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Trope was cut/disambiguated due to cleanup


* DropTheHammer:
** The Scrapper class uses an imposing sledgehammer for melee combat by default.
** The Unclean One technically uses an axe, but the other side of the head is a meat tenderizer. He has multiple versions of these and can even throw them. For his alternate kill, you actually get the hammer end of his weapon and it'll be made into a [[EpicFlail powerful flail]]
** On Corsus, there's the elite enemy Headless who shows up in various underground dungeons. Headless carries a sledgehammer that it can smack you with for heavy damage. It can also [[ThrowingYourSwordAlwaysWorks throw its hammer at you]] though it has to go retrieve it after.

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* BonusBoss: Played With:
** Any dungeon boss can be this depending on your current playthrough's configuration; some dungeons are only blocking side quests rather than the main route.
** [[spoiler:The Undying King is a key character on Rhom who holds the Labyrinth Key needed in order to get to the FinalBoss, but will only give it in exchange for the Guardian Heart that's needed to restore his world. Choosing to give the Heart to the Corsus' Elf Queen or even keep it for yourself will force you to fight him in order to get the Key.]]
** Played Straight with [[spoiler:The Iskal Queen]] in the DLC, who is entirely optional and is possibly the hardest boss in the game, both with a brutal boss fight and an alternate kill that, while not requiring as long a fight, requires very precise positioning.
** While Earth, Rhom, and Yaesha will each have an optional second dungeon containing one of the main dungeon bosses, Rhom also has Ancient Construct, whom you can fight on the overworld if [[spoiler: you get the Control Rod from getting Maul to kill the Houndmaster (thus requiring you to get Maul as one of your dungeon bosses if you want to fight Ancient Construct) and install it in the unit outside Wud's shop]], and Yaesha has bonus dungeons which contain Blink Thief, Root Horror, and the Re-Animators.



* DeathFromAbove: The alternative kill for the BonusBoss of the ''Swamps of Corsus'' {{DLC}} involves [[spoiler:luring her to stand underneath one of the stalactites in her arena, stunning her and then shooting the stalactite to impale her for a OneHitKill.]]

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* DeathFromAbove: The alternative kill for the BonusBoss OptionalBoss of the ''Swamps of Corsus'' {{DLC}} involves [[spoiler:luring her to stand underneath one of the stalactites in her arena, stunning her and then shooting the stalactite to impale her for a OneHitKill.]]


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* OptionalBoss:
** Any dungeon boss can be optional depending on your current playthrough's configuration; some dungeons are only blocking side quests rather than the main route.
** [[spoiler:The Undying King is a key character on Rhom who holds the Labyrinth Key needed in order to get to the FinalBoss, but will only give it in exchange for the Guardian Heart that's needed to restore his world. Choosing to give the Heart to the Corsus' Elf Queen or even keep it for yourself will force you to fight him in order to get the Key.]]
** While Earth, Rhom, and Yaesha will each have an optional second dungeon containing one of the main dungeon bosses, Rhom also has Ancient Construct, whom you can fight on the overworld if [[spoiler: you get the Control Rod from getting Maul to kill the Houndmaster (thus requiring you to get Maul as one of your dungeon bosses if you want to fight Ancient Construct) and install it in the unit outside Wud's shop]], and Yaesha has bonus dungeons which contain Blink Thief, Root Horror, and the Re-Animators.


