From Brotato Wiki

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(Update artwork to presskit splash art)
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[[File:Abyssal-terrors-steam-dlc-thumb.jpg|right]]
[[File:DLC Splash Art.jpg|right|400x400px]]
The Abyssal Terrors DLC was released October 25th 2024, alongside [[Patch 1.1.0.0]].  
The Abyssal Terrors DLC was released October 25th 2024, alongside [[Patch 1.1.0.0]].  


The DLC page on Steam is [https://store.steampowered.com/app/2868390/Brotato_Abyssal_Terrors/ here]. The Steam release post is [https://store.steampowered.com/news/app/1942280/view/4529024857187287256 here].
The DLC page on Steam is [https://store.steampowered.com/app/2868390/Brotato_Abyssal_Terrors/ here]. The Steam release post is [https://store.steampowered.com/news/app/1942280/view/4529024857187287256 here].


== DLC Content ==
==DLC Content==


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


==Characters==
==Characters==
Line 21: Line 21:
<div id="character_sailor" class="statscard-grid__item">
<div id="character_sailor" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Sailor
| name = Sailor
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Sailor.png
| image = Sailor.png
| rarity = 0
| rarity = 0
| tags   = stat_curse
| tags = stat_curse
| swpns = Anchor, Trident, Blunderbuss
| swpns = Anchor, Trident, Blunderbuss
| stat1 = {{Color|green|+200%}} damage with {{Color|green|Naval}} weapons against cursed enemies
| stat1 = {{Color|green|+200%}} damage with {{Color|green|Naval}} weapons against cursed enemies
| stat2 = {{Color|curse|+25}} Curse
| stat2 = {{Color|curse|+25}} Curse
| stat3 = {{Color|red|-30}} % Damage
| stat3 = {{Color|red|-30}} % Damage
| stat4 = You can only equip tier {{Color|red|II}} weapons or above
| stat4 = You can only equip tier {{Color|red|II}} weapons or above
| stat5 = Crit chance is capped at {{Color|red|20%}}
| stat5 = Crit chance is capped at {{Color|red|20%}}
| stat6 = Dodge 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%}}
| stat7 = {{Color|red|Harvesting}} modifications are reduced by {{Color|red|100%}}
}}
}}
</div>
</div>
<div id="character_curious" class="statscard-grid__item">
<div id="character_curious" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Curious
| name = Curious
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Curious.png
| image = Curious.png
| rarity = 0
| rarity = 0
| tags   = stat_luck
| tags = stat_luck
| swpns = Brick, Cacti Club, Ghost Axe, Hatchet, Knife, Plank, Rock, Torch, Lightning Shiv, Pistol, Double Barrel Shotgun, Icicle, Lute, Javelin, Slingshot
| 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}}
| stat1 = You start with {{Color|green|1}} {{Color|green|Spyglass}}
| stat2 = {{Color|green|2}} additional loot aliens appear every wave
| stat2 = {{Color|green|2}} additional loot aliens appear every wave
| stat3 = All future loot aliens become stronger when you kill a loot alien
| 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  
| 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  
| stat5 = {{Color|red|-10}} {{Color|red|% Damage}} for every duplicate item or weapon you have
| stat6 = {{Color|red|+25}} % Enemy health
| stat6 = {{Color|red|+25}} % Enemy health
}}
}}
</div>
</div>
<div id="character_builder" class="statscard-grid__item">
<div id="character_builder" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Builder
| name = Builder
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Builder.png
| image = Builder.png
| rarity = 0
| rarity = 0
| tags   = stat_engineering
| tags = stat_engineering
| swpns = Brick, Plank, Javelin, Double Barrel Shotgun, Laser Gun, Medical Gun, Revolver, Shredder, SMG, Slingshot, Ghost Scepter, Flute, Taser, Wand
| 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}}
| stat1 = You start with {{Color|green|1}} {{Color|green|Builder's Turret}}
| stat2 =  
| 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
| 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%}}
| stat4 = {{Color|green|Engineering}} modifications are increased by {{Color|green|50%}}
| stat5 = {{Color|green|+20}} Harvesting
| stat5 = {{Color|green|+20}} Harvesting
| stat6 = You can't have structures
| stat6 = You can't have structures
| stat7 = {{Color|red|-30%}} pickup range
| stat7 = {{Color|red|-30%}} pickup range
| stat8 = {{Color|red|Damage}} modifications are reduced by {{Color|red|75%}}
| stat8 = {{Color|red|Damage}} modifications are reduced by {{Color|red|75%}}
}}
}}
</div>
</div>
<div id="character_captain" class="statscard-grid__item">
<div id="character_captain" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Captain
| name = Captain
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Captain.png
| image = Captain.png
| rarity = 0
| rarity = 0
| tags   = xp_gain
| 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
| 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}}]
| 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
| stat2 = {{Color|green|+100%}} stats gained from level upgrades
| stat3 = {{Color|red|+200%}} XP required to level up
| stat3 = {{Color|red|+200%}} XP required to level up
| stat4 = {{Color|red|+2}} {{Color|red|% Enemy health}} at the end of a wave
| 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
| stat5 = {{Color|red|+2}} {{Color|red|% Enemy damage}} at the end of a wave
}}
}}
</div>
</div>
<div id="character_creature" class="statscard-grid__item">
<div id="character_creature" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Creature
| name = Creature
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Creature.png
| image = Creature.png
| rarity = 0
| rarity = 0
| tags   = stat_curse xp_gain
| 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
| 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}}
| stat1 = Weapon damage additionally scales with {{Color|curse|35%}} {{Color|curse|Curse}}
| stat2 = You start with {{Color|green|1}} cursed {{Color|green|Fish Hook}}
| stat2 = You start with {{Color|green|1}} cursed {{Color|green|Fish Hook}}
| stat3 = {{Color|curse|+1}} {{Color|curse|Curse}} when you level up
| stat3 = {{Color|curse|+1}} {{Color|curse|Curse}} when you level up
| stat4 = {{Color|red|-10}} {{Color|red|Range}} at the end of a wave
| 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
| stat5 = {{Color|red|-5}} {{Color|red|% XP Gain}} at the end of a wave
}}
}}
</div>
</div>
<div id="character_chef" class="statscard-grid__item">
<div id="character_chef" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Chef
| name = Chef
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Chef.png
| image = Chef.png
| rarity = 0
| rarity = 0
| tags   =  
| tags =  
| swpns = Spoon, Chopper, Fist, Knife, Hatchet, Stick, Torch, Screwdriver, Wrench, Plank, Pruner, Cacti Club, Wand
| swpns = Spoon, Chopper, Fist, Knife, Hatchet, Stick, Torch, Screwdriver, Wrench, Plank, Pruner, Cacti Club, Wand
| stat1 = {{Color|green|+35}} Luck
| stat1 = {{Color|green|+35}} Luck
| stat2 = {{Color|green|+200%}} damage from non elemental sources against burning targets
| 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
| 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}}
| stat4 = You start with {{Color|green|1}} {{Color|green|Scared Sausage}}
| stat5 = {{Color|red|+100}} % Enemy health
| stat5 = {{Color|red|+100}} % Enemy health
| stat6 = {{Color|red|Elemental Damage}} modifications are reduced by {{Color|red|75%}}
| stat6 = {{Color|red|Elemental Damage}} modifications are reduced by {{Color|red|75%}}
}}
}}
</div>
</div>
<div id="character_druid" class="statscard-grid__item">
<div id="character_druid" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Druid
| name = Druid
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Druid.png
| image = Druid.png
| rarity = 0
| rarity = 0
| tags   = consumable stat_luck
| 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
| 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
| stat1 = {{Color|green|+5}} Max HP
| stat2 = {{Color|green|+15}} Luck
| stat2 = {{Color|green|+15}} Luck
| stat3 = Enemies have a higher chance of dropping fruits
| 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
| 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)
| stat5 = {{Color|red|33%}} of fruits are poisoned and hurt you (ignores Dodge and Armor)
| stat6 = {{Color|red|-100}} HP Regeneration
| stat6 = {{Color|red|-100}} HP Regeneration
| stat7 = {{Color|red|-100}} % Life Steal
| stat7 = {{Color|red|-100}} % Life Steal
| stat8 = {{Color|red|Engineering}} modifications are reduced by {{Color|red|50%}}
| stat8 = {{Color|red|Engineering}} modifications are reduced by {{Color|red|50%}}
}}
}}
</div>
</div>
<div id="character_dwarf" class="statscard-grid__item">
<div id="character_dwarf" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Dwarf
| name = Dwarf
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Dwarf.png
| image = Dwarf.png
| rarity = 0
| rarity = 0
| tags   = stat_engineering structure
| tags = stat_engineering structure
| swpns = Hammer, Wrench, Brick, Mace
| 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
| 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  
| 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
| stat3 = You can't equip ranged weapons
| stat4 = {{Color|red|-20}} % Dodge
| stat4 = {{Color|red|-20}} % Dodge
| stat5 = {{Color|red|-100}} % Attack Speed
| stat5 = {{Color|red|-100}} % Attack Speed
| stat6 = {{Color|red|% Attack Speed}} modifications are reduced by {{Color|red|50%}}
| stat6 = {{Color|red|% Attack Speed}} modifications are reduced by {{Color|red|50%}}
}}
}}
</div>
</div>
<div id="character_gangster" class="statscard-grid__item">
<div id="character_gangster" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Gangster
| name = Gangster
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Gangster.png
| image = Gangster.png
| rarity = 0
| rarity = 0
| tags   =  
| tags =  
| swpns = Knife, Thief Dagger, Lightning Shiv, Pistol, Revolver, SMG, Double Barrel Shotgun
| swpns = Knife, Thief Dagger, Lightning Shiv, Pistol, Revolver, SMG, Double Barrel Shotgun
| stat1 = Can steal {{Color|green|1}} item per shop
| stat1 = Can steal {{Color|green|1}} item per shop
| stat2 = Stealing from the shop can spawn an elite
