Weapons are used by the character to fend off enemies, each having its own unique way of doing so. Most weapons deal damage to enemies, while some apply debuffs to enemies or buffs to the player.
The player can select up to six different weapons from level ups, but it is possible to carry more by picking up weapons that generate with the stage. Most weapons must be unlocked before they can be offered to the player.
Most weapons are unique, which means a character can only gain a weapon once per run, and there is no way to get the same weapon multiple times (even if it is consumed). Exceptions include Candybox and Arma Dio.
Obtaining[]
Normally, each character has access to one of the base weapons as their starting weapon and is able to obtain additional base weapons as they level up. Rarity determines the weight of how often that weapon shows up in the pool of possible weapons and passive items during the level-up screen and when opening Treasure Chests.
Upgrading[]
If an already owned weapon is selected upon level up it will be upgraded to a higher level and it will gain certain stat bonuses unique to the weapon. There is certain chance to have owned items offered to you. When a weapon is fully leveled it cannot appear in the level up options anymore. Upgrading a weapon will also reset its Cooldown and activate it instantly, which is useful for powerful weapons with long Cooldown.
Evolution[]
- Main article: Evolution
When a base weapon is leveled to the max and its corresponding passive item is obtained, it can be transformed into an evolved weapon by collecting a Treasure Chest. Not all weapons have an evolution.
Evolution actually works as removing the original weapon and acquiring the evolved one, which means whenever weapon is evolved, all the effects of the original weapon will be lost, and the evolved weapon's Cooldown starts from zero, (which is notable for weapons with long Cooldown like Santa Water).
Certain characters (Mortaccio, Yatta Cavallo, and O'Sole Meeo) automatically evolve their starting weapon when they morph into a new form, provided you have the required relic and meet the necessary condition.
Stats[]
Weapons have different stats, which define their functions.
See Overview Stats for a list of base stats of the weapons.
Weapon stats | |||
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Max level | The highest level the weapon can be upgraded to. | Rarity | The weight of the weapon in the pool of weapons and passive items. |
Base damage | The damage dealt by a single projectile per hit. Modified by Might stat. Note: The damage displayed with the "Damage Numbers" option ticked shows a randomized value within ±5 of the scaled base damage, but this is only a visual feature and the damage dealt by a weapon is always the same. |
Area | The base area of the weapon. Modified by Area stat. |
Speed | The base projectile speed of the weapon. Modified by Speed stat. | Amount | The amount of projectiles fired per use. Modified by Amount stat. |
Duration | The duration of the weapon's effect. Modified by Duration stat. | Pierce | The number of enemies a single projectile can hit before being used up. |
Cooldown | The time required for the weapon to be used again. There is a trigger for the cooldown to start after a weapon's duration ends. Modified by Cooldown stat. | Projectile Interval | The time required for an additional projectile to be fired between each Cooldown. Can overlap with another set of shots even before it finishes shooting. |
Hitbox Delay | The time before the same enemy can be hit by the same projectile again. All delays refresh simultaneously as soon as one fully counts down. | Knockback | The knockback dealt multiplier of the weapon. Determines the strength of the knockback effect along with the enemy's knockback taken multiplier and movement speed. |
Pool limit | The maximum amount of projectiles that can be on screen. | Chance | The chance of a special effect happening. Modified by Luck stat. Technically, Crit Chance is a separate stat but both have not been used at the same time yet. |
Crit Multi | Damage multiplier to critical hits. | Block by walls | Can the projectile be blocked by obstacles. |
Types[]
There are base, evolutions or unions, and special weapons
See Combos for a list of which passive items and their corresponding player stats affect which weapon.
Base Weapons[]
Base weapons can be chosen by leveling up. Most of them are locked behind achievements at first.
