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Character: Buccaneer

Stats:
Picked up materials have +100% value
Picking up a material resets the cooldown of all your weapons
-100 % Attack Speed
-50% materials dropped from enemies

Unlocked by: Reach +100 % Pickup Range

Unlocks: Eyepatch

Tags: Pickup

Starting Weapons: Brick, Cacti Club, Rock, Spear, Torch, Double Barrel Shotgun, Laser Gun, Shredder, Icicle, Flute, Slingshot, Crossbow

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Character: Hiker

Stats:
Earn 5 materials for every 10 steps you take during a wave
+1 Max HP for every 80 steps you take during a wave
% Speed modifications are increased by 10%
-5 % Speed
-50% materials dropped

Unlocked by: Walk a total of 20000 steps

Unlocks: Scarf

Tags: Speed

Starting Weapons: Hiking Pole, Fist, Hand, Flute, Thief Dagger, Jousting Lance, Stick, Pistol, Taser

Steps mechanic

Hiker's unique mechanic is it's ability to gain materials and Max HP by taking steps during a wave.

Some notes about it:

  • By default character takes 3.33... steps each second while moving through arena.
  • Steps scale with the Speed stat. Having 10 Speed means character walks (3.33... + 10%) = 3.66... steps each second.
  • Due to Hiker's innate -5% Speed, he starts the game by walking 3.166... steps
  • Walking into a wall doesn't give any steps. Only walking that actually covers distance counts for a step.

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Character: Gangster

Stats:
You start with 1 Harpoon Gun
-100% Harpoon Gun price
+200 % Crit Damage with Precise weapons
% Crit Chance modifications are increased by 25%
+1 HP Regeneration for every 2 Melee Damage you have
Enemies take 300% more damage for 3 seconds when hit by Ranged Damage
-100 Ranged Damage
+250 % Enemy health

Unlocked by: Reroll 10 times in a single shop

Unlocks: Kill 1000 enemies that are more than 700 range away from you

Tags: Crit Chance, Melee Damage

Starting Weapons: Claw, Thief Dagger, Knife, Scissors, Sharp Tooth, Shuriken

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[–] [S] 1 point 9 months ago*

Notes:

Gangster always faces Elite Waves and won't see any Horde Waves when playing on higher Danger Levels

Gangster cannot find items with the Lock tag. This is currently just Fish Hook.

Stealing Items:

Gangster can steal one item during each shop. But in return you cannot lock items. (They use the same button). Efficient use of the Steal ability will put you ahead on items, even with the 20% increased shop prices.

However, stealing an item comes with the risk of spawning an elite during the next wave.

Chance of Elite spawning: Wave ⋅ Item Tier ⋅ Item Price / 120

Stealing chance is rounded to nearest 0.1% and cannot go above 95% chance to spawn an elite.

Stealing chance is affected by Shop Price, so Coupon.png Coupon decreases the chance. But remember that Gangster starts with +20% Shop prices.

Spawning an Elite:

When you steal an item and get caught, the Elite symbol shows up, and a growl can be heard. During the next wave, an additional elite will show up. If you get caught before an Elite Wave or before the Bosses, you're in for a hard fight. The elite will show up in addition to the default elite or boss/es.

Killing any Elite, spawned from the Shop, or one of the baseline elites from the Elite Wave, will increase the HP of any future elite/boss by 15%, and their damage by 7.5%

So if you kill the 3 Elites and maybe 2 extra that you've spawned with the shop, that's +75% HP and +37.5% Damage for the Bosses. Elite and Bosses HP Modifiers

In addition to Gangster's ability to increase Elite/Boss health, there's also some modifiers that are present in all games for all characters.

Elites have reduced health on earlier waves: 50% HP from wave 1-8, 75% HP wave 9-12, and 100% HP wave 13+

These are multiplicative with your +15%/+7.5% on kill ability.

This makes it quite possible to actually kill elites in the early game.

Also remember that Elite's HP scale linearly with waves. See Enemies.

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    Character: Gangster

    Stats:
    Can steal 1 item per shop
    Stealing from the shop can spawn an elite
    All future elites and bosses become stronger when you kill an elite or a boss
    +20 % Items Price
    Can't lock items

    Unlocked by: Reroll 10 times in a single shop

    Unlocks: Grenade Launcher

    Tags: [None]

    Starting Weapons: Knife, Thief Dagger, Lightning Shiv, Pistol, Revolver, SMG, Double Barrel Shotgun

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    Character: Dwarf

    Stats:
    +1 Engineering when killing at least 6 enemies with a direct weapon hit
    +1 Melee Damage for every permanent 2 Engineering you have
    You can't equip ranged weapons
    -20 % Dodge
    -100 % Attack Speed
    % Attack Speed modifications are reduced by 50%

    Unlocked by: Hit at least 25 enemies with a single melee attack

    Unlocks: War Hammer

    Tags: Engineering, Structure

    Starting Weapons: Hammer, Wrench, Brick, Mace

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    Character: Druid

    Stats:
    +5 Max HP
    +15 Luck
    Enemies have a higher chance of dropping fruits
    33% chance to get +1 Luck when you pick up a fruit
    33% of fruits are poisoned and hurt you (ignores Dodge and Armor)
    -100 HP Regeneration
    -100 % Life Steal
    Engineering modifications are reduced by 50%