| 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
| stat3 = All future elites and bosses become stronger when you kill an elite or a boss
| stat4 = {{Color|red|+20}} % Items Price
| stat4 = {{Color|red|+20}} % Items Price
| stat5 = Can't lock items
| stat5 = Can't lock items
| stat6 =  
| stat6 =  
}}
}}
</div>
</div>
<div id="character_diver" class="statscard-grid__item">
<div id="character_diver" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Diver
| name = Diver
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Diver.png
| image = Diver.png
| rarity = 0
| rarity = 0
| tags   = stat_crit_chance stat_melee_damage
| tags = stat_crit_chance stat_melee_damage
| swpns = Claw, Thief Dagger, Knife, Scissors, Sharp Tooth, Shuriken
| swpns = Claw, Thief Dagger, Knife, Scissors, Sharp Tooth, Shuriken
| stat1 = You start with {{Color|green|1}} {{Color|green|Harpoon Gun}}
| stat1 = You start with {{Color|green|1}} {{Color|green|Harpoon Gun}}
| stat2 = {{Color|green|-100%}} {{Color|green|Harpoon Gun}} price
| stat2 = {{Color|green|-100%}} {{Color|green|Harpoon Gun}} price
| stat3 = {{Color|green|+200}} {{Color|green|% Crit Damage}} with {{Color|green|Precise}} weapons
| 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%}}
| 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  
| 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}}
| 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
| stat7 = {{Color|red|-100}} Ranged Damage
| stat8 = {{Color|red|+250}} % Enemy health
| stat8 = {{Color|red|+250}} % Enemy health
}}
}}
</div>
</div>
<div id="character_hiker" class="statscard-grid__item">
<div id="character_hiker" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Hiker
| name = Hiker
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Hiker.png
| image = Hiker.png
| rarity = 0
| rarity = 0
| tags   = stat_speed
| tags = stat_speed
| swpns = Hiking Pole, Fist, Hand, Lute, Flute, Thief Dagger, Jousting Lance, Stick, Pistol, Taser
| 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
| 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
| 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%}}
| stat3 = {{Color|green|% Speed}} modifications are increased by {{Color|green|10%}}
| stat4 = {{Color|red|-5}} % Speed
| stat4 = {{Color|red|-5}} % Speed
| stat5 = {{Color|red|-50%}} materials dropped
| stat5 = {{Color|red|-50%}} materials dropped
}}
}}
</div>
</div>
<div id="character_buccaneer" class="statscard-grid__item">
<div id="character_buccaneer" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Buccaneer
| name = Buccaneer
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Buccaneer.png
| image = Buccaneer.png
| rarity = 0
| rarity = 0
| tags   = pickup
| tags = pickup
| swpns = Brick, Cacti Club, Rock, Spear, Torch, Double Barrel Shotgun, Laser Gun, Shredder, Icicle, Flute, Slingshot, Crossbow
| 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
| stat1 = Picked up materials have {{Color|green|+100%}} value
| stat2 = Picking up a material resets the cooldown of all your weapons
| stat2 = Picking up a material resets the cooldown of all your weapons
| stat3 = {{Color|red|-100}} % Attack Speed
| stat3 = {{Color|red|-100}} % Attack Speed
| stat4 = {{Color|red|-50%}} materials dropped from enemies
| stat4 = {{Color|red|-50%}} materials dropped from enemies
}}
}}
</div>
</div>
<div id="character_ogre" class="statscard-grid__item">
<div id="character_ogre" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Ogre
| name = Ogre
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Ogre.png
| image = Ogre.png
| rarity = 0
| rarity = 0
| 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|pastelred|-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
| stat4 = {{Color|red|-50}} % Attack Speed
| stat4 = {{Color|red|-50}} % Attack Speed
| stat5 = {{Color|red|-10}} % Speed
| stat5 = {{Color|red|-10}} % Speed
}}
}}
</div>
</div>
<div id="character_romantic" class="statscard-grid__item">
<div id="character_romantic" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Romantic
| name = Romantic
| type   = character
| type = character
| cat   = Character
| cat = Character
| image = Romantic.png
| image = Romantic.png
| rarity = 0
| rarity = 0
| tags   =  
| tags =  
| swpns = Lute, Chopper, Fist, Spoon, Scissors, Sharp Tooth, Hatchet, Flute, Double Barrel Shotgun, Shuriken, Slingshot, Medical Gun, SMG, Taser, Cacti Club, Claw
| 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
| 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
| 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  
| 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  
| 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
| stat5 = {{Color|curse|+1}} {{Color|curse|Curse}} at the end of a wave
}}
}}
</div>
</div>
</div>
</div>
Line 270: Line 270:
<div id="item_builder_turret_0" class="statscard-grid__item">
<div id="item_builder_turret_0" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Builder's Turret
| name = Builder's Turret
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Builder's Turret.png
| image = Builder's Turret.png
| rarity = 1
| rarity = 1
| tags   =  
| tags =  
| stat1 = This turret's stats are derived from your best ranged weapon's base stats and scale with {{Color|green|Engineering}} ({{Color|green|-}})
| 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]
| 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>
| 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>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
}}
</div>
</div>
<div id="item_corrupted_shard" class="statscard-grid__item">
<div id="item_corrupted_shard" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Corrupted Shard
| name = Corrupted Shard
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Corrupted Shard.png
| image = Corrupted Shard.png
| rarity = 1
| rarity = 1
| tags   = stat_percent_damage stat_curse
| tags = stat_percent_damage stat_curse
| stat1 = {{Color|green|+3}} % Damage
| stat1 = {{Color|green|+3}} % Damage
| stat2 = {{Color|curse|+1}} Curse
| 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>
| 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>
| 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>
<div id="item_feather" class="statscard-grid__item">
<div id="item_feather" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Feather
| name = Feather
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Feather.png
| image = Feather.png
| rarity = 1
| rarity = 1
| tags   = stat_ranged_damage stat_dodge
| tags = stat_ranged_damage stat_dodge
| stat1 = {{Color|green|+1}} Ranged Damage
| stat1 = {{Color|green|+1}} Ranged Damage
| stat2 = {{Color|green|+3}} % Dodge
| stat2 = {{Color|green|+3}} % Dodge
| stat3 = {{Color|red|-3}} % XP Gain
| 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>
| 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>
| 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>
<div id="item_penguin" class="statscard-grid__item">
<div id="item_penguin" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Penguin
| name = Penguin
| type   = item
| type = item
| cat   = Limited (0/3)
| cat = Limited (0/3)
| image = Penguin.png
| image = Penguin.png
| rarity = 1
| rarity = 1
| tags   = stat_hp_regeneration
| tags = stat_hp_regeneration
| stat1 = {{Color|green|+1}} 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
| 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>
| 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>
| 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>
<div id="item_small_fish" class="statscard-grid__item">
<div id="item_small_fish" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Small Fish
| name = Small Fish
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Small Fish.png
| image = Small Fish.png
| rarity = 1
| rarity = 1
| tags   = stat_percent_damage
| tags = stat_percent_damage
| stat1 = {{Color|green|+10%}} damage against targets above {{Color|green|75%}} health
| stat1 = {{Color|green|+10%}} damage against targets above {{Color|green|75%}} health
| stat2 = {{Color|red|-3}} % Attack Speed
| 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>
| 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>
| 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>
<div id="item_whistle" class="statscard-grid__item">
<div id="item_whistle" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Whistle
| name = Whistle
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Whistle.png
| image = Whistle.png
| rarity = 1
| rarity = 1
| tags   =  
| tags =  
| stat1 = {{Color|green|+50%}} chance for loot aliens to appear
| stat1 = {{Color|green|+50%}} chance for loot aliens to appear
| stat2 = {{Color|red|+20%}} movement speed for loot aliens
| 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>
| 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>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
}}
</div>
</div>
<div id="item_baby_squid" class="statscard-grid__item">
<div id="item_baby_squid" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Baby Squid
| name = Baby Squid
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Baby Squid.png
| image = Baby Squid.png
| rarity = 2
| rarity = 2
| tags   = stat_hp_regeneration
| tags = stat_hp_regeneration
| stat1 = {{Color|green|+1}} {{Color|green|HP Regeneration}} when you level up
| stat1 = {{Color|green|+1}} {{Color|green|HP Regeneration}} when you level up
| stat2 = {{Color|red|-3}} % Attack Speed
| 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>
| 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>
| 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>
<div id="item_bone_dice" class="statscard-grid__item">
<div id="item_bone_dice" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Bone Dice
| name = Bone Dice
| type   = item
| type = item
| cat   = Limited (0/2)
| cat = Limited (0/2)
| image = Bone Dice.png
| image = Bone Dice.png
| rarity = 2
| rarity = 2
| tags   = stat_percent_damage
| tags = stat_percent_damage
| stat1 = {{Color|green|+50%}} chance to get {{Color|green|+1}} {{Color|green|% Damage}} when rerolling in the shop
| 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
| 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>
| 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>
