m (updated Reflex Sword and Energy Sword Variation) Tag: Visual edit |
No edit summary Tag: Visual edit |
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(29 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
− | Weapons are |
+ | Weapons are equipment and can be either melee weapons or ranged weapons. |
− | Weapons can be regular or |
+ | 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 |
+ | 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 == |
== Melee Weapons == |
||
− | Damage of most melee weapons depends on |
+ | Damage of most melee weapons depends on Strength stat and melee skill. |
− | Special |
+ | Special variants of weapons are shown in tables. |
− | <br> |
+ | <br /> |
=== '''Sword''' === |
=== '''Sword''' === |
||
− | * |
+ | * +10% critical chance |
− | <br> |
||
− | === '''Reflex Sword''' === |
||
− | * 20% more chance to block projectiles |
||
− | |||
− | <br> |
||
− | === '''Jagged Sword''' === |
||
− | * Increases BLK |
||
{| class="article-table" |
{| class="article-table" |
||
!Variant Name |
!Variant Name |
||
!Desc./Effect |
!Desc./Effect |
||
+ | |- |
||
+ | |Reflex Sword |
||
+ | |<nowiki>+15% chance to block projectiles</nowiki> |
||
+ | No effect on critical chance |
||
+ | |- |
||
+ | |Scimitar |
||
+ | |Counterattacks after blocking |
||
+ | No effect on critical chance |
||
+ | |- |
||
+ | |Jagged Sword |
||
+ | |Increases BLK |
||
|- |
|- |
||
|‘Protector’ Sword |
|‘Protector’ Sword |
||
|Increases BLK |
|Increases BLK |
||
− | ~40% chance to gain Protection |
+ | ~40% chance to gain Protection upon blocking for ~10+ turns |
|- |
|- |
||
|'Ripper' Sword |
|'Ripper' Sword |
||
|Increases BLK |
|Increases BLK |
||
− | Chance to cast |
+ | Chance to cast Armor Destruction on target upon successful hit |
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Katana''' === |
=== '''Katana''' === |
||
− | * |
+ | * Slightly higher damage among melee weapons |
+ | {| class="article-table" |
||
− | * Increases MLE although not shown in description in game |
||
+ | !Variant Name |
||
− | <br> |
||
+ | !Desc./Effect |
||
− | === '''Scimitar''' === |
||
+ | |- |
||
− | * Counterattacks after blocking |
||
+ | |Plasma Katana |
||
− | <br> |
||
+ | | |
||
+ | * Consumes energy |
||
+ | |||
+ | * +40% damage |
||
+ | |||
+ | * 20% chance to block projectiles |
||
+ | |} |
||
+ | <br /> |
||
=== '''Mace''' === |
=== '''Mace''' === |
||
− | * Ignores a percentage of target’s armor |
+ | * Ignores a percentage of target’s armor. The percentage depends on quality: |
− | ** Bad |
+ | ** Bad: 40% |
− | ** Good 60% |
+ | ** Good: 60% |
− | ** Perfect 80% |
+ | ** Perfect: 80% |
− | ** Variant 85% |
+ | ** Variant: 85% |
{| class="article-table" |
{| class="article-table" |
||
!Variant Name |
!Variant Name |
||
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|Destruction Mace |
|Destruction Mace |
||
|Ignore 85% of target's armor |
|Ignore 85% of target's armor |
||
− | Chance to cast |
+ | Chance to cast Armor Destruction on target upon successful hit |
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Axe''' === |
=== '''Axe''' === |
||
− | * Whirl Strike |
+ | * Whirl Strike: attacks all units on 4 adjacent tiles, less damage on non-targeted tiles |
− | * |
+ | * Wide numeric range of damage (less consistent output) |
− | <br>'''<nowiki/>''' |
