Dwarf official art

Abyssal Terrors character · Brotato 1.1.15.4

Dwarf

Unlock: Hit at least 25 enemies with a single melee attack

Two separate computed views

Opening pool and across-run DPS

“Your opening pick” compares the starting pool with one weapon equipped, each family at the tier the pool actually offers it. “Across the whole run” compares every usable family at its highest usable tier.

Loadout identity

Starting choices and grants

Choose one unlocked entry from a normalized maximum pool of 4. A save’s visible pool can be smaller because unlock state and active DLC alter it.

Starting weapon pool

Relative to defaults

Base stat deltas

% Dodge
−20
% Attack Speed
−100

Only direct character deltas are shown here; selected starting entries and weapon-set bonuses are not presented as base stats.

Your opening pick · pool-limited view

Starting-pool DPS at Tier II

This answers the first weapon-choice comparison. The across-run ranking below answers a separate question across every usable weapon family.

The normalized maximum starting-weapon pool contains 4 families. A save can display fewer because only unlocked entries appear, and active DLC can alter the pool.

Reading this list: all eligible pool entries are compared together because the opening selection is choose-one. Each value is expected direct primary-target DPS with one weapon equipped, at the tier that family’s own starting-pool record declares.

“Other-weapon DPS” on a row: that family writes a stat into your player stats when it is equipped, and every weapon you carry afterwards reads the same stat block. The figure counts how many of the 3 other ranked families in this pool compute a different DPS while it is carried, then names the largest single change. It is measured in this opening context — one equipped weapon, each family at its own pool-record tier — so it is a separate figure from the same weapon’s cue in the across-run ranking below, which assumes a different loadout.

How the opening-pool ranking is computed

This character’s starting-weapon pool, each family at its own pool-record tier, and 1 equipped weapon. Default 10 Max HP and zero other default combat stats; no bonus stats beyond Dwarf’s fixed direct base deltas. Stat-gain factors, matching character weapon-set or weapon-type bonuses, and equipment-linked effects are applied through the shared damage calculation. The equipment context is 1 equipped weapon, 1 unique weapon family, 0 duplicate items, and a Tier I or Tier IV weapon counter set from the entry’s own tier; item, material, structure, and pet counters are 0.

The target is not cursed, burning, or a boss. Every attack or projectile aimed at the primary target connects, and DPS is before enemy armor. Explosions, burning, spawned attacks, and later pierce or bounce targets are outside this metric.

  1. 1 Mace MaceTier II · MeleeDeclares a stat this figure ignores Other-weapon DPS: 3 of 3 starting-pool families lower · largest change −0.8% 36.13DPS
  2. 2 Brick BrickTier II · Melee 33.18DPS
  3. 3 Hammer HammerTier II · MeleeKnockback 18.35DPS
  4. 4 Wrench WrenchTier II · MeleeSpawns a turret — not in this figure 7.56DPS

Character-specific facts

Mechanics used or stated

Stat-gain factors

  • −50% gain to Attack Speed (×0.5)

Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.

Weapon rules

  • Ranged weapons filtered from offers and cannot be bought

Other declared mechanics

  • Declared+1 Engineering when killing at least 6 enemies with a direct weapon hit Bespoke trigger, stacking, or unit behavior is not used in the ranking.
  • ConfirmedLinked Melee Damage = truncate toward zero (1 × Engineering / 2); uses permanent sources only This effect is resolved into the character stat block the ranking is computed from.

Wanted-tag roll

On a 5% conditional item roll, the pool is filtered to entries tagged Engineering, Structure when that filtered pool is non-empty.

Same item computation, read by character

Measured item outliers for Dwarf

Offer filtering is listed first, followed by higher and lower resolved direct-stat changes. The item-page calculation applies this character’s stat-gain factors to each item’s declared direct stat effects. A value group appears when the signed change is at least 50% of that item’s total absolute direct-stat magnitude.

