Weapons are items that players use in combat. Weapons are mostly procedurally generated, completely unique and with randomized stats. However, 365+ custom-made melee weapons can be found in the game.
Ranged weapons generate with various stats such as magazine size, reload time, rate of fire, utility functionality (for example flashlights), and more exotic modifiers like branching or bouncing shots.
Found weapons can be of any rarity from common to very rare, which in turn affects which modifiers are possible.
Comparatively little information has been released about the stats and modifiers that are possible on melee weapons.
Weapons do not currently have a chance of being crafted with modifiers.
Each tier of weapon is based on a primary ore, there are 10 tiers. Each race has a unique set of 6 weapons per tier, accounting for 360 ore based weapons.
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.
- 1 Ranged Weapons
- 2 Melee Weapons
- 3 Sources
Ranged Weaponsenergy bar when fired. Although different guns have different ammo types, they do not require ammunition. Throwing weapons do not consume energy, but are removed from inventory when thrown.
The easiest way to obtain a gun is to find an Avian Airship with a gun merchant on it. An anchor on the ground below the ship makes them easy to find. They can also be found in chests or dropped by guards.
There are also Staff weapons which use a very large amount of energy and prevent movement while casting.
|Pistols||Pistols are generally medium damage weapons with a decent fire rate as well. Energy shouldn't become too much of an issue with pistols, and - like with their one-handed counterparts - they can be dual-wielded or used with a shield, thus making them very useful in combat.|
|Machine Pistols||Machine Pistols generally have a lower damage per shot than a regular pistol but in exchange for a much faster fire rate. It can also be dual-wielded or used in conjunction with a shield so it is pure preference whether someone uses a Machine Pistol or a regular Pistol.|
|Grenade Launchers||Grenade Launcher||Grenade launchers fulfill a similar role to rocket launchers as an area of effect explosive weapon. They typically have a high energy cost and low rate of fire, but also high damage. Their projectiles are also affected by gravity, meaning that they are limited to relatively short range.|
|Bows||Bows fire arcing projectiles, and are one of the main hunting weapons available in Starbound. The material the bow is made out of determines its damage output. Bows require you to hold down the left-mouse button to charge, once fully charged a the bow will turn white for a split second. If the left-mouse button is released during that time, the bow will deal extra damage.
|Crossbows||A hunting bow-type weapon which fires arcing projectiles. Typically has a moderate-to-low rate of fire and moderate-to-high damage output with a relatively high energy cost. Dropped by Glitch Knights and found in chests, Crossbows additionally have the hunting weapon property, and therefore cause wild animals killed to drop Leather and Meat. Uncommon variants have fire, ice, or poison bolts. Ice bolts do not count as hunting.|
|Assault Rifles||Assault rifles are fast firing two-handed weapons. Each shot will deal medium to low amounts of damage depending on the fire rate. Generally the lower the firing rate on an Assault Rifle, the higher the damage. Assault rifles are a more powerful version of the Machine Pistol, however take away the ability to dual-wield or use a shield in conjunction.|
|Elemental Weapons||Elemental weapons are special weapons obtained from mini-bosses or chests. They have a range of special effects that can be beneficial in combat.|
|Flamethrowers||Flamethrowers fire streams of fire that damages and applies a burning status effect to enemies.|
|Rocket Launchers||Rocket Launcher||Rocket launchers fire a rocket that flies forward and explodes on contact, dealing damage to enemies and damaging the terrain where it hits. The rocket can kill friendlies, so be careful when using it.|
|Sniper Rifles||Sniper Rifle||Sniper Rifles are high damage, low fire rate projectile weapons. They generally consume small amounts of energy. The damage of a Sniper Rifle is also dependent on the fire rate, so a Sniper Rifle with a higher firing rate should have a lower damage output than its slower firing counterparts.|
||Shotguns are high energy use weapons that shoot multiple projectiles at once. These weapons use up energy quickly; however, they can damage a target severely at close range, or a group of targets. Shotguns with fast fire rates are generally not desirable, as they will deplete energy extremely quickly. Shotguns are useful for shooting down flying targets.|
For a list of available staffs see: Staff
Staffs use a very large amount of energy. When using a staff the mouse cursor changes to a red crosshair. After holding down the mouse button to charge the weapon the cursor will turn green provided it is within line of sight. When the cursor is green the mouse button can be released to detonate the staff attack. The player cannot move while casting an attack.