+ | <br />'''<nowiki/>''' |
=== '''Hammer''' === |
=== '''Hammer''' === |
||
− | * Blast Wave |
+ | * Blast Wave: attacks deal area damage to tiles adjacent to target, can destroy obstacles like crystals and barrels |
− | |||
− | * High damage among melee weapons |
||
− | * Fire and Cursed variants of hammer can put fire on tiles furthest 3 tiles away from welder |
||
{| class="article-table" |
{| class="article-table" |
||
!Variant Name |
!Variant Name |
||
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|Energy Hammer |
|Energy Hammer |
||
|Blast Wave |
|Blast Wave |
||
− | Electric Strike |
+ | Electric Strike* |
Consumes energy |
Consumes energy |
||
Line 77: | Line 86: | ||
|Plasma Hammer |
|Plasma Hammer |
||
|Blast Wave |
|Blast Wave |
||
− | Electric Strike |
+ | Electric Strike* |
Spills acid |
Spills acid |
||
Line 85: | Line 94: | ||
|Blood Hammer |
|Blood Hammer |
||
|Blast Wave |
|Blast Wave |
||
− | +200% damage |
+ | +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 |
||
− | -8% HP per strike |
||
+ | |- |
||
+ | |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 |
||
|} |
|} |
||
− | <nowiki> |
+ | <nowiki>*</nowiki> Electric Strike<nowiki> </nowiki>: attacks release a chain lightning that jumps to target and then to nearby units or obstacles and deals electric damage to them |
− | <br> |
+ | <br /> |
=== '''Dagger''' === |
=== '''Dagger''' === |
||
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|- |
|- |
||
|‘Ripper’ Dagger |
|‘Ripper’ Dagger |
||
− | |Chance to cast |
+ | |Chance to cast Armor Destruction on target upon successful hit |
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Claws''' === |
=== '''Claws''' === |
||
* 3 strikes per attack |
* 3 strikes per attack |
||
− | * Last strike attacks front, left and right tiles |
+ | * Last strike attacks front, left and right tiles |
* Damage affected by both Strength(60%) and Agility(40%) |
* Damage affected by both Strength(60%) and Agility(40%) |
||
+ | {| class="article-table" |
||
+ | !Variant Name |
||
+ | !Desc./Effect |
||
+ | |- |
||
+ | |Blood Claws |
||
+ | |<nowiki>+100% damage</nowiki>-3% HP per strike |
||
+ | |||
+ | From crafting |
||
+ | |- |
||
+ | |Plasma Claws |
||
+ | |Consumes energy |
||
+ | |||
+ | +40% damage |
||
+ | |} |
||
+ | |||
+ | === '''Energy Claws''' === |
||
+ | * Regular: Ignore 50% of target's armor |
||
{| class="article-table" |
{| class="article-table" |
||
!Variant Name |
!Variant Name |
||
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|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Energy''' '''Sword''' === |
=== '''Energy''' '''Sword''' === |
||
− | * Regular: 20% more chance to block projectile<br> |
+ | * Regular: 20% more chance to block projectile<br /> |
{| class="article-table" |
{| class="article-table" |
||
!Variant Name |
!Variant Name |
||
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|Phase Energy Sword |
|Phase Energy Sword |
||
| |
| |
||
− | * |
+ | * +15% chance to block projectile |
* Chain reaction |
* Chain reaction |
||
|- |
|- |
||
|Energy Sword 'Blink' |
|Energy Sword 'Blink' |
||
| |
| |
||
− | * |
+ | * +15% chance to block projectile |
* 3 strikes per attack |
* 3 strikes per attack |
||
* Blink |
* Blink |
||
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|Necrosword 'Blink' |
|Necrosword 'Blink' |
||
| |
