LavaDungeon

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
KnifeFree — you start with it220.35 s62.9
Sword250 coins340.55 s61.8
Hammer300 coins450.9 s50.0
Bow350 coins20 at the shortest draw, 55 at full1 s55.0
Crossbow450 coins402 s18.2

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
Knife22273752
Sword34394964
Hammer45506075
Bow20–5525–6035–7050–85
Crossbow40455570

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
Knife120180270570
Sword150225340715
Hammer170255385810
Bow180270405855
Crossbow200300450950

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.