Ponywolf LLC’s card-based dungeon crawler Knights of the Card Table gives players a lot of choices when it comes to weapons — as in 15 different weapons. Like the different Heroes on offer, each weapon has unique strengths and weaknesses, making some better suited for certain characters or situations.
The main thing to keep in mind with weapons is what they add in relation to what they take away. Most early weapons (after the initial Punch knuckles) actually detract from your power score. The power score is the number determined by your die roll that, in turn, determines how much damage you deal.
Keep in mind, too, that critical hits in Knights of the Card Table take the form of two dice being rolled for that turn, which can substantially increase your power score and easily dispatch the toughest enemies
This guide will list all of the game’s weapons, their unlock requirements and special stats, and the characters they complement the best.
Knights of the Card Table Weapon List
Punch
Cost:
- Nothing. You start the game with it.
Special Stats:
- Nothing. You start the game with it.
Die count:
- 4
The basic spiked brass knuckles are what your Hero begins with in Knights of the Card Table. They’re serviceable, and the best part is they don’t detract from your power score in any way. Naturally, you don’t want to stick with them forever, especially as enemy health counts get higher as the game progresses.
Sword
Cost:
- Unlocks when you reach Level 2
Special Stats:
- +10% critical hit rate
- -1 power score
Die Count:
- 6
The Sword is more than likely the first new weapon you’ll come across unless you hold out for more later. It’s effective with any Hero. Even with 1 point taken from your power score, it still gives a higher chance of dealing more damage than the Punch knuckles.
However, it’s most effective with Heroes that boast their own increase in critical hit rates. Not only does that boost your chances of a critical hit by up to 20% more, depending on the Hero, it also makes up for that -1 to your power score by hopefully dealing more damage anyway.
Punchboxer is the Hero you’ll have access to first, so chances are, you’d be using the two together for a while. Sodamancer’s piddling critical hit boost isn’t the best compliment to the Sword, though if you need the extra health boost accompanying that character, it’s workable.
However, the real stars here would be the Popcaster and Pal-around-adin. The former’s higher critical hit boost and the latter’s higher stats all around make it the ideal weapon of choice for plowing through rows of card enemies.
Until you get to that point, though, stick with Punchboxer for the Sword.
Mace
Cost:
- Unlocks after you reach Level 11
Special Stats:
- +15% critical hit rage
- -2 power score
Die Count:
- 8
What is true for the Sword goes double for the Mace. It’s higher critical hit boost begs for Punchboxer early on, but mostly Popcaster when you get to that point. Don’t bother with Sodamancer here, since the backlash from a lower power score isn’t worth the slight critical hit boost.
Pal-around-adin would be a sensible balanced choice here, too. The additional armor and dodge boosts that Hero receives help negate the potentially disastrous results from the big chunk the Mace takes out of your power score.
Dagger
Cost
- 10 Pops
- 5,000 Gold
Special Stats:
- +6% critical hit rate
Die Count
- 4
The Dagger is one of the most practical and versatile weapons in the game. It gives a not-insubstantial boost to your critical hit rate, without taking away your power score. It does have a lower die count, though, so your damage output won’t be quite as high as with the Sword and Mace.
Still, it means you can equip it on your favorite Hero regardless of which one it is and still have a chance at getting a nice damage bonus.
Mister Stabby
Cost:
- 10 Pops
- 7,500 Gold
Special Stats:
- None
Die Count:
- 6
The big draw for Mr. Stabby, the pitchfork, is its six-sided die with no penalty for your power score. It’s a nice complement to any Hero, but especially Bandaider and Sodamancer, since they don’t really get any power-related boosts on their own.
The six-sided die means you can take advantage of their health increases and potentially dish out higher damage at the same time, safe in the knowledge that A.) you’ll probably score higher than your opponent and B.) if you don’t, you still have a huge health pool.
Sir Stealy
Cost:
- 10 Pops
- 8,000 Gold
Special Stats:
- +10% critical hit rate
- -1 power score
Die Count:
- 8
Sir Stealy is basically Sword 2.0. You get the same boost and penalties, but with a higher die count, meaning your chances of landing more damage are a bit higher, and your chances of losing because of the power penalty aren’t quite as high.
As such, it works best with the same Heroes the Sword and Mace are suited for.
In keeping with the weapon’s name and the description, it has a chance of increasing your Gold with each die roll.
Blizzard Staff
Cost:
- 25 Pops
- 15,000 Gold
Special Stats:
- +3% critical hit rate
- Chance of freeze
Die Count:
- 4
The Blizzard Staff’s name is fairly self-explanatory. This weapon is all about the chance of freezing your enemies without relying on a spell card. That major benefit is balanced with the very low die count, though you do get a slight chance for critical hits nonetheless.
