Weapons

Revision as of 23:08, 9 June 2021 by TAN0039 (talk | contribs)

Club

Clubs are heavy weapons that tend to be slower than swords and daggers but with a wide swing. Their secondary attack causes the player to slam the ground in front of them, causing an area-of-effect attack in a radius around the player that has strong knockback.

Right-clicking with a Club and immediately left-clicking repeatedly will cause multiple attacks to occur in quick succession.

Image Name Level Description Damage Critical Strike Chance Stats Location Purchase Price Sell Price
Femur 2 An old, heavy bone caked in centuries of grime. 6-11 .02   Speed (+2) The Mines floor 10 chest reward (remixed mine rewards only) N/A data-sort-value="100"> 100g
Wood Club 2 A solid piece of wood, crudely chiseled into a club shape. 9-16 .02 N/A The Mines floor 20 chest reward (remixed mine rewards only)
The Mines (Floors 1-39)
N/A data-sort-value="100"> 100g
Wood Mallet 3 The solid head packs a punch. Relatively light for a club. 15-24 .02   Speed (+2)  Weight (+2) The Mines floor 60 chest reward (remixed mine rewards only)
The Mines (Floors 41-79)
Adventurer's Guild (after unlocking the Mines floor 40)
data-sort-value="2000"> 2,000g data-sort-value="150"> 150g
Lead Rod 4 It's incredibly heavy. 18-27 .02   Speed (−4) The Mines (Floors 41-79) N/A data-sort-value="200"> 200g
Kudgel 5 A brute's companion. 27-40 .02   Speed (−1)  Crit. Power (+4)  Weight (+2) The Mines floor 80 chest reward (remixed mine rewards only)
The Mines (Floors 101+)
N/A data-sort-value="250"> 250g
The Slammer 7 An extremely heavy gavel that'll send foes flying. 40-55 .02   Speed (−2) The Mines floor 110 chest reward (remixed mine rewards only)
The Mines (Floors 81-99)
Skull Cavern
N/A data-sort-value="350"> 350g
Galaxy Hammer 12 It's made from an ultra-light material you've never seen before. 70-90 .02   Speed (+2)  Weight (+5) Adventurer's Guild (after obtaining the Galaxy Sword) data-sort-value="75000"> 75,000g data-sort-value="600"> 600g
Dwarf Hammer 13 It emits a very faint whirring sound. 75-85 .02   Defense (+2)  Weight (+5) Volcano Dungeon Chest N/A data-sort-value="650"> 650g
Dragontooth Club 14 This club was crafted from a magical tooth. 80-100 .02   Crit. Power (+50)  Weight (+3) Volcano Dungeon Chest N/A data-sort-value="700"> 700g
Infinity Gavel 17 The true form of the Galaxy Hammer. 100-120 .02   Speed (+2)  Defense (+1)  Weight (+5) Combine the Galaxy Hammer with   Galaxy Soul (3) in the Forge N/A data-sort-value="850"> 850g

Slingshot

The damage dealt by a slingshot depends mainly on the ammunition used. A Master Slingshot will generally deal 2x the damage of a regular Slingshot using the same ammo.

Image Name Description Damage Critical Strike Chance Location Purchase Price Sell Price
Slingshot Requires stones for ammo. Depends on ammo used .02 The Mines (Floor 40 chest reward) data-sort-value="500"> 500g N/A
Master Slingshot Requires stones for ammo. Depends on ammo used .02 The Mines (Floor 70 chest reward) data-sort-value="1000"> 1,000g N/A

Slingshot Ammunition

To equip a slingshot with ammunition, select the ammunition, then Right-Click on the slingshot.

The type of ammunition used determines the damage dealt, according to the following formulas:

Slingshot:
Damage = AmmoMultiplier + random number between [-(AmmoMultiplier / 2), AmmoMultiplier + 1]
Master Slingshot:
Damage = 2 * (AmmoMultiplier + random number between [-(AmmoMultiplier / 2), AmmoMultiplier + 1])

With the worst ammo (i.e., Fruits, Vegetables, or Eggs), a Slingshot can deal 1-3 and a Master Slingshot can deal 2-6 damage. With the best ammo, Iridium Ore, a Slingshot can deal 25-101 damage while a Master Slingshot can deal 50-202 damage.

