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User:Cerberusleuth/Dirk

From The Codex

CogDis Items and Equipment

Alinivar

Mind Manipulation (The Loony Tune is described to make your mind hurt and has a chance to inflict the strange debuff to the target. Magicant Guitar has a higher chance inflicting the strange debuff), Petrification and Transmutation (The Star Lullaby and Space Jam can diamondize the target), Electricity Manipulation and Empathic Manipulation (Lightning Tosser is an electric weapon that causes crying), Inperceivable Attacks, Mind Manipulation, Velocity Manipulation, and Undodgeable Attacks (Borange Ray can inflict the Insane debuff, as well as ignoring enemy evasion, allowing the user to go first, and attacks with an inexplicable element)
Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Forcefield Creation (Guardthought Pill provides PSI Reflect), Purification (Guardthought Pill cures status effects), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup)

  • Mr. Guitar: +20 Strength, 90% Accuracy
It's got a bow on top, of course.
  • Loony Tune: +31 Strength, 90% Accuracy. 20% chance of making targets feel strange.
A guitar with a pattern that makes your mind hurt.
  • Air Guitar: +41 Strength, +2 Speed, 90% Accuracy
Don't set it down, or you'll never find it again.
  • Fishbone Guitar: +45 Strength, +10 Defense, -1 Speed, 90% Accuracy
Made of real fish bones, but it's not a bass.
  • Shreddin' Six String: +52 Strength, +5 IQ, 90% Accuracy
Made of metal, made for metal. Meedly meedly moww.
  • Magicant Guitar: +65 Strength, +8 IQ, +1 Speed, 90% Accuracy. 35% chance of making targets feel strange.
Visibly almost identical to the Mr. Guitar...
  • Slab Slammer Axe: +60 Strength, +30 Defense, 90% Accuracy.
Guitar of hard rock. Col. Saturn dislikes this.
  • Star Lullaby: +85 Strength, +50 IQ, +30 Speed, 95% Accuracy. 35% chance of Diamondizing the target.
An airy guitar perfect for playing a soft melody.
  • Space Jam: +90 Strength, +15 Defense, +20 IQ, +10 Speed, 90% Accuracy. 35% chance of Diamondizing the target.
Jam with the power of the stars. Can Diamondize.
  • Lightning Tosser: +35 Strength, -5 Speed. Does both Physical and Electric damage.
Anyone can carry this heavy weapon. Causes crying.
  • Borange Ray: +95 Strength. Can inflict Insane. Does Inexplicable element damage. Always hits twice, the user always attacks first at the start of the battle, hits all enemies, and ignores enemy evasion.
Powered by markers and sweet tea.

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...

Colonel Saturn

Poison Manipulation and Disease Manipulation (Mushroom Blaster, Hand Cannon, and Dust Launcher can make targets cough or nauseous), Electricity Manipulation and Empathic Manipulation (Needler has an electric element. Lightning Tosser is an electric weapon that causes crying), Velocity Manipulation (Speedy Popper, Borange Ray, and Shroomshot Rifle makes Colonel Saturn always go first), Radiation Manipulation (Secret Ray Gun and Mayhem Shotgun has the beam element), Undodgeable Attacks (Secret Ray Gun, Shroomshot Rifle, Borange Ray, and Mayhem Shotgun will always hit the target and enemies can't dodge it), Ice Manipulation (Via Icicle Gun), Darkness Manipulation and Nothingness Manipulation (Duskblaster is a "dark-based gun" that has a typeless attack, allowing it to ignore resistances), Light Manipulation, Sense Manipulation, and Sleep Manipulation (Flashblaster is a light-based gun that can induce numb or sleep, Mayhem Shotgun can make opponents numb, Borange Ray can inflict the Insane debuff), Death Manipulation and Mind Manipulation (Mayhem Shotgun can inflict KO or strange), Status Effect Inducement (Shroomshot Rifle can cause several status problems), Inperceivable Attacks (Borange Ray attacks with an inexplicable element)
Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Forcefield Creation (Guardthought Pill provides PSI Reflect), Purification (Guardthought Pill cures status effects), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup)

There are two types of guns Colonel Saturn can equip. One type, a "2x" gun, are guns that Colonel Saturn can dual-weild, and thus allowing him to attack twice in a row. The other type is a shotgun, which takes up both weapon slots, meaning he cannot dual weild with it. However, it will hit all enemies.

