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* New achievements
* New achievements
* And more!
* And more!
==Characters==
<div class="statscard-grid" style="margin-left: 0; margin-top: 20px;">
<div class="statscard-grid__main" style="max-height: none;">
<div id="character_sailor" class="statscard-grid__item">
{{StatsCard
| name  = Sailor
| type  = character
| cat    = Character
| image  = Sailor.png
| rarity = 0
| tags  = stat_curse
| swpns  = Anchor, Trident, Blunderbuss
| stat1  = {{Color|green|+200%}} damage with {{Color|green|Naval}} weapons against cursed enemies
| stat2  = {{Color|curse|+25}} Curse
| stat3  = {{Color|red|-30}} % Damage
| stat4  = You can only equip tier {{Color|red|II}} weapons or above
| stat5  = Crit chance is capped at {{Color|red|20%}}
| stat6  = Dodge is capped at {{Color|red|20%}}
| stat7  = {{Color|red|Harvesting}} modifications are reduced by {{Color|red|100%}}
}}
</div>
<div id="character_curious" class="statscard-grid__item">
{{StatsCard
| name  = Curious
| type  = character
| cat    = Character
| image  = Curious.png
| rarity = 0
| tags  = stat_luck
| swpns  = Brick, Cacti Club, Ghost Axe, Hatchet, Knife, Plank, Rock, Torch, Lightning Shiv, Pistol, Double Barrel Shotgun, Icicle, Lute, Javelin, Slingshot
| stat1  = You start with {{Color|green|1}} {{Color|green|Spyglass}}
| stat2  = {{Color|green|2}} additional loot aliens appear every wave
| stat3  = All future loot aliens become stronger when you kill a loot alien
| stat4  = {{Color|green|+2}} {{Color|green|% XP Gain}} for every different {{Color|green|Item}} you have
| stat5  = {{Color|red|-10}} {{Color|red|% Damage}} for every duplicate item or weapon you have
| stat6  = {{Color|red|+25}} % Enemy health
}}
</div>
<div id="character_builder" class="statscard-grid__item">
{{StatsCard
| name  = Builder
| type  = character
| cat    = Character
| image  = Builder.png
| rarity = 0
| tags  = stat_engineering
| swpns  = Brick, Plank, Javelin, Double Barrel Shotgun, Laser Gun, Medical Gun, Revolver, Shredder, SMG, Slingshot, Ghost Scepter, Flute, Taser, Wand
| stat1  = You start with {{Color|green|1}} {{Color|green|Builder's Turret}}
| stat2  =
| stat3  = Every {{Color|green|5}} uncollected materials are converted into {{Color|green|1}} {{Color|green|% Structure attack speed}} and {{Color|green|1}} {{Color|green|Structure Range}} at the end of a wave
| stat4  = {{Color|green|Engineering}} modifications are increased by {{Color|green|50%}}
| stat5  = {{Color|green|+20}} Harvesting
| stat6  = You can't have structures
| stat7  = {{Color|red|-30%}} pickup range
| stat8  = {{Color|red|Damage}} modifications are reduced by {{Color|red|75%}}
}}
</div>
<div id="character_captain" class="statscard-grid__item">
{{StatsCard
| name  = Captain
| type  = character
| cat    = Character
| image  = Captain.png
| rarity = 0
| tags  = xp_gain
| swpns  = Fist, Knife, Hatchet, Spear, Ghost Axe, Ghost Flint, Chopper, Quarterstaff, Torch, Plank, Lightning Shiv, Double Barrel Shotgun, SMG, Revolver, Slingshot, Shredder, Javelin
| stat1  = {{Color|green|+50}} {{Color|green|% XP Gain}} for every free weapon slot you have [{{Color|green|+300}}]
| stat2  = {{Color|green|+100%}} stats gained from level upgrades
| stat3  = {{Color|red|+200%}} XP required to level up
| stat4  = {{Color|red|+2}} {{Color|red|% Enemy health}} at the end of a wave
| stat5  = {{Color|red|+2}} {{Color|red|% Enemy damage}} at the end of a wave
}}
</div>
<div id="character_creature" class="statscard-grid__item">
{{StatsCard
| name  = Creature
| type  = character
| cat    = Character
| image  = Creature.png
| rarity = 0
| tags  = stat_curse xp_gain
| swpns  = Fist, Claw, Cacti Club, Sharp Tooth, Sickle, Hatchet, Rock, Stick, Spiky Shield, Chopper, Torch, Plank, SMG, Shredder, Icicle, Ghost Scepter, Javelin
| stat1  = Weapon damage additionally scales with {{Color|curse|35%}} {{Color|curse|Curse}}
| stat2  = You start with {{Color|green|1}} cursed {{Color|green|Fish Hook}}
| stat3  = {{Color|curse|+1}} {{Color|curse|Curse}} when you level up
| stat4  = {{Color|red|-10}} {{Color|red|Range}} at the end of a wave
| stat5  = {{Color|red|-5}} {{Color|red|% XP Gain}} at the end of a wave
}}
</div>
<div id="character_chef" class="statscard-grid__item">
{{StatsCard
| name  = Chef
| type  = character
| cat    = Character
| image  = Chef.png
| rarity = 0
| tags  =
| swpns  = Spoon, Chopper, Fist, Knife, Hatchet, Stick, Torch, Screwdriver, Wrench, Plank, Pruner, Cacti Club, Wand
| stat1  = {{Color|green|+35}} Luck
| stat2  = {{Color|green|+200%}} damage from non elemental sources against burning targets
| stat3  = Consumables explode for 5x{{Color|green|1}} ({{Color|green|{{Color|grey|+100%}}{{StatIcon|Elemental Damage}}}}) burning damage when picked up
| stat4  = You start with {{Color|green|1}} {{Color|green|Scared Sausage}}
| stat5  = {{Color|red|+100}} % Enemy health
| stat6  = {{Color|red|Elemental Damage}} modifications are reduced by {{Color|red|75%}}
}}
</div>
<div id="character_druid" class="statscard-grid__item">
{{StatsCard
| name  = Druid
| type  = character
| cat    = Character
| image  = Druid.png
| rarity = 0
| tags  = consumable stat_luck
| swpns  = Fist, Claw, Ghost Flint, Cacti Club, Rock, Chopper, Quarterstaff, Pruner, Sickle, Lute, Stick, Spear, Torch, Flute, Slingshot, Ghost Scepter, Icicle, Wand, Javelin
| stat1  = {{Color|green|+5}} Max HP
| stat2  = {{Color|green|+15}} Luck
| stat3  = Enemies have a higher chance of dropping fruits
| stat4  = {{Color|green|33%}} chance to get {{Color|green|+1}} {{Color|green|Luck}} when you pick up a fruit
| stat5  = {{Color|red|33%}} of fruits are poisoned and hurt you (ignores Dodge and Armor)
| stat6  = {{Color|red|-100}} HP Regeneration
| stat7  = {{Color|red|-100}} % Life Steal
| stat8  = {{Color|red|Engineering}} modifications are reduced by {{Color|red|50%}}
}}
</div>
<div id="character_dwarf" class="statscard-grid__item">
{{StatsCard
| name  = Dwarf
| type  = character
| cat    = Character
| image  = Dwarf.png
| rarity = 0
| tags  = stat_engineering structure
| swpns  = Hammer, Wrench, Brick, Mace
| stat1  = {{Color|green|+1}} {{Color|green|Engineering}} when killing at least {{Color|green|6}} enemies with a direct weapon hit
| stat2  = {{Color|green|+1}} {{Color|green|Melee Damage}} for every permanent {{Color|green|2}} {{Color|green|Engineering}} you have
| stat3  = You can't equip ranged weapons
| stat4  = {{Color|red|-20}} % Dodge
| stat5  = {{Color|red|-100}} % Attack Speed
| stat6  = {{Color|red|% Attack Speed}} modifications are reduced by {{Color|red|50%}}
}}
</div>
<div id="character_gangster" class="statscard-grid__item">
{{StatsCard
| name  = Gangster
| type  = character
| cat    = Character
| image  = Gangster.png
| rarity = 0
| tags  =
| swpns  = Knife, Thief Dagger, Lightning Shiv, Pistol, Revolver, SMG, Double Barrel Shotgun
| stat1  = Can steal {{Color|green|1}} item per shop
| stat2  = Stealing from the shop can spawn an elite
| stat3  = All future elites and bosses become stronger when you kill an elite or a boss
| stat4  = {{Color|red|+20}} % Items Price
| stat5  = Can't lock items
| stat6  =
}}
</div>
<div id="character_diver" class="statscard-grid__item">
{{StatsCard
| name  = Diver
| type  = character
| cat    = Character
| image  = Diver.png
| rarity = 0
| tags  = stat_crit_chance stat_melee_damage
| swpns  = Claw, Thief Dagger, Knife, Scissors, Sharp Tooth, Shuriken
| stat1  = You start with {{Color|green|1}} {{Color|green|Harpoon Gun}}
| stat2  = {{Color|green|-100%}} {{Color|green|Harpoon Gun}} price
| stat3  = {{Color|green|+200}} {{Color|green|% Crit Damage}} with {{Color|green|Precise}} weapons
| stat4  = {{Color|green|% Crit Chance}} modifications are increased by {{Color|green|25%}}
| stat5  = {{Color|green|+1}} {{Color|green|HP Regeneration}} for every {{Color|green|2}} {{Color|green|Melee Damage}} you have
| stat6  = Enemies take {{Color|green|300%}} more damage for {{Color|green|3}} seconds when hit by {{Color|green|Ranged Damage}}
| stat7  = {{Color|red|-100}} Ranged Damage
| stat8  = {{Color|red|+250}} % Enemy health
}}
</div>
<div id="character_hiker" class="statscard-grid__item">
{{StatsCard
| name  = Hiker
| type  = character
| cat    = Character
| image  = Hiker.png
| rarity = 0
| tags  = stat_speed
| swpns  = Hiking Pole, Fist, Hand, Lute, Flute, Thief Dagger, Jousting Lance, Stick, Pistol, Taser
| stat1  = Earn {{Color|green|5}} materials for every {{Color|green|10}} steps you take during a wave
| stat2  = {{Color|green|+1}} {{Color|green|Max HP}} for every {{Color|green|80}} steps you take during a wave
| stat3  = {{Color|green|% Speed}} modifications are increased by {{Color|green|10%}}
| stat4  = {{Color|red|-5}} % Speed
| stat5  = {{Color|red|-50%}} materials dropped
}}
</div>
<div id="character_buccaneer" class="statscard-grid__item">
{{StatsCard
| name  = Buccaneer
| type  = character
| cat    = Character
| image  = Buccaneer.png
| rarity = 0
| tags  = pickup
| swpns  = Brick, Cacti Club, Rock, Spear, Torch, Double Barrel Shotgun, Laser Gun, Shredder, Icicle, Flute, Slingshot, Crossbow
| stat1  = Picked up materials have {{Color|green|+100%}} value
| stat2  = Picking up a material resets the cooldown of all your weapons
| stat3  = {{Color|red|-100}} % Attack Speed
| stat4  = {{Color|red|-50%}} materials dropped from enemies
}}
</div>
<div id="character_ogre" class="statscard-grid__item">
{{StatsCard
| name  = Ogre
| type  = character
| cat    = Character
| image  = Ogre.png
| rarity = 0
| tags  = stat_max_hp stat_melee_damage explosive
| swpns  = Fist, Brick, Rock, Plank, Cacti Club, Chopper, Spoon
| stat1  = Enemies taking double their max health as damage explode for {{Color|green|15}} ({{Color|green|{{Color|grey|+50%}}{{StatIcon|Max HP}}{{Color|pastelred|-50%}}{{StatIcon|Attack Speed}}}}) damage
| stat2  = {{Color|green|+10}} Melee Damage
| stat3  = You can't equip ranged weapons
| stat4  = {{Color|red|-50}} % Attack Speed