Icon | Weapon | Description | Base damage (level 1) | Max level | Rarity | Effects | Unlock requirements |
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Whip | Attacks horizontally, passes through enemies. | 10 | 8 | 100 |
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Magic Wand | Fires at the nearest enemy. | 10 | 8 | 100 |
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Knife | Fires quickly in the faced direction. | 6.5 | 8 | 100 |
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Axe | High damage, high area scaling. | 20 | 8 | 100 |
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Cross | Aims at the nearest enemy, has a boomerang effect. | 5 | 8 | 80 |
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King Bible | Orbits around the character. | 10 | 8 | 80 |
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Fire Wand | Fires at a random enemy, deals heavy damage. | 20 | 8 | 80 |
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Garlic | Damages nearby enemies. Reduces resistance to knockback and freeze. | 5 | 8 | 70 |
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Santa Water | Generates damaging zones. | 10 | 8 | 100 |
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Runetracer | Passes through enemies, bounces around. | 10 | 8 | 80 |
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Lightning Ring | Strikes at random enemies. | 15 | 8 | 80 |
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Pentagram | Erases everything in sight. | - | 8 | 60 |
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Peachone | Bombards in a circular area. | 10 | 8 | 50 |
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Ebony Wings | Bombards in a circular area. | 10 | 8 | 50 |
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Phiera Der Tuphello | Fires quickly in four fixed directions. | 5 | 8 | 50 |
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Eight The Sparrow | Fires quickly in four fixed directions. | 5 | 8 | 50 |
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Gatti Amari | Summons capricious projectiles. Might interact with pickups. | 10 | 8 | 50 |
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Song of Mana | Attacks vertically, passes through enemies. | 10 | 8 | 50 |
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Shadow Pinion | Generating damaging zones when moving, strikes when stopping. | 10 | 8 | 50 |
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Clock Lancet | Chance to freeze enemies in time. | - | 7 | 70 |
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Laurel | Shields from damage while active. | - | 7 | 60 |
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Vento Sacro | Stronger with continuous movement. Can deal critical damage. | 2 | 8 | 50 |
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Bone | Throws a bouncing projectile. | 5 | 8 | 1 |
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Cherry Bomb | Throws a bouncing projectile that explodes after some time. | 10 | 8 | 1 |
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Carréllo | Throws a bouncing projectile. Number of bounces affected by Amount. | 10 | 8 | 1 |
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Celestial Dusting | Throws a bouncing projectile. Cooldown reduces when moving. | 5 | 8 | 1 |
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La Robba | Generates bouncing projectiles. | 10 | 8 | 1 |
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Greatest Jubilee | Has a chance to summon light sources. | 10 | 9 | 20 |
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Bracelet | Fires three projectiles at a random enemy. | 10 | 6 | 40 |
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Candybox | Allows you to choose any unlocked base weapon. | - | 1 | 2 |
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Arma Dio | Allows you to choose an extra passive weapon. | - | 1 |
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Pako Battiliar | May retaliate when losing health. | 20 | 8 | 60 |
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Victory Sword | Strikes with a combo attack at the nearest enemy. Retaliates. | 5 | 12 | 30 |
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Flames of Misspell | Emits cones of flames. | 10 | 8 | 30 |
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Glass Fandango | Stronger with movement, Orologions, and against frozen enemies | 10 | 8 | 50 |
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Santa Javelin | Duration affects Amount. Can deal critical damage. |
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Phas3r | Generates thin damaging zones. | 5 | 8 | 50 |
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Silver Wind | Defeated enemies might drop hearts. | 10 | 8 | 50 |
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Four Seasons | Generates 4 explosions. Amount and Duration affect damage instead. | 5 | 8 | 50 |
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Summon Night | Generates damaging zones above the character. | 10 | 8 | 50 |
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Mirage Robe | Generates freezing mines with a chance to explode. | 10 | 8 | 50 |
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Mille Bolle Blu | Fires lingering projectiles. | 5 | 8 | 1 |
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Night Sword | Retaliates with a bonus damage affected by Greed. Might steal hearts. | 5 | 8 | 30 |
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108 Bocce | Actually it's just 8. Damages nearby enemies. | 12 | 8 | 10 |
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SpellString | Strikes at nearby enemies. Damage multiplied by Speed. | 5 | 6 | 70 |
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SpellStream | Generates an expanding damaging zone. Damage multiplied by Area. | 5 | 6 | 70 |
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SpellStrike | Strikes at the nearest enemy. Damage further multiplied by Might | 20 | 6 | 70 |
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Eskizzibur | Attacks nearby enemies. Retaliates. | 10 | 8 | 70 |
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Flash Arrow | Can deal critical damage. Amount affects damage instead. | 10 | 8 | 70 |
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Prismatic Missile | Generates explosions around the character. Affected by the first chosen Arcana between II, XIV, or XIX. | 10 | 8 | 70 |
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Shadow Servant | Has a chance to slow enemies down. | 10 | 8 | 70 |
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Party Popper | Throws bouncing projectiles. | 5 | 8 | 1 |
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Report! | Damages enemies and pushes them away. | 6.5 | 8 | 50 |
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Lucky Swipe | The amount of Luck is affected by Amount and by low Luck. | 10 | 8 | 50 |
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Lifesign Scan | Restores HP based on Amount and Recovery. | - | 8 | 40 |
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Just Vent | Destroys or heavily damages enemies. Amount affects how many times it can trigger. | 200 | 8 | 50 |
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Clear Debris | Generates projectile spawning zones that follow the player. | 10 | 8 | 50 |
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Sharp Tongue | Strikes enemies in front of you. Damage multiplied by Recovery. | 10 | 8 | 50 |
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Science Rocks | Generates zones that explode when touched by a player. Amount affects the number of explosion clusters. | 10 | 8 | 50 |
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Hats | Throws cute bouncing projectiles with random properties. | 10 | 8 | 1 |
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Long Gun | Fires constantly in the faced direction. |
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Short Gun | Fires bursts of decaying projectiles horizontally. |
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Spread Shot | Fires in a wide spread in the faced direction. |
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C-U-Laser | Fires a piercing projectile in the faced direction. |
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Firearm | Fires spinning projectiles at the nearest enemy. |
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Sonic Bloom | Fires growing projectiles in the faced direction. |
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Homing Miss | Fires exploding projectiles that home in on enemies. |
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Diver Mines | Fires explosive projectiles that travel along walls. |
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Blade Crossbow | Fires homing projectiles that spin in place when they hit. |
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Prism Lass | Has a small chance to freeze enemies. |
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Metal Claw | Cooldown is affected by missing health. |
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Evolutions[]
Evolved weapons cannot be upgraded, only have one level, and have a rarity of 1 with the exception of Bi-Bracelet and Tri-Bracelet.
