| Abnormal ammo | Any weapons that use anything strange as ammunition. |  | 1995 / 2010 | 16 games |
| Aim delay | Gun, turret, etc. reaches the point where player wants it after a short delay instead of instantly. Commonly with use of two reticles, one for where the player points and where the gun points. Usually part of aiming with heavy cannons. | | | 0 games |
| Ammo magazines (Ammo clips) | Player is required to reload their weapon occasionally and possibly manage their stockpile of ammo magazines on top of that. |  | 1986 / 2012 | 289 games |
| Ammo types | Player can switch between several different types of ammunition. |  | 1993 / 2011 | 27 games |
| Antiaircraftgun | | | | 0 games |
| Archaic weapons | Weapons that are no longer in use in modern warfare. | | | 0 games |
| Armor penetrators | Weapons designed to penetrate armor, bypassing the added layer of protection completely. | | | 0 games |
| Automated turrets (Sentry guns) | Player has or can have weapons that automatically track hostile targets and fire upon them. |  | 2000 / 2011 | 11 games |
| Ballistae (Scorpio;Polybolos)[ballistas] | Siege weapon based on 2 levers & torsion springs that launched heavy darts or, less common, round stones or metal projectiles. Also used against infantry (rare). |  | 1993 / 2011 | 12 games |
| Battering Ram, a Siege Weapon | A type of siege weapon to destroy or knock holes in city walls or gates. |  | 1993 / 2006 | 2 games |
| Beam weapons (Directed-energy weapons;Particle beam weapons;Laser weapons;Energy beam weapons) | Includes energy weapons that produce a beam of energy or particles that burns or otherwise disrupts the atomic or molecular structure of their targets. |  | 1982 / 2012 | 259 games |
| Bouncy grenades | Grenades bounce from surfaces rather than exploding from contact. |  | 1999 / 2011 | 10 games |
| Breath weapons | Player can breath fire, noxious gases or something even more fantastic such as frost, lightning, or some obscure energy at their enemies. |  | 1990 / 2011 | 24 games |
| Caltrops (Cheval trap;Crow's foot;撒き菱;撒菱;Makibishi)[caltraps;galtrops;galthraps;galtraps;calthrops] | A four or five pointed antipersonnel device primarily used for slowing down the advance of hostile forces. |  | 1997 / 2011 | 2 games |
| Camouflage (Camouflage net;Ghillie suit) | Any kind of clothing, tool or other that obscures one's visibility, commonly by making them appear as if they were part of the surroundings. Mostly effective when their user remains stationary. |  | 2008 / 2012 | 5 games |
| Carts (Wagons;Vehicle trunks) | Any vehicles, devices or other methods that allow player character to go significantly over their normal carry limits, usually with some minor added transport or inventory management. |  | 1992 / 2009 | 34 games |
| Catapults (Mangonel;Onager) | A category of siege weapon designed to throw various objects over city walls. |  | 1993 / 2012 | 34 games |
| Chemical weapons (Toxic weapons;Poison weapons) | Weapons that deliver toxic chemicals to their victims. Usually gaseous for easy delivery to large masses. |  | 1999 / 2011 | 18 games |
| Cryogenic weapons (Freezer weapons) | |  | 1991 / 2012 | 21 games |
| Decoys (Lures;Baits) | Any characters, tools, structures, etc. that exist solely to lure enemies away from something important or to bait them in traps. |  | 1998 / 2012 | 23 games |
| Disintegrators | Weapons or other tools that completely vaporize anything hit by them, or leave only vague dust behind. |  | 1997 / 2011 | 21 games |
| Drilling rigs (Heavy equipment drill;Tunnel boring machine) | Large drills attached their own wheels and/or machines due to their size or distance they drill. | | | 1 games |
| Drills | |  | 1995 / 2011 | 9 games |
| Drone bays (Fighter bays;Bomber bays) | Compartments in large vehicles or similar that house, repair, launch and possibly even build autonomous drones, attack craft or other small vehicles/robots. |  | 2003 / 2012 | 5 games |
| Duplicate weapons | Protagonist wields two or more weapons of the same type (not simultaneously) for some reason. |  | 2007 / 2012 | 7 games |
| Early firearms | Player can use early firearms, commonly single-shot muzzleloaders. |  | 1988 / 2012 | 16 games |
| Earrings | Jewelery worn on the ear, especially magical earrings, play a significant role in gameplay or story. | | | 0 games |
| Electric weapons (Electroshock weapons;Electrolasers;Tesla guns;Lightning guns) | Any weapons which discharge electricity in one manner or another at the target. |  | 1988 / 2011 | 29 games |
