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Deathknell Revolver

The Deathknell Revolver is a devastating hand cannon with exceptional stopping power. Featuring one-by-one reload mechanics, it offers tactical flexibility that Klein’s Repeater cannot match.


AttributeValue
TypeHeavy Revolver
Damage12.0 per shot
Magazine Size6 rounds
Range60 blocks
Reload Time0.8 seconds per round
Fire Rate0.75 seconds between shots
Ammo TypeDeathknell Rounds (all 13 variants supported)
Reload TypeSequential (one-by-one)
Accuracy (Standing)Perfect (0° spread)
Accuracy (Moving)4° spread
Accuracy (In Air)8° spread

Strengths:

  • High damage - 12.0 per shot
  • Excellent range - 60 blocks for medium-long engagements
  • Tactical reload - Can interrupt reload to fire at any time
  • Fast per-round reload - 0.8 seconds per shell
  • Versatile - Effective in both PvE and PvP

Weaknesses:

  • Dungeon locked - Requires node completion for parts
  • Sequential reload - Full reload takes 4.8 seconds (6 × 0.8s)
  • Rarer ammunition - Deathknell ammo costs more to craft

Deathknell Revolver parts can be obtained in dungeons and overworld chest. You cannot craft these parts.

4 Parts Required:

  • Revolver Barrel
  • Revolver Cylinder
  • Revolver Frame
  • Revolver Grip
  1. Complete dungeon nodes on the Mysterria server
  2. Collect all 4 parts as rewards (may take multiple runs)
  3. Craft a Weaponsmith Table if you don’t have one
  4. Assemble the weapon by shift-right-clicking the Weaponsmith Table with all parts in inventory

Deathknell Revolver uses Deathknell Rounds and supports all 13 ammunition variants.

Deathknell Cartridge CaseDeathknell Cartridge CoreDeathknell Rounds

Step 1: Craft Deathknell Cartridge Cases

  • Recipe: 1 Brass + 1 Iron Nugget → 6 Cases

Step 2: Craft Deathknell Cartridge Cores

  • Recipe: 6 Iron Nuggets → 6 Cores

Step 3: Assemble Standard Deathknell Rounds

  • Recipe: 1 Case + 1 Core + 1 Gunpowder → 1 Deathknell Round

For special ammunition types, see the Ammunition Guide.


The Deathknell Revolver features authentic sequential reload mechanics, similar to real-world revolvers.

  • One at a time: Each round loads individually (0.8 seconds per round)
  • Interruptible: You can stop reloading and fire at any moment
  • Flexible: Load 1-6 rounds depending on what you need
  • Tactical: Adapt reload timing to combat situations
Rounds to LoadTime Required
1 round0.8 seconds
2 rounds1.6 seconds
3 rounds2.4 seconds
4 rounds3.2 seconds
5 rounds4.0 seconds
6 rounds (full)4.8 seconds

Medium to Long Range Combat (20-60 blocks):

  • High damage per shot with excellent range
  • Tactical reload allows combat flexibility
  • Effective against armored opponents

PvP Scenarios:

  • Two-shot kill potential on unarmored players
  • Spirit Control rounds for disabling
  • Deprivation rounds to remove enemy buffs

Pre-Combat:

  • Load Implosive or Exorcist rounds for opening shots
  • Position at 30-50 blocks for optimal engagement
  • Ensure full magazine before initiating

During Combat:

  • Stand still when firing for perfect accuracy
  • Use sequential reload tactically - load minimum needed
  • Fire partial magazine if threatened during reload
  • Reload behind cover between engagements

Ammunition Selection:

  • Boss Fights: Implosive Rounds (10.0 damage)
  • Undead Mobs: Exorcist Rounds (20.0 damage vs undead!)
  • PvP: Spirit Control, Deprivation, or Implosive
  • Armored Enemies: Armor-Piercing Rounds

  • Primary: 2 stacks Deathknell Rounds
  • Anti-Undead: 1 stack Exorcist Rounds
  • Boss Killer: 1 stack Implosive Rounds
  • Opener: 12 Implosive Rounds (burst)
  • Control: 1 stack Spirit Control Rounds
  • Counter: 1 stack Deprivation Rounds
  • Sustain: 1 stack Armor-Piercing Rounds
  • General: 2 stacks Deathknell Rounds
  • Special: 6 Implosive Rounds (emergencies)
  • Special: 6 Exorcist Rounds (undead)

Base Damage: 12.0 per shot


  1. Start reloading to bait enemy aggression
  2. Load 1-2 rounds (1.6 seconds)
  3. Fire when enemy commits
  4. Continue reload after repelling attack
  1. Keep multiple ammo types in hotbar
  2. Empty current magazine
  3. Reload with different ammo type
  4. Adapt to changing combat situations

Optimal Range: 30-50 blocks

  • Close enough for accuracy
  • Far enough to reload safely
  • Within Deathknell’s effective range

Movement:

  • Strafe while reloading
  • Stand still only when firing
  • Use cover between shots

Why Choose Deathknell:

  • You need more damage than Klein’s Repeater
  • You want tactical reload flexibility
  • You engage at medium range frequently
  • You’ve completed enough dungeons to get parts

When to Use Rifle Instead:

  • You need maximum damage (14.0 vs 8.0)
  • You engage at very long range (100 blocks)
  • You don’t mind the 4-second reload

Q: Can I use Klein Rounds in Deathknell Revolver?

A: No, Deathknell Revolver only accepts Deathknell Rounds. Each weapon has its own ammunition type.

Q: Can I stop reloading halfway to fire?

A: Yes! The sequential reload system lets you interrupt at any time and fire whatever rounds you’ve loaded.