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Weapons are equipment and can be either melee weapons or ranged weapons.

Weapons can be regular or variated. Regular weapons have a quality difference, which affects their critical damage and recycling results. While variant weapons have special effects and are deemed as perfect quality on critical damage and recycling.

For weapons that have multiple hits, the damage shown in the in-game description means the damage per hit, not the total damage that the weapons can deal per attack.

Melee Weapons

Damage of most melee weapons depends on Strength stat and melee skill.

Special variants of weapons are shown in tables.


Sword

  • +10% critical chance
Variant Name Desc./Effect
Reflex Sword +15% chance to block projectiles

No effect on critical chance

Scimitar Counterattacks after blocking

No effect on critical chance

Jagged Sword Increases BLK
‘Protector’ Sword Increases BLK

~40% chance to gain Protection upon blocking for ~10+ turns

'Ripper' Sword Increases BLK

Chance to cast Armor Destruction on target upon successful hit


Katana

  • Slightly higher damage among melee weapons
Variant Name Desc./Effect
Plasma Katana
  • Consumes energy
  • +40% damage
  • 20% chance to block projectiles


Mace

  • Ignores a percentage of target’s armor. The percentage depends on quality:
    • Bad: 40%
    • Good: 60%
    • Perfect: 80%
    • Variant: 85%
Variant Name Desc./Effect
Destruction Mace Ignore 85% of target's armor

Chance to cast Armor Destruction on target upon successful hit


Axe

  • Whirl Strike: attacks all units on 4 adjacent tiles, less damage on non-targeted tiles
  • Wide numeric range of damage (less consistent output)


Hammer

  • Blast Wave: attacks deal area damage to tiles adjacent to target, can destroy obstacles like crystals and barrels
Variant Name Desc./Effect
Energy Hammer Blast Wave

Electric Strike*

Consumes energy

Plasma Hammer Blast Wave

Electric Strike*

Spills acid

Consumes energy

Blood Hammer Blast Wave

+200% damage(-8% HP per strike)

Impulse Hammer Impulse Strike (consumes energy)

From crafting

Fire Impulse Hammer Impulse Strike (consumes energy)

Fire damage

From crafting

Necro Impulse Hammer Impulse Strike (consumes energy)

Chance of necro damage

From crafting

Impulse Hammer 'Thor' Impulse Strike (consumes energy)

Summons electric explosions (consumes energy)

From crafting

* Electric Strike : attacks release a chain lightning that jumps to target and then to nearby units or obstacles and deals electric damage to them


Dagger

  • 2 strikes per attack
  • Low damage among melee weapons
  • Damage affected by both Strength(60%) and Agility(40%)
Variant Name Desc./Effect
‘Ripper’ Dagger Chance to cast Armor Destruction on target upon successful hit


Claws

  • 3 strikes per attack
  • Last strike attacks front, left and right tiles
  • Damage affected by both Strength(60%) and Agility(40%)
Variant Name Desc./Effect
Blood Claws +100% damage-3% HP per strike

From crafting

Plasma Claws Consumes energy

+40% damage

Energy Claws

  • Regular: Ignore 50% of target's armor
Variant Name Desc./Effect
Energy Claws Ignore 50% of target's armor
Phase Energy Claws Chain Reaction

Ignore 25% of target's armor

Blink Energy Claws Blink

Ignores 25% of target's armor

4 strikes per attack


Energy Sword

  • Regular: 20% more chance to block projectile
     
Variant Name Desc./Effect
Phase Energy Sword
  • +15% chance to block projectile
  • Chain reaction
Energy Sword 'Blink'
  • +15% chance to block projectile
  • 3 strikes per attack
  • Blink
Necrosword 'Blink'
  • +15% chance to block projectile
  • Necro
  • 3 strikes per attack
  • Blink
Energy Sword ‘Ghost’
  • +20% chance to block projectile
  • Dash through (up to 3) enemies and obstacles that are aligned straight and damage them
Energy Sword ‘Jumper’
  • +20% chance to block projectile
  • Teleport to random place together with target when attacking, needs cooldown
Energy Sword ’Phantom’
  • Dash through (up to 3) enemies and obstacles that are aligned straight and damage them
  • Chance to gain Instant Movement effect for 1-3 turns when attacking

Ranged Weapons

Ranged weapons consume ammo or other resources. The shooting button show the turns need to reload ammo on the upper position while the lower is remaining ammo for the equipped weapon

Ammo reload also counts in shooting turn, so reload: 1 weapon can shoot every turn.