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* {{Superboss}}: The [[spoiler:Iskal Queen]] in the DLC is entirely optional and is possibly the hardest boss in the game, both with a brutal boss fight and an alternate kill that, while not requiring as long a fight, requires very precise positioning.
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** Not really a nuke, but early-on the ''Mender's Aura'' mod that the Ex-Cultist starts with is insanely good. You start the game with only three charges to your healing item, so a full heal you can recharge by killing is extremely useful. Once you upgrade your Dragon's Heart a few times you will become less and less reliant on it, which just so happens to coincide with the point where you start getting actually good mods, relegating ''Mender's Aura'' to an ability only useful for co-op play.
** Also associated with the Ex-Cultist archetype is the double-whammy of starting with both the Cultist armor set and several levels in the Spirit trait. The Cultist set gives the Blood Pact bonus, which boosts the duration of all mods by up to 100% with the full set bonus, while the Spirit trait boosts the rate at which mods gain energy. Combining these together lets the player constantly run with defensive or buffing mods like Mantle of Thorns or Hunter's Eye and rapidly recharge them when they run out.
** The Leto Armor set is available on Earth. It's the most protective armor in the game and while it has a huge drawback of the whole set being so heavy, you'll bellyflop instead of roll while dodging - there's a number of items that'll reduce its encumbrance, such as the Twisted Idol amulet or Leto's amulet. Getting the armour just requires some patience with the teleporter and potentially involves no further danger.
** The Scrapper Armour set, which you get by choosing Scrapper as your starting class or by buying it from Rigs if you didn't. It's by far the most protective starting set in the game and gives an additional resistance to melee. Its set bonus increases the damage you do from any source provided your within 5 metres, plus the full set is still medium weight. This gives you a huge edge in melee or short-ranged combat which is great for swarms, melee bosses and occasionally flanking a World boss for close up mayhem.
** The Spitfire, a weapon you can make after beating Singe. On the surface, it's just like the above-mentioned SMG, only with slightly lower firerate and a slightly smaller magazine but more damage per shot. The great part comes from its ''Flamethrower'' mod. VideogameFlamethrowersSuck is entirely [[AvertedTrope averted]] here. The mod is extremely versatile and allows you to clear out whole groups of weak enemies (like the otherwise annoying Vyr), allows you to melt huge chunks off a boss' health bar and lets you use short bursts of it to set enemies on fire so they take damage over time while you run away or shoot them with something else. Eventually you will find weapons that outclass it, but for most of your first playthrough the Spitfire will be an incredibly useful tool.
** You can get an attack summons as early as Earth with the Mangler boss fight. Summoned creatures can hit hard and enemies tend to turn their backs to them as they focus on you. A couple of summoned creatures can easily clear an area of enemies without you offering any assistance.

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** Not really a nuke, but early-on the ''Mender's Aura'' mod that the Ex-Cultist starts with is insanely good. You start the game with only three charges to your healing item, so a full heal you can recharge by killing is extremely useful. useful, and the Ex-Cultist's starting armor causes it to slowly and steadily gain Mod Power. Once you upgrade your Dragon's Heart a few times you will become less and less reliant on it, which just so happens to coincide with the point where you start getting actually good powerful and game-changing combat mods, mostly relegating ''Mender's Aura'' to an ability only useful for co-op play.
** Also associated with the Ex-Cultist archetype is the double-whammy of starting with both the Cultist armor set and several levels in the Spirit trait. The Cultist set gives the Blood Pact bonus, which boosts the duration of all mods by up to 100% with the full set bonus, and each piece offers slow, constant mod power generation, while the Spirit trait boosts the rate at which mods gain energy. Combining these together lets the player constantly run with defensive or buffing mods like Mantle of Thorns or Hunter's Eye and rapidly recharge them when they run out.
out, keep swarms of summons ripping through enemies, or just constantly blasting with offensive powers.
** The Leto Armor set is available on Earth. It's the most protective armor in the game and while it has a huge drawback of the whole set being so heavy, you'll bellyflop instead of roll while dodging - there's a number of items that'll reduce its encumbrance, such as the Twisted Idol amulet or Leto's amulet. Amulet. Getting the armour just requires some patience with the teleporter and potentially involves no further danger.
danger, assuming the Lab it's found in spawns.
** The Scrapper Armour set, which you get by choosing Scrapper as your starting class or by buying it from Rigs if you didn't. It's by far the most protective starting set in the game and gives an additional resistance to melee. Its set bonus increases the damage you do from any source provided your you're within 5 metres, plus the full set is still medium weight. This gives you a huge edge in melee or short-ranged combat which is great for swarms, melee bosses and occasionally flanking a World boss for close up mayhem.
** The Spitfire, a weapon you can make after beating Singe. On the surface, it's just like the above-mentioned SMG, only with slightly lower firerate and a slightly smaller magazine but more damage per shot. The great part comes from its ''Flamethrower'' mod. VideogameFlamethrowersSuck is entirely [[AvertedTrope averted]] here. The mod is extremely versatile and allows you to clear out whole groups of weak enemies (like the otherwise annoying Vyr), allows you to melt huge chunks off a boss' health bar and lets you use short bursts of it to set enemies on fire so they take damage over time while you run away or shoot them with something else. Eventually you will find weapons that outclass it, but for most of your first playthrough the Spitfire will be an incredibly useful tool.
tool, and it remains one the only weapons that deals Fire damage, which is super effective against both the wooden Root and the iceborne DLC enemies.
** You can get an attack summons as early as Earth with the Mangler boss fight. Summoned creatures can hit hard and enemies tend to turn their backs to them as they focus on you. A couple of summoned creatures can easily clear an area of enemies without you offering any assistance.assistance, and although the Mangler's summons are the weakest, they're still very effective.



