Wiki / Gear & crafting
Hollow Rounds & the Ammo Bench
End-game ammunition tipped with Duskiron, one kind for each kind of threat, and a machine that presses every round in the game faster than a workbench.
How it works
- Hollow Rounds come in 9mm, .44, 7.62 and shotgun shells, hit 15% harder than armor-piercing rounds, and load into any gun of that caliber.
- RIFTBANE: double damage to Rift demons. A hit drops a ward, stops a blink for 5 seconds and wakes a perched Gargoyle.
- SUNDER: +50% against brutes, elites and the Juggernaut. Cracks a Cairn plate, ignores Juggernaut plating and can knock the target down.
- PYRE: sets the target on fire, +30% against the Wendigo.
- RIMECORE: chills and slows; a hit during a wind-up cancels it (not on casters).
- DAWNSHOT: +50% against casters, the Shade and radiated zombies. Lights the target up, stops radiated healing and cancels a caster wind-up.
- HORNET (shotgun only): +40% against swarms and bloaters; a kill bursts and hurts everything close by.
- Each batch of 10 costs the normal parts plus a Duskiron Ingot and a reagent taken from the things you hunt (Demon Horn, Cairn Plate, Bile Gland, Demon Hide, Gargoyle Heart). Learn Pyre and Hornet at weapon magazines 80, Rimecore and Sunder at 90, Riftbane and Dawnshot at 100.
- HOLLOW AMMO BENCH (Workstations magazines 40, built at a workbench): a five-block-wide press with its own tabs for 9mm, .44, 7.62, shotgun, arrows and bolts, heavy, Hollow Rounds and bundles. Every ammo recipe is there and runs 25% faster.
Tips
- Hollow Rounds leave a colored tracer, so you can see which one you have loaded.
- Bundles save materials, the same way vanilla ammo bundles do.
- A wind-up cancelled by Rimecore or Dawnshot leaves the target exposed for a moment: hit it then.