| stat5  = {{Color|red|-10}} % Speed
}}
</div>
<div id="character_romantic" class="statscard-grid__item">
{{StatsCard
| name  = Romantic
| type  = character
| cat    = Character
| image  = Romantic.png
| rarity = 0
| tags  =
| swpns  = Lute, Chopper, Fist, Spoon, Scissors, Sharp Tooth, Hatchet, Flute, Double Barrel Shotgun, Shuriken, Slingshot, Medical Gun, SMG, Taser, Cacti Club, Claw
| stat1  = Hitting an enemy that has less than {{Color|green|25%}} health has a {{Color|green|5%}} ({{Color|green|{{Color|grey|50%}}{{StatIcon|Max HP}}}}) chance to charm it for {{Color|green|8}} seconds
| stat2  = {{Color|green|+50}} {{Color|green|Range}} with melee weapons
| stat3  = {{Color|red|-3}} {{Color|red|% Damage}} for every {{Color|curse|5}} {{Color|curse|Curse}} you have
| stat4  = {{Color|red|-1}} {{Color|red|Armor}} for every {{Color|curse|5}} {{Color|curse|Curse}} you have
| stat5  = {{Color|curse|+1}} {{Color|curse|Curse}} at the end of a wave
}}
</div>
</div>
</div>
==Items==
Current items total: 32 <small>({{Color|tier1|6}}, {{Color|tier2|11}}, {{Color|tier3|11}}, {{Color|tier4|4}})</small>
<div class="statscard-grid statscard-grid--fullheight">
{{StatsCard_GridToggles|extra_btns=1|tier_btns=1}}
<div class="statscard-grid__main">
<div id="item_builder_turret_0" class="statscard-grid__item">
{{StatsCard
| name  = Builder's Turret
| type  = item
| cat    = Unique
| image  = Builder's Turret.png
| rarity = 1
| tags  =
| stat1  = This turret's stats are derived from your best ranged weapon's base stats and scale with {{Color|green|Engineering}} ({{Color|green|-}})
| stat2  = {{Color|green|+1}} projectile when you reach {{Color|green|30}} {{Color|green|Structure Range}} [{{Color|green|0}}/30]
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 1}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_corrupted_shard" class="statscard-grid__item">
{{StatsCard
| name  = Corrupted Shard
| type  = item
| cat    = Item
| image  = Corrupted Shard.png
| rarity = 1
| tags  = stat_percent_damage stat_curse
| stat1  = {{Color|green|+3}} % Damage
| stat2  = {{Color|curse|+1}} Curse
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 12}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage<br>stat_curse}}</small></span>
}}
</div>
<div id="item_feather" class="statscard-grid__item">
{{StatsCard
| name  = Feather
| type  = item
| cat    = Item
| image  = Feather.png
| rarity = 1
| tags  = stat_ranged_damage stat_dodge
| stat1  = {{Color|green|+1}} Ranged Damage
| stat2  = {{Color|green|+3}} % Dodge
| stat3  = {{Color|red|-3}} % XP Gain
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 18}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_ranged_damage<br>stat_dodge}}</small></span>
}}
</div>
<div id="item_penguin" class="statscard-grid__item">
{{StatsCard
| name  = Penguin
| type  = item
| cat    = Limited (0/3)
| image  = Penguin.png
| rarity = 1
| tags  = stat_hp_regeneration
| stat1  = {{Color|green|+1}} HP Regeneration
| stat2  = {{Color|green|+1}} {{Color|green|HP Regeneration}} until the end of the wave when picking up a consumable while at maximum health
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration}}</small></span>
}}
</div>
<div id="item_small_fish" class="statscard-grid__item">
{{StatsCard
| name  = Small Fish
| type  = item
| cat    = Item
| image  = Small Fish.png
| rarity = 1
| tags  = stat_percent_damage
| stat1  = {{Color|green|+10%}} damage against targets above {{Color|green|75%}} health
| stat2  = {{Color|red|-3}} % Attack Speed
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 18}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage}}</small></span>
}}
</div>
<div id="item_whistle" class="statscard-grid__item">
{{StatsCard
| name  = Whistle
| type  = item
| cat    = Unique
| image  = Whistle.png
| rarity = 1
| tags  =
| stat1  = {{Color|green|+50%}} chance for loot aliens to appear
| stat2  = {{Color|red|+20%}} movement speed for loot aliens
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_baby_squid" class="statscard-grid__item">
{{StatsCard
| name  = Baby Squid
| type  = item
| cat    = Item
| image  = Baby Squid.png
| rarity = 2
| tags  = stat_hp_regeneration
| stat1  = {{Color|green|+1}} {{Color|green|HP Regeneration}} when you level up
| stat2  = {{Color|red|-3}} % Attack Speed
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 55}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration}}</small></span>
}}
</div>
<div id="item_bone_dice" class="statscard-grid__item">
{{StatsCard
| name  = Bone Dice
| type  = item
| cat    = Limited (0/2)
| image  = Bone Dice.png
| rarity = 2
| tags  = stat_percent_damage
| stat1  = {{Color|green|+50%}} chance to get {{Color|green|+1}} {{Color|green|% Damage}} when rerolling in the shop
| stat2  = {{Color|red|+10%}} chance to get {{Color|red|-1}} {{Color|red|Max HP}} when rerolling in the shop
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 30}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage}}</small></span>
}}
</div>
<div id="item_cauldron" class="statscard-grid__item">
{{StatsCard
| name  = Cauldron
| type  = item
| cat    = Unique
| image  = Cauldron.png
| rarity = 2
| tags  = pickup
| stat1  = {{Color|green|+50%}} pickup range
| stat2  = {{Color|green|+20}} {{Color|green|% Damage}} for {{Color|green|2}} seconds after picking up a consumable
| stat3  = {{Color|red|-2}} HP Regeneration
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>pickup}}</small></span>
}}
</div>
<div id="item_coral" class="statscard-grid__item">
{{StatsCard
| name  = Coral
| type  = item
| cat    = Item
| image  = Coral.png
| rarity = 2
| tags  = stat_hp_regeneration stand_still
| stat1  = {{Color|green|+10}} {{Color|green|HP Regeneration}} while standing still
| stat2  = {{Color|red|-10}} Range
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration<br>stand_still}}</small></span>
}}
</div>
<div id="item_eyepatch" class="statscard-grid__item">
{{StatsCard
| name  = Eyepatch
| type  = item
| cat    = Item
| image  = Eyepatch.png
| rarity = 2
| tags  = stat_crit_chance stat_ranged_damage
| stat1  = Projectiles get {{Color|green|+1}} piercing on critical hit
| stat2  = {{Color|green|+3}} % Crit Chance
| stat3  = {{Color|red|-10%}} Accuracy
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 55}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance<br>stat_ranged_damage}}</small></span>
}}
</div>
<div id="item_fish_hook" class="statscard-grid__item">
{{StatsCard
| name  = Fish Hook
| type  = item
| cat    = Limited (0/3)
| image  = Fish Hook.png
| rarity = 2
| tags  = stat_curse lock
| stat1  = Locked items and weapons have a {{Color|green|20%}} chance to become cursed when leaving the shop
| stat2  = {{Color|curse|+1}} Curse
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse<br>lock}}</small></span>
}}
</div>
<div id="item_jerky" class="statscard-grid__item">
{{StatsCard
| name  = Jerky
| type  = item
| cat    = Unique
| image  = Jerky.png
| rarity = 2
| tags  = consumable
| stat1  = {{Color|green|+3}} HP recovered from consumables
| stat2  = Consumables heal you over {{Color|green|4}} seconds instead of instantly
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>consumable}}</small></span>
}}
</div>
<div id="item_pearl" class="statscard-grid__item">
{{StatsCard
| name  = Pearl
| type  = item
| cat    = Limited (0/20)
| image  = Pearl.png
| rarity = 2
| tags  = stat_luck
| stat1  = {{Color|green|+1}} {{Color|green|% Damage}} for every permanent {{Color|green|10}} {{Color|green|Luck}} you have
| stat2  = {{Color|green|+3%}} chance of finding an extra {{Color|green|Pearl}} in a crate
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_luck}}</small></span>
}}
</div>
<div id="item_saltwater" class="statscard-grid__item">
{{StatsCard
| name  = Saltwater
| type  = item
| cat    = Unique
| image  = Saltwater.png
| rarity = 2
| tags  = stat_melee_damage stat_attack_speed stat_speed
| stat1  = {{Color|green|+2}} Melee Damage
| stat2  = {{Color|green|+3}} % Attack Speed
| stat3  = {{Color|green|+10}} {{Color|green|% Speed}} for {{Color|green|3}} seconds when you take damage
| stat4  = {{Color|red|-1}} Elemental Damage
| stat5  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat6  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_melee_damage<br>stat_attack_speed<br>stat_speed}}</small></span>
}}
</div>
<div id="item_spyglass" class="statscard-grid__item">
{{StatsCard
| name  = Spyglass
| type  = item
| cat    = Limited (0/2)
| image  = Spyglass.png
| rarity = 2
| tags  = stat_range
| stat1  = {{Color|green|+10}} Range
| stat2  = {{Color|green|-25}} % Reroll Price
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 30}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_range}}</small></span>
}}
</div>
<div id="item_treasure_map" class="statscard-grid__item">
{{StatsCard
| name  = Treasure Map
| type  = item
| cat    = Limited (0/5)
| image  = Treasure Map.png
| rarity = 2
| tags  = stat_luck
| stat1  = {{Color|green|+20%}} chance of finding an extra item in a crate
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_luck}}</small></span>
}}
</div>
<div id="item_barnacle" class="statscard-grid__item">
{{StatsCard
| name  = Barnacle
| type  = item
| cat    = Unique
| image  = Barnacle.png
| rarity = 3
| tags  = stat_curse
| stat1  = {{Color|green|+35%}} stats gained from level upgrades
| stat2  = {{Color|curse|+1}} {{Color|curse|Curse}} when you level up
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse}}</small></span>
}}
</div>
<div id="item_black_flag" class="statscard-grid__item">
{{StatsCard
| name  = Black Flag
| type  = item
| cat    = Unique
| image  = Black Flag.png
| rarity = 3
| tags  = stat_curse more_enemies
| stat1  = {{Color|green|+1}} material when you kill a cursed enemy
| stat2  = +10% Enemies
| stat3  = {{Color|red|+10}} % Enemy health
| stat4  = {{Color|red|+10}} % Enemy damage
| stat5  = {{Color|curse|+5}} Curse
