From Brotato Wiki

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(Update intro with link to new "Release Patch" subpage. Remove old stats grids that show fixed data, replacing them with dynamic rows like the rest of the wiki.)
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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].
To see the data at the time of the release (and before any further updates), see: [[Abyssal Terrors DLC/Release Patch|Abyssal Terrors DLC > Release Patch]]


==DLC Content==
==DLC Content==
Line 17: Line 19:
==Characters==
==Characters==


Data in this grid reflects the data at the time of the release. Scroll down to see the current data.
The DLC has 14 new characters:
 
<div class="statscard-grid" style="margin-left: 0; margin-top: 20px;">
<div class="statscard-grid__main" style="max-height: none;">
<div id="character_sailor" class="statscard-grid__item">
{{StatsCard
| name = Sailor
| type = character
| cat = Character
| image = Sailor.png
| rarity = 0
| tags = stat_curse
| swpns = Anchor, Trident, Blunderbuss
| stat1 = {{Color|green|+200%}} damage with {{Color|green|Naval}} weapons against cursed enemies
| stat2 = {{Color|curse|+25}} Curse
| stat3 = {{Color|red|-30}} % Damage
| stat4 = You can only equip tier {{Color|red|II}} weapons or above
| stat5 = Crit chance is capped at {{Color|red|20%}}
| stat6 = Dodge is capped at {{Color|red|20%}}
| stat7 = {{Color|red|Harvesting}} modifications are reduced by {{Color|red|100%}}
}}
</div>
<div id="character_curious" class="statscard-grid__item">
{{StatsCard
| name = Curious
| type = character
| cat = Character
| image = Curious.png
| rarity = 0
| tags = stat_luck
| swpns = Brick, Cacti Club, Ghost Axe, Hatchet, Knife, Plank, Rock, Torch, Lightning Shiv, Pistol, Double Barrel Shotgun, Icicle, Lute, Javelin, Slingshot
| stat1 = You start with {{Color|green|1}} {{Color|green|Spyglass}}
| stat2 = {{Color|green|2}} additional loot aliens appear every wave
| stat3 = All future loot aliens become stronger when you kill a loot alien
| stat4 = {{Color|green|+2}} {{Color|green|% XP Gain}} for every different {{Color|green|Item}} you have
| stat5 = {{Color|red|-10}} {{Color|red|% Damage}} for every duplicate item or weapon you have
| stat6 = {{Color|red|+25}} % Enemy health
}}
</div>
<div id="character_builder" class="statscard-grid__item">
{{StatsCard
| name = Builder
| type = character
| cat = Character
| image = Builder.png
| rarity = 0
| tags = stat_engineering
| swpns = Brick, Plank, Javelin, Double Barrel Shotgun, Laser Gun, Medical Gun, Revolver, Shredder, SMG, Slingshot, Ghost Scepter, Flute, Taser, Wand
| stat1 = You start with {{Color|green|1}} {{Color|green|Builder's Turret}}
| stat2 =
| stat3 = Every {{Color|green|5}} uncollected materials are converted into {{Color|green|1}} {{Color|green|% Structure attack speed}} and {{Color|green|1}} {{Color|green|Structure Range}} at the end of a wave
| stat4 = {{Color|green|Engineering}} modifications are increased by {{Color|green|50%}}
| stat5 = {{Color|green|+20}} Harvesting
| stat6 = You can't have structures
| stat7 = {{Color|red|-30%}} pickup range
| stat8 = {{Color|red|Damage}} modifications are reduced by {{Color|red|75%}}
}}
</div>
<div id="character_captain" class="statscard-grid__item">
{{StatsCard
| name = Captain
| type = character
| cat = Character
| image = Captain.png
| rarity = 0
| tags = xp_gain
| swpns = Fist, Knife, Hatchet, Spear, Ghost Axe, Ghost Flint, Chopper, Quarterstaff, Torch, Plank, Lightning Shiv, Double Barrel Shotgun, SMG, Revolver, Slingshot, Shredder, Javelin
| stat1 = {{Color|green|+50}} {{Color|green|% XP Gain}} for every free weapon slot you have [{{Color|green|+300}}]
| stat2 = {{Color|green|+100%}} stats gained from level upgrades
| stat3 = {{Color|red|+200%}} XP required to level up
| stat4 = {{Color|red|+2}} {{Color|red|% Enemy health}} at the end of a wave
| stat5 = {{Color|red|+2}} {{Color|red|% Enemy damage}} at the end of a wave
}}
</div>
<div id="character_creature" class="statscard-grid__item">
{{StatsCard
| name = Creature
| type = character
| cat = Character
| image = Creature.png
| rarity = 0
| tags = stat_curse xp_gain
| swpns = Fist, Claw, Cacti Club, Sharp Tooth, Sickle, Hatchet, Rock, Stick, Spiky Shield, Chopper, Torch, Plank, SMG, Shredder, Icicle, Ghost Scepter, Javelin
| stat1 = Weapon damage additionally scales with {{Color|curse|35%}} {{Color|curse|Curse}}
| stat2 = You start with {{Color|green|1}} cursed {{Color|green|Fish Hook}}
| stat3 = {{Color|curse|+1}} {{Color|curse|Curse}} when you level up
| stat4 = {{Color|red|-10}} {{Color|red|Range}} at the end of a wave
| stat5 = {{Color|red|-5}} {{Color|red|% XP Gain}} at the end of a wave
}}
</div>
<div id="character_chef" class="statscard-grid__item">
{{StatsCard
| name = Chef
| type = character
| cat = Character
| image = Chef.png
| rarity = 0
| tags =
| swpns = Spoon, Chopper, Fist, Knife, Hatchet, Stick, Torch, Screwdriver, Wrench, Plank, Pruner, Cacti Club, Wand
| stat1 = {{Color|green|+35}} Luck
| stat2 = {{Color|green|+200%}} damage from non elemental sources against burning targets
| stat3 = Consumables explode for 5x{{Color|green|1}} ({{Color|green|{{Color|grey|+100%}}{{StatIcon|Elemental Damage}}}}) burning damage when picked up
| stat4 = You start with {{Color|green|1}} {{Color|green|Scared Sausage}}
| stat5 = {{Color|red|+100}} % Enemy health
| stat6 = {{Color|red|Elemental Damage}} modifications are reduced by {{Color|red|75%}}
}}
</div>
<div id="character_druid" class="statscard-grid__item">
{{StatsCard
| name = Druid
| type = character
| cat = Character
| image = Druid.png
| rarity = 0
| tags = consumable stat_luck
| swpns = Fist, Claw, Ghost Flint, Cacti Club, Rock, Chopper, Quarterstaff, Pruner, Sickle, Lute, Stick, Spear, Torch, Flute, Slingshot, Ghost Scepter, Icicle, Wand, Javelin
| stat1 = {{Color|green|+5}} Max HP
| stat2 = {{Color|green|+15}} Luck
| stat3 = Enemies have a higher chance of dropping fruits
| stat4 = {{Color|green|33%}} chance to get {{Color|green|+1}} {{Color|green|Luck}} when you pick up a fruit
| stat5 = {{Color|red|33%}} of fruits are poisoned and hurt you (ignores Dodge and Armor)
| stat6 = {{Color|red|-100}} HP Regeneration
| stat7 = {{Color|red|-100}} % Life Steal
| stat8 = {{Color|red|Engineering}} modifications are reduced by {{Color|red|50%}}
}}
</div>
<div id="character_dwarf" class="statscard-grid__item">
{{StatsCard
| name = Dwarf
| type = character
| cat = Character
| image = Dwarf.png
| rarity = 0
| tags = stat_engineering structure
| swpns = Hammer, Wrench, Brick, Mace
| stat1 = {{Color|green|+1}} {{Color|green|Engineering}} when killing at least {{Color|green|6}} enemies with a direct weapon hit
| stat2 = {{Color|green|+1}} {{Color|green|Melee Damage}} for every permanent {{Color|green|2}} {{Color|green|Engineering}} you have
| stat3 = You can't equip ranged weapons
| stat4 = {{Color|red|-20}} % Dodge
| stat5 = {{Color|red|-100}} % Attack Speed
| stat6 = {{Color|red|% Attack Speed}} modifications are reduced by {{Color|red|50%}}
}}
</div>
<div id="character_gangster" class="statscard-grid__item">
{{StatsCard
| name = Gangster
| type = character
| cat = Character
| image = Gangster.png
| rarity = 0
| tags =
| swpns = Knife, Thief Dagger, Lightning Shiv, Pistol, Revolver, SMG, Double Barrel Shotgun
| stat1 = Can steal {{Color|green|1}} item per shop
| stat2 = Stealing from the shop can spawn an elite
| stat3 = All future elites and bosses become stronger when you kill an elite or a boss
| stat4 = {{Color|red|+20}} % Items Price
| stat5 = Can't lock items
| stat6 =
}}
</div>
<div id="character_diver" class="statscard-grid__item">
{{StatsCard
| name = Diver
| type = character
| cat = Character
| image = Diver.png
| rarity = 0
| tags = stat_crit_chance stat_melee_damage
| swpns = Claw, Thief Dagger, Knife, Scissors, Sharp Tooth, Shuriken
| stat1 = You start with {{Color|green|1}} {{Color|green|Harpoon Gun}}
| stat2 = {{Color|green|-100%}} {{Color|green|Harpoon Gun}} price
| stat3 = {{Color|green|+200}} {{Color|green|% Crit Damage}} with {{Color|green|Precise}} weapons
| stat4 = {{Color|green|% Crit Chance}} modifications are increased by {{Color|green|25%}}
| stat5 = {{Color|green|+1}} {{Color|green|HP Regeneration}} for every {{Color|green|2}} {{Color|green|Melee Damage}} you have
| stat6 = Enemies take {{Color|green|300%}} more damage for {{Color|green|3}} seconds when hit by {{Color|green|Ranged Damage}}
| stat7 = {{Color|red|-100}} Ranged Damage
| stat8 = {{Color|red|+250}} % Enemy health
}}
</div>
<div id="character_hiker" class="statscard-grid__item">
{{StatsCard
| name = Hiker
| type = character
| cat = Character
| image = Hiker.png
| rarity = 0
| tags = stat_speed
| swpns = Hiking Pole, Fist, Hand, Lute, Flute, Thief Dagger, Jousting Lance, Stick, Pistol, Taser
| stat1 = Earn {{Color|green|5}} materials for every {{Color|green|10}} steps you take during a wave
| stat2 = {{Color|green|+1}} {{Color|green|Max HP}} for every {{Color|green|80}} steps you take during a wave
| stat3 = {{Color|green|% Speed}} modifications are increased by {{Color|green|10%}}
| stat4 = {{Color|red|-5}} % Speed
| stat5 = {{Color|red|-50%}} materials dropped
}}
</div>
<div id="character_buccaneer" class="statscard-grid__item">
{{StatsCard
| name = Buccaneer
| type = character
| cat = Character
| image = Buccaneer.png
| rarity = 0
| tags = pickup
| swpns = Brick, Cacti Club, Rock, Spear, Torch, Double Barrel Shotgun, Laser Gun, Shredder, Icicle, Flute, Slingshot, Crossbow
| stat1 = Picked up materials have {{Color|green|+100%}} value
| stat2 = Picking up a material resets the cooldown of all your weapons
| stat3 = {{Color|red|-100}} % Attack Speed
| stat4 = {{Color|red|-50%}} materials dropped from enemies
}}
</div>
<div id="character_ogre" class="statscard-grid__item">
{{StatsCard
| name = Ogre
| type = character
| cat = Character
| image = Ogre.png
| rarity = 0
| tags = stat_max_hp stat_melee_damage explosive
| swpns = Fist, Brick, Rock, Plank, Cacti Club, Chopper, Spoon
| stat1 = Enemies taking double their max health as damage explode for {{Color|green|15}} ({{Color|green|{{Color|grey|+50%}}{{StatIcon|Max HP}}{{Color|pastelred|-50%}}{{StatIcon|Attack Speed}}}}) damage
| stat2 = {{Color|green|+10}} Melee Damage
| stat3 = You can't equip ranged weapons
| stat4 = {{Color|red|-50}} % Attack Speed
| stat5 = {{Color|red|-10}} % Speed
}}
</div>
<div id="character_romantic" class="statscard-grid__item">
{{StatsCard
| name = Romantic
| type = character
| cat = Character
| image = Romantic.png
| rarity = 0
| tags =
| swpns = Lute, Chopper, Fist, Spoon, Scissors, Sharp Tooth, Hatchet, Flute, Double Barrel Shotgun, Shuriken, Slingshot, Medical Gun, SMG, Taser, Cacti Club, Claw
| stat1 = Hitting an enemy that has less than {{Color|green|25%}} health has a {{Color|green|5%}} ({{Color|green|{{Color|grey|50%}}{{StatIcon|Max HP}}}}) chance to charm it for {{Color|green|8}} seconds
| stat2 = {{Color|green|+50}} {{Color|green|Range}} with melee weapons
| stat3 = {{Color|red|-3}} {{Color|red|% Damage}} for every {{Color|curse|5}} {{Color|curse|Curse}} you have
| stat4 = {{Color|red|-1}} {{Color|red|Armor}} for every {{Color|curse|5}} {{Color|curse|Curse}} you have
| stat5 = {{Color|curse|+1}} {{Color|curse|Curse}} at the end of a wave
}}
</div>
</div>
</div>
 