Some ranged weapons can use more than one type of ammo. Changing ammo does not cost a turn but needs reloading again.

If a ranged attack is dodged, it attacks the enemies or destroys obstacles behind the target that dodged.


Special variant of weapons are shown in tables.

Pistol

  • Ammo: Pistol Bullet
  • Reload: 2-3
Variant Name Desc./Effect
AP Pistol Shots pierce enemies and obstacles

Chance to cast Armor Destruction on target upon successful hit


Revolver

  • Ammo: Pistol Bullet
  • Reload: 2 per clip in cylinder
  • 2-3 shots per attack
  • Cylinder: 3
  • Less damage per shot compared to pistol
Variant Name

Desc./Effect

AP Revolver Shots pierce enemies and obstacles

Chance to cast Armor Destruction on target upon successful hit

Quick Revolver 3 shots per attack


Shotgun

  • Ammo: Shortgun Shell
  • Reload: 2-3
  • High chance to damage 4 adjacent tiles of target
  • Dodging still receives partial damage
Variant Name

Desc./Effect

Battle Shotgun/

Shotgun T-2

Cylinder: 3
Blood Shotgun +100% damage-7% HP per shot
Crush Gun
  • Cylinder: 3
  • Reload : 2
  • Ammo consumption: 1-3
  • Less damage with non-full cylinder
  • Higher chance to knock off crafting component from robots
  • From crafting


Rifle

  • Ammo: Rifle ammo
  • Reload: 4-6 for the entire magazine
  • 5 shots per attack
  • Magazine: 5 shots

Variant Name

Desc./Effect

Revolver Rifle Reload: 2 per shot

Shots: 4

Magazine: 5

Shots pierce enemies

Chance to cast Armor Destruction on target upon successful hit

Higher damage per shot compared to rifle

Blood Rifle Shots:5

Reload:5

+100% damage

-2% HP per shot

From crafting


Bows

  • Ammo: arrows
  • Reload: 1
  • Long Bow
    • Shoots through obstacles

Variant Name

Desc./Effect

Short Bow 2 shots per attack, but lower damage per shots


Arrow Gun

  • Ammo: arrows
  • Reload: 1
  • 3 shots per attack
  • Cylinder: 3
  • Less damage per shot compared to long bow
  • Changing ammo type on depletion of one type costs 1 turn
Variant Name Desc./Effect
Improved Arrow Gun Cylinder: 5


Grenade Launcher

  • Ammo: Grenades
  • Reload: 2~3 per shot
  • Cylinder: 3
  • Delay, depends on quality:
    • Bad: 2-4 turns
    • Good: 2-3 turns
    • Perfect: 2 turns
  • Can fire at empty tile
  • High damage among ranged weapons
  • Full damage at center of targeted tile, less on adjacent tiles, least on diagonal tiles
  • Immediate explosion when fired to pools
Variant Name Desc./Effect
Improved Grenade Gun

Cylinder: 4

Reload: 2

From crafting using armor Grenadier

Sniper Rifle

  • Ammo: Sinper Bullets
  • Reload: 3
  • Shoot range +1
  • From crafting


Flamethrower

  • Ammo: Flamethrower Fuel
  • No quality difference
  • Reload: 1
  • Can fire at empty tile
  • Sets ground on fire
  • Not dodgeable or blockable
  • Low damage on shields


Phase Gun

  • Ammo: energy
  • Reload: 2
  • Chain reaction - attack releases an energy chain that links target to up to ~3 random units within 2 tiles of target. Damages the chained units.
  • Dodging still received partial damage


Phase Repeater

  • Ammo: energy
  • Reload: 3 turns for whole cylinder
  • 3 shots per attack
  • Chain reaction - attack releases an energy chain that links target to up to ~3 random units within 2 tiles of target. Damages the chained units.
  • Dodging still receives partial damage


Disintegrator

  • Ammo: energy
  • Reload: 5-6
  • High damage among ranged weapons
  • Ignores and removes shields
  • Dodging still deals partial damage
  • Can not trigger illusory decoys when using ability Invisibility
Variant Name Desc./Effect
Phase Disintegrator Chain reaction

From crafting


TYPE-6 'Eraser'

  • Ammo: Plasma Charge
  • No quality difference
  • Reload: 5-6
  • Damages all units and eliminates most blocks and all obstacles in a large area.
  • Not dodgeable or blockable to most enemies
  • Ignores and removes shields
  • Damage cannot be buffed under effect of Elixir of Agility
  • Highest single hit raw damage among all weapons in the game
  • Shooting at adjacent tile will probably kill you