  • Rusty Revolver (2x): Colonel Saturn's initial weapon. +3 Strength
Apparently a war trophy. Not very useful. 2x
  • Mushroom Revolver (2x): +4 Strength. Attacks can poison, nauseate, or make targets cough.
Nasty shrooms come out the end... 2x
  • Dusty Revolver (2x): +5 Strength. Attacks can make targets cough.
Causes coughing fits to targets. 2x
  • Cowboy Peashooter (2x): +9 Strength
A better one-handed gun. Yeeeeehaw! 2x
  • Needler (2x): +11 Strength. Has an electric element
Electric alien weapon. For UFOs or Mr. Saturn. 2x
  • Seedy Popper (2x): +2 Strength. Makes it where Colonel Saturn always goes first
Weak, but lets the holder always move first. 2x
  • Secret Ray Gun (2x): +6 Strength. Enemies can't dodge, and can beam the target
Looks like a normal handgun, but shoots beams. 2x
  • Icicle Gun (2x): +14 Strength. Can freeze the target.
Icicles leave no evidence at the murder scene. 2x
  • Mobster Semi-Auto (2x): +6 Strength. Each gun fires twice, allowing Colonel Saturn to attack up to 4 times.
It'll make you an offer you can't refuse. 2x
  • Duskblaster (2x): +50 Strength. Uses a typless attack.
Dark-based gun with double typeless attack. 2x
  • Hand Cannon (2x): +55 Strength. Can make targets cough.
Shamblers like this, but Mooks don't. 2x
  • Flashblaster (2x): +55 Strength, +10 defense and speed. Will hit all enemies, and can inflict numb or sleep
Light-based gun with a huge Flash effect. 2x
  • Obligatory Shotgun: +10 Strength
Well, it's a shotgun... Pump action and all that
  • Shinestone Shotgun: Made by combining Shinestone and Scrap Metal. +18 Strength
Shinestone plated, double barreled. Beastly!
  • Mayhem Shotgun: +42 Strength, -3 defense, +10 agility, +35% critical strike chance. Hits twice, can't be dodged, and can inflict KO, Numb, Beamed, and Strange.
It's double-barreled and causes a lot of havoc
  • Shroomshot Rifle: 2 handed weapon that won't hit all targets, but it hits twice, can't be dodged, and allows Colonel Saturn to go first. +52 strength, +4 agility. Can cause status problems
Fast and can cause many status problems.
  • Lightning Tosser: +35 Strength, -5 Speed. Does both Physical and Electric damage.
Anyone can carry this heavy weapon. Causes crying.
  • Gaia Beam: +30 Strength, +5 Defense, +3 Speed, 25% critical hit chance.
High critical rate. For use by Starman, UFO, hippy.
  • Porta-Cannon: +85 Strength, -3 Speed. Can inflict instant KO.
So huge it can sometimes crush an enemy instantly.
  • Borange Ray: +95 Strength. Can inflict Insane. Does Inexplicable element damage. Always hits twice, the user always attacks first at the start of the battle, hits all enemies, and ignores enemy evasion.
Powered by markers and sweet tea.

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...

Larice

Energy Projection, Fire Manipulation (Via Flamethrower), Ice Manipulation (Via Freezethrower), Electricity Manipulation and Empathic Manipulation (Via Tesla Cannon and Pulse Rifle. Lightning Tosser is an electric weapon that causes crying), Undodgeable Attacks (Tesla Cannon and Borange Ray ignores enemy evasion), Sense Manipulation, Radiation Manipulation, and Speed Reduction (Chronoray can inflict Numb, Beamed and Slow), Velocity Manipulation and Death Manipulation (Disintegrator allows Larice to go first and can instantly kill an enemy. Green Laser and Borange Ray allows the user to go first), Mind Manipulation and Inperceivable Attacks (Borange Ray can inflict the Insane debuff and attacks with an inexplicable element), Healing (Nanobot Backpack will heal Larice overtime), Forcefield Creation (Moonshield provides a shield), Resistance to Radiation Manipulation, Electricity Manipulation, Ice Manipulation, Fire Manipulation, Light Manipulation, Death Manipulation, Sense Manipulation, Mind Manipulation, Empathic Manipulation, and Status Effect Inducement (PSI Blocker provides resistance to beam, electric, freeze and fire attacks, and provides 50% resistance to Flash. Moonshield provides resistance to beam, fire, freeze, and electric attacks. Dark Hero Cape provides resistance to beam, electric, freeze and fire attacks, and provides 25% resistance to all Flash effects except KO.)
Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Forcefield Creation (Guardthought Pill provides PSI Reflect), Purification (Guardthought Pill cures status effects), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup)

