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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.

Swords[]

A very common type of weapons that can be used by most enemies. It also has many subcategories: Swords, Reflex Swords, Scimitar, Jagged Sword, Katana, Energy Sword, Energy Blade. With each has different stats and special effects.

Common Sword[]

This is the basic subcategory of Sword type weaponry and has signature effects:

  • Base critical damage: 180%
  • +10% critical chance
  • Basic average damage output
Variant Name Desc./Effect
Sword
Sword (Shelter)
  • +5% critical damage
  • Can be bought from shelter vending machine
Fine Sword
  • +10% critical damage
Sharp Sword
  • +15% critical damage
Midas Sword
  • More gold and emeralds from enemies
Bone Sword
  • Chance to deal high extra damage
Sword of Devourment
  • Chance to cast "Vampirism"
Fire Sword
  • Fire damage
Necro Sword
  • Chance to summon an allied skeleton
Inferno Sword
  • Electric damage
  • Fire damage
Necrofire Sword
  • Necrofire damage
Electric Midas Sword
  • Electric damage
  • More gold and emeralds from enemies

Reflex Sword[]

This is the second basic subcategory of Sword type weaponry and has signature effects:

  • Base critical damage: 170%
  • Has 15% chance to block projectiles
Variant Name Desc./Effect
Reflex Sword
Reflex Sword (Shelter)
  • +5% critical damage
  • Can be bought from shelter vending machine
Reflex Sword II
  • +10% critical damage
Reflex Sword III
  • +10% critical chance

Jagged Sword[]

This is a special type of sword that specialize in defense at a cost of damage output, these swords has signature effects:

  • Base critical damage: 180%
  • + Blocking scaling with item's level. Has a Base Stat: +8. (at level 1)
Variant Name Desc./Effect
Jagged Sword
'Ripper' Sword
  • Chance to cast "Armor Destruction"
'Protector' Sword
  • Has 40% chance to cast "Protection" upon blocking
Electric Jagged Sword
  • Electric damage
Fire Jagged Sword
  • Fire damage

Scimitar[]

This is a one of the basic type of sword that more lean in defense side, has damage output better than jagged sword, these scimitars has signature effects:

  • Base critical damage: 170%
  • Counterattack after block
Variant Name Desc./Effect
Scimitar
Scimitar (Shelter)
  • +5% critical damage
  • Can be bought from shelter vending machine
Deadly Scimitar
  • +10% critical chance
  • +15% critical damage
Fire Scimitar
  • Fire damage
Fire Scimitar II
  • Fire damage
  • +5% critical damage
Fire Scimitar III
  • Fire damage
  • +5% critical chance
  • +5% critical damage
Electric Scimitar
  • Electric damage
Necrofire Scimitar
  • Necrofire damage
Reflex Scimitar
  • 15% chance to block projectiles

Katana[]

A fine weapon that has Third most highest damage output in all swords type weaponry. It has signature effects:

  • Base critical damage: 180%
  • High damage weapon
Variant Name Desc./Effect
Katana
Katana (Shelter)
  • +5% critical damage
  • Can be bought from shelter vending machine
Deadly Katana
  • +15% critical chance
  • +15% critical damage
Electric Katana
  • Electric damage
Cursed Katana
  • Fire damage
  • Can burn demons
Inferno Katana
  • Fire damage
  • Electric damage
Chaos Katana
  • Ramdom effect
Necro Katana
  • Chance to summon an allied skeleton
Necrofire Katana
  • Necrofire damage
Ashen Katana
  • Disintegrating fire damage
Tactical Katana
  • Tacitical Dash for 3 turns if the enemy dodges the attack

Energy Sword[]

Special subcategory of sword type, It's being classicfied as Energy Weapon. Thus, it any buff affect enery weapon will also affect this kind of sword. Boss tier and Elite tier enemies usually has this type of weapon. It has signature effects:

