increases the range.

*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, *Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.1.1.1

*Dmg p.S. = Damage per Throw, DPM = Approx. average Damage per Minute if you had unlimited throwable weapons of this type in inventory, *Droplvl = Earliest level in which ordinary weapon crates might drop this

*Adj. Damage = Approx. actual damage per hit against an average aware enemy, Targets = Max. objects hit at once (Max. enemies might be less), DPM = Damage per Minute against average aware enemy

Generated in v1.1.1.1

Blood weapons
Blood weapons are a special weapon category that was added with Update 1.1 and includes strong versions of basic weapons like the Blood Revolver which is a very powerful version of the classic Revolver. They also use regular ammo, but not more than regular. Instead they will use some of the player's health when reloaded.

Blood weapons will only start dropping in the second half of a looped run.

*Dmg p.S. = Damage per Shot, A.p.S. = Ammo per Shot. (Ammo needed to load one shot), Reload Time = Seconds to load the weapon completely, DPM = Approx. average Damage per Minute, *Droplvl = Earliest level in which ordinary weapon crates might drop this

Generated in v1.1.1.0

Dynamite
Dynamite/TNT is a throwable weapon that deals an area-of-effect damage and can always be used as long as the player has dynamite ammo.

Damage, radius, damage to self, capacity, and type of explosion can all be modified by perks. Dynamite can be used to access strong containers, trapped prisoners and various secrets like blocked entrances.

Next to being used as weapon directly it also acts as ammo for several other weapons in the game.

Trivia
A special weapon that can't be found in the game and only acquired through the developer console is the "Benchmarker" (ID 42) which is a powerful weapon designed to spawn a lot of bullets.

Another special weapon that can't be found anymore is the "Unique Revolver" (ID 84) which was only available during release week of the game and open pre-release betas, where it could be unlocked as a starter loadout.