No edit summary Tag: Visual edit |
No edit summary Tag: Visual edit |
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(16 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
− | Weapons are equipment and can be either melee weapons or ranged weapons. |
+ | Weapons are equipment and can be either melee weapons or ranged weapons. |
− | Weapons can be regular or variated. Regular 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. |
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. |
||
Line 10: | Line 10: | ||
Special variants of weapons are shown in tables. |
Special variants of weapons are shown in tables. |
||
− | <br> |
+ | <br /> |
=== '''Sword''' === |
=== '''Sword''' === |
||
− | * |
+ | * +10% critical chance |
⚫ | |||
⚫ | |||
⚫ | |||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
{| 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 |
||
⚫ | |||
+ | No effect on critical chance |
||
⚫ | |||
⚫ | |||
⚫ | |||
|- |
|- |
||
|‘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 |
⚫ | |||
− | * Increases MLE although not shown in description in game |
||
⚫ | |||
− | <br> |
||
⚫ | |||
− | === '''Scimitar''' === |
||
⚫ | |||
⚫ | |||
+ | |Plasma Katana |
||
− | <br> |
||
⚫ | |||
+ | * Consumes energy |
||
+ | |||
⚫ | |||
+ | |||
⚫ | |||
+ | |} |
||
⚫ | |||
=== '''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 |
||
Line 52: | Line 64: | ||
|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 |
{| class="article-table" |
{| class="article-table" |
||
!Variant Name |
!Variant Name |
||
Line 82: | Line 94: | ||
|Blood Hammer |
|Blood Hammer |
||
|Blast Wave |
|Blast Wave |
||
− | +200% damage |
+ | +200% damage(-8% HP per strike) |
− | |||
− | -8% HP per strike |
||
|- |
|- |
||
|Impulse Hammer |
|Impulse Hammer |
||
Line 110: | Line 120: | ||
<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 |
<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''' === |
||
Line 121: | Line 131: | ||
|- |
|- |
||
|‘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 |
||
+ | |- |
||
⚫ | |||
⚫ | |||
+ | |||
⚫ | |||
+ | |- |
||
+ | |Plasma Claws |
||
+ | |Consumes energy |
||
+ | |||
⚫ | |||
+ | |} |
||
+ | |||
⚫ | |||
+ | * Regular: Ignore 50% of target's armor |
||
{| class="article-table" |
{| class="article-table" |
||
!Variant Name |
!Variant Name |
||
Line 146: | Line 173: | ||
4 strikes per attack |
4 strikes per attack |
||
⚫ | |||
⚫ | |||
⚫ | |||
− | -3% HP per strike |
||
− | |||
⚫ | |||
|} |
|} |
||
− | <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 |
||
Line 164: | Line 185: | ||
|Phase Energy Sword |
|Phase Energy Sword |
||
| |
| |
||
− | * 15% |
+ | * +15% chance to block projectile |
* Chain reaction |
* Chain reaction |
||
|- |
|- |
||
|Energy Sword 'Blink' |
|Energy Sword 'Blink' |
||
| |
| |
||
− | * 15% |
+ | * +15% chance to block projectile |
* 3 strikes per attack |
* 3 strikes per attack |
||
* Blink |
* Blink |
||
Line 175: | Line 196: | ||
|Necrosword 'Blink' |
|Necrosword 'Blink' |
||
| |
| |
||
− | * 15% |
+ | * +15% chance to block projectile |
* Necro |
* Necro |
||
* 3 strikes per attack |
* 3 strikes per attack |
||
Line 182: | Line 203: | ||
|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, needs cooldown |
* Teleport to random place together with target when attacking, needs cooldown |
||
|- |
|- |
||
Line 205: | Line 226: | ||
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 |
!Variant Name |
||
Line 219: | Line 239: | ||
|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 |
||
Line 236: | Line 256: | ||
|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 |
||
Line 253: | Line 273: | ||
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 |
|Crush Gun |
||
+ | | |
||
− | + | * Cylinder: 3 |
|
⚫ | |||
+ | * Reload : 2 |
