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Crypt of the NecroDancer Wiki

Lute.gif 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.pngHolster.

Common Attributes

Damage Types

There are 3 types of damage: Normal, Piercing and Phasing. Piercing damage goes through physical armor like shields and skeleton's steeds, as well as rolling armadillos and beetles. Phasing damage pierces any armor and damages normally unhittable targets like burrowed moles.

All weapons listed deal Normal Damage, unless stated otherwise.

Throwing

Some weapons can be Thrown by pressing Up + Down (or the bottom face button on console). When thrown, the weapon will damage all enemies in a straight line from the player until it hits a wall. The weapon will appear on the ground beside the wall.

Amplified dlc.png In Amplified, thrown weapons deal Piercing damage.

The player cannot throw weapons if either the Feet boots leaping.pngBoots of Leaping or Feet boots lunging.pngBoots of Lunging are equipped, as their "Toggle" action overrides throwing.

Weapon Materials

Most weapons exist in multiple forms. These forms and their attributes are described below.

Material Effect Notes
Normal Deals 1 damage per hit.
Blood Deals 1 damage per hit.

Replenishes 0.5 Heart half.png health for every 10 enemies killed.

Increases attack damage by 999 if the player is at 0.5 or 0 hearts of health (cursed heart container doesn't count).

Killing monsters contributes to a counter displayed below the weapon. The counter is shared between all blood weapons in a run, so for example it will be preserved even if the player exchanges their blood weapon for a non-blood weapon, then exchanges again for another blood weapon in a different area.

Killing passive Green Mushrooms in Zone 2 and Cauldrons in Zone 3 will still count toward healing.

Used in tandem with the Head crown of thorns.pngCrown of Thorns, the player recovers 0.5 Heart half.png health every 5 kills instead of 10.

Glass Deals 4 damage per hit.

Breaks if the player takes damage or throws the weapon, leaving a Weapon dagger shard.pngGlass Shard on the ground.

Gold Deals 1 damage per hit.

Monsters drop 1 additional gold when killed.

Increases attack damage by 999 for one beat after collecting any amount of gold.

Bonus gold is affected by the Groove Chain multiplier.

Monsters in boss fights will drop 1 gold.

Obsidian Deals damage depending on the current Groove Chain multiplier (1-3).
Titanium Deals 2 damage per hit.

Weapons

Weapon Range Damage Notes
Weapon dagger.png
Dagger
Range dagger.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
Starting weapon for most characters.

Can be Thrown.

Weapon broadsword.png
Broadsword
Range broadsword.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon is capable of hitting multiple monsters at once.
Weapon rapier.png
Rapier
Range rapier.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon is capable of "Lunging" by moving into range of an enemy.

Lunging deals double the weapon's base damage.

Weapon spear.png
Spear
Range rapierspearlongsword.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon can only attack one monster at a time.

Can be Thrown.

Weapon longsword.png
Longsword
Range rapierspearlongsword.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon is capable of hitting multiple monsters at once.
Weapon whip.png
Whip
Range whip.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon can only attack one monster at a time.

Attacks favor monsters closest to the player. When there are two monsters at the same distance, the attack prioritizes the monster on the left.

Weapon bow.png
Bow
Range bow.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon can only attack one monster at a time.
Weapon crossbow.png
Crossbow
Range crossbow.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon can only attack one monster at a time.

After firing 3 times, this weapon will need to be Reloaded by pressing Up + Down.

While loaded, this weapon attacks monsters at its full range and deals Piercing damage.

While not loaded, this weapon can only attack monsters adjacent to the player.

Weapon cat.png
Cat o' Nine Tails
Range flail.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon can only attack one monster at a time.

The player can still move while attacking with this weapon.

Attacks favor monsters closest to the player. When there are two monsters at the same distance, the attack prioritizes the monster on the left.

Weapon flail.png
Flail
Range flail.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon is capable of hitting multiple monsters at once.

Enemies get knocked back 1 tile upon getting hit, skipping a beat of movement. Does not stack with the Ring of War thumbnail.pngRing of War.

Weapon blunderbuss.png
Blunderbuss
Range blunderbuss.png 2 This weapon is capable of hitting multiple monsters at once.

After firing once, this weapon will need to be Reloaded by pressing Up + Down.

While loaded, this weapon attacks monsters at its full range and deals Piercing damage. The player gets knocked back 1 tile upon firing.

While not loaded, this weapon can only attack monsters adjacent to the player.

Weapon rifle.png
Rifle
Range rifle.png
 Loaded: 3
 Not loaded: 1
This weapon is capable of hitting multiple monsters at once.

This weapon can be Reloaded by pressing Up + Down. Up to 3 attacks can be loaded, after which they all are immediately fired regardless if any monster is actually in range.

Upon firing, this weapon deals 3 Piercing damage to all enemies within its range (up to 20 tiles away). The player gets knocked back 1 tile.

While not loaded, this weapon can only attack monsters adjacent to the player. This attack only deals 1 Normal damage.

Weapon dagger shard.png
Glass Shard
Range dagger.png 1 Makeshift weapon which appears when a Glass weapon breaks. It can be found on the tile where the player was hit.

Identical to the Dagger thumbnail.pngDagger.