| Electromagnetic projectile weapons (Mass drivers;Railguns;Coilguns;Mass accelerators;Gauss guns) | Includes electromagnetic projectile devices in form of weapons. |  | 1993 / 2010 | 34 games |
| EMP grenades | Includes grenades that briefly or permanently disable electronic or similar systems, but have little to no effect against organic targets. |  | 2000 / 2011 | 21 games |
| EMP guns | Includes projectile weapons that briefly or permanently disable electronic or similar systems, but have little to no effect against organic targets. |  | 1994 / 1999 | 3 games |
| EMP weapons (Electromagnetic pulse weapons;Ion weapons) | Includes any kind of weapons that briefly or permanently disable electronic or similar systems, but have little to no effect against organic targets. |  | 1994 / 2011 | 38 games |
| Energy weapons | Includes energy weapons of any kind, from laser beams to bolts of plasma to lightning guns. |  | 1980 / 2012 | 581 games |
| Exotic weapons | Player can use weapons that can't be properly categorized. |  | 1991 / 2012 | 64 games |
| Explosives | |  | 1993 / 2012 | 85 games |
| Faulty lamp (Faulty light sources) | Your light source has a habit of failing from time to time, flickering or even turning off for no perceivable reason. |  | 2005 / 2011 | 7 games |
| Fighting Staves (Fighting Staffs;quarterstaffs;quarterstaves;棍;gùn;棒;bō;半棒;hanbō;六尺棒;rokushakubō;bâton;Taiaha) | A fighting stick, usually hardwood, from slightly shorter than its wielder to ⅓% taller. Usable offensively, defensively, lethal, or less-than-lethal. |  | 1985 / 2012 | 115 games |
| Fire extinguishers (Active fire protection) | Player can use any form of fire extinguishing tools, such as foam sprays, powder, fire-resistant blankets, buckets of water, etc. |  | 2006 / 2010 | 4 games |
| Firearms | Player can use projectile weapons that use a controlled explosion to propel a bullet at the intended target. |  | 1981 / 2013 | 1100 games |
| Firelighter (Matches;Flint) | Any form of tool that's meant to light fires, usually small enough to fit in ones palm. |  | 2008 / 2010 | 4 games |
| Flammable substances | Player can use flammable substances, such as pouring oil on the ground only to light it on fire moments later to burn something or someone. |  | 2006 / 2011 | 2 games |
| Flare gun | |  | 1997 / 2012 | 17 games |
| Gadgets | |  | 2000 / 2011 | 9 games |
| Gas grenades (Aerosol grenades;Poison grenades;Chemical grenades) | Grenades, canisters or other such things that release a noxious gas, poison, or some other likely a lethal or otherwise harmful chemical compound. |  | 1997 / 2011 | 6 games |
| Goo throwers[goo guns] | Weapons or other tools that project globs or stream of some goo. |  | 1998 / 2009 | 11 games |
| Guided weapons: Piloted (User guided) | Guided weapons that require their user to actively control them. Usually in similar manner to an jet aircraft. |  | 2002 / 2011 | 9 games |
| Guided weapons: Pointer (Designator) | Guided weapons that actively seek out the point designated by a tool for it, such as a dedicated or integrated laser pointer. |  | 1998 / 2010 | 9 games |
| Guided weapons: Self-guided | Guided weapons that find and hit targets on their own without user intervention. |  | 1998 / 2009 | 3 games |
| Guided weapons: Target lock | Guided weapons that seek and hit targets locked on to by their user. |  | 1998 / 2001 | 3 games |
| Guided weapons[homing weapons;homing missiles;seeking weapons;seeker weapons;seeker missiles] | Includes weapons that can have their projectiles guided by the player or are self-guided (automatic target seeking). |  | 1989 / 2012 | 110 games |
| Hand cannons | Handheld cannons that fire large metallic balls. |  | 2001 / 2012 | 9 games |
| Healing device (Healing magic;Healing power) | The protagonist has an ability, power or device that can be used indefinitely to heal themselves and possibly others. |  | 1999 / 2011 | 16 games |
| Impact grenades | Grenades explode on impact rather than bouncing about and exploding when the fuse burns out. |  | 1999 / 2010 | 17 games |
| Imperfect radar | |  | 2008 / 2009 | 2 games |
| Implosion weapons[implosive weapons;singularity weapons;blackhole weapons;gravity well devices] | Any device that produces an implosion that pulls in nearby matter towards its center, packing everything closely together, possibly quite forcibly (and lethally). |  | 1997 / 2011 | 3 games |