  • Base critical damage: 160%
  • High damage weapon
  • Attack up to 3 targets, that are located in the same line (can be hard to used)
Variant Name Desc./Effect
Energy Sword 'Ghost'
  • +15% critical chance
  • 20% chance to block projectiles
Energy Sword 'Ghost' II
  • +15% critical damage
  • 20% chance to block projectiles
Energy Sword 'Phantom'
  • +5% critical chance
  • Chance to cast "Instant Movement" for 1-3 turns
Energy Sword 'Jumper'
  • Teleport to a random place together with the enemy
  • 20% chance to block projectile
Shadow Energy Sword
  • Applies invisibility for 2-3 turns if the enemy dodges the attack
  • 15% chance to block projectiles

Energy Sword 'Blink'[]

Special subcategory of sword type, It's also being classicfied as Energy Weapon. A fearsome weapon in 1v1, and also the worst weapon when fighting more than 2 enemies at the same time. Red Sentinel and Green Sentinel usually have this type of weapon. Another special variant of Energy Sword. It has signature effects:

  • Base critical damage: 175%
  • Highest total damage output
  • Attacks: 3
  • Attack different targets by blinking around.
Variant Name Desc./Effect
Energy Sword 'Blink'
  • Energy Weapon
  • 15% chance to block projectiles
Necro Sword 'Blink'
  • Energy Weapon
  • Chance to summon an allied skeleton

Energy Blade[]

The final Special subcategory of sword type, It's also being classicfied as Energy Weapon. Has damage output even higher than katana but still second place compare to Energy Sword 'Blink'. And yes, Plasma Katana is classified as Energy Blade. Another special variant of Energy Sword. Elite tier robotic enemies usually has this type of weapon, especially those are guarding the vending machine. It has signature effects:

  • Base critical damage: 160%
  • High damage output, treated as Katana
  • Energy Weapon
Variant Name Desc./Effect
Energy Blade
  • +5% critical chance
  • 20% chance to block projectile
Energy Blade II
  • +15% critical damage
  • 20% chance to block projectile
Phase Energy Blade
  • Chain reaction
  • 15% chance to block projectile
Plasma Katana
  • Consumes energy: 2~ (Base stats)
  • +40% damage
  • 20% chance to block projectiles
Shadow Energy Blade
  • Applies invisibility for 2-3 turns if the enemy dodges the attack
  • 20% chance to block projectile
Energy Blade 'Reflector'
  • Reflecting block bullets to nearby enemies
  • 20% chance to block projectile
Chaos Energy Blade
  • Random effect
  • 20% chance to block projectile

Mace[]

Ignores a percentage of target’s armor, has lower damage output compare to other weapon with similar level. Good against enemies that can cast "Protection".

  • Base critical damage: 170%
Variant Name Desc./Effect
Mace
  • Ignore 80% of target's armor
Mace (Shelter)
  • Ignore 80% of the target's armor
  • +5% critical damage
  • Can be bought from shelter vending machine
Reinforced Mace
  • Ignore 85% of the target's armor
  • +10% critical damage
Midas Mace
  • Ignore 85% of the target's armor
  • More gold and emeralds from enemies
Mace of Destruction
  • Ignore 85% of the target's armor
  • Chance to cast "Armor Destruction"
Electric Mace
  • Ignore 85% of the target's armor
  • Electric damage
Fire Mace
  • Ignore 85% of the target's armor
  • Fire damage
Necro Mace
  • Ignore 85% of the target's armor
  • Chance to summon an allied skeleton
Electric Midas Mace
  • Ignore 85% of the target's armor
  • More gold and emeralds from enemies
  • Electric damage
Necrofire Mace
  • Ignore 85% of target's armor
  • Necrofire damage
Caustic Mace
  • Ignore 85% of target's armor
  • Caustic damage
  • Spills acid

Axe[]

Common/Special Axe[]

A good weapon when playing an aggressive run, surround by enemies, decent damage and has many variants with special effect. Its signature effects:

