Base damage, cooldown and element for every weapon, plus the stat pool its level-ups roll from
Data updated
Seven weapons are unlocked from the first run: Sword, Bow, Bone, Chunkers, Firestaff, Lightning Staff and Flamewalker. The other 23 sit behind quests, and a few are demanding. The Corrupted Sword needs the Cursed Tome at level 20 inside 10 minutes. Most of the arsenal is Neutral. Only three weapons deal Fire, two Lightning and one Ice, which matters when an item or passive keys off an element.
Each weapon has its own short list of stats, and every level-up rolls its upgrade from that list. A Flat entry adds a fixed amount, so Sword's Damage +2 is two more damage per hit. An Addition entry adds a percentage, like the Sword's Size +20%. Pools run from 2 stats to 6. The Revolver's six include Crit Chance, Crit Damage and Projectile Bounces, which gives it more ways to roll well than a four-stat weapon like the Sword.
Base damage only tells half the story. Sword hits for 11 every 0.75 seconds, Revolver for 5 every 1.4, and Flamewalker has no cooldown at all because it leaves a constant fire trail behind you. Weigh damage against cooldown when you pick.
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