| Impractical tools | Any tool tags that describe things that are possible to be made with modern science but for some reason are not practical for actual use. | | | 0 games |
| Improvised weapons | Regular items (such as rakes, pieces of wood, furniture, etc.) can be used as weapons. |  | 1996 / 2012 | 71 games |
| Incendiary grenades [molotov cocktails] | A tossed object that spreads a flammable substance and sparks it or a solution that catches fire from simple exposure to air. White phosphorous grenades and molotov cocktails are common. |  | 1985 / 2012 | 51 games |
| Infravision (Infrared goggles;Thermal vision) | |  | 1999 / 2009 | 6 games |
| Iron sights | Instead of a crosshair or similar artificial aiming tool, player has access to using the sights integrated into the weapons or other tools. |  | 2006 / 2012 | 37 games |
| Javelins[throwing spears] | Short spears meant for throwing, though historically also used for stabbing while also being armed with a shield. |  | 1997 / 2010 | 6 games |
| Jewelry[jewellery] | Jewelry plays some part in gameplay. Often, it is enchanted and wearing it provides some magical benefit. |  | 1981 / 2012 | 96 games |
| Large drills | Larger than a handheld drill, but makes less than a 1 metre hole. | | | 1 games |
| Lasso (Noose pole)[grappling hook] | Includes a lasso or similar tool (could be a harpoon, grappling hook, or anything else) used to latch onto a creature and pull it to you or yourself to it. Often used as part of capturing said creatures. |  | 2006 / 2012 | 20 games |
| Lightsabers (Energy swords;Laser swords) | |  | 1994 / 2011 | 36 games |
| Living ammo | |  | 2007 / 2010 | 2 games |
| Living tools (Biological tools) | Biological non-weapon tools and other devices. | | | 0 games |
| Living weapons (Biological weapons;Organic weapons) | Includes living, bio-organic weapons. |  | 1990 / 2011 | 28 games |
| Magic Rings (Rings;Enchanted Rings) | Rings with have magic or magic like effects associated with their wearing and/or use. |  | 1982 / 2011 | 57 games |
| Magic weapons | Weapons that discharge magical energy or otherwise function on the principles of the arcane rather than science. |  | 1985 / 2012 | 66 games |
| Main-Gauche (Parrying Dagger) | A dagger like off-hand weapon designed to parry and/or defend though many games have it for attack only. Stouter than a dagger to so as to catch blows |  | 2004 / 2006 | 3 games |
| Mêlée weapons | Player can use non-projectile weapons which require both the user and the target to be in direct contact with them. |  | 1978 / 2013 | 1251 games |
| Mobile bombs (Spider bombs;Spider mines;Seeker mines;Homing mines) | Any explosive devices that either automatically or through remote control can be maneuvered around. |  | 1995 / 2011 | 15 games |
| Modular equipment (Modular tools) | Certain or all equipment's functionality can be extended or altered by use of modular components. |  | 1995 / 2010 | 11 games |
| Morphing equipment (Shapechanging equipment)[transforming equipment;morphic equipment] | Equipment, such as tools, weapons or armor, that significantly alter their change shape depending on the situation or use. |  | 2002 / 2011 | 3 games |
| Mortars | A type of indirect fire infantry weapon. |  | 2005 / 2012 | 16 games |
| Mounted weapons[weapon mounts] | Weapons that essentially require the use of a mount, such as a tripod. |  | 2003 / 2008 | 13 games |
| Multilock weapons | Includes weapons that can establish multiple simultaneous target locks. | | | 0 games |
| Multiple barrel guns | Any non-rotary guns with unusually large number of barrels. |  | 1996 / 2011 | 12 games |
| Musical instruments | | | | 0 games |
| Nailguns (Flechette gun) | Includes a weapon that shoots nails, short spikes or similar projectiles. |  | 1996 / 2011 | 38 games |
| Natural weapons | Player can use natural abilities, limbs or similar that evolved to be used as weapons, including ability to spit poison and similar. |  | 1990 / 2010 | 39 games |
| Non-lethal weapons | Any weapons that are considered non-lethal, even if they conversely have a tendency to be quite lethal in games. | | | 0 games |
| Nuclear weapons | |  | 1981 / 2012 | 41 games |
| Nunchaku (ヌンチャク;Nunchucks) | A Okinawan weapon consisting 2 sticks connected by a very short chain or cord. Reliably practical only against unarmed opponents & a few other weapons |  | 1985 / 2009 | 53 games |
| Odd appliances | Includes tools, instruments or apparatus intended for some use not discernible from their appearance. |  | 2000 / 2011 | 22 games |