| |
||
− | * |
+ | * +15% chance to block projectile |
* Necro |
* Necro |
||
* 3 strikes per attack |
* 3 strikes per attack |
||
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|Energy Sword ‘Ghost’ |
|Energy Sword ‘Ghost’ |
||
| |
| |
||
− | * 20% |
+ | * +20% chance to block projectile |
* Dash through (up to 3) enemies and obstacles that are aligned straight and damage them |
* Dash through (up to 3) enemies and obstacles that are aligned straight and damage them |
||
|- |
|- |
||
|Energy Sword ‘Jumper’ |
|Energy Sword ‘Jumper’ |
||
| |
| |
||
− | * 20% |
+ | * +20% chance to block projectile |
− | * Teleport to random place together with target when attacking |
+ | * Teleport to random place together with target when attacking, needs cooldown |
|- |
|- |
||
|Energy Sword ’Phantom’ |
|Energy Sword ’Phantom’ |
||
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If a ranged attack is dodged, it attacks the enemies or destroys obstacles behind the target that dodged. |
If a ranged attack is dodged, it attacks the enemies or destroys obstacles behind the target that dodged. |
||
− | <br> |
+ | <br /> |
Special variant of weapons are shown in tables. |
Special variant of weapons are shown in tables. |
||
− | + | '''<nowiki/>''' |
|
− | |||
=== '''Pistol''' === |
=== '''Pistol''' === |
||
* Ammo: Pistol Bullet |
* Ammo: Pistol Bullet |
||
− | * Reload: 2-3 |
+ | * Reload: 2-3 |
{| class="article-table" |
{| class="article-table" |
||
− | ! |
+ | !Variant Name |
!Desc./Effect |
!Desc./Effect |
||
|- |
|- |
||
|AP Pistol |
|AP Pistol |
||
|Shots pierce enemies and obstacles |
|Shots pierce enemies and obstacles |
||
− | Chance to cast |
+ | Chance to cast Armor Destruction on target upon successful hit |
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Revolver''' === |
=== '''Revolver''' === |
||
* Ammo: Pistol Bullet |
* Ammo: Pistol Bullet |
||
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|AP Revolver |
|AP Revolver |
||
|Shots pierce enemies and obstacles |
|Shots pierce enemies and obstacles |
||
− | Chance to cast |
+ | Chance to cast Armor Destruction on target upon successful hit |
|- |
|- |
||
− | |Quick Revolver |
+ | |Quick Revolver |
|3 shots per attack |
|3 shots per attack |
||
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Shotgun''' === |
=== '''Shotgun''' === |
||
* Ammo: Shortgun Shell |
* Ammo: Shortgun Shell |
||
* Reload: 2-3 |
* Reload: 2-3 |
||
− | * |
+ | * High chance to damage 4 adjacent tiles of target |
− | * Dodging still |
+ | * Dodging still receives partial damage |
− | * High damage among common ranged weapons |
||
{| class="article-table" |
{| class="article-table" |
||
!Variant Name |
!Variant Name |
||
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Desc./Effect |
Desc./Effect |
||
|- |
|- |
||
− | |Battle Shotgun |
+ | |Battle Shotgun/ |
+ | Shotgun T-2 |
||
|Cylinder: 3 |
|Cylinder: 3 |
||
|- |
|- |
||
|Blood Shotgun |
|Blood Shotgun |
||
− | |<nowiki>+100% damage</nowiki> |
+ | |<nowiki>+100% damage</nowiki>-7% HP per shot |
+ | |- |
||
− | -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 |
||
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Rifle''' === |
=== '''Rifle''' === |
||
* Ammo: Rifle ammo |
* Ammo: Rifle ammo |
||
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|Revolver Rifle |
|Revolver Rifle |