Type-8 ‘Mjolnir’

  • Ammo: Electric Charge
  • No quality difference
  • Reload: 5
  • Electric damage
  • Range: 5x8 tiles
  • High damage electric explosions in the area 1 turn after shooting.
  • Not dodgeable or blockable to most enemies
  • Ignores and removes shields
  • Damage cannot be buffed under effect of Elixir of Agility
  • High damage among ranged weapons
  • Shooting at adjacent tiles will probably kill you

Ammunition

Item Max. Effect Drop
Pistol Bullet 80 Common
Shortgun Shell 75 Common
Rifle Bullet 300 Common
Arrow 60 Common
Acid Arrow 60 Spills acid on targeted tile

Undodgeable

More commonly drops in acid caves
Shock Arrow 60 Destroys energy shield

Electric damage

Undodgeable

Common
Fire Arrow 60 Fire damage

Undodgeable

More commonly drops in lava caves
Cursed Arrow 60 Cursed fire damage

Undodgeable

Rare drop in lava caves, common drop in old factory
Simple Grenade 30 Common
Caustic Grenade 15 Splash acid on tiles, lasts many turns Higher chance drop by the caustic elite in Abandoned Laboratory
Electric Grenade 15 Destroys energy shields

Electric damage

Common
Electric Grenade T-2 6
  • Destroys energy shield
  • Electric damage
  • Damage distance: 2-3 tiles
  • Higher damage than electric grenade
Higher chance drop by Split Guardian
T-2 Landmines 12 Range: 1 Common in Old Factory or from crafting
Fire Grenade 15 Sets targeted area on fire More commonly drops in lava caves
Sniper Bullets 20 From crafting
Flamethrower Fuel 400 Common, Lava Slime, Lava Slime Hole
Plasma Charge 5 Emerald chest, Guard's Fortress, Abandoned Laboratory, Old Factory, Vending Machine, Merchant
Electric Charge 5 Emerald chest, Guard's Fortress, Abandoned Laboratory, Old Factory,

Vending Machine, Merchant

Variations

The table below lists weapons variant that are across different weapon types, and the effects of the Variant

Variation Effect
Acid/Caustic
  • Spills acid on the tile(s) of/around targeted enemy
  • Higher weapon damage(unconfirmed)
Electric
  • Deals extra damage to robot
  • Chance to generate electric strikes to adjacent tiles of target
  • Deals extra damage to energy shields (uncorfirmed)
Fire
  • Chance to cast Burning effect on target enemy
  • Chance to set tile(s) on fire
Cursed
  • Chance to put cursed fire on target enemy
  • Chance to put tile(s) on cursed fire
  • Cursed fire can burn demons
  • Cursed fire damage is less affected by fire immunity
Inferno Mix of electric and fire variations
Bone Chance to deal very high damage
Devourment Upon killing units, chance to gain Vampirism effect for 1-3 turns (including the turn of killing).
Midas More gold and emeralds dropped from enemies when performing the killing blow with this weapon.
Electric Midas Mix of electric and Midas variations
Phase Chain reaction: small additional damage to 2-3 units 2 tiles close to target
Blink
  • 3-4 hits
  • When there are multiple enemies nearby, after the first strike/shot on target, the weapon wielder will tend to teleport next to and attack other enemies insight in 1 turn, those enemies need not to be in range of weapon
  • Wielder can "blink-teleport" on empty tiles and pools during attack
  • Lack of room for teleportation may make the wielder can only do the first and last hit
Necro Chance to summon weak allied skeleton(s) upon attack
Necro-fire Mix of fire and necro variations
Necro Blink Mix of necro and blink variations
Armor Penetration
  • Chance to cast Armor Destruction on target upon successful hit
  • See 'Ripper Sword', Destruction Mace, AP Pistol, AP Revolver or Revolver Rifle
Blood
  • Consumes health
  • Deals extra damge
  • Deals normal damage and stops consuming health when health is low.
  • See Shotgun, Hammer, Claws or Rifle
Plasma
  • Not applicable for Plasma Hammer
  • Consumes energy
  • Bonus to damage
Shadow
  • Grants Invisibility for 2-3 turns when a hit is dodged
  • The effect is self-stackable
Chaos
  • Each hit has a random effect. Includes but not limited to Bone, Caustic, Electric, Electric Midas, Fire, Cursed Fire, Inferno, Armor Penetration, Devourment, Blood, Necro.
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