Weapons are items that players use in combat. Weapons are either procedurally generated, unique and with generated stats, or they're unique with a predetermined appearance and power level.
Found weapons can be of any rarity from common to legendary, which in turn affects which stat ranges and effects are available.
Armor sets crafted as the game progresses have a power multiplier stat. The total is summed under and then applied as a flat damage multiplier on weapon base DPS. As a result players can improve their armor and not need to update their weapon as quickly since it's damage will scale up.
The amount of possible weapons in the game has not been calculated, but when ignoring the stats such as base DPS, damage per swing, and swing speed there are over 1,000,000 possibilities using the data available.
Melee weapons are those used in close combat. They require the player is near their target to strike. They can be two handed, one handed, directional or non as well as having a variety of elemental damage types.
Most uncommon and rare melee weapons have an assigned elemental damage type. Some damage types are more effective against specific enemies than others. In addition to determining the damage type, each elemental can apply a status effect. These can be damaging (like burning, poison, or electrified) or offer control by impairing enemy movement (like frost). The elemental damage type of each weapon is visible by the corresponding icon in the in-game tooltip.
The secondary special attacks for rare and uncommon two handed weapons are shared by type, but only rare and legendary weapons will apply status effects with their primary attack.
- Fire (applies Burning)
- Poison (applies Poisoned)
- Frost (applies Frost)
- Electric (applies Electrified)
One handed melee weapons include daggers, shortswords, fist weapons and axes. Because one handed weapons are dual wielded they don't have a secondary attack, but weapons with different types and effects can be combined to give players many options for combat.
One handed weapons do not use energy, so they can be used continuously in combat.daggers and shortswords, usually trading off for slightly increased. This makes them the most powerful one handed weapons, but rarer to find. status effects in melee combat because of their directional aim and speed.
Shortsword attack speed is faster than the two-handed broadsword, usually trading off for reduced damage. They're useful for applying status effects in melee combat because of their directional aim and speed, its like a upgraded dagger, with better damage but slower speed.
Fist weapons deal damage at very close melee range, they have the smallest hitbox of any weapon type. Fist weapons are unique in that they're the only one handed melee weapon with secondary attacks (in the form of combos) as well as the only one handed weapon type that doesn't attack directionally. Fist weapons attack and combo in whatever direction the player is facing.
When duel wielded fist weapons can 'combo' a special move after four strikes. The combo available depends on the fist weapon itself, and two different fist weapons can be worn at the same time to give players the ability to use either combo.
Fist weapons are not procedurally generated, they'll always be found with the same set stats, appearance and special attacks.
Two handed melee weapons include broadswords, hammers and spears. Because two handed weapons cannot be dual wielded they have a variety of secondary attacks. These attacks depend on the weapon type and the weapon rarity. Special attacks are shared between weapons of uncommon and rare rarity but only rare weapons apply status effects to enemies. Two handed weapons do not use energy with their primary attack, but do consume it for their special attack so those attacks cannot be used continuously in combat.shortswords. They cannot be aimed directionally, outside swinging in whatever direction the player is facing.
Because broadswords cannot be equipped with a shield some have the ability to parry attacks. This is similar to blocking with a shield, but the duration is limited and must be recharged before using again.
Hammers are unique because they require a 'wind up' before they'll attack. To swing a hammer the attack button must be held down until the hammer is fully raised, otherwise it will not swing. After winding up players can continue to hold the attack button to keep the hammer ready to attack, releasing only when they're ready to swing. Hammer's long wind up time makes them the slower then all other weapons tp attack, but they are the most powerful.
Spears are unique because they can remain held outward to deal damage continually by holding down primary attack. While held outward players will injure to any enemies the spear makes contact with, allowing players to charge in while dealing damage. There are a variety of special spears found throughout the universe with unique effects, attacks, projectiles and appearances.
Ranged weapons are those used to deal damage from a distance combat. Most require the player is within line of sight of their target to deal damage. Although there's no ammo for ranged weapons, they consume energy when used and are unable to attack temporarily when energy has been depleted.
In later game the Accelerator's Table is designed to craft armor for ranged combat focused characters. The armor it provides is balanced for defense and energy. The Manipulator's Table is designed for staff combat gear, but can be used to achieve a larger energy pool at the expense of reduced defense.