Stats tables. Note that this reflects the current data, not the data on initial release of the DLC.


<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<tr>
{{TableHeaders|characters}}
<th style="width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Name</th>
{{TableRowCharacter|Sailor}}
<th style="width:57%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Stats</th>
{{TableRowCharacter|Curious}}
<th style="width:20%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
{{TableRowCharacter|Builder}}
<th style="width:13%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocks</th><th>Item Tags</th>
{{TableRowCharacter|Captain}}
</tr>
{{TableRowCharacter|Creature}}
<tr>
{{TableRowCharacter|Chef}}
<td>{{Iconbox|Sailor}}</td>
{{TableRowCharacter|Druid}}
<td>{{Character Data|Sailor|stats}}</td>
{{TableRowCharacter|Dwarf}}
<td>{{Character Data|Sailor|unlockedby}}</td>
{{TableRowCharacter|Gangster}}
<td>{{Iconbox|{{Character Data|Sailor|unlocks}}|rarity={{Item Data|{{Character Data|Sailor|unlocks}}|rarity}}}}</td>
{{TableRowCharacter|Diver}}
<td>{{Character Data|Sailor|wantedtags}}</td>
{{TableRowCharacter|Hiker}}
</tr>
{{TableRowCharacter|Buccaneer}}
<tr>
{{TableRowCharacter|Ogre}}
<td>{{Iconbox|Curious}}</td>
{{TableRowCharacter|Romantic}}
<td>{{Character Data|Curious|stats}}</td>
<td>{{Character Data|Curious|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Curious|unlocks}}|rarity={{Item Data|{{Character Data|Curious|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Curious|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Builder}}</td>
<td>{{Character Data|Builder|stats}}</td>
<td>{{Character Data|Builder|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Builder|unlocks}}|rarity={{Item Data|{{Character Data|Builder|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Builder|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Captain}}</td>
<td>{{Character Data|Captain|stats}}</td>
<td>{{Character Data|Captain|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Captain|unlocks}}|rarity={{Item Data|{{Character Data|Captain|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Captain|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Creature}}</td>
<td>{{Character Data|Creature|stats}}</td>
<td>{{Character Data|Creature|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Creature|unlocks}}|rarity={{Item Data|{{Character Data|Creature|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Creature|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Chef}}</td>
<td>{{Character Data|Chef|stats}}</td>
<td>{{Character Data|Chef|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Chef|unlocks}}|rarity={{Item Data|{{Character Data|Chef|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Chef|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Druid}}</td>
<td>{{Character Data|Druid|stats}}</td>
<td>{{Character Data|Druid|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Druid|unlocks}}|rarity={{Item Data|{{Character Data|Druid|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Druid|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Dwarf}}</td>
<td>{{Character Data|Dwarf|stats}}</td>
<td>{{Character Data|Dwarf|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Dwarf|unlocks}}|rarity={{Item Data|{{Character Data|Dwarf|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Dwarf|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Gangster}}</td>
<td>{{Character Data|Gangster|stats}}</td>
<td>{{Character Data|Gangster|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Gangster|unlocks}}|rarity={{Item Data|{{Character Data|Gangster|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Gangster|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Diver}}</td>
<td>{{Character Data|Diver|stats}}</td>
<td>{{Character Data|Diver|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Diver|unlocks}}|rarity={{Item Data|{{Character Data|Diver|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Diver|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Hiker}}</td>
<td>{{Character Data|Hiker|stats}}</td>
<td>{{Character Data|Hiker|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Hiker|unlocks}}|rarity={{Item Data|{{Character Data|Hiker|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Hiker|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Buccaneer}}</td>
<td>{{Character Data|Buccaneer|stats}}</td>
<td>{{Character Data|Buccaneer|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Buccaneer|unlocks}}|rarity={{Item Data|{{Character Data|Buccaneer|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Buccaneer|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Ogre}}</td>
<td>{{Character Data|Ogre|stats}}</td>
<td>{{Character Data|Ogre|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Ogre|unlocks}}|rarity={{Item Data|{{Character Data|Ogre|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Ogre|wantedtags}}</td>
</tr>
<tr>
<td>{{Iconbox|Romantic}}</td>
<td>{{Character Data|Romantic|stats}}</td>
<td>{{Character Data|Romantic|unlockedby}}</td>
<td>{{Iconbox|{{Character Data|Romantic|unlocks}}|rarity={{Item Data|{{Character Data|Romantic|unlocks}}|rarity}}}}</td>
<td>{{Character Data|Romantic|wantedtags}}</td>
</tr>
 
</table>
</table>


==Items==
==Items==


Current items total: 32 <small>({{Color|tier1|6}}, {{Color|tier2|11}}, {{Color|tier3|11}}, {{Color|tier4|4}})</small>
There are 32 new items: <small>({{Color|tier1|6}}, {{Color|tier2|11}}, {{Color|tier3|11}}, {{Color|tier4|4}})</small>


<div class="statscard-grid statscard-grid--fullheight">
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
{{StatsCard_GridToggles|extra_btns=1|tier_btns=1}}
{{TableHeaders|items}}
{{TableRowItem|Axolotl}}
{{TableRowItem|Baby Squid}}
{{TableRowItem|Barnacle}}
{{TableRowItem|Black Flag}}
{{TableRowItem|Bone Dice}}
{{TableRowItem|Cauldron}}
{{TableRowItem|Coral}}
{{TableRowItem|Corrupted Shard}}
{{TableRowItem|Crystal}}
{{TableRowItem|Eyepatch}}
{{TableRowItem|Feather}}
{{TableRowItem|Fish Hook}}
{{TableRowItem|Goblet}}
{{TableRowItem|Goldfish}}
{{TableRowItem|Jerky}}
{{TableRowItem|Knot}}
{{TableRowItem|Kraken's Eye}}
{{TableRowItem|Lantern}}
{{TableRowItem|Lighthouse}}
{{TableRowItem|Mirror}}
{{TableRowItem|Pearl}}
{{TableRowItem|Penguin}}
{{TableRowItem|Saltwater}}
{{TableRowItem|Scarf}}
{{TableRowItem|Seashell}}
{{TableRowItem|Small Fish}}
{{TableRowItem|Spyglass}}
{{TableRowItem|Starfish}}
{{TableRowItem|Sunken Bell}}
{{TableRowItem|Treasure Map}}
{{TableRowItem|Whistle}}
</table>


<div class="statscard-grid__main">
There are also some special items:
<div id="item_builder_turret_0" class="statscard-grid__item">
 
