Weapon rules
- Ranged weapons filtered from offers and cannot be bought
Abyssal Terrors character · Brotato 1.1.15.4
Unlock: Deal 1000 damage to an enemy in a single hit
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 7. 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 7 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 at Tier I with one weapon equipped.
Tier I, this character’s starting-weapon pool, and 1 equipped weapon. Default 10 Max HP and zero other default combat stats; no bonus stats beyond Ogre’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, 1 Tier I weapon, 0 Tier IV weapons, and 0 duplicate items; 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
On a 5% conditional item roll, the pool is filtered to entries tagged Max HP, Melee Damage, Explosive when that filtered pool is non-empty.
Offer filters, with exceptions
Items and item groups below are filtered out of normal pre-final shop and crate rolls; listed upgrades are rerolled in normal pre-final level-up choices. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool. Upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions, and item/group filters do not ban weapons.
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.
These items are filtered from normal pre-final shop and crate rolls. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool, and upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions.
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. 31 weapons change position versus the generic order.
Reading the Ogre-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 Ogre’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
382.83DPS
ScytheTier IV
—generic #2
212.78DPS
Flaming Brass KnucklesTier IV
—generic #3
139.36DPS
Power FistTier IV
—generic #4
139.36DPS
FistTier IV
—generic #5
114.58DPS
MaceTier IV
↑ 2generic #8
106.95DPS
KnifeTier IV
↑ 5generic #12
89.28DPS
War HammerTier IV
↓ 2generic #6
84.61DPS
Captain’s SwordTier IV
—generic #9
82.57DPS
Plasma SledgeTier IV
—generic #10
72.94DPS
HammerTier IV
—generic #11
72.33DPS
BrickTier IV
↓ 5generic #7
71.88DPS
Thunder SwordTier IV
↑ 2generic #15
70.98DPS
DEX-troyerTier IV
↓ 1generic #13
70.65DPS
DrillTier IV
↑ 13generic #28
69.24DPS
SwordTier IV
—generic #16
64.95DPS
HatchetTier IV
↓ 3generic #14
63.30DPS
Circular SawTier IV
↑ 6generic #24
62.15DPS
Vorpal SwordTier IV
—generic #19
58.34DPS
Thief DaggerTier IV
—generic #20
56.38DPS
AnchorTier IV
↓ 4generic #17
52.52DPS
TridentTier IV
↓ 4generic #18
52.28DPS
SpearTier IV
—generic #23
49.93DPS
ChainsawTier IV
↑ 5generic #29
46.95DPS
RockTier IV
↓ 3generic #22
46.49DPS
ChopperTier IV
—generic #26
43.14DPS
Cacti ClubTier IV
↓ 2generic #25
41.06DPS
QuarterstaffTier IV
↑ 2generic #30
36.22DPS
PrunerTier IV
↑ 5generic #34
35.83DPS
ScissorsTier IV
↑ 6generic #36
34.05DPS
ScrewdriverTier IV
—generic #31
33.77DPS
PlankTier IV
↑ 1generic #33
33.41DPS
SpoonTier IV
↓ 1generic #32
31.40DPS
ClawTier IV
↓ 13generic #21
31.09DPS
Jousting LanceTier IV
↓ 8generic #27
30.42DPS
SickleTier IV
↑ 3generic #39
28.13DPS
Lightning ShivTier IV
↑ 3generic #40
26.85DPS
Ghost AxeTier IV
↓ 1generic #37
25.89DPS
Spiky ShieldTier IV
↓ 4generic #35
24.67DPS
Hiking PoleTier IV
↓ 2generic #38
24.03DPS
Ghost FlintTier IV
—generic #41
23.66DPS
Sharp ToothTier IV
—generic #42
20.96DPS
Brass KnucklesTier II
↑ 3generic #46
18.46DPS
WrenchTier IV
↓ 1generic #43
17.84DPS
StickTier IV
—generic #45
16.39DPS
LuteTier IV
↓ 2generic #44
15.06DPS
TorchTier IV
↑ 1generic #48
11.35DPS
HandTier IV
↓ 1generic #47
7.24DPS
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.