| stat6  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat7  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse<br>more_enemies}}</small></span>
}}
</div>
<div id="item_crystal" class="statscard-grid__item">
{{StatsCard
| name  = Crystal
| type  = item
| cat    = Item
| image  = Crystal.png
| rarity = 3
| tags  = stat_attack_speed
| stat1  = {{Color|green|+5}} % Attack Speed
| stat2  = {{Color|green|+1}} {{Color|green|% Attack Speed}} every 1 second until the end of the wave
| stat3  = Bonus is lost when taking damage
| stat4  = {{Color|red|-2}} Engineering
| stat5  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 65}}</small></span>
| stat6  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_attack_speed}}</small></span>
}}
</div>
<div id="item_goblet" class="statscard-grid__item">
{{StatsCard
| name  = Goblet
| type  = item
| cat    = Limited (0/3)
| image  = Goblet.png
| rarity = 3
| tags  =
| stat1  = {{Color|green|+15%}} chance to heal 1 HP when killing an enemy
| stat2  = {{Color|red|-3}} HP Regeneration
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_goldfish" class="statscard-grid__item">
{{StatsCard
| name  = Goldfish
| type  = item
| cat    = Item
| image  = Goldfish.png
| rarity = 3
| tags  =
| stat1  = Items will be {{Color|green|1}} tier higher after the next reroll
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 23}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_knot" class="statscard-grid__item">
{{StatsCard
| name  = Knot
| type  = item
| cat    = Unique
| image  = Knot.png
| rarity = 3
| tags  = stat_percent_damage stat_max_hp
| stat1  = {{Color|green|+15}} % Damage
| stat2  = {{Color|green|+15}} Max HP
| stat3  = Weapons can no longer be upgraded or recycled
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage<br>stat_max_hp}}</small></span>
}}
</div>
<div id="item_lighthouse" class="statscard-grid__item">
{{StatsCard
| name  = Lighthouse
| type  = item
| cat    = Unique
| image  = Lighthouse.png
| rarity = 3
| tags  = stat_engineering
| stat1  = {{Color|green|+20}} Engineering
| stat2  = {{Color|red|-1}} {{Color|red|Engineering}} for every {{Color|green|1}} {{Color|green|Structure}} you have
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_engineering}}</small></span>
}}
</div>
<div id="item_mirror" class="statscard-grid__item">
{{StatsCard
| name  = Mirror
| type  = item
| cat    = Item
| image  = Mirror.png
| rarity = 3
| tags  =
| stat1  = Duplicates the next item you get from the shop (item limits can't be exceeded)
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_scarf" class="statscard-grid__item">
{{StatsCard
| name  = Scarf
| type  = item
| cat    = Item
| image  = Scarf.png
| rarity = 3
| tags  = stat_hp_regeneration stat_melee_damage stat_speed
| stat1  = {{Color|green|+4}} HP Regeneration
| stat2  = {{Color|green|+4}} Melee Damage
| stat3  = {{Color|green|+4}} % Speed
| stat4  = {{Color|red|+25}} {{Color|red|% Enemy Speed}} during the next wave
| stat5  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat6  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration<br>stat_melee_damage<br>stat_speed}}</small></span>
}}
</div>
<div id="item_starfish" class="statscard-grid__item">
{{StatsCard
| name  = Starfish
| type  = item
| cat    = Limited (0/3)
| image  = Starfish.png
| rarity = 3
| tags  = stat_harvesting
| stat1  = {{Color|green|+20%}} materials dropped from enemies
| stat2  = {{Color|green|+10}} Harvesting
| stat3  = {{Color|red|+15}} % Enemy damage
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 75}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_harvesting}}</small></span>
}}
</div>
<div id="item_sunken_bell" class="statscard-grid__item">
{{StatsCard
| name  = Sunken Bell
| type  = item
| cat    = Unique
| image  = Sunken Bell.png
| rarity = 3
| tags  = explosive
| stat1  = Once per wave, you explode for {{Color|green|100}} ({{Color|green|{{Color|grey|+500%}}{{StatIcon|Melee Damage}}{{Color|grey|+500%}}{{StatIcon|Ranged Damage}}{{Color|grey|+500%}}{{StatIcon|Elemental Damage}}{{Color|grey|+500%}}{{StatIcon|Engineering}}}}) damage when you fall below {{Color|green|40%}} health
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 65}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>explosive}}</small></span>
}}
</div>
<div id="item_axolotl" class="statscard-grid__item">
{{StatsCard
| name  = Axolotl
| type  = item
| cat    = Unique
| image  = Axolotl.png
| rarity = 4
| tags  =
| stat1  = Your highest ({{Color|green|Max HP}}) and lowest ({{Color|green|Max HP}}) positive primary stats are swapped when you get this item
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 130}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_krakens_eye" class="statscard-grid__item">
{{StatsCard
| name  = Kraken’s Eye
| type  = item
| cat    = Unique
| image  = Kraken's Eye.png
| rarity = 4
| tags  = explosive stat_max_hp stat_curse
| stat1  = You have a {{Color|green|50%}} chance to explode for {{Color|green|10}} ({{Color|green|{{Color|grey|+500%}}[img=20x20]res://dlcs/dlc_1/resources/graphics/curse_icon.png[/img]}}) damage when you get hit
| stat2  = {{Color|green|+10}} Max HP
| stat3  = {{Color|curse|+10}} Curse
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 110}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>explosive<br>stat_max_hp<br>stat_curse}}</small></span>
}}
</div>
<div id="item_lantern" class="statscard-grid__item">
{{StatsCard
| name  = Lantern
| type  = item
| cat    = Unique
| image  = Lantern.png
| rarity = 4
| tags  =
| stat1  = {{Color|green|+10}} % Damage
| stat2  = {{Color|green|+50}} Range
| stat3  = {{Color|green|+15}} Knockback
| stat4  = Knocks nearby enemies back every {{Color|green|3}} seconds
| stat5  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat6  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_seashell" class="statscard-grid__item">
{{StatsCard
| name  = Seashell
| type  = item
| cat    = Unique
| image  = Seashell.png
| rarity = 4
| tags  = stat_ranged_damage
| stat1  = Every ranged weapon's 5th projectile has {{Color|green|+3}} projectiles
| stat2  = {{Color|red|-10}} % Damage
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_ranged_damage}}</small></span>
}}
</div>
</div>
</div>
== Weapon Classes ==
1 new weapon class: [[Naval]]
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;">
{{TableHeaders|sets}}
{{TableRowWeaponClass|Naval}}
</table>
==Weapons==
16 new weapons:
<div class="statscard-grid" style="margin-left: 0;">
{{StatsCard_WeaponToggles}}
<div class="statscard-grid__main" style="max-height: none;">
<div id="weapon_anchor_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2      = Anchor
| type2      = Melee
| class2    = Naval, Heavy
| image2    = Anchor.png
| rarity2    = 2
| damage2    = 40 (+100%{{StatIcon|Melee Damage}}+65%{{StatIcon|name=Curse}})
| critical2  = x1.5 (3% chance)
| cooldown2  = 1.89s
| knockback2 = 10
| range2    = 150 (Melee)
| lifesteal2 = 0%
| name3      = Anchor
| type3      = Melee
| class3    = Naval, Heavy
| image3    = Anchor.png
| rarity3    = 3
| damage3    = 60 (+125%{{StatIcon|Melee Damage}}+90%{{StatIcon|name=Curse}})
| critical3  = x1.5 (3% chance)
| cooldown3  = 1.84s
| knockback3 = 10
| range3    = 175 (Melee)
| lifesteal3 = 0%
| name4      = Anchor
| type4      = Melee
| class4    = Naval, Heavy
| image4    = Anchor.png
| rarity4    = 4
| damage4    = 100 (+150%{{StatIcon|Melee Damage}}+125%{{StatIcon|name=Curse}})
| critical4  = x1.5 (3% chance)
| cooldown4  = 1.78s
| knockback4 = 10
| range4    = 200 (Melee)
| lifesteal4 = 0%
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_brick_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1      = Brick
| type1      = Melee
| class1    = Blunt
| image1    = Brick.png
| rarity1    = 1
| damage1    = 30 (+50%{{StatIcon|Melee Damage}}+50%{{StatIcon|Engineering}})
| critical1  = x1.5 (3% chance)
| cooldown1  = 1.39s
| knockback1 = 5
| range1    = 150 (Melee)
| lifesteal1 = 0%
| speciala1  = Has a {{Color|green|1%}} chance to break and drop {{Color|green|10}} materials on hit
| name2      = Brick
| type2      = Melee
| class2    = Blunt
| image2    = Brick.png
| rarity2    = 2
| damage2    = 60 (+65%{{StatIcon|Melee Damage}}+65%{{StatIcon|Engineering}})
| critical2  = x1.5 (3% chance)
| cooldown2  = 1.39s
| knockback2 = 5
| range2    = 150 (Melee)
| lifesteal2 = 0%
| speciala2  = Has a {{Color|green|1%}} chance to break and drop {{Color|green|30}} materials on hit
| name3      = Brick
| type3      = Melee
| class3    = Blunt
| image3    = Brick.png
| rarity3    = 3
| damage3    = 90 (+80%{{StatIcon|Melee Damage}}+80%{{StatIcon|Engineering}})
| critical3  = x1.5 (3% chance)
| cooldown3  = 1.39s
| knockback3 = 5
| range3    = 150 (Melee)
| lifesteal3 = 0%
| speciala3  = Has a {{Color|green|1%}} chance to break and drop {{Color|green|60}} materials on hit
| name4      = Brick
| type4      = Melee
| class4    = Blunt
| image4    = Brick.png
| rarity4    = 4
| damage4    = 120 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}})
| critical4  = x1.5 (3% chance)
| cooldown4  = 1.39s
| knockback4 = 5
| range4    = 150 (Melee)
| lifesteal4 = 0%
| speciala4  = Has a {{Color|green|1%}} chance to break and drop {{Color|green|120}} materials on hit
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled  = 0
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_blunderbuss_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2      = Blunderbuss
| type2      = Ranged
| class2    = Naval, Gun
| image2    = Blunderbuss.png
| rarity2    = 2
| damage2    = 25 (+100%{{StatIcon|Ranged Damage}})
| critical2  = x2 (3% chance)
| cooldown2  = 5.2s
| knockback2 = 10
| range2    = 325 (Ranged)
| lifesteal2 = 0%
| pierce2    = 2 (25% damage)
| speciala2  = Cooldown is reset when you pick up a material
| name3      = Blunderbuss
| type3      = Ranged
| class3    = Naval, Gun
| image3    = Blunderbuss.png