Resolved direct-stat change: +50% or more

  • Baby Squid — +50% normalized signed change (Attack Speed −3 resolves ×0.5)
  • Small Fish — +50% normalized signed change (Attack Speed −3 resolves ×0.5)
  • Stone Skin — +50% normalized signed change (Attack Speed −6 resolves ×0.5)
  • Will-o’-Wisp — +50% normalized signed change (Attack Speed −7 resolves ×0.5)

Resolved direct-stat change: −50% or less

  • Improved Tools — −50% normalized signed change (Attack Speed +10 resolves ×0.5)

Across the whole run · all usable families

Ranked by computed DPS for this character

Unlike the opening-pool view, this uses every usable weapon family at its highest usable tier and the full stated weapon-count context. 34 weapons change position versus the generic order.

Reading the Dwarf-specific column: ↑ 5 = 5 places higher in this character’s ranking than in the generic, zero-bonus ranking; ↓ 5 = 5 places lower; = same place. “generic #N” is the weapon’s rank with no character bonuses applied.

“Other-weapon DPS” on a row: that family writes a stat into your player stats when it is equipped, and every other weapon you carry reads the same stat block. The figure counts how many of the 47 other families Dwarf can use compute a different DPS while it is carried, then names the largest single change. Each family is measured on its own under this ranking’s assumptions and this character’s stat-gain factors, so those are independent results rather than one loadout, and they differ by family — the largest is stated as the largest, not as a rate they share. The row’s own DPS above does not include the write.

How this ranking is computed

Default 10 Max HP and zero other default combat stats; no bonus stats beyond Dwarf’s direct base deltas; 6 equipped weapons from distinct families; the listed weapon is at its highest tier this character can use. Other equipped weapons are assumed Tier II or III. Item, material, structure, pet, and duplicate-item counters are 0 unless a note below says otherwise.

The target is not cursed, burning, or a boss. Every attack or projectile aimed at the primary target connects. DPS is before enemy armor. Character-local weapon bonuses and the stated equipment counters are applied through the calculator’s staged truncation, rounding, and timing rules.