{{StatsCard
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
| name = Builder's Turret
{{TableHeaders|items}}
| type = item
{{TableRowItem|Builder's Turret}}
| cat = Unique
</table>
| image = Builder's Turret.png
| rarity = 1
| tags =
| stat1 = This turret's stats are derived from your best ranged weapon's base stats and scale with {{Color|green|Engineering}} (80%{{StatIcon|Engineering}})
| stat2 = {{Color|green|+1}} projectile when you reach {{Color|green|30}} {{Color|green|Structure Range}}
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 1}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_corrupted_shard" class="statscard-grid__item">
{{StatsCard
| name = Corrupted Shard
| type = item
| cat = Item
| image = Corrupted Shard.png
| rarity = 1
| tags = stat_percent_damage stat_curse
| stat1 = {{Color|green|+3}} % Damage
| stat2 = {{Color|curse|+1}} Curse
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 12}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage<br>stat_curse}}</small></span>
}}
</div>
<div id="item_feather" class="statscard-grid__item">
{{StatsCard
| name = Feather
| type = item
| cat = Item
| image = Feather.png
| rarity = 1
| tags = stat_ranged_damage stat_dodge
| stat1 = {{Color|green|+1}} Ranged Damage
| stat2 = {{Color|green|+3}} % Dodge
| stat3 = {{Color|red|-3}} % XP Gain
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 18}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_ranged_damage<br>stat_dodge}}</small></span>
}}
</div>
<div id="item_penguin" class="statscard-grid__item">
{{StatsCard
| name = Penguin
| type = item
| cat = Limited (0/3)
| image = Penguin.png
| rarity = 1
| tags = stat_hp_regeneration
| stat1 = {{Color|green|+1}} HP Regeneration
| stat2 = {{Color|green|+1}} {{Color|green|HP Regeneration}} until the end of the wave when picking up a consumable while at maximum health
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration}}</small></span>
}}
</div>
<div id="item_small_fish" class="statscard-grid__item">
{{StatsCard
| name = Small Fish
| type = item
| cat = Item
| image = Small Fish.png
| rarity = 1
| tags = stat_percent_damage
| stat1 = {{Color|green|+10%}} damage against targets above {{Color|green|75%}} health
| stat2 = {{Color|red|-3}} % Attack Speed
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 18}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage}}</small></span>
}}
</div>
<div id="item_whistle" class="statscard-grid__item">
{{StatsCard
| name = Whistle
| type = item
| cat = Unique
| image = Whistle.png
| rarity = 1
| tags =
| stat1 = {{Color|green|+50%}} chance for loot aliens to appear
| stat2 = {{Color|red|+20%}} movement speed for loot aliens
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_baby_squid" class="statscard-grid__item">
{{StatsCard
| name = Baby Squid
| type = item
| cat = Item
| image = Baby Squid.png
| rarity = 2
| tags = stat_hp_regeneration
| stat1 = {{Color|green|+1}} {{Color|green|HP Regeneration}} when you level up
| stat2 = {{Color|red|-3}} % Attack Speed
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 55}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration}}</small></span>
}}
</div>
<div id="item_bone_dice" class="statscard-grid__item">
{{StatsCard
| name = Bone Dice
| type = item
| cat = Limited (0/2)
| image = Bone Dice.png
| rarity = 2
| tags = stat_percent_damage
| stat1 = {{Color|green|+50%}} chance to get {{Color|green|+1}} {{Color|green|% Damage}} when rerolling in the shop
| stat2 = {{Color|red|+10%}} chance to get {{Color|red|-1}} {{Color|red|Max HP}} when rerolling in the shop
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 30}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage}}</small></span>
}}
</div>
<div id="item_cauldron" class="statscard-grid__item">
{{StatsCard
| name = Cauldron
| type = item
| cat = Unique
| image = Cauldron.png
| rarity = 2
| tags = pickup
| stat1 = {{Color|green|+50%}} pickup range
| stat2 = {{Color|green|+20}} {{Color|green|% Damage}} for {{Color|green|2}} seconds after picking up a consumable
| stat3 = {{Color|red|-2}} HP Regeneration
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>pickup}}</small></span>
}}
</div>
<div id="item_coral" class="statscard-grid__item">
{{StatsCard
| name = Coral
| type = item
| cat = Item
| image = Coral.png
| rarity = 2
| tags = stat_hp_regeneration stand_still
| stat1 = {{Color|green|+10}} {{Color|green|HP Regeneration}} while standing still
| stat2 = {{Color|red|-10}} Range
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration<br>stand_still}}</small></span>
}}
</div>
<div id="item_eyepatch" class="statscard-grid__item">
{{StatsCard
| name = Eyepatch
| type = item
| cat = Item
| image = Eyepatch.png
| rarity = 2
| tags = stat_crit_chance stat_ranged_damage
| stat1 = Projectiles get {{Color|green|+1}} piercing on critical hit
| stat2 = {{Color|green|+3}} % Crit Chance
| stat3 = {{Color|red|-10%}} Accuracy
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 55}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance<br>stat_ranged_damage}}</small></span>
}}
</div>
<div id="item_fish_hook" class="statscard-grid__item">
{{StatsCard
| name = Fish Hook
| type = item
| cat = Limited (0/3)
| image = Fish Hook.png
| rarity = 2
| tags = stat_curse lock
| stat1 = Locked items and weapons have a {{Color|green|20%}} chance to become cursed when leaving the shop
| stat2 = {{Color|curse|+1}} Curse
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse<br>lock}}</small></span>
}}
</div>
<div id="item_jerky" class="statscard-grid__item">
{{StatsCard
| name = Jerky
| type = item
| cat = Unique
| image = Jerky.png
| rarity = 2
| tags = consumable
| stat1 = {{Color|green|+3}} HP recovered from consumables
| stat2 = Consumables heal you over {{Color|green|4}} seconds instead of instantly
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>consumable}}</small></span>
}}
</div>
<div id="item_pearl" class="statscard-grid__item">
{{StatsCard
| name = Pearl
| type = item
| cat = Limited (0/20)
| image = Pearl.png
| rarity = 2
| tags = stat_luck
| stat1 = {{Color|green|+1}} {{Color|green|% Damage}} for every permanent {{Color|green|10}} {{Color|green|Luck}} you have
| stat2 = {{Color|green|+3%}} chance of finding an extra {{Color|green|Pearl}} in a crate
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_luck}}</small></span>
}}
</div>
<div id="item_saltwater" class="statscard-grid__item">
{{StatsCard
| name = Saltwater
| type = item
| cat = Unique
| image = Saltwater.png
| rarity = 2
| tags = stat_melee_damage stat_attack_speed stat_speed
| stat1 = {{Color|green|+2}} Melee Damage
| stat2 = {{Color|green|+3}} % Attack Speed
| stat3 = {{Color|green|+10}} {{Color|green|% Speed}} for {{Color|green|3}} seconds when you take damage
| stat4 = {{Color|red|-1}} Elemental Damage
| stat5 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat6 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_melee_damage<br>stat_attack_speed<br>stat_speed}}</small></span>
}}
</div>
<div id="item_spyglass" class="statscard-grid__item">
{{StatsCard
| name = Spyglass
| type = item
| cat = Limited (0/2)
| image = Spyglass.png
| rarity = 2
| tags = stat_range
| stat1 = {{Color|green|+10}} Range
| stat2 = {{Color|green|-25}} % Reroll Price
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 30}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_range}}</small></span>
}}
</div>
<div id="item_treasure_map" class="statscard-grid__item">
{{StatsCard
| name = Treasure Map
| type = item
| cat = Limited (0/5)
| image = Treasure Map.png
| rarity = 2
| tags = stat_luck
| stat1 = {{Color|green|+20%}} chance of finding an extra item in a crate
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_luck}}</small></span>
}}
</div>
<div id="item_barnacle" class="statscard-grid__item">
{{StatsCard
| name = Barnacle
| type = item
| cat = Unique
| image = Barnacle.png
| rarity = 3
| tags = stat_curse
| stat1 = {{Color|green|+35%}} stats gained from level upgrades
| stat2 = {{Color|curse|+1}} {{Color|curse|Curse}} when you level up
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse}}</small></span>
}}
</div>
<div id="item_black_flag" class="statscard-grid__item">
{{StatsCard
| name = Black Flag
| type = item
| cat = Unique
| image = Black Flag.png
| rarity = 3
| tags = stat_curse more_enemies
| stat1 = {{Color|green|+1}} material when you kill a cursed enemy
| stat2 = +10% Enemies
| stat3 = {{Color|red|+10}} % Enemy health
| stat4 = {{Color|red|+10}} % Enemy damage
| stat5 = {{Color|curse|+5}} Curse
| stat6 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat7 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse<br>more_enemies}}</small></span>
}}
</div>
<div id="item_crystal" class="statscard-grid__item">
{{StatsCard
| name = Crystal
| type = item
| cat = Item
| image = Crystal.png
| rarity = 3
| tags = stat_attack_speed
| stat1 = {{Color|green|+5}} % Attack Speed
| stat2 = {{Color|green|+1}} {{Color|green|% Attack Speed}} every 1 second until the end of the wave
| stat3 = Bonus is lost when taking damage
| stat4 = {{Color|red|-2}} Engineering
| stat5 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 65}}</small></span>
| stat6 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_attack_speed}}</small></span>
}}
</div>
<div id="item_goblet" class="statscard-grid__item">
{{StatsCard
| name = Goblet
| type = item
| cat = Limited (0/3)
| image = Goblet.png
| rarity = 3
| tags =
| stat1 = {{Color|green|+15%}} chance to heal 1 HP when killing an enemy
| stat2 = {{Color|red|-3}} HP Regeneration
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_goldfish" class="statscard-grid__item">
{{StatsCard
| name = Goldfish
| type = item
| cat = Item
| image = Goldfish.png
| rarity = 3
| tags =
| stat1 = Items will be {{Color|green|1}} tier higher after the next reroll
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 23}}</small></span>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_knot" class="statscard-grid__item">
{{StatsCard
| name = Knot
| type = item
| cat = Unique
| image = Knot.png
| rarity = 3
| tags = stat_percent_damage stat_max_hp
| stat1 = {{Color|green|+15}} % Damage
| stat2 = {{Color|green|+15}} Max HP
| stat3 = Weapons can no longer be upgraded or recycled
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage<br>stat_max_hp}}</small></span>
}}
</div>
<div id="item_lighthouse" class="statscard-grid__item">
{{StatsCard
| name = Lighthouse
| type = item
| cat = Unique
| image = Lighthouse.png
| rarity = 3
| tags = stat_engineering
| stat1 = {{Color|green|+20}} Engineering
| stat2 = {{Color|red|-1}} {{Color|red|Engineering}} for every {{Color|green|1}} {{Color|green|Structure}} you have
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_engineering}}</small></span>
}}
</div>
<div id="item_mirror" class="statscard-grid__item">
{{StatsCard
| name = Mirror
| type = item
| cat = Item
| image = Mirror.png
| rarity = 3
| tags =
| stat1 = Duplicates the next item you get from the shop (item limits can't be exceeded)
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_scarf" class="statscard-grid__item">
{{StatsCard
| name = Scarf
| type = item
| cat = Item
| image = Scarf.png
| rarity = 3
| tags = stat_hp_regeneration stat_melee_damage stat_speed
| stat1 = {{Color|green|+4}} HP Regeneration
| stat2 = {{Color|green|+4}} Melee Damage
| stat3 = {{Color|green|+4}} % Speed
| stat4 = {{Color|red|+25}} {{Color|red|% Enemy Speed}} during the next wave
| stat5 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat6 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration<br>stat_melee_damage<br>stat_speed}}</small></span>
}}
</div>
<div id="item_starfish" class="statscard-grid__item">
{{StatsCard
| name = Starfish
| type = item
| cat = Limited (0/3)
| image = Starfish.png
| rarity = 3
| tags = stat_harvesting
| stat1 = {{Color|green|+20%}} materials dropped from enemies
| stat2 = {{Color|green|+10}} Harvesting
| stat3 = {{Color|red|+15}} % Enemy damage
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 75}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_harvesting}}</small></span>
}}
</div>
<div id="item_sunken_bell" class="statscard-grid__item">
{{StatsCard
| name = Sunken Bell
| type = item
| cat = Unique
| image = Sunken Bell.png
| rarity = 3
| tags = explosive
| stat1 = Once per wave, you explode for {{Color|green|100}} (500%{{StatIcon|Melee Damage}}500%{{StatIcon|Ranged Damage}}500%{{StatIcon|Elemental Damage}}500%{{StatIcon|Engineering}}) damage when you fall below {{Color|green|40%}} health
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 65}}</small></span>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>explosive}}</small></span>
}}
</div>
<div id="item_axolotl" class="statscard-grid__item">
{{StatsCard
| name = Axolotl
| type = item
| cat = Unique
| image = Axolotl.png
| rarity = 4
| tags =
| stat1 = Your highest ({{Color|green|Max HP}}) and lowest ({{Color|green|Max HP}}) positive primary stats are swapped when you get this item
| stat2 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 130}}</small></span>
| stat3 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_krakens_eye" class="statscard-grid__item">
{{StatsCard
| name = Kraken’s Eye
| type = item
| cat = Unique
| image = Kraken's Eye.png
| rarity = 4
| tags = explosive stat_max_hp stat_curse
| stat1 = You have a {{Color|green|50%}} chance to explode for {{Color|green|10}} (500%{{StatIcon|Curse}}) damage when you get hit
| stat2 = {{Color|green|+10}} Max HP
| stat3 = {{Color|curse|+10}} Curse
| stat4 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 110}}</small></span>
| stat5 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>explosive<br>stat_max_hp<br>stat_curse}}</small></span>
}}
</div>
<div id="item_lantern" class="statscard-grid__item">
{{StatsCard
| name = Lantern
| type = item
| cat = Unique
| image = Lantern.png
| rarity = 4
| tags =
| stat1 = {{Color|green|+10}} % Damage
| stat2 = {{Color|green|+50}} Range
| stat3 = {{Color|green|+15}} Knockback
| stat4 = Knocks nearby enemies back every {{Color|green|3}} seconds
| stat5 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat6 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_seashell" class="statscard-grid__item">
{{StatsCard
| name = Seashell
| type = item
| cat = Unique
| image = Seashell.png
| rarity = 4
| tags = stat_ranged_damage
| stat1 = Every ranged weapon's 5th projectile has {{Color|green|+3}} projectiles
| stat2 = {{Color|red|-10}} % Damage
| stat3 = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat4 = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_ranged_damage}}</small></span>
}}
</div>
</div>
</div>


