From Brotato Wiki

(→‎Weapon Sets: Add list of weapons in each set. You can already click through to view the weapons on each set's page, so the goal here is just to provide an overview showing a reduced set of the full data at a glance)
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<metadesc>Brotato Wiki Weapons Guide to Weapons, Stats, Damage, Effects</metadesc>
<metadesc>Brotato Wiki Weapons Guide to Weapons, Stats, Damage, Effects</metadesc>
'''Last Update: Patch 0.6.0.7'''
'''Last Update: Patch 0.8.0.3'''
 
== Weapons ==
Weapons are primary damage dealers. They can be Melee or Ranged.
 
Most [[Characters]] can hold up to 6 weapons. Some exceptions are {{CharacterIcon|name=One Armed}}, who can only hold 1, {{CharacterIcon|name=Multitasker}}, who can hold 12, {{CharacterIcon|name=Bull}}, who cannot use weapons.


== Rarity==
== Rarity==
<div style="margin-top: 5px;">
 
<div style="display: flex; margin-bottom: 2px;">Tier 1<div style="width: 50px; margin-left: 10px; padding: 8px; background: rgb(200,200,200);"></div></div>
<div style="margin-top: 5px"><!--
<div style="display: flex; margin-bottom: 2px;">Tier 2<div style="width: 50px; margin-left: 10px; padding: 8px; background: rgb(74,155,209);"></div></div>
--><div style="display: flex; margin-bottom: 2px"><!--
<div style="display: flex; margin-bottom: 2px;">Tier 3<div style="width: 50px; margin-left: 10px; padding: 8px; background: rgb(173,90,255);"></div></div>
-->Tier 1<!--
<div style="display: flex; margin-bottom: 2px;">Tier 4<div style="width: 50px; margin-left: 10px; padding: 8px; background: rgb(255,59,59);"></div></div>
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(200, 200, 200)"></div><!--
</div>
--><small>(aka {{Color|tier1|Common}})</small><!--
--></div><!--
--><div style="display: flex; margin-bottom: 2px"><!--
-->Tier 2<!--
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(74, 155, 209)"></div><!--
--><small>(aka {{Color|tier2|Uncommon}})</small><!--
--></div><!--
--><div style="display: flex; margin-bottom: 2px"><!--
-->Tier 3<!--
--><div style="width: 50px; margin-left: 10px; margin-right: 5px;; padding: 8px; background: rgb(173, 90, 255)"></div><!--
--><small>(aka {{Color|tier3|Rare}})</small><!--
--></div><!--
--><div style="display: flex; margin-bottom: 2px"><!--
-->Tier 4<!--
--><div style="width: 50px; margin-left: 10px; margin-right: 5px; padding: 8px; background: rgb(255, 59, 59)"></div><!--
--><small>(aka {{Color|tier4|Legendary}})</small><!--
--></div><!--
--></div>


==Scaling==
==Scaling==
{{MeleeIcon}} = the damage scales with [[Melee Damage]] stat <br>
{{StatIcon|MeleeDamage}} = the damage scales with [[Melee Damage]] stat <br>
{{RangedIcon}} = the damage scales with [[Ranged Damage]] stat <br>
{{StatIcon|RangedDamage}} = the damage scales with [[Ranged Damage]] stat <br>
{{ElementalIcon}} = the damage scales with [[Elemental Damage]] stat <br>
{{StatIcon|ElementalDamage}} = the damage scales with [[Elemental Damage]] stat <br>
{{ArmorIcon}} = the damage scales with [[Armor]] stat <br>
{{StatIcon|Armor}} = the damage scales with [[Armor]] stat <br>
{{EngineeringIcon}} = the damage scales with [[Engineering]] stat <br>
{{StatIcon|Engineering}} = the damage scales with [[Engineering]] stat <br>
{{RangeIcon}} = the damage scales with [[Range]] stat <br>
{{StatIcon|Range}} = the damage scales with [[Range]] stat <br>


=== Examples ===
If a weapon has '''80%'''{{MeleeIcon}}, that means every [[Melee Damage]] stat, gives extra '''0.8''' more damage to that weapon. Thus if the player had '''10''' [[Melee Damage]] stat, that means that weapon would hit '''8''' more damage. <br>
If a weapon has '''80%'''{{MeleeIcon}}, that means every [[Melee Damage]] stat, gives extra '''0.8''' more damage to that weapon. Thus if the player had '''10''' [[Melee Damage]] stat, that means that weapon would hit '''8''' more damage. <br>
If a weapon has '''50%'''{{MeleeIcon}}, and player had '''10''' [[Melee Damage]] stat, that means that weapon would hit '''5''' more damage.
If a weapon has '''50%'''{{MeleeIcon}}, and player had '''10''' [[Melee Damage]] stat, that means that weapon would hit '''5''' more damage.
<br><br>
<br><br>
Lets look at <span class="colorrarity4">Tier 4 [[Chopper]]</span>:<br>  
Lets look at <span class="colorrarity4">Tier 4 [[Cacti Club]]</span>:<br>  
*<span class="colorrarity4">30(80%{{MeleeIcon}})</span> means that the weapon has 30 damage, with 80% [[Melee Damage]] stat scaling.  
*<span class="colorrarity4">50(80%{{MeleeIcon}})</span> means that the weapon has 50 damage, with 80% [[Melee Damage]] stat scaling.  
**If [[Melee Damage]] is 0, damage output is 30+(0*0.8)=30+0=30.
**If [[Melee Damage]] is 0, damage output is 50+(0*0.8)=50+0=50.
**If [[Melee Damage]] is 30, damage output is 30+(30*0.8)=30+24=54.
**If [[Melee Damage]] is 30, damage output is 50+(30*0.8)=50+24=74.
(Assuming [[Damage]] stat is +0%)
**''(Assuming [[Damage]] stat is +0%)''
 
== For Wiki Editors==
All the data on this page is pulled from [[Template:Weapon Data]]. Please change any data from there according to the weapon name.


==Melee Weapons==
==Melee Weapons==
Melee attack speeds are not 100% accurate as another similar formula is used to calculate them.
*DPS calculation do not take special effects and crits into account


<table class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
===Notes===
Melee weapons hit multiple enemies at once, and return to the player after a brief delay. Their damage is affected by the [[Melee Damage]] stat.
 
They have two different attack types, with both able to hit multiple enemies:
 
*'''Thrust''' - Attacks in a straight line - ''Small, fast weapons''
*'''Swipe''' - Attacks in a wide curve around you - ''Large, slow weapons''
 
[[Range]] affects melee weapons uniquely: It only changes the melee weapon's range by half the amount, and increasing your range slightly reduces attack speed melee weapons you have. See [[Range]] for more info.
 
Explosive weapons have different base radius for their explosions. See the [[Explosive#Explosion Sizes|Explosive]] page for more info.
 
