The secondary ability, Flamethrower (Sword), is a modified version of the Rocket Spear ability possessed by some generated Spears. They generally deal less burst damage compared to assault rifles, but because they can be dual wielded afford some versatility. Fist weapons, designed to hit enemies at point-blank range, have the smallest hitbox of any weapon type. To swing a hammer the attack button must be held down until the hammer is fully raised - otherwise it will not swing. Two handed swords acquired with these methods will have a tier based on the planet from which it was acquired, regardless of the method. Player-usable weapons are either procedurally generated or they're Found weapons can be of any rarity from common to legendary, which in turn affects which stat ranges and effects are available.The amount of possible weapons in the game has not been calculated, but when ignoring the stats such as base DPS, damage per swing, and swing speed there are over 1,000,000 possibilities using the data available. Common rocket launchers can also have Guided Rocket, though they may instead possess Rocket Burst (a burst of five miniature rockets) or Homing Rocket (instead of you guiding the rocket, the rocket locks on to nearby enemies and guides itself).

Uncommon and rare rocket launchers always have Guided Rocket as their special attack - this ability fires a rocket which flies towards your cursor, allowing you to guide it behind terrain to hit targets. Boomerang type throwing weapons are not consumed on use and return to the player after being thrown.

Other throwing items vary in terms of combat effectiveness, and some of them are not meant for killing at all. When dealing with ranged assailants, it is easiest to jump into the air and aim for just in front of the attacker, just as they fire their shots. Some damage types are more effective against specific enemies than others, but weapons are never useless against certain enemies because of their element - fire-type enemies will still take damage from fire-type weapons. However, as Swordstone Seed no longer has an object file as of version 1.1.1 , the only way to obtain this weapon is via admin commands.

For all staff and wand weapons, the mouse cursor changes to a red crosshair when equipped. It may have a slow swing speed, but it has the third-longest reach and second-highest damage of all melee weapons before Hardmode. Fist weapons attack and combo in whatever direction the player is facing.

Weapons will be able to be dyed to the players preference to add customisable colors. Even two-handed common weapons can be worth keeping if they have abilities which you like better than those that come with higher-rarity two-handed weapons. They are aimed like other ranged weapons. Rocket launchers are a two handed weapon class that fires explosive rockets toward the target.

This is similar to blocking with a large shield, but the duration is limited, and one must go through a cooldown period before one can parry again. Most weapons are procedurally generated, and they all have different statistics. Mastering this move greatly improves effective shield durability.

After holding down the mouse button to charge the weapon the cursor will turn green provided it is within line of sight of the Bows generally fire arcing projectiles and are the only hunting weapons with infinite ammunition. The behavior and damage of each of these weapons is Boomerangs and Chakrams deflect off walls, and in many cases their thrown behavior is different if they strike a surface. When equipped, the player's cursor changes to a crosshair, determining where the firearm will fire. They generally consume more energy and deal more damage than their one-handed counterpart machine pistols (though they are more energy efficient than two machine pistols used simultaneously), but come in automatic and burst fire varieties. The long range and heavy knockback of the two handed sword will keep the player relatively safe while sending the assailant hurdling away, just for him to rush forward again. There are two main varieties of shields. Unique among generated weapons, axes do not experience an increase in damage output per time when going from common to uncommon. These grenades will explode dealing damage after a few seconds.

There are numerous Weapons in Starbound. There's now lava and flame traps which can empower the champion, and a number of small monsters which will continuously spawn as long as the Templar is alive. The bow type determines the damage output of arrows fired from it.

When the monster runs in to attack, simply swing your sword. They require that the player get close to their target so they can land attacks. They deal more damage per hit and consume less energy per time than their automatic counterparts at the cost of reduced fire rate and damage output per time; the damage and fire rate stats are effectively inverted from machine pistols except that high tier pistols can deal double-digit damage (10+) per round. Chakram-type thrown weapons tend to return immediately to the player after hitting any surface, but boomerang-type thrown weapons do not exhibit this behavior - instead, they merely bounce off of the surface and continue along a new trajectory. debuff for 3 seconds and emits fiery light particles when swung. Despite what logic might suggest, your own rockets cannot damage you.

Fist weapons are unique in that they're the only one handed melee weapon with secondary attacks (in the form of finishers) - these finishers are only available when wielding two fist weapons at once.



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