Weapons
Five weapons, three upgrade levels each. Every number on this page is the number the game ships with.
What you can carry
Knife
What you start with, and never have to buy. The shortest reach and the fastest recovery: it lands more hits per second than anything else in the game.
Sword
Longer reach and a heavier blow than the knife, and slower between swings. The hit shoves what it lands on.
Hammer
The heaviest swing and the slowest. It staggers what it hits, which buys you the second in which nothing is hitting back.
Bow
Two-handed: you hold the bow in one hand and draw the string with the other, and how far you pull it is how much the arrow is worth. The arrow arcs a little.
Crossbow
One hand, flat shot, no draw to judge. Eight bolts and a long pause between them, so distance costs you damage rather than effort.
Price and damage
Melee weapons are swung with your own arm. Damage is per hit; the last column spreads that over the pause that follows, which is the honest way to compare a knife with a crossbow.
| Weapon | Price | Damage per hit | Between hits | Damage per second |
|---|---|---|---|---|
| Knife | Free — you start with it | 22 | 0.35 s | 62.9 |
| Sword | 250 coins | 34 | 0.55 s | 61.8 |
| Hammer | 300 coins | 45 | 0.9 s | 50.0 |
| Bow | 350 coins | 20 at the shortest draw, 55 at full | 1 s | 55.0 |
| Crossbow | 450 coins | 40 | 2 s | 18.2 |
The bow's figure is for a full draw and does not count the time spent drawing. The crossbow's counts the magazine and the reload, not only the pause between shots — both are part of what a bolt costs. Reaching across a room is meant to cost you damage, and it costs most of it.
Upgrades
Every weapon has three upgrade levels, bought in the lobby between runs. Each level adds damage on top of the last: +5, then +10, then +15. Flat points rather than a percentage, so an upgrade is worth the same on the knife as on the hammer and the cheap weapons stay worth upgrading.
| Weapon | Base | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|
| Knife | 22 | 27 | 37 | 52 |
| Sword | 34 | 39 | 49 | 64 |
| Hammer | 45 | 50 | 60 | 75 |
| Bow | 20–55 | 25–60 | 35–70 | 50–85 |
| Crossbow | 40 | 45 | 55 | 70 |
The bow's two numbers are the shortest draw and the full one; an upgrade lifts both by the same amount. The crossbow gets more than damage from each level — see below.
| Weapon | Level 1 | Level 2 | Level 3 | All three |
|---|---|---|---|---|
| Knife | 120 | 180 | 270 | 570 |
| Sword | 150 | 225 | 340 | 715 |
| Hammer | 170 | 255 | 385 | 810 |
| Bow | 180 | 270 | 405 | 855 |
| Crossbow | 200 | 300 | 450 | 950 |
The crossbow upgrade buys three things. Each level adds damage, 2 more bolts in the magazine and takes 0.2 s off the pause between shots. At level three it holds 14 bolts and fires every 1.4 s instead of 8 bolts every 2 s — damage alone would not have fixed a weapon you reload more often than you fire.
Range
Both ranged weapons fire a projectile you can watch fly, and both hit hardest in the middle of that flight. Pressed against a target or shooting from the far edge of your reach, the shot lands for half. Past the limit it falls short and does nothing at all. The bolt flies flat; the arrow arcs a little, so distant shots want aiming high.
| Weapon | Speed | Full damage | Half damage | Nothing past | Magazine | Reload |
|---|---|---|---|---|---|---|
| Bow | 45 m/s | 3–15 m | under 3 m, 15–20 m | 20 m | — | — |
| Crossbow | 60 m/s | 3–15 m | under 3 m, 15–20 m | 20 m | 8 bolts | 1.6 s |
Twenty metres is a little further than anything in the dungeon can notice you from, so a ranged weapon buys you the first shot — not a safe corner to shoot from all day.
Weak points
Most enemies have one spot worth more than the rest of them — two and a half or three times as much, depending on the enemy. You cannot see it: a glowing marker stuck to a model read as a bug rather than a hint, so it was taken off. A hit that finds it sounds and feels different instead. The enemy page lists which enemies have one and what it is worth.