==Weapon Classes==
==Weapon Classes==
Line 854: Line 96:
==Weapons==
==Weapons==


16 new weapons:
<table class="wikitable sortable jquery-tablesorter" style="color:#eee; background:transparent; text-align: center">
 
{{TableHeaders|weapons}}
<div class="statscard-grid" style="margin-left: 0;">
{{TableRowWeapon|Anchor}}
{{StatsCard_WeaponToggles}}
{{TableRowWeapon|Blunderbuss}}
<div class="statscard-grid__main" style="max-height: none;">
{{TableRowWeapon|Brick}}
<div id="weapon_anchor_2" class="statscard-grid__item">
{{TableRowWeapon|Captain’s Sword}}
{{StatsCardWeaponTabs
{{TableRowWeapon|Chainsaw}}
| name2 = Anchor
{{TableRowWeapon|Flute}}
| type2 = Melee
{{TableRowWeapon|Grenade Launcher}}
| class2 = Naval, Heavy
{{TableRowWeapon|Harpoon Gun}}
| image2 = Anchor.png
{{TableRowWeapon|Hiking Pole}}
| rarity2 = 2
{{TableRowWeapon|Javelin}}
| damage2 = 40 (+100%{{StatIcon|Melee Damage}}+65%{{StatIcon|name=Curse}})
{{TableRowWeapon|Lute}}
| critical2 = x1.5 (3% chance)
{{TableRowWeapon|Mace}}
| cooldown2 = 1.89s
{{TableRowWeapon|Sickle}}
| knockback2 = 10
{{TableRowWeapon|Spoon}}
| range2 = 150 (Melee)
{{TableRowWeapon|Trident}}
| lifesteal2 = 0%
{{TableRowWeapon|War Hammer}}
| name3 = Anchor
</table>
| type3 = Melee
| class3 = Naval, Heavy
| image3 = Anchor.png
| rarity3 = 3
| damage3 = 60 (+125%{{StatIcon|Melee Damage}}+90%{{StatIcon|name=Curse}})
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.84s
| knockback3 = 10
| range3 = 175 (Melee)
| lifesteal3 = 0%
| name4 = Anchor
| type4 = Melee
| class4 = Naval, Heavy
| image4 = Anchor.png
| rarity4 = 4
| damage4 = 100 (+150%{{StatIcon|Melee Damage}}+125%{{StatIcon|name=Curse}})
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.78s
| knockback4 = 10
| range4 = 200 (Melee)
| lifesteal4 = 0%
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled = 1
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_brick_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1 = Brick
| type1 = Melee
| class1 = Blunt
| image1 = Brick.png
| rarity1 = 1
| damage1 = 30 (+50%{{StatIcon|Melee Damage}}+50%{{StatIcon|Engineering}})
| critical1 = x1.5 (3% chance)
| cooldown1 = 1.39s
| knockback1 = 5
| range1 = 150 (Melee)
| lifesteal1 = 0%
| speciala1 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|10}} materials on hit
| name2 = Brick
| type2 = Melee
| class2 = Blunt
| image2 = Brick.png
| rarity2 = 2
| damage2 = 60 (+65%{{StatIcon|Melee Damage}}+65%{{StatIcon|Engineering}})
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.39s
| knockback2 = 5
| range2 = 150 (Melee)
| lifesteal2 = 0%
| speciala2 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|30}} materials on hit
| name3 = Brick
| type3 = Melee
| class3 = Blunt
| image3 = Brick.png
| rarity3 = 3
| damage3 = 90 (+80%{{StatIcon|Melee Damage}}+80%{{StatIcon|Engineering}})
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.39s
| knockback3 = 5
| range3 = 150 (Melee)
| lifesteal3 = 0%
| speciala3 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|60}} materials on hit
| name4 = Brick
| type4 = Melee
| class4 = Blunt
| image4 = Brick.png
| rarity4 = 4
| damage4 = 120 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}})
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.39s
| knockback4 = 5
| range4 = 150 (Melee)
| lifesteal4 = 0%
| speciala4 = Has a {{Color|green|1%}} chance to break and drop {{Color|green|120}} materials on hit
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_blunderbuss_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2 = Blunderbuss
| type2 = Ranged
| class2 = Naval, Gun
| image2 = Blunderbuss.png
| rarity2 = 2
| damage2 = 25 (+100%{{StatIcon|Ranged Damage}})
| critical2 = x2 (3% chance)
| cooldown2 = 5.2s
| knockback2 = 10
| range2 = 325 (Ranged)
| lifesteal2 = 0%
| pierce2 = 2 (25% damage)
| speciala2 = Cooldown is reset when you pick up a material
| name3 = Blunderbuss
| type3 = Ranged
| class3 = Naval, Gun
| image3 = Blunderbuss.png
| rarity3 = 3
| damage3 = 50 (+125%{{StatIcon|Ranged Damage}})
| critical3 = x2.25 (3% chance)
| cooldown3 = 5.2s
| knockback3 = 20
| range3 = 350 (Ranged)
| lifesteal3 = 0%
| pierce3 = 2 (25% damage)
| speciala3 = Cooldown is reset when you pick up a material
| name4 = Blunderbuss
| type4 = Ranged
| class4 = Naval, Gun
| image4 = Blunderbuss.png
| rarity4 = 4
| damage4 = 80 (+150%{{StatIcon|Ranged Damage}})
| critical4 = x2.5 (3% chance)
| cooldown4 = 5.2s
| knockback4 = 30
| range4 = 375 (Ranged)
| lifesteal4 = 0%
| pierce4 = 2 (25% damage)
| speciala4 = Cooldown is reset when you pick up a material
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled = 1
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_captains_sword_3" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name3 = Captain’s Sword
| type3 = Melee
| class3 = Naval, Blade
| image3 = Captain's Sword.png
| rarity3 = 3
| damage3 = 50 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|name=Curse}})
| critical3 = x2 (3% chance)
| cooldown3 = 1.03s
| knockback3 = 5
| range3 = 200 (Melee)
| lifesteal3 = 0%
| speciala3 = Alternates between thrusting and sweeping attacks
| specialb3 = Deals {{Color|green|+15}} {{Color|green|Damage}} for every free weapon slot you have [{{Color|green|+90}}]
| name4 = Captain’s Sword
| type4 = Melee
| class4 = Naval, Blade
| image4 = Captain’s Sword.png
| rarity4 = 4
| damage4 = 80 (+125%{{StatIcon|Melee Damage}}+125%{{StatIcon|name=Curse}})
| critical4 = x2 (3% chance)
| cooldown4 = 0.95s
| knockback4 = 5
| range4 = 200 (Melee)
| lifesteal4 = 0%
| speciala4 = Alternates between thrusting and sweeping attacks
| specialb4 = Deals {{Color|green|+30}} {{Color|green|Damage}} for every free weapon slot you have [{{Color|green|+180}}]
| firstShownTier = 3
| addTierNumbers = 1
| tier1disabled = 1
| tier2disabled = 1
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_chainsaw_3" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name3 = Chainsaw
| type3 = Melee
| class3 = Blade, Tool
| image3 = Chainsaw.png
| rarity3 = 3
| damage3 = 10 (+75%{{StatIcon|Melee Damage}}+75%{{StatIcon|Engineering}}+75%{{StatIcon|Lifesteal}})
| critical3 = x1.5 (3% chance)
| cooldown3 = 0.53s
| knockback3 = 0
| range3 = 175 (Melee)
| lifesteal3 = 15%
| speciala3 = Cooldown is {{Color|grey|1.83s}} every 30 shots
| specialb3 = Deals {{Color|green|10%}} of an enemy’s current health as bonus damage ({{Color|green|1%}} for bosses and elites)
| name4 = Chainsaw
| type4 = Melee
| class4 = Blade, Tool
| image4 = Chainsaw.png
| rarity4 = 4
| damage4 = 20 (+100%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}}+100%{{StatIcon|Lifesteal}})
| critical4 = x1.5 (3% chance)
| cooldown4 = 0.56s
| knockback4 = 0
| range4 = 200 (Melee)
| lifesteal4 = 30%
| speciala4 = Cooldown is {{Color|grey|1.52s}} every 40 shots
| specialb4 = Deals {{Color|green|20%}} of an enemy’s current health as bonus damage ({{Color|green|2%}} for bosses and elites)
| firstShownTier = 3
| addTierNumbers = 1
| tier1disabled = 1
| tier2disabled = 1
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_flute_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1 = Flute
| type1 = Ranged
| class1 = Musical
| image1 = Flute.png
| rarity1 = 1
| damage1 = 5 (+50%{{StatIcon|Ranged Damage}}+10%{{StatIcon|Luck}})
| critical1 = x1.5 (3% chance)
| cooldown1 = 1.2s
| knockback1 = 0
| range1 = 300 (Ranged)
| lifesteal1 = 0%
| speciala1 = Hitting an enemy that has less than {{Color|green|60%}} health has a {{Color|green|10%}} chance to charm it for {{Color|green|8}} seconds
| name2 = Flute
| type2 = Ranged
| class2 = Musical
| image2 = Flute.png
| rarity2 = 2
