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* Reload: 5-6 |
* Reload: 5-6 |
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* High damage among ranged weapons |
* High damage among ranged weapons |
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+ | * Ignores and removes shields |
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* Dodging still receives partial damage |
* Dodging still receives partial damage |
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+ | * Can not trigger illusory decoys when using ability Invisibility |
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!Variant Name |
!Variant Name |
Revision as of 05:38, 16 December 2019
Weapons are equipment and can be either melee weapons or ranged weapons.
Weapons can be regular or variated. Regular weapons has quality difference which affects their critical damages 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
Reflex Sword
- +15% chance to block projectiles
Jagged Sword
- Increases BLK
Variant Name | Desc./Effect |
---|---|
‘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
- High damage among melee weapons
Scimitar
- Counterattacks after blocking
Mace
- Ignores a percentage of target’s armor
- Quality:
- Bad 40%
- Good 60%
- Perfect 80%
- Variant 85%
- Quality:
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
- Large 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* (first and last strikes if using armor Prototype 10)
- 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 |
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 |
|
Energy Sword 'Blink' |
|
Necrosword 'Blink' |
|
Energy Sword ‘Ghost’ |
|
Energy Sword ‘Jumper’ |
|
Energy Sword ’Phantom’ |
|
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 | 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 |
Electric Crush Gun | Cylinder: 3
Reload : 2 Ammo consumption: 1-3 Electric damage 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
- Short Bow
- 2 shots per attack, but lower damage per shots compared to long bow
- No variation
- Long Bow
- Shoots through obstacles
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 underground lakes
Sniper Rifle
- Ammo: Sinper Bullets
- Reload: 3
- Shoot range +1
- From crafting
Variant Name | Desc./Effect |
---|---|
Caustic Sniper Rifle | Caustic damage |
Necro Sniper Rifle | Chance of necro damage |
Flamethrower
- Ammo: Flamethrower Fuel
- No quality difference
- No variation
- Reload: 1
- Can fire at empty tile
- Puts ground on fire
- Fire damage
- 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 receives partial damage
Phase Repeater
- Ammo: energy
- Reload: 3 for all shots
- 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 receives 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 yourself.
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 yourself.
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 drop in acid caves |
Shock Arrow | 60 | Destroys energy shield
Electric damage Undodgeable |
common |
Fire Arrow | 60 | Fire damage
Undodgeable |
more commonly drop 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 |
|
Higher chance drop by Split Guardian |
Fire Grenade | 15 | Puts targeted area on fire | more commonly drop 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 |
|
Electric |
|
Fire |
|
Cursed |
|
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. |
Blink |
|
Necro | Chance to generate necro electric strikes to adjacent tiles of target that have chance to summon weak allied skeleton |
Necro Blink | Mix of necro and blink variations |
Armor Penetration |
|
Blood |
|