===Weapons List===
<small>Notes: DPS calculation do not take special effects and crits into account. The DPS formula is ''Damage(Scaling)/AttackSpeed''.</small> <table class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
   <tr>
   <tr>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Types</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Class</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:24%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Damage</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:24%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Damage</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:2%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Attack Speed</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:2%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Attack Speed</th>
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<td> <span class="colorrarity1">{{Weapon Data|Hatchet|price|1}}<br></span><span class="colorrarity2">{{Weapon Data|Hatchet|price|2}}<br></span><span class="colorrarity3">{{Weapon Data|Hatchet|price|3}}<br></span><span class="colorrarity4">{{Weapon Data|Hatchet|price|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Hatchet|price|1}}<br></span><span class="colorrarity2">{{Weapon Data|Hatchet|price|2}}<br></span><span class="colorrarity3">{{Weapon Data|Hatchet|price|3}}<br></span><span class="colorrarity4">{{Weapon Data|Hatchet|price|4}}</span> </td>
<td> {{Weapon Data|Hatchet|unlockedby}} </td>
<td> {{Weapon Data|Hatchet|unlockedby}} </td>
</tr>
        <tr>
<td> {{Iconbox|Jousting Lance|rarity=1}} </td>
<td> <span style="color:rgb(234,226,176);">{{Weapon Data|Jousting Lance|types}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Jousting Lance|damage|1}}<br></span><span class="colorrarity2">{{Weapon Data|Jousting Lance|damage|2}}<br></span><span class="colorrarity3">{{Weapon Data|Jousting Lance|damage|3}}<br></span><span class="colorrarity4">{{Weapon Data|Jousting Lance|damage|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Jousting Lance|attackspeed|1}}<br></span><span class="colorrarity2">{{Weapon Data|Jousting Lance|attackspeed|2}}<br></span><span class="colorrarity3">{{Weapon Data|Jousting Lance|attackspeed|3}}<br></span><span class="colorrarity4">{{Weapon Data|Jousting Lance|attackspeed|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Jousting Lance|dps|1}}<br></span><span class="colorrarity2">{{Weapon Data|Jousting Lance|dps|2}}<br></span><span class="colorrarity3">{{Weapon Data|Jousting Lance|dps|3}}<br></span><span class="colorrarity4">{{Weapon Data|Jousting Lance|dps|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Jousting Lance|crit|1}}<br></span><span class="colorrarity2">{{Weapon Data|Jousting Lance|crit|2}}<br></span><span class="colorrarity3">{{Weapon Data|Jousting Lance|crit|3}}<br></span><span class="colorrarity4">{{Weapon Data|Jousting Lance|crit|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Jousting Lance|range|1}}<br></span><span class="colorrarity2">{{Weapon Data|Jousting Lance|range|2}}<br></span><span class="colorrarity3">{{Weapon Data|Jousting Lance|range|3}}<br></span><span class="colorrarity4">{{Weapon Data|Jousting Lance|range|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Jousting Lance|knockback|1}}<br></span><span class="colorrarity2">{{Weapon Data|Jousting Lance|knockback|2}}<br></span><span class="colorrarity3">{{Weapon Data|Jousting Lance|knockback|3}}<br></span><span class="colorrarity4">{{Weapon Data|Jousting Lance|knockback|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Jousting Lance|lifesteal|1}}<br></span><span class="colorrarity2">{{Weapon Data|Jousting Lance|lifesteal|2}}<br></span><span class="colorrarity3">{{Weapon Data|Jousting Lance|lifesteal|3}}<br></span><span class="colorrarity4">{{Weapon Data|Jousting Lance|lifesteal|4}}</span> </td>
<td> {{Weapon Data|Jousting Lance|special}} </td>
<td> <span class="colorrarity1">{{Weapon Data|Jousting Lance|price|1}}<br></span><span class="colorrarity2">{{Weapon Data|Jousting Lance|price|2}}<br></span><span class="colorrarity3">{{Weapon Data|Jousting Lance|price|3}}<br></span><span class="colorrarity4">{{Weapon Data|Jousting Lance|price|4}}</span> </td>
<td> {{Weapon Data|Jousting Lance|unlockedby}} </td>
</tr>
</tr>
<tr>
<tr>
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<td> <span class="colorrarity1">{{Weapon Data|Power Fist|price|1}}<br></span><span class="colorrarity2">{{Weapon Data|Power Fist|price|2}}<br></span><span class="colorrarity3">{{Weapon Data|Power Fist|price|3}}<br></span><span class="colorrarity4">{{Weapon Data|Power Fist|price|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Power Fist|price|1}}<br></span><span class="colorrarity2">{{Weapon Data|Power Fist|price|2}}<br></span><span class="colorrarity3">{{Weapon Data|Power Fist|price|3}}<br></span><span class="colorrarity4">{{Weapon Data|Power Fist|price|4}}</span> </td>
<td> {{Weapon Data|Power Fist|unlockedby}} </td>
<td> {{Weapon Data|Power Fist|unlockedby}} </td>
</tr>
        <tr>
<td> {{Iconbox|Pruner|rarity=1}} </td>
<td> <span style="color:rgb(234,226,176);">{{Weapon Data|Pruner|types}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Pruner|damage|1}}<br></span><span class="colorrarity2">{{Weapon Data|Pruner|damage|2}}<br></span><span class="colorrarity3">{{Weapon Data|Pruner|damage|3}}<br></span><span class="colorrarity4">{{Weapon Data|Pruner|damage|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Pruner|attackspeed|1}}<br></span><span class="colorrarity2">{{Weapon Data|Pruner|attackspeed|2}}<br></span><span class="colorrarity3">{{Weapon Data|Pruner|attackspeed|3}}<br></span><span class="colorrarity4">{{Weapon Data|Pruner|attackspeed|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Pruner|dps|1}}<br></span><span class="colorrarity2">{{Weapon Data|Pruner|dps|2}}<br></span><span class="colorrarity3">{{Weapon Data|Pruner|dps|3}}<br></span><span class="colorrarity4">{{Weapon Data|Pruner|dps|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Pruner|crit|1}}<br></span><span class="colorrarity2">{{Weapon Data|Pruner|crit|2}}<br></span><span class="colorrarity3">{{Weapon Data|Pruner|crit|3}}<br></span><span class="colorrarity4">{{Weapon Data|Pruner|crit|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Pruner|range|1}}<br></span><span class="colorrarity2">{{Weapon Data|Pruner|range|2}}<br></span><span class="colorrarity3">{{Weapon Data|Pruner|range|3}}<br></span><span class="colorrarity4">{{Weapon Data|Pruner|range|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Pruner|knockback|1}}<br></span><span class="colorrarity2">{{Weapon Data|Pruner|knockback|2}}<br></span><span class="colorrarity3">{{Weapon Data|Pruner|knockback|3}}<br></span><span class="colorrarity4">{{Weapon Data|Pruner|knockback|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Pruner|lifesteal|1}}<br></span><span class="colorrarity2">{{Weapon Data|Pruner|lifesteal|2}}<br></span><span class="colorrarity3">{{Weapon Data|Pruner|lifesteal|3}}<br></span><span class="colorrarity4">{{Weapon Data|Pruner|lifesteal|4}}</span> </td>
<td> {{Weapon Data|Pruner|special}} </td>
<td> <span class="colorrarity1">{{Weapon Data|Pruner|price|1}}<br></span><span class="colorrarity2">{{Weapon Data|Pruner|price|2}}<br></span><span class="colorrarity3">{{Weapon Data|Pruner|price|3}}<br></span><span class="colorrarity4">{{Weapon Data|Pruner|price|4}}</span> </td>
<td> {{Weapon Data|Pruner|unlockedby}} </td>
</tr>
</tr>
<tr>
<tr>
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==Ranged Weapons==
==Ranged Weapons==
*DPS calculation do not take special effects and crits into account


===Notes===
Ranged weapons fire projectiles at enemies. Their damage is affected by the [[Ranged Damage]] stat.


<table class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
Projectiles travel up to the total [[Range]] (which combines the weapon's innate range, plus the player's [[Range]] stat).
 
Some projectiles can [[Piercing|pierce]] or [[bounce]]:
 
* If the weapon has no pierce, the projectile only damages only one enemy.
* If you have both pierce and bounce, projectiles only pierce after they've finished bouncing.
*[[Explosive]] ranged weapons explode for every bounce and pierce.
 