| damage2 = 8 (+50%{{StatIcon|Ranged Damage}}+15%{{StatIcon|Luck}})
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.12s
| knockback2 = 0
| range2 = 325 (Ranged)
| lifesteal2 = 0%
| speciala2 = Hitting an enemy that has less than {{Color|green|65%}} health has a {{Color|green|15%}} chance to charm it for {{Color|green|8}} seconds
| name3 = Flute
| type3 = Ranged
| class3 = Musical
| image3 = Flute.png
| rarity3 = 3
| damage3 = 11 (+50%{{StatIcon|Ranged Damage}}+20%{{StatIcon|Luck}})
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.03s
| knockback3 = 0
| range3 = 350 (Ranged)
| lifesteal3 = 0%
| speciala3 = Hitting an enemy that has less than {{Color|green|70%}} health has a {{Color|green|20%}} chance to charm it for {{Color|green|8}} seconds
| name4 = Flute
| type4 = Ranged
| class4 = Musical
| image4 = Flute.png
| rarity4 = 4
| damage4 = 15 (+50%{{StatIcon|Ranged Damage}}+25%{{StatIcon|Luck}})
| critical4 = x1.5 (3% chance)
| cooldown4 = 0.95s
| knockback4 = 0
| range4 = 375 (Ranged)
| lifesteal4 = 0%
| speciala4 = Hitting an enemy that has less than {{Color|green|75%}} health has a {{Color|green|25%}} chance to charm it for {{Color|green|8}} seconds
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_grenade_launcher_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2 = Grenade Launcher
| type2 = Ranged
| class2 = Heavy, Explosive
| image2 = Grenade Launcher.png
| rarity2 = 2
| damage2 = 12 (+100%{{StatIcon|Ranged Damage}})
| critical2 = x2.5 (5% chance)
| cooldown2 = 0.37s
| knockback2 = 0
| range2 = 350 (Ranged)
| lifesteal2 = 0%
| bounce2 = 1 (0% damage)
| speciala2 = Cooldown is {{Color|grey|3.7s}} every 2 shots
| specialb2 = Projectiles explode on hit
| name3 = Grenade Launcher
| type3 = Ranged
| class3 = Heavy, Explosive
| image3 = Grenade Launcher.png
| rarity3 = 3
| damage3 = 18 (+100%{{StatIcon|Ranged Damage}})
| critical3 = x3 (10% chance)
| cooldown3 = 0.37s
| knockback3 = 0
| range3 = 400 (Ranged)
| lifesteal3 = 0%
| bounce3 = 1 (0% damage)
| speciala3 = Cooldown is {{Color|grey|3.2s}} every 3 shots
| specialb3 = Projectiles explode on hit
| name4 = Grenade Launcher
| type4 = Ranged
| class4 = Heavy, Explosive
| image4 = Grenade Launcher.png
| rarity4 = 4
| damage4 = 30 (+100%{{StatIcon|Ranged Damage}})
| critical4 = x3.5 (20% chance)
| cooldown4 = 0.37s
| knockback4 = 0
| range4 = 450 (Ranged)
| lifesteal4 = 0%
| bounce4 = 1 (0% damage)
| speciala4 = Cooldown is {{Color|grey|2.7s}} every 4 shots
| specialb4 = Projectiles explode on hit
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled = 1
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_harpoon_gun_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2 = Harpoon Gun
| type2 = Ranged
| class2 = Naval, Gun
| image2 = Harpoon Gun.png
| rarity2 = 2
| damage2 = 5 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| critical2 = x1.5 (3% chance)
| cooldown2 = 0.82s
| knockback2 = -30
| range2 = 800 (Ranged)
| lifesteal2 = 0%
| pierce2 = 3 (25% damage)
| speciala2 = Slows enemies in a radius around the projectile
| name3 = Harpoon Gun
| type3 = Ranged
| class3 = Naval, Gun
| image3 = Harpoon Gun.png
| rarity3 = 3
| damage3 = 10 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| critical3 = x1.5 (3% chance)
| cooldown3 = 0.73s
| knockback3 = -30
| range3 = 850 (Ranged)
| lifesteal3 = 0%
| pierce3 = 4 (25% damage)
| speciala3 = Slows enemies in a radius around the projectile
| name4 = Harpoon Gun
| type4 = Ranged
| class4 = Naval, Gun
| image4 = Harpoon Gun.png
| rarity4 = 4
| damage4 = 20 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}})
| critical4 = x1.5 (3% chance)
| cooldown4 = 0.65s
| knockback4 = -30
| range4 = 900 (Ranged)
| lifesteal4 = 0%
| pierce4 = 5 (25% damage)
| speciala4 = Slows enemies in a radius around the projectile
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled = 1
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_hiking_stick_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1 = Hiking Pole
| type1 = Melee
| class1 = Support
| image1 = Hiking Pole.png
| rarity1 = 1
| damage1 = 12 (+50%{{StatIcon|Melee Damage}}+10%{{StatIcon|Range}})
| critical1 = x1.5 (3% chance)
| cooldown1 = 1.42s
| knockback1 = 0
| range1 = 175 (Melee)
| lifesteal1 = 0%
| speciala1 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|70}} steps you take during a wave
| name2 = Hiking Pole
| type2 = Melee
| class2 = Support
| image2 = Hiking Pole.png
| rarity2 = 2
| damage2 = 18 (+50%{{StatIcon|Melee Damage}}+12%{{StatIcon|Range}})
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.34s
| knockback2 = 0
| range2 = 175 (Melee)
| lifesteal2 = 0%
| speciala2 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|60}} steps you take during a wave
| name3 = Hiking Pole
| type3 = Melee
| class3 = Support
| image3 = Hiking Pole.png
| rarity3 = 3
| damage3 = 24 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Range}})
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.25s
| knockback3 = 0
| range3 = 175 (Melee)
| lifesteal3 = 0%
| speciala3 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|50}} steps you take during a wave
| name4 = Hiking Pole
| type4 = Melee
| class4 = Support
| image4 = Hiking Pole.png
| rarity4 = 4
| damage4 = 30 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Range}})
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.17s
| knockback4 = 0
| range4 = 175 (Melee)
| lifesteal4 = 0%
| speciala4 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|40}} steps you take during a wave
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_javelin_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1 = Javelin
| type1 = Ranged
| class1 = Primitive
| image1 = Javelin.png
| rarity1 = 1
| damage1 = 8 (+100%{{StatIcon|Melee Damage}})
| critical1 = x2.5 (0% chance)
| cooldown1 = 1.2s
| knockback1 = 0
| range1 = 350 (Ranged)
| lifesteal1 = 0%
| pierce1 = 2 (25% damage)
| speciala1 = Every 5th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| name2 = Javelin
| type2 = Ranged
| class2 = Primitive
| image2 = Javelin.png
| rarity2 = 2
| damage2 = 12 (+100%{{StatIcon|Melee Damage}})
| critical2 = x2.75 (0% chance)
| cooldown2 = 1.12s
| knockback2 = 0
| range2 = 375 (Ranged)
| lifesteal2 = 0%
| pierce2 = 3 (25% damage)
| speciala2 = Every 4th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| name3 = Javelin
| type3 = Ranged
| class3 = Primitive
| image3 = Javelin.png
| rarity3 = 3
| damage3 = 16 (+100%{{StatIcon|Melee Damage}})
| critical3 = x3 (0% chance)
| cooldown3 = 0.95s
| knockback3 = 0
| range3 = 400 (Ranged)
| lifesteal3 = 0%
| pierce3 = 4 (25% damage)
| speciala3 = Every 3rd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| name4 = Javelin
| type4 = Ranged
| class4 = Primitive
| image4 = Javelin.png
| rarity4 = 4
| damage4 = 20 (+100%{{StatIcon|Melee Damage}})
| critical4 = x3.25 (0% chance)
| cooldown4 = 0.87s
| knockback4 = 0
| range4 = 425 (Ranged)
| lifesteal4 = 0%
| pierce4 = 5 (25% damage)
| speciala4 = Every 2nd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}}
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_lute_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1 = Lute
| type1 = Melee
| class1 = Musical, Support
| image1 = Lute.png
| rarity1 = 1
| damage1 = 4 (+50%{{StatIcon|Melee Damage}}+10%{{StatIcon|Luck}})
| critical1 = x1.5 (3% chance)
| cooldown1 = 1.31s
| knockback1 = 2
| range1 = 150 (Melee)
| lifesteal1 = 0%
| speciala1 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|30%}})
| name2 = Lute
| type2 = Melee
| class2 = Musical, Support
| image2 = Lute.png
| rarity2 = 2