Melee weapons

  1. 1 Excalibur ExcaliburTier IV generic #1 350.92DPS
  2. 2 Scythe ScytheTier IV generic #2 199.48DPS
  3. 3 Flaming Brass Knuckles Flaming Brass KnucklesTier IVBurning damage — not in this figure generic #3 123.87DPS
  4. 4 Power Fist Power FistTier IVExplosion damage — not in this figure generic #4 123.87DPS
  5. 5 Mace MaceTier IVDeclares a stat this figure ignores Other-weapon DPS: 47 of 47 usable families lower · largest change −20.3% ↑ 3generic #8 100.27DPS
  6. 6 Fist FistTier IV ↓ 1generic #5 99.10DPS
  7. 7 War Hammer War HammerTier IV ↓ 1generic #6 76.91DPS
  8. 8 Captain’s Sword Captain’s SwordTier IVScales with free weapon slots — not in this figure ↑ 1generic #9 71.80DPS
  9. 9 Knife KnifeTier IV ↑ 3generic #12 67.64DPS
  10. 10 Brick BrickTier IV ↓ 3generic #7 66.35DPS
  11. 11 DEX-troyer DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure ↑ 2generic #13 64.23DPS
  12. 12 Plasma Sledge Plasma SledgeTier IVExplosion damage — not in this figure ↓ 2generic #10 62.52DPS
  13. 13 Hammer HammerTier IVKnockback ↓ 2generic #11 62.00DPS
  14. 14 Thunder Sword Thunder SwordTier IVExtra projectiles on hit — not in this figure ↑ 1generic #15 59.15DPS
  15. 15 Sword SwordTier IV ↑ 1generic #16 56.29DPS
  16. 16 Vorpal Sword Vorpal SwordTier IVInstant-kill chance — not in this figure ↑ 3generic #19 49.36DPS
  17. 17 Hatchet HatchetTier IV ↓ 3generic #14 49.23DPS
  18. 18 Thief Dagger Thief DaggerTier IV ↑ 2generic #20 48.33DPS
  19. 19 Trident TridentTier IVBonus vs healthy targets — not in this figure ↓ 1generic #18 46.47DPS
  20. 20 Anchor AnchorTier IV ↓ 3generic #17 46.21DPS
  21. 21 Circular Saw Circular SawTier IV ↑ 3generic #24 44.39DPS
  22. 22 Spear SpearTier IV ↑ 1generic #23 42.80DPS
  23. 23 Rock RockTier IV Other-weapon DPS: 2 of 47 usable families higher · largest change +13.3% ↓ 1generic #22 40.68DPS
  24. 24 Chopper ChopperTier IV ↑ 2generic #26 37.46DPS
  25. 25 Cacti Club Cacti ClubTier IVExtra projectiles on hit — not in this figure generic #25 35.19DPS
  26. 26 Drill DrillTier IVBuilds up during the wave — not in this figure ↑ 2generic #28 34.62DPS
  27. 27 Chainsaw ChainsawTier IVBonus vs healthy targets — not in this figure ↑ 2generic #29 31.30DPS
  28. 28 Jousting Lance Jousting LanceTier IVDeclares a stat this figure ignores ↓ 1generic #27 30.42DPS
  29. 29 Quarterstaff QuarterstaffTier IV ↑ 1generic #30 27.17DPS
  30. 30 Screwdriver ScrewdriverTier IVSpawns structures — not in this figure ↑ 1generic #31 26.90DPS
  31. 31 Spoon SpoonTier IV ↑ 1generic #32 26.64DPS
  32. 32 Plank PlankTier IVExplosion damage — not in this figure ↑ 1generic #33 25.70DPS
  33. 33 Pruner PrunerTier IV ↑ 1generic #34 25.59DPS
  34. 34 Spiky Shield Spiky ShieldTier IV ↑ 1generic #35 24.67DPS
  35. 35 Scissors ScissorsTier IV ↑ 1generic #36 24.32DPS
  36. 36 Ghost Axe Ghost AxeTier IV ↑ 1generic #37 20.71DPS
  37. 37 Claw ClawTier IV ↓ 16generic #21 20.60DPS
  38. 38 Hiking Pole Hiking PoleTier IV generic #38 20.59DPS
  39. 39 Sickle SickleTier IV generic #39 18.34DPS
  40. 40 Lightning Shiv Lightning ShivTier IVExtra projectiles on hit — not in this figure generic #40 17.51DPS
  41. 41 Ghost Flint Ghost FlintTier IV generic #41 15.77DPS
  42. 42 Sharp Tooth Sharp ToothTier IV generic #42 15.77DPS
  43. 43 Wrench WrenchTier IVSpawns a turret — not in this figure generic #43 12.60DPS
  44. 44 Lute LuteTier IVEnemies take more damage — not in this figure generic #44 11.47DPS
  45. 45 Brass Knuckles Brass KnucklesTier II ↑ 1generic #46 9.23DPS
  46. 46 Stick StickTier IV ↓ 1generic #45 8.94DPS
  47. 47 Hand HandTier IV Other-weapon DPS: Sickle +40.0% generic #47 1.21DPS
  48. 48 Torch TorchTier IVBurning damage — not in this figure generic #48 1.03DPS

Ranged weapons

Ranged weapons are filtered from offers and cannot be bought.

Metric boundary

What the across-run ranking does not claim

The lists compare expected direct damage to one primary target per second. They do not combine melee with ranged, and they do not model enemy armor, target density, positioning, closing distance, survivability, misses or spread, overkill, explosions, burning, spawned attacks, later pierce or bounce targets, or conditional target bonuses. Those omitted factors can change results observed during a run.