What it does#

The Haddock Howitzer fires one fish at a time as a projectile. The fish tumbles through the air, hits as hard as the gun and the fish allow, and is spent on impact. Because the shot counts as a projectile, shields block it and Projectile Protection reduces it, as with an arrow.

Wherever a shot lands, on a mob or a block, it also splashes: everything else nearby takes a share of the hit and is pushed back a little. Bosses are not pushed. The splash spares you and your allies.

The gun costs FE for every shot and a fish for every shot, so it pairs naturally with an Ecotone that makes fish in bulk.

Building it#

Haddock HowitzerCrafting Table

Numbers#

These are Enthalpy's defaults; packs often change them.

WhatValue
Base shot damage (a quick shot)8
Damage at full power24 (×3, after 3 s of holding)
FE per shot500 FE
Battery100,000 FE

Firing#

Powering up a shot#

Hold use to power up. Release early for a quick shot at base damage; keep holding and the damage climbs steadily to the full-power figure above. You hear the build-up: a rising bubbling with a whoosh at the start, halfway and full power, and at full power the gun shudders in your hand. The copper bands and the bore glow brighter as the shot builds. A short cooldown follows every shot.

A quick shot is the steady option; a full shot is a burst. The muzzle brake's bonus is added before the power-up multiplies it, so a brake makes both better.

The splash#

The splash hits everything near the impact for a fraction of the shot, and the fraction is reached further out the more the shot was powered up. A quick shot only splashes up close; a full shot reaches wide. It carries the same enchantment bonuses as the shot itself.

Ammo#

The gun looks for a fish in this order:

  1. A fish in your off hand.
  2. A Tackle Satchel worn in the Curios slot Enthalpy adds (with Curios installed).
  3. Tackle Satchels in your off hand or inventory.

Loose fish in your inventory are never used, so the gun can't fire your dinner. Any raw or cooked fish works, including all of the mod's fish. The fish matters a little:

  • Cooked fish hit softer than raw.
  • A pufferfish or a Volt Puffer poisons what it hits.
  • A Candlefish sets its target alight.
  • A Prized fish hits harder than an ordinary one.

In creative the gun uses no FE and no fish.

Charging it#

Put the gun in a Voltaic Cell's charging slot, or in any other mod's charger. Charging is quick, and the battery's size and the cost of each shot are in the table above. Running dry shows Not enough charge; having no ammo shows No fish to fire.

Sockets#

Three sockets change how the gun behaves. Open them with Shift + right-click; Weapon sockets covers the screen.

Crystal#

The first socket takes an elemental crystal. Empty, every splash is plain water. A crystal changes each shot's splash: Hydric slows and roots, and the splash comes again as an echo; Galvanic leaves a shocking field that pulls mobs back in; Pyric explodes and sets things alight. Elements compares them side by side.

Muzzle brake#

The second socket takes a muzzle brake. A brake adds damage to every shot, and so to the splash and the element too. The metal sets the bonus, and each brake upgrades from the one before:

Muzzle brakeAdded damage
Iron Muzzle Brake+3
Netherite Muzzle Brake+7
Allthemodium Muzzle Brake+11
Vibranium Muzzle Brake+16
Unobtainium Muzzle Brake+22

The Allthemodium, Vibranium and Unobtainium brakes only exist when the pack includes Allthemodium.

Allthemodium Muzzle BrakeCrafting TableNeeds Allthemodium
Iron Muzzle BrakeCrafting Table
Netherite Muzzle BrakeCrafting Table
Unobtainium Muzzle BrakeCrafting TableNeeds Allthemodium
Vibranium Muzzle BrakeCrafting TableNeeds Allthemodium

Any brake also gives the gun a left click attack, which costs less FE than a shot and needs no fish.

  • The Iron brake fires a plain ball: short ranged, hits the first mob, with no element effects beyond its look.
  • The Netherite brake or better fires a beam of the socketed crystal's element (water if there is none). It reaches far, pierces several mobs and throws them back along its line. A Galvanic beam arcs on to nearby mobs, a Pyric beam sets its targets alight for 4 seconds and a Hydric beam drenches them, slowing and rooting. Hold left click to keep firing as fast as the cooldown allows.

While a brake is fitted, left click fires instead of swinging or mining.

Rail Scales#

The third socket takes Rail Scales, which replace charge-and-release with continuous fire. Hold use and the gun streams quick shots, using one fish and a fixed FE cost for every second you keep firing. When you let go, or run out of fish or charge, a short cooldown follows before either attack works again. Better scales fire faster, fire straighter and throw the fish quicker.

Rail ScalesShots per secondAccuracy
Iron Rail Scales3.3Broad: a close-range cone
Netherite Rail Scales4Tighter
Conductive Iron Rail Scales4Tight
Energetic Alloy Rail Scales4.4Pinpoint
Vibrant Alloy Rail Scales4.5Pinpoint, the tightest of all

The three alloy tiers need Ender IO. Iron scales are made round an Iron Crystal, and each tier above is made from the one before.

Conductive Iron Rail ScalesCrafting TableNeeds Ender IONeeds a mod that adds conductive iron
Energetic Alloy Rail ScalesCrafting TableNeeds Ender IONeeds a mod that adds energetic alloy
Iron Rail ScalesCrafting Table
Netherite Rail ScalesCrafting Table
Vibrant Alloy Rail ScalesCrafting TableNeeds Ender IONeeds a mod that adds vibrant alloy

Homing Instinct#

Homing Instinct is an enchantment from the enchanting table, levels I to III. After a hit, the fish sometimes swims back to you, passing through blocks, and more often the higher the level. It lands in a satchel with room, else your inventory, else at your feet. Extra fish from Multishot never return. Enchantments lists the rest.

Good to know#

  • A powered-up shot is a burst, a Rail Scales stream is sustained damage, and a brake's beam fills the gaps. They share one cooldown so you can't weave them.
  • Multishot copies the socketed element to every fish, so three fields or blasts land at once.
  • The Pyric blast hurts mobs you might rather not wake. It is the strongest raw damage, paid for in reach.
  • The Pyric blast breaks no blocks and leaves dropped items alone.