  • Base critical damage: 180%
  • Whirl Strike: attacks all units on 4 adjacent tiles, less damage on non-targeted tiles
  • Wide numeric range of damage (less consistent output)
Variant Name Desc./Effect
Battle Axe
Batlle Axe (Shelter)
  • +5% critical damage
  • Can be bought from shelter vending machine
Heavy Battle Axe
  • +20% critical damage
Bone Axe
  • Chance to deal high extra damage
Electric Axe
  • Electric damage
Fire Axe
  • Fire damage
Cursed Axe
  • Fire damage
  • Can burn demons
Necro Axe
  • Chance to summon an allied skeleton
Inferno Axe
  • Electric damage
  • Fire damage
Electric Midas Axe
  • More gold and emeralds from enemies
  • Electric damage
Chaos Axe
  • Random effect
Ashen Axe
  • Disintegrating fire damage
Tactical Axe
  • Tactical Dash for 3 turns if the enemy dodges the attack

Energy Axe[]

Similar to regular axes, is classified as Energy Weapon, more damage output than non-energy axe, usually has the ability to ignore a portion of target's armor. Its signature effects:

  • Base critical damage: 165%
  • Whirl Strike: attacks all units on 4 adjacent tiles, less damage on non-targeted tiles
  • Wide numeric range of damage (less consistent output)
Variant Name Desc./Effect
Energy Axe II
  • Ignore 20% of the target's armor
  • +10% critical damage
Energy Axe
  • Ignore 20% of the target's armor
  • +10% critical chance
Chaos Energy Axe
  • Ignore 15% of the target's armor
  • Random effect
Shadow Energy Axe
  • Ignore 15% of the target's armor
  • Applies invisibility for 2-3 turns if the enemy dodges the attack
Plasma Axe
  • Ignore 15% of the target's armor
  • Consumes energy: 2~ (Base stats)
  • +50% damage


Hammer[]

A decent type of weapom, with average damage output and its attack is impossible to block or evade completely (deals half the damage to target that blocked or dogded this attack) because of the Blast Wave, but has very low critical damage. A very good weapon when fighhting in a hallway and against evasive or light armor enemies, recommend avoiding being surround by enemies as in that situation Blast Wave shows little effective.

Common/Special Hammer[]

  • Base critical damage: 135%
  • Blast Wave: attacks deal area damage to tiles adjacent to target, can destroy obstacles like crystals and barrels
Variant Name Desc./Effect
Battle Hammer
Battle Hammer (Shelter)
  • +5% critical damage
  • Can be bought from shelter vending machine
Blood Hammer
  • +200% damage
  • -8% health points per strike
Caustic Hammer
  • Caustic damage
  • Spills acid
Midas Hammer
  • More gold and emeralds from enemies
Fire Hammer
  • Fire damage
Cursed Hammer
  • Fire damage
  • Can burn demons
Necro Hammer
  • Chance to summon an allied skeleton
Inferno Hammer
  • Fire damage
  • Electric damage
Hammer of Devourment
  • Chance to cast "Vampirism"

Energy Hammer[]

The energy counterpart of Hammer, all hammers mentiond below are classified as Energy Weapon. These weapons often has higher damage output compare to it non-energy counterpart and also have it Blast Wave being enhanced by adding another effect or replacing by Impusle Strike. Most of them consume energy for each strike.

  • Base critical damage: 135%
Variant Name Desc./Effect
Hammer 'Blink'
  • 2 strikes per attack turn
  • Attack different target
Energy Hammer
  • Blast wave
  • Electric strike*
  • Consumes energy: 2~ (Base stats)
Energy Hammer (Shelter)
  • Blast wave
  • Electric strike*
  • Consumes energy: 3~ (Base stats)
  • +5% critical damage
  • Can be bought from shelter vending machine
Plasma Caustic Hammer
  • Blast wave
  • Electric strike*
  • Caustic damage
  • Spills acid
  • Consumes energy: 4~ (Base stats)
Impulse Hammer
  • Impulse strike**
  • Consumes energy: 1~ (Base stats)
  • Can only be obtained via crafting
Fire Impulse Hammer
  • Impulse strike**
  • Fire damage
  • Consumes energy: 3~ (Base stats)
  • Can only be obtained via crafting
Necro Impulse Hammer
  • Impulse strike**
  • Chance to summon an allied skeleton
  • Consumes energy: 2~ (Base stats)
  • Can only be obtained via crafting
Impulse Hammer 'Thor'
  • Impulse strike**
  • Summon strikes of lightning
  • Consumes energy: 5~ (Base stats)
  • Can only be obtained via crafting
Chaos Impulse Hammer
  • Impulse strike**
  • Summon strikes of chaos lightning
  • Consumes energy: 4~ (Base stats)
  • Can only be obtained via crafting
Ashen Impulse Hammer
  • Impulse strike**
  • Disintegrating fire damage
  • Consumes energy: 3~ (Base stats)
  • Can only be obtained via 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. (shockwave in a form of lightning)