| damage2 = 8 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Luck}})
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.25s
| knockback2 = 2
| range2 = 175 (Melee)
| lifesteal2 = 0%
| speciala2 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|50%}})
| name3 = Lute
| type3 = Melee
| class3 = Musical, Support
| image3 = Lute.png
| rarity3 = 3
| damage3 = 12 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Luck}})
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.2s
| knockback3 = 2
| range3 = 200 (Melee)
| lifesteal3 = 0%
| speciala3 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|70%}})
| name4 = Lute
| type4 = Melee
| class4 = Musical, Support
| image4 = Lute.png
| rarity4 = 4
| damage4 = 16 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Luck}})
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.14s
| knockback4 = 2
| range4 = 225 (Melee)
| lifesteal4 = 0%
| speciala4 = Enemies hit take {{Color|green|10%}} more damage for {{Color|green|3}} seconds (max: {{Color|green|100%}})
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_mace_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2 = Mace
| type2 = Melee
| class2 = Heavy, Medieval
| image2 = Mace.png
| rarity2 = 2
| damage2 = {{Color|white|40}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-50%}}{{StatIcon|Attack Speed}})
| critical2 = x1.5 (3% chance)
| cooldown2 = 1.39s
| knockback2 = 5
| range2 = 150 (Melee)
| lifesteal2 = 0%
| speciala2 = {{Color|red|-3}} % Attack Speed
| name3 = Mace
| type3 = Melee
| class3 = Heavy, Medieval
| image3 = Mace.png
| rarity3 = 3
| damage3 = {{Color|white|60}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-75%}}{{StatIcon|Attack Speed}})
| critical3 = x1.5 (3% chance)
| cooldown3 = 1.31s
| knockback3 = 5
| range3 = 150 (Melee)
| lifesteal3 = 0%
| speciala3 = {{Color|red|-6}} % Attack Speed
| name4 = Mace
| type4 = Melee
| class4 = Heavy, Medieval
| image4 = Mace.png
| rarity4 = 4
| damage4 = {{Color|white|100}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-100%}}{{StatIcon|Attack Speed}})
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.23s
| knockback4 = 5
| range4 = 150 (Melee)
| lifesteal4 = 0%
| speciala4 = {{Color|red|-10}} % Attack Speed
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled = 1
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_sickle_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1 = Sickle
| type1 = Melee
| class1 = Support
| image1 = Sickle.png
| rarity1 = 1
| damage1 = 5 (+80%{{StatIcon|Melee Damage}}+10%{{StatIcon|Harvesting}})
| critical1 = x2 (3% chance)
| cooldown1 = 0.87s
| knockback1 = 2
| range1 = 125 (Melee)
| lifesteal1 = 0%
| speciala1 = {{Color|green|+20%}} damage against targets below {{Color|green|30%}} health
| name2 = Sickle
| type2 = Melee
| class2 = Support
| image2 = Sickle.png
| rarity2 = 2
| damage2 = 8 (+80%{{StatIcon|Melee Damage}}+15%{{StatIcon|Harvesting}})
| critical2 = x2 (3% chance)
| cooldown2 = 0.82s
| knockback2 = 2
| range2 = 125 (Melee)
| lifesteal2 = 0%
| speciala2 = {{Color|green|+30%}} damage against targets below {{Color|green|30%}} health
| name3 = Sickle
| type3 = Melee
| class3 = Support
| image3 = Sickle.png
| rarity3 = 3
| damage3 = 12 (+80%{{StatIcon|Melee Damage}}+20%{{StatIcon|Harvesting}})
| critical3 = x2 (3% chance)
| cooldown3 = 0.77s
| knockback3 = 2
| range3 = 125 (Melee)
| lifesteal3 = 0%
| speciala3 = {{Color|green|+40%}} damage against targets below {{Color|green|30%}} health
| name4 = Sickle
| type4 = Melee
| class4 = Support
| image4 = Sickle.png
| rarity4 = 4
| damage4 = 15 (+80%{{StatIcon|Melee Damage}}+25%{{StatIcon|Harvesting}})
| critical4 = x2 (3% chance)
| cooldown4 = 0.7s
| knockback4 = 2
| range4 = 125 (Melee)
| lifesteal4 = 0%
| speciala4 = {{Color|green|+50%}} damage against targets below {{Color|green|30%}} health
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_spoon_1" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name1 = Spoon
| type1 = Melee
| class1 = Blunt
| image1 = Spoon.png
| rarity1 = 1
| damage1 = 10 (+50%{{StatIcon|Melee Damage}}+15%{{StatIcon|Max HP}})
| critical1 = x2 (0% chance)
| cooldown1 = 1.06s
| knockback1 = 2
| range1 = 150 (Melee)
| lifesteal1 = 0%
| speciala1 = Always crits when hitting burning targets
| name2 = Spoon
| type2 = Melee
| class2 = Blunt
| image2 = Spoon.png
| rarity2 = 2
| damage2 = 15 (+50%{{StatIcon|Melee Damage}}+20%{{StatIcon|Max HP}})
| critical2 = x2.25 (0% chance)
| cooldown2 = 0.99s
| knockback2 = 2
| range2 = 165 (Melee)
| lifesteal2 = 0%
| speciala2 = Always crits when hitting burning targets
| name3 = Spoon
| type3 = Melee
| class3 = Blunt
| image3 = Spoon.png
| rarity3 = 3
| damage3 = 20 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Max HP}})
| critical3 = x2.5 (0% chance)
| cooldown3 = 0.93s
| knockback3 = 2
| range3 = 180 (Melee)
| lifesteal3 = 0%
| speciala3 = Always crits when hitting burning targets
| name4 = Spoon
| type4 = Melee
| class4 = Blunt
| image4 = Spoon.png
| rarity4 = 4
| damage4 = 25 (+50%{{StatIcon|Melee Damage}}+25%{{StatIcon|Max HP}})
| critical4 = x3 (0% chance)
| cooldown4 = 0.86s
| knockback4 = 2
| range4 = 200 (Melee)
| lifesteal4 = 0%
| speciala4 = Always crits when hitting burning targets
| firstShownTier = 1
| addTierNumbers = 1
| tier1disabled = 0
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_trident_2" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name2 = Trident
| type2 = Melee
| class2 = Naval, Medieval
| image2 = Trident.png
| rarity2 = 2
| damage2 = 30 (+100%{{StatIcon|Melee Damage}}+15%{{StatIcon|name=Curse}})
| critical2 = x2 (3% chance)
| cooldown2 = 1.58s
| knockback2 = 0
| range2 = 325 (Melee)
| lifesteal2 = 0%
| speciala2 = {{Color|green|+30%}} damage against targets above {{Color|green|80%}} health
| name3 = Trident
| type3 = Melee
| class3 = Naval, Medieval
| image3 = Trident.png
| rarity3 = 3
| damage3 = 50 (+100%{{StatIcon|Melee Damage}}+30%{{StatIcon|name=Curse}})
| critical3 = x2 (3% chance)
| cooldown3 = 1.5s
| knockback3 = 0
| range3 = 325 (Melee)
| lifesteal3 = 0%
| speciala3 = {{Color|green|+40%}} damage against targets above {{Color|green|80%}} health
| name4 = Trident
| type4 = Melee
| class4 = Naval, Medieval
| image4 = Trident.png
| rarity4 = 4
| damage4 = 80 (+100%{{StatIcon|Melee Damage}}+50%{{StatIcon|name=Curse}})
| critical4 = x2 (3% chance)
| cooldown4 = 1.41s
| knockback4 = 0
| range4 = 325 (Melee)
| lifesteal4 = 0%
| speciala4 = {{Color|green|+50%}} damage against targets above {{Color|green|80%}} health
| firstShownTier = 2
| addTierNumbers = 1
| tier1disabled = 1
| tier2disabled = 0
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
<div id="weapon_war_hammer_3" class="statscard-grid__item">
{{StatsCardWeaponTabs
| name3 = War Hammer
| type3 = Melee
| class3 = Blunt, Heavy
| image3 = War Hammer.png
| rarity3 = 3
| damage3 = 100 (+150%{{StatIcon|Melee Damage}}+100%{{StatIcon|Engineering}})
| critical3 = x1.5 (3% chance)
| cooldown3 = 2.11s
| knockback3 = 20
| range3 = 200 (Melee)
| lifesteal3 = 0%
| speciala3 = Resets the cooldown of all offensive turrets when attacking
| name4 = War Hammer
| type4 = Melee
| class4 = Blunt, Heavy
| image4 = War Hammer.png
| rarity4 = 4
| damage4 = 180 (+200%{{StatIcon|Melee Damage}}+150%{{StatIcon|Engineering}})
| critical4 = x1.5 (3% chance)
| cooldown4 = 1.95s
| knockback4 = 25
| range4 = 200 (Melee)
| lifesteal4 = 0%
| speciala4 = Resets the cooldown of all offensive turrets when attacking
| firstShownTier = 3
| addTierNumbers = 1
| tier1disabled = 1
| tier2disabled = 1
| tier3disabled = 0
| tier4disabled = 0
}}
</div>
</div>
</div>


