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Weapons are items that are equipped in the "Attack" slot and determine how the player attacks. Weapons vary in what tiles they hit and how many tiles are hit at once.
Only one weapon can be equipped at a time unless the player has the Holster.
There are currently 3 types of damage: Normal, Piercing and Phasing. Piercing damage goes through physical armor like skeleton shields and their steeds, as well as rolling armadillos and beetles. This damage also works on Death Metal's shield. Phasing can do everything piercing does, as well as go through magical armor like ghosts and unhittable targets like burrowed moles.
All weapons listed are dealing Normal Damage, unless stated otherwise.

Weapon Range Damage Notes
Weapon dagger
Dagger
Range dagger
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
Starting weapon for most characters. Can be thrown, which will damage all enemies in a straight line, stopping when it hits a wall. A throw still deals Normal Damage.
Weapon broadsword
Broadsword
Range broadsword
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The Broadsword is capable of hitting multiple monsters.
Weapon rapier
Rapier
Range rapier
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The Rapier can only hit one monster.

Attacking an enemy two tiles away doubles the base damage and moves the player one tile in that direction.
When lunging, as with all player actions, the player has the priority and will enter a tile and deal damage before a monster heading towards them from that direction.

Weapon spear
Spear
Range rapierspearlongsword
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The Spear can only hit one monster. Can be thrown, which will damage all enemies in a straight line, stopping when it hits a wall. A throw still deals Normal Damage.
Weapon longsword
Longsword
Range rapierspearlongsword
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The Longsword is capable of hitting multiple monsters.
Weapon whip
Whip
Range whip
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The Whip can only hit one monster.

The direction of the attack follows the swing of the whip and favors enemies closest to the player over enemies farther away.
The Whip will not hit enemies in the farthest tiles if a wall, container, or shrine is located closer in the player's attacking range (not including directly next to the player). The player will move/dig instead.

Weapon bow
Bow
Range bow
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The Bow can only hit one monster.
Weapon crossbow
Crossbow
Range crossbow
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The Crossbow can only hit one monster.

The Crossbow deals Piercing Damage.
After attacking 3 times it must be reloaded by pressing up + down. Attacking without the Crossbow loaded will hit like the Dagger, still dealing the Crossbow's damage.

Weapon cat
Cat o' Nine Tails
Range flail
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The Cat o' Nine Tails can only hit one monster - either an adjacent monster in the direction of movement, or a lateral/diagonal monster when moving to an empty tile.
Weapon flail
Flail
Range flail
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The Flail can hit multiple monsters and has a natural knockback.
Weapon blunderbuss
Blunderbuss
Range blunderbuss 2 The Blunderbuss can hit multiple monsters.

The Blunderbuss deals Piercing Damage.
Attacking causes the player to be knocked back 1 tile.
After attacking it must be reloaded by pressing up + down. Attacking without the Blunderbuss loaded will hit like the Dagger, still dealing 2 damage.

Weapon rifle
Rifle
Range rifle
 Loaded: 3
 Not loaded: 1
The Rifle pierces through enemies, up to 20 tiles or the first wall.

The Rifle deals Piercing Damage.
Requires loading (up + down) before firing, and can hold up to 3 rounds at once. Attacking without the Rifle loaded will hit like the Dagger, dealing 1 damage.
If a round is loaded, the player's next move will fire the rifle.
Attacking causes the player to be knocked back 1 tile.

Weapon dagger shard
Glass Shard
Range dagger 1 Makeshift weapon which appears when a glass weapon breaks. Hits like the Dagger. Can be thrown, which will damage all enemies in a straight line, stopping when it hits a wall. A throw still deals Normal Damage.
Weapon dagger jeweled
Jeweled Dagger
Range dagger 5 Can be thrown, which will damage all enemies in a straight line, stopping when it hits a wall. A throw still deals Normal Damage.
Weapon dagger frost
Dagger of Frost
Range dagger 1 The Dagger of Frost deals Piercing Damage.

Hitting an enemy with this dagger will freeze them for 3 beats. Does 999 damage to frozen enemies. The frost damage only applies if the enemy would have taken damage anyway, so Dead Ringer does not take any damage from a frost dagger when frozen.

Can be thrown, which will damage all enemies in a straight line, stopping when it hits a wall. Will freeze all enemies it hits. A throw still deals Piercing Damage.

Nodlc The high damage to frozen enemies also applies when damaging enemies with most non-weapon damage: Boots of Pain, Boots of Lunging, Fireball Spell, Holy Water, Scroll of Need, Bomb. Does not apply to Earthquake Scroll.

