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| </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> |
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| ==Weapons== | | ==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}} | | 16 new weapons: |
| | |
| | {{StatsCard_WeaponToggles}} |
| <div class="statscard-grid__main" style="max-height: none;"> | | <div class="statscard-grid__main" style="max-height: none;"> |
| <div id="weapon_brick_1" class="statscard-grid__item"> | | <div id="weapon_brick_1" class="statscard-grid__item"> |
Latest revision as of 22:04, 29 October 2024
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
- +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%
- 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
- 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%
- +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
- 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
- +35 Luck
- +200% damage from non elemental sources against burning targets
- Consumables explode for 5x1 (+100%) burning damage when picked up
- You start with 1 Scared Sausage
- +100 % Enemy health
- Elemental Damage modifications are reduced by 75%
- +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%
- +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%
- 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
- 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
- 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
- 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
- Enemies taking double their max health as damage explode for 15 (+50%-50%) damage
- +10 Melee Damage
- You can't equip ranged weapons
- -50 % Attack Speed
- -10 % Speed
- Hitting an enemy that has less than 25% health has a 5% (50%) 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)
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
|
|
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
- Damage: 30 (+50%+50%)
- 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
- Damage: 60 (+65%+65%)
- 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
- Damage: 90 (+80%+80%)
- 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
- Damage: 120 (+100%+100%)
- 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
Captain’s Sword III
Naval, Blade
- Damage: 50 (+100%+100%)
- 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 IV
Naval, Blade
- Damage: 80 (+125%+125%)
- 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]
- Damage: 10 (+75%+75%+75%)
- 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)
- Damage: 20 (+100%+100%+100%)
- 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)
- Damage: 12 (+50%+10%)
- 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
- Damage: 18 (+50%+12%)
- 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
- Damage: 24 (+50%+15%)
- 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
- Damage: 30 (+50%+20%)
- 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
- Damage: 40 (+100%-50%)
- Critical: x1.5 (3% chance)
- Cooldown: 1.39s
- Knockback: 5
- Range: 150 (Melee)
- Lifesteal: 0%
- -3 % Attack Speed
- Damage: 60 (+100%-75%)
- Critical: x1.5 (3% chance)
- Cooldown: 1.31s
- Knockback: 5
- Range: 150 (Melee)
- Lifesteal: 0%
- -6 % Attack Speed
- Damage: 100 (+100%-100%)
- Critical: x1.5 (3% chance)
- Cooldown: 1.23s
- Knockback: 5
- Range: 150 (Melee)
- Lifesteal: 0%
- -10 % Attack Speed
- Damage: 5 (+80%+10%)
- Critical: x2 (3% chance)
- Cooldown: 0.87s
- Knockback: 2
- Range: 125 (Melee)
- Lifesteal: 0%
- +20% damage against targets below 30% health
- Damage: 8 (+80%+15%)
- Critical: x2 (3% chance)
- Cooldown: 0.82s
- Knockback: 2
- Range: 125 (Melee)
- Lifesteal: 0%
- +30% damage against targets below 30% health
- Damage: 12 (+80%+20%)
- Critical: x2 (3% chance)
- Cooldown: 0.77s
- Knockback: 2
- Range: 125 (Melee)
- Lifesteal: 0%
- +40% damage against targets below 30% health
- Damage: 15 (+80%+25%)
- Critical: x2 (3% chance)
- Cooldown: 0.7s
- Knockback: 2
- Range: 125 (Melee)
- Lifesteal: 0%
- +50% damage against targets below 30% health
- Damage: 10 (+50%+15%)