Impusle Strike**: attacks deal area damage to tiles adjacent to target, can destroy obstacles like crystals and barrels; similar to the ability Energy Impulse, deals damage according to the weapon element (electric, fire, ...) and pushes all affected targets away.

Dagger[]

A weapon that being flavored by ranger builds. Useless for warrior builds, but can has a decent amount of damage even with low melee skill if used by ranger builds. To maximinze it potential your stats should be 2 Strength - 5 Agility - 1 Luck.

  • Base critical damage: 180%
  • 2 strikes per attack
  • Low damage among melee weapons (need specialize build to use properly)
  • Damage affected by both Strength(40%) and Agility(60%)
Variant Name Desc./Effect
Dagger
Dagger (Shelter)
  • +5% critical damage
  • Can be bought from shelter vending machine
Sharp Dagger
  • +10% critical damage
Scout Dagger
  • +5 Ranged skill (Base stats)
  • +5% critical chance
'Ripper' Dagger
  • Chance to cast "Armor Destruction"
Cursed Dagger
  • Fire damage
  • Can burn demons
Necro Dagger
  • Chance to summon an allied skeleton
Chaos Dagger
  • Random effect
Inferno Dagger
  • Fire damage
  • Electric damage

Claws[]

A versatile and common weapon that can be used by both warrior builds and ranger builds. Its base stats a quite high often being compare as superior than other weapon by the game. Its weakness lies in its quick attack, can deal large amount of damage to no/light armor enemies but deals little to heavy armor ones. Making it really one of the worst weapons when fighting with Guardians due to their ability to cast 'Protection' on themselves and already high armor. Its signature effects:

  • 3 strikes per attack
  • Last strike attacks front, left and right tiles
  • Damage affected by both Strength(60%) and Agility(40%)

Common/Special Claws[]

Has a vast variants which has many additional effects for elemental to special ones.

  • Base critical damage: 200%
Variant Name Desc./Effect
Claws
Claws (Shelter)
  • +5% critical damage
  • Can be bought from shelter vending machine
Hunter Claws
  • +10% critical chance
Sharp Claws
  • +5% critical chance
  • +15% critical damage
Deadly Claws
  • +10% critical chance
  • +20% critical damage
Electric Claws
  • Electric damage
Claws of Devourment
  • Chance to cast "Vampirism"
Fire Claws
  • Fire damage
Cursed Claws
  • Fire damage
  • Can burn demons
Bone Claws
  • Chance to deal high extra damage
Inferno Claws
  • Electric damage
  • Fire damage
Electric Midas Claws
  • Electric damage
  • More gold and emeralds from enemies
Chaos Claws
  • Ramdom effect
Necrofire Claws
  • Necrofire damage
Ashen Claws
  • Disintegrating fire damage
Tactical Claws
  • Tactical Dash for 3 turns if the enemy dodges the attack
Blood Claws
  • +100% damage
  • -3% health points per "strike" (it's a strike not attack turn)
  • Can only be obtained via crafting


Energy Claws[]

The energy counterpart of Claws, all Claws mentiond below are classified as Energy Weapon. These weapons often has higher damage output compare to it non-energy counterpart. Some variants even has the ability to ignore a portion of target armor, thus good against heavy armor foes. Energy Claws often being used by Elite robotic enemies