===Weapons List===
<small>Note: DPS calculations do not take special effects and crits into account. But do account for extra projectiles. The DPS formula is ''Damage(Scaling)/AttackSpeed''.</small><table class="wikitable sortable jquery-tablesorter" style="width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
   <tr>
   <tr>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Types</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Class</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:24%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Damage</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:24%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Damage</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:2%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Attack Speed</th>
             <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:2%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Attack Speed</th>
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<td> <span class="colorrarity1">{{Weapon Data|Potato Thrower|price|1}}<br></span><span class="colorrarity2">{{Weapon Data|Potato Thrower|price|2}}<br></span><span class="colorrarity3">{{Weapon Data|Potato Thrower|price|3}}<br></span><span class="colorrarity4">{{Weapon Data|Potato Thrower|price|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Potato Thrower|price|1}}<br></span><span class="colorrarity2">{{Weapon Data|Potato Thrower|price|2}}<br></span><span class="colorrarity3">{{Weapon Data|Potato Thrower|price|3}}<br></span><span class="colorrarity4">{{Weapon Data|Potato Thrower|price|4}}</span> </td>
<td> {{Weapon Data|Potato Thrower|unlockedby}} </td>
<td> {{Weapon Data|Potato Thrower|unlockedby}} </td>
</tr>
        <tr>
<td> {{Iconbox|Revolver|rarity=1}} </td>
<td> <span style="color:rgb(234,226,176);">{{Weapon Data|Revolver|types}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Revolver|damage|1}}<br></span><span class="colorrarity2">{{Weapon Data|Revolver|damage|2}}<br></span><span class="colorrarity3">{{Weapon Data|Revolver|damage|3}}<br></span><span class="colorrarity4">{{Weapon Data|Revolver|damage|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Revolver|attackspeed|1}}<br></span><span class="colorrarity2">{{Weapon Data|Revolver|attackspeed|2}}<br></span><span class="colorrarity3">{{Weapon Data|Revolver|attackspeed|3}}<br></span><span class="colorrarity4">{{Weapon Data|Revolver|attackspeed|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Revolver|dps|1}}<br></span><span class="colorrarity2">{{Weapon Data|Revolver|dps|2}}<br></span><span class="colorrarity3">{{Weapon Data|Revolver|dps|3}}<br></span><span class="colorrarity4">{{Weapon Data|Revolver|dps|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Revolver|crit|1}}<br></span><span class="colorrarity2">{{Weapon Data|Revolver|crit|2}}<br></span><span class="colorrarity3">{{Weapon Data|Revolver|crit|3}}<br></span><span class="colorrarity4">{{Weapon Data|Revolver|crit|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Revolver|range|1}}<br></span><span class="colorrarity2">{{Weapon Data|Revolver|range|2}}<br></span><span class="colorrarity3">{{Weapon Data|Revolver|range|3}}<br></span><span class="colorrarity4">{{Weapon Data|Revolver|range|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Revolver|knockback|1}}<br></span><span class="colorrarity2">{{Weapon Data|Revolver|knockback|2}}<br></span><span class="colorrarity3">{{Weapon Data|Revolver|knockback|3}}<br></span><span class="colorrarity4">{{Weapon Data|Revolver|knockback|4}}</span> </td>
<td> <span class="colorrarity1">{{Weapon Data|Revolver|lifesteal|1}}<br></span><span class="colorrarity2">{{Weapon Data|Revolver|lifesteal|2}}<br></span><span class="colorrarity3">{{Weapon Data|Revolver|lifesteal|3}}<br></span><span class="colorrarity4">{{Weapon Data|Revolver|lifesteal|4}}</span> </td>
<td> {{Weapon Data|Revolver|special}} </td>
<td> <span class="colorrarity1">{{Weapon Data|Revolver|price|1}}<br></span><span class="colorrarity2">{{Weapon Data|Revolver|price|2}}<br></span><span class="colorrarity3">{{Weapon Data|Revolver|price|3}}<br></span><span class="colorrarity4">{{Weapon Data|Revolver|price|4}}</span> </td>
<td> {{Weapon Data|Revolver|unlockedby}} </td>
</tr>
</tr>
<tr>
<tr>
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</table>
</table>


==Weapon Classes ==
 
Every weapon belongs to a [[Weapon Classes|class]] (eg. [[Blade]], [[Blunt]], etc). Some belong to more than 1 class.


== Weapon Sets ==
Collecting multiple weapons within the same class provides different '''bonuses''', up to 6 weapons of the same class.
Every weapon belongs to a set (and some belong to multiple sets).  
 
Weapons in the [[Shop]] also have a {{Color|color=green|text=15%}} chance to match an owned weapon's class (''see [[Shop#Weapons & Classes|Shop > Item & Weapon Chances]] for more info on this chance).''
* Eg. holding {{MiniIconbox|name=Scissors}}, which is both [[Precise]] and [[Medical]], makes finding other Precise and Medical weapons more likely.
*This can be helpful, to gain class bonuses and find copies of the same weapon.
*It can also be detrimental, as holding lots of weapons with different classes can dilute a shop's pool.
** Eg. if you have a [[Weapons#Ranged Weapons|Ranged]] character holding a {{MiniIconbox|name=Medical Gun}} ''([[Gun]], [[Medical]])'', you may not want the other [[Medical]] weapons as they are both [[Weapons#Melee Weapons|Melee]].
 
===Weapon Classes List===
Click the class name for full details on their assigned weapons.
 
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;">
{{TableHeaders|sets}}
{{TableRowWeaponClass|Blade}}
{{TableRowWeaponClass|Blunt}}
{{TableRowWeaponClass|Elemental}}
{{TableRowWeaponClass|Ethereal}}
{{TableRowWeaponClass|Explosive}}
{{TableRowWeaponClass|Gun}}
{{TableRowWeaponClass|Heavy}}
{{TableRowWeaponClass|Medical}}
{{TableRowWeaponClass|Medieval}}
{{TableRowWeaponClass|Precise}}
{{TableRowWeaponClass|Primitive}}
{{TableRowWeaponClass|Support}}
{{TableRowWeaponClass|Tool}}
{{TableRowWeaponClass|Unarmed}}
</table>


