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Early guns

Under Divine Artifice, pre-Hardmode vanilla guns use a virtual magazine. Turn on Divine Artifice first. Hardmode guns sit on Hardmode guns.

Each gun has a virtual magazine. After the magazine empties, left-click cannot fire, and a reload starts on its own. Each shot still spends vanilla ammo. Savings such as the Minishark’s still apply. Switching to another gun in this family puts a full magazine on the new gun. Death clears remaining rounds and any reload in progress. Phoenix Blaster sparks stay when you swap guns and clear on death.

Right-click reloads early. That path spends no ammo and plays no shot animation. A gold bar appears underfoot, with a brighter perfect window on it. Right-click during the reload checks that band. It does not start a second reload. Hitting the band fills the magazine at once and shows Perfect reload!. By default the next shot deals 20% more damage. Missing the band only plays a light tick. The reload continues with no penalty.

When rounds remain, a right-click reload lasts about 70% of an empty reload. The Handgun is faster, about 0.3 seconds, and its band is wider, about 0.2 seconds. The default band is about 0.13 seconds and sits a little past halfway. The Musket band is about 0.17 seconds at halfway, on the ram beat. The Pew-matic Horn band sits near the high note, at about eight tenths of the bar.

Cylinder, tube, and breath reloads can be interrupted with left-click after at least one round is seated. You can fire whatever has been loaded. Muzzle, break-action, box, drum, hopper, canister, music, and ember reloads must finish; left-click does nothing during them. The Blowpipe and Blowgun breathe about one quarter faster while standing still.

The Revolver does not use a normal right-click top-up. A tap does nothing while you are not reloading. Hold about 0.4 seconds to spin the wheel and instantly load a random 1 to 6 rounds. An empty cylinder still starts a timed reload. Right-click during that reload can still hit the perfect window. The Harpoon has no timed reload: the chain coming home is the reload, and there is no perfect window.

Shots push the player opposite the aim. Recoil is halved on a mount, raised to 1.5 times while jumping or falling, and removed while a hook is planted. Last-chamber shots usually push harder. Firing downward can lift you. The Quad-Barrel Shotgun’s fourth barrel is the clearest case.

Per-gun perfect rewards and last-round changes sit on the gold Godsmith Reforged line.

The table lists empty-reload times. Right-click top-ups use the 70% rule above, except the Handgun.

Vanilla itemMagazineEmpty reloadStyleDuring reload
Flintlock Pistol2about 0.7 sMuzzleCannot interrupt
Musket1about 0.9 sMuzzleCannot interrupt
The Undertaker6about 0.7 sCylinderCan interrupt
Red Ryder10about 0.8 sTubeCan interrupt
Revolver6about 0.7 sCylinderCan interrupt
Handgun12about 0.7 sBoxCannot interrupt
Phoenix Blaster10about 0.8 sEmberCannot interrupt
Minishark50about 0.9 sDrumCannot interrupt
Boomstick2about 0.7 sBreak-actionCannot interrupt
Quad-Barrel Shotgun4about 0.9 sBreak-actionCannot interrupt
Pew-matic Horn7about 0.7 sMusicCannot interrupt
Sandgun12about 0.8 sHopperCannot interrupt
Blowpipe3about 0.7 sBreathCan interrupt
Blowgun5about 0.8 sBreathCan interrupt
Harpoon1Chain return fills itChainNo timed reload
Flare Gun4about 0.7 sCanisterCannot interrupt
Vanilla itemGodsmith Reforged
Flintlock PistolReforged: two chambers, the second shot comes 40% faster; the last chamber fires a V-shaped double ball from a single bullet with doubled knockback. Right-click to reload early; hit the sweet spot for +25% on the next shot
MusketReforged: a true muzzle-loader; every ball is a stone-piercer that flies faster and punches through one more foe. Reload in three beats: pour, ram, prime. Right-click on the ram beat for +30% damage and extra pierce
The UndertakerReforged: fell a foe, or wound one near death, and the gun collects a soul lantern that drifts back to mend you once per cylinder. The final chamber tolls the burial bell: a heavy blood round with doubled knockback
Red RyderReforged: copper BBs ricochet off blocks twice, jingling a bell with every bounce. Ring the same target five times in quick succession and the next shot is a gift round that bursts into festive shrapnel. Lever-load one BB at a time; fire whenever you like
RevolverReforged: a six-round cylinder; the final chamber always hits +40% harder. Hold right-click to spin the wheel: instantly reload a random 1 to 6 rounds. Roll exactly six and the next shot is High Noon: double damage, double knockback
HandgunReforged: land 3 shots on the same target and the 4th becomes a pressure-point round; it hits 80% harder and ignores 15 armor. The last round racks the slide with extra punch. Box-magazine drills: tactical reload is nearly instant, and the sweet spot is generous
Phoenix BlasterReforged: every hit feeds the ember nest and the gun glows brighter; kills feed it faster. At 24 sparks the next shot is reborn as a phoenix that dives, detonates, and splits into three seeking chicks. Reloading breathes the stray sparks back into the chamber; a sweet-spot reload grants 8 sparks outright
MinisharkReforged: hold the trigger and the shark tastes blood; fire rate climbs while the spread runs wild. At full frenzy every fourth round becomes a shark-tooth bite that tears the wound open. A 50-round drum swaps in one piece; nail the sweet spot to start the next drum half-frenzied
BoomstickReforged: each barrel throws 4 slugs that converge on your cursor instead of spraying. Where they cross, the jaws snap shut: a delayed bite tears whatever stands at the aim point. Break open to reload both shells; nail the sweet spot for +1 slug per barrel
Quad-Barrel ShotgunReforged: fire one barrel at a time in a rapid four-count; the fourth barrel roars all at once with 8 pellets and hurls you backward. Aim down to rocket-jump. Right-click to break open and reload; nail the sweet spot for +2 pellets
Pew-matic HornReforged: a seven-note magazine, do to ti, each pew tinted by its note. Land three notes in a row on the same target to strike a chord: a paint burst in the third note’s color. Reloading plays the scale back up; catch the sweet spot on the high note for bigger chords
SandgunReforged: sustained fire heats the hopper; keep pouring and the sand melts in the chamber. While molten, rounds leave as glass bolts that fly faster, pierce deeper, and shatter into razor facets. Reload pours in three rustling beats; a sweet-spot pour ignites the hopper instantly
BlowpipeReforged: each hit on the same target threads in a venom fuse; three fuses burst into a lingering toxic cloud. Reloading is catching your breath, one dart per gulp; stand still to breathe 25% faster. A sweet-spot breath envenoms the next dart to detonate the fuses on contact
BlowgunReforged: one long breath drives 5 darts, each flying harder and faster than the last. The fifth dart empties the lungs: a heavy bolt that bursts into a broad toxic cloud on impact. Breathe back one dart per gulp, faster while standing still; a sweet-spot breath starts you at third-dart strength
HarpoonReforged: the harpoon flies out and winds back; the reload IS the chain coming home. Spear a heavy foe to set an anchor, then pull the trigger again to winch yourself to it. Light foes get dragged back to you on the return pass
Flare GunReforged: a four-color canister, red, green, blue, then white, each flare pinning into flesh and burning there. A pinned foe takes 12% more damage from you (16% for the white flare). Swap canisters in two beats; a sweet-spot swap fires the next pull as a double flare

Seal the tab and the magazine, the reload bar, and the perfect bonus vanish. These guns return to vanilla tap-fire. No extra guns are added.