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.
Abyssal Terrors character · Brotato 1.1.15.4
Unlock: Hit at least 25 enemies with a single melee attack
Two separate computed views
“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
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.
Relative to defaults
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
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.
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.
Character-specific facts
Factors apply to the complete resolved target stat and remain fractional until the modeled damage or timing consumer rounds.
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
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.
Across the whole run · all usable families
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.
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.
ExcaliburTier IV
—generic #1
350.92DPS
ScytheTier IV
—generic #2
199.48DPS
Flaming Brass KnucklesTier IVBurning damage — not in this figure
—generic #3
123.87DPS
Power FistTier IVExplosion damage — not in this figure
—generic #4
123.87DPS
MaceTier IVDeclares a stat this figure ignores
Other-weapon DPS: 47 of 47 usable families lower · largest change −20.3%
↑ 3generic #8
100.27DPS
FistTier IV
↓ 1generic #5
99.10DPS
War HammerTier IV
↓ 1generic #6
76.91DPS
Captain’s SwordTier IVScales with free weapon slots — not in this figure
↑ 1generic #9
71.80DPS
KnifeTier IV
↑ 3generic #12
67.64DPS
BrickTier IV
↓ 3generic #7
66.35DPS
DEX-troyerTier IVExplosion damage — not in this figureExtra projectiles on hit — not in this figure
↑ 2generic #13
64.23DPS
Plasma SledgeTier IVExplosion damage — not in this figure
↓ 2generic #10
62.52DPS
HammerTier IVKnockback
↓ 2generic #11
62.00DPS
Thunder SwordTier IVExtra projectiles on hit — not in this figure
↑ 1generic #15
59.15DPS
SwordTier IV
↑ 1generic #16
56.29DPS
Vorpal SwordTier IVInstant-kill chance — not in this figure
↑ 3generic #19
49.36DPS
HatchetTier IV
↓ 3generic #14
49.23DPS
Thief DaggerTier IV
↑ 2generic #20
48.33DPS
TridentTier IVBonus vs healthy targets — not in this figure
↓ 1generic #18
46.47DPS
AnchorTier IV
↓ 3generic #17
46.21DPS
Circular SawTier IV
↑ 3generic #24
44.39DPS
SpearTier IV
↑ 1generic #23
42.80DPS
RockTier IV
Other-weapon DPS: 2 of 47 usable families higher · largest change +13.3%
↓ 1generic #22
40.68DPS
ChopperTier IV
↑ 2generic #26
37.46DPS
Cacti ClubTier IVExtra projectiles on hit — not in this figure
—generic #25
35.19DPS
DrillTier IVBuilds up during the wave — not in this figure
↑ 2generic #28
34.62DPS
ChainsawTier IVBonus vs healthy targets — not in this figure
↑ 2generic #29
31.30DPS
Jousting LanceTier IVDeclares a stat this figure ignores
↓ 1generic #27
30.42DPS
QuarterstaffTier IV
↑ 1generic #30
27.17DPS
ScrewdriverTier IVSpawns structures — not in this figure
↑ 1generic #31
26.90DPS
SpoonTier IV
↑ 1generic #32
26.64DPS
PlankTier IVExplosion damage — not in this figure
↑ 1generic #33
25.70DPS
PrunerTier IV
↑ 1generic #34
25.59DPS
Spiky ShieldTier IV
↑ 1generic #35
24.67DPS
ScissorsTier IV
↑ 1generic #36
24.32DPS
Ghost AxeTier IV
↑ 1generic #37
20.71DPS
ClawTier IV
↓ 16generic #21
20.60DPS
Hiking PoleTier IV
—generic #38
20.59DPS
SickleTier IV
—generic #39
18.34DPS
Lightning ShivTier IVExtra projectiles on hit — not in this figure
—generic #40
17.51DPS
Ghost FlintTier IV
—generic #41
15.77DPS
Sharp ToothTier IV
—generic #42
15.77DPS
WrenchTier IVSpawns a turret — not in this figure
—generic #43
12.60DPS
LuteTier IVEnemies take more damage — not in this figure
—generic #44
11.47DPS
Brass KnucklesTier II
↑ 1generic #46
9.23DPS
StickTier IV
↓ 1generic #45
8.94DPS
HandTier IV
Other-weapon DPS: Sickle +40.0%
—generic #47
1.21DPS
TorchTier IVBurning damage — not in this figure
—generic #48
1.03DPS
Ranged weapons are filtered from offers and cannot be bought.
Metric boundary
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.