| rarity3    = 3
| damage3    = 50 (+125%{{StatIcon|Ranged Damage}})
| critical3  = x2.25 (3% chance)
| cooldown3  = 5.2s
| knockback3 = 20
| range3    = 350 (Ranged)
| lifesteal3 = 0%
| pierce3    = 2 (25% damage)
| speciala3  = Cooldown is reset when you pick up a material
| name4      = Blunderbuss
| type4      = Ranged
| class4    = Naval, Gun
| image4    = Blunderbuss.png
| rarity4    = 4
| damage4    = 80 (+150%{{StatIcon|Ranged Damage}})
| critical4  = x2.5 (3% chance)
| cooldown4  = 5.2s
| knockback4 = 30
| range4    = 375 (Ranged)
| lifesteal4 = 0%
| pierce4    = 2 (25% damage)
| speciala4  = Cooldown is reset when you pick up a material
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_captains_sword_3" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name3      = Captain’s Sword
| type3      = Melee
| class3    = Naval, Blade
| image3    = Captain's Sword.png
| rarity3    = 3
| damage3    = 50 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|name=Curse}})
| critical3  = x2 (3% chance)
| cooldown3  = 1.03s
| knockback3 = 5
| range3    = 200 (Melee)
| lifesteal3 = 0%
| speciala3  = Alternates between thrusting and sweeping attacks
| specialb3  = Deals {{Color|green|+15}} {{Color|green|Damage}} for every free weapon slot you have [{{Color|green|+90}}]
| name4      = Captain’s Sword
| type4      = Melee
| class4    = Naval, Blade
| image4    = Captain’s Sword.png
| rarity4    = 4
| damage4    = 80 (+125%{{StatIcon|Melee Damage}}+125%{{StatIcon|name=Curse}})
| critical4  = x2 (3% chance)
| cooldown4  = 0.95s
| knockback4 = 5
| range4    = 200 (Melee)
| lifesteal4 = 0%
| speciala4  = Alternates between thrusting and sweeping attacks
| specialb4  = Deals {{Color|green|+30}} {{Color|green|Damage}} for every free weapon slot you have [{{Color|green|+180}}]
| firstShownTier = 3
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_chainsaw_3" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name3      = Chainsaw
| type3      = Melee
| class3    = Blade, Tool
| image3    = Chainsaw.png
| rarity3    = 3
| damage3    = 10 (+75%{{StatIcon|Melee Damage}}+75%{{StatIcon|Engineering}}+75%{{StatIcon|Lifesteal}})
| critical3  = x1.5 (3% chance)
| cooldown3  = 0.53s
| knockback3 = 0
| range3    = 175 (Melee)
| lifesteal3 = 15%
| speciala3  = Cooldown is {{Color|grey|1.83s}} every 30 shots
| specialb3  = Deals {{Color|green|10%}} of an enemy’s current health as bonus damage ({{Color|green|1%}} for bosses and elites)
| name4      = Chainsaw
| type4      = Melee
| class4    = Blade, Tool
| image4    = Chainsaw.png
| rarity4    = 4
| damage4    = 20 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}}+100%{{StatIcon|Lifesteal}})
| critical4  = x1.5 (3% chance)
| cooldown4  = 0.56s
| knockback4 = 0
| range4    = 200 (Melee)
| lifesteal4 = 30%
| speciala4  = Cooldown is {{Color|grey|1.52s}} every 40 shots
| specialb4  = Deals {{Color|green|20%}} of an enemy’s current health as bonus damage ({{Color|green|2%}} for bosses and elites)
| firstShownTier = 3
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_flute_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1      = Flute
| type1      = Ranged
| class1    = Musical
| image1    = Flute.png
| rarity1    = 1
| damage1    = 5 (+50%{{StatIcon|Ranged Damage}}+10%{{StatIcon|Luck}})
| critical1  = x1.5 (3% chance)
| cooldown1  = 1.2s
| knockback1 = 0
| range1    = 300 (Ranged)
| lifesteal1 = 0%
| speciala1  = Hitting an enemy that has less than {{Color|green|60%}} health has a {{Color|green|10%}} chance to charm it for {{Color|green|8}} seconds
| name2      = Flute
| type2      = Ranged
| class2    = Musical
| image2    = Flute.png
| rarity2    = 2
| damage2    = 8 (+50%{{StatIcon|Ranged Damage}}+15%{{StatIcon|Luck}})
| critical2  = x1.5 (3% chance)
| cooldown2  = 1.12s
| knockback2 = 0
| range2    = 325 (Ranged)
| lifesteal2 = 0%
| speciala2  = Hitting an enemy that has less than {{Color|green|65%}} health has a {{Color|green|15%}} chance to charm it for {{Color|green|8}} seconds
| name3      = Flute
| type3      = Ranged
| class3    = Musical
| image3    = Flute.png
| rarity3    = 3
| damage3    = 11 (+50%{{StatIcon|Ranged Damage}}+20%{{StatIcon|Luck}})
| critical3  = x1.5 (3% chance)
| cooldown3  = 1.03s
| knockback3 = 0
| range3    = 350 (Ranged)
| lifesteal3 = 0%
| speciala3  = Hitting an enemy that has less than {{Color|green|70%}} health has a {{Color|green|20%}} chance to charm it for {{Color|green|8}} seconds
| name4      = Flute
| type4      = Ranged
| class4    = Musical
| image4    = Flute.png
| rarity4    = 4
| damage4    = 15 (+50%{{StatIcon|Ranged Damage}}+25%{{StatIcon|Luck}})
| critical4  = x1.5 (3% chance)
| cooldown4  = 0.95s
| knockback4 = 0
| range4    = 375 (Ranged)
| lifesteal4 = 0%
| speciala4  = Hitting an enemy that has less than {{Color|green|75%}} health has a {{Color|green|25%}} chance to charm it for {{Color|green|8}} seconds
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled  = 0
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_grenade_launcher_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2      = Grenade Launcher
| type2      = Ranged
| class2    = Heavy, Explosive
| image2    = Grenade Launcher.png
| rarity2    = 2
| damage2    = 12 (+100%{{StatIcon|Ranged Damage}})
| critical2  = x2.5 (5% chance)
| cooldown2  = 0.37s
| knockback2 = 0
| range2    = 350 (Ranged)
| lifesteal2 = 0%
| bounce2    = 1 (0% damage)
| speciala2  = Cooldown is {{Color|grey|3.7s}} every 2 shots
| specialb2  = Projectiles explode on hit
| name3      = Grenade Launcher
| type3      = Ranged
| class3    = Heavy, Explosive
| image3    = Grenade Launcher.png
| rarity3    = 3
| damage3    = 18 (+100%{{StatIcon|Ranged Damage}})
| critical3  = x3 (10% chance)
| cooldown3  = 0.37s
| knockback3 = 0
| range3    = 400 (Ranged)
| lifesteal3 = 0%
| bounce3    = 1 (0% damage)
| speciala3  = Cooldown is {{Color|grey|3.2s}} every 3 shots
| specialb3  = Projectiles explode on hit
| name4      = Grenade Launcher
| type4      = Ranged
| class4    = Heavy, Explosive
| image4    = Grenade Launcher.png
| rarity4    = 4
| damage4    = 30 (+100%{{StatIcon|Ranged Damage}})
| critical4  = x3.5 (20% chance)
| cooldown4  = 0.37s
| knockback4 = 0
| range4    = 450 (Ranged)
| lifesteal4 = 0%
| bounce4    = 1 (0% damage)
| speciala4  = Cooldown is {{Color|grey|2.7s}} every 4 shots
| specialb4  = Projectiles explode on hit
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_harpoon_gun_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2      = Harpoon Gun
| type2      = Ranged
| class2    = Naval, Gun
| image2    = Harpoon Gun.png
| rarity2    = 2
| damage2    = 5 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| critical2  = x1.5 (3% chance)
| cooldown2  = 0.82s
| knockback2 = -30
| range2    = 800 (Ranged)
| lifesteal2 = 0%
| pierce2    = 3 (25% damage)
| speciala2  = Slows enemies in a radius around the projectile
| name3      = Harpoon Gun
| type3      = Ranged
| class3    = Naval, Gun
| image3    = Harpoon Gun.png
| rarity3    = 3
| damage3    = 10 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| critical3  = x1.5 (3% chance)
| cooldown3  = 0.73s
| knockback3 = -30
| range3    = 850 (Ranged)
| lifesteal3 = 0%
| pierce3    = 4 (25% damage)
| speciala3  = Slows enemies in a radius around the projectile
| name4      = Harpoon Gun
| type4      = Ranged
| class4    = Naval, Gun
| image4    = Harpoon Gun.png
| rarity4    = 4
| damage4    = 20 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| critical4  = x1.5 (3% chance)
| cooldown4  = 0.65s
| knockback4 = -30
| range4    = 900 (Ranged)
| lifesteal4 = 0%
| pierce4    = 5 (25% damage)
| speciala4  = Slows enemies in a radius around the projectile
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_hiking_stick_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1      = Hiking Pole
| type1      = Melee
| class1    = Support
| image1    = Hiking Pole.png
| rarity1    = 1
| damage1    = 12 (+50%{{StatIcon|Melee Damage}}+10%{{StatIcon|Range}})
| critical1  = x1.5 (3% chance)
| cooldown1  = 1.42s
| knockback1 = 0
| range1    = 175 (Melee)
| lifesteal1 = 0%
| speciala1  = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|70}} steps you take during a wave
| name2      = Hiking Pole
| type2      = Melee
| class2    = Support
| image2    = Hiking Pole.png
| rarity2    = 2
| damage2    = 18 (+50%{{StatIcon|Melee Damage}}+12%{{StatIcon|Range}})
| critical2  = x1.5 (3% chance)
| cooldown2  = 1.34s
| knockback2 = 0
| range2    = 175 (Melee)
| lifesteal2 = 0%
| speciala2  = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|60}} steps you take during a wave
| name3      = Hiking Pole
| type3      = Melee
| class3    = Support
| image3    = Hiking Pole.png
| rarity3    = 3
| damage3    = 24 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Range}})
| critical3  = x1.5 (3% chance)
| cooldown3  = 1.25s
| knockback3 = 0
| range3    = 175 (Melee)
| lifesteal3 = 0%
| speciala3  = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|50}} steps you take during a wave
| name4      = Hiking Pole
| type4      = Melee
| class4    = Support
| image4    = Hiking Pole.png
| rarity4    = 4
| damage4    = 30 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Range}})
| critical4  = x1.5 (3% chance)
| cooldown4  = 1.17s
| knockback4 = 0
| range4    = 175 (Melee)
| lifesteal4 = 0%
| speciala4  = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|40}} steps you take during a wave
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled  = 0
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_javelin_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1      = Javelin
| type1      = Ranged
| class1    = Primitive
| image1    = Javelin.png
| rarity1    = 1
| damage1    = 8 (+100%{{StatIcon|Melee Damage}})
| critical1  = x2.5 (0% chance)
| cooldown1  = 1.2s
| knockback1 = 0
| range1    = 350 (Ranged)
| lifesteal1 = 0%
| pierce1    = 2 (25% damage)