||
− | |||
− | Ammo consumption: 1-3 |
+ | * Ammo consumption: 1-3 |
+ | * Less damage with non-full cylinder |
||
− | |||
+ | * Higher chance to knock off crafting component from robots |
||
− | Higher damage from a shorter distance |
||
⚫ | |||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | |||
− | Ammo consumption: 1-3 |
||
− | |||
⚫ | |||
− | |||
− | Higher damage from a shorter distance |
||
− | |||
− | From crafting |
||
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Rifle''' === |
=== '''Rifle''' === |
||
* Ammo: Rifle ammo |
* Ammo: Rifle ammo |
||
Line 297: | Line 304: | ||
|Revolver Rifle |
|Revolver Rifle |
||
|Reload: 2 per shot |
|Reload: 2 per shot |
||
− | Shots: 4 |
+ | Shots: 4 |
Magazine: 5 |
Magazine: 5 |
||
Line 303: | Line 310: | ||
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 |
||
Line 318: | Line 325: | ||
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Bows''' === |
=== '''Bows''' === |
||
Line 324: | Line 331: | ||
* Reload: 1 |
* Reload: 1 |
||
− | * |
+ | * Long Bow |
⚫ | |||
− | ** No variation |
||
− | * Long Bow |
||
** Shoots through obstacles |
** Shoots through obstacles |
||
+ | {| class="article-table" |
||
+ | ! |
||
+ | Variant Name |
||
+ | ! |
||
+ | Desc./Effect |
||
+ | |- |
||
+ | |Short Bow |
||
⚫ | |||
+ | |} |
||
− | <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 |
||
Line 346: | Line 359: | ||
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''Grenade''' '''Launcher''' === |
=== '''Grenade''' '''Launcher''' === |
||
Line 352: | Line 365: | ||
* Reload: 2~3 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" |
||
+ | |- |
||
+ | ! scope="col"|Variant Name |
||
+ | ! scope="col"|Desc./Effect |
||
+ | |- |
||
+ | |Improved Grenade Gun |
||
+ | | |
||
⚫ | |||
+ | |||
⚫ | |||
+ | |||
+ | From crafting using armor Grenadier |
||
+ | |} |
||
=== '''Sniper Rifle''' === |
=== '''Sniper Rifle''' === |
||
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* Shoot range +1 |
* Shoot range +1 |
||
* From crafting |
* From crafting |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | |Caustic Sniper Rifle |
||
− | |Caustic damage |
||
⚫ | |||
− | |Necro Sniper Rifle |
||
− | |Chance of necro damage |
||
⚫ | |||
− | <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 |
||
⚫ | |||
− | * Damage independent of any stats |
||
⚫ | |||
⚫ | |||
* Not dodgeable or blockable |
* Not dodgeable or blockable |
||
+ | * 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 |
+ | * Dodging still received partial damage |
'''<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 |
* 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 |
+ | * Dodging still deals partial damage |
+ | * Can not trigger illusory decoys when using ability Invisibility |
||
{| class="article-table" |
{| class="article-table" |
||
!Variant Name |
!Variant Name |
||
Line 418: | Line 434: | ||
From crafting |
From crafting |
||
|} |
|} |
||
− | <br> |
+ | <br /> |
=== '''TYPE-6 'Eraser'''' === |
=== '''TYPE-6 'Eraser'''' === |
||
* Ammo: Plasma Charge |
* Ammo: Plasma Charge |
||
Line 424: | Line 440: | ||
* Reload: 5-6 |
* 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. |
||
⚫ | |||
− | * 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) |
||
⚫ | |||
− | * 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 == |
||
Line 454: | Line 470: | ||
|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 |
||
Line 475: | Line 491: | ||
|Spills acid on targeted tile |
|Spills acid on targeted tile |
||
Undodgeable |
Undodgeable |
||
− | | |
+ | |More commonly drops in acid caves |
|- |
|- |
||
|Shock Arrow |
|Shock Arrow |
||
Line 483: | Line 499: | ||
Undodgeable |
Undodgeable |
||
+ | |Common |
||
− | |common |
||
|- |
|- |
||
|Fire Arrow |