Collecting multiple weapons within the same set provides different bonuses.
{| class="wikitable"
|+
!Set
!Bonuses
!Weapons
|-
|[[Blade]]
|(2)+1 Melee Damage 1% Life Steal
(3)+2 Melee Damage 2% Life Steal
<br>(4)+3 Melee Damage 3% Life Steal
<br>(5)+4 Melee Damage 4% Life Steal
<br>(6)+5 Melee Damage 5% Life Steal
|{{WeaponIcon|Chopper}}
{{WeaponIcon|Circular Saw}}
<br>{{WeaponIcon|Sword}}
<br>{{WeaponIcon|Thunder Sword}}
|-
|[[Blunt]]
|(2)+1 Armor -3% Speed
(3)+1 Armor +3 Max HP -6% Speed
<br>(4)+2 Armor +3 Max HP -9% Speed
<br>(5)+2 Armor +6 Max HP -12% Speed
<br>(6)+3 Armor +6 Max HP -15% Speed
|{{WeaponIcon|Hammer|}}
{{WeaponIcon|Rock|}}
<br>{{WeaponIcon|Spiky Shield|}}
|-
|[[Elemental]]
|(2)+1 Elemental Damage
(3)+2 Elemental Damage
<br>(4)+3 Elemental Damage
<br>(5)+4 Elemental Damage
<br>(6)+5 Elemental Damage
|{{WeaponIcon|Flaming Brass Knuckles|}}
{{WeaponIcon|Lightning Shiv|}}
<br>{{WeaponIcon|Plank|}}
<br>{{WeaponIcon|Plasma Sledgehammer|}}
<br>{{WeaponIcon|Thunder Sword|}}
<br>{{WeaponIcon|Torch|}}
<br>{{WeaponIcon|Flamethrower|}}
<br>{{WeaponIcon|Taser|}}
<br>{{WeaponIcon|Wand|}}
|-
|[[Ethereal]]
|(2)+6% Dodge Chance -1 Armor
(3)+12% Dodge Chance -2 Armor
<br>(4)+18% Dodge Chance -3 Armor
<br>(5)+24% Dodge Chance -4 Armor
<br>(6)+39% Dodge Chance -5 Armor
|{{WeaponIcon|Ghost Axe|}}
{{WeaponIcon|Ghost Flint|}}
<br>{{WeaponIcon|Ghost Scepter|}}
|-
|[[Explosive]]
|(2)+5% Explosive Damage +5% Explosive Size
(3)+10% Explosive Damage +10% Explosive Size
<br>(4)+15% Explosive Damage +15% Explosive Size
<br>(5)+20% Explosive Damage +20% Explosive Size
<br>(6)+25% Explosive Damage +25% Explosive Size
|{{WeaponIcon|Plank|}}
{{WeaponIcon|Plasma Sledgehammer|}}
<br>{{WeaponIcon|Power Fist|}}
<br>{{WeaponIcon|Nuclear Launcher|}}
<br>{{WeaponIcon|Rocket Launcher|}}
<br>{{WeaponIcon|Shredder|}}
|-
|[[Gun]]
|(2)+10 Range
(3)+20 Range
<br>(4)+30 Range
<br>(5)+40 Range
<br>(6)+50 Range
|{{WeaponIcon|Double Barrel Shotgun|}}
{{WeaponIcon|Laser Gun|}}
<br>{{WeaponIcon|Medical Gun|}}
<br>{{WeaponIcon|Minigun|}}
<br>{{WeaponIcon|Pistol|}}
<br>{{WeaponIcon|Shredder|}}
<br>{{WeaponIcon|SMG|}}
<br>{{WeaponIcon|Sniper Gun|}}
|-
|[[Heavy]]
|(2)+5% Damage
(3)+10% Damage
<br>(4)+15% Damage
<br>(5)+20% Damage
<br>(6)+25% Damage
|{{WeaponIcon|Cacti Club|}}
{{WeaponIcon|Hammer|}}
<br>{{WeaponIcon|Flamethrower|}}
<br>{{WeaponIcon|Minigun|}}
<br>{{WeaponIcon|Nuclear Launcher|}}
<br>{{WeaponIcon|Obliterator|}}
<br>{{WeaponIcon|Rocket Launcher|}}
|-
|[[Medical]]
|(2)+1% HP Regeneration
(3)+2% HP Regeneration
<br>(4)+3% HP Regeneration
<br>(5)+4% HP Regeneration
<br>(6)+5% HP Regeneration
|{{WeaponIcon|Circular Saw|}}
{{WeaponIcon|Scissors|}}
<br>{{WeaponIcon|Medical Gun|}}
|-
|[[Medieval]]
|(2)+1 Armor
(3)+1 Armor, +3% Dodge
<br>(4)+2 Armor, +3% Dodge
<br>(5)+2 Armor, +6% Dodge
<br>(6)+3 Armor, +6% Dodge
|{{WeaponIcon|Spiky Shield|}}
{{WeaponIcon|Sword|}}
<br>{{WeaponIcon|Crossbow|}}
|-
|[[Precise]]
|(2)+3% Crit Chance
(3)+6% Crit Chance
<br>(4)+9% Crit Chance
<br>(5)+12% Crit Chance
<br>(6)+15% Crit Chance
|{{WeaponIcon|Thief Dagger|}}
{{WeaponIcon|Knife|}}
<br>{{WeaponIcon|Lightning Shiv|}}
<br>{{WeaponIcon|Scissors|}}
<br>{{WeaponIcon|Screwdriver|}}
<br>{{WeaponIcon|Crossbow|}}
<br>{{WeaponIcon|Shuriken|}}
<br>{{WeaponIcon|Sniper Gun|}}
|-
|[[Primitive]]
|(2)+3 Max HP
(3)+6 Max HP
<br>(4)+9 Max HP
<br>(5)+12 Max HP
<br>(6)+15 Max HP
|{{WeaponIcon|Cacti Club|}}
{{WeaponIcon|Hatchet|}}
<br>{{WeaponIcon|Rock|}}
<br>{{WeaponIcon|Spear|}}
<br>{{WeaponIcon|Stick|}}
<br>{{WeaponIcon|Torch|}}
<br>{{WeaponIcon|Slingshot|}}
|-
|[[Support]]
|(2)+5 Harvesting
(3)+10 Harvesting
<br>(4)+15 Harvesting
<br>(5)+20 Harvesting
<br>(6)+25 Harvesting
|{{WeaponIcon|Hand|}}
{{WeaponIcon|Potato Thrower|}}
<br>{{WeaponIcon|Taser|}}
|-
|[[Tool]]
|(2)+1 Engineering
(3)+2 Engineering
<br>(4)+3 Engineering
<br>(5)+4 Engineering
<br>(6)+5 Engineering
|{{WeaponIcon|Screwdriver|}}
{{WeaponIcon|Wrench|}}
|-
|[[Unarmed]]
|(2)+3% Dodge Chance
(3)+6% Dodge Chance
<br>(4)+9% Dodge Chance
<br>(5)+12% Dodge Chance
<br>(6)+15% Dodge Chance
|{{WeaponIcon|Fist|}}
{{WeaponIcon|Flaming Brass Knuckles|}}
<br>{{WeaponIcon|Hand|}}
<br>{{WeaponIcon|Power Fist|}}
|}


<comments />
<comments />

Revision as of 19:23, 1 April 2023

Last Update: Patch 0.8.0.3

Weapons

Weapons are primary damage dealers. They can be Melee or Ranged.

Most Characters can hold up to 6 weapons. Some exceptions are One Armed.png One Armed, who can only hold 1, Multitasker.png Multitasker, who can hold 12, Bull.png Bull, who cannot use weapons.

Rarity

Tier 1
(aka Common)
Tier 2
(aka Uncommon)
Tier 3
(aka Rare)
Tier 4
(aka Legendary)

Scaling

Melee Damage.png = the damage scales with Melee Damage stat
Ranged Damage.png = the damage scales with Ranged Damage stat
Elemental Damage.png = the damage scales with Elemental Damage stat
Armor.png = the damage scales with Armor stat
Engineering Stat.png = the damage scales with Engineering stat
Range Stat.png = the damage scales with Range stat

Examples

If a weapon has 80%Melee Damage.png, that means every Melee Damage stat, gives extra 0.8 more damage to that weapon. Thus if the player had 10 Melee Damage stat, that means that weapon would hit 8 more damage.
If a weapon has 50%Melee Damage.png, and player had 10 Melee Damage stat, that means that weapon would hit 5 more damage.

Lets look at Tier 4 Cacti Club:

  • 50(80%Melee Damage.png) means that the weapon has 50 damage, with 80% Melee Damage stat scaling.
    • If Melee Damage is 0, damage output is 50+(0*0.8)=50+0=50.
    • If Melee Damage is 30, damage output is 50+(30*0.8)=50+24=74.
    • (Assuming Damage stat is +0%)

For Wiki Editors

All the data on this page is pulled from Template:Weapon Data. Please change any data from there according to the weapon name.

Melee Weapons

Notes

Melee weapons hit multiple enemies at once, and return to the player after a brief delay. Their damage is affected by the Melee Damage stat.

They have two different attack types, with both able to hit multiple enemies:

  • Thrust - Attacks in a straight line - Small, fast weapons
  • Swipe - Attacks in a wide curve around you - Large, slow weapons

Range affects melee weapons uniquely: It only changes the melee weapon's range by half the amount, and increasing your range slightly reduces attack speed melee weapons you have. See Range for more info.

Explosive weapons have different base radius for their explosions. See the Explosive page for more info.

Weapons List

Notes: DPS calculation do not take special effects and crits into account. The DPS formula is Damage(Scaling)/AttackSpeed.