    Unlocked by: Collect 250 consumables by the end of wave 20

    Unlocks: Cauldron

    Tags: Consumable, Luck

    Starting Weapons: Fist, Claw, Ghost Flint, Cacti Club, Rock, Chopper, Quarterstaff, Pruner, Sickle, Lute, Stick, Spear, Torch, Flute, Slingshot, Ghost Scepter, Icicle, Wand, Javelin

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    Character: Chef

    Stats:
    +35 Luck
    +200% damage from non elemental sources against burning targets
    Consumables explode for 5x1 (+100% Elemental Damage) burning damage when picked up
    You start with 1 Scared Sausage
    +100 % Enemy health
    Elemental Damage modifications are reduced by 75%

    Unlocked by: Have at least 25 enemies burning at the same time

    Unlocks: Spoon

    Tags: [None]

    Starting Weapons: Spoon, Chopper, Fist, Knife, Hatchet, Stick, Torch, Screwdriver, Wrench, Plank, Pruner, Cacti Club, Wand

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    Character: Creature

    Stats:
    Weapon damage additionally scales with 35% Curse
    You start with 1 cursed Fish Hook
    +1 Curse when you level up
    -10 Range at the end of a wave
    -5 % XP Gain at the end of a wave

    Unlocked by: Unlocked by default

    Unlocks: Barnacle

    Tags: Curse, XP Gain

    Starting Weapons: Fist, Claw, Cacti Club, Sharp Tooth, Sickle, Hatchet, Rock, Stick, Spiky Shield, Chopper, Torch, Plank, SMG, Shredder, Icicle, Ghost Scepter, Javelin

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    Character: Captain

    Stats:
    +60 % XP Gain for every free weapon slot you have
    +100% stats gained from level upgrades
    +200% XP required to level up
    +2 % Enemy health at the end of a wave
    +2 % Enemy damage at the end of a wave

    Unlocked by: Unlocked by default

    Unlocks: Captain's Sword

    Tags: XP Gain

    Starting Weapons: Fist, Knife, Hatchet, Spear, Ghost Axe, Ghost Flint, Chopper, Quarterstaff, Torch, Plank, Lightning Shiv, Double Barrel Shot, SMG, Revolver, Slingshot, Shredder, Javelin

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    [–] [S] 1 point 9 months ago

    I had a lot of trouble with this one when I left all materials on the ground from wave 1 on. Now I collect it as normal till wave 5 or 6 to be able to get the ball rolling in the shop and then I start feeding the turret. This works way better.

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    Character: Builder

    Stats:
    You start with 1 Builder's Turret

    Every 5 uncollected materials are converted into 1 % Structure attack speed and 1 Structure Range at the end of a wave
    Engineering modifications are increased by 50%
    +20 Harvesting
    You can't have structures
    -30% pickup range
    Damage modifications are reduced by 75%

    Unlocked by: Unlocked by default

    Unlocks: Lighthouse

    Tags: Engineering

    Starting Weapons: Brick, Plank, Javelin, Double Barrel Shotgun, Laser Gun, Medical Gun, Revolver, Shredder, SMG, Slingshot, Ghost Scepter, Flute, Taser, Wand

    Builder's Turret: It has 4 tiers. Fulfilling the requirements levels up the turret to the next tier.

    As 5 uncollected materials are needed to increase Structure Range by +1%, each tier costs 150 uncollected materials to level up, for a total of 450 materials across all tiers.

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    Character: Curious

    Stats:
    You start with 1 Spyglass. 2 additional loot aliens appear every wave. All future loot aliens become stronger when you kill a loot alien
    +2 % XP Gain for every different Item you have
    -10 % Damage for every duplicate item or weapon you have
    +25 % Enemy health

    Unlocked by: Unlocked by default

    Unlocks: Pearl

    Tags: Luck

    Starting Weapons: Brick, Cacti Club, Ghost Axe, Hatchet, Knife, Plank, Rock, Torch, Lightning Shiv, Pistol, Double Barrel Shotgun, Icicle, Lute, Javelin, Slingshot

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    [–] [S] 1 point 9 months ago

    I like this one, but have a hard time pulling it off. I tried with spiky shield because it scales with armor, but died. I think I did well with scissors before, that's a lot of life steal. What do you think about the sharp tooth? I've never really tried it on any character, though now that I'm thinking about it it seems like the weapon for the vampire, both damage and role play play wise.

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  • [–] [S] 1 point 9 months ago

    I like this one because I'm a sucker for curses. Always try to get as much as possible. I usually go for anchor because it scales damage best with curses, and I'm not really sure what to think about the trident.