==Enemies==
==Enemies==

Revision as of 18:49, 10 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.

To see the data at the time of the release (and before any further updates), see: Abyssal Terrors DLC > Release Patch

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

The DLC has 14 new characters:

Name Stats Unlocked By Unlocks
Sailor

Sailor(DLC)
+200% damage with Naval weapons against cursed enemies
+25 Curse
-25 % Damage
You can only equip tier II weapons or above
Dodge is capped at 20%
Harvesting modifications are reduced by 100%
Unlocked by default
Curious

Curious(DLC)
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
Unlocked by default
Builder

Builder(DLC)
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%
Unlocked by default
Captain

Captain(DLC)
+60 % XP Gain for every free weapon slot you have
+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
Unlocked by default
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
Unlocked by default
Chef

Chef(DLC)
+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%
Have at least 25 enemies burning at the same time
Druid

Druid(DLC)
+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%
Collect 250 consumables by the end of wave 20
Dwarf

Dwarf(DLC)
+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%
Hit at least 25 enemies with a single melee attack
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
Reroll 10 times in a single shop
Diver

Diver(DLC)
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
Kill 1000 enemies that are more than 700 range away from you
Hiker

Hiker(DLC)
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
Walk a total of 20000 steps
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
Reach +100 % Pickup Range
Ogre

Ogre(DLC)
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
Deal 1000 damage to an enemy in a single hit
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
Finish a run with 0 Curse

Items

There are 32 new items: (6, 11, 11, 4)

Name Rarity Effects Base Price Limit Unlocked By Tags
Axolotl

Axolotl(DLC)
Tier 4 Your highest (Max HP) and lowest (Max HP) positive primary stats are swapped when you get this item 130 1
Tier 2 +1 HP Regeneration when you level up
-3 % Attack Speed
55 HP Regeneration
Tier 3 +35% stats gained from level upgrades
+1 Curse when you level up
80 1 Win a run with Creature.png Creature Curse
Tier 3 +1 material when you kill a cursed enemy
+10% Enemies
+10 % Enemy health
+10 % Enemy damage
+5 Curse
60 1 Curse, More Enemies
Tier 2 +50% chance to get +1 % Damage when rerolling in the shop
+10% chance to get -1 Max HP when rerolling in the shop
30 2 Damage
Tier 2 +50% pickup range
+20 % Damage for 2 seconds after picking up a consumable
-2 HP Regeneration
35 1 Win a run with Druid.png Druid Pickup
Coral

Coral(DLC)
Tier 2 +10 HP Regeneration while standing still
-10 Range
40 HP Regeneration, Stand Still
Tier 1 +3 % Damage
+1 Curse
12 Damage, Curse
Crystal

Crystal(DLC)
Tier 3 +5 % Attack Speed
+1 % Attack Speed every 1 second until the end of the wave
Bonus is lost when taking damage
-2 Engineering
65 Attack Speed
Tier 2 Projectiles get +1 piercing on critical hit
+3 % Crit Chance
-10% Accuracy
55 Win a run with Buccaneer.png Buccaneer Crit Chance, Ranged Damage
Feather

Feather(DLC)
Tier 1 +1 Ranged Damage
+3 % Dodge
-3 % XP Gain
18 Ranged Damage, Dodge
Tier 2 Locked items and weapons have a 20% chance to become cursed when leaving the shop
+1 Curse
35 3 Curse, Lock (Item Tag)
Goblet

Goblet(DLC)
Tier 3 +15% chance to heal 1 HP when killing an enemy
-3 HP Regeneration
70 3
Tier 3 Items will be 1 tier higher after the next reroll 23
Jerky

Jerky(DLC)
Tier 2 +3 HP recovered from consumables
Consumables heal you over 4 seconds instead of instantly
50 1 Consumable
Knot

Knot(DLC)
Tier 3 +15 % Damage
+15 Max HP
Weapons can no longer be upgraded or recycled
80 1 Damage, Max HP
Tier 4 You have a 50% chance to explode for 10 (+500%Curse.png) damage when you get hit
+10 Max HP
+10 Curse
110 1 Explosive, Max HP, Curse
Lantern

Lantern(DLC)
Tier 4 +10 % Damage
+50 Range
+15 Knockback
Knocks nearby enemies back every 3 seconds
100 1
Tier 3 +20 Engineering
-1 Engineering for every 1 Structure you have
80 1 Win a run with Builder.png Builder Engineering
Mirror

Mirror(DLC)
Tier 3 Duplicates the next item you get from the shop (item limits can't be exceeded) 60
Pearl

Pearl(DLC)
Tier 2 +1 % Damage for every permanent 10 Luck you have
+3% chance of finding an extra Pearl in a crate
60 20 Win a run with Curious.png Curious Luck
Penguin

Penguin(DLC)
Tier 1 +1 HP Regeneration
+1 HP Regeneration until the end of the wave when picking up a consumable while at maximum health
25 3 HP Regeneration
Tier 2 +2 Melee Damage
+3 % Attack Speed
+10 % Speed for 3 seconds when you take damage
-1 Elemental Damage
50 1 Melee Damage, Attack Speed, Speed
Scarf

Scarf(DLC)
Tier 3 +4 HP Regeneration
+4 Melee Damage
+4 % Speed
+25 % Enemy Speed during the next wave
80 Win a run with Hiker.png Hiker HP Regeneration, Melee Damage, Speed
Tier 4 Every ranged weapon's 5th projectile has +3 projectiles
-10 % Damage
100 1 Ranged Damage
Tier 1 +10% damage against targets above 75% health
-3 % Attack Speed
18 Damage
Tier 2 +10 Range
-25 % Reroll Price
30 2 Range
Tier 3 +20% materials dropped from enemies
+10 Harvesting
+15 % Enemy damage
75 3 Win a run with Diver.png Diver Harvesting
Tier 3 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 65 1 Explosive
Tier 2 +20% chance of finding an extra item in a crate 35 5 Win a run with Sailor.png Sailor Luck
Whistle

Whistle(DLC)
Tier 1 +50% chance for loot aliens to appear
+20% movement speed for loot aliens
25 1

There are also some special items:

Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 1 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
1 1

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

Name Class Damage Attack Speed DPS Crit Damage/Chance Range Knockback Lifesteal Special Effects Base price Unlocked by
Anchor

Anchor(DLC)
Naval, Heavy

-
45(+100%Melee Damage.png+65%Curse.png)
70(+125%Melee Damage.png+90%Curse.png)
110(+150%Melee Damage.png+125%Curse.png)

-
1.92s
1.86s
1.81s

--
23.4(52.1%Melee Damage.png33.9%Curse.png)/s
37.6(67.2%Melee Damage.png48.4%Curse.png)/s
60.8(82.9%Melee Damage.png69.1%Curse.png)/s

-
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

-
175
200
225

-
10
10
10

-
0
0
0

-

-
51
95
190

Default
Naval, Gun

-
25(+100%Ranged Damage.png)
50(+125%Ranged Damage.png)
80(+150%Ranged Damage.png)

-
5.2s
5.2s
5.2s

--
4.8(19.2%Ranged Damage.png)/s
9.6(24%Ranged Damage.png)/s
15.4(28.8%Ranged Damage.png)/s

-
x2 (3% chance)
x2.25 (3% chance)
x2.5 (3% chance)

-
325
350
375

-
10
20
30

-
0
0
0

Cooldown is reset when you pick up a material.
Pierces 2 enemies dealing -25% less damage with each pierce.

-
45
95
192

Default
Brick

Brick(DLC)
Blunt

30(+50%Melee Damage.png+50%Engineering Stat.png)
60(+65%Melee Damage.png+65%Engineering Stat.png)
90(+80%Melee Damage.png+80%Engineering Stat.png)
120(+100%Melee Damage.png+100%Engineering Stat.png)

1.39s
1.39s
1.39s
1.39s

21.5(35.9%Melee Damage.png35.9%Engineering Stat.png)/s
43(46.6%Melee Damage.png46.6%Engineering Stat.png)/s
64.6(57.4%Melee Damage.png57.4%Engineering Stat.png)/s
86.1(71.7%Melee Damage.png71.7%Engineering Stat.png)/s

x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

150
150
150
150

5
5
5
5

0
0
0
0

Has a 1% chance to break and drop 10/30/60/120 materials on hit

6
14
22
40

Default
Naval, Blade

-
-
50(+100%Melee Damage.png+100%Curse.png)
80(+125%Melee Damage.png+125%Curse.png)

-
-
1.03s
0.95s

--
--
48.5(97%Melee Damage.png97%Curse.png)/s
84.4(131.9%Melee Damage.png131.9%Curse.png)/s

-
-
x2 (3% chance)
x2 (3% chance)

-
-
200
200

-
-
5
5

-
-
0
0

Alternates between thrusting and sweeping attacks
Deals +25/+50 Damage for every free weapon slot you have.

-
-
110
210

Win a run with Captain
Blade, Tool

-
-
10(+75%Melee Damage.png+75%Engineering Stat.png+75%Life Steal.png)
20(+100%Melee Damage.png+100%Engineering Stat.png+100%Life Steal.png)

-
-
0.53s
0.56s

--
--
18.8(141.3%Melee Damage.png141.3%Engineering Stat.png141.3%Life Steal.png)/s
35.9(179.3%Melee Damage.png179.3%Engineering Stat.png179.3%Life Steal.png)/s

-
-
x1.5 (3% chance)
x1.5 (3% chance)

-
-
175
200

-
-
0
0

-
-
15%
30%

Deals 10%/20% of an enemy’s current health as bonus damage (1%/2% for bosses and elites)

-
-
112
242

Default
Flute

Flute(DLC)
Musical

5(+50%Ranged Damage.png+10%Luck.png)
8(+50%Ranged Damage.png+15%Luck.png)
11(+50%Ranged Damage.png+20%Luck.png)
15(+50%Ranged Damage.png+25%Luck.png)

1.2s
1.12s
1.03s
0.95s

4.2(41.7%Ranged Damage.png8.3%Luck.png)/s
7.2(44.8%Ranged Damage.png13.4%Luck.png)/s
10.6(48.4%Ranged Damage.png19.4%Luck.png)/s
15.8(52.6%Ranged Damage.png26.3%Luck.png)/s

x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

300
325
350
375

0
0
0
0

0
0
0
0

Hitting an enemy that has less than 60%/65%/70%/75% health has a 10%/15%/20%/25% chance to charm it for 8 seconds

20
45
80
165

Win a run with Romantic
Heavy, Explosive

-
12(+100%Ranged Damage.png)
18(+100%Ranged Damage.png)
30(+100%Ranged Damage.png)

-
0.37s
0.37s
0.37s

--
32.7(272.7%Ranged Damage.png)/s
49.1(272.7%Ranged Damage.png)/s
81.8(272.7%Ranged Damage.png)/s

-
x2.5 (5% chance)
x3 (10% chance)
x3.5 (20% chance)

-
350
400
450

-
0
0
0

-
0
0
0

Every 2nd/3rd/4th shot has a longer cooldown: 3.7s/3.2s/2.7s.
Projectiles explode on hit.
Bounces 1 time.