||
|Reload: 2 per shot |
|Reload: 2 per shot |
||
− | Shots: 4 |
+ | Shots: 4 |
Magazine: 5 |
Magazine: 5 |
||
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Shots pierce enemies |
Shots pierce enemies |
||
− | Chance to cast |
+ | Chance to cast Armor Destruction on target upon successful hit |
Higher damage per shot compared to rifle |
Higher damage per shot compared to rifle |
||
+ | |- |
||
+ | |Blood Rifle |
||
+ | |Shots:5 |
||
+ | Reload:5 |
||
+ | |||
+ | +100% damage |
||
+ | |||
+ | -2% HP per shot |
||
+ | |||
+ | From crafting |
||
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Bows''' === |
=== '''Bows''' === |
||
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* Reload: 1 |
* Reload: 1 |
||
− | * |
+ | * Long Bow |
− | ** 2 shots per attack, but lower damage per shots compared to long bow |
||
− | ** No variation |
||
− | * Long Bow |
||
** Shoots through obstacles |
** Shoots through obstacles |
||
+ | {| class="article-table" |
||
+ | ! |
||
+ | Variant Name |
||
+ | ! |
||
+ | Desc./Effect |
||
+ | |- |
||
+ | |Short Bow |
||
+ | |2 shots per attack, but lower damage per shots |
||
+ | |} |
||
− | <br> |
+ | <br /> |
=== '''Arrow''' '''Gun''' === |
=== '''Arrow''' '''Gun''' === |
||
* Ammo: arrows |
* Ammo: arrows |
||
− | * Reload: 1 |
+ | * Reload: 1 |
* 3 shots per attack |
* 3 shots per attack |
||
* Cylinder: 3 |
* Cylinder: 3 |
||
* Less damage per shot compared to long bow |
* Less damage per shot compared to long bow |
||
+ | * Changing ammo type on depletion of one type costs 1 turn |
||
{| class="article-table" |
{| class="article-table" |
||
− | ! |
+ | !Variant Name |
!Desc./Effect |
!Desc./Effect |
||
|- |
|- |
||
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|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Grenade''' '''Launcher''' === |
=== '''Grenade''' '''Launcher''' === |
||
* Ammo: Grenades |
* Ammo: Grenades |
||
− | * Reload: ~3 per shot |
+ | * Reload: 2~3 per shot |
* Cylinder: 3 |
* Cylinder: 3 |
||
− | * Delay, depends on quality: |
+ | * Delay, depends on quality: |
− | ** Bad 2-4 turns |
+ | ** Bad: 2-4 turns |
− | ** Good 2-3 turns |
+ | ** Good: 2-3 turns |
− | ** Perfect 2 turns |
+ | ** Perfect: 2 turns |
* Can fire at empty tile |
* Can fire at empty tile |
||
* High damage among ranged weapons |
* High damage among ranged weapons |
||
* Full damage at center of targeted tile, less on adjacent tiles, least on diagonal tiles |
* Full damage at center of targeted tile, less on adjacent tiles, least on diagonal tiles |
||
− | * Immediate explosion when fired to |
+ | * Immediate explosion when fired to pools |
+ | {| border="0" cellspacing="1" cellpadding="1" style="width:500px;" class="article-table" |
||
− | * Can be fired at doors/gates and obstacles |
||
+ | |- |
||
+ | ! scope="col"|Variant Name |
||
+ | ! scope="col"|Desc./Effect |
||
+ | |- |
||
+ | |Improved Grenade Gun |
||
+ | | |
||
+ | Cylinder: 4 |
||
+ | |||
+ | Reload: 2 |
||
+ | |||
+ | From crafting using armor Grenadier |
||
+ | |} |
||
+ | === '''Sniper Rifle''' === |
||
− | <br> |
||
+ | * Ammo: Sinper Bullets |
||
+ | * Reload: 3 |
||
+ | * Shoot range +1 |
||
+ | * From crafting |
||
+ | <br /> |
||
=== '''Flamethrower''' === |
=== '''Flamethrower''' === |
||
* Ammo: Flamethrower Fuel |
* Ammo: Flamethrower Fuel |
||
* No quality difference |