Most staffs are crafted using a Manipulator's Table, but some can be found on planets.
These guns, which are not found normally in chests, can be found from rare drops by specific NPC enemies in game. The range of stats depend on the weapon type.
|Dropped by USCM Penal Colony Inmates, these 1-handed machine guns are generated with normal bullet types only and feature low damage, low cost, and extremely high rate of fire stats.|
|The Avian Blaster is a single-handed laser machine pistol dropped by Avian Temple Guards with high rates of fire, low damage, and low energy cost. Similar to the Uzi, although sometimes with either high or low fire rates, it can also be dual wielded. Uses red pulse lasers.|
|Two-handed machine guns dropped by Avian Temple Guards with high rates of fire, low damage, and low cost. Similar to the Uzi, though typically having a higher projectile cost and damage output, in exchange for being 2-handed. Uses red pulse lasers.|
|A Floran rifle found on Floran village/prison guards. It quickly fires thorns with near-perfect accuracy.|
|A grenade launcher rarely found on Floran village guards. It fires a bio luminescent green orb in an arc that explodes into several smaller orbs, which fizz and explode.|
|Fires lightning bolts with a limited range. Extremely fast rate of fire. Dropped by Apex guards at the large Apex laboratories.|
|USCM Guard guns with a high rate of fire, low cost to fire, and moderate DPS output.|
|Shoots small balls of energy which can change direction. The projectiles can only change direction between 1-5 times before dissipating. The amount of shots varies between Cell Zappers, and will show on the ammo icon.
They can do damage to multiple enemies in one shot as the balls of energy will pass through them.
|Shoots large balls of energy with varying properties and colors. These properties can vary from rolling along the ground, to floating in midair.|
|The Shattergun fires shards of varying materials and sizes. Some documented materials include metal, gold, crystal and glass. The amount of shards and the distance they travel depends on the material.|
|Identical to the Floran Needler, but has a poison effect, and is found in chests rather than on guards.|
|Shoots a stream of harmless bubbles. It can be found in Rainbow Chests.|
|Fires a constant, arcing beam of deadly rainbow energy. Extremely high rate of fire, very small damage per round.|
|Identical to the regular Needler, but is crafted, rather then found on guards.|
|Functions like the Hunting bow. Fires sharp, piercing darts.|
|Fires a cloud of poison gas. If the fire button is held down then the gun will charge, causing the gas cloud to be much larger.|
|Functions identically to the Hunting Bow, but fires small harpoons. It is specific to ocean biomes.|
|Fires a jet of harmless water. It's specific to ocean biomes.|
|Shoots rapid fire snow balls. It's specific to Snow biomes.|
|Very slow fire rate one handed gun that fires a single, short range bolt of lighting. The lightning can travel along walls and has high damage. It's specific to Alien Biomes.|
|Rapid firing two hander gun that lobs dual bolts, dealing poison damage over time with bolts that remain on the ground like molotov particles. It's specific to Alien Biomes|
|Single handed gun that functions the same as the Hunting Bow, but fires a yellow beam that scaled in size and damage based on charge time, with fully charged shots exploding on impact. It's specific to Eyepatch Biomes.|
Novakid Racial Guns
Instead of starting with a broadsword and a shortsword, the Novakid start with a pistol and a rifle. Similarly, instead of being able to craft melee weapons as racial weapons, Novakids are able to craft guns.
Fist weapons deal damage at very close melee range. They can be dual wielded and used continuously as they don't consume energy.
Throwing Weapons, such as bombs, are one-use weapons that are consumed after they are thrown. They have a wide variety of uses, and often deal large amounts of damage or give hit enemies negative status effects. Unlike other weapons, explosives, such as the Bomb, can damage the player that threw them if they are caught within the blast radius.
A few throwing weapons, such as the Little Red Ball, Beachball, and Bouncy Ball, are not weapons at all. They are unlike other throwables in that they are purely for entertainment and don't do damage, don't apply any status effect, and are not consumed after being thrown.
Boomerang type throwing weapons are not consumed on use and return to the player after being thrown. The behavior and damage of each of these weapons is unique.
Broadswords are two handed swords that have a large swing area. There are a variety of Legendary broadswords that have their own special effects such as projectiles or causing a damaging status effect. Right clicking with a broadsword in your hand will cause the player to parry. Parrying is similar to using a shield in that it will protect the player from damage, but parrying will only block for a certain amount of time and must recharge before the player can parry again.