Name Class Damage Attack Speed DPS Crit Chance/Damage Range Knockback Lifesteal Special Effects Base price Unlocked by
Primitive, Heavy 10(80%Melee Damage.png)
20(80%Melee Damage.png)
30(80%Melee Damage.png)
50(80%Melee Damage.png)
1.66s
1.58s
1.51s
1.36s
6.0(48%Melee Damage.png)/s
12.7(50%Melee Damage.png)/s
19.9(52%Melee Damage.png)/s
36.8(58%Melee Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
200
200
200
200
8
8
8
8
0
0
0
0
Hitting an enemy spawns 3/4/5/6 projectiles dealing 50%Ranged Damage.png damage 20
39
74
149
Default
Blade 6(50%Melee Damage.png20%Max HP.png)
12(50%Melee Damage.png20%Max HP.png)
18(50%Melee Damage.png20%Max HP.png)
30(50%Melee Damage.png20%Max HP.png)
0.98s
0.96s
0.94s
0.89s
6.1(51%Melee Damage.png20%Max HP.png)/s
12.5(52%Melee Damage.png20%Max HP.png)/s
19.1(53%Melee Damage.png21%Max HP.png)/s
33.7(56%Melee Damage.png22%Max HP.png)/s
x2 (10%)
x2 (15%)
x2 (20%)
x2 (20%)
125
135
150
180
2
2
2
2
0
0
0
0
+1/+1/+1/+2 health healed from consumables 15
31
61
122
Win a run with Multitasker.png Multitasker
Blade, Medical -
10(100%Melee Damage.png)
15(100%Melee Damage.png)
25(100%Melee Damage.png)
-
0.72s
0.67s
0.62s
-
13.9(138%Melee Damage.png)/s
22.4(149%Melee Damage.png)/s
40.3(161%Melee Damage.png)/s
-
x2 (5%)
x2 (10%)
x2 (20%)
-
175
175
175
-
0
0
0
-
45%
50%
60%
-
46
86
173
Default
Precise 6(50%Melee Damage.png)
12(50%Melee Damage.png)
18(50%Melee Damage.png)
30(50%Melee Damage.png)
1.01s
0.93s
0.86s
0.73s
5.9(49%Melee Damage.png)/s
12.9(53%Melee Damage.png)/s
20.9(58%Melee Damage.png)/s
41.1(68%Melee Damage.png)/s
x2 (20%)
x2 (25%)
x2 (30%)
x2 (40%)
150
150
150
150
2
2
2
2
0
0
0
0
50%/56%/62%/80% to gain 1 material when killing an enemy with a critical hit with this weapon 12
26
52
105
Default
Unarmed 8(100%Melee Damage.png)
16(100%Melee Damage.png)
32(100%Melee Damage.png)
64(100%Melee Damage.png)
0.78s
0.73s
0.69s
0.59s
10.3(128%Melee Damage.png)/s
21.9(136%Melee Damage.png)/s
46.4(144%Melee Damage.png)/s
108.5(169%Melee Damage.png)/s
x1.5 (1%)
x1.5 (1%)
x1.5 (1%)
x1.5 (1%)
150
150
150
150
15
15
15
15
0
0
0
0
10
22
45
91
Default
Unarmed, Elemental -
16(100%Melee Damage.png)
32(100%Melee Damage.png)
64(100%Melee Damage.png)
-
0.73s
0.69s
0.59s
-
21.9(136%Melee Damage.png)/s
46.4(144%Melee Damage.png)/s
108.5(169%Melee Damage.png)/s
-
x1.5 (1%)
x1.5 (1%)
x1.5 (1%)
-
150
150
150
-
15
15
15
-
0
0
0
Deals -/8x5/12x6/15x7(100%Elemental Damage.png) burning damage -
46
86
173
Default
Ethereal 12(100%Melee Damage.png)
18(100%Melee Damage.png)
24(100%Melee Damage.png)
40(100%Melee Damage.png)
1.73s
1.66s
1.58s
1.51s
6.9(57%Melee Damage.png)/s
10.8(60%Melee Damage.png)/s
15.2(63%Melee Damage.png)/s
26.5(66%Melee Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
200
200
200
200
2
2
2
2
0
0
0
0
+1% Damage for every 20/18/16/12 kills in a wave with this weapon 20
39
74
149
Default
Ethereal 6(100%Melee Damage.png)
9(100%Melee Damage.png)
12(100%Melee Damage.png)
18(100%Melee Damage.png)
1.23s
1.17s
1.1s
1.04s
4.9(81%Melee Damage.png)/s
7.7(85%Melee Damage.png)/s
10.9(90%Melee Damage.png)/s
17.3(96%Melee Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
150
160
170
180
2
2
2
2
0
0
0
0
+1% Attack Speed for every 20/18/16/12 kills in a wave with this weapon 12
26
52
105
Default
Blunt, Heavy -
30(150%Melee Damage.png)
60(175%Melee Damage.png)
100(200%Melee Damage.png)
-
1.67s
1.59s
1.5s
-
18.0(89%Melee Damage.png)/s
37.7(110%Melee Damage.png)/s
66.7(133%Melee Damage.png)/s
-
x1.75 (3%)
x1.75 (3%)
x1.75 (3%)
-
175
175
175
-
25
30
40
-
0
0
0
-
51
95
190
Default
Unarmed, Support 1(50%Melee Damage.png)
1(50%Melee Damage.png)
1(50%Melee Damage.png)
1(50%Melee Damage.png)
1.01s
0.93s
0.86s
0.71s
1.0(49%Melee Damage.png)/s
1.1(53%Melee Damage.png)/s
1.2(58%Melee Damage.png)/s
1.4(70%Melee Damage.png)/s
x1.5 (1%)
x1.5 (1%)
x1.5 (1%)
x1.5 (1%)
150
150
150
150
30
30
30
30
0
0
0
0
+3/+6/+9/+18 Harvesting 10
22
45
91
Default
Primitive 5(100%Melee Damage.png15%Attack Speed.png)
10(100%Melee Damage.png15%Attack Speed.png)
20(100%Melee Damage.png15%Attack Speed.png)
40(100%Melee Damage.png15%Attack Speed.png)
0.68s
0.65s
0.62s
0.58s
7.4(147%Melee Damage.png 22.1%Attack Speed.png)/s
14.7(147%Melee Damage.png 22.1%Attack Speed.png)/s
29.4(147%Melee Damage.png 22.1%Attack Speed.png)/s
64.5(161%Melee Damage.png 24.2%Attack Speed.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
125
125
125
125
2
2
2
2
0
0
0
0
15
31
61
122
Win a run with Wildling.png Wildling
Medieval 25(50%Melee Damage.png30%Speed Stat.png)
30(50%Melee Damage.png35%Speed Stat.png)
35(50%Melee Damage.png40%Speed Stat.png)
50(50%Melee Damage.png50%Speed Stat.png)
1.58s
1.5s
1.42s
1.33s
15.8(31%Melee Damage.png18%Speed Stat.png)/s
20.0(33%Melee Damage.png23%Speed Stat.png)/s
24.6(35%Melee Damage.png28%Speed Stat.png)/s
37.6(37%Melee Damage.png37%Speed Stat.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
250
250
250
250
0
0
0
0
0
0
0
0
+2/+3/+4/+5 % Speed
-10/-15/-20/-25 % Damage while standing still
18
34
68
118
Default
Precise 6(80%Melee Damage.png)
9(80%Melee Damage.png)
12(80%Melee Damage.png)
20(80%Melee Damage.png)
1.01s
0.93s
0.86s
0.78s
5.9(79%Melee Damage.png)/s
9.7(86%Melee Damage.png)/s
14.0(93%Melee Damage.png)/s
25.6(102%Melee Damage.png)/s
x2.5 (20%)
x3 (30%)
x3.5 (40%)
x4 (50%)
150
150
150
150
2
2
2
2
0
0
0
0
15
31
61
122
Default
Precise, Elemental 3(80%Melee Damage.png)
6(80%Melee Damage.png)
9(80%Melee Damage.png)
15(80%Melee Damage.png)
1.01s
0.93s
0.86s
0.78s
3.0(79%Melee Damage.png)/s
6.5(86%Melee Damage.png)/s
10.5(93%Melee Damage.png)/s
19.2(102%Melee Damage.png)/s
x2 (5%)
x2 (10%)
x2 (15%)
x2 (15%)
150
150
150
150
0
0
0
0
0
0
0
0
Hitting an enemy spawns a lightning projectile flying towards another random enemy that bounces -/1/2/3 times and inflicts 5/8/12/15 + (100%Elemental Damage.png) damage 15
31
61
122
Default
Explosive, Elemental 10(50%Melee Damage.png50%Elemental Damage.png50%Engineering Stat.png)