| 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>
<div id="item_cauldron" class="statscard-grid__item">
<div id="item_cauldron" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Cauldron
| name = Cauldron
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Cauldron.png
| image = Cauldron.png
| rarity = 2
| rarity = 2
| tags   = pickup
| tags = pickup
| stat1 = {{Color|green|+50%}} pickup range
| stat1 = {{Color|green|+50%}} pickup range
| stat2 = {{Color|green|+20}} {{Color|green|% Damage}} for {{Color|green|2}} seconds after picking up a consumable
| stat2 = {{Color|green|+20}} {{Color|green|% Damage}} for {{Color|green|2}} seconds after picking up a consumable
| stat3 = {{Color|red|-2}} HP Regeneration
| 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>
| 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>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>pickup}}</small></span>
}}
}}
</div>
</div>
<div id="item_coral" class="statscard-grid__item">
<div id="item_coral" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Coral
| name = Coral
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Coral.png
| image = Coral.png
| rarity = 2
| rarity = 2
| tags   = stat_hp_regeneration stand_still
| tags = stat_hp_regeneration stand_still
| stat1 = {{Color|green|+10}} {{Color|green|HP Regeneration}} while standing still
| stat1 = {{Color|green|+10}} {{Color|green|HP Regeneration}} while standing still
| stat2 = {{Color|red|-10}} Range
| 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>
| 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>
| 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>
<div id="item_eyepatch" class="statscard-grid__item">
<div id="item_eyepatch" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Eyepatch
| name = Eyepatch
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Eyepatch.png
| image = Eyepatch.png
| rarity = 2
| rarity = 2
| tags   = stat_crit_chance stat_ranged_damage
| tags = stat_crit_chance stat_ranged_damage
| stat1 = Projectiles get {{Color|green|+1}} piercing on critical hit
| stat1 = Projectiles get {{Color|green|+1}} piercing on critical hit
| stat2 = {{Color|green|+3}} % Crit Chance
| stat2 = {{Color|green|+3}} % Crit Chance
| stat3 = {{Color|red|-10%}} Accuracy
| 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>
| 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>
| 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>
<div id="item_fish_hook" class="statscard-grid__item">
<div id="item_fish_hook" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Fish Hook
| name = Fish Hook
| type   = item
| type = item
| cat   = Limited (0/3)
| cat = Limited (0/3)
| image = Fish Hook.png
| image = Fish Hook.png
| rarity = 2
| rarity = 2
| tags   = stat_curse lock
| tags = stat_curse lock
| stat1 = Locked items and weapons have a {{Color|green|20%}} chance to become cursed when leaving the shop
| stat1 = Locked items and weapons have a {{Color|green|20%}} chance to become cursed when leaving the shop
| stat2 = {{Color|curse|+1}} Curse
| 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>
| 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>
| 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>
<div id="item_jerky" class="statscard-grid__item">
<div id="item_jerky" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Jerky
| name = Jerky
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Jerky.png
| image = Jerky.png
| rarity = 2
| rarity = 2
| tags   = consumable
| tags = consumable
| stat1 = {{Color|green|+3}} HP recovered from consumables
| stat1 = {{Color|green|+3}} HP recovered from consumables
| stat2 = Consumables heal you over {{Color|green|4}} seconds instead of instantly
| 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>
| 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>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>consumable}}</small></span>
}}
}}
</div>
</div>
<div id="item_pearl" class="statscard-grid__item">
<div id="item_pearl" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Pearl
| name = Pearl
| type   = item
| type = item
| cat   = Limited (0/20)
| cat = Limited (0/20)
| image = Pearl.png
| image = Pearl.png
| rarity = 2
| rarity = 2
| tags   = stat_luck
| tags = stat_luck
| stat1 = {{Color|green|+1}} {{Color|green|% Damage}} for every permanent {{Color|green|10}} {{Color|green|Luck}} you have  
| 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
| 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>
| 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>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_luck}}</small></span>
}}
}}
</div>
</div>
<div id="item_saltwater" class="statscard-grid__item">
<div id="item_saltwater" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Saltwater
| name = Saltwater
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Saltwater.png
| image = Saltwater.png
| rarity = 2
| rarity = 2
| tags   = stat_melee_damage stat_attack_speed stat_speed
| tags = stat_melee_damage stat_attack_speed stat_speed
| stat1 = {{Color|green|+2}} Melee Damage
| stat1 = {{Color|green|+2}} Melee Damage
| stat2 = {{Color|green|+3}} % Attack Speed
| stat2 = {{Color|green|+3}} % Attack Speed
| stat3 = {{Color|green|+10}} {{Color|green|% Speed}} for {{Color|green|3}} seconds when you take damage
| stat3 = {{Color|green|+10}} {{Color|green|% Speed}} for {{Color|green|3}} seconds when you take damage
| stat4 = {{Color|red|-1}} Elemental 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>
| 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>
| 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>
<div id="item_spyglass" class="statscard-grid__item">
<div id="item_spyglass" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Spyglass
| name = Spyglass
| type   = item
| type = item
| cat   = Limited (0/2)
| cat = Limited (0/2)
| image = Spyglass.png
| image = Spyglass.png
| rarity = 2
| rarity = 2
| tags   = stat_range
| tags = stat_range
| stat1 = {{Color|green|+10}} Range
| stat1 = {{Color|green|+10}} Range
| stat2 = {{Color|green|-25}} % Reroll Price
| 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>
| 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>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_range}}</small></span>
}}
}}
</div>
</div>
<div id="item_treasure_map" class="statscard-grid__item">
<div id="item_treasure_map" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Treasure Map
| name = Treasure Map
| type   = item
| type = item
| cat   = Limited (0/5)
| cat = Limited (0/5)
| image = Treasure Map.png
| image = Treasure Map.png
| rarity = 2
| rarity = 2
| tags   = stat_luck
| tags = stat_luck
| stat1 = {{Color|green|+20%}} chance of finding an extra item in a crate
| 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>
| 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>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_luck}}</small></span>
}}
}}
</div>
</div>
<div id="item_barnacle" class="statscard-grid__item">
<div id="item_barnacle" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Barnacle
| name = Barnacle
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Barnacle.png
| image = Barnacle.png
| rarity = 3
| rarity = 3
| tags   = stat_curse
| tags = stat_curse
| stat1 = {{Color|green|+35%}} stats gained from level upgrades
| stat1 = {{Color|green|+35%}} stats gained from level upgrades
| stat2 = {{Color|curse|+1}} {{Color|curse|Curse}} when you level up
| 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>
| 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>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse}}</small></span>
}}
}}
</div>
</div>
<div id="item_black_flag" class="statscard-grid__item">
<div id="item_black_flag" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Black Flag
| name = Black Flag
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Black Flag.png
| image = Black Flag.png
| rarity = 3
| rarity = 3
| tags   = stat_curse more_enemies
| tags = stat_curse more_enemies
| stat1 = {{Color|green|+1}} material when you kill a cursed enemy
| stat1 = {{Color|green|+1}} material when you kill a cursed enemy
| stat2 = +10% Enemies
| stat2 = +10% Enemies
| stat3 = {{Color|red|+10}} % Enemy health
| stat3 = {{Color|red|+10}} % Enemy health
| stat4 = {{Color|red|+10}} % Enemy damage
| stat4 = {{Color|red|+10}} % Enemy damage
| stat5 = {{Color|curse|+5}} Curse
| 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>
| 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>
| 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>
<div id="item_crystal" class="statscard-grid__item">
<div id="item_crystal" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Crystal
| name = Crystal
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Crystal.png
| image = Crystal.png
| rarity = 3
| rarity = 3
| tags   = stat_attack_speed
| tags = stat_attack_speed
| stat1 = {{Color|green|+5}} % 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
| stat2 = {{Color|green|+1}} {{Color|green|% Attack Speed}} every 1 second until the end of the wave
| stat3 = Bonus is lost when taking damage
| stat3 = Bonus is lost when taking damage
| stat4 = {{Color|red|-2}} Engineering
| 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>
| 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>
| 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>
<div id="item_goblet" class="statscard-grid__item">
<div id="item_goblet" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Goblet
| name = Goblet
| type   = item
| type = item
| cat   = Limited (0/3)
| cat = Limited (0/3)
| image = Goblet.png
| image = Goblet.png
| rarity = 3
| rarity = 3
| tags   =  
| tags =  
| stat1 = {{Color|green|+15%}} chance to heal 1 HP when killing an enemy
| stat1 = {{Color|green|+15%}} chance to heal 1 HP when killing an enemy
| stat2 = {{Color|red|-3}} HP Regeneration
| 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>
| 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>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
}}
</div>
</div>
<div id="item_goldfish" class="statscard-grid__item">
<div id="item_goldfish" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Goldfish
| name = Goldfish