| speciala1  = Every 5th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| name2      = Javelin
| type2      = Ranged
| class2    = Primitive
| image2    = Javelin.png
| rarity2    = 2
| damage2    = 12 (+100%{{StatIcon|Melee Damage}})
| critical2  = x2.75 (0% chance)
| cooldown2  = 1.12s
| knockback2 = 0
| range2    = 375 (Ranged)
| lifesteal2 = 0%
| pierce2    = 3 (25% damage)
| speciala2  = Every 4th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| name3      = Javelin
| type3      = Ranged
| class3    = Primitive
| image3    = Javelin.png
| rarity3    = 3
| damage3    = 16 (+100%{{StatIcon|Melee Damage}})
| critical3  = x3 (0% chance)
| cooldown3  = 0.95s
| knockback3 = 0
| range3    = 400 (Ranged)
| lifesteal3 = 0%
| pierce3    = 4 (25% damage)
| speciala3  = Every 3rd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| name4      = Javelin
| type4      = Ranged
| class4    = Primitive
| image4    = Javelin.png
| rarity4    = 4
| damage4    = 20 (+100%{{StatIcon|Melee Damage}})
| critical4  = x3.25 (0% chance)
| cooldown4  = 0.87s
| knockback4 = 0
| range4    = 425 (Ranged)
| lifesteal4 = 0%
| pierce4    = 5 (25% damage)
| speciala4  = Every 2nd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled  = 0
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_lute_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1      = Lute
| type1      = Melee
| class1    = Musical, Support
| image1    = Lute.png
| rarity1    = 1
| damage1    = 4 (+50%{{StatIcon|Melee Damage}}+10%{{StatIcon|Luck}})
| critical1  = x1.5 (3% chance)
| cooldown1  = 1.31s
| knockback1 = 2
| range1    = 150 (Melee)
| lifesteal1 = 0%
| speciala1  = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|30%}})
| name2      = Lute
| type2      = Melee
| class2    = Musical, Support
| image2    = Lute.png
| rarity2    = 2
| damage2    = 8 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Luck}})
| critical2  = x1.5 (3% chance)
| cooldown2  = 1.25s
| knockback2 = 2
| range2    = 175 (Melee)
| lifesteal2 = 0%
| speciala2  = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|50%}})
| name3      = Lute
| type3      = Melee
| class3    = Musical, Support
| image3    = Lute.png
| rarity3    = 3
| damage3    = 12 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Luck}})
| critical3  = x1.5 (3% chance)
| cooldown3  = 1.2s
| knockback3 = 2
| range3    = 200 (Melee)
| lifesteal3 = 0%
| speciala3  = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|70%}})
| name4      = Lute
| type4      = Melee
| class4    = Musical, Support
| image4    = Lute.png
| rarity4    = 4
| damage4    = 16 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Luck}})
| critical4  = x1.5 (3% chance)
| cooldown4  = 1.14s
| knockback4 = 2
| range4    = 225 (Melee)
| lifesteal4 = 0%
| speciala4  = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|100%}})
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled  = 0
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_mace_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2      = Mace
| type2      = Melee
| class2    = Heavy, Medieval
| image2    = Mace.png
| rarity2    = 2
| damage2    = {{Color|white|40}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-50%}}{{StatIcon|Attack Speed}})
| critical2  = x1.5 (3% chance)
| cooldown2  = 1.39s
| knockback2 = 5
| range2    = 150 (Melee)
| lifesteal2 = 0%
| speciala2  = {{Color|red|-3}} % Attack Speed
| name3      = Mace
| type3      = Melee
| class3    = Heavy, Medieval
| image3    = Mace.png
| rarity3    = 3
| damage3    = {{Color|white|60}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-75%}}{{StatIcon|Attack Speed}})
| critical3  = x1.5 (3% chance)
| cooldown3  = 1.31s
| knockback3 = 5
| range3    = 150 (Melee)
| lifesteal3 = 0%
| speciala3  = {{Color|red|-6}} % Attack Speed
| name4      = Mace
| type4      = Melee
| class4    = Heavy, Medieval
| image4    = Mace.png
| rarity4    = 4
| damage4    = {{Color|white|100}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-100%}}{{StatIcon|Attack Speed}})
| critical4  = x1.5 (3% chance)
| cooldown4  = 1.23s
| knockback4 = 5
| range4    = 150 (Melee)
| lifesteal4 = 0%
| speciala4  = {{Color|red|-10}} % Attack Speed
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_sickle_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1      = Sickle
| type1      = Melee
| class1    = Support
| image1    = Sickle.png
| rarity1    = 1
| damage1    = 5 (+80%{{StatIcon|Melee Damage}}+10%{{StatIcon|Harvesting}})
| critical1  = x2 (3% chance)
| cooldown1  = 0.87s
| knockback1 = 2
| range1    = 125 (Melee)
| lifesteal1 = 0%
| speciala1  = {{Color|green|+20%}} damage against targets below {{Color|green|30%}} health
| name2      = Sickle
| type2      = Melee
| class2    = Support
| image2    = Sickle.png
| rarity2    = 2
| damage2    = 8 (+80%{{StatIcon|Melee Damage}}+15%{{StatIcon|Harvesting}})
| critical2  = x2 (3% chance)
| cooldown2  = 0.82s
| knockback2 = 2
| range2    = 125 (Melee)
| lifesteal2 = 0%
| speciala2  = {{Color|green|+30%}} damage against targets below {{Color|green|30%}} health
| name3      = Sickle
| type3      = Melee
| class3    = Support
| image3    = Sickle.png
| rarity3    = 3
| damage3    = 12 (+80%{{StatIcon|Melee Damage}}+20%{{StatIcon|Harvesting}})
| critical3  = x2 (3% chance)
| cooldown3  = 0.77s
| knockback3 = 2
| range3    = 125 (Melee)
| lifesteal3 = 0%
| speciala3  = {{Color|green|+40%}} damage against targets below {{Color|green|30%}} health
| name4      = Sickle
| type4      = Melee
| class4    = Support
| image4    = Sickle.png
| rarity4    = 4
| damage4    = 15 (+80%{{StatIcon|Melee Damage}}+25%{{StatIcon|Harvesting}})
| critical4  = x2 (3% chance)
| cooldown4  = 0.7s
| knockback4 = 2
| range4    = 125 (Melee)
| lifesteal4 = 0%
| speciala4  = {{Color|green|+50%}} damage against targets below {{Color|green|30%}} health
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled  = 0
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_spoon_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1      = Spoon
| type1      = Melee
| class1    = Blunt
| image1    = Spoon.png
| rarity1    = 1
| damage1    = 10 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Max HP}})
| critical1  = x2 (0% chance)
| cooldown1  = 1.06s
| knockback1 = 2
| range1    = 150 (Melee)
| lifesteal1 = 0%
| speciala1  = Always crits when hitting burning targets
| name2      = Spoon
| type2      = Melee
| class2    = Blunt
| image2    = Spoon.png
| rarity2    = 2
| damage2    = 15 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Max HP}})
| critical2  = x2.25 (0% chance)
| cooldown2  = 0.99s
| knockback2 = 2
| range2    = 165 (Melee)
| lifesteal2 = 0%
| speciala2  = Always crits when hitting burning targets
| name3      = Spoon
| type3      = Melee
| class3    = Blunt
| image3    = Spoon.png
| rarity3    = 3
| damage3    = 20 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Max HP}})
| critical3  = x2.5 (0% chance)
| cooldown3  = 0.93s
| knockback3 = 2
| range3    = 180 (Melee)
| lifesteal3 = 0%
| speciala3  = Always crits when hitting burning targets
| name4      = Spoon
| type4      = Melee
| class4    = Blunt
| image4    = Spoon.png
| rarity4    = 4
| damage4    = 25 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Max HP}})
| critical4  = x3 (0% chance)
| cooldown4  = 0.86s
| knockback4 = 2
| range4    = 200 (Melee)
| lifesteal4 = 0%
| speciala4  = Always crits when hitting burning targets
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled  = 0
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_trident_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2      = Trident
| type2      = Melee
| class2    = Naval, Medieval
| image2    = Trident.png
| rarity2    = 2
| damage2    = 30 (+100%{{StatIcon|Melee Damage}}+15%{{StatIcon|name=Curse}})
| critical2  = x2 (3% chance)
| cooldown2  = 1.58s
| knockback2 = 0
| range2    = 325 (Melee)
| lifesteal2 = 0%
| speciala2  = {{Color|green|+30%}} damage against targets above {{Color|green|80%}} health
| name3      = Trident
| type3      = Melee
| class3    = Naval, Medieval
| image3    = Trident.png
| rarity3    = 3
| damage3    = 50 (+100%{{StatIcon|Melee Damage}}+30%{{StatIcon|name=Curse}})
| critical3  = x2 (3% chance)
| cooldown3  = 1.5s
| knockback3 = 0
| range3    = 325 (Melee)
| lifesteal3 = 0%
| speciala3  = {{Color|green|+40%}} damage against targets above {{Color|green|80%}} health
| name4      = Trident
| type4      = Melee
| class4    = Naval, Medieval
| image4    = Trident.png
| rarity4    = 4
| damage4    = 80 (+100%{{StatIcon|Melee Damage}}+50%{{StatIcon|name=Curse}})
| critical4  = x2 (3% chance)
| cooldown4  = 1.41s
| knockback4 = 0
| range4    = 325 (Melee)
| lifesteal4 = 0%
| speciala4  = {{Color|green|+50%}} damage against targets above {{Color|green|80%}} health
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 0
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
<div id="weapon_war_hammer_3" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name3      = War Hammer
| type3      = Melee
| class3    = Blunt, Heavy
| image3    = War Hammer.png
| rarity3    = 3
| damage3    = 100 (+150%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}})
| critical3  = x1.5 (3% chance)
| cooldown3  = 2.11s
| knockback3 = 20
| range3    = 200 (Melee)
| lifesteal3 = 0%
| speciala3  = Resets the cooldown of all offensive turrets when attacking
| name4      = War Hammer
| type4      = Melee
| class4    = Blunt, Heavy
| image4    = War Hammer.png
| rarity4    = 4
| damage4    = 180 (+200%{{StatIcon|Melee Damage}}+150%{{StatIcon|Engineering}})
| critical4  = x1.5 (3% chance)
| cooldown4  = 1.95s
| knockback4 = 25
| range4    = 200 (Melee)
| lifesteal4 = 0%
| speciala4  = Resets the cooldown of all offensive turrets when attacking
| firstShownTier = 3
| addTierNumbers = 1
| tier1disabled  = 1
| tier2disabled  = 1
| tier3disabled  = 0
| tier4disabled  = 0
}}
</div>
</div>
</div>