15(55%Melee Damage.png55%Elemental Damage.png55%Engineering Stat.png)
20(60%Melee Damage.png60%Elemental Damage.png60%Engineering Stat.png)
25(65%Melee Damage.png65%Elemental Damage.png65%Engineering Stat.png)
1.23s
1.14s
1.06s
0.98s
8.1(40%Melee Damage.png40%Elemental Damage.png40%Engineering Stat.png)/s
13.2(48%Melee Damage.png48%Elemental Damage.png48%Engineering Stat.png)/s
18.9(56%Melee Damage.png56%Elemental Damage.png56%Engineering Stat.png)/s
25.5(66%Melee Damage.png66%Elemental Damage.png66%Engineering Stat.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
150
150
150
150
5
5
5
5
0
0
0
0
Hits have 25%/30%/35%/40% chance to explode. 15
31
61
122
Default
Elemental, Explosive -
-
80(150%Melee Damage.png150%Elemental Damage.png)
120(200%Melee Damage.png200%Elemental Damage.png)
-
-
1.55s
1.49s
-
-
51.6(96%Melee Damage.png96%Elemental Damage.png)/s
80.5(134%Melee Damage.png134%Elemental Damage.png)/s
-
-
x1.75 (3%)
x1.75 (3%)
-
-
175
175
-
-
30
30
-
-
0
0
Hits have 25%/50% chance to explode. -
-
136
272
Win a run with Knight.png Knight
Unarmed, Explosive -
-
40(100%Melee Damage.png)
60(100%Melee Damage.png)
-
-
0.69s
0.59s
-
-
58.0(144%Melee Damage.png)/s
101.7(169%Melee Damage.png)/s
-
-
x1.5 (1%)
x1.5 (1%)
-
-
150
150
-
-
15
15
-
-
0
0
Hits have 25%/50% chance to explode. -
-
110
221
Win a run with Brawler.png Brawler
Support 10(50%Melee Damage.png)
15(65%Melee Damage.png)
20(80%Melee Damage.png)
25(100%Melee Damage.png)
1.14s
1.06s
0.98s
0.89s
8.8(43%Melee Damage.png)/s
14.2(61%Melee Damage.png)/s
20.4(81%Melee Damage.png)/s
28.1(112%Melee Damage.png)/s
x1.25 (3%)
x1.5 (6%)
x1.75 (9%)
x2 (12%)
150
150
150
150
2
2
2
2
0
0
0
0
Spawns a garden that creates a fruit every 15/14/12/10 seconds 15
28
52
95
Default
Primitive, Blunt 20(100%Melee Damage.png)
30(100%Melee Damage.png)
40(100%Melee Damage.png)
60(100%Melee Damage.png)
1.68s
1.61s
1.53s
1.46s
11.9(59%Melee Damage.png)/s
18.6(62%Melee Damage.png)/s
26.1(65%Melee Damage.png)/s
41.1(68%Melee Damage.png)/s
x1.5 (10%)
x1.5 (15%)
x1.5 (20%)
x1.5 (25%)
150
150
150
150
5
5
5
5
0
0
0
0
-/+1 Armor/+1 Armor, +2 Max HP/+2 Armor, +2 Max HP 10
22
45
91
Default
Medical, Precise 5(80%Melee Damage.png)
10(80%Melee Damage.png)
15(80%Melee Damage.png)
20(80%Melee Damage.png)
1.01s
0.98s
0.94s
0.86s
5.0(79%Melee Damage.png)/s
10.2(81%Melee Damage.png)/s
16.0(85%Melee Damage.png)/s
23.3(93%Melee Damage.png)/s
x2 (10%)
x2 (12%)
x2 (15%)
x2 (20%)
150
150
150
150
2
2
2
2
40%
45%
50%
60%
15
31
61
122
Default
Tool 8(50%Melee Damage.png50%Engineering Stat.png)
12(50%Melee Damage.png50%Engineering Stat.png)
16(50%Melee Damage.png50%Engineering Stat.png)
20(50%Melee Damage.png50%Engineering Stat.png)
1.05s
1.0s
0.97s
0.87s
7.6(47%Melee Damage.png47%Engineering Stat.png)/s
12.0(50%Melee Damage.png50%Engineering Stat.png)/s
16.5(51%Melee Damage.png51%Engineering Stat.png)/s
23.0(57%Melee Damage.png57%Engineering Stat.png)/s
x2 (10%)
x2 (15%)
x2 (20%)
x2 (30%)
125
125
125
125
3
3
3
3
0
0
0
0
A landmine spawns every 12s/9s/6s/3s dealing 10(100%Engineering Stat.png) damage in an area 10
22
45
91
Default
Primitive 15(100%Melee Damage.png)
25(100%Melee Damage.png)
40(100%Melee Damage.png)
60(100%Melee Damage.png)
1.52s
1.4s
1.28s
1.24s
9.9(65%Melee Damage.png)/s
17.9(71%Melee Damage.png)/s
31.2(78%Melee Damage.png)/s
48.4(80%Melee Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
350
375
400
500
0
0
0
0
0
0
0
0
20
39
74
149
Default
Medieval, Blunt 10(100%Armor.png)
15(125%Armor.png)
20(150%Armor.png)
30(200%Armor.png)
1.16s
1.16s
1.16s
1.01s
8.6(86%Armor.png)/s
12.9(107%Armor.png)/s
17.2(129%Armor.png)/s
29.7(198%Armor.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
150
150
150
150
20
20
20
20
0
0
0
0
15
31
61
122
Win a run with Masochist.png Masochist
Primitive 8(100%Melee Damage.png)
8(100%Melee Damage.png)
12(100%Melee Damage.png)
20(100%Melee Damage.png)
1.25s
1.19s
1.1s
1.04s
6.4(80%Melee Damage.png)/s
6.7(84%Melee Damage.png)/s
10.9(90%Melee Damage.png)/s
19.2(96%Melee Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
175
175
175
175
0
0
0
0
0
0
0
0
Deals +4/+6/+8/+10 base damage for every additional stick you have 10
22
45
91
Default
Blade, Medieval -
25(100%Melee Damage.png)
40(100%Melee Damage.png)
60(100%Melee Damage.png)
-
1.28s
1.13s
0.98s
-
19.5(78%Melee Damage.png)/s
35.4(88%Melee Damage.png)/s
61.2(102%Melee Damage.png)/s
-
x2 (3%)
x2 (3%)
x2 (3%)
-
200
200
200
-
5
5
5
-
0
0
0
Alternates between thrusting and sweeping attacks -
51
95
190
Default
Blade, Elemental -
-
30(125%Melee Damage.png125%Elemental Damage.png)
60(150%Melee Damage.png150%Elemental Damage.png)
-
-
1.21s
1.06s
-
-
24.8(103%Melee Damage.png103%Elemental Damage.png)/s
56.6(141%Melee Damage.png141%Elemental Damage.png)/s
-
-
x2 (3%)
x2 (3%)
-
-
200
200
-
-
5
5
-
-
0
0
Hitting an enemy spawns 2/4 projectiles that slow and damage enemies by 100%Elemental Damage.png -
-
119
238
Win a run with Mage.png Mage
Primitive, Elemental 1(50%Melee Damage.png50%Elemental Damage.png)
1(50%Melee Damage.png50%Elemental Damage.png)
1(50%Melee Damage.png50%Elemental Damage.png)
1(50%Melee Damage.png50%Elemental Damage.png)
1.1s
1.04s
0.95s
0.8s
0.9(45%Melee Damage.png45%Elemental Damage.png)/s
1.0(48%Melee Damage.png48%Elemental Damage.png)/s
1.1(52%Melee Damage.png52%Elemental Damage.png)/s
1.2(62%Melee Damage.png62%Elemental Damage.png)/s
x1.5 (0%)
x1.5 (0%)
x1.5 (0%)
x1.5 (0%)
175
175
175
175
20
20
20
20
0
0
0
0
Deals 3x3/5x4/8x5/12x8(100%Elemental Damage.png) burning damage 12
26
52
105
Default
Tool 12(100%Melee Damage.png)
16(100%Melee Damage.png)
20(100%Melee Damage.png)
24(100%Melee Damage.png)
1.7s
1.64s
1.55s
1.49s
7.1(58%Melee Damage.png)/s
9.8(60%Melee Damage.png)/s
12.9(64%Melee Damage.png)/s
16.1(67%Melee Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
175
175
175
175
20
20
20
20
0
0
0
0
Spawns a Turret/Incendiary Turret/Laser Turret/Explosive Turret 20
39
74
149
Default


