Blowguns are the Predator's weapon of choice. Their method of attack are similar to the Guns, as the projectiles are never affected by gravity.
There exists a similarity - as well as opposition, compared to the Priest:
- The weapon list has no order at all and not in sync with levels, but still uses five different sprites.Citation needed
- The theme is supposedly opposite to that of the Staves': Whereas there is some holy value to it (i.e. Staff of Light), some blowguns have horns on them, a winged eye of sorts, etc.
- The Night Blowgun and its variations are complete opposite of the Staff of Light: Both in the homing prospect, and contrast, but not the type or LV decrease.
- The Predator can support the rest of the team by increasing AT% and DF the same way as the Priest, but it is specific to the Scary Blowgun and all of its variations.
- All 6 canon types are available for use.
All blowguns use the word Blowgun as their weapon titles, apart from the Resort weapon.
List of blowguns[]
Icon | Weapon | LV | AT | AGI | Range | Type | Bonus AT | WC MP | Buy | Sell |
---|---|---|---|---|---|---|---|---|---|---|
Blowgun | 4-5 | 50-60 | 60 | Physical | 100 | 12 | ||||
Note: Starting weapon. | ||||||||||
Stone Blowgun | 1 | 6-10 | 50-60 | 60 | Physical | 250 | 31 | |||
Poison Blowgun | 1 | 6-10 | 50-60 | 60 | Poison | 1-2 (0.8s) | 500 | 62 | ||
Note: Leaves a poison cloud after being hit from either the enemy or the terrain. | ||||||||||
Sharp Blowgun | 1 | 12-20 | 50-60 | 60 | Physical | 750 | 93 | |||
Fire Blowgun | 1 | 6-10 | 50-60 | 60 | Fire | 2-5 (2.5s) | 1000 | 125 | ||
Note: Creates a fire upon hitting an enemy or terrain. The flame obeys gravity. | ||||||||||
Long Blowgun | 2 | 20-50 | 70-80 | 110 | Physical | 1500 | 187 | |||
Note: It has higher AT, AGI and Range than most blowguns. | ||||||||||
Ice Blowgun | 2 | 10-15 | 50-60 | 60 | Ice | Slow 20% | 2000 | 250 | ||
Note: Upon contact with terrain or enemy, creates a big cloud which stays for three seconds. | ||||||||||
Scary Blowgun | 2 | 10-15 | 50-60 | 60 | Physical | 8000 | 2500 | 312 | ||
Note: By wielding this, it enables the Predator to utilize the War Cry. Due to its requirement to activate it with a whopping 8000 MP, it is recommended to invest as much MAG as possible, or getting an upgraded version of this in later stages. | ||||||||||
Long Flame Blowgun | 2 | 12-25 | 80-100 | 90 | Fire | 4-6 *8 (1.6s) | 3000 | 375 | ||
Note: Creates a ring of 8 fire clouds. It is also longer than what elemental blowguns normally are, but still shorter than the Long Blowgun. | ||||||||||
Thunder Blowgun | 3 | 1-66 | 50-60 | 60 | Thunder | 4000 | 500 | |||
Note: Shoots a fast-traveling laser beam. | ||||||||||
Iron Blowgun | 3 | 32-40 | 50-60 | 60 | Physical | 4500 | 562 | |||
Hunter Blowgun | 3 | 5-10 | 20-30 | 30 | Physical | 5000 | 625 | |||
Note: A quick-firing blowgun, but suffers from low AT and Range. It shoots smaller pellets faster than normal even if the character invested enough DEX. | ||||||||||
Blazing Blowgun | 3 | 16-20 | 50-60 | 60 | Fire | 5-8 (3.6s) | 5500 | 687 | ||
Note: Summons a terrain-piercing spear that drops flames every half-second. Lasts for 3 seconds (both spear and flame residue). | ||||||||||
Long Stone Blowgun | 4 | 30-42 | 90-100 | 190 | Physical | 6000 | 750 | |||
Venom Blowgun | 4 | 24-30 | 50-60 | 60 | Poison | 3-4 (0.8s) | 6500 | 812 | ||
Note: Leaves out falling pellets behind for the same poisoning effect. | ||||||||||
Night Blowgun | 2 | 1-243 | 80-90 | 60 | Thunder | 7000 | 875 | |||
Note: Shoots a dark violet two-arrow that travels relatively slow. It has high damage output and range, but as it closes into an enemy from range 20, it gets repelled away (which can be mitigated with Guide's card). It is also found two levels lower than average blowguns, with the selling value retained. As such, it could be considered the antithesis of the Priest's Staff of Light. | ||||||||||
Bomb Blowgun | 4 | 24-30 | 50-60 | 60 | Fire | 60-80 *10 | 7500 | 937 | ||
Note: Creates an explosion after being hit by enemy/terrain, taking shape of 10 ovals (a la Whipper's Explosion Whip). Covers up to 30 PiD (Pixels in Diameter). | ||||||||||
Fright Blowgun | 5 | 32-40 | 50-60 | 60 | Physical | 7000 | 8000 | 1000 | ||
Note: Provides the same AT and DF boost as the Scary Blowgun, but has cheaper MP requirement. | ||||||||||
Tranquillizer | 5 | 16-16 | 105-130 | 60 | Freeze | Time 5s | 8500/85000 (depends on no. of compo slots) |
1062 | ||
Note: Freezes (stuns) the enemy in place. Investing DEX will increase the chances that it will be kept frozen. It is the only blowgun that doesn't use the word blowgun in its name. | ||||||||||
Icicle Blowgun | 5 | 32-40 | 50-60 | 60 | Ice | Slow 30% | 8500 | 1062 | ||
War Blowgun | 5 | 10-20 | 20-30 | 30 | Physical | 9000 | 1125 | |||