Punchboxer, Popcaster, and Pal-around-adin are, again, probably the best choices for this weapon, since they can put the critical boost to good use and end battles quickly. That’s doubly useful if you happen to get lucky and freeze a row of enemies as well.
If not, then Sodamancer and Bandaider would be decent choices to make up for health lost thanks to the lower die count.
Thirsty Blade
Cost:
- 25 Pops
- 15,000 Gold
Special Stats:
- Life stealing
Die Count:
- 6
The Thirsty Blade is a useful weapon if you keep running into trouble. The higher die count means you’re less likely to score lower than your opponent, as with all the other 6-sided dice. However, even if you do take a lot of hits, the weapon has a chance of restoring your health with each roll — hence the name (what did you think it meant?)
Haymaker
Cost:
- 25 Pops
- 15,000 Gold
Special Stats
- None
Die Count:
- 8
The Haymaker is like an upgraded Mr. Stabby. It doesn’t have any drawbacks, nor does it offer any particular benefits. It does, however, give you an 8-sided die without dealing with reductions to your power score. Use Heroes with higher critical hit rates (Punchboxer, et al.) to get the most out of this monster.
Norris’ Chucks
Cost:
- Listed as 4 pops, but probably 40 given the cost of others around it.
Special Stats:
- None
Die Count:
- 4
Yes, Ponywolf went there with the name. It’s pretty much what it sounds like as well: a simple weapon with no frills, but no drawbacks either. The biggest thing here is the much higher critical hit rate, which means it, too, is best suited for the power trio: Punchboxer, Popcaster, and Pal-around-adin.
Eyeball Sword
Cost:
- 40 Pops
- 40,000 Gold
Special Stats:
- +10% critical hit boost
Die Count:
- 6
The Eyeball Sword is a solid weapon whose biggest strength is in the critical hit boost, as always, aided by the lack of penalty to your power score. There’s a special status attached to it as well, though your humble writer hasn’t yet reached the point where it’s discussed in the game.
(Knights of the Card Table is a slow grind — slow as in pay for coins to unlock new stages or replay old ones endlessly to earn them).
Skull Crusher
Cost:
- 40 Pops
- 40,000 Gold
Special Stats:
- Chance of death
Die Count:
- 8
The Skull Crusher does exactly what its name suggest: it can crush your enemies. There’s a chance it might cause instant death regardless of the die cast. However, it also has an 8-sided die with it, so your chances of slaying your foes are pretty high to begin with.
Like other 8-sided wonders with no penalties, pair this with your favorite Hero. Just know that, like always, higher critical hit rates mean even more chances of damage.
Fire Wand
Cost:
- 50 Pops
- 75,000 Gold
Special Stats
- +5% critical hit boost
- Chance of fireball
Die Count:
- 4
The Fire Wand is a lot like the Blizzard Staff — only more expensive. There’s a slight critical hit boost to offset the very low die count, but the main draw is the chance of casting a fireball without a spell card. Fireballs damage all on-screen enemies, so they’re pretty useful, especially when it comes to whittling down stronger enemies.
Like with the Blizzard Staff, you’d want to prepare for taking some hits with such a low die count. Sodamancer and Bandaider would be useful here, too, if you didn’t want to maximize your chances of a critical hit.
Flash Saber
Cost:
- 50 Pops
- 75,000 Gold
Special Stats:
- +10% critical hit boost
- Pierce effect
Die Count:
- 6
The Flash Saber is one of the most useful weapons, hence the fact it’s also one of the most expensive. The critical hit boost puts it on the Sword and Mace level, aided by its lack of power score penalty. However, the big thing about the Flash Saber is its pierce effect. It always cuts through to the enemy directly behind your foe.
Add a critical hit to that, and you’ve got quite the powerful weapon indeed, and one that’s perfect for repeating earlier stages as you grind for coins, since it makes them go much faster.
Obviously, you want to go for the max here, so use Popcaster, Punchboxer, or Pal-around-adin.
Chain Breaker
Cost:
- 50 Pops
- 75,000 Gold
Special Stats:
- +1 power score
Die Count:
- 8
Chain Breaker is, without a doubt, the best weapon in Knights of the Card Table. It’s a full 8-sided die with no penalty, and it actually gives you an extra point to your power score. It has the unknown status as well (which we’ll update later as we come to it).
Use it with your favorite Hero. That’s basically what it’s designed for anyway: powering through foes without worrying over drawbacks or potential losses.
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That’s our exhaustive list of Knights of the Card Table weapons and how to use them best. If you’re wondering how you can earn Pops to unlock more weapons or what each Heroe’s specific stats are, check out our Knights of the Card Table Heroes guide, too.
Published: May 15, 2019 11:49 am