Nodlc The dagger will melt into a default dagger if hit by a fireball, explosion, or a Fire Elemental (but not hot coals).

Amplified dlc Dagger of Frost no longer melts.

Amplified dlc If Ring of Frost is equipped, the attack instead deals 999 piercing damage.

Weapon dagger phasing
Dagger of Phasing
Range dagger 2 The Dagger of Phasing deals Phasing Damage.

Can attack from inside walls (Ring of Phasing is necessary to get inside them).
Can be thrown, which will damage all enemies in a straight line. Unlike other thrown weapons, it will go through walls until it reaches the level border. A throw still deals Phasing Damage.

Weapon flower
Flower
Range flower 0

Only available when playing as Dove.
Confuses enemies.
Hitting an enemy for the first time will cause it to drop gold and reduce the player's spell cooldowns as if it was killed.
Hitting enemies will also increase your gold multiplier.

Weapon golden lute
Golden Lute
Range lute 1

Only available when playing as Melody, or in the Necrodancer battle.

Attacks every square around the player when moving. Only deals damage when moving. Is NOT affected by damage-increasing equipment.

Does not deal damage from inside walls with the Ring of Phasing, but will deal damage upon entering or leaving a wall.

Axe
Axe Amplified dlc
Axe range
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The axe can be compared to the rapier, as the player attack enemies 2 tiles away, they will lunge 1 space forwards and attack the 3 tiles in front of them. If the player attacks enemies 1 tile away, they will only attack the enemy in front of them.
Weapon warhammer
Warhammer Amplified dlc
Range warhammer
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The war hammer is a weapon that attacks any and all enemy within the 6 tiles in front of the player.
Weapon cutlass
Cutlass Amplified dlc
Range rapierspearlongsword
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The cutlass is a weapon that can parry enemies attacks, if the player attacks on the same turn. It can only attack one enemy at a time.
Weapon staff
Staff Amplified dlc
Range staff
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The staff is a weapon that requires the player to attack an enemy 1 tile away, which causes the staff to unleash a bolt which will damage all enemies in a straight line, stopping when it hits a wall. The bolt still deals Normal Damage.
Weapon harp
Harp Amplified dlc
Range harp
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
The harp is a weapon that requires the player to attack an enemy 1 tile away, which causes the harp to unleash an area of effect attack that hits all 8 tiles around the player.
Weapon electric dagger
Electric Dagger Amplified dlc
Range dagger 2 When it hits an enemy, it creates an arc of lightning that deals 1 damage to all enemies adjacent to the hit enemy, then to all enemies adjacent to those, and so on.

When standing on a conduit, the attack deals 999 damage and the arc deals 2 damage to each connected enemy.

Weapon uncertainty
Mystery Weapon Amplified dlc
Varies
 Obsidian: 1-3
 Titanium: 2
Given by the Shrine of Uncertainty.

It may be made of Obsidian or Titanium and it shares its properties with one of the following weapons: Broadsword, Rapier, Longsword, Whip, Bow, Cat o' Nine Tails, Flail, Axe, Warhammer, Cutlass, Staff or Harp.

It cannot be a Dagger, Spear, Crossbow, Rifle or a Blunderbuss, nor can it be of Normal, Blood, Glass or Gold quality.

Weapon eli
Eli Amplified dlc
Range eli 0 Only available when playing as Eli.

Deals no damage but knocks back enemies.

Weapon Materials Edit

Every weapon (except the Blunderbuss, the Rifle, the Glass Shard, the Jeweled/Frost/Phasing/Electric Dagger and the Golden Lute) currently exists in up to 5 different forms, excluding their default form. These forms and their attributes are described below.

Blood: Replenishes 0.5 health after killing 10 monsters (killing passive Green Mushrooms in Zone 2 and Cauldrons in Zone 3 still count). Increases attack damage by 999 if the player is at 0.5 hearts of health. A counter telling you how many kills left can be found under the weapon. Used in tandem with the Crown of Thorns, the player recovers 0.5 health every 5 kills instead of 10.
Glass: Deals 4 damage per hit, but will shatter if the player gets damaged or if thrown (spears and daggers). A shattered weapon can no longer be used; instead, the Glass Shard can be found on the ground where the player was hit (or where a thrown weapon collided with a wall).
Gold: Monsters drop 1 additional base gold (is affected by the the Groove Chain multiplier). Makes monsters in boss fights drop 1 gold. Increases attack damage by 999 damage on the beat after collecting any amount of gold.
Obsidian: Deals damage according to the level of the Groove Chain multiplier (1-3).
Titanium: Deals 2 damage per hit.

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