* No quality difference |
||
− | * No variation |
||
* Reload: 1 |
* Reload: 1 |
||
* Can fire at empty tile |
* Can fire at empty tile |
||
+ | * Sets ground on fire |
||
− | * Damage independent of any stats |
||
+ | * Not dodgeable or blockable |
||
− | * Puts ground on fire |
||
− | * |
+ | * Low damage on shields |
− | <br> |
+ | <br /> |
=== '''Phase''' '''Gun''' === |
=== '''Phase''' '''Gun''' === |
||
* Ammo: energy |
* Ammo: energy |
||
* Reload: 2 |
* 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. |
* 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 |
||
− | * High damage among common ranged weapons |
||
'''<nowiki/>''' |
'''<nowiki/>''' |
||
− | <br> |
+ | <br /> |
=== '''Phase''' '''Repeater''' === |
=== '''Phase''' '''Repeater''' === |
||
* Ammo: energy |
* Ammo: energy |
||
− | * Reload: 3 for |
+ | * Reload: 3 turns for whole cylinder |
* 3 shots per attack |
* 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. |
* 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 |
||
− | <br> |
+ | <br /> |
=== '''Disintegrator''' === |
=== '''Disintegrator''' === |
||
* Ammo: energy |
* Ammo: energy |
||
− | * Reload: 5-6 |
+ | * Reload: 5-6 |
* High damage among ranged weapons |
* High damage among ranged weapons |
||
+ | * Ignores and removes shields |
||
− | |||
+ | * Dodging still deals partial damage |
||
− | <br> |
||
+ | * Can not trigger illusory decoys when using ability Invisibility |
||
+ | {| class="article-table" |
||
+ | !Variant Name |
||
+ | !Desc./Effect |
||
+ | |- |
||
+ | |Phase Disintegrator |
||
+ | |Chain reaction |
||
+ | From crafting |
||
+ | |} |
||
+ | <br /> |
||
=== '''TYPE-6 'Eraser'''' === |
=== '''TYPE-6 'Eraser'''' === |
||
* Ammo: Plasma Charge |
* Ammo: Plasma Charge |
||
* No quality difference |
* No quality difference |
||
− | * Reload: 5 |
+ | * Reload: 5-6 |
* Damages all units and eliminates most blocks and all obstacles in a large area. |
* Damages all units and eliminates most blocks and all obstacles in a large area. |
||
+ | * Not dodgeable or blockable to most enemies |
||
− | * Deals true damage (unconfirmed) |
||
+ | * Ignores and removes shields |
||
* Damage cannot be buffed under effect of Elixir of Agility |
* 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 |
+ | * Shooting at adjacent tile will probably kill you |
− | <br> |
+ | <br /> |
=== '''Type-8 ‘Mjolnir’''' === |
=== '''Type-8 ‘Mjolnir’''' === |
||
* Ammo: Electric Charge |
* Ammo: Electric Charge |
||
* No quality difference |
* No quality difference |
||
− | * Reload: 5 |
+ | * Reload: 5 |
* Electric damage |
* Electric damage |
||
+ | * Range: 5x8 tiles |
||
− | * Damages all units and eliminates most blocks and all obstacles in a rectangular area at launch. Leave an electric explosion at the same area with 1 turn delay. |
||
+ | * High damage electric explosions in the area 1 turn after shooting. |
||
− | * Damage shown in description means the first blow of the gun, the next deals much higher damage (unconfirmed) |
||
+ | * Not dodgeable or blockable to most enemies |
||
− | * Deals true damage (unconfirmed) |
||
+ | * Ignores and removes shields |
||
* Damage cannot be buffed under effect of Elixir of Agility |
* Damage cannot be buffed under effect of Elixir of Agility |
||
* High damage among ranged weapons |
* High damage among ranged weapons |