  • Base critical damage: 180%
Variant Name Desc./Effect
Plasma Claws
  • Consumes energy per "strike": 3~ (Base stats)
  • +40% damage
Energy Claws 
  • Ignore 50% of the target's armor
  • +10% critical chance
Energy Claws II
  • Ignore 50% of the target's armor
  • +10% critical damage
Phase Energy Claws
  • Ignore 25% of the target's armor
  • Chain reaction
Energy Claws 'Blink'
  • Ignore 25% of the target's armor
  • Attacks different targets
Energy Claws 'Blink' II
  • Ignore 25% of the target's armor
  • Attacks different targets
  • Has 4 strikes per attack instead of the usual 3
Necro Claws 'Blink'
  • Attacks different targets
  • Chance to summon an allied skeleton
Shadow Energy Claws
  • Ignore 50% of the target's armor
  • Applies invisibility for 2-3 turns if the enemy dodges the attack


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.


All variants of ranged weapon are shown in tables.

Pistols[]

The basic and common type of ranged weapon that consumes pistol bullets as ammo for attacks, it has the largest number of variants comparing to other types of ranged weapon, 32 variants in total. It's has 2 subclass: Pistol and Revolver. Both of these subclass are fairly common and lot of enemies using it even Boss enemy like Portal Guardian.

Pistol[]

A basic ranged weapon that has its damage output being treated as a standard measure for ranged attacks. It consumes a pistol bullet for each shot and requiring player to spend turns to reload in order to be used again. Its signature effects includes:

  • Ammo: Pistol Bullet
  • Reload: 2-3
  • Base critical damage: 150%
Variant Name Desc./Effect
Pistol
Pistol (Shelter)
Enhanced Pistol
Reinforced Pistol
Electric Pistol
Electric Pistol (Shelter)
Midas Pistol
Caustic Pistol
Bone Pistol
Fire Pistol
Cursed Pistol
Necro Pistol
Inferno Pistol
Electric Midas Pistol
AP Pistol
Chaos Pistol
Ashen Pistol
Shadow Pistol
Tactical Pistol


Revolver[]

A basic ranged weapon that can shoot more than 1 every attack turn. It consumes pistol bullets for each shot and has a cylinder to hold ammo. On reloading, it will add a pistol bullet into its cylinder one by one. It deals less than average per shot but can potentially deal heavy damage if all shots connected, of course at the cost of more ammo consumption. Its signature effects includes:

  • Ammo: Pistol Bullet
  • Reload: 2 per clip in cylinder
  • Cylinder: 3
  • Base critical damage: 150%
  • Less damage per shot compared to pistol but more total damage for an attack turn
Variant Name Desc./Effect
Revolver
Reinforced Revolver
Quick Revolver
AP Revolver
Electric Revolver
Fire Revolver
Cursed Revolver
Necrofire Revolver
Shadow Revolver
Tactical Revolver
Revolver 'Blink'
Necro Revolver 'Blink'
AP Revolver 'Blink' 3 shots per attack


Shotguns[]

One of the most useful ranged weapon for ranged builds. Its has slightly above average damage output, can potentially has a reload of 2 and has the ability to deal damage even when its target blocked or dodged the attack. It can also has a chance to deal splash damage to adjacent tiles near the target. Some of its variants even has a cylinder to let it shoot shot after shot without the need for immediately reloading. Has a total of 27 variants.

Shotgun[]

Shotgun weapons that don't have cylinder so it requires reloading after each shot. Deal fair amount of damage and can be devastating in the hand of elite enemies such as Terminator, Heavy Cyborg Skeleton, Heavy Necromech, Beta Destroyer, .... Its signature effects includes:

  • Ammo: Shotgun Shell
  • Reload: 2-3
  • Base critical chance: 160%
  • High chance to damage 4 adjacent tiles of target
  • Dodging and Blocking can't help negate all damage
Variant Name Desc./Effect
Shotgun
Shotgun Shelter
Enhanced Shotgun
Reinforced Shotgun
Midas Shotgun
Electric Shotgun
Caustic Shotgun
Bone Shotgun
Fire Shotgun
Cursed Shotgun
Shotgun of Devourment
Blood Shotgun
Necro Shotgun
Inferno Shotgun
Electric Midas Shotgun
Chaos Shotgun
Necrofire Shotgun
Ashen Shotgun


Battle Shotgun[]

