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Marksman Revolver

Weapon · WeaponHandgun4

[ULTRAKILL Collab] An electrically powered revolver that never runs dry. Equipping it turns Pal Sphere throws into Coin Toss, and a bullet that clips a coin ricochets off toward enemies.

Marksman Revolver is 9th of 24 handguns by attack, at 625 against the 1,500 of Old Revolver.

This is where the crafting chain ends — nothing downstream consumes it, so a stockpile earns you nothing.

Details

Gold Value72960
Weight8
Max Stack1
attack625
durability2400

It does not stack, so every spare copy costs an inventory slot. At 72,960 gold it is worth real money to a merchant.

Marksman Revolver Crafting Recipe

Ingot×120
Work: 2560000

Crafting it takes 216 materials across 5 types.

Where to Find Marksman Revolver

Marksman Revolver is not something you find lying around — you craft it, and the recipe is below.

You do not have to farm for Marksman Revolver Schematic 4 — it sits on the Arena Shop counter for 1300 Battle Tickets, so the whole cost is arena time rather than dungeon luck. That matters more than it sounds: none of the lower schematics (Marksman Revolver Schematic 1 through Marksman Revolver Schematic 3) are stocked anywhere, so the top tier is the one version of this gun you can walk up and buy on a schedule. If you are grinding arena rounds anyway, budget the tickets straight to the Legendary and skip the intermediate builds entirely.

The recipe above is only the second half of the cost. The revolver family is unlocked by the ULTRAKILL Collab Set 1 technology at level 32, and it is priced in ancient technology points — 3 of them, the currency from tower bosses and statues rather than from levelling. The same purchase hands you V1 Armor, so the pair costs nothing extra once bought. What that tech puts on the bench is the base Marksman Revolver; this Legendary build only appears once Marksman Revolver Schematic 4 is in your own inventory, and a copy left in a base chest will not do it. Any tier of Weapon Assembly Line can build it.

Using Marksman Revolver Well

Nothing on the ammo line, and that is the point — the revolver draws no Handgun Ammo at all, so the 2400 durability is the only clock running on it. That is six times what the base version carries, and it changes what the gun is for: it is the sidearm you take on long expeditions where you cannot restock, into dungeons, or onto raid nights where an ammo bench is not walking distance away. Every other handgun in the game is limited by what you smelted before you left; this one is limited only by repairs.

Read the Coin Toss swap as a real cost, not flavour. While the revolver is equipped your Pal Sphere throw is gone, so you cannot catch anything without switching weapons first — do not take it as your only gun on a catching run, and expect to fumble a capture the first time a low-health Pal appears mid-fight. In exchange the coin gives you a firing angle you otherwise do not have: toss one out, put a round through it, and the ricochet turns into damage on a target you were not lined up with, which is how you reach things behind cover or above you without repositioning.

The schematic ladder pays unevenly here. Attack runs 250, 437, 500, 562, 625 across the five versions, so the very first schematic you pick up adds more than the next three put together, while Schematic 3 to Schematic 4 buys roughly 11 per cent. Crafting labour moves the other way — the Legendary build carries 32 times the work of the base revolver — so the real argument for the top tier is the durability pool, not the damage number.

Every Tier of Marksman Revolver

The same piece exists at 5 rarities, and the gap is not cosmetic: attack runs 250 to 625, a 2.5x swing. Which one you end up with is decided by the rarity of the schematic you built from, not by the recipe — so a legendary copy of this is worth more than the next item up built from a common one.

RarityItemAttackDurability
0Marksman Revolver250400
1Marksman Revolver4371200
2Marksman Revolver5001600
3Marksman Revolver5622000
4Marksman Revolver (this one)6252400

Ammunition Marksman Revolver Uses

Marksman Revolver fires Handgun Ammo, and nothing else — running dry mid-fight is the usual way this weapon lets you down, so keep the recipe unlocked before you rely on it.

AmmoYieldCraft cost
Handgun Ammo×20Ingot ×1, Gunpowder ×1

Schematics That Unlock Marksman Revolver

The Technology tree hands you the plain Marksman Revolver at level 32 for 3 Ancient Technology points, but nothing above that base version — the rarer builds are schematic-only. One schematic grants the recipe, and they are world loot — chests, boss Pals and the late-game pools — rather than anything you research. Higher-rarity copies of the same schematic raise the quality of what you end up crafting.

SchematicRarityWhere it comes from
Marksman Revolver Schematic 44★Arena Shop — 1300 Battle Ticket

Alternatives and Upgrades

Handgun matches it exactly at 625 attack — those two differ in what they resist and what they weigh, not in raw attack, so picking between them is a swap rather than an upgrade. The next real step is Makeshift Handgun at 640; below it is Old Revolver at 600.

Other handguns at a similar tier, for when you want to weigh this against the rest of its class:

Marksman Revolver (4★) — How to Get & Uses | Palworld Database