Projectiles

Projectiles are the objects shot from a ranged weapon, striking an enemy far away from their shooter. They vary in damage and speed, with some having special effects on hit for exciting results.

## Characteristics

     Projectiles are released when the ranged weapon is within range of an enemy and its warm-up time along with shoot delay had been passed. They are then propelled in the direction the shooter was facing and travel until it hits a surface, where it becomes a prop or disappears, or expired during its travel, where it fades into nothingness. After the ranged weapon's cooldown had passed, another identical projectile will spawn and gets released when the shoot delay is over. There is no limit on how much projectiles can respawn; the only restraint is cooldown time.

The trajectory of projectiles depends on their speed and gravity, speed being a constant impulse force propelling it, and gravity pulling the projectile to the ground. The travelling speed of projectiles is independent from the ranged weapon (i.e. a bullet shot from a bow will still travel bullet-speed if it were to be swapped in the Unit Creator).

Projectile types can be split into three, hit damage projectiles, collision damage projectiles and spell projectiles.

### Hit Damage Projectiles

     Consisting most of the projectiles fired such as arrows, small objects and bullets, this group of projectiles deals a fixed amount of damage as long as the projectiles hits a body part of the unit. Its damage can get modified if it hits certain body parts, such as the head of a Wobbler which doubles the damage taken.

They also have no true mass. Just as with damage, these projectiles deliver a fixed amount of force to their targets. As such, shields can easily block them without getting crushed. They are also the only group of projectiles that can be deflected.

Many hit damage projectiles have additional attributes to them. Some can penetrate through shields and units, inflicting damage on every target in its path, others apply status effects such as draining the hitpoints of units overtime in addition of the impact damage. One common type is explosive damage, splash damage that deals damage in a area. However, as they never detonate in the center of the target's hitbox, its damage is never the maximum it can be even in direct hits. Another attribute is spawning other units, either on impact or instantly.

### Collision Damage Projectiles

     This group consists of large projectiles such as catapult rocks and cannonballs. They deal damage the same way as melee weapons and can damage up to twice the amount depending on the force it can deliver to its target. (Note: The wiki lists the maximum damage these projectiles can deliver.) A collision projectile hitting a limb of a unit will deal less damage compared to hitting the torso where it can soak up all the force and damage. They are not affected by post-factors such as headshots.

As they have actual mass, they can easily crush shields and nothing can deflect them. They may deliver some extra force on hit, but it effects little on how much it can knock back its targets. They also do not have individual gravity assigned to them unlike hit damage projectiles.

While none of them can deliver status effects to units like hit damage and spell projectiles, they often come with explosion damage, some even masking its ability of not being able to deliver impact damage (i.e. Catapult Rocks).

### Spell Projectiles

     This is a tiny but unique group where it does not have an actual "projectile", instead it instantly affects the target, with a cosmetic trail to look as if it beamed there. As there is no projectile, there is no impact damage, only status effects or explosions.

Most projectiles in this group are not available in the Unit Creator, and will show as "Normal Arrow" or the previous weapon's projectile when checked using their respective weapons. Such weapons include the Bone Mage Staff, the Tempest Lich Staff, the Ancient Fan and the Cheerleading Pom.

## Unit Creator

The Unit Creator allows for switching the projectiles of a weapon. For example, a Medieval Bow can be switched to shoot a spear instead of an arrow. This can be done by selecting the weapon, click on the "stats" tab and change the projectile from the menu.

## List of Projectiles

Below is a list of projectiles that are in the game. The pages will list the maximum damage the projectile can inflict, which may not deliver in-game practically especially for explosions and collision projectiles. Post-factors such as headshots are not taken into account.

* All
* Hit
* Collision
* Spell

## Gallery

A cluster of projectiles.Projectiles trailing in the sky.