A Shotgun subclass that has a cylinder, this could let player shoot turn after turn without the need to stop for reloading. This can be useful if player didn't have access to artifacts have the effect to increase reload speed. Deal slightly more damage than a basic Shotgun at the cost of higher reload speed and can be devastating in the hand of elite enemies such as Terminator, Heavy Cyborg Skeleton, Necromech, Alpha Destroyer, .... Its signature effects includes:

  • Ammo: Shotgun Shell
  • Reload: 3
  • Cylinder: 3
  • Base critical chance: 170%
  • High chance to damage 4 adjacent tiles of target
  • Dodging and Blocking can't help negate all damage
Variant Name Desc./Effect
Battle Shotgun
Fire Shotgun T-2
Electric Shotgun T-2
Necro Shotgun T-2
Bone Shotgun T-2
Shotgun 'Blink'
Necro Shotgun 'Blink'


Crush Gun[]

A special Shotgun subclass that also has a cylinder that also known as Triple barrel shotgun prototype, instead of letting player shoot turn after turn without the need to stop for reloading, it will shot once and consume all the ammo dealing proportion damage with ammo consumption. A shot that consumes 3 shotgun shells has lower than compare to 3 shots from a basic shotgun making it one of the worst ammo efficient weapon but you can deny that a shot from it can deal heavy damage. Currently there are no other ways to obtain this weapon without crafting. Its signature effects includes:

  • Ammo: Shotgun Shell
  • Reload: 2
  • Cylinder: 3
  • Ammo consumption: 1-3 (use all ammo currently in cylinder)
  • Base critical chance: 155%
  • High chance to damage 4 adjacent tiles of target
  • Dodging and Blocking can't help negate all damage
Variant Name Desc./Effect
Crush Gun
Electric Crush Gun


Rifles[]

Weapons that can shoot multiple shots in 1 attack turns or have range advantage. This type of ranged weapon has 3 subclass: Battle Rifle has a total of 16 variants, Revolver Rifle has a total of 4 variants and Sniper Rifle has 5 variant in total. Rifle and Revolver Rifle consume Rifle Bullets while Sniper Rifle consume Sniper Bullets respectively.

Battle Rifle[]

Battle Rifle is a basic and the most common weapons in "Rifles". They has the lowest damage per shot compare to any other ranged weapons but they make up with the ability to have up to 5 shots in a attack turn. This kind of weapon uses magazine so you wouldn't need to reload one by one like how regular ranged weapons, but instead it will reload an entire magazine (5 rounds of ammo) after reloading countdown to compensate this advantage it has rather longer time to reload. It's a solid weapon which can dish out high damage if all shots hit, but do poorly against heavy armor enemies like Terminator, Sentinel and Portal Guardian. Some of its variants even has effect to counter this downside. Its signature effects includes:

  • Ammo: Rifle Bullets
  • Reload: 4-5 for the entire magazine
  • 5 shots per attack turn (consume an entire magazine)
  • Magazine: 5 rounds
  • Base critical damage: 150%
Variant Name Desc./Effect
Battle Rifle
Battle Rifle (Shelter)
Enhanced Battle Rifle
Reinforced Battle Rifle
Caustic Rifle
Electric Rifle
Rifle of Devourment
Fire Rifle
Cursed Rifle
Inferno Rifle
Ashen Rifle
Necrofire Rifle
Necro Rifle
Electric Midas Rifle
Chaos Rifle
Blood Rifle

Revolver Rifle[]

Unlike Battle Rifle, Revolver Rifle uses cylinder like most typical ranged weapons and it requires to load each bullet one by one. Due to this feature it always has a reload countdown of 2, similar to Revolver pistol. Has higher damage per shot compare to Battle Rifle but very similar total damage output if all shots hit. It's an ammo efficient version of Battle Rifle with the downside of reloading a cylinder with 5 clips. Its signature effects includes:

  • Ammo: Rifle Bullets
  • Reload: 2 per clip in cylinder
  • Cylinder: 5
  • 4 shots per attack turn (consume all clips in cylinder)
  • Base critical damage: 150%
Variant Name Desc./Effect
Revolver Rifle
Shadow Rifle
Revolver Rifle 'Blink'
Tactical Rifle