| Percussion instruments | | | | 0 games |
| Pickaxe (pick) | A hand tool with a sharp spike. Opposite the main spike there might be a counterweight (picks), another spike (picks) or a flat spike (pickaxes) |  | 1981 / 2012 | 55 games |
| Plasma weapons | Includes plasma weapons of any kind. |  | 1990 / 2011 | 129 games |
| Point defenses (Close-in weapon systems;CIWS;Active protection systems) | Includes defensive devices, systems, or such that protect an individual, vehicle, or structure from inbound missiles and/or small attackers at extremely close proximity (e.g. aircraft, drones, etc.). |  | 2000 / 2011 | 11 games |
| Power tools | Player can use some types of power tools, such as a chainsaw. |  | 1994 / 2011 | 34 games |
| Powered lamp (Powered light source) | Your light sources require batteries, oil, or something else to power them. Including light sources that burn themselves out and can no longer be used after (e.g. glow sticks, flares or candles). Not including self-recharging lamps. |  | 2007 / 2012 | 12 games |
| Practical tools | Any tool tags that describe things already in practical use (that is, outside of prototype testing) or things that formerly had been in similar use in the real world. | | | 0 games |
| Proximity mines | Explosive mines or other traps that are triggered by proximity. |  | 1998 / 2011 | 6 games |
| Radiation weapons (Radioactive weapons) | Weapons that irradiate their targets. |  | 1997 / 2010 | 3 games |
| Ranged weapons | | | | 0 games |
| Rockets (Missiles;RPGs;Torpedos) | Rocket propelled grenades, missiles, torpedos, and other self-propelled explosive devices. |  | 1983 / 2012 | 398 games |
| Safe weapons | Weapons that should harm the player or their allies when employed improperly - such as grenades or other explosives - do not. |  | 1993 / 2011 | 18 games |
| Scythes | A tool for harvesting wheat and related plants, in fiction these are often used for harvesting people much like how Death harvests the souls of the dead with it. |  | 1998 / 2011 | 13 games |
| Shield breakers | Tools, usually weapons, designed to destroy (energy) shields instantly or much faster than anything else is capable of. Often these do no other damage. |  | 2007 / 2011 | 8 games |
| Shield penetrators | Weapons designed to penetrate (energy) shields, bypassing the added layer of protection completely. |  | 2009 / 2011 | 4 games |
| Shrinker | |  | 1996 / 2011 | 7 games |
| Sickles (Kama;Falx) | A small harvesting implement commonly with a crescent/semicircular-shaped blade though some are mildly curved and others appear like miniature scythes. |  | 1997 / 2007 | 5 games |
| Siege Ladders (Assult Ladders) | Sturdy ladders designed specifically for scaling city or keep walls. Might be wheeled & include hooks to attach to the walls. |  | 2002 / 2006 | 2 games |
| Siege Towers | A mobile/wheeled (if slow) tower built to the height of a city or keep wall in order for numbers of soldiers to scale it & possibly attack city defenders from above on while the tower is moved into place. |  | 1997 / 2006 | 6 games |
| Siege weapons (Siege engines) | Large weapons designed to circumvent or break fortifications. |  | 1981 / 2012 | 16 games |
| Singularity devices (Black hole devices)[singularity weapons;black hole weapons] | Any devices, weapons, etc. that utilize the power of one or more singularities (black holes). |  | 1998 / 2011 | 5 games |
| Small drills (Handheld drill;Hand drill;Bow drill;Pump drill) | A hand tool that rotates a cutting tool to make a hole. | | | 0 games |
| Smoke grenades | Grenades, canisters and other devices or containers that expel a plume of smoke meant to screen unit movement. |  | 1994 / 2012 | 30 games |
| Sonic weapons (Ultrasonic weapons;USW;Acoustic weapons) | Includes sonic weapons. |  | 1989 / 2011 | 32 games |
| Sound locator (Sound localization) | A tool, ability, or such that tells you from where a sound is coming from. |  | 2003 / 2011 | 7 games |
| Specialized equipment[specialised equipment] | Includes weapons and other tools that are specialized for a specific purpose, far outperforming anything else in their field of specialization but often offering little else. | | | 0 games |
| Specialized weapons | | | | 0 games |
| Spellbooks | |  | 1998 / 2006 | 13 games |
