Centennial
Winfield made, lever-action repeating rifle. High muzzle velocity and good damage at range.
- Ammo
- 9/12=21
loaded / in reserve / total
- Aim
- 0.39s #1 of 291 loadouts
- Heavy
- 54 #75 of 401 loadouts
- Light
- 27 #37 of 401 loadouts
Winfield made, lever-action repeating rifle. High muzzle velocity and good damage at range.
loaded / in reserve / total
95 per hitper 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 30 and 80 m, at 7.2% of full damage per 10 m; 4.9% per 10 m across the whole fall to 130 m, where it holds 51%. A quarter of it is gone by 65 m, where the line meets the marked level - the figure the weapon list sorts by.
The muzzle climbs 11° after every shot, 5.5° 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 a point.
9 shots 1.55s apart, then 15.5s to load them back. 27.9s 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.
| Stat | Base | With |
|---|---|---|
| Rate of fire | 41.7 rpm | 133.3 rpm |
| Time between shots | 1.55s | 0.45s |
| Last-round cycle | 0.55s | 0.45s |
| Recoil | 11 | 9 |
| Shouldered spread | 0.25x | 0.3x |
| Crouched spread | 0.5x | 1x |
Swaps in the game's expedited firing animation
| Stat | Base | With |
|---|---|---|
| Time between shots | 1.55s | 1.4s |
| Aim time | 0.39s | 0.35s |
| Stat | Base | With |
|---|---|---|
| Sway, horizontal | 0.5 | 0.25 |
| Sway, vertical | 0.2 | 0.1 |
| Extra zoom aimed | 0% | 33% |
| Turn speed aimed | 0.6 | 0.4 |
Where a trait swaps in a different reload animation, the seconds are that animation's own, not a weapon stat. A longer start is not always worse: on a clip-fed rifle the expedited animation takes longer to begin and then loads several rounds at once.
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.