Sniper Rifle[]

A special subclass of "Rifles". It can't have multiple shots in an attack turn but it can shoot further and has bonus accuracy. It has one of the highest damage per shot of all ranged weapons and a fair countdown time to reload. It also uses its own unique type of ammo - Sniper Bullets. Currently, you can only obtain Sniper Rifle and Sniper Bullets via crafting. Its signature effects includes:

  • Ammo: Sniper Bullet
  • Reload: 3
  • Base critical damage: 150%
  • Shooting range +1
  • Extremely high precision
Variant Name Desc./Effect
Sniper Rifle
Caustic Sniper Rifle
Caustic Sniper Rifle
Chaos Sniper Rifle
Ashen Sniper Rifle


Bows[]

Another basic type of ranged weapon, but bow is special. It always has a countdown reload of 1 which removes the needs to reload entirely. Due to that, it has significant lower damage per shot when comparing to a pistol shot. Bows use all kinds of arrow as ammo and special arrows such as Shock arrows, Fire arrows, ... Has a property of never miss and can not be block once fired. There are currently 12 variants of bow. Its signature effects includes:

  • Ammo: All kinds of arrow
  • Reload: 1
  • Base critical damage: 185%
Variant Name Desc./Effect
Long Bow
Long Bow (Shelter)
Reinforced Bow
Hunter Bow
Spiked Bow
Midas Bow
Bow of Devourment
Bone Bow
Necro Bow
Short Bow
Energy Bow 'Blink'
Necro Bow 'Blink'

Magic Wands[]

  • Ammo: Charges (Refueled using Magic Crystals)
  • Reload: 2
  • Base Critical Damage: 170%
  • Damage scales based on Character Level
  • (NOTE: I have not discovered all wand types in the game yet, only 5 out of 13.))
Variant Name Effect/Description
Wand of Electric Sparks Unleashes powerful electric discharges
Wand of Fire Sparks Unleashes powerful fire discharges
Midas Wand of Electric Sparks Unleashes powerful electric discharges

More gold and emeralds from enemies

Wand of Necrofire Sparks Unleashes powerful necrofire discharges
Wand of Spiked Barrier Creates a temporary damage-reflecting crystal barrier on the targetted spot.
Wand of Vampirism Steals health points on attack

Free transformation of any kind of life energy into the life energy of the bearer of this wand

Wand of Illusions Has Two Possible Effects:
  • If You Target An Enemy: You swap places with the enemy and turn invisible for a few turns
  • If You Target An Empty Tile: You summon a weak shadow copy of yourself and turn invisible for a few turns

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
More commonly drops in acid caves
Shock Arrow 60
  • Destroys energy shield
  • Electric damage
Common
Fire Arrow 60
  • Fire damage
More commonly drops in lava caves
Cursed Arrow 60
  • Cursed fire damage
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
  • Acts as exploding trap upon deloying
  • Do not trigger if player or player's allies step on
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 only
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
  • Lower weapon damage
Electric
  • Small chance to stun robotic enemies
  • Chance to generate electric strikes to adjacent tiles of target
  • Deals extra damage to energy shields
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 combo
  • 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
Necrofire
  • Mix of fire and necro variations
  • Necrofire damage is less affected by fire immunity
Necro Blink
  • Mix of necro and blink variations
Armor Penetration
  • Chance to cast Armor Destruction on target upon successful hit
  • Can pierce through enemies (Ranged weapon only)
  • See 'Ripper Sword', Destruction Mace, AP Pistol, AP Revolver or Revolver Rifle
Blood
  • Trigger per attack. (claw has 3 attacks per turn so triggers this effect 3 times)
  • Consumes health by percentage
  • Deals really high extra damage
  • 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.
Ashen
  • Energy or Magic Shield would be immediately destroyed if activated while in effect of disintegrating fire. Deals DoT, can not be fully negated by Fire Immunity.
Blitz
  • Attacks multiple different targets by teleportation around
  • Summons weak shadow copies on Blitz attacks
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