| Spy microphone (Surveillance microphone;Parabolic microphone;Laser microphone) | Any device that allows hearing distant conversations or sounds clearly. Often picks up sounds only from a very tight cone, offering variety of uses and removing most background noise from being amplified as well. |  | 2004 / 2007 | 2 games |
| Sticky explosives (Sticky grenades) | Player has or can have explosives that stick to most surfaces, possibly even creatures, when lobbed. |  | 2003 / 2011 | 18 games |
| String instruments | | | | 0 games |
| Stun guns(Tazer) | A self-defense weapon that usually fires two wires at short range target and delivers a short electric shock, hopefully incapacitating them. | | | 0 games |
| Super weapon | A weapon that is so generic, powerful, and likely with unlimited ammo that it makes everything else obsolete. Commonly gained near the end of the game. |  | 2004 / 2010 | 7 games |
| Superguns | Extremely large cannons with range and firepower to match. Rather unconventional due to their size. |  | 1993 / 2008 | 15 games |
| Theoretical tools (Theoretical weapons) | Any tags that describe tools that are perceived as theoretically feasible but have not yet found real world implementation (outside of prototypes). | | | 0 games |
| Throwing knives | Knives specifically designed for throwing, though can still be used like regular knives. |  | 2008 / 2012 | 9 games |
| Throwing stars (手裏剣;Shuriken;Ninja stars) | A small thrown bladed weapon usually with 3 to 6 points. Commonly associated with ninjas. |  | 2000 / 2012 | 4 games |
| Thrown weapons | |  | 1985 / 2012 | 175 games |
| Timepiece (Clock;Watch;Sundial) | Any device that measures time for whatever reason, can be part of the interface or an actual in-game item. |  | 2010 / 2012 | 10 games |
| Tool simulation (Weapon simulation) | Any tags describing various aspects of tool simulation. | | | 0 games |
| Tractor Beams | A [i]shaped[/i] gravitational force that attracts objects. Commonly large spaceships use them to attract smaller ones. |  | 2008 / 2011 | 4 games |
| Trebuchet | For accurately flinging projectiles up to 140kg at ranges up to 400m. Stones were common, But burning masses & diseased bodies were also used. | | | 1 games |
| Trip mines | Explosive mines or other traps that are triggered by tripping over a wire, crossing an invisible laser beam, stepping on a pressure plate, or some other similar trigger. |  | 1998 / 2011 | 7 games |
| Turret | Player controls any number of turrets or other fixed weapon systems. |  | 1982 / 2010 | 13 games |
| Unorthodox weapons | Things used as improvised weapons that simply don't seem good for that. |  | 2000 / 2011 | 17 games |
| Unrealistic tools (Unrealistic weapons) | Any tool tags that require notable alterations to how laws of nature are understood for them to actually function or be feasible. | | | 0 games |
| Unwieldy weapons (Heavy weapons;Large weapons;Cumbersome weapons)[giant weapons] | Includes weapons that are so heavy, large and/or complex that their use is cumbersome or otherwise difficult and may impart other limitations. |  | 2003 / 2012 | 18 games |
| VAGUE: Tasers[Tazers] | A stun gun/prod producing company's name often used for the device type (electroshock weapon) themselves regardless of manufacturer. | | | 0 games |
| Vibroweapons (Vibroblades;Vibrating weapons;Oscillating weapons) | Weapons or other tools that vibrate at extreme frequency and usually in such small movements that it's imperceptible to human eye (though often generating a distinct hum), commonly in form of swords or other bladed weapons. |  | 1995 / 2004 | 9 games |
| Wall penetrators (Obstacle penetrators) | Weapons designed to penetrate walls and other obstacles that would simply be too tough for normal weapons. |  | 1998 / 2011 | 2 games |
| Wands (Rods;Magic wands) | A short stick, commonly associated with magicians (real-world illusionists) and wizards (actual magic users). |  | 1982 / 2012 | 67 games |
| Weapon customization | Weapons can be customized by adding and removing components such as sights, stocks, grips, blades, etc. Also includes magical customization, such as enchantments and curses, and any others. |  | 1999 / 2011 | 33 games |
| Weapon implants[implant weapons] | Player has or can have weapons directly built or grown into their bodies. |  | 1995 / 2011 | 6 games |
| Weapon upgrades | Weapons can be upgraded to perform better. |  | 1990 / 2011 | 57 games |
| Weirdvision | Any vision mode, tool, or such that can't be adequately described by anything else. |  | 1999 / 2011 | 18 games |
| Wind instruments | | | | 0 games |