||
− | * Shooting at adjacent tiles will probably kill |
+ | * Shooting at adjacent tiles will probably kill you |
== Ammunition == |
== Ammunition == |
||
{| class="article-table" |
{| class="article-table" |
||
+ | !Item |
||
− | !Name |
||
!Max. |
!Max. |
||
!Effect |
!Effect |
||
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|80 |
|80 |
||
| |
| |
||
+ | |Common |
||
− | |common |
||
|- |
|- |
||
|Shortgun Shell |
|Shortgun Shell |
||
|75 |
|75 |
||
| |
| |
||
+ | |Common |
||
− | |common |
||
|- |
|- |
||
|Rifle Bullet |
|Rifle Bullet |
||
|300 |
|300 |
||
| |
| |
||
+ | |Common |
||
− | |common |
||
|- |
|- |
||
|Arrow |
|Arrow |
||
|60 |
|60 |
||
| |
| |
||
+ | |Common |
||
− | |common |
||
|- |
|- |
||
|Acid Arrow |
|Acid Arrow |
||
|60 |
|60 |
||
|Spills acid on targeted tile |
|Spills acid on targeted tile |
||
+ | Undodgeable |
||
− | |common |
||
+ | |More commonly drops in acid caves |
||
|- |
|- |
||
|Shock Arrow |
|Shock Arrow |
||
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|Destroys energy shield |
|Destroys energy shield |
||
Electric damage |
Electric damage |
||
+ | |||
− | |robots |
||
+ | Undodgeable |
||
+ | |Common |
||
|- |
|- |
||
|Fire Arrow |
|Fire Arrow |
||
|60 |
|60 |
||
|Fire damage |
|Fire damage |
||
+ | Undodgeable |
||
− | |more commonly drop in lava caves |
||
+ | |More commonly drops in lava caves |
||
|- |
|- |
||
|Cursed Arrow |
|Cursed Arrow |
||
|60 |
|60 |
||
|Cursed fire damage |
|Cursed fire damage |
||
+ | Undodgeable |
||
− | |more commonly drop in lava caves |
||
+ | |Rare drop in lava caves, common drop in old factory |
||
|- |
|- |
||
|Simple Grenade |
|Simple Grenade |
||
|30 |
|30 |
||
| |
| |
||
+ | |Common |
||
− | |common |
||
|- |
|- |
||
|Caustic Grenade |
|Caustic Grenade |
||
|15 |
|15 |
||
|Splash acid on tiles, lasts many turns |
|Splash acid on tiles, lasts many turns |
||
− | | |
+ | |Higher chance drop by the caustic elite in Abandoned Laboratory |
|- |
|- |
||
|Electric Grenade |
|Electric Grenade |
||
Line 423: | Line 527: | ||
|Destroys energy shields |
|Destroys energy shields |
||
Electric damage |
Electric damage |
||
+ | |Common |
||
− | | |
||
|- |
|- |
||
|Electric Grenade T-2 |
|Electric Grenade T-2 |
||
Line 430: | Line 534: | ||
* Destroys energy shield |
* Destroys energy shield |
||
* Electric damage |
* Electric damage |
||
+ | * Damage distance: 2-3 tiles |
||
− | * Generates energy impulse |
||
+ | * Higher damage than electric grenade |
||
− | * 2 explosions in 1 turn |
||
+ | |Higher chance drop by Split Guardian |
||
− | * Damage distance: 2-3 tiles |
||
+ | |- |
||
− | * Higher damage than electric grenade(unconfirmed) |
||
+ | |T-2 Landmines |
||
− | |Split Guardian |
||
+ | |12 |
||
+ | |Range: 1 |
||
+ | |Common in Old Factory or from crafting |
||
|- |
|- |
||
|Fire Grenade |
|Fire Grenade |
||
|15 |
|15 |
||
− | | |
+ | |Sets targeted area on fire |
+ | |More commonly drops in lava caves |
||
+ | |- |
||
+ | |Sniper Bullets |
||
+ | |20 |
||
| |
| |
||
+ | |From crafting |
||
|- |
|- |
||
|Flamethrower Fuel |
|Flamethrower Fuel |
||
|400 |
|400 |
||
| |
| |
||
− | | |
+ | |Common, Lava Slime, Lava Slime Hole |
|- |
|- |
||
|Plasma Charge |
|Plasma Charge |
||
Line 465: | Line 577: | ||
|- |
|- |
||
|Acid/Caustic |
|Acid/Caustic |
||
+ | | |
||
− | |Spills acid on the tile of targeted enemy |
