Ashen Winds Skull
Flamethrower-style heavy weapon powered by unknown fuel source. Can only be obtained by [redacted]. Once obtained, can be sold for an amount of gold that is dependent upon its amount of fuel remaining. If used, emits a jet of flame a decent distance in an outward-facing cone of fiery death that can be sustained for a good bit of time before becoming completely exhausted and inert. The amount of fuel remaining can be determined by its fiery glow - the less fuel it has, the dimmer it gets. Ignites all land-based creatures, and ships. Best used to terrorize your foes into submission.
Blunderbomb
Miniature explosive device. Can be thrown or fired from a cannon, and has knockback. Does up to 50% damage on a direct hit. If thrown, can be used to knock opponents off ships or cliffs, or move them closer or further away from you. If fired from a cannon, its blast radius is larger, and can be used to move ships closer or further away from you or into potentially dangerous hazards, such as islands, rocks, floating gunpowder barrels, or even other ships. Up to 5 can be carried.
Blunderbuss
High-powered, close-range firearm. Carries 5 rounds before depleted, has knockback, and can kill at close-range in 1-shot. Up to 100% damage, with each of its 10-pellet spread doing 10 damage each. Ideal for close-quarters engagements, such as on a ship. Pellet spread is tighter and therefore more accurate at longer ranges, if aimed. Must be refilled at ammo crates or ammo boxes.
Cannonball
Versatile cannon ammo-type. Ideal for sinking ships or hitting groups of enemies. Instantly kills with a direct hit, and causes splash damage and knockback. Strategic and consistently accurate fire results in more success - for example, hitting holes to make them larger (so more water floods in and so it takes longer to repair; also makes repairmen easy targets for follow-up shots). Can disable a ship's mast, wheel, or capstan in 3-shots. Up to 10 can be carried.
Chainshot
Technical cannon ammo-type. Used primarily for disabling ships. Creates smaller holes and does less damage than regular cannonballs, but has a wider to-hit area and is ideally used for breaking masts, wheels, and capstans - making a ship harder to use until repaired. Range and height are limited compared to other cannonball types due to its additional weight. Up to 5 can be carried.
Cursed Cannonballs (Green)
Status-effect cannonballs. Used against pirates/skeletons to impose a status effect of some kind. Examples include, but are not limited to: slower movement, drunk, poisoned, sleep, etc. Ideal for making things harder or outright impossible for a short period of time. Lasts ~5 seconds and does no damage (sans poison). Up to 10 can be carried. For more detailed information on Green CCBs, check out @LimbicFanatic's guide which can be found here.
Cursed Cannonballs (Purple)
Status-effect cannonballs. Used against ships to impose a status effect of some kind. Examples include, but are not limited to: stopped movement, faster sinking, supply denial, attack denial, etc. Ideal for making things harder or outright impossible to do on ships for a short period of time. Lasts ~5 seconds and does no damage. Up to 10 can be carried. For more detailed information on Purple CCBs, check out @LimbicFanatic's guide which can be found here.
Cutlass
Versatile and mobile melee weapon. Requires no ammo or reload, but has a slight delay on a missed attack and after a combo. Capable of a 3-strike slashing combo, an unblockable charging stab, and a block that opens up opportunities. The 3-strike combo only works on a successful hit, does 25% damage per hit, can be canceled at any time mid-swing, and causes knockback on the final hit, regardless of whether it successfully hits or is blocked. Attacking with the cutlass is temporarily disabled if you are struck with an opponent's cutlass first, but the block is still available. The unblockable charge takes longer and reduces movement, but does more damage at 60% per hit; there is a 1-second cool down period on a miss that momentarily prevents follow-up movement and attacks, and it is automatically canceled if damage is received from any source. The block only works from the front and is used for numerous defensive opportunities. It blocks cutlass strikes. If used in conjunction with movement and a jump, it can be used to perform an omnidirectional dodge that can be used offensively to pass through or around opponents, or defensively to get away from them - the former is particularly useful if an opponent is blocking a doorway, or if you are cornered or outnumbered. If block is used in conjunction with a charge, it opens up faster and longer movement opportunities during the hold-portion of the charge, as well as a jump during the beginning of the charge itself - this increases the distance and versatility of the charge significantly. If block is used in conjunction with movement and a striking attack, it can be used to perform an omnidirectional strike that can combo and has slightly increased speed and range during the initial strike - useful for flanking around a blocking opponent.
Eye of Reach
High-powered long-range firearm. Carries 5 rounds, and is very accurate at long-range when aimed. Does 70% damage per shot. Ideal for underwater. Has semi-slow aim and reload times, and next-to-no accuracy when hip-fired. Must be refilled at ammo crates and ammo boxes.
Firebomb
Incendiary device. Can be thrown or fired from a cannon and does damage slowly over time to both enemies and ships. Creates hazards that can only be removed with prodigious use of water buckets or rain. Ideal for distractions. Spreads in a radius from origin every minute if thrown or every 30 seconds if fired from a cannon. Particularly effective against all standard skeleton types. Up to 5 can be carried.
Flintlock
Mid-range jack-of-all trades firearm. Carries 5 rounds and does 50% damage per shot. Best in class-reload and aim-speed, but with a lower bullet velocity than other firearms. Accurate both while aimed or hip-fired. Ideal for use on islands. Can be used as a makeshift flare gun if fired into the air due to its lower bullet velocity, which allows for the bullet to be seen in the air for longer than other firearms. Must be refilled at ammo crates or ammo boxes.
Ghost Cannonballs
Long-range cannon ammo-type. Comes in 3 varieties: phantom, fire phantom, and wraith. Phantom mirrors regular cannonballs (see cannonball entry above), but can be shot further. Fire phantoms mirror firebombs (see in-cannon firebomb entry above), but can be shot further. Wraith mirrors flying gunpowder barrels (see entry below), but is slower and harder to aim compared to other cannonball types. Up to 10 can be carried.
Gunpowder Barrels
High-powered explosive device. Comes in several varieties; can be carried and ignited to detonate after a short time with a fuse (5 seconds), or detonated immediately upon taking damage from virtually any attack. Massive blast radius that kills instantly at close-range, csuses knockback, can damage ships, and sets fires. The fuse can be defused once lit, and reset, if desired. Can float in water and detonates on contact with any moving ship or boat. Traditionally found at forts. Only 1 can be carried.
EDITOR'S NOTE: Feel free to mention any omissions or mistakes that will help me in improving this guide. GG, from GG![link text](link url)