Long Lightning Blowgun | 5 | 1-74 | 100-120 | 130 | Thunder | 9500 | 1187 | |||
Note: Shoots a horizontal laser beam as long as the screen (similar to the Forest 5 Grey Big Box Snake), damaging every enemy in it. | ||||||||||
Toxic Blowgun | 6 | 40-50 | 50-60 | 60 | Poison | 5-6 (0.8s) | 10000 | 1250 | ||
Note: The shot needle leaves about 5 clouds per second, travelling for about 50 pixels then halting and disappearing, for a total of 3 seconds. | ||||||||||
Crystal Blowgun | 6 | 80-100 | 50-60 | 60 | Physical | 11000 | 1375 | |||
Note: Due to its structure of the projectile, it will shoot a needle instead of a pellet. | ||||||||||
Explosive Blowgun | 6 | 40-50 | 50-60 | 60 | Fire | 180-300 | 12000 | 1500 | ||
Note: A single ball spanning 60 PiD appears where the projectile was hit. | ||||||||||
Long Iron Blowgun | 6 | 60-90 | 110-120 | 270 | Physical | 13000 | 1625 | |||
Magma Blowgun | 7 | 52-60 | 50-60 | 60 | Fire | 16-16 *n (4s) | 14000 | 1750 | ||
Note: As long as the shot bolt exists, for every 0.2 seconds it will drop a one-arrow and slide on the ground for 4s. With a Catapult's Card, potentially a Garnet and a flat terrain, the entire screen can be covered in one arrows! | ||||||||||
Creepy Blowgun | 7 | 52-60 | 50-60 | 60 | Physical | 6000 | 15000 | 1875 | ||
Shadow Blowgun | 5 | 1-729 | 80-90 | 60 | Thunder | 16000 | 2000 | |||
Long Arctic Blowgun | 7 | 50-75 | 120-140 | 170 | Ice | Slow 40% | 17000 | 2125 | ||
Note: Summons a very long and thin icicle (length of 80 pixels) that acts similarly to the Magician's Big Icicle. Considered as an upgraded version of the Icicle Blowgun. | ||||||||||
Skirmish Blowgun | 8 | 20-30 | 20-30 | 60 | Physical | 18000 | 2250 | |||
Thor Blowgun | 8 | 64-80 | 50-60 | 60 | Thunder | 1-333 | 19000 | 2375 | ||
Note: Shoots a mine, in which a lightning (broken line) will be created on top of the enemy, as well as hitting every enemy within the ray (with splash damage capabilities). Could be considered as an upgraded version of the Long Lightning Blowgun. Named after Thor from Norse mythology. | ||||||||||
Long Gem Blowgun | 8 | 140-200 | 130-140 | 350 | Physical | 20000 | 2500 | |||
Note: Shoots a needle instead of a pellet like most long blowguns. Has the highest range for any blowgun. | ||||||||||
Tainted Blowgun | 8 | 64-80 | 50-60 | 60 | Poison | 7-8 (0.8s) | 21000 | 2625 | ||
Note: After contact of the one-arrow with an enemy, it drops "beams" onto the ground and slide slowly for 3 seconds, kind of like the Ice Whip - where it will not affect the enemy for about 1.5 seconds after creation. | ||||||||||
Sand Blowgun | 9 | 1-1 | 50-60 | 60 | Freeze | 0.2s *32 | 22000 | 2750 | ||
Note: Fires out 32 small pellets that each freezes for 0.2 seconds. A diamond will increase its potency. It is a reference to The Sandman from European folklore, in which its sands could make people sleep. Besides the Tranquillizer, it is the only blowgun to have the type Freeze on it. It is also the only blowgun to shoot more than one projectile at a time, and by extension, the only blowgun to accept the Bullet's Card compo item. | ||||||||||
Nitro Blowgun | 9 | 80-100 | 50-60 | 60 | Fire | 300-420 *12 | 23000 | 2875 | ||
Note: The explosion being delivered covers up to 90 PiD, creating balls of 30 PiD 12 times, with each appearing between 0.2s. | ||||||||||
Dense Blowgun | 9 | 160-200 | 50-60 | 60 | Physical | 24000 | 3000 | |||
Frigid Blowgun | 9 | 80-100 | 50-60 | 60 | Ice | 72-81 (Slow 50%) | 25000 | 3125 | ||
Note: Shoots a long needle and leaves homing flakes along the path, with the initial directions being: 90 degrees clockwise its traveling trajectory, and one opposite that. | ||||||||||
Star Blowgun | S | 96-120 | 50-60 | 60 | Fire | 24-40 *12 (2.4s) | 26000 | 3250 | ||
Note: Shoots out a red mine. The name is being referenced that it will explode into a "supernova", by creating 12 spheres of flames, each creating from the center of the attack a sphere bigger by 10 PiD, reaching up to 120 PiD. Each layer is created in a 0.4 second succession, and each layer will last for 2.4s. In total, the magic attack will last for about 40 seconds, leading to devastation against mobs. | ||||||||||
Horror Blowgun | S | 96-120 | 50-60 | 60 | Physical | 5000 | 27000 | 3375 | ||
Note: By investing about 100 MAG, the War Cry effect will become permanent as it'll refresh when the effect is over regardless of DEX, provided that the Predator wasn't dragged or interrupted. | ||||||||||
Long Blight Blowgun | S | 75-100 | 140-160 | 210 | Poison | 9-10 (0.8s) | 28000 | 3500 | ||
Note: The needle being shot creates a ball of poison covering 60 PiD, with intense poisoning capabilities, similarly to the Explosive blowgun. | ||||||||||
Dark Blowgun | 8 | 1-2187 | 80-90 | 60 | Thunder | 29000 | 3625 |