The following items can be used as ammunition:

Item AmmoMultiplier Standard Damage Range
All Fruits • All VegetablesDuck EggEggLarge EggVoid Egg 1 1-3
Coal 15 8-31
Copper Ore 10 5-21
Explosive Ammo 20 10-41
Gold Ore 30 15-61
Iridium Ore 50 25-101
Iron Ore 20 10-41
Stone 5 3-11
Wood 2 1-5

Unobtainable Weapons

Image Name Type Level Description Damage Critical Strike Chance Stats Sell Price
Alex's Bat Club 1 The sweet spot is dented from Alex's famous Grand Slam. 1-3 .02   Weight (+5) data-sort-value="50"> 50g
Sam's Old Guitar Club 1 It's seen better days. 1-3 .02   Speed (+1)  Weight (+5) data-sort-value="50"> 50g
Holy Blade Sword 4 It feels hopeful to wield. 18-24 .02   Weight (+3) data-sort-value="200"> 200g
Rapier Sword 4 An elegant blade. 15-25 .02   Speed (+2) data-sort-value="200"> 200g
Harvey's Mallet Club 3 It brings back memories of Harvey's clinic. 1-3 .02   Speed (+158)  Weight (+5) data-sort-value="150"> 150g
Maru's Wrench Club 3 A big, metal wrench. It smells like Maru. 1-3 .02   Speed (+158)  Weight (+5) data-sort-value="150"> 150g
Penny's Fryer Club 3 Penny's favorite frying pan. There's some rubbery gunk stuck to the inside. 1-3 .02   Speed (+158)  Weight (+5) data-sort-value="150"> 150g
Seb's Lost Mace Club 3 One of Sebastian's medieval replicas. 1-3 .02   Speed (+158)  Weight (+5) data-sort-value="150"> 150g
Haley's Iron Sword 3 It's searing hot and smells like Haley's hair. 1-3 .02   Speed (+154) data-sort-value="150"> 150g
Abby's Planchette Dagger 4 It's made from fine marblewood. 1-3 .02   Speed (+154)  Crit. Chance (+1)  Weight (+5) data-sort-value="200"> 200g
Elliott's Pencil Dagger 4 Elliott used this to write his book. It's sharp! 1-3 .02   Speed (+154)  Crit. Chance (+1)  Weight (+5) data-sort-value="200"> 200g
Leah's Whittler Dagger 4 Leah's favorite tool for shaping driftwood. 1-3 .02   Speed (+154)  Crit. Chance (+1)  Weight (+5) data-sort-value="200"> 200g
Galaxy Slingshot Slingshot N/A It looks really powerful. ≈4x that of a regular Slingshot using the same ammo .02 N/A Cannot be sold

Weapon Level and Sell Price

Weapon level is based on weapon points (rounded down): weaponpoints / 7 + 1 Weapon points are calculated using several statistics of the weapon, such as average damage, speed, type, added defense&precision, crit. chance and crit. multiplier.

Weapon points (rounded down) = average weapon damage (rounded down) x (1 + 0.03 x speed{min 0; 15 if dagger) + (precision / 2 + defense) + ((crit.chance -0.02) x 200) + ((crit multiplier - 3) x 6) + 20{if darksword, else 0} + (defense x 2)[1]

Here is an Example applying the formula to calculate the level of the Iridium Needle: (27 x (1 + 0.03 x 15) + 0 / 2 + 0 + ((0.10 - 0.02) x 200) + (7 - 3) x 6) + 0 + 0) / 7 + 1 (Integer) = 12

Sell price is the calculated item level x 100 / 2.[2]

Glitches

  • It's possible to clip through to the space around any map area (e.g., the black area around the Farmhouse) by repeatedly swinging a sword while standing just inside the exit point.
    • To return from the normally unreachable area, simply walk into the exit point.
  • It is possible to use a club weapon's secondary attack several times in quick succession by right clicking then mashing left click (or the C key) before the attack animation is over. This can be useful while attacking higher level enemies with a low level weapon.
    • Pressing left click too early will result in a normal swing to take place rather than the secondary attack.
    • This glitch will occasionally soft-lock the game, if an additional animation occurs while spamming left-click/C.
  • If you block with a sword while interacting with an object at the same time, such as a bush or a villager, you can make your sprite break, showing both the blocking sprite, and facing towards the screen sprite at the same time. You will be stuck like this until you use the block again.

Trivia

  • There is unimplemented game code allowing the player to receive a "Battered Sword" through the mail as a reward for an unknown event. This sword could be upgraded (by unknown means) 4 times, changing it into a "Hero's Sword", "Holy Sword", "Dark Sword", and finally "Galaxy Sword."
  • According to ConcernedApe, the Holy Blade may have never been implemented in the finished game.

References

  1. See MeleeWeapon::getItemLevel in the game code.
  2. See MeleeWeapon::salePrice and ShopMenu:receiveRightClick in the game code.

History

  • 1.4: Slingshots can now be put in the inventory trash bin on computer and console (Mobile already had this ability). Added Dark Sword to obtainable items.
  • 1.5: Slingshots can now be purchased at the Adventurer's Guild after unlocking. Added Elf Blade, Femur, Kudgel, Shadow Dagger, Yeti Tooth to obtainable items. Added additional weapons. Changed weapon level calculation. This results in lower weapon levels and sell prices for most weapons with the exceptions of Clubs. Bug where weapon defense had no effect fixed.