  • Beam: +0 Strength. Allows Larice to use the beam attack.
Starman's basic beam attack.
  • Flamethrower: +3 Strength, -3 Speed. Attacks all targets with Fire damage.
A controversial replacement for beams.
  • Freezethrower: +20 Strength, +2 IQ, -2 Speed. Attacks all targets with Freeze damage.
A controversial replacement for flamethrowers.
  • Tesla Cannon: +60 Strength, -15 Defense, -2 Speed. Ignores enemy evasion and attacks with Electric damage.
A huge weapon for Starmen, fueled by their PSI.
  • Chronoray: +30 Strength, +10 Defense, +35 IQ. Can inflict Numb, Beamed and Slow.
A beam for Starmen with 1.21 gigawatts of output.
  • Pulse Rifle: +45 Strength, +5 Defense, +15 Speed. Always hits twice and attacks with Electric damage.
Hits twice using electricity. Use by Starmen only.
  • Disintegrator: +70 Strength, +5 Defense, +5 Speed, 35% critical hit rate. Lets the wielder attack first at the start of the battle, and can inflict instant KO.
A fast beam for Starmen. Can cause instant death
  • Blue Laser: +7 Strength
Has a commando insignia. Used by Starmen or UFOs.
  • Green Laser: +10 Strength. Allows the user to attack at the start of the battle regardless of speed.
Nature-Powered. Use by Starmen, UFO, hippy. Fast
  • Double Beam: +10 Strength, +1 Speed. Always hits twice.
Two Shots for the price of one
  • Lightning Tosser: +35 Strength, -5 Speed. Does both Physical and Electric damage.
Anyone can carry this heavy weapon. Causes crying.
  • Gaia Beam: +30 Strength, +5 Defense, +3 Speed, 25% critical hit chance.
High critical rate. For use by Starman, UFO, hippy.
  • Porta-Cannon: +85 Strength, -3 Speed. Can inflict instant KO.
So huge it can sometimes crush an enemy instantly.
  • Borange Ray: +95 Strength. Can inflict Insane. Does Inexplicable element damage. Always hits twice, the user always attacks first at the start of the battle, hits all enemies, and ignores enemy evasion.
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  • Magnifier: +3 Strength
An attachment for beams. Concentrates the ray.
  • Nanobot Backpack: -4 Speed. Causes Nanobots effect while equipped.
An attachment which heals injury in combat. Bulky.
  • Mind Expander: +4 IQ
An attachment for the head. Increases psionics.
  • PSI Blocker: +4 Defense, +5 IQ. Resists beam, electric, freeze and fire attacks, and provides 50% resistance to Flash.
A Starman attachment that provides PSI resistance.
  • Moonshield: +6 Defense. Resists beam, electric, freeze and fire attacks. Causes Shield effect.
Auto-shield and attack PSI resist for Starmen.
  • Big Robot Six Pack: +5 Strength, +5 Defense, -3 IQ, +1 Speed.
A Starman attachment. Get down wit yo bad self.
  • Dark Hero Cape: +10 Defense, +15 IQ, +10 Speed. Resists beam, electric, freeze and fire attacks, and provides 25% resistance to all Flash effects except KO.
Captain Deepsea's cape. It resists some PSI.
  • Evasion Thrusters: +10 Strength, -20 Defense, +3 IQ, +30 Speed.
Attachment for a mobile, less defensive Starman.

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...

Zarbol

Electricity Manipulation and Empathic Manipulation (Needler has an electric element. Lightning Tosser is an electric weapon that causes crying), Mind Manipulation, Death Manipulation, Sense Manipulation, Radiation Manipulation (Crazy Beam can cause the strange debuff. Mayhem Beam can inflict instant death, numb, strange, or beamed), Velocity Manipulation, Mind Manipulation, Undodgeable Attacks, Inperceivable Attacks (Borange Ray can inflict the Insane debuff, as well as ignoring enemy evasion, allowing the user to go first, and attacks with an inexplicable element .Green Laser allows the user to attack first), Forcefield Creation (UFO Overshield provides the Shield effect)
Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Forcefield Creation (Guardthought Pill provides PSI Reflect), Purification (Guardthought Pill cures status effects), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup)

  • Needler (2x): +11 Strength. Has an electric element
Electric alien weapon. For UFOs or Mr. Saturn. 2x
  • Beam: +3 Strength
UFO's build-in beam for self defense.
  • Crazy Beam: +40 Strength, +10 Defense, +6 Speed.
Fast and can cause 'strange'. For UFOs only.
  • Mayhem Beam: +40 Strength, -3 Defense, +2 Speed. Can inflict instant death, Numb, Strange and Beamed.
Misses often, but when it hits...? Use by UFO.

*Blue Laser: +7 Strength

Has a commando insignia. Used by Starmen or UFOs.
  • Green Laser: +10 Strength. Allows the user to attack at the start of the battle regardless of speed.
Nature-Powered. Use by Starmen, UFO, hippy. Fast
  • Double Beam: +10 Strength, +1 Speed. Always hits twice.
Two Shots for the price of one
  • Lightning Tosser: +35 Strength, -5 Speed. Does both Physical and Electric damage.
Anyone can carry this heavy weapon. Causes crying.
  • Gaia Beam: +30 Strength, +5 Defense, +3 Speed, 25% critical hit chance.
High critical rate. For use by Starman, UFO, hippy.
  • Borange Ray: +95 Strength. Can inflict Insane. Does Inexplicable element damage. Always hits twice, the user always attacks first at the start of the battle, hits all enemies, and ignores enemy evasion.
Powered by markers and sweet tea.

  • UFO Overshield: +20 Defense, -2 Speed. Causes Shield effect.
Another one on top would be an overovershield.
  • Grabby Robot Arms: +19 Strength, +2 Defense, -10 Speed
Useful for giving UFOs a little extra utility.
  • UFO Flamepaint: +2 Strength, +2 Defense, -3 IQ, +15 Speed
Painting flames on anything makes it go faster.

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...
  • AA Battery: Increases Zarbol's PP by 25

Niiue

Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Forcefield Creation (Guardthought Pill provides PSI Reflect), Purification (Guardthought Pill cures status effects), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup)

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...