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.
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.
In Amplified, thrown weapons deal Piercing damage.
The player cannot throw weapons if either the Boots of Leaping or
Boots 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 | Appearance | Effect | Notes |
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Normal | ![]() ![]() ![]() |
Deals 1 damage per hit. |
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Blood | ![]() ![]() ![]() |
Deals 1 damage per hit. Replenishes 0.5 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 |
Glass | ![]() ![]() ![]() |
Deals 4 damage per hit. Breaks if the player takes damage or throws the weapon, leaving a |
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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. | |
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Grants infinite damage after hitting an enemy, as long as the player remains on the same tile | ||
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Replenishes 0.5 ![]() Can only be acquired by using Crimson Essence to convert the current weapon to Crimson Versus mode only (essence not available in the item list for the level editor) |
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Poisons enemies on hit making them green for two beats and taking 1 damage on the second beat, the enemy then loses the poison status effect
Can only be acquired by using Jade Essence to convert the current weapon into Jade Versus mode only (essence not available in the item list for the level editor) |
Weapons[]
Weapon | Range | Damage | Notes |
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Normal: 1 Blood: 1 Glass: 4 Golden: 1 Obsidian: 1-3 Titanium: 2 |
This weapon can only attack one monster at a time. | |
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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. | |
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Normal: 1 Blood: 1 Glass: 4 Golden: 1 Obsidian: 1-3 Titanium: 2 |
This weapon is capable of hitting multiple monsters at once. | |
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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. | |
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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. | |
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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 | |
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Normal: 1 Blood: 1 Glass: 4 Golden: 1 Obsidian: 1-3 Titanium: 2 |
This weapon is capable of hitting multiple monsters at once. | |
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Normal: 1 Blood: 1 Glass: 4 Golden: 1 Obsidian: 1-3 Titanium: 2 |
Starting weapon for most characters. Can be Thrown. | |
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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. | |
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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. | |
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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. | |
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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. | |
1 | Makeshift weapon which appears when a Glass weapon breaks. It can be found on the tile where the player was hit. Can be Thrown. | ||
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5 | Can be Thrown. | |
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1 | This weapon deals Piercing damage. Attacking an enemy will freeze it for 4 beats. Deals 999 damage to frozen enemies. Can be Thrown.
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2 | This weapon deals Phasing damage. Can attack from inside walls, such as when the player is using the Can be Thrown. When thrown, it deals Phasing damage and moves through walls. | |
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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 its normal drops 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 characters besides Eli in level editor. | |
![]() Golden Lute |
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1 |
Only available when playing as Melody, or as Cadence during the second phase of the Necrodancer fight. 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
Can be obtained by other characters other than Dove and Eli in level editor. |
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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. | |
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Normal: 1 Blood: 1 Glass: 4 Golden: 1 Obsidian: 1-3 Titanium: 2 |
This weapon is capable of hitting multiple monsters at once. | |
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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). | |
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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. | |
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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. | |
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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. | |
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: It cannot be a | |
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0 | Only available when playing as Eli . Enemies get knocked back 1 tile upon getting hit, skipping a beat of movement. Does not stack with the Can be obtained by others character besides Dove in level editor, in this case, it doesn't grant infinite bombs and does not let you lob them. |
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1 | Pushes an enemy when walking into them preventing them from acting on that beat and does 1 damage when the enemy can not be pushed.
It attacks just like the Shovemonster. Custom Dungeon Only | |
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8 | After using the item and selecting a direction you will charge in that direction stopping at the first thing you hit just like Dead Ringer's phase 2 attack.
The attack will not succeed if you attempt to attack in a direction without an immediate open space. Will destroy a gong upon attacking it resulting in every boss present in the level to instantly die. attacking a bell will spawn the mini-boss from it regardless of it was already spawned or not.
This weapon has the highest base damage which is 8, capable of one shotting all minibosses. Custom Dungeon Only | |
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5 | After using the item, select a direction to attack 3 tiles that direction.
Custom Dungeon Only | |
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0 | Applies confusion to an enemy 1 tile away from the player for 5 beats like a Lich.
Custom Dungeon Only | |
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0 | Brings an enemy 1 tile away a tile closer like a Skeleton Mage.
Custom Dungeon Only | |
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4 | Attacks like dagger
Custom Dungeon Only | |
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1 | Attacking an enemy a tile away will result in splash damage to the sides of the enemy in a T shape from the player.
Can be Thrown. When thrown, also attacks enemies to the side. | |
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5 | Attacking an enemy a tile away will result in splash damage to the sides of the enemy in a T shape from the player.
Can be Thrown. When thrown, also attacks enemies to the side. | |
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2 | Unlike the Frost Dagger the Frost Trident does not deal piercing damage.
Deals 999 damage to frozen enemies.
Attacking an enemy a tile away will result in splash damage to the sides of the enemy in a T shape from the player. Can be Thrown. When thrown, also attacks enemies to the side. | |
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2 | This weapon deals Phasing damage.
Can attack from inside walls, such as when the player is using the Ring of Phasing.
Attacking an enemy a tile away will result in splash damage to the sides of the enemy in a T shape from the player. | |
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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.
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