Burgess
Burgess designed, slide-action, single barrel shotgun. Folding makes it a compact carry while still packing a punch.
- Ammo
- 6/6=12
loaded / in reserve / total
- Pellets
- 15 x 18
- Heavy
- 54 #41 of 110 loadouts
- Light
- 27 #15 of 110 loadouts
Burgess designed, slide-action, single barrel shotgun. Folding makes it a compact carry while still packing a punch.
loaded / in reserve / total
18 per hit × 15 pellets = 270per volley, 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 5 and 15 m, at 65% of full damage per 10 m; 9.3% per 10 m across the whole fall to 80 m, where it holds 30%. A quarter of it is gone by 9 m, where the line meets the marked level - the figure the weapon list sorts by.
The muzzle climbs 26° after every shot, 13° while aiming. 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 1.
6 shots 1.4s apart, then 9.2s to load them back. 16.2s for one full trip through the magazine.
Against a hunter's 150 health. 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).
Three hits
Five or more
Computed from each creature's own hit-zone table against this attack's damage type.
The game's trait descriptions give no numbers. Where this weapon's own attribute presets substitute values for an active trait, they are below.
Bulletgrubber affects this weapon, but this guide has no figure for what it does here. Other weapons do carry values.
Keeps you aiming through the reload cycle
| Stat | Base | With |
|---|---|---|
| Sway, horizontal | 0.5 | 0.25 |
| Sway, vertical | 0.2 | 0.1 |
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 references. A recommendation is the game's own; the numbers above are the ones we can prove.
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.