-
58
108
212

Win a run with Gangster
Naval, Gun

-
5(+100%Ranged Damage.png+100%Melee Damage.png)
10(+100%Ranged Damage.png+100%Melee Damage.png)
20(+100%Ranged Damage.png+100%Melee Damage.png)

-
0.82s
0.73s
0.65s

--
6.1(122.4%Ranged Damage.png122.4%Melee Damage.png)/s
13.6(136.4%Ranged Damage.png136.4%Melee Damage.png)/s
30.8(153.8%Ranged Damage.png153.8%Melee Damage.png)/s

-
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

-
800
850
900

-
-30
-30
-30

-
0
0
0

Slows enemies in a radius around the projectile.
Pierces 3/4/5 enemies dealing -25% less damage with each pierce

-
50
105
220

Default
Support

12(+50%Melee Damage.png+10%Range Stat.png)
18(+50%Melee Damage.png+12%Range Stat.png)
24(+50%Melee Damage.png+15%Range Stat.png)
30(+50%Melee Damage.png+20%Range Stat.png)

1.42s
1.34s
1.25s
1.17s

8.4(35.2%Melee Damage.png7%Range Stat.png)/s
13.5(37.4%Melee Damage.png9%Range Stat.png)/s
19.1(39.9%Melee Damage.png12%Range Stat.png)/s
25.6(42.7%Melee Damage.png17.1%Range Stat.png)/s

x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

175
175
175
175

0
0
0
0

0
0
0
0

+1 Range for every 70/60/50/40 steps you take during a wave

17
34
66
130

Default
Javelin

Javelin(DLC)
Primitive

8(+100%Melee Damage.png)
12(+100%Melee Damage.png)
16(+100%Melee Damage.png)
20(+100%Melee Damage.png)

1.2s
1.12s
1.03s
0.95s

6.7(83.3%Melee Damage.png)/s
10.7(89.6%Melee Damage.png)/s
15.5(97.1%Melee Damage.png)/s
21.1(105.3%Melee Damage.png)/s

x2.5 (0% chance)
x2.75 (0% chance)
x3 (0% chance)
x3.25 (0% chance)

350
375
400
425

0
0
0
0

0
0
0
0

Every 5th/4th/3rd/2nd projectile has +100 % Crit Chance.
Pierces 2/3/4/5 enemies dealing -25% less damage with each pierce.

18
36
66
140

Default
Lute

Lute(DLC)
Musical, Support

4(+50%Melee Damage.png+10%Luck.png)
8(+50%Melee Damage.png+15%Luck.png)
12(+50%Melee Damage.png+20%Luck.png)
16(+50%Melee Damage.png+25%Luck.png)

1.31s
1.25s
1.2s
1.14s

3.1(38.1%Melee Damage.png7.6%Luck.png)/s
6.4(39.9%Melee Damage.png12%Luck.png)/s
10(41.7%Melee Damage.png16.7%Luck.png)/s
14(43.8%Melee Damage.png21.9%Luck.png)/s

x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

150
175
200
225

2
2
2
2

0
0
0
0

Enemies hit take 10% more damage for 3 seconds (max: 30%/50%/70%/100%)

15
31
61
122

Default
Mace

Mace(DLC)
Heavy, Medieval

-
40(+100%Melee Damage.png-50%Attack Speed.png)
60(+100%Melee Damage.png-75%Attack Speed.png)
100(+100%Melee Damage.png-100%Attack Speed.png)

-
1.39s
1.31s
1.23s

--
28.7(71.7%Melee Damage.png-35.9%Attack Speed.png)/s
45.8(76.3%Melee Damage.png-57.2%Attack Speed.png)/s
81.5(81.5%Melee Damage.png-81.5%Attack Speed.png)/s

-
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

-
150
150
150

-
5
5
5

-
0
0
0

-3%/-6%/-10% Attack Speed

-
46
92
185

Win a run with Ogre
Sickle

Sickle(DLC)
Support

5(+80%Melee Damage.png+10%Harvesting.png)
8(+80%Melee Damage.png+15%Harvesting.png)
12(+80%Melee Damage.png+20%Harvesting.png)
15(+80%Melee Damage.png+25%Harvesting.png)

0.87s
0.82s
0.77s
0.7s

5.8(92.2%Melee Damage.png11.5%Harvesting.png)/s
9.8(97.9%Melee Damage.png18.4%Harvesting.png)/s
15.6(104.3%Melee Damage.png26.1%Harvesting.png)/s
21.4(114.2%Melee Damage.png35.7%Harvesting.png)/s

x2 (3% chance)
x2 (3% chance)
x2 (3% chance)
x2 (3% chance)

125
125
125
125

2
2
2
2

0
0
0
0

+20%/+30%/+40%/+50% damage against targets below 30% health

15
31
61
122

Default
Spoon

Spoon(DLC)
Blunt

10(+50%Melee Damage.png+15%Max HP.png)
15(+50%Melee Damage.png+20%Max HP.png)
20(+50%Melee Damage.png+25%Max HP.png)
25(+50%Melee Damage.png+25%Max HP.png)

1.06s
0.99s
0.93s
0.86s

9.4(47.1%Melee Damage.png14.1%Max HP.png)/s
15.1(50.3%Melee Damage.png20.1%Max HP.png)/s
21.6(54%Melee Damage.png27%Max HP.png)/s
28.9(57.9%Melee Damage.png28.9%Max HP.png)/s

x2 (0% chance)
x2.25 (0% chance)
x2.5 (0% chance)
x3 (0% chance)

150
165
180
200

2
2
2
2

0
0
0
0

Always crits when hitting burning targets

15
31
61
122

Win a run with Chef
Trident

Trident(DLC)
Naval, Medieval

-
30(+100%Melee Damage.png+15%Curse.png)
50(+100%Melee Damage.png+30%Curse.png)
80(+100%Melee Damage.png+50%Curse.png)

-
1.58s
1.5s
1.41s

--
19(63.2%Melee Damage.png9.5%Curse.png)/s
33.4(66.7%Melee Damage.png20%Curse.png)/s
56.5(70.7%Melee Damage.png35.3%Curse.png)/s

-
x2 (3% chance)
x2 (3% chance)
x2 (3% chance)

-
325
325
325

-
0
0
0

-
0
0
0

+30%/+40%/+50% damage against targets above 80% health

-
52
96
200

Default
Blunt, Heavy

-
-
100(+150%Melee Damage.png+100%Engineering Stat.png)
180(+200%Melee Damage.png+150%Engineering Stat.png)

-
-
2.11s
1.95s

--
--
47.3(70.9%Melee Damage.png47.3%Engineering Stat.png)/s
92.4(102.7%Melee Damage.png77%Engineering Stat.png)/s

-
-
x1.5 (3% chance)
x1.5 (3% chance)

-
-
200
200

-
-
20
25

-
-
0
0

Resets the cooldown of all offensive turrets when attacking

-
-
130
255

Win a run with Dwarf

Enemies

Regular Enemies

Anemone.png Anglerfish.png Blobfish.png Clam.png Colossal Squid.png Crab.png Diplocaulus.png Dragonfish.png Goblin Shark.png
Anemone Anglerfish Blobfish Clam Colossal Squid Crab Diplocaulus Dragonfish Goblin Shark
Hermit.png Iron Lung.png Lobster.png Looting Pig.png Narwhal.png Plankton.png Pufferfish.png Sea Pig.png Shrimp.png
Hermit Iron Lung Lobster Looting Pig Narwhal Plankton Pufferfish Sea Pig Shrimp
Stargazer.png Stonefish.png Vampire Squid.png Viperfish.png Walrus.png
Stargazer Stonefish Vampire Squid Viperfish Walrus

Elites

Enemy Bat.png Giant.png Giant Isopod.png Impaled Worm.png Jellyfish.png Megalodon.png Prisoner.png Spider Crab.png Turtle.png
Bat Giant Giant Isopod Impaled Worm Jellyfish Megalodon Prisoner Spider Crab Turtle

Bosses

Dead Whale.png Eel.png
Dead Whale Eel

Challenges

Game Challenges

Icon Name Challenge Unlocks
Decomposing Flesh.png Smelly Feet Walk a total of 20000 steps
Hiker
Hiker
Clover.png Herbalist Collect 250 consumables by the end of wave 20
Druid
Druid
Wolf Helmet.png Unstoppable Force Hit at least 25 enemies with a single melee attack
Dwarf
Dwarf
Campfire.png Barbecue Have at least 25 enemies burning at the same time
Chef
Chef
Bone Dice.png Unlucky Reroll 10 times in a single shop
Gangster
Gangster
Big Arms.png Overkill Deal 1000 damage to an enemy in a single hit
Ogre
Ogre
Mirror.png Uncorrupted Finish a run with 0 Curse
Romantic
Romantic
Lantern.png Cautious Kill 1000 enemies that are more than 700 range away from you
Diver
Diver
Eyepatch.png Blind Greed Reach +100 % Pickup Range
Buccaneer
Buccaneer

Character Challenges

Icon Name Challenge Unlocks Notes & Tips
Builder.png Builder Win a run with Builder
Lighthouse
Lighthouse
Item
Chef.png Chef Win a run with Chef
Spoon
Spoon
Weapon
Captain.png Captain Win a run with Captain
Captain’s Sword
Captain’s Sword
Weapon
Creature.png Creature Win a run with Creature
Barnacle
Barnacle
Item
Curious.png Curious Win a run with Curious
Pearl
Pearl
Item
Diver.png Diver Win a run with Diver
Starfish
Starfish
Item
Druid.png Druid Win a run with Druid
Cauldron
Cauldron
Item
Dwarf.png Dwarf Win a run with Dwarf
War Hammer
War Hammer
Weapon
Gangster.png Gangster Win a run with Gangster
Grenade Launcher
Grenade Launcher
Weapon
Hiker.png Hiker Win a run with Hiker
Scarf
Scarf
Item
Buccaneer.png Buccaneer Win a run with Buccaneer
Eyepatch
Eyepatch
Item
Ogre.png Ogre Win a run with Ogre
Mace
Mace
Weapon
Romantic.png Romantic Win a run with Romantic
Flute
Flute
Weapon
Sailor.png Sailor Win a run with Sailor
Treasure Map
Treasure Map
Item

Mechanics

Curse

  • See the dedicated Curse.png Curse(DLC) page for more info
  • A Curse buff can be applied to enemies, giving them more HP and damage.
  • Items in the shop can become cursed, making them stronger. A higher Curse.png Curse(DLC) stat makes this more likely.
  • Some characters, weapons and items increase the Curse.png Curse(DLC) stat.

Charm

  • Can be applied to enemies, with the Romantic.png Romantic character and Flute.png Flute weapon.

Misc

Cursed Chest.png Poisoned Fruit.png DLC Fruit.png DLC Item Box.png DLC Legendary Item Box.png DLC Tree.png
Cursed Chest Poisoned Fruit DLC Fruit DLC Item Box DLC Legendary Item Box DLC Tree