- Critical: x2 (0% chance)
- Cooldown: 1.06s
- Knockback: 2
- Range: 150 (Melee)
- Lifesteal: 0%
- Always crits when hitting burning targets
- Damage: 15 (+50%+20%)
- Critical: x2.25 (0% chance)
- Cooldown: 0.99s
- Knockback: 2
- Range: 165 (Melee)
- Lifesteal: 0%
- Always crits when hitting burning targets
- Damage: 20 (+50%+25%)
- Critical: x2.5 (0% chance)
- Cooldown: 0.93s
- Knockback: 2
- Range: 180 (Melee)
- Lifesteal: 0%
- Always crits when hitting burning targets
- Damage: 25 (+50%+25%)
- Critical: x3 (0% chance)
- Cooldown: 0.86s
- Knockback: 2
- Range: 200 (Melee)
- Lifesteal: 0%
- Always crits when hitting burning targets
Trident II
Naval, Medieval
- Damage: 30 (+100%+15%)
- Critical: x2 (3% chance)
- Cooldown: 1.58s
- Knockback: 0
- Range: 325 (Melee)
- Lifesteal: 0%
- +30% damage against targets above 80% health
Trident III
Naval, Medieval
- Damage: 50 (+100%+30%)
- Critical: x2 (3% chance)
- Cooldown: 1.5s
- Knockback: 0
- Range: 325 (Melee)
- Lifesteal: 0%
- +40% damage against targets above 80% health
Trident IV
Naval, Medieval
- Damage: 80 (+100%+50%)
- Critical: x2 (3% chance)
- Cooldown: 1.41s
- Knockback: 0
- Range: 325 (Melee)
- Lifesteal: 0%
- +50% damage against targets above 80% health
War Hammer III
Blunt, Heavy
- Damage: 100 (+150%+100%)
- 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 IV
Blunt, Heavy
- Damage: 180 (+200%+150%)
- Critical: x1.5 (3% chance)
- Cooldown: 1.95s
- Knockback: 25
- Range: 200 (Melee)
- Lifesteal: 0%
- Resets the cooldown of all offensive turrets when attacking
Blunderbuss II
Naval, Gun
- Damage: 25 (+100%)
- Critical: x2 (3% chance)
- Cooldown: 5.2s
- Knockback: 10
- Range: 325 (Ranged)
- Lifesteal: 0%
- Cooldown is reset when you pick up a material
Blunderbuss III
Naval, Gun
- Damage: 50 (+125%)
- 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 IV
Naval, Gun
- Damage: 80 (+150%)
- Critical: x2.5 (3% chance)
- Cooldown: 5.2s
- Knockback: 30
- Range: 375 (Ranged)
- Lifesteal: 0%
- Cooldown is reset when you pick up a material
- Damage: 5 (+50%+10%)
- 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
- Damage: 8 (+50%+15%)
- 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
- Damage: 11 (+50%+20%)
- 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
- Damage: 15 (+50%+25%)
- 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
Grenade Launcher II
Heavy, Explosive
- Damage: 12 (+100%)
- 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 III
Heavy, Explosive
- Damage: 18 (+100%)
- 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 IV
Heavy, Explosive
- Damage: 30 (+100%)
- 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
- Damage: 8 (+100%)
- Critical: x2.5 (0% chance)
- Cooldown: 1.2s
- Knockback: 0
- Range: 350 (Ranged)
- Lifesteal: 0%
- Every 5th projectile has +100 % Crit Chance
- Damage: 12 (+100%)
- Critical: x2.75 (0% chance)
- Cooldown: 1.12s
- Knockback: 0
- Range: 375 (Ranged)
- Lifesteal: 0%
- Every 4th projectile has +100 % Crit Chance
- Damage: 16 (+100%)
- Critical: x3 (0% chance)
- Cooldown: 0.95s
- Knockback: 0
- Range: 400 (Ranged)
- Lifesteal: 0%
- Every 3rd projectile has +100 % Crit Chance
- Damage: 20 (+100%)
- Critical: x3.25 (0% chance)
- Cooldown: 0.87s
- Knockback: 0
- Range: 425 (Ranged)
- Lifesteal: 0%
- Every 2nd projectile has +100 % Crit Chance
- Damage: 40 (+100%+65%)
- Critical: x1.5 (3% chance)
- Cooldown: 1.89s
- Knockback: 10
- Range: 150 (Melee)
- Lifesteal: 0%
- Damage: 60 (+125%+90%)
- Critical: x1.5 (3% chance)
- Cooldown: 1.84s
- Knockback: 10
- Range: 175 (Melee)
- Lifesteal: 0%
- Damage: 100 (+150%+125%)
- Critical: x1.5 (3% chance)
- Cooldown: 1.78s
- Knockback: 10
- Range: 200 (Melee)
- Lifesteal: 0%
Harpoon Gun II
Naval, Gun
- Damage: 5 (+100%+100%)
- 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 III
Naval, Gun
- Damage: 10 (+100%+100%)
- 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 IV
Naval, Gun
- Damage: 20 (+100%+100%)
- Critical: x1.5 (3% chance)
- Cooldown: 0.65s
- Knockback: -30
- Range: 900 (Ranged)
- Lifesteal: 0%
- Slows enemies in a radius around the projectile