Revision as of 23:43, 31 October 2024

Abyssal-terrors-steam-dlc-thumb.jpg

The Abyssal Terrors DLC was released October 25th 2024, alongside Patch 1.1.0.0.

The DLC page on Steam is here. The Steam release post is here.

DLC Content

  • New map with 20 waves of new enemies, elites and bosses!
  • 14 new characters
  • 16 new weapons
  • 30+ new items
  • Curse and charm mechanics
  • New Music Tracks
  • New achievements
  • And more!

Characters

Sailor.png

Sailor
Character
  • +200% damage with Naval weapons against cursed enemies
  • +25 Curse
  • -30 % Damage
  • You can only equip tier II weapons or above
  • Crit chance is capped at 20%
  • Dodge is capped at 20%
  • Harvesting modifications are reduced by 100%

Curious.png

Curious
Character
  • You start with 1 Spyglass
  • 2 additional loot aliens appear every wave
  • All future loot aliens become stronger when you kill a loot alien
  • +2 % XP Gain for every different Item you have
  • -10 % Damage for every duplicate item or weapon you have
  • +25 % Enemy health

Builder.png

Builder
Character
  • You start with 1 Builder's Turret
  • Every 5 uncollected materials are converted into 1 % Structure attack speed and 1 Structure Range at the end of a wave
  • Engineering modifications are increased by 50%
  • +20 Harvesting
  • You can't have structures
  • -30% pickup range
  • Damage modifications are reduced by 75%

Captain.png

Captain
Character
  • +50 % XP Gain for every free weapon slot you have [+300]
  • +100% stats gained from level upgrades
  • +200% XP required to level up
  • +2 % Enemy health at the end of a wave
  • +2 % Enemy damage at the end of a wave

Creature.png

Creature
Character
  • Weapon damage additionally scales with 35% Curse
  • You start with 1 cursed Fish Hook
  • +1 Curse when you level up
  • -10 Range at the end of a wave
  • -5 % XP Gain at the end of a wave

Chef.png

Chef
Character
  • +35 Luck
  • +200% damage from non elemental sources against burning targets
  • Consumables explode for 5x1 (+100%Elemental Damage.png) burning damage when picked up
  • You start with 1 Scared Sausage
  • +100 % Enemy health
  • Elemental Damage modifications are reduced by 75%

Druid.png

Druid
Character
  • +5 Max HP
  • +15 Luck
  • Enemies have a higher chance of dropping fruits
  • 33% chance to get +1 Luck when you pick up a fruit
  • 33% of fruits are poisoned and hurt you (ignores Dodge and Armor)
  • -100 HP Regeneration
  • -100 % Life Steal
  • Engineering modifications are reduced by 50%

Dwarf.png

Dwarf
Character
  • +1 Engineering when killing at least 6 enemies with a direct weapon hit
  • +1 Melee Damage for every permanent 2 Engineering you have
  • You can't equip ranged weapons
  • -20 % Dodge
  • -100 % Attack Speed
  • % Attack Speed modifications are reduced by 50%

Gangster.png

Gangster
Character
  • Can steal 1 item per shop
  • Stealing from the shop can spawn an elite
  • All future elites and bosses become stronger when you kill an elite or a boss
  • +20 % Items Price
  • Can't lock items

Diver.png

Diver
Character
  • You start with 1 Harpoon Gun
  • -100% Harpoon Gun price
  • +200 % Crit Damage with Precise weapons
  • % Crit Chance modifications are increased by 25%
  • +1 HP Regeneration for every 2 Melee Damage you have
  • Enemies take 300% more damage for 3 seconds when hit by Ranged Damage
  • -100 Ranged Damage
  • +250 % Enemy health

Hiker.png

Hiker
Character
  • Earn 5 materials for every 10 steps you take during a wave
  • +1 Max HP for every 80 steps you take during a wave
  • % Speed modifications are increased by 10%
  • -5 % Speed
  • -50% materials dropped

Buccaneer.png

Buccaneer
Character
  • Picked up materials have +100% value
  • Picking up a material resets the cooldown of all your weapons
  • -100 % Attack Speed
  • -50% materials dropped from enemies

Ogre.png

Ogre
Character
  • Enemies taking double their max health as damage explode for 15 (+50%Max HP.png-50%Attack Speed.png) damage
  • +10 Melee Damage
  • You can't equip ranged weapons
  • -50 % Attack Speed
  • -10 % Speed

Romantic.png

Romantic
Character
  • Hitting an enemy that has less than 25% health has a 5% (50%Max HP.png) chance to charm it for 8 seconds
  • +50 Range with melee weapons
  • -3 % Damage for every 5 Curse you have
  • -1 Armor for every 5 Curse you have
  • +1 Curse at the end of a wave

Items

Current items total: 32 (6, 11, 11, 4)