- Eye Sword
- Water Sword
- Light Sword
- Star Cleaver
- Flower Bouquet
- Toxic Broadsword
- Legend Blade
- Rainbow Sword
- Bone Sword (Procedural)
- Mushroom Sword (Procedural)
- Rust Sword
Starting Weapons are, so far, broadswords and shortswords (Except for the Novakid starting weapons, which are guns). Please read more about them at the respective page.
Hammers are two handed weapons that have a large swing area. Hammers deal more damage per hit than Broadswords and Axes, but their swing rate is usually slower. Unlike broadswords, hammers are unable to parry. There are only a few legendary hammers, but all of them are capable of dealing a massive amount of damage per hit.
Axes are two handed weapons with a large swing area. Unlike the hammers and broadswords, axes are able to aimed the same way you can aim a shortsword or spear. Axes generally do more damage but swing slower than a sword, and swing faster but do less damage than a hammer.
Spears are two handed weapons that hit enemies directly in front of the player. They usually deal large amounts of damage to compensate for the very limited swing area.
- Slave Sword
- (Note: despite its appearance, the Slave Sword actually functions like a spear and is two-handed.)
- Moneybags Cane
- Avian Spear
- Twisted Spear
- Rainbow Spear
- Crystal Spear
- Sabertooth Spear
Daggers are one handed fast swinging blades. They have a swing area limited to the direct area in front of the player.
Short Swords are one-handed blades that can be dual wielded or used in conjunction with a shield. When attacking with a shield, the shield will be raised so be sure to carefully time your attacks to block the enemies.
Special Short Swords
- File:Avian Sword Icon.png Avian Sword
- Rust Sword
- Ankle Grinder
- Striking Blue Crayon
- Striking Green Crayon
- Striking Orange Crayon
- Striking Purple Crayon
- Striking Red Crayon
- Striking Yellow Crayon
As with guns, there is a relatively large selection of special melee weapons available dropped from NPCs, these may also have special properties.
|One-handed knives, typically with a high swing speed. Dropped by USCM inmates and Floran prisoners.|
|Charges up with animated power then deploys ranged attack to cursor position|
|Flings spikes in a cone in front of the player when swung. Deals moderate to low damage.|
|Two-handed spiked clubs and maces.|
|Two-handed electric prods dropped by Floran guards. These have an extended lightning bolt range (not to be confused with the elemental lightning orb).|
|An improvised two-handed melee weapon dropped by USCM inmates. Hits hard, but swings slow.|
|More information needed.|
|Bone Saw||One-handed melee weapon that functions similarly to a dagger. Dropped by Apex scientists.|
|One-handed short swords, occasionally appear in chests mushrooms, always have a special effect (fire, electrical or poison)|
|A craftable holiday item, not available until next Christmas season|
Mini Biome Legendaries
There are a number of unique looking legendary weapons that can be found in underground mini-biome chests. These weapons each have a corresponding 'upgraded' version found in mini-biomes on max level planets.
Like all other items in game, melee weapons drop with different rarities.
Common weapons are the most frequently found and include a vast array of randomly generated weapon types and stats. Additionally, some common weapons, dropped from specific NPCs, may have weapon-specific abilities, such as the Floran Prod (which fires an extended lightning bolt when used and is dropped rarely by Floran Prison Guards).
Uncommon weapons make up the bulk of the remaining weapons in the game, and in addition to the broad selection of types and stats are additionally generated with a random elemental ability. Abilities found on Uncommon weapons include:
Fire - Applies burning status to enemies hit (also causes the weapon to light dark areas when swung or shot).
Lightning - Fires an electric orb from the tip of the weapon which does additional damage (orb damage is based on the weapon damage).
Poison - Applies the poison status to enemies hit.
NOTE: Two handed weapons are generated with two elemental abilities (which may be the same or different as the one listed on the weapon). The normal attack (default mouse 1) uses the listed element, while the secondary attack (default mouse 2) uses the alternate element.
Racial weapons also fall under the uncommon category, though these weapons are not generated with elements and typically are only available through crafting.
Under beta v.Enraged Koala, guns can be bought from an Agaran NPC that resides in the storage caves in Agaran villages.
Legendary weapons are the most difficult to obtain of the melee weapons, and rather than being generated completely at random are generated with random stats only. The effects and appearance of these weapons are typically constant. Legendary melee weapon effects are dependent on the weapon and are unique to that weapon. For example, all Water Swords and their variants will have the Bubble Shot effect.