Ranged Weapons

Notes

Ranged weapons fire projectiles at enemies. Their damage is affected by the Ranged Damage stat.

Projectiles travel up to the total Range (which combines the weapon's innate range, plus the player's Range stat).

Some projectiles can pierce or bounce:

  • If the weapon has no pierce, the projectile only damages only one enemy.
  • If you have both pierce and bounce, projectiles only pierce after they've finished bouncing.
  • Explosive ranged weapons explode for every bounce and pierce.

Weapons List

Note: DPS calculations do not take special effects and crits into account. But do account for extra projectiles. The DPS formula is Damage(Scaling)/AttackSpeed.

Name Class Damage Attack Speed DPS Crit Chance/Damage Range Knockback Lifesteal Special Effects Base price Unlocked by
Precise, Medieval 8(50%Ranged Damage.png10%Range Stat.png)
10(50%Ranged Damage.png10%Range Stat.png)
12(50%Ranged Damage.png10%Range Stat.png)
15(50%Ranged Damage.png10%Range Stat.png)
1.13s
1.13s
1.13s
1.13s
7.1(44%Ranged Damage.png8%Range Stat.png)/s
8.8(44%Ranged Damage.png8%Range Stat.png)/s
10.6(44%Ranged Damage.png8%Range Stat.png)/s
13.3(44%Ranged Damage.png8%Range Stat.png)/s
x1.5 (30%)
x1.75 (35%)
x2 (40%)
x2.25 (45%)
350
350
350
350
8
8
8
8
0
0
0
0
Pierces up to 1/2/3/4 times on critical hit 18
36
66
140
Default
Gun 3x4(80%Ranged Damage.png)
6x4(85%Ranged Damage.png)
9x4(90%Ranged Damage.png)
9x6(100%Ranged Damage.png)
1.37s
1.28s
1.2s
1.2s
8.8(233%Ranged Damage.png)/s
18.8(265%Ranged Damage.png)/s
30.0(300%Ranged Damage.png)/s
45(500%Ranged Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
350
350
350
350
8
8
8
8
0
0
0
0
Pierces 2/2/2/3 enemies, dealing -30%/-30%/-30%/-30% less damage after each piercing 20
39
74
149
Default
Elemental, Heavy -
1(1%Elemental Damage.png)
1(1%Elemental Damage.png)
1(1%Elemental Damage.png)
-
0.12s
0.12s
0.09s
-
8.3(8%Elemental Damage.png)/s
8.3(8%Elemental Damage.png)/s
11.1(11%Elemental Damage.png)/s
-
x2 (0%)
x2 (0%)
x2 (0%)
-
300
350
400
-
0
0
0
-
0
0
0
Deals -/3x5/4x6/5x8(100%Elemental Damage.png) burning damage
Pierces 99 enemies dealing 1 damage
-
56
103
207
Default
Ethereal 10(100%Ranged Damage.png)
15(100%Ranged Damage.png)
20(100%Ranged Damage.png)
30(100%Ranged Damage.png)
0.98s
0.93s
0.88s
0.83s
10.2(102%Ranged Damage.png)/s
16.1(107%Ranged Damage.png)/s
22.7(113%Ranged Damage.png)/s
36.1(120%Ranged Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
300
350
400
450
2
2
2
2
0
0
0
0
+1 Max HP for every 20/18/16/12 kills in a wave with this weapon 15
31
61
122
Default
Gun 40(400%Ranged Damage.png)
55(450%Ranged Damage.png)
70(500%Ranged Damage.png)
100(600%Ranged Damage.png)
2.15s
2.07s
1.98s
1.82s
18.6(186%Ranged Damage.png)/s
26.6(217%Ranged Damage.png)/s
35.4(252%Ranged Damage.png)/s
54.9(329%Ranged Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
500
500
500
500
0
0
0
0
0
0
0
0
Pierces 1 enemy dealing -25% less to the second enemy 15
31
61
122
Default
Medical, Gun 10(100%Ranged Damage.png)
15(100%Ranged Damage.png)
20(100%Ranged Damage.png)
30(100%Ranged Damage.png)
0.95s
0.87s
0.78s
0.62s
10.5(105%Ranged Damage.png)/s
17.2(114%Ranged Damage.png)/s
25.6(128%Ranged Damage.png)/s
48.4(161%Ranged Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
400
400
400
400
0
0
0
0
40%
45%
50%
60%
15
31
61
122
Default
Heavy, Gun -
-
1(50%Ranged Damage.png)
3(75%Ranged Damage.png)
-
-
0.09s
0.06s
-
-
11.1(555%Ranged Damage.png)/s
50.0(1250%Ranged Damage.png)/s
-
-
x1.75 (1%)
x2 (3%)
-
-
400
450
-
-
3
3
-
-
0
0
Pierces 1/2 enemies dealing -50% less damage with each pierce. -
-
127
255
Default
Heavy, Explosive -
-
60(100%Ranged Damage.png100%Elemental Damage.png)
120(100%Ranged Damage.png100%Elemental Damage.png)
-
-
2.12s
2.12s
-
-
28.3(47%Ranged Damage.png47%Elemental Damage.png)/s
56.6(47%Ranged Damage.png47%Elemental Damage.png)/s
-
-
x2 (3%)
x2 (3%)
-
-
800
800
-
-
15
15
-
-
0
0
Projectiles explode on hit -
-
144
289
Win a run with Soldier.png Soldier
Gun, Heavy -
-
250(1000%Ranged Damage.png)
350(1500%Ranged Damage.png)
-
-
3.23s
3.23s
-
-
77.4(309%Ranged Damage.png)/s
108.4(464%Ranged Damage.png)/s
-
-
x2 (3%)
x2 (3%)
-
-
800
1000
-
-
0
0
-
-
0
0
Pierces through enemies -
-
127
255
Win a run with Demon.png Demon
Gun 12(100%Ranged Damage.png)
20(100%Ranged Damage.png)
30(100%Ranged Damage.png)
50(100%Ranged Damage.png)
1.2s
1.12s
1.03s
0.87s
10.0(83%Ranged Damage.png)/s
17.9(89%Ranged Damage.png)/s
29.1(97%Ranged Damage.png)/s
57.5(114%Ranged Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
400
400
400
400
15
15
15
15
0
0
0
0
Pierces 1 enemy dealing -50% less to the second enemy 10
22
45
91
Default
Support -
1(25%Ranged Damage.png20%Max HP.png)
1(25%Ranged Damage.png20%Max HP.png)
1(25%Ranged Damage.png20%Max HP.png)
-
0.45s
0.37s
0.25s
-
2.2(55%Ranged Damage.png44%Max HP.png)/s
2.7(67%Ranged Damage.png54%Max HP.png)/s
4.0(100%Ranged Damage.png80%Max HP.png)/s
-
x1.5 (3%)
x1.5 (3%)
x1.5 (3%)
-
500
500
500
-
20
25
30
-
0
0
0
-
36
69
139
Win a run with Chunky.png Chunky
Gun 15(100%Ranged Damage.png)
20(130%Ranged Damage.png)
25(165%Ranged Damage.png)
40(200%Ranged Damage.png)
0.43s
0.42s
0.4s
0.38s
21.3(142%Ranged Damage.png)/s
29.8(194%Ranged Damage.png)/s
39.5(261%Ranged Damage.png)/s
67.2(336%Ranged Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
450
450
450
450
15
15
15
15
0
0
0
0
Every 6th shot has a longer cooldown: 2.07s/1.93s/1.80s/1.67s (NOTE: the in-game tooltip is wrong) 20
34
70
130
Default
Heavy, Explosive -
30(100%Ranged Damage.png)
50(100%Ranged Damage.png)
80(100%Ranged Damage.png)
-
1.78s
1.37s
1.03s
-
16.9(56%Ranged Damage.png)/s
36.5(72%Ranged Damage.png)/s
77.7(97%Ranged Damage.png)/s
-
x2 (3%)
x2 (3%)
x2 (3%)
-
500
550
600
-
15
15
15
-
0
0
0
Projectiles explode on hit -
56
103
207
Default
Gun, Explosive 5(50%Ranged Damage.png)
10(50%Ranged Damage.png)
15(50%Ranged Damage.png)
25(50%Ranged Damage.png)
1.3s
1.22s
1.13s
1.05s
3.8(38%Ranged Damage.png)/s
8.2(40%Ranged Damage.png)/s
13.3(44%Ranged Damage.png)/s
23.8(47%Ranged Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
450
450
450
450
0
0
0
0
0
0
0
0
50%/65%/80%/100% chance for projectiles to explode on hit. Pierces 3 enemies dealing 100% damage 15
31
61
122
Default
Precise 6(25%Melee Damage.png)
8(34%Melee Damage.png)
10(42%Melee Damage.png)
15(50%Melee Damage.png)
0.87s
0.83s
0.8s
0.7s
6.9(28%Melee Damage.png)/s
9.6(40%Melee Damage.png)/s
12.5(52%Melee Damage.png)/s
21.4(71%Melee Damage.png)/s
x1.5 (35%)
x1.5 (38%)
x1.5 (41%)
x1.5 (45%)
350
350
350
350
0
0
0
0
0
0
0
0
Critical hits bounces 1/2/3/4 times 12
26
52
105
Default
Primitive 10(80%Ranged Damage.png)
13(80%Ranged Damage.png)
16(80%Ranged Damage.png)
20(80%Ranged Damage.png)
1.22s
1.17s
1.13s
1.1s
8.2(65%Ranged Damage.png)/s
11.1(68.4%Ranged Damage.png)/s
14.2(70.8%Ranged Damage.png)/s
18.2(72.7%Ranged Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
300
300
300
300
5
5
5
5
0
0
0
0
Bounces 1/2/3/4 times 15
31
61
122
Default
Gun 3(50%Ranged Damage.png)
4(60%Ranged Damage.png)
5(70%Ranged Damage.png)
8(80%Ranged Damage.png)
0.17s
0.17s
0.17s
0.15s
17.6(294%Ranged Damage.png)/s
23.5(352%Ranged Damage.png)/s
29.4(411%Ranged Damage.png)/s
53.3(533%Ranged Damage.png)/s
x1.5 (1%)
x1.5 (1%)
x1.5 (1%)
x1.5 (1%)
400
400
400
400
0
0
0
0
0
0
0
0
20
39
74
149
Default
Gun, Precise -
-
50(100%Ranged Damage.png20%Range Stat.png)
80(100%Ranged Damage.png30%Range Stat.png)
-
-
2.4s
2.4s
-
-
20.8(41%Ranged Damage.png8%Range Stat.png)/s
33.3(41%Ranged Damage.png12%Range Stat.png)/s
-
-
x3 (20%)
x4 (20%)
-
-
800
1000
-
-
30
30
-
-
0
0
Hitting an enemy spawns 5/8 projectiles dealing 5 +(10%/15%Range Stat.png) -
-
115
245
Win a run with Hunter.png Hunter
Support, Elemental 6x1(80%Elemental Damage.png)
6x2(70%Elemental Damage.png)
6x3(60%Elemental Damage.png)
12x4(50%Elemental Damage.png)
0.95s
0.95s
0.95s
0.95s
6.3(84%Elemental Damage.png)/s
12.6(147%Elemental Damage.png)/s
18.9(189%Elemental Damage.png)/s
50.5(210%Elemental Damage.png)/s
x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)
200
200
200
200
0
0
0
0
0
0
0
0
Slows enemies in a radius around the projectile 15
31
61
122
Default
Elemental 1(50%Elemental Damage.png)
1(65%Elemental Damage.png)
1(80%Elemental Damage.png)
1(100%Elemental Damage.png)
0.87s
0.78s
0.7s
0.53s
1.1(57%Elemental Damage.png)/s
1.3(83.3%Elemental Damage.png)/s
1.4(114.3%Elemental Damage.png)/s
1.9(188.7%Elemental Damage.png)/s
x2 (0%)
x2 (0%)
x2 (0%)
x2 (0%)
350
375
400
425
10
10
10
10
0
0
0
0
Deals 3x3/5x4/8x5/12x6(100%Elemental Damage.png) burning damage 15
31
61
122
Default