Icon | Weapon | Description | Base damage | Effects | Unlock requirements |
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Bloody Tear | Evolution of the whip. Can deal critical damage and absorb HP. | 40 |
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Holy Wand | Evolution of the Magic Wand. Fires with no delay. | 30 |
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Thousand Edge | Evolved Knife. Fires with no delay. | 16.5 |
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Death Spiral | Evolved Axe. Passes through enemies. | 60 |
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Heaven Sword | Evolved Cross. Can do critical damage. | 77 |
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Unholy Vespers | Evolved King Bible. Never Ends. | 30 |
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Hellfire | Evolved Fire Wand. Passes through enemies. | 100 |
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Soul Eater | Evolved Garlic. Steals hearts. Power increases when recovering HP. | 20 |
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La Borra | Evolved Santa water. Damaging zones follow you and grow when they move. | 30 |
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NO FUTURE | Evolved Runetracer. Explodes when bouncing and in retaliation. | 30 |
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Thunder Loop | Evolved Lightning Ring. Projectiles strike twice. | 65 |
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Gorgeous Moon | Evolved Pentagram. Generates extra gems and gathers all of them. | - |
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Vicious Hunger | Evolved Gatti Amari. Might turn anything into gold. | 30 |
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Mannajja | Evolved Song of Mana. Might slow enemies down. | 40 |
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Valkyrie Turner | Evolved Shadow Pinion. Bigger, longer, faster, stronger. | 35 |
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Infinite Corridor | Evolved Clock Lancet. Halves enemies' health. | - |
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Crimson Shroud | Evolved Laurel. Caps incoming damage at 10. Retaliates when losing charges. | - |
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Bi-Bracelet | Fires three projectiles at a random enemy. | 30 |
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Tri-Bracelet | Fires three projectiles at a random enemy. | 30 |
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Mazo Familiar | Evolved Pako Battiliar. Damage and Amount affected by Max Health. | 40 |
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Ashes of Muspell | Evolved Flames of Misspell. The more enemies are defeated, the stronger it grows. | 50 |
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Celestial Voulge | Evolved Glass Fandango. Might deal critical damage and freeze enemies. Turns Orologions into Starry Heavens. | 20 |
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Seraphic Cry | Evolved Santa Javelin. Critical damage affected by Luck. Turns Rosaries into Weird Souls Purifiers. |
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Photonstorm | Evolved Phas3r. Fires 2 to 5 times more projectiles depending on Luck. | 25 |
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Anima of Mortaccio | Evolved Bone. Projectiles accelerate when bouncing. | 65 |
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Yatta Daikarin | Evolved Cherry Bomb. Generates extra explosions that can deal critical Luck based damage. | 20 |
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Profusione D'Amore | Evolved Celestial Dusting. | 10 |
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Festive Winds | Evolved Silver Wind. Weakens enemies defenses. | 30 |
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Godai Shuffle | Evolved Four Seasons. Generates an additional explosion. | 10 |
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Echo Night | Evolved Summon Night. Generates damaging zones below the character. | 30 |
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J'Odore | Evolved Mirage Robe. Projectiles move and confuse enemies. | 60 |
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Boo Roo Boolle | Evolved Mille Bolle Blu. Projectiles can hit the same target more than once. | 20 |
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Muramasa | Evolved Night Sword. Enables critical hits and combo finisher. Drains Health. | 80 |
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Legionnaire | Evolved Eskizzibur. Generates additional projectiles that deal retaliatory damage. | 40 |
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Millionaire | Evolved Flash Arrow. Fires additional projectiles based on Amount and when picking up gold coins. | 40 |
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Luminaire | Evolved Prismatic Missile. Increases the value of gems and coins on the ground. | 25 |
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Ophion | Evolved Shadow Servant. Has a chance to instantly kill enemies. | 50 |
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Emergency Meeting | Evolved Report! Occasionally destroys all of one type of enemy. | 45 |
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Crossed Wires | Evolved Lucky Swipe. Attacks in up to four directions. | 40 |
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Paranormal Scan | Evolved Lifesign Scan. Periodically grants a random stat boost for the rest of the run. | - |
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Unjust Ejection | Evolved Just Vent. Sucks in enemies. | 100 |
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Clear Asteroids | Evolved Clear Debris. Amount creates cluster explosions. | 50 |
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Impostongue | Evolved Sharp Tongue. Deals high damage to the strongest enemy and anything in its path. | 45 |
