Weapons

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

#### **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

 Reflex Sword II
 Reflex Sword III

#### **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)

 'Protector' Sword
 Electric Jagged Sword
 Fire Jagged Sword

#### **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

 Deadly Scimitar
 Fire Scimitar
 Fire Scimitar II
 Fire Scimitar III
* +5% critical chance
 Electric Scimitar
 Necrofire Scimitar
 Reflex Scimitar

#### **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

#### **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)

 Energy Sword 'Ghost' II
 Energy Sword 'Phantom'
 Energy Sword 'Jumper'
 Shadow Energy Sword
* 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.

 Necro Sword 'Blink'
* 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

 Energy Blade II
 Phase Energy Blade
 Plasma Katana
* +40% damage
 Shadow Energy Blade
 Energy Blade 'Reflector'
 Chaos Energy Blade
* 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%

### **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)

#### **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)

 Energy Axe
 Chaos Energy Axe
 Shadow Energy Axe
 Plasma Axe
* 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

 Blood Hammer
 Caustic Hammer
 Midas Hammer
 Fire Hammer
 Cursed Hammer
 Necro Hammer
 Inferno Hammer
 Hammer of Devourment

#### **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%

 Energy Hammer
* Electric strike\*
 Energy Hammer (Shelter)
* Electric strike\*
* Consumes energy: 3~ (Base stats)
* +5% critical damage
 Plasma Caustic Hammer
* Electric strike\*
* Caustic damage
* Spills acid
 Impulse Hammer
* Consumes energy: 1~ (Base stats)
 Fire Impulse Hammer
* Fire damage
* Consumes energy: 3~ (Base stats)
 Necro Impulse Hammer
* Chance to summon an allied skeleton
* Consumes energy: 2~ (Base stats)
 Impulse Hammer 'Thor'
* Summon strikes of lightning
* Consumes energy: 5~ (Base stats)
 Chaos Impulse Hammer
* Summon strikes of chaos lightning
* Consumes energy: 4~ (Base stats)
 Ashen Impulse Hammer
* 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%)

 Sharp Dagger
 Scout Dagger
 'Ripper' Dagger
 Cursed Dagger
 Necro Dagger
 Chaos Dagger
 Inferno Dagger
* 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%

#### **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%

 Energy Claws
 Energy Claws II
 Phase Energy Claws
 Energy Claws 'Blink'
 Energy Claws 'Blink' II
* Attacks different targets
 Necro Claws 'Blink'
 Shadow Energy Claws
* 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%

#### **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

### **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

#### **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

#### **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

### **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%

#### **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%

#### **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

### **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%

### 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.))

 Wand of Fire Sparks
 Midas Wand of Electric Sparks
 Wand of Necrofire Sparks
 Wand of Spiked Barrier
 Wand of Vampirism
 Wand of Illusions
* 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

### **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

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

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

## Variations

The table below lists weapons variant that are **across different weapon types**, and the effects of the Variant