Raziks (slot 1): The infamous raziks are the first weapons you'll have. Primary fire shoots two Skaarj energy projectiles. As a skilled combatant, there are a variety of melee attacks that you can perform. Secondary fire swipes the blades. The third firing mode (used by holding the left and right mouse buttons) performs a lunging swipe of the blades and can be used to reach distant places. The fourth firing mode (used by holding the left and right mouse buttons while the weapon is activated in the inventory items bar) performs a spin attack. The raziks' ammo recharges over time, so you'll never be defenseless. Like the dispersion pistol, the raziks can be upgraded with powerups.


Stunner (slot 2): This energy-based gun is employed in high-priority mines where slave escapes and riots have become problematic. Primary fire charges up a weak beam that pushes enemies backwards; secondary fire does the same, but the beam pulls enemies towards the user. It does low damage, requires accuracy, and isn't suitable for heavier foes, but the stunner is good for pushing enemies into hazards or getting them within reach of your razik.


Impaler (slot 4): An old Skaarj weapon whose origins have long since been forgotten, the impaler is almost exclusively used by the Izarians. To the uneducated, this seemingly basic weapon blurs the line between magic and technology. It uses an unstable violet crystal as ammunition; primary fire continuously shoots a beam of energy from the crystal, and secondary fire launches the crystal to create a large explosion. Shooting the secondary fire's crystal with the primary fire's beam will overload the crystal, causing it to explode and deal extra damage.


Hunter Razorjack (slot 7): Living up to their name, the Skaarj Hunters often enjoy setting traps for unwary creatures like the Nali. To accomplish this with ease, they gave the Razorjack a third firing mode that shoots blades which stick to surfaces and act as caltrops, injuring anything foolish enough to step on them. The blades from the weapon's primary and secondary firing modes will also stick to surfaces after bouncing a few times.


Sunspire Missile Launcher (slot 8): The weapon of choice for discerning Warlords, the latest iteration of the Swarmer launcher has been improved to be lighter, stronger, and more versatile. Primary fire shoots a high speed rocket that deals heavy damage. Secondary fire shoots a much slower rocket that can be guided and then detonated at the user's discretion. The weapon's third firing mode is similar to the second, but it allows the user to take direct control of the rocket via camera.


Skaarj Rifle (slot 9): During the Human-Skaarj War, the rifle was commonly modified by the more clever Skaarj snipers as a way to pick off as many hostiles as possible. Primary fire is a set of three shots in quick succession. Secondary fire is the standard rifle zoom. It's best to use this weapon either against stronger individual foes or groups of weaker enemies - once you shoot, the gun will not stop until it has fired three shots or has run out of ammo.


Minicannon (slot 0): This recent miracle of Skaarj ingenuity was born out of the need to combat the interstellar mercenaries and the occasional space marine. The minicannon's primary fire, like the minigun's, shoots a steady stream of bullets. Secondary fire is different, shooting a single bullet from each of the minicannon's four barrels for a powerful close-range attack.