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Goldfish.png
| image = Goldfish.png
| rarity = 3
| rarity = 3
| tags   =  
| tags =  
| stat1 = Items will be {{Color|green|1}} tier higher after the next reroll
| 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>
| 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>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
}}
</div>
</div>
<div id="item_knot" class="statscard-grid__item">
<div id="item_knot" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Knot
| name = Knot
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Knot.png
| image = Knot.png
| rarity = 3
| rarity = 3
| tags   = stat_percent_damage stat_max_hp
| tags = stat_percent_damage stat_max_hp
| stat1 = {{Color|green|+15}} % Damage
| stat1 = {{Color|green|+15}} % Damage
| stat2 = {{Color|green|+15}} Max HP
| stat2 = {{Color|green|+15}} Max HP
| stat3 = Weapons can no longer be upgraded or recycled
| 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>
| 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>
| 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>
<div id="item_lighthouse" class="statscard-grid__item">
<div id="item_lighthouse" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Lighthouse
| name = Lighthouse
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Lighthouse.png
| image = Lighthouse.png
| rarity = 3
| rarity = 3
| tags   = stat_engineering
| tags = stat_engineering
| stat1 = {{Color|green|+20}} Engineering
| stat1 = {{Color|green|+20}} Engineering
| stat2 = {{Color|red|-1}} {{Color|red|Engineering}} for every {{Color|green|1}} {{Color|green|Structure}} you have  
| 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>
| 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>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_engineering}}</small></span>
}}
}}
</div>
</div>
<div id="item_mirror" class="statscard-grid__item">
<div id="item_mirror" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Mirror
| name = Mirror
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Mirror.png
| image = Mirror.png
| rarity = 3
| rarity = 3
| tags   =  
| tags =  
| stat1 = Duplicates the next item you get from the shop (item limits can't be exceeded)
| 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>
| 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>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
}}
</div>
</div>
<div id="item_scarf" class="statscard-grid__item">
<div id="item_scarf" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Scarf
| name = Scarf
| type   = item
| type = item
| cat   = Item
| cat = Item
| image = Scarf.png
| image = Scarf.png
| rarity = 3
| rarity = 3
| tags   = stat_hp_regeneration stat_melee_damage stat_speed
| tags = stat_hp_regeneration stat_melee_damage stat_speed
| stat1 = {{Color|green|+4}} HP Regeneration
| stat1 = {{Color|green|+4}} HP Regeneration
| stat2 = {{Color|green|+4}} Melee Damage
| stat2 = {{Color|green|+4}} Melee Damage
| stat3 = {{Color|green|+4}} % Speed
| stat3 = {{Color|green|+4}} % Speed
| stat4 = {{Color|red|+25}} {{Color|red|% Enemy Speed}} during the next wave
| 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>
| 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>
| 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>
<div id="item_starfish" class="statscard-grid__item">
<div id="item_starfish" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Starfish
| name = Starfish
| type   = item
| type = item
| cat   = Limited (0/3)
| cat = Limited (0/3)
| image = Starfish.png
| image = Starfish.png
| rarity = 3
| rarity = 3
| tags   = stat_harvesting
| tags = stat_harvesting
| stat1 = {{Color|green|+20%}} materials dropped from enemies
| stat1 = {{Color|green|+20%}} materials dropped from enemies
| stat2 = {{Color|green|+10}} Harvesting
| stat2 = {{Color|green|+10}} Harvesting
| stat3 = {{Color|red|+15}} % Enemy damage
| 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>
| 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>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_harvesting}}</small></span>
}}
}}
</div>
</div>
<div id="item_sunken_bell" class="statscard-grid__item">
<div id="item_sunken_bell" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Sunken Bell
| name = Sunken Bell
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Sunken Bell.png
| image = Sunken Bell.png
| rarity = 3
| rarity = 3
| tags   = explosive
| 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
| 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>
| 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>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>explosive}}</small></span>
}}
}}
</div>
</div>
<div id="item_axolotl" class="statscard-grid__item">
<div id="item_axolotl" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Axolotl
| name = Axolotl
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Axolotl.png
| image = Axolotl.png
| rarity = 4
| rarity = 4
| tags   =  
| tags =  
| stat1 = Your highest ({{Color|green|Max HP}}) and lowest ({{Color|green|Max HP}}) positive primary stats are swapped when you get this item
| 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>
| 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>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
}}
</div>
</div>
<div id="item_krakens_eye" class="statscard-grid__item">
<div id="item_krakens_eye" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Kraken’s Eye
| name = Kraken’s Eye
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Kraken's Eye.png
| image = Kraken's Eye.png
| rarity = 4
| rarity = 4
| tags   = explosive stat_max_hp stat_curse
| 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
| 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
| stat2 = {{Color|green|+10}} Max HP
| stat3 = {{Color|curse|+10}} Curse
| 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>
| 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>
| 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>
<div id="item_lantern" class="statscard-grid__item">
<div id="item_lantern" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Lantern
| name = Lantern
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Lantern.png
| image = Lantern.png
| rarity = 4
| rarity = 4
| tags   =  
| tags =  
| stat1 = {{Color|green|+10}} % Damage
| stat1 = {{Color|green|+10}} % Damage
| stat2 = {{Color|green|+50}} Range
| stat2 = {{Color|green|+50}} Range
| stat3 = {{Color|green|+15}} Knockback
| stat3 = {{Color|green|+15}} Knockback
| stat4 = Knocks nearby enemies back every {{Color|green|3}} seconds
| 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>
| 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>
| stat6 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
}}
</div>
</div>
<div id="item_seashell" class="statscard-grid__item">
<div id="item_seashell" class="statscard-grid__item">
{{StatsCard
{{StatsCard
| name   = Seashell
| name = Seashell
| type   = item
| type = item
| cat   = Unique
| cat = Unique
| image = Seashell.png
| image = Seashell.png
| rarity = 4
| rarity = 4
| tags   = stat_ranged_damage
| tags = stat_ranged_damage
| stat1 = Every ranged weapon's 5th projectile has {{Color|green|+3}} projectiles
| stat1 = Every ranged weapon's 5th projectile has {{Color|green|+3}} projectiles
| stat2 = {{Color|red|-10}} % Damage
| 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>
| 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>
| 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>
</div>
</div>
</div>


== Weapon Classes ==
==Weapon Classes==
2 new weapon classes: [[Naval]], [[Musical]]
2 new weapon classes: [[Naval]], [[Musical]]


Line 749: Line 749:
<div id="weapon_anchor_2" class="statscard-grid__item">
<div id="weapon_anchor_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name2     = Anchor
| name2 = Anchor
| type2     = Melee
| type2 = Melee
| class2     = Naval, Heavy
| class2 = Naval, Heavy
| image2     = Anchor.png
| image2 = Anchor.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 40 (+100%{{StatIcon|Melee Damage}}+65%{{StatIcon|name=Curse}})
| damage2 = 40 (+100%{{StatIcon|Melee Damage}}+65%{{StatIcon|name=Curse}})
| critical2 = x1.5 (3% chance)
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.89s
| cooldown2 = 1.89s
| knockback2 = 10
| knockback2 = 10
| range2     = 150 (Melee)
| range2 = 150 (Melee)
| lifesteal2 = 0%
| lifesteal2 = 0%
| name3     = Anchor
| name3 = Anchor
| type3     = Melee
| type3 = Melee
| class3     = Naval, Heavy
| class3 = Naval, Heavy
| image3     = Anchor.png
| image3 = Anchor.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 60 (+125%{{StatIcon|Melee Damage}}+90%{{StatIcon|name=Curse}})
| damage3 = 60 (+125%{{StatIcon|Melee Damage}}+90%{{StatIcon|name=Curse}})
| critical3 = x1.5 (3% chance)
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.84s
| cooldown3 = 1.84s
| knockback3 = 10
| knockback3 = 10
| range3     = 175 (Melee)
| range3 = 175 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| name4     = Anchor
| name4 = Anchor
| type4     = Melee
| type4 = Melee
| class4     = Naval, Heavy
| class4 = Naval, Heavy
| image4     = Anchor.png
| image4 = Anchor.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 100 (+150%{{StatIcon|Melee Damage}}+125%{{StatIcon|name=Curse}})
| damage4 = 100 (+150%{{StatIcon|Melee Damage}}+125%{{StatIcon|name=Curse}})
| critical4 = x1.5 (3% chance)
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.78s
| cooldown4 = 1.78s
| knockback4 = 10
| knockback4 = 10
| range4     = 200 (Melee)
| range4 = 200 (Melee)
| lifesteal4 = 0%
| lifesteal4 = 0%
| firstShownTier = 2
| firstShownTier = 2
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 1
| tier1disabled = 1
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_brick_1" class="statscard-grid__item">
<div id="weapon_brick_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1     = Brick
| name1 = Brick
| type1     = Melee
| type1 = Melee
| class1     = Blunt
| class1 = Blunt
| image1     = Brick.png
| image1 = Brick.png
| rarity1   = 1
| rarity1 = 1
| damage1   = 30 (+50%{{StatIcon|Melee Damage}}+50%{{StatIcon|Engineering}})
| damage1 = 30 (+50%{{StatIcon|Melee Damage}}+50%{{StatIcon|Engineering}})
| critical1 = x1.5 (3% chance)
| critical1 = x1.5 (3% chance)