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Rocket Science | Evolved Science Rocks. Triggers a finisher when the right conditions are met. | 20 |
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Prototype A | Evolved Long Gun. Calls forth 2 drones for support fire. |
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Prototype B | Evolved Short Gun. Calls forth 2 drones for support fire. |
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Prototype C | Evolved Spread Shot. Calls forth 2 drones for support fire. |
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Pronto Beam | Evolved C-U-Laser. Lasers split into multiple beams when they hit. |
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Fire-L3GS | Evolved Fire Arm. Fires again when destroying a light source or destructible item. |
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Wave Beam | Evolved Sonic Bloom. Charges up a more powerful auto-aimed blast when standing still. |
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Multistage Missiles | Evolved Homing Miss. Projectiles split into smaller ones when they hit. |
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Atmo-Torpedo | Evolved Diver Mines. Creates damaging zones that attract enemies. |
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BFC2000-AD | Evolved Blade Crossbow. Calls forth divine intervention with a Luck-based frequency. |
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Time Warp | Evolved Prism Lass. May freeze, slow down, or DeFang enemies. |
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Big Fuzzy Fist | Evolved Metal Claw. Pummels the most powerful enemies in sight. |
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Unions[]
Union weapons are a unique type of evolution. They merge two weapons into one and free up a weapon slot. They may or not may need a passive item to be united.
Icon | Weapon | Description | Base damage (level 1) | Effects | Unlock requirements |
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Vandalier | Union of Peachone and Ebony Wings. | 28 |
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Phieraggi | Union of Phiera Der Tuphello and Eight The Sparrow. Scales with Revivals. | 15 |
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Fuwalafuwaloo | Union of Vento Sacro and Bloody Tear. Critical hits might generate explosions | 20 |
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SpellStrom | Union of SpellString, SpellStream, and SpellStrike. Grows stronger after every singularity. | 15 |
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Gifts[]
Gifts are extra weapons or passive items which can only be obtained via Treasure Chest when player meets certain conditions. Gifts do not replace the base weapon or passive item.
Icon | Weapon | Description | Base damage (level 1) | Max level | Effects |
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Sole Solution | Gift of Victory Sword. The more enemies are defeated, the stronger it grows. | 10 |
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Super Candybox II Turbo | Gift of Candybox. Allows to choose among a selection of advanced weapons. | - |
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Counterpart Weapons[]
Counterpart weapons cannot appear when leveling up. They are used as the counterpart of existing weapon when selecting the Gemini (I) Arcana.
Icon | Weapon | Description | Base damage (level 1) | Max level | Effects |
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Cygnus | Bombards in a circular area. | 10 | 8 |
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Zhar Ptytsia | Bombards in a circular area. | 10 | 8 |
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Red Muscle | Fires quickly in four fixed directions. | 5 | 8 |
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Twice Upon a Time | Fires quickly in four fixed directions. | 5 | 8 |
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Flock Destroyer | Summons capricious projectiles. Might interact with pickups. | 10 | 8 |
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Levelin'Eh | Duration affects Amount. Can deal critical damage. | ||||
Silver Sliver | Counterpart to Shadow Servant and Ophion from Arcana I - Gemini | 10 | 8 |
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Party Pooper | Counterpart to Party Popper from Arcana I - Gemini | 10 | 8 |
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Silver Tongue | Strikes enemies behind you. Damage multiplied by Recovery. | 10 | 8 |
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Prism Damsel | Has a small chance to freeze enemies. |
Special Weapons[]
Special weapons cannot appear when leveling up. They are used as the structure of an attack that is temporary or an effect. When they are used as an effect, they behave slightly differently compared to when they are modified to be actual weapons.
Icon | Weapon | Base damage | Effects |
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Nduja Fritta | 30 |
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Dairy Cart | 100 |
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Take Us Away | 200 |
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Sarabande of Healing | 0 |
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Stained Glass | 130 |
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Game Killer | 10 |
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Heart of Fire | 10 |
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Out of Bounds | 10 |
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Divine Bloodline | 0 |
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Blood Astronomia | 5 |
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Insatiable | 10 |
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Trivia[]
- Bi-Bracelet and Tri-Bracelet are the only evolutions that have a rarity of more than 1.
- Fuwalafuwaloo used to have a rarity of 50, same as Vento Sacro; it is changed to 1 in a later patch.