Guns are the most common ranged weapon type. When held the player cursor changes to a crosshair, determining where the gun will fire. Guns use energy as their ammo which replenishes itself when not being used. All guns are directionally aimed and will fire in a straight line toward the cursor.
Grenade Launchers are a one handed weapon which launches small explosive grenades. These grenades will explode dealing damage after a few seconds. Uncommon and rare launchers have elemental damage types which are applied to their grenade explosion and deal corresponding status effects.
Machine pistols are the automatic one handed gun class. They fire a fast stream of bullets, which deal elemental damage for uncommon and rare rarity guns. They're generally slower than assault rifles and deal less damage, but because they can be duel wielded afford some versatility.
Pistols are the non-automatic one handed gun class. They deal more damage then their automatic counterparts at the cost of reduced fire rate. Novakids have increasingly powerful pistol recipes available to them as they progress through the game.
Assault rifles are the two handed automatic gun class. They fire a fast stream of bullets and and have a variety of special attacks. They generally consume more energy and deal more damage than their one-handed counterpart machine pistols, but have a faster rate of fire.
Flamethrowers are two handed weapons which fire a stream of fire that deals damage and applies burning on contact. Flamethrowers do not have elemental specific damage types, and only deal fire damage. They have a special attack which is to release a fuel cloud by holding the secondary attack button which then ignites dealing damage when released.
Rocket launchers are a two handed weapon class that fires explosive rockers toward the target. Their primary attack is to fire a rocket directly at the target, but they have special attacks available which allow the player to guide the rocket.
Shotguns are a two handed gun class which fires scattered cone of small bullets, dealing damage in a wide area. The closer the target is to the player when the shotgun is fired the more bullets will strike them and the more damage they'll take. Shotguns are useful for dealing a small amount of damage in a spread or high damage at close range. They have a variety of special attacks.
Sniper rifles are the non-automatic two handed gun class, trading fire rate for greatly increased damage. They're able to deal high damage from a great distance, and also have a variety of special attacks. Novakids have increasingly powerful rifle recipes available to them as they progress through the game.
Staffs and wands are weapon types that are specialized to be used with armor crafted at a Manipulator's Table. They are not crafted, but can be found as procedurally generated weapons throughout the game.
Both are ranged weapons, requiring very high energy. Each staff or wand has a unique effect when used, much like a 'spell' being cast.
For all staff and wand weapons, the mouse cursor changes to a red crosshair when equipped. After holding down the mouse button to charge the weapon the cursor will turn green provided it is within line of sight. When the cursor is green the mouse button can be released to detonate the staff attack/ability.
Bows fire arcing projectiles, and are the main hunting weapons available. The bow type determines its damage output. Bows are not procedurally generated, and their stats and appearance do not change. Bows require you to hold down the left-mouse button to charge, once fully charged a the bow will turn white for a split second. If the left-mouse button is released during that time, the bow will deal extra damage.
If a ground Monster is killed with a hunting weapon they can drop Raw Steak or Leather. If a quadruped ground monster is killed they can drop Raw Ribs in addition to raw steak. On Moderate planets bipeds and quadrupeds may also drop Leather. They'll have an even higher chance to drop leather on Risky and above planets. Flying monsters will sometimes drop Raw Poultry and swimming monsters have a chance to drop Raw Fish.
Unique monsters all have separate loot pools when killed with a bow as well. Their drops include meat, leather, and unique crafting resources (which have a higher chance to drop when these monsters are killed with a hunting weapon).
Whips are a limited range weapon. Whips quickly strike the point where the cursor crosshairs are when fired, they have a range and will extend as closely as they can to the cursor if it's out of range.
Thrown weapons are those which are thrown at enemies for a variety of attacks and effects. These weapons do not consume energy, and the target is determined by the location of the cursor.
Boomerang type throwing weapons are not consumed on use and return to the player after being thrown. The behavior and damage of each of these weapons is unique.
Boomerangs and chakrams deflect off walls, and in many cases their thrown behavior is different if they strike a surface.
Consumable thrown weapons are consumed when thrown, meaning the player has a finite supply and can run out. These weapons have a variety of effects, from fire and poison, bombs, snowballs healing vials.