| cooldown1 = 1.39s
| cooldown1 = 1.39s
| knockback1 = 5
| knockback1 = 5
| range1     = 150 (Melee)
| range1 = 150 (Melee)
| lifesteal1 = 0%
| lifesteal1 = 0%
| speciala1 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|10}} materials on hit
| speciala1 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|10}} materials on hit
| name2     = Brick
| name2 = Brick
| type2     = Melee
| type2 = Melee
| class2     = Blunt
| class2 = Blunt
| image2     = Brick.png
| image2 = Brick.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 60 (+65%{{StatIcon|Melee Damage}}+65%{{StatIcon|Engineering}})
| damage2 = 60 (+65%{{StatIcon|Melee Damage}}+65%{{StatIcon|Engineering}})
| critical2 = x1.5 (3% chance)
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.39s
| cooldown2 = 1.39s
| knockback2 = 5
| knockback2 = 5
| range2     = 150 (Melee)
| range2 = 150 (Melee)
| lifesteal2 = 0%
| lifesteal2 = 0%
| speciala2 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|30}} materials on hit
| speciala2 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|30}} materials on hit
| name3     = Brick
| name3 = Brick
| type3     = Melee
| type3 = Melee
| class3     = Blunt
| class3 = Blunt
| image3     = Brick.png
| image3 = Brick.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 90 (+80%{{StatIcon|Melee Damage}}+80%{{StatIcon|Engineering}})
| damage3 = 90 (+80%{{StatIcon|Melee Damage}}+80%{{StatIcon|Engineering}})
| critical3 = x1.5 (3% chance)
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.39s
| cooldown3 = 1.39s
| knockback3 = 5
| knockback3 = 5
| range3     = 150 (Melee)
| range3 = 150 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| speciala3 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|60}} materials on hit
| speciala3 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|60}} materials on hit
| name4     = Brick
| name4 = Brick
| type4     = Melee
| type4 = Melee
| class4     = Blunt
| class4 = Blunt
| image4     = Brick.png
| image4 = Brick.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 120 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}})
| damage4 = 120 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}})
| critical4 = x1.5 (3% chance)
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.39s
| cooldown4 = 1.39s
| knockback4 = 5
| knockback4 = 5
| range4     = 150 (Melee)
| range4 = 150 (Melee)
| lifesteal4 = 0%
| lifesteal4 = 0%
| speciala4 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|120}} materials on hit
| speciala4 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|120}} materials on hit
| firstShownTier = 1
| firstShownTier = 1
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier1disabled = 0
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_blunderbuss_2" class="statscard-grid__item">
<div id="weapon_blunderbuss_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name2     = Blunderbuss
| name2 = Blunderbuss
| type2     = Ranged
| type2 = Ranged
| class2     = Naval, Gun
| class2 = Naval, Gun
| image2     = Blunderbuss.png
| image2 = Blunderbuss.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 25 (+100%{{StatIcon|Ranged Damage}})
| damage2 = 25 (+100%{{StatIcon|Ranged Damage}})
| critical2 = x2 (3% chance)
| critical2 = x2 (3% chance)
| cooldown2 = 5.2s
| cooldown2 = 5.2s
| knockback2 = 10
| knockback2 = 10
| range2     = 325 (Ranged)
| range2 = 325 (Ranged)
| lifesteal2 = 0%
| lifesteal2 = 0%
| pierce2   = 2 (25% damage)
| pierce2 = 2 (25% damage)
| speciala2 = Cooldown is reset when you pick up a material
| speciala2 = Cooldown is reset when you pick up a material
| name3     = Blunderbuss
| name3 = Blunderbuss
| type3     = Ranged
| type3 = Ranged
| class3     = Naval, Gun
| class3 = Naval, Gun
| image3     = Blunderbuss.png
| image3 = Blunderbuss.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 50 (+125%{{StatIcon|Ranged Damage}})
| damage3 = 50 (+125%{{StatIcon|Ranged Damage}})
| critical3 = x2.25 (3% chance)
| critical3 = x2.25 (3% chance)
| cooldown3 = 5.2s
| cooldown3 = 5.2s
| knockback3 = 20
| knockback3 = 20
| range3     = 350 (Ranged)
| range3 = 350 (Ranged)
| lifesteal3 = 0%
| lifesteal3 = 0%
| pierce3   = 2 (25% damage)
| pierce3 = 2 (25% damage)
| speciala3 = Cooldown is reset when you pick up a material
| speciala3 = Cooldown is reset when you pick up a material
| name4     = Blunderbuss
| name4 = Blunderbuss
| type4     = Ranged
| type4 = Ranged
| class4     = Naval, Gun
| class4 = Naval, Gun
| image4     = Blunderbuss.png
| image4 = Blunderbuss.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 80 (+150%{{StatIcon|Ranged Damage}})
| damage4 = 80 (+150%{{StatIcon|Ranged Damage}})
| critical4 = x2.5 (3% chance)
| critical4 = x2.5 (3% chance)
| cooldown4 = 5.2s
| cooldown4 = 5.2s
| knockback4 = 30
| knockback4 = 30
| range4     = 375 (Ranged)
| range4 = 375 (Ranged)
| lifesteal4 = 0%
| lifesteal4 = 0%
| pierce4   = 2 (25% damage)
| pierce4 = 2 (25% damage)
| speciala4 = Cooldown is reset when you pick up a material
| speciala4 = Cooldown is reset when you pick up a material
| firstShownTier = 2
| firstShownTier = 2
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 1
| tier1disabled = 1
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_captains_sword_3" class="statscard-grid__item">
<div id="weapon_captains_sword_3" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name3     = Captain’s Sword
| name3 = Captain’s Sword
| type3     = Melee
| type3 = Melee
| class3     = Naval, Blade
| class3 = Naval, Blade
| image3     = Captain's Sword.png
| image3 = Captain's Sword.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 50 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|name=Curse}})
| damage3 = 50 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|name=Curse}})
| critical3 = x2 (3% chance)
| critical3 = x2 (3% chance)
| cooldown3 = 1.03s
| cooldown3 = 1.03s
| knockback3 = 5
| knockback3 = 5
| range3     = 200 (Melee)
| range3 = 200 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| speciala3 = Alternates between thrusting and sweeping attacks
| 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}}]
| specialb3 = Deals {{Color|green|+15}} {{Color|green|Damage}} for every free weapon slot you have [{{Color|green|+90}}]
| name4     = Captain’s Sword
| name4 = Captain’s Sword
| type4     = Melee
| type4 = Melee
| class4     = Naval, Blade
| class4 = Naval, Blade
| image4     = Captain’s Sword.png
| image4 = Captain’s Sword.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 80 (+125%{{StatIcon|Melee Damage}}+125%{{StatIcon|name=Curse}})
| damage4 = 80 (+125%{{StatIcon|Melee Damage}}+125%{{StatIcon|name=Curse}})
| critical4 = x2 (3% chance)
| critical4 = x2 (3% chance)
| cooldown4 = 0.95s
| cooldown4 = 0.95s
| knockback4 = 5
| knockback4 = 5
| range4     = 200 (Melee)
| range4 = 200 (Melee)
| lifesteal4 = 0%
| lifesteal4 = 0%
| speciala4 = Alternates between thrusting and sweeping attacks
| 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}}]
| specialb4 = Deals {{Color|green|+30}} {{Color|green|Damage}} for every free weapon slot you have [{{Color|green|+180}}]
| firstShownTier = 3
| firstShownTier = 3
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 1
| tier1disabled = 1
| tier2disabled = 1
| tier2disabled = 1
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_chainsaw_3" class="statscard-grid__item">
<div id="weapon_chainsaw_3" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name3     = Chainsaw
| name3 = Chainsaw
| type3     = Melee
| type3 = Melee
| class3     = Blade, Tool
| class3 = Blade, Tool
| image3     = Chainsaw.png
| image3 = Chainsaw.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 10 (+75%{{StatIcon|Melee Damage}}+75%{{StatIcon|Engineering}}+75%{{StatIcon|Lifesteal}})
| damage3 = 10 (+75%{{StatIcon|Melee Damage}}+75%{{StatIcon|Engineering}}+75%{{StatIcon|Lifesteal}})
| critical3 = x1.5 (3% chance)
| critical3 = x1.5 (3% chance)
| cooldown3 = 0.53s
| cooldown3 = 0.53s
| knockback3 = 0
| knockback3 = 0
| range3     = 175 (Melee)
| range3 = 175 (Melee)
| lifesteal3 = 15%
| lifesteal3 = 15%
| speciala3 = Cooldown is {{Color|grey|1.83s}} every 30 shots
| 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)
| specialb3 = Deals {{Color|green|10%}} of an enemy’s current health as bonus damage ({{Color|green|1%}} for bosses and elites)
| name4     = Chainsaw
| name4 = Chainsaw
| type4     = Melee
| type4 = Melee
| class4     = Blade, Tool
| class4 = Blade, Tool
| image4     = Chainsaw.png
| image4 = Chainsaw.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 20 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}}+100%{{StatIcon|Lifesteal}})
| damage4 = 20 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}}+100%{{StatIcon|Lifesteal}})
| critical4 = x1.5 (3% chance)
| critical4 = x1.5 (3% chance)
| cooldown4 = 0.56s
| cooldown4 = 0.56s
| knockback4 = 0
| knockback4 = 0
| range4     = 200 (Melee)
| range4 = 200 (Melee)
| lifesteal4 = 30%
| lifesteal4 = 30%
| speciala4 = Cooldown is {{Color|grey|1.52s}} every 40 shots
| 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)
| specialb4 = Deals {{Color|green|20%}} of an enemy’s current health as bonus damage ({{Color|green|2%}} for bosses and elites)
| firstShownTier = 3
| firstShownTier = 3
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 1
| tier1disabled = 1
| tier2disabled = 1
| tier2disabled = 1
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_flute_1" class="statscard-grid__item">
<div id="weapon_flute_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1     = Flute
| name1 = Flute
| type1     = Ranged
| type1 = Ranged
| class1     = Musical
| class1 = Musical
| image1     = Flute.png
| image1 = Flute.png
| rarity1   = 1
| rarity1 = 1
| damage1   = 5 (+50%{{StatIcon|Ranged Damage}}+10%{{StatIcon|Luck}})
| damage1 = 5 (+50%{{StatIcon|Ranged Damage}}+10%{{StatIcon|Luck}})
| critical1 = x1.5 (3% chance)
| critical1 = x1.5 (3% chance)
| cooldown1 = 1.2s
| cooldown1 = 1.2s
| knockback1 = 0
| knockback1 = 0
| range1     = 300 (Ranged)
| range1 = 300 (Ranged)
| lifesteal1 = 0%
| 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
| 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
| name2 = Flute
| type2     = Ranged
| type2 = Ranged
| class2     = Musical
| class2 = Musical