|Fire Arrow |
||
Line 489: | Line 505: | ||
|Fire damage |
|Fire damage |
||
Undodgeable |
Undodgeable |
||
− | | |
+ | |More commonly drops in lava caves |
|- |
|- |
||
|Cursed Arrow |
|Cursed Arrow |
||
Line 495: | Line 511: | ||
|Cursed fire damage |
|Cursed fire damage |
||
Undodgeable |
Undodgeable |
||
− | | |
+ | |Rare drop in lava caves, common drop in old factory |
|- |
|- |
||
|Simple Grenade |
|Simple Grenade |
||
|30 |
|30 |
||
| |
| |
||
+ | |Common |
||
− | |common |
||
|- |
|- |
||
|Caustic Grenade |
|Caustic Grenade |
||
Line 511: | Line 527: | ||
|Destroys energy shields |
|Destroys energy shields |
||
Electric damage |
Electric damage |
||
+ | |Common |
||
− | |common |
||
|- |
|- |
||
|Electric Grenade T-2 |
|Electric Grenade T-2 |
||
Line 518: | Line 534: | ||
* Destroys energy shield |
* Destroys energy shield |
||
* Electric damage |
* Electric damage |
||
− | * Damage distance: 2-3 tiles |
+ | * Damage distance: 2-3 tiles |
* Higher damage than electric grenade |
* Higher damage than electric grenade |
||
|Higher chance drop by Split Guardian |
|Higher chance drop by Split Guardian |
||
+ | |- |
||
+ | |T-2 Landmines |
||
+ | |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 |
|Sniper Bullets |
||
|20 |
|20 |
||
| |
| |
||
− | | |
+ | |From crafting |
|- |
|- |
||
|Flamethrower Fuel |
|Flamethrower Fuel |
||
|400 |
|400 |
||
| |
| |
||
− | | |
+ | |Common, Lava Slime, Lava Slime Hole |
|- |
|- |
||
|Plasma Charge |
|Plasma Charge |
||
Line 557: | Line 578: | ||
|Acid/Caustic |
|Acid/Caustic |
||
| |
| |
||
− | * Spills acid on the tile |
+ | * Spills acid on the tile(s) of/around targeted enemy |
* Higher weapon damage(unconfirmed) |
* Higher weapon damage(unconfirmed) |
||
Line 566: | Line 587: | ||
* 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 |
||
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* Chance to cast Burning effect on target enemy |
* Chance to cast Burning effect on target enemy |
||
− | * Chance to |
+ | * Chance to set tile(s) on fire |
|- |
|- |
||
|Cursed |
|Cursed |
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* Chance to put tile(s) on cursed fire |
* Chance to put tile(s) on cursed fire |
||
− | * Cursed fire can burn |
+ | * Cursed fire can burn demons |
* Cursed fire damage is less affected by fire immunity |
* Cursed fire damage is less affected by fire immunity |
||
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|Midas |
|Midas |
||
|More gold and emeralds dropped from enemies when performing the killing blow with this weapon. |
|More gold and emeralds dropped from enemies when performing the killing blow with this weapon. |
||
+ | |- |
||
⚫ | |||
+ | |Mix of electric and Midas variations |
||
+ | |- |
||
+ | |Phase |
||
+ | |Chain reaction: small additional damage to 2-3 units 2 tiles close to target |
||
|- |
|- |
||
|Blink |
|Blink |
||
Line 599: | Line 627: | ||
* 3-4 hits |
* 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 and last 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 |
||
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|Armor Penetration |
|Armor Penetration |
||
| |
| |
||
− | * |
+ | * 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 |
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|Blood |
|Blood |
||
| |
| |
||
− | * Consumes health |
+ | * Consumes health |
− | * Deals extra damge |
+ | * Deals extra damge |
+ | * Deals normal damage and stops consuming health when health is low. |
||
− | * See Shortgun or Hammer |
||
+ | * See Shotgun, Hammer, Claws or Rifle |
||
+ | |- |
||
+ | |Plasma |
||
+ | | |
||
+ | * Not applicable for Plasma Hammer |
||
+ | * Consumes energy |
||
⚫ | |||
+ | |- |
||
+ | |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 |
|