✔️

Max HP.png HP Regeneration.png Life Steal.png Damage.png Melee Damage.png Ranged Damage.png Elemental Damage.png Attack Speed.png Crit Chance.png Engineering Stat.png Range Stat.png Armor.png Dodge Stat.png Speed Stat.png Luck.png Harvesting.png

I II III IV

📦 👁️ Materials.png 🏷️

Builder's Turret.png

Builder's Turret
Unique
  • This turret's stats are derived from your best ranged weapon's base stats and scale with Engineering (-)
  • +1 projectile when you reach 30 Structure Range [0/30]

Corrupted Shard.png

Corrupted Shard
Item
  • +3 % Damage
  • +1 Curse

Feather.png

Feather
Item
  • +1 Ranged Damage
  • +3 % Dodge
  • -3 % XP Gain

Penguin.png

Penguin
Limited (0/3)
  • +1 HP Regeneration
  • +1 HP Regeneration until the end of the wave when picking up a consumable while at maximum health

Small Fish.png

Small Fish
Item
  • +10% damage against targets above 75% health
  • -3 % Attack Speed

Whistle.png

Whistle
Unique
  • +50% chance for loot aliens to appear
  • +20% movement speed for loot aliens

Baby Squid.png

Baby Squid
Item
  • +1 HP Regeneration when you level up
  • -3 % Attack Speed

Bone Dice.png

Bone Dice
Limited (0/2)
  • +50% chance to get +1 % Damage when rerolling in the shop
  • +10% chance to get -1 Max HP when rerolling in the shop

Cauldron.png

Cauldron
Unique
  • +50% pickup range
  • +20 % Damage for 2 seconds after picking up a consumable
  • -2 HP Regeneration

Coral.png

Coral
Item
  • +10 HP Regeneration while standing still
  • -10 Range

Eyepatch.png

Eyepatch
Item
  • Projectiles get +1 piercing on critical hit
  • +3 % Crit Chance
  • -10% Accuracy

Fish Hook.png

Fish Hook
Limited (0/3)
  • Locked items and weapons have a 20% chance to become cursed when leaving the shop
  • +1 Curse

Jerky.png

Jerky
Unique
  • +3 HP recovered from consumables
  • Consumables heal you over 4 seconds instead of instantly

Pearl.png

Pearl
Limited (0/20)
  • +1 % Damage for every permanent 10 Luck you have
  • +3% chance of finding an extra Pearl in a crate

Saltwater.png

Saltwater
Unique
  • +2 Melee Damage
  • +3 % Attack Speed
  • +10 % Speed for 3 seconds when you take damage
  • -1 Elemental Damage

Spyglass.png

Spyglass
Limited (0/2)
  • +10 Range
  • -25 % Reroll Price

Treasure Map.png

Treasure Map
Limited (0/5)
  • +20% chance of finding an extra item in a crate

Barnacle.png

Barnacle
Unique
  • +35% stats gained from level upgrades
  • +1 Curse when you level up

Black Flag.png

Black Flag
Unique
  • +1 material when you kill a cursed enemy
  • +10% Enemies
  • +10 % Enemy health
  • +10 % Enemy damage
  • +5 Curse

Crystal.png

Crystal
Item
  • +5 % Attack Speed
  • +1 % Attack Speed every 1 second until the end of the wave
  • Bonus is lost when taking damage
  • -2 Engineering

Goblet.png

Goblet
Limited (0/3)
  • +15% chance to heal 1 HP when killing an enemy
  • -3 HP Regeneration

Goldfish.png

Goldfish
Item
  • Items will be 1 tier higher after the next reroll

Knot.png

Knot
Unique
  • +15 % Damage
  • +15 Max HP
  • Weapons can no longer be upgraded or recycled

Lighthouse.png

Lighthouse
Unique
  • +20 Engineering
  • -1 Engineering for every 1 Structure you have

Mirror.png

Mirror
Item
  • Duplicates the next item you get from the shop (item limits can't be exceeded)

Scarf.png

Scarf
Item
  • +4 HP Regeneration
  • +4 Melee Damage
  • +4 % Speed
  • +25 % Enemy Speed during the next wave

Starfish.png

Starfish
Limited (0/3)
  • +20% materials dropped from enemies
  • +10 Harvesting
  • +15 % Enemy damage

Sunken Bell.png

Sunken Bell
Unique
  • Once per wave, you explode for 100 (+500%Melee Damage.png+500%Ranged Damage.png+500%Elemental Damage.png+500%Engineering Stat.png) damage when you fall below 40% health

Axolotl.png

Axolotl
Unique
  • Your highest (Max HP) and lowest (Max HP) positive primary stats are swapped when you get this item

Kraken's Eye.png

Kraken’s Eye
Unique
  • You have a 50% chance to explode for 10 () damage when you get hit
  • +10 Max HP
  • +10 Curse

Lantern.png

Lantern
Unique
  • +10 % Damage
  • +50 Range
  • +15 Knockback
  • Knocks nearby enemies back every 3 seconds

Seashell.png

Seashell
Unique
  • Every ranged weapon's 5th projectile has +3 projectiles
  • -10 % Damage

Weapon Classes

1 new weapon class: Naval

Class Bonuses Weapons
Naval (2)+1 Curse
(3)+2 Curse
(4)+3 Curse
(5)+4 Curse
(6)+5 Curse
Anchor
  Anchor




Weapons

16 new weapons:

Note: If the tier buttons aren't working, please use Ctrl+F5 to refresh your browser's scripts

Tier 1 Tier 2 Tier 3 Tier 4

[[File:|60x60px]]

Anchor.png

Anchor II
Naval, Heavy
  • Damage: 40 (+100%Melee Damage.png+65%Curse.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.89s
  • Knockback: 10
  • Range: 150 (Melee)
  • Lifesteal: 0%

Anchor.png

Anchor III
Naval, Heavy
  • Damage: 60 (+125%Melee Damage.png+90%Curse.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.84s
  • Knockback: 10
  • Range: 175 (Melee)
  • Lifesteal: 0%

Anchor.png

Anchor IV
Naval, Heavy
  • Damage: 100 (+150%Melee Damage.png+125%Curse.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.78s
  • Knockback: 10
  • Range: 200 (Melee)
  • Lifesteal: 0%
 I 
 II 
 III 
 IV 

Brick.png

Brick
Blunt
  • Damage: 30 (+50%Melee Damage.png+50%Engineering Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Has a 1% chance to break and drop 10 materials on hit

Brick.png

Brick II
Blunt
  • Damage: 60 (+65%Melee Damage.png+65%Engineering Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Has a 1% chance to break and drop 30 materials on hit

Brick.png

Brick III
Blunt
  • Damage: 90 (+80%Melee Damage.png+80%Engineering Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Has a 1% chance to break and drop 60 materials on hit

Brick.png

Brick IV
Blunt
  • Damage: 120 (+100%Melee Damage.png+100%Engineering Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Has a 1% chance to break and drop 120 materials on hit
 I 
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 IV 

[[File:|60x60px]]

Blunderbuss.png

Blunderbuss II
Naval, Gun
  • Damage: 25 (+100%Ranged Damage.png)
  • Critical: x2 (3% chance)
  • Cooldown: 5.2s
  • Knockback: 10
  • Range: 325 (Ranged)
  • Lifesteal: 0%
  • Cooldown is reset when you pick up a material

Blunderbuss.png

Blunderbuss III
Naval, Gun
  • Damage: 50 (+125%Ranged Damage.png)
  • Critical: x2.25 (3% chance)
  • Cooldown: 5.2s
  • Knockback: 20
  • Range: 350 (Ranged)
  • Lifesteal: 0%
  • Cooldown is reset when you pick up a material

Blunderbuss.png

Blunderbuss IV
Naval, Gun
  • Damage: 80 (+150%Ranged Damage.png)
  • Critical: x2.5 (3% chance)
  • Cooldown: 5.2s
  • Knockback: 30
  • Range: 375 (Ranged)
  • Lifesteal: 0%
  • Cooldown is reset when you pick up a material
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

[[File:|60x60px]]

II

Captain's Sword.png

Captain’s Sword III
Naval, Blade
  • Damage: 50 (+100%Melee Damage.png+100%Curse.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.03s
  • Knockback: 5
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Alternates between thrusting and sweeping attacks
  • Deals +15 Damage for every free weapon slot you have [+90]

Captain’s Sword.png

Captain’s Sword IV
Naval, Blade
  • Damage: 80 (+125%Melee Damage.png+125%Curse.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.95s
  • Knockback: 5
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Alternates between thrusting and sweeping attacks
  • Deals +30 Damage for every free weapon slot you have [+180]
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

[[File:|60x60px]]

II

Chainsaw.png

Chainsaw III
Blade, Tool
  • Damage: 10 (+75%Melee Damage.png+75%Engineering Stat.png+75%Life Steal.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.53s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 15%
  • Cooldown is 1.83s every 30 shots
  • Deals 10% of an enemy’s current health as bonus damage (1% for bosses and elites)

Chainsaw.png

Chainsaw IV
Blade, Tool
  • Damage: 20 (+100%Melee Damage.png+100%Engineering Stat.png+100%Life Steal.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.56s
  • Knockback: 0
  • Range: 200 (Melee)
  • Lifesteal: 30%
  • Cooldown is 1.52s every 40 shots
  • Deals 20% of an enemy’s current health as bonus damage (2% for bosses and elites)
 I 
 II 
 III 
 IV 

Flute.png

Flute
Musical
  • Damage: 5 (+50%Ranged Damage.png+10%Luck.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.2s
  • Knockback: 0
  • Range: 300 (Ranged)
  • Lifesteal: 0%
  • Hitting an enemy that has less than 60% health has a 10% chance to charm it for 8 seconds

Flute.png

Flute II
Musical
  • Damage: 8 (+50%Ranged Damage.png+15%Luck.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.12s
  • Knockback: 0
  • Range: 325 (Ranged)
  • Lifesteal: 0%
  • Hitting an enemy that has less than 65% health has a 15% chance to charm it for 8 seconds