| image2     = Flute.png
| image2 = Flute.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 8 (+50%{{StatIcon|Ranged Damage}}+15%{{StatIcon|Luck}})
| damage2 = 8 (+50%{{StatIcon|Ranged Damage}}+15%{{StatIcon|Luck}})
| critical2 = x1.5 (3% chance)
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.12s
| cooldown2 = 1.12s
| knockback2 = 0
| knockback2 = 0
| range2     = 325 (Ranged)
| range2 = 325 (Ranged)
| lifesteal2 = 0%
| 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
| 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
| name3 = Flute
| type3     = Ranged
| type3 = Ranged
| class3     = Musical
| class3 = Musical
| image3     = Flute.png
| image3 = Flute.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 11 (+50%{{StatIcon|Ranged Damage}}+20%{{StatIcon|Luck}})
| damage3 = 11 (+50%{{StatIcon|Ranged Damage}}+20%{{StatIcon|Luck}})
| critical3 = x1.5 (3% chance)
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.03s
| cooldown3 = 1.03s
| knockback3 = 0
| knockback3 = 0
| range3     = 350 (Ranged)
| range3 = 350 (Ranged)
| lifesteal3 = 0%
| 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
| 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
| name4 = Flute
| type4     = Ranged
| type4 = Ranged
| class4     = Musical
| class4 = Musical
| image4     = Flute.png
| image4 = Flute.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 15 (+50%{{StatIcon|Ranged Damage}}+25%{{StatIcon|Luck}})
| damage4 = 15 (+50%{{StatIcon|Ranged Damage}}+25%{{StatIcon|Luck}})
| critical4 = x1.5 (3% chance)
| critical4 = x1.5 (3% chance)
| cooldown4 = 0.95s
| cooldown4 = 0.95s
| knockback4 = 0
| knockback4 = 0
| range4     = 375 (Ranged)
| range4 = 375 (Ranged)
| lifesteal4 = 0%
| 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
| 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
| firstShownTier = 1
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier1disabled = 0
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_grenade_launcher_2" class="statscard-grid__item">
<div id="weapon_grenade_launcher_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name2     = Grenade Launcher
| name2 = Grenade Launcher
| type2     = Ranged
| type2 = Ranged
| class2     = Heavy, Explosive
| class2 = Heavy, Explosive
| image2     = Grenade Launcher.png
| image2 = Grenade Launcher.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 12 (+100%{{StatIcon|Ranged Damage}})
| damage2 = 12 (+100%{{StatIcon|Ranged Damage}})
| critical2 = x2.5 (5% chance)
| critical2 = x2.5 (5% chance)
| cooldown2 = 0.37s
| cooldown2 = 0.37s
| knockback2 = 0
| knockback2 = 0
| range2     = 350 (Ranged)
| range2 = 350 (Ranged)
| lifesteal2 = 0%
| lifesteal2 = 0%
| bounce2   = 1 (0% damage)
| bounce2 = 1 (0% damage)
| speciala2 = Cooldown is {{Color|grey|3.7s}} every 2 shots
| speciala2 = Cooldown is {{Color|grey|3.7s}} every 2 shots
| specialb2 = Projectiles explode on hit
| specialb2 = Projectiles explode on hit
| name3     = Grenade Launcher
| name3 = Grenade Launcher
| type3     = Ranged
| type3 = Ranged
| class3     = Heavy, Explosive
| class3 = Heavy, Explosive
| image3     = Grenade Launcher.png
| image3 = Grenade Launcher.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 18 (+100%{{StatIcon|Ranged Damage}})
| damage3 = 18 (+100%{{StatIcon|Ranged Damage}})
| critical3 = x3 (10% chance)
| critical3 = x3 (10% chance)
| cooldown3 = 0.37s
| cooldown3 = 0.37s
| knockback3 = 0
| knockback3 = 0
| range3     = 400 (Ranged)
| range3 = 400 (Ranged)
| lifesteal3 = 0%
| lifesteal3 = 0%
| bounce3   = 1 (0% damage)
| bounce3 = 1 (0% damage)
| speciala3 = Cooldown is {{Color|grey|3.2s}} every 3 shots
| speciala3 = Cooldown is {{Color|grey|3.2s}} every 3 shots
| specialb3 = Projectiles explode on hit
| specialb3 = Projectiles explode on hit
| name4     = Grenade Launcher
| name4 = Grenade Launcher
| type4     = Ranged
| type4 = Ranged
| class4     = Heavy, Explosive
| class4 = Heavy, Explosive
| image4     = Grenade Launcher.png
| image4 = Grenade Launcher.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 30 (+100%{{StatIcon|Ranged Damage}})
| damage4 = 30 (+100%{{StatIcon|Ranged Damage}})
| critical4 = x3.5 (20% chance)
| critical4 = x3.5 (20% chance)
| cooldown4 = 0.37s
| cooldown4 = 0.37s
| knockback4 = 0
| knockback4 = 0
| range4     = 450 (Ranged)
| range4 = 450 (Ranged)
| lifesteal4 = 0%
| lifesteal4 = 0%
| bounce4   = 1 (0% damage)
| bounce4 = 1 (0% damage)
| speciala4 = Cooldown is {{Color|grey|2.7s}} every 4 shots
| speciala4 = Cooldown is {{Color|grey|2.7s}} every 4 shots
| specialb4 = Projectiles explode on hit
| specialb4 = Projectiles explode on hit
| firstShownTier = 2
| firstShownTier = 2
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 1
| tier1disabled = 1
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_harpoon_gun_2" class="statscard-grid__item">
<div id="weapon_harpoon_gun_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name2     = Harpoon Gun
| name2 = Harpoon Gun
| type2     = Ranged
| type2 = Ranged
| class2     = Naval, Gun
| class2 = Naval, Gun
| image2     = Harpoon Gun.png
| image2 = Harpoon Gun.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 5 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| damage2 = 5 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| critical2 = x1.5 (3% chance)
| critical2 = x1.5 (3% chance)
| cooldown2 = 0.82s
| cooldown2 = 0.82s
| knockback2 = -30
| knockback2 = -30
| range2     = 800 (Ranged)
| range2 = 800 (Ranged)
| lifesteal2 = 0%
| lifesteal2 = 0%
| pierce2   = 3 (25% damage)
| pierce2 = 3 (25% damage)
| speciala2 = Slows enemies in a radius around the projectile
| speciala2 = Slows enemies in a radius around the projectile
| name3     = Harpoon Gun
| name3 = Harpoon Gun
| type3     = Ranged
| type3 = Ranged
| class3     = Naval, Gun
| class3 = Naval, Gun
| image3     = Harpoon Gun.png
| image3 = Harpoon Gun.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 10 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| damage3 = 10 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| critical3 = x1.5 (3% chance)
| critical3 = x1.5 (3% chance)
| cooldown3 = 0.73s
| cooldown3 = 0.73s
| knockback3 = -30
| knockback3 = -30
| range3     = 850 (Ranged)
| range3 = 850 (Ranged)
| lifesteal3 = 0%
| lifesteal3 = 0%
| pierce3   = 4 (25% damage)
| pierce3 = 4 (25% damage)
| speciala3 = Slows enemies in a radius around the projectile
| speciala3 = Slows enemies in a radius around the projectile
| name4     = Harpoon Gun
| name4 = Harpoon Gun
| type4     = Ranged
| type4 = Ranged
| class4     = Naval, Gun
| class4 = Naval, Gun
| image4     = Harpoon Gun.png
| image4 = Harpoon Gun.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 20 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| damage4 = 20 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| critical4 = x1.5 (3% chance)
| critical4 = x1.5 (3% chance)
| cooldown4 = 0.65s
| cooldown4 = 0.65s
| knockback4 = -30
| knockback4 = -30
| range4     = 900 (Ranged)
| range4 = 900 (Ranged)
| lifesteal4 = 0%
| lifesteal4 = 0%
| pierce4   = 5 (25% damage)
| pierce4 = 5 (25% damage)
| speciala4 = Slows enemies in a radius around the projectile
| speciala4 = Slows enemies in a radius around the projectile
| firstShownTier = 2
| firstShownTier = 2
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 1
| tier1disabled = 1
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_hiking_stick_1" class="statscard-grid__item">
<div id="weapon_hiking_stick_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1     = Hiking Pole
| name1 = Hiking Pole
| type1     = Melee
| type1 = Melee
| class1     = Support
| class1 = Support
| image1     = Hiking Pole.png
| image1 = Hiking Pole.png
| rarity1   = 1
| rarity1 = 1
| damage1   = 12 (+50%{{StatIcon|Melee Damage}}+10%{{StatIcon|Range}})
| damage1 = 12 (+50%{{StatIcon|Melee Damage}}+10%{{StatIcon|Range}})
| critical1 = x1.5 (3% chance)
| critical1 = x1.5 (3% chance)
| cooldown1 = 1.42s
| cooldown1 = 1.42s
| knockback1 = 0
| knockback1 = 0
| range1     = 175 (Melee)
| range1 = 175 (Melee)
| lifesteal1 = 0%
| lifesteal1 = 0%
| speciala1 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|70}} steps you take during a wave
| speciala1 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|70}} steps you take during a wave
| name2     = Hiking Pole
| name2 = Hiking Pole
| type2     = Melee
| type2 = Melee
| class2     = Support
| class2 = Support
| image2     = Hiking Pole.png
| image2 = Hiking Pole.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 18 (+50%{{StatIcon|Melee Damage}}+12%{{StatIcon|Range}})
| damage2 = 18 (+50%{{StatIcon|Melee Damage}}+12%{{StatIcon|Range}})
| critical2 = x1.5 (3% chance)
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.34s
| cooldown2 = 1.34s
| knockback2 = 0
| knockback2 = 0
| range2     = 175 (Melee)
| range2 = 175 (Melee)
| lifesteal2 = 0%
| lifesteal2 = 0%
| speciala2 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|60}} steps you take during a wave
| speciala2 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|60}} steps you take during a wave
| name3     = Hiking Pole
| name3 = Hiking Pole
| type3     = Melee
| type3 = Melee
| class3     = Support
| class3 = Support
| image3     = Hiking Pole.png
| image3 = Hiking Pole.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 24 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Range}})
| damage3 = 24 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Range}})
| critical3 = x1.5 (3% chance)
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.25s
| cooldown3 = 1.25s
| knockback3 = 0
| knockback3 = 0
| range3     = 175 (Melee)
| range3 = 175 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| speciala3 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|50}} steps you take during a wave
| speciala3 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|50}} steps you take during a wave
| name4     = Hiking Pole
| name4 = Hiking Pole
| type4     = Melee
| type4 = Melee
| class4     = Support
| class4 = Support
| image4     = Hiking Pole.png
| image4 = Hiking Pole.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 30 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Range}})
| damage4 = 30 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Range}})