Weapon Classes

Every weapon belongs to a class (eg. Blade, Blunt, etc). Some belong to more than 1 class.

Collecting multiple weapons within the same class provides different bonuses, up to 6 weapons of the same class.

Weapons in the Shop also have a 15% chance to match an owned weapon's class (see Shop > Item & Weapon Chances for more info on this chance).

  • Eg. holding Scissors.png Scissors, which is both Precise and Medical, makes finding other Precise and Medical weapons more likely.
  • This can be helpful, to gain class bonuses and find copies of the same weapon.
  • It can also be detrimental, as holding lots of weapons with different classes can dilute a shop's pool.

Weapon Classes List

Click the class name for full details on their assigned weapons.

Class Bonuses Weapons
Blade (2)+1 Melee Damage 1% Life Steal
(3)+2 Melee Damage 2% Life Steal
(4)+3 Melee Damage 3% Life Steal
(5)+4 Melee Damage 4% Life Steal
(6)+5 Melee Damage 5% Life Steal


Sword
  Sword


Blunt (2)+1 Armor -2% Speed
(3)+1 Armor +3 Max HP -4% Speed
(4)+2 Armor +3 Max HP -6% Speed
(5)+2 Armor +6 Max HP -8% Speed
(6)+3 Armor +6 Max HP -10% Speed
Rock
  Rock


Hammer
  Hammer
Elemental (2)+1 Elemental Damage
(3)+2 Elemental Damage
(4)+3 Elemental Damage
(5)+4 Elemental Damage
(6)+5 Elemental Damage

Plank
  Plank

Taser
  Taser

Torch
  Torch

Wand
  Wand




Ethereal (2)+6% Dodge Chance -1 Armor
(3)+12% Dodge Chance -2 Armor
(4)+18% Dodge Chance -3 Armor
(5)+24% Dodge Chance -4 Armor
(6)+30% Dodge Chance -5 Armor



Scythe
  Scythe
Explosive (2)+5% Explosive Size
(3)+10% Explosive Size
(4)+15% Explosive Size
(5)+20% Explosive Size
(6)+25% Explosive Size
Plank
  Plank





Gun (2)+10 Range
(3)+20 Range
(4)+30 Range
(5)+40 Range
(6)+50 Range



Pistol
  Pistol



SMG
  SMG



Heavy (2)+5% Damage
(3)+10% Damage
(4)+15% Damage
(5)+20% Damage
(6)+25% Damage

Hammer
  Hammer






Medical (2)+1 HP Regeneration
(3)+2 HP Regeneration
(4)+3 HP Regeneration
(5)+4 HP Regeneration
(6)+5 HP Regeneration


Medieval (2)+1 Armor
(3)+1 Armor, +3% Dodge
(4)+2 Armor, +3% Dodge
(5)+2 Armor, +6% Dodge
(6)+3 Armor, +6% Dodge




Sword
  Sword
Precise (2)+3% Crit Chance
(3)+6% Crit Chance
(4)+9% Crit Chance
(5)+12% Crit Chance
(6)+15% Crit Chance
Claw
  Claw

Knife
  Knife







Drill
  Drill
Primitive (2)+3 Max HP
(3)+6 Max HP
(4)+9 Max HP
(5)+12 Max HP
(6)+15 Max HP



Rock
  Rock


Spear
  Spear

Stick
  Stick

Torch
  Torch
Support (2)+5 Harvesting
(3)+10 Harvesting
(4)+15 Harvesting
(5)+20 Harvesting
(6)+25 Harvesting
Hand
  Hand

Pruner
  Pruner

Taser
  Taser

Tool (2)+1 Engineering
(3)+2 Engineering
(4)+3 Engineering
(5)+4 Engineering
(6)+5 Engineering

Wrench
  Wrench
Unarmed (2)+3% Dodge Chance
(3)+6% Dodge Chance
(4)+9% Dodge Chance
(5)+12% Dodge Chance
(6)+15% Dodge Chance
Claw
  Claw

Fist
  Fist

Hand
  Hand



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