The rule that costs people weapons
A melee weapon that breaks completely is destroyed. Not damaged, not returned to your inventory in pieces — gone. This is stated in the Steam guide Tips and tricks and it is the single most expensive mistake available to a new player.
So the whole discipline is: watch the bar, and go home one swing early.
Repairing
From 10 Quick tips for beginners:
- Repairing is cheaper than buying a replacement
- Repairing before it breaks restores it to 100% — you do not lose maximum durability
- Both repair and upgrade happen on the second floor of the Outpost
Repair costs are not documented in gold or scrap by any source we found.
Enchanting
Per First thing to do when you are new, enchanting gear also repairs and reloads it. Late game, an enchant is maintenance as well as a stat.
⚠️ What enchantments exist, and how you apply them, is not documented.
Damage upgrades are durability upgrades
Tip #1 of the beginner guide, and it is not obvious: invest in the Training Hall for damage. Enemies die in fewer hits, and fewer hits means less durability spent per floor.
The other room that touches your gear is the Shop, which governs the quality of the weapons the merchant offers — and which caps at level 10.
What to take down
Never take the elevator down without a weapon. A club is enough.
Hammer
For a solo floor clear, Efficient Solo Strategy recommends going down with two hammers, on the assumption that one will not survive the floor.
A hammer is also the fast way to set off a lantern — two hits does it, versus several ground smacks. See constructs.
Mallet
Stash spare mallets in the elevator. The elevator doubles as storage — drop tools in before you descend and they are still there when you come back.
⚠️ Patch 1.02 fixed a bug where "the mallet disappears when you pick it up". If that happened to you before 9 August, it is fixed.
Repair glue
Heals you, heals teammates, and fixes damaged valuables. Bring it alongside the weapon, not instead of one.
Things that are not weapons but do the job
Some of the most effective damage in the game does not come from a weapon at all.
| Improvised | What it does | Details |
|---|---|---|
| Lantern | Explodes for 72 damage. Four blasts kill anything | constructs |
| Radiator | Explodes for roughly 40 damage; blocks a corridor until it does | constructs |
| Floor Fan | Hit the shell and it becomes a weapon | constructs |
| Iron barrel | A shield — a Club-Giant needs about 8 seconds to break it | below |
| The Grinder | Throw enemies into it to kill them | below |
⚠️ The solo guide names one enemy this arsenal does not solve — the soul reaper, in its own words: "he is a DEMON."
Iron barrel
Held up as a shield. The solo guide puts a number on it: a Club-Giant needs about 8 seconds to break through one.
That is 8 seconds to reposition, not 8 seconds of safety to stand still in.
The Grinder
You can throw enemies into it to kill them. Named in Tips and tricks.
It is also where you feed scrap for coins — the same machine that turns your furniture into elevator fare.
Bring something ranged to the boss
Tips and tricks is specific about this: the dungeon boss is behind the red portal, and you should bring extra ranged weapons for it. That matches our Corrupted Elite page, where the portal encounter appears from level 5 down.
Boss fights are where weapons die. A player in the Yellow Gumball thread lost a fight at level 5 for exactly this reason: "we failed the boss fight cus our weapons broke."
Going into a boss room on a half-worn club is how a run ends.
What is not confirmed
- The weapon list. No source we found enumerates the weapons in the game, their damage values or their durability pools. Guide sites that publish tidy weapon tables are not citing anything we could trace
- Repair and upgrade costs, in gold or scrap
- Whether ranged weapons use ammunition, and where it comes from
- What enchantments exist and how you apply them
- Whether the "fully broken weapons are destroyed" rule applies to ranged weapons too, or only melee — the source says melee