| critical4 = x1.5 (3% chance)
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.17s
| cooldown4 = 1.17s
| knockback4 = 0
| knockback4 = 0
| range4     = 175 (Melee)
| range4 = 175 (Melee)
| 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
| firstShownTier = 1
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier1disabled = 0
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_javelin_1" class="statscard-grid__item">
<div id="weapon_javelin_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1     = Javelin
| name1 = Javelin
| type1     = Ranged
| type1 = Ranged
| class1     = Primitive
| class1 = Primitive
| image1     = Javelin.png
| image1 = Javelin.png
| rarity1   = 1
| rarity1 = 1
| damage1   = 8 (+100%{{StatIcon|Melee Damage}})
| damage1 = 8 (+100%{{StatIcon|Melee Damage}})
| critical1 = x2.5 (0% chance)
| critical1 = x2.5 (0% chance)
| cooldown1 = 1.2s
| cooldown1 = 1.2s
| knockback1 = 0
| knockback1 = 0
| range1     = 350 (Ranged)
| range1 = 350 (Ranged)
| lifesteal1 = 0%
| lifesteal1 = 0%
| pierce1   = 2 (25% damage)
| pierce1 = 2 (25% damage)
| speciala1 = Every 5th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| speciala1 = Every 5th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| name2     = Javelin
| name2 = Javelin
| type2     = Ranged
| type2 = Ranged
| class2     = Primitive
| class2 = Primitive
| image2     = Javelin.png
| image2 = Javelin.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 12 (+100%{{StatIcon|Melee Damage}})
| damage2 = 12 (+100%{{StatIcon|Melee Damage}})
| critical2 = x2.75 (0% chance)
| critical2 = x2.75 (0% chance)
| cooldown2 = 1.12s
| cooldown2 = 1.12s
| knockback2 = 0
| knockback2 = 0
| range2     = 375 (Ranged)
| range2 = 375 (Ranged)
| lifesteal2 = 0%
| lifesteal2 = 0%
| pierce2   = 3 (25% damage)
| pierce2 = 3 (25% damage)
| speciala2 = Every 4th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| speciala2 = Every 4th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| name3     = Javelin
| name3 = Javelin
| type3     = Ranged
| type3 = Ranged
| class3     = Primitive
| class3 = Primitive
| image3     = Javelin.png
| image3 = Javelin.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 16 (+100%{{StatIcon|Melee Damage}})
| damage3 = 16 (+100%{{StatIcon|Melee Damage}})
| critical3 = x3 (0% chance)
| critical3 = x3 (0% chance)
| cooldown3 = 0.95s
| cooldown3 = 0.95s
| knockback3 = 0
| knockback3 = 0
| range3     = 400 (Ranged)
| range3 = 400 (Ranged)
| lifesteal3 = 0%
| lifesteal3 = 0%
| pierce3   = 4 (25% damage)
| pierce3 = 4 (25% damage)
| speciala3 = Every 3rd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| speciala3 = Every 3rd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| name4     = Javelin
| name4 = Javelin
| type4     = Ranged
| type4 = Ranged
| class4     = Primitive
| class4 = Primitive
| image4     = Javelin.png
| image4 = Javelin.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 20 (+100%{{StatIcon|Melee Damage}})
| damage4 = 20 (+100%{{StatIcon|Melee Damage}})
| critical4 = x3.25 (0% chance)
| critical4 = x3.25 (0% chance)
| cooldown4 = 0.87s
| cooldown4 = 0.87s
| knockback4 = 0
| knockback4 = 0
| range4     = 425 (Ranged)
| range4 = 425 (Ranged)
| lifesteal4 = 0%
| lifesteal4 = 0%
| pierce4   = 5 (25% damage)
| pierce4 = 5 (25% damage)
| speciala4 = Every 2nd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| speciala4 = Every 2nd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| firstShownTier = 1
| firstShownTier = 1
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier1disabled = 0
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_lute_1" class="statscard-grid__item">
<div id="weapon_lute_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1     = Lute
| name1 = Lute
| type1     = Melee
| type1 = Melee
| class1     = Musical, Support
| class1 = Musical, Support
| image1     = Lute.png
| image1 = Lute.png
| rarity1   = 1
| rarity1 = 1
| damage1   = 4 (+50%{{StatIcon|Melee Damage}}+10%{{StatIcon|Luck}})
| damage1 = 4 (+50%{{StatIcon|Melee Damage}}+10%{{StatIcon|Luck}})
| critical1 = x1.5 (3% chance)
| critical1 = x1.5 (3% chance)
| cooldown1 = 1.31s
| cooldown1 = 1.31s
| knockback1 = 2
| knockback1 = 2
| range1     = 150 (Melee)
| range1 = 150 (Melee)
| lifesteal1 = 0%
| lifesteal1 = 0%
| speciala1 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|30%}})
| speciala1 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|30%}})
| name2     = Lute
| name2 = Lute
| type2     = Melee
| type2 = Melee
| class2     = Musical, Support
| class2 = Musical, Support
| image2     = Lute.png
| image2 = Lute.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 8 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Luck}})
| damage2 = 8 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Luck}})
| critical2 = x1.5 (3% chance)
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.25s
| cooldown2 = 1.25s
| knockback2 = 2
| knockback2 = 2
| range2     = 175 (Melee)
| range2 = 175 (Melee)
| lifesteal2 = 0%
| lifesteal2 = 0%
| speciala2 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|50%}})
| speciala2 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|50%}})
| name3     = Lute
| name3 = Lute
| type3     = Melee
| type3 = Melee
| class3     = Musical, Support
| class3 = Musical, Support
| image3     = Lute.png
| image3 = Lute.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 12 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Luck}})
| damage3 = 12 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Luck}})
| critical3 = x1.5 (3% chance)
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.2s
| cooldown3 = 1.2s
| knockback3 = 2
| knockback3 = 2
| range3     = 200 (Melee)
| range3 = 200 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| speciala3 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|70%}})
| speciala3 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|70%}})
| name4     = Lute
| name4 = Lute
| type4     = Melee
| type4 = Melee
| class4     = Musical, Support
| class4 = Musical, Support
| image4     = Lute.png
| image4 = Lute.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 16 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Luck}})
| damage4 = 16 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Luck}})
| critical4 = x1.5 (3% chance)
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.14s
| cooldown4 = 1.14s
| knockback4 = 2
| knockback4 = 2
| range4     = 225 (Melee)
| range4 = 225 (Melee)
| lifesteal4 = 0%
| lifesteal4 = 0%
| speciala4 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|100%}})
| speciala4 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|100%}})
| firstShownTier = 1
| firstShownTier = 1
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier1disabled = 0
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_mace_2" class="statscard-grid__item">
<div id="weapon_mace_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name2     = Mace
| name2 = Mace
| type2     = Melee
| type2 = Melee
| class2     = Heavy, Medieval
| class2 = Heavy, Medieval
| image2     = Mace.png
| image2 = Mace.png
| rarity2   = 2
| rarity2 = 2
| damage2   = {{Color|white|40}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-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
| knockback2 = 5
| knockback2 = 5
| range2     = 150 (Melee)
| range2 = 150 (Melee)
| lifesteal2 = 0%
| lifesteal2 = 0%
| speciala2 = {{Color|red|-3}} % Attack Speed
| speciala2 = {{Color|red|-3}} % Attack Speed
| name3     = Mace
| name3 = Mace
| type3     = Melee
| type3 = Melee
| class3     = Heavy, Medieval
| class3 = Heavy, Medieval
| image3     = Mace.png
| image3 = Mace.png
| rarity3   = 3
| rarity3 = 3
| damage3   = {{Color|white|60}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-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
| knockback3 = 5
| knockback3 = 5
| range3     = 150 (Melee)
| range3 = 150 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| speciala3 = {{Color|red|-6}} % Attack Speed
| speciala3 = {{Color|red|-6}} % Attack Speed
| name4     = Mace
| name4 = Mace
| type4     = Melee
| type4 = Melee
| class4     = Heavy, Medieval
| class4 = Heavy, Medieval
| image4     = Mace.png
| image4 = Mace.png
| rarity4   = 4
| rarity4 = 4
| damage4   = {{Color|white|100}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-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
| knockback4 = 5
| knockback4 = 5
| range4     = 150 (Melee)
| range4 = 150 (Melee)
| lifesteal4 = 0%
| lifesteal4 = 0%
| speciala4 = {{Color|red|-10}} % Attack Speed
| speciala4 = {{Color|red|-10}} % Attack Speed
| firstShownTier = 2
| firstShownTier = 2
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 1
| tier1disabled = 1
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_sickle_1" class="statscard-grid__item">
<div id="weapon_sickle_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1     = Sickle
| name1 = Sickle
| type1     = Melee
| type1 = Melee
| class1     = Support
| class1 = Support
| image1     = Sickle.png
| image1 = Sickle.png
| rarity1   = 1
| rarity1 = 1
| damage1   = 5 (+80%{{StatIcon|Melee Damage}}+10%{{StatIcon|Harvesting}})
| damage1 = 5 (+80%{{StatIcon|Melee Damage}}+10%{{StatIcon|Harvesting}})
| critical1 = x2 (3% chance)
| critical1 = x2 (3% chance)
| cooldown1 = 0.87s
| cooldown1 = 0.87s
| knockback1 = 2
| knockback1 = 2
| range1     = 125 (Melee)
| range1 = 125 (Melee)
| lifesteal1 = 0%
| lifesteal1 = 0%
| speciala1 = {{Color|green|+20%}} damage against targets below {{Color|green|30%}} health
| speciala1 = {{Color|green|+20%}} damage against targets below {{Color|green|30%}} health
| name2     = Sickle
| name2 = Sickle
| type2     = Melee
| type2 = Melee
| class2     = Support
| class2 = Support
| image2     = Sickle.png
| image2 = Sickle.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 8 (+80%{{StatIcon|Melee Damage}}+15%{{StatIcon|Harvesting}})
| damage2 = 8 (+80%{{StatIcon|Melee Damage}}+15%{{StatIcon|Harvesting}})
| critical2 = x2 (3% chance)
| critical2 = x2 (3% chance)
| cooldown2 = 0.82s
| cooldown2 = 0.82s
| knockback2 = 2
| knockback2 = 2
| range2     = 125 (Melee)
| range2 = 125 (Melee)
| lifesteal2 = 0%
| lifesteal2 = 0%
| speciala2 = {{Color|green|+30%}} damage against targets below {{Color|green|30%}} health
