From Brotato Wiki

(Weapons: Add new weapons count, and the new "Naval" weapon set)
(Sort weapons alphabetically)
(2 intermediate revisions by the same user not shown)
Line 234: Line 234:
| tags  = stat_max_hp stat_melee_damage explosive
| tags  = stat_max_hp stat_melee_damage explosive
| swpns  = Fist, Brick, Rock, Plank, Cacti Club, Chopper, Spoon
| 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|curse|-50%}}{{StatIcon|Attack Speed}}}}) damage
| 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
| stat2  = {{Color|green|+10}} Melee Damage
| stat3  = You can't equip ranged weapons
| stat3  = You can't equip ranged weapons
Line 730: Line 730:
</div>
</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==
==Weapons==
16 new weapons:


<div class="statscard-grid" style="margin-left: 0;">
<div class="statscard-grid" style="margin-left: 0;">
16 new weapons, and 1 new weapon set: [[Naval]].{{StatsCard_WeaponToggles}}
{{StatsCard_WeaponToggles}}
<div class="statscard-grid__main" style="max-height: none;">
<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">
<div id="weapon_brick_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
Line 789: Line 842:
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled  = 0
| 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
| tier2disabled  = 0
| tier3disabled  = 0
| tier3disabled  = 0
Line 862: Line 964:
| tier1disabled  = 1
| tier1disabled  = 1
| tier2disabled  = 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
| tier3disabled  = 0
| tier4disabled  = 0
| tier4disabled  = 0
Line 916: Line 1,177:
| lifesteal4 = 0%
| lifesteal4 = 0%
| speciala4  = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|40}} steps you take during a wave
| 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
| firstShownTier = 1
| addTierNumbers = 1
| addTierNumbers = 1
Line 989: Line 1,312:
| image2    = Mace.png
| image2    = Mace.png
| rarity2    = 2
| rarity2    = 2
| damage2    = 40 (+100%{{StatIcon|Melee Damage}}-50%{{StatIcon|Attack Speed}})
| damage2    = {{Color|white|40}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-50%}}{{StatIcon|Attack Speed}})
| critical2  = x1.5 (3% chance)
| critical2  = x1.5 (3% chance)
| cooldown2  = 1.39s
| cooldown2  = 1.39s
Line 1,001: Line 1,324:
| image3    = Mace.png
| image3    = Mace.png
| rarity3    = 3
| rarity3    = 3
| damage3    = 60 (+100%{{StatIcon|Melee Damage}}-75%{{StatIcon|Attack Speed}})
| damage3    = {{Color|white|60}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-75%}}{{StatIcon|Attack Speed}})
| critical3  = x1.5 (3% chance)
| critical3  = x1.5 (3% chance)
| cooldown3  = 1.31s
| cooldown3  = 1.31s
Line 1,013: Line 1,336:
| image4    = Mace.png
| image4    = Mace.png
| rarity4    = 4
| rarity4    = 4
| damage4    = 100 (+100%{{StatIcon|Melee Damage}}-100%{{StatIcon|Attack Speed}})
| damage4    = {{Color|white|100}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-100%}}{{StatIcon|Attack Speed}})
| critical4  = x1.5 (3% chance)
| critical4  = x1.5 (3% chance)
| cooldown4  = 1.23s
| cooldown4  = 1.23s
Line 1,220: Line 1,543:
| tier1disabled  = 1
| tier1disabled  = 1
| tier2disabled  = 1
| tier2disabled  = 1
| 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_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_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_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_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
| tier3disabled  = 0
| tier4disabled  = 0
| tier4disabled  = 0

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 
 II 
 III 
 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
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 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
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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%)
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[[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
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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
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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
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[[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
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[[File:|60x60px]]

[[File:|60x60px]]

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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