Weapon class guides
Every weapon belongs to one or more classes, and holding several of a class pays a set bonus. One page per class: the bonus table, every member weapon with Tier I numbers, how the build plays, and the characters it fits. The set bonus ranking compares them.
- Blade · 8 weapons · +5 Melee Damage 5% Life Steal at 6Melee damage and life steal in one bonus; the class that sustains itself.
- Blunt · 6 weapons · +3 Armor +6 Max HP -10% Speed at 6Big slow hits, Armor and Max HP from the set, a Speed penalty you have to plan around.
- Elemental · 12 weapons · +5 Elemental Damage at 6Burn that spreads; the only class whose damage ignores Armor on the enemy side of the maths.
- Ethereal · 4 weapons · +30% Dodge Chance -5 Armor at 6Dodge from the set, Armor taken away; a glass build that is excellent on exactly one character.
- Explosive · 9 weapons · +25% Explosive Size at 6Area damage that makes crowds disappear; the set grows the radius, not the hit.
- Gun · 14 weapons · +50 Range at 6The deepest class in the game — fourteen weapons, something for every budget, and Range from the set.
- Heavy · 13 weapons · +25% Damage at 6A straight Damage multiplier for holding big weapons; the easiest strong set to complete.
- Legendary · 6 weapons · -100 Max HP at 6Six weapons that only exist at Tier IV, each one a run on its own; the set bonus is a Max HP penalty.
- Medical · 3 weapons · +5 HP Regeneration at 6Three weapons, regen from the set, and one character that attacks three times as fast with them.
- Medieval · 8 weapons · +3 Armor, +6% Dodge at 6Armor and Dodge from the set; the knight's class, and the best defensive bonus in the game.
- Musical · 2 weapons · +25 Luck at 6Two weapons and a Luck bonus; a pair you hold early and sell by wave 10.
- Naval · 5 weapons · +5 Curse at 6Abyssal Terrors weapons that add Curse; triple damage on Sailor against cursed enemies.
- Precise · 11 weapons · +15% Crit Chance at 6High base crit and a crit bonus from the set; the class where Crit Chance items are damage items.
- Primitive · 10 weapons · +15 Max HP at 6Cheap sticks and rocks with a Max HP bonus; the beginner's set and Wildling's whole arsenal.
- Support · 7 weapons · +25 Harvesting at 6Weak weapons that pay Harvesting; an economy set you hold early and replace.
- Tool · 4 weapons · +5 Engineering at 6Engineering from the set; the weapons that structure builds hold because something has to fill the slots.
- Unarmed · 5 weapons · +15% Dodge Chance at 6Fast punches with a Dodge bonus; Brawler's class and the cheapest full set to assemble.