| speciala2 = {{Color|green|+30%}} damage against targets below {{Color|green|30%}} health
| name3     = Sickle
| name3 = Sickle
| type3     = Melee
| type3 = Melee
| class3     = Support
| class3 = Support
| image3     = Sickle.png
| image3 = Sickle.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 12 (+80%{{StatIcon|Melee Damage}}+20%{{StatIcon|Harvesting}})
| damage3 = 12 (+80%{{StatIcon|Melee Damage}}+20%{{StatIcon|Harvesting}})
| critical3 = x2 (3% chance)
| critical3 = x2 (3% chance)
| cooldown3 = 0.77s
| cooldown3 = 0.77s
| knockback3 = 2
| knockback3 = 2
| range3     = 125 (Melee)
| range3 = 125 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| speciala3 = {{Color|green|+40%}} damage against targets below {{Color|green|30%}} health
| speciala3 = {{Color|green|+40%}} damage against targets below {{Color|green|30%}} health
| name4     = Sickle
| name4 = Sickle
| type4     = Melee
| type4 = Melee
| class4     = Support
| class4 = Support
| image4     = Sickle.png
| image4 = Sickle.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 15 (+80%{{StatIcon|Melee Damage}}+25%{{StatIcon|Harvesting}})
| damage4 = 15 (+80%{{StatIcon|Melee Damage}}+25%{{StatIcon|Harvesting}})
| critical4 = x2 (3% chance)
| critical4 = x2 (3% chance)
| cooldown4 = 0.7s
| cooldown4 = 0.7s
| knockback4 = 2
| knockback4 = 2
| range4     = 125 (Melee)
| range4 = 125 (Melee)
| lifesteal4 = 0%
| lifesteal4 = 0%
| speciala4 = {{Color|green|+50%}} damage against targets below {{Color|green|30%}} health
| speciala4 = {{Color|green|+50%}} damage against targets below {{Color|green|30%}} health
| firstShownTier = 1
| firstShownTier = 1
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier1disabled = 0
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_spoon_1" class="statscard-grid__item">
<div id="weapon_spoon_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name1     = Spoon
| name1 = Spoon
| type1     = Melee
| type1 = Melee
| class1     = Blunt
| class1 = Blunt
| image1     = Spoon.png
| image1 = Spoon.png
| rarity1   = 1
| rarity1 = 1
| damage1   = 10 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Max HP}})
| damage1 = 10 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Max HP}})
| critical1 = x2 (0% chance)
| critical1 = x2 (0% chance)
| cooldown1 = 1.06s
| cooldown1 = 1.06s
| knockback1 = 2
| knockback1 = 2
| range1     = 150 (Melee)
| range1 = 150 (Melee)
| lifesteal1 = 0%
| lifesteal1 = 0%
| speciala1 = Always crits when hitting burning targets
| speciala1 = Always crits when hitting burning targets
| name2     = Spoon
| name2 = Spoon
| type2     = Melee
| type2 = Melee
| class2     = Blunt
| class2 = Blunt
| image2     = Spoon.png
| image2 = Spoon.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 15 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Max HP}})
| damage2 = 15 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Max HP}})
| critical2 = x2.25 (0% chance)
| critical2 = x2.25 (0% chance)
| cooldown2 = 0.99s
| cooldown2 = 0.99s
| knockback2 = 2
| knockback2 = 2
| range2     = 165 (Melee)
| range2 = 165 (Melee)
| lifesteal2 = 0%
| lifesteal2 = 0%
| speciala2 = Always crits when hitting burning targets
| speciala2 = Always crits when hitting burning targets
| name3     = Spoon
| name3 = Spoon
| type3     = Melee
| type3 = Melee
| class3     = Blunt
| class3 = Blunt
| image3     = Spoon.png
| image3 = Spoon.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 20 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Max HP}})
| damage3 = 20 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Max HP}})
| critical3 = x2.5 (0% chance)
| critical3 = x2.5 (0% chance)
| cooldown3 = 0.93s
| cooldown3 = 0.93s
| knockback3 = 2
| knockback3 = 2
| range3     = 180 (Melee)
| range3 = 180 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| speciala3 = Always crits when hitting burning targets
| speciala3 = Always crits when hitting burning targets
| name4     = Spoon
| name4 = Spoon
| type4     = Melee
| type4 = Melee
| class4     = Blunt
| class4 = Blunt
| image4     = Spoon.png
| image4 = Spoon.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 25 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Max HP}})
| damage4 = 25 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Max HP}})
| critical4 = x3 (0% chance)
| critical4 = x3 (0% chance)
| cooldown4 = 0.86s
| cooldown4 = 0.86s
| knockback4 = 2
| knockback4 = 2
| range4     = 200 (Melee)
| range4 = 200 (Melee)
| lifesteal4 = 0%
| lifesteal4 = 0%
| speciala4 = Always crits when hitting burning targets
| speciala4 = Always crits when hitting burning targets
| firstShownTier = 1
| firstShownTier = 1
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier1disabled = 0
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_trident_2" class="statscard-grid__item">
<div id="weapon_trident_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name2     = Trident
| name2 = Trident
| type2     = Melee
| type2 = Melee
| class2     = Naval, Medieval
| class2 = Naval, Medieval
| image2     = Trident.png
| image2 = Trident.png
| rarity2   = 2
| rarity2 = 2
| damage2   = 30 (+100%{{StatIcon|Melee Damage}}+15%{{StatIcon|name=Curse}})
| damage2 = 30 (+100%{{StatIcon|Melee Damage}}+15%{{StatIcon|name=Curse}})
| critical2 = x2 (3% chance)
| critical2 = x2 (3% chance)
| cooldown2 = 1.58s
| cooldown2 = 1.58s
| knockback2 = 0
| knockback2 = 0
| range2     = 325 (Melee)
| range2 = 325 (Melee)
| lifesteal2 = 0%
| lifesteal2 = 0%
| speciala2 = {{Color|green|+30%}} damage against targets above {{Color|green|80%}} health
| speciala2 = {{Color|green|+30%}} damage against targets above {{Color|green|80%}} health
| name3     = Trident
| name3 = Trident
| type3     = Melee
| type3 = Melee
| class3     = Naval, Medieval
| class3 = Naval, Medieval
| image3     = Trident.png
| image3 = Trident.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 50 (+100%{{StatIcon|Melee Damage}}+30%{{StatIcon|name=Curse}})
| damage3 = 50 (+100%{{StatIcon|Melee Damage}}+30%{{StatIcon|name=Curse}})
| critical3 = x2 (3% chance)
| critical3 = x2 (3% chance)
| cooldown3 = 1.5s
| cooldown3 = 1.5s
| knockback3 = 0
| knockback3 = 0
| range3     = 325 (Melee)
| range3 = 325 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| speciala3 = {{Color|green|+40%}} damage against targets above {{Color|green|80%}} health
| speciala3 = {{Color|green|+40%}} damage against targets above {{Color|green|80%}} health
| name4     = Trident
| name4 = Trident
| type4     = Melee
| type4 = Melee
| class4     = Naval, Medieval
| class4 = Naval, Medieval
| image4     = Trident.png
| image4 = Trident.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 80 (+100%{{StatIcon|Melee Damage}}+50%{{StatIcon|name=Curse}})
| damage4 = 80 (+100%{{StatIcon|Melee Damage}}+50%{{StatIcon|name=Curse}})
| critical4 = x2 (3% chance)
| critical4 = x2 (3% chance)
| cooldown4 = 1.41s
| cooldown4 = 1.41s
| knockback4 = 0
| knockback4 = 0
| range4     = 325 (Melee)
| range4 = 325 (Melee)
| lifesteal4 = 0%
| lifesteal4 = 0%
| speciala4 = {{Color|green|+50%}} damage against targets above {{Color|green|80%}} health
| speciala4 = {{Color|green|+50%}} damage against targets above {{Color|green|80%}} health
| firstShownTier = 2
| firstShownTier = 2
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 1
| tier1disabled = 1
| tier2disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
<div id="weapon_war_hammer_3" class="statscard-grid__item">
<div id="weapon_war_hammer_3" class="statscard-grid__item">
{{StatsCardWeaponTabs
{{StatsCardWeaponTabs
| name3     = War Hammer
| name3 = War Hammer
| type3     = Melee
| type3 = Melee
| class3     = Blunt, Heavy
| class3 = Blunt, Heavy
| image3     = War Hammer.png
| image3 = War Hammer.png
| rarity3   = 3
| rarity3 = 3
| damage3   = 100 (+150%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}})
| damage3 = 100 (+150%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}})
| critical3 = x1.5 (3% chance)
| critical3 = x1.5 (3% chance)
| cooldown3 = 2.11s
| cooldown3 = 2.11s
| knockback3 = 20
| knockback3 = 20
| range3     = 200 (Melee)
| range3 = 200 (Melee)
| lifesteal3 = 0%
| lifesteal3 = 0%
| speciala3 = Resets the cooldown of all offensive turrets when attacking
| speciala3 = Resets the cooldown of all offensive turrets when attacking
| name4     = War Hammer
| name4 = War Hammer
| type4     = Melee
| type4 = Melee
| class4     = Blunt, Heavy
| class4 = Blunt, Heavy
| image4     = War Hammer.png
| image4 = War Hammer.png
| rarity4   = 4
| rarity4 = 4
| damage4   = 180 (+200%{{StatIcon|Melee Damage}}+150%{{StatIcon|Engineering}})
| damage4 = 180 (+200%{{StatIcon|Melee Damage}}+150%{{StatIcon|Engineering}})
| critical4 = x1.5 (3% chance)
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.95s
| cooldown4 = 1.95s
| knockback4 = 25
| knockback4 = 25
| range4     = 200 (Melee)
| range4 = 200 (Melee)
| lifesteal4 = 0%
| lifesteal4 = 0%
| speciala4 = Resets the cooldown of all offensive turrets when attacking
| speciala4 = Resets the cooldown of all offensive turrets when attacking
| firstShownTier = 3
| firstShownTier = 3
| addTierNumbers = 1
| addTierNumbers = 1
| tier1disabled = 1
| tier1disabled = 1
| tier2disabled = 1
| tier2disabled = 1
| tier3disabled = 0
| tier3disabled = 0
| tier4disabled = 0
| tier4disabled = 0
}}
}}
</div>
</div>
</div>
</div>
</div>
</div>

Revision as of 17:12, 1 November 2024

DLC Splash Art.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

2 new weapon classes: Naval, Musical

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




Musical (2)+5 Luck
(3)+10 Luck
(4)+15 Luck
(5)+20 Luck
(6)+25 Luck
Flute
  Flute

Lute
  Lute

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)
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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
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[[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
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[[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
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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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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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