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 Tier I records in the starting pool with one weapon equipped. “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.
None of the 4 starting-pool records is Tier I; no Tier I values are substituted for later-tier entries.
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.
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 IV
—generic #3
123.87DPS
Power FistTier IV
—generic #4
123.87DPS
MaceTier IV
↑ 3generic #8
100.27DPS
FistTier IV
↓ 1generic #5
99.10DPS
War HammerTier IV
↓ 1generic #6
76.91DPS
Captain’s SwordTier IV
↑ 1generic #9
71.80DPS
KnifeTier IV
↑ 3generic #12
67.64DPS
BrickTier IV
↓ 3generic #7
66.35DPS
DEX-troyerTier IV
↑ 2generic #13
64.23DPS
Plasma SledgeTier IV
↓ 2generic #10
62.52DPS
HammerTier IV
↓ 2generic #11
62.00DPS
Thunder SwordTier IV
↑ 1generic #15
59.15DPS
SwordTier IV
↑ 1generic #16
56.29DPS
Vorpal SwordTier IV
↑ 3generic #19
49.36DPS
HatchetTier IV
↓ 3generic #14
49.23DPS
Thief DaggerTier IV
↑ 2generic #20
48.33DPS
TridentTier IV
↓ 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
↓ 1generic #22
40.68DPS
ChopperTier IV
↑ 2generic #26
37.46DPS
Cacti ClubTier IV
—generic #25
35.19DPS
DrillTier IV
↑ 2generic #28
34.62DPS
ChainsawTier IV
↑ 2generic #29
31.30DPS
Jousting LanceTier IV
↓ 1generic #27
30.42DPS
QuarterstaffTier IV
↑ 1generic #30
27.17DPS
ScrewdriverTier IV
↑ 1generic #31
26.90DPS
SpoonTier IV
↑ 1generic #32
26.64DPS
PlankTier IV
↑ 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 IV
—generic #40
17.51DPS
Ghost FlintTier IV
—generic #41
15.77DPS
Sharp ToothTier IV
—generic #42
15.77DPS
WrenchTier IV
—generic #43
12.60DPS
LuteTier IV
—generic #44
11.47DPS
Brass KnucklesTier II
↑ 1generic #46
9.23DPS
StickTier IV
↓ 1generic #45
8.94DPS
HandTier IV
—generic #47
1.21DPS
TorchTier IV
—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.