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    Character: Sailor

    Stats:
    +200% damage with Naval weapons against cursed enemies
    +25 Curse
    -25 % Damage
    You can only equip tier II weapons or above
    Dodge is capped at 20%
    Harvesting modifications are reduced by 100%

    Unlocked by: Unlocked by default

    Unlocks: Treasure Map

    Tags: Curse

    Starting Weapons: Anchor, Trident, Blunderbuss

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    [–] [S] 1 point 9 months ago

    Hidden Ability: Vagabond has an unlisted bonus. Vagabond cannot find weapons of a type they already have of a lower tier. And if they have a Tier 4 Weapon, they cannot find that weapon at all in the shop.

    So if you have a Tier 2 Knife.png Knife, you cannot find Tier 1 Knives in the Shop. And if you have a Tier 4 Knife, you cannot find more Knives in the Shop at all.

    In general this helps Vagabond find weapons and upgrade their weapons just a bit faster.

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  • [–] [S] 2 points 10 months ago

    One Armed has the second broadest range of starting weapons in the game.

    One Armed likes weapons that can deal with groups of enemies, such as Shredder, Double Barrel Shotgun, and Lightning Shiv

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  • [–] [S] 1 point 10 months ago

    Their damage reduction modification applies to all sources of % Damage and Explosion Damage, but does not apply to other sources like Melee and Ranged Damage.

    When playing Renegade, Tier 1 items in the Shop and in Loot crates that you don't currently have a copy off will show up with Renegade's face next to it, indicating that you'll gain the +10% Damage (+2% after reduction).

    Renegade's +2 projectiles is additive with other forms of multiple projectiles. So a Tier 1 Double Barrel Shotgun.png Double Barrel Shotgun will shoot 6 projectiles instead of 4, which is only a +50% increase in DPS, while other weapons go from 1 to 3 projectiles, increasing their DPS by +200%.

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  • [–] [S] 1 point 10 months ago

    Glutton's gameplay revolves around eating Consumables and gaining Explosion Damage from it. You only gain the explosion damage if you're at full health. So try to stay at full HP by either avoid taking damage, or by having some Healing. Since you consume a lot of consumables, you might benefit from increasing your consumable healing with the items [Lemonade] or [Weird Food]

    You can get more consumables to drop by increasing your Luck Stat, buying the [Tree] or [Garden] item. Using the [Pruner] can also be quite powerful.

    Pickup Range does not affect consumables while you are at full HP; you always have to walk directly onto the fruit to activate the explosion when you're unhurt.

    Spicy Sauce

    Glutton has some weird interactions with Spicy Sauces. If you have 1 or more Spicy Sauces, the damage is simply added on to the Glutton's innate explosion ability instead of triggering on its own. This makes Spicy Sauce a quite powerful pickup on Glutton, since the sauces will trigger 100% of the time, using the bigger explosion size of Glutton's ability.

    Crit

    Glutton's Explosion can crit for 1.5 times damage and the base crit chance is 3%. This isn't listed in the tooltips.

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  • [–] [S] 1 point 10 months ago

    While standing still, Streamer gains 3% of the materials that they're holding as income, each second. So if you have 100 materials, you'll get 3 materials each second while standing still. This has a minimum of 1 material per second, and a maximum of 25 per seconds. It takes 834 materials to reach the maximum +25 materials per second.

    The timer for 'standing still' resets each time you move, so you always need to stand still for a full second before you make any money.

    While you can earn a lot of money this way, be careful as the negative penalties to % damage and Speed also increase. You can find yourself dealing very little damage, or moving very slowly towards the end of a wave. This can end your run easily. So keep your greed in check and stand still responsibly.

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  • [–] [S] 1 point 11 months ago

    General Guide

    As the Doctor you have +200% attack speed with medical weapons, and -100% with all weapons in general. The attack speed is added together, so you actually have +100% with medical weapons. Due to the large negative attack speed with other weapons, it is best in most cases to stick with medical weapons. Medical weapons in general trade raw damage output for their innate life steal. In addition the medical class's bonus is HP regeneration. And the Doctor heals 2 HP instead of 1 with HP regeneration. So you'll have a lot of Healing just from your weaponry.

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  • [–] [S] 1 point 11 months ago

    I once played this with flutes, which lets you kill the enemies with relative ease. And it's still more effecrive than letting them live, because you get 1 material instead of 0.65. Kinda goes against how it's supposed to be played, but fun!

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  • [–] [S] 1 point 11 months ago

    Just played this one for the first time. Danger 3. It was one of the easiest runs I had, but I also got lucky with the items. I started with a slingshot, and didn't know which stats to upgrade, but because the many enemies made up for the decreasing harvesting easily, I didn't try to go that route. I took a bit of everything (Max HP, HP Regen, Ranged DMG, Dodge, Luck).

    I got two coupons very soon and a piggy bank, to bankroll me. I found 3 elephants and 2 cyberballs to make sure that the enemies just exploded away. I also had 1 sausage and 2 wolf helmet to incinerate the stronger enemies, as well as 3 alien eyes with high HP. Plus some cursed items (including one IV Slingshot, which dealt double the DMG of a normal IV Slingshot).

    Actually, the mid boss I struggled a bit, but the endboss just fell like pudding.

    This one is fun, and I can't wait to use Rip and Tear for a melee character, as I love elephants on luck builds.

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