||
+ | * Spills acid on the tile(s) of/around targeted enemy |
||
− | Higher weapon damage(unconfirmed) |
||
+ | |||
+ | * Higher weapon damage(unconfirmed) |
||
|- |
|- |
||
|Electric |
|Electric |
||
+ | | |
||
− | |Deals extra damage to robot |
||
+ | * Deals extra damage to robot |
||
− | Chance to generate electric strikes to adjacent tiles of target |
||
+ | |||
+ | * Chance to generate electric strikes to adjacent tiles of target |
||
+ | * Deals extra damage to energy shields (uncorfirmed) |
||
|- |
|- |
||
|Fire |
|Fire |
||
+ | | |
||
− | |Chance to cast Burning effect on target enemy |
||
− | Chance to |
+ | * Chance to cast Burning effect on target enemy |
+ | |||
+ | * Chance to set tile(s) on fire |
||
|- |
|- |
||
|Cursed |
|Cursed |
||
+ | | |
||
− | |Chance to put cursed fire on target enemy |
||
− | Chance to put |
+ | * Chance to put cursed fire on target enemy |
+ | * Chance to put tile(s) on cursed fire |
||
− | Cursed fire can burn demon |
||
− | Cursed fire |
+ | * Cursed fire can burn demons |
+ | |||
+ | * Cursed fire damage is less affected by fire immunity |
||
|- |
|- |
||
|Inferno |
|Inferno |
||
Line 491: | Line 612: | ||
|- |
|- |
||
|Devourment |
|Devourment |
||
− | | |
+ | |Upon killing units, chance to gain Vampirism effect for 1-3 turns (including the turn of killing). |
|- |
|- |
||
|Midas |
|Midas |
||
− | |More gold and emeralds dropped from enemies |
+ | |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 |
|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 |
* 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 |
+ | * 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 hit |
+ | * Lack of room for teleportation may make the wielder can only do the first and last hit |
|- |
|- |
||
|Necro |
|Necro |
||
− | |Chance |
+ | |Chance to summon weak allied skeleton(s) upon attack |
+ | |- |
||
+ | |Necro-fire |
||
+ | |Mix of fire and necro variations |
||
|- |
|- |
||
|Necro Blink |
|Necro Blink |
||
Line 509: | Line 640: | ||
|- |
|- |
||
|Armor Penetration |
|Armor Penetration |
||
+ | | |
||
− | |Succesful attack has chance to cast "Armor Destruction" effect on target. |
||
+ | * Chance to cast Armor Destruction on target upon successful hit |
||
− | See 'Ripper Sword', Destruction Mace, AP Pistol, AP Revolver or Revolver Rifle |
||
+ | |||
+ | * See 'Ripper Sword', Destruction Mace, AP Pistol, AP Revolver or Revolver Rifle |
||
|- |
|- |
||
|Blood |
|Blood |
||
+ | | |
||
− | |Consumes health. Deals extra damge. See Shortgun or Hammer |
||
+ | * 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. |
||
|} |
|} |
Revision as of 02:48, 13 April 2020
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 |
|
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 |
|
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/
Shotgun T-2 |
Cylinder: 3 |
Blood Shotgun | +100% damage-7% HP per shot |
Crush Gun |
|
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 |
|
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 |
|
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. |
Electric Midas | Mix of electric and Midas variations |
Phase | Chain reaction: small additional damage to 2-3 units 2 tiles close to target |
Blink |
|
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 |
|
Blood |
|
Plasma |
|
Shadow |
|
Chaos |
|