Can be Thrown.

Weapon dagger jeweled.png
Jeweled Dagger
Range dagger.png 5 Can be Thrown.
Weapon dagger frost.png
Dagger of Frost
Range dagger.png 1 This weapon deals Piercing damage.

Attacking an enemy will freeze it for 4 beats.

Deals 999 damage to frozen enemies.

Can be Thrown.

Nodlc.png The high damage to frozen enemies also applies when damaging enemies with the Feet boots pain.pngBoots of Pain, Feet boots lunging.pngBoots of Lunging, Spell fireball.pngFireball, Holy water.pngHoly Water, Scroll green.pngScroll of Need and Consumables bomb.pngBomb. Does not apply to Scroll brown.pngEarthquake Scroll.

Nodlc.png Will melt into a Dagger thumbnail.pngDagger if hit by a fireball, explosion, or a Fire Elemental.

Amplified dlc.png Dagger of Frost no longer melts.

Amplified dlc.png If Ring frost.pngRing of Frost is equipped, all attacks deal 999 damage.

Weapon dagger phasing.png
Dagger of Phasing
Range dagger.png 2 This weapon deals Phasing damage.

Can attack from inside walls, such as when the player is using the Ring of Phasing thumbnail.pngRing of Phasing.

Can be Thrown. When thrown, it deals Phasing damage and moves through walls.

Weapon flower.png
Flower
Range flower.png 0

Only available when playing as Dove.

Deals ZERO damage.

Attacking an enemy will confuse it for 8 beats.

Attacking an enemy for the first time will cause it to drop gold and reduce the player's spell cooldowns as if it was killed.

Attacking enemies will also increase the player's gold multiplier.

Can be obtained by other character in level editor, in this case, it deals 1 damage.

Lute.gif Range lute.png 1

Only available when playing as Melody, or as Cadence during the Necrodancer battle (other character, unless weapon-locked, may also equip it in local co-op mode).

This weapon is capable of hitting multiple monsters at once.

The player MUST move for this weapon to deal damage. This weapon cannot attack directly.

This weapon is NOT affected by damage-increasing equipment.

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

Axe.png
Axe Amplified dlc.png
Axe range.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon is capable of "Lunging" by moving into range of an enemy.

Lunging is capable of hitting multiple monsters at once.

Works almost like the Rapier, but without the double damage effect.

Weapon warhammer.png
Warhammer Amplified dlc.png
Range warhammer.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon is capable of hitting multiple monsters at once.
Weapon cutlass.png
Cutlass Amplified dlc.png
Range rapierspearlongsword.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
This weapon can only attack one monster at a time.

While attacking, the player can Parry melee attacks from monsters, avoiding damage and getting knocked back 1 tile. Parrying Ogre's club will be knocked back to the 4th tile from the ogre. Parrying the wall spider will cause it to jump off the wall and attack as if its wall dug.

The player cannot parry explosives, fireballs, splash damage like mushroom or yeti, any grab from monkeys and tar monsters, shovel monster's attack and gorgon's stone effect. Player also cannot parry when grabbed by a monkey (except green monkey if attacking another monster).

Weapon staff.png
Staff Amplified dlc.png
Range staff.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
Upon attacking an enemy, this weapon will deliver a Splash attack that damages all enemies up to 20 tiles away in a line.
Weapon harp.png
Harp Amplified dlc.png
Range harp.png
 Normal: 1
 Blood: 1
 Glass: 4
 Golden: 1
 Obsidian: 1-3
 Titanium: 2
Upon attacking an enemy, this weapon will deliver a Splash attack that damages all enemies adjacent to the player.
Weapon electric dagger.png
Electric Dagger Amplified dlc.png
Range dagger.png 2 Upon attacking 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 the player is standing on a conduit, the attack deals 999 damage and the arc deals 2 damage to each connected enemy.

The arc can hit non-boss enemies on top of or inside walls, such as Ghasts and Spiders. When this happens, if the wall was a Tier 1 wall (dirt wall), it will be dug out. (If this occurs in Zone 4, adjacent dirt walls will not crumble.) If the player is standing on a conduit, Tier 2 walls may be dug out this way as well.

Can be Thrown.

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

Will duplicate the effect of another weapon. Its appearance does not change.

It may be made of Obsidian or Titanium and it shares its properties with one of the following weapons: Weapon broadsword.pngBroadsword, Weapon rapier.pngRapier, Weapon longsword.pngLongsword, Weapon whip.pngWhip, Weapon bow.pngBow, Weapon cat.pngCat o' Nine Tails, Weapon flail.pngFlail, Axe.pngAxe, Weapon warhammer.pngWarhammer, Weapon cutlass.pngCutlass, Weapon staff.pngStaff or Weapon harp.pngHarp.

It cannot be a Dagger thumbnail.pngDagger, Weapon spear.pngSpear, Weapon crossbow.pngCrossbow, Weapon rifle.pngRifle or a Weapon blunderbuss.pngBlunderbuss, nor can it be of Normal, Blood, Glass or Gold quality.

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

Deals ZERO damage.

Enemies get knocked back 1 tile upon getting hit, skipping a beat of movement. Does not stack with the Ring of War thumbnail.pngRing of War.

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