Flute.png

Flute III
Musical
  • Damage: 11 (+50%Ranged Damage.png+20%Luck.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.03s
  • Knockback: 0
  • Range: 350 (Ranged)
  • Lifesteal: 0%
  • Hitting an enemy that has less than 70% health has a 20% chance to charm it for 8 seconds

Flute.png

Flute IV
Musical
  • Damage: 15 (+50%Ranged Damage.png+25%Luck.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.95s
  • Knockback: 0
  • Range: 375 (Ranged)
  • Lifesteal: 0%
  • Hitting an enemy that has less than 75% health has a 25% chance to charm it for 8 seconds
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Grenade Launcher.png

Grenade Launcher II
Heavy, Explosive
  • Damage: 12 (+100%Ranged Damage.png)
  • Critical: x2.5 (5% chance)
  • Cooldown: 0.37s
  • Knockback: 0
  • Range: 350 (Ranged)
  • Lifesteal: 0%
  • Bounce: 1 (0% damage)
  • Cooldown is 3.7s every 2 shots
  • Projectiles explode on hit

Grenade Launcher.png

Grenade Launcher III
Heavy, Explosive
  • Damage: 18 (+100%Ranged Damage.png)
  • Critical: x3 (10% chance)
  • Cooldown: 0.37s
  • Knockback: 0
  • Range: 400 (Ranged)
  • Lifesteal: 0%
  • Bounce: 1 (0% damage)
  • Cooldown is 3.2s every 3 shots
  • Projectiles explode on hit

Grenade Launcher.png

Grenade Launcher IV
Heavy, Explosive
  • Damage: 30 (+100%Ranged Damage.png)
  • Critical: x3.5 (20% chance)
  • Cooldown: 0.37s
  • Knockback: 0
  • Range: 450 (Ranged)
  • Lifesteal: 0%
  • Bounce: 1 (0% damage)
  • Cooldown is 2.7s every 4 shots
  • Projectiles explode on hit
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Harpoon Gun.png

Harpoon Gun II
Naval, Gun
  • Damage: 5 (+100%Ranged Damage.png+100%Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.82s
  • Knockback: -30
  • Range: 800 (Ranged)
  • Lifesteal: 0%
  • Slows enemies in a radius around the projectile

Harpoon Gun.png

Harpoon Gun III
Naval, Gun
  • Damage: 10 (+100%Ranged Damage.png+100%Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.73s
  • Knockback: -30
  • Range: 850 (Ranged)
  • Lifesteal: 0%
  • Slows enemies in a radius around the projectile

Harpoon Gun.png

Harpoon Gun IV
Naval, Gun
  • Damage: 20 (+100%Ranged Damage.png+100%Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.65s
  • Knockback: -30
  • Range: 900 (Ranged)
  • Lifesteal: 0%
  • Slows enemies in a radius around the projectile
 I 
 II 
 III 
 IV 

Hiking Pole.png

Hiking Pole
Support
  • Damage: 12 (+50%Melee Damage.png+10%Range Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.42s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • +1 Range for every 70 steps you take during a wave

Hiking Pole.png

Hiking Pole II
Support
  • Damage: 18 (+50%Melee Damage.png+12%Range Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.34s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • +1 Range for every 60 steps you take during a wave

Hiking Pole.png

Hiking Pole III
Support
  • Damage: 24 (+50%Melee Damage.png+15%Range Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.25s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • +1 Range for every 50 steps you take during a wave

Hiking Pole.png

Hiking Pole IV
Support
  • Damage: 30 (+50%Melee Damage.png+20%Range Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.17s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • +1 Range for every 40 steps you take during a wave
 I 
 II 
 III 
 IV 

Javelin.png

Javelin
Primitive
  • Damage: 8 (+100%Melee Damage.png)
  • Critical: x2.5 (0% chance)
  • Cooldown: 1.2s
  • Knockback: 0
  • Range: 350 (Ranged)
  • Lifesteal: 0%
  • Every 5th projectile has +100 % Crit Chance

Javelin.png

Javelin II
Primitive
  • Damage: 12 (+100%Melee Damage.png)
  • Critical: x2.75 (0% chance)
  • Cooldown: 1.12s
  • Knockback: 0
  • Range: 375 (Ranged)
  • Lifesteal: 0%
  • Every 4th projectile has +100 % Crit Chance

Javelin.png

Javelin III
Primitive
  • Damage: 16 (+100%Melee Damage.png)
  • Critical: x3 (0% chance)
  • Cooldown: 0.95s
  • Knockback: 0
  • Range: 400 (Ranged)
  • Lifesteal: 0%
  • Every 3rd projectile has +100 % Crit Chance

Javelin.png

Javelin IV
Primitive
  • Damage: 20 (+100%Melee Damage.png)
  • Critical: x3.25 (0% chance)
  • Cooldown: 0.87s
  • Knockback: 0
  • Range: 425 (Ranged)
  • Lifesteal: 0%
  • Every 2nd projectile has +100 % Crit Chance
 I 
 II 
 III 
 IV 

Lute.png

Lute
Musical, Support
  • Damage: 4 (+50%Melee Damage.png+10%Luck.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.31s
  • Knockback: 2
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Enemies hit take 10% more damage for 3 seconds (max: 30%)

Lute.png

Lute II
Musical, Support
  • Damage: 8 (+50%Melee Damage.png+15%Luck.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.25s
  • Knockback: 2
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • Enemies hit take 10% more damage for 3 seconds (max: 50%)

Lute.png

Lute III
Musical, Support
  • Damage: 12 (+50%Melee Damage.png+20%Luck.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.2s
  • Knockback: 2
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Enemies hit take 10% more damage for 3 seconds (max: 70%)

Lute.png

Lute IV
Musical, Support
  • Damage: 16 (+50%Melee Damage.png+25%Luck.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.14s
  • Knockback: 2
  • Range: 225 (Melee)
  • Lifesteal: 0%
  • Enemies hit take 10% more damage for 3 seconds (max: 100%)
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Mace.png

Mace II
Heavy, Medieval
  • Damage: 40 (+100%Melee Damage.png-50%Attack Speed.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • -3 % Attack Speed

Mace.png

Mace III
Heavy, Medieval
  • Damage: 60 (+100%Melee Damage.png-75%Attack Speed.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.31s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • -6 % Attack Speed

Mace.png

Mace IV
Heavy, Medieval
  • Damage: 100 (+100%Melee Damage.png-100%Attack Speed.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.23s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • -10 % Attack Speed
 I 
 II 
 III 
 IV 

Sickle.png

Sickle
Support
  • Damage: 5 (+80%Melee Damage.png+10%Harvesting.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.87s
  • Knockback: 2
  • Range: 125 (Melee)
  • Lifesteal: 0%
  • +20% damage against targets below 30% health

Sickle.png

Sickle II
Support
  • Damage: 8 (+80%Melee Damage.png+15%Harvesting.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.82s
  • Knockback: 2
  • Range: 125 (Melee)
  • Lifesteal: 0%
  • +30% damage against targets below 30% health

Sickle.png

Sickle III
Support
  • Damage: 12 (+80%Melee Damage.png+20%Harvesting.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.77s
  • Knockback: 2
  • Range: 125 (Melee)
  • Lifesteal: 0%
  • +40% damage against targets below 30% health

Sickle.png

Sickle IV
Support
  • Damage: 15 (+80%Melee Damage.png+25%Harvesting.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.7s
  • Knockback: 2
  • Range: 125 (Melee)
  • Lifesteal: 0%
  • +50% damage against targets below 30% health
 I 
 II 
 III 
 IV 

Spoon.png

Spoon
Blunt
  • Damage: 10 (+50%Melee Damage.png+15%Max HP.png)
  • Critical: x2 (0% chance)
  • Cooldown: 1.06s
  • Knockback: 2
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Always crits when hitting burning targets

Spoon.png

Spoon II
Blunt
  • Damage: 15 (+50%Melee Damage.png+20%Max HP.png)
  • Critical: x2.25 (0% chance)
  • Cooldown: 0.99s
  • Knockback: 2
  • Range: 165 (Melee)
  • Lifesteal: 0%
  • Always crits when hitting burning targets

Spoon.png

Spoon III
Blunt
  • Damage: 20 (+50%Melee Damage.png+25%Max HP.png)
  • Critical: x2.5 (0% chance)
  • Cooldown: 0.93s
  • Knockback: 2
  • Range: 180 (Melee)
  • Lifesteal: 0%
  • Always crits when hitting burning targets

Spoon.png

Spoon IV
Blunt
  • Damage: 25 (+50%Melee Damage.png+25%Max HP.png)
  • Critical: x3 (0% chance)
  • Cooldown: 0.86s
  • Knockback: 2
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Always crits when hitting burning targets
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Trident.png

Trident II
Naval, Medieval
  • Damage: 30 (+100%Melee Damage.png+15%Curse.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.58s
  • Knockback: 0
  • Range: 325 (Melee)
  • Lifesteal: 0%
  • +30% damage against targets above 80% health

Trident.png

Trident III
Naval, Medieval
  • Damage: 50 (+100%Melee Damage.png+30%Curse.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.5s
  • Knockback: 0
  • Range: 325 (Melee)
  • Lifesteal: 0%
  • +40% damage against targets above 80% health

Trident.png

Trident IV
Naval, Medieval
  • Damage: 80 (+100%Melee Damage.png+50%Curse.png)
  • Critical: x2 (3% chance)
  • Cooldown: 1.41s
  • Knockback: 0
  • Range: 325 (Melee)
  • Lifesteal: 0%
  • +50% damage against targets above 80% health
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

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II

War Hammer.png

War Hammer III
Blunt, Heavy
  • Damage: 100 (+150%Melee Damage.png+100%Engineering Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 2.11s
  • Knockback: 20
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Resets the cooldown of all offensive turrets when attacking

War Hammer.png

War Hammer IV
Blunt, Heavy
  • Damage: 180 (+200%Melee Damage.png+150%Engineering Stat.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.95s
  • Knockback: 25
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Resets the cooldown of all offensive turrets when attacking
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 II 
 III 
 IV