** Brudvaak & Vargr, a Urikki warlord riding his frost breathing mount on Reisum.

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** Brudvaak & Vargr, a Urikki warlord riding his frost breathing mole rat-like mount on Reisum.



* EasyLevelsHardBosses: Due to the roguelite nature of the game, this can be the case depending on the levels and bosses chosen. SchizophrenicDifficulty is in full effect so it isn't true all the time, but there are a few level configurations where the point to point mooks are easy enough to deal with... but the boss in the level ends up being much, much harder. A good early example are imp levels, once you're familiar with how quickly they crowd you and how to tell a [[ActionBomb Spore]] is coming, can be fairly safely done but there's no promise that the boss at the end will be forgiving.

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* EasyLevelsHardBosses: Due to the roguelite nature of the game, this can be the case depending on the levels and bosses chosen. SchizophrenicDifficulty is in full effect so it isn't true all the time, but there are a few level configurations where the point to point mooks are easy enough to deal with... but the boss in the level ends up being much, much harder. A good early example are imp levels, levels; once you're familiar with how quickly they crowd you and how to tell a [[ActionBomb Spore]] is coming, can be fairly safely done but there's no promise that the boss at the end will be forgiving.



** The Pan can inflict Lightning damage.

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** The Pan can inflict Lightning damage.damage, which can cause the player to become Shocked.



* FantasyGunControl: Inverted, unlike the prior ''VideoGame/{{Chronos}}'' where's it played straight for your character (but not your blunderbuss-wielding dwarven enemies) from modern Earth who just runs around with a sweater, sword/axe and shield, ''Remnant'' really does push on getting guns and lots of them, then mulching the hated Root and other foes with enchanted or normal bullets. Your enemies get in the act too, with each world having at least one of their units capable of using a firearm with the Basha of Rhom and Urikki of Reisum (they're primitive but they got a hold of Earth assault rifles) being the most advanced in that regards.

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* FantasyGunControl: Inverted, unlike the prior ''VideoGame/{{Chronos}}'' where's it played straight for your character (but not your blunderbuss-wielding dwarven enemies) from modern Earth who just runs around with a sweater, sword/axe and shield, ''Remnant'' really does push on getting guns and lots of them, then mulching the hated Root and other foes with enchanted or normal bullets. Your enemies get in the act too, with each world having at least one of their units capable of using a firearm with the Basha of Rhom and Urikki of Reisum (they're primitive but they got a hold of Earth assault rifles) rifles and reverse-engineered the basic principles for some of their giant members) being the most advanced in that regards.



* HandCannon: The Defiler, a boss weapon, is a large shotgun pistol that came equipped with Radioactive Volley Mod. It is considered by many players to be good enough to even serve as a primary weapon. The Curse of the Jungle God is a large, powerful fully-automatic handgun with a scope and the ability to conjure up electrified tentacles.

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* HandCannon: The Defiler, a boss weapon, is a large shotgun pistol that came comes equipped with Radioactive Volley Mod. It is considered by many players to be good enough to even serve as a primary weapon. The Curse of the Jungle God is a large, powerful fully-automatic handgun with a scope and the ability to conjure up electrified tentacles.
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* ContinuingIsPainful: Averted. Unlike other Souls-like games where death costs you experience points or money, halves your health or locks off certain features, death has [[DeathIsASlapOnTheWrist absolutely no negative effect]] other than sending you back to the last checkpoint with all enemies respawned.

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* ContinuingIsPainful: Averted.Zigzagged. Unlike other Souls-like games where death costs you experience points or money, halves your health or locks off certain features, death has [[DeathIsASlapOnTheWrist absolutely no negative effect]] other than sending you back to the last checkpoint with all enemies respawned. But the RubberBandAI effect over-leveled gear has on enemy LevelScaling and the general confusing opacity of the gear level system that encompasses it can actually put the player in an even ''worse'' situation down the road with no way out.
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** Melee attacks generally. They make for a fine EmergencyWeapon, especially against specific hordes of weak enemies or as a FinishingMove, but trying to specialize in them to the exclusion of the guns is usually more trouble than it's worth, when considering that most enemies either want to be up close with the player to deploy their own melee-range attacks, want to stand back and shoot at the player with their own guns and have more time to do so if the player tries running up to them first, or have heavy armor and weakpoints that the player will struggle to hit with melee strikes. Most stages are three dimensional mazes designed to create killzones for ranged weapons fire. And that's not even counting flying enemies or bosses who hardly even enter the player's melee reach at all.

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** Melee attacks generally. They make for a fine EmergencyWeapon, especially against specific hordes of weak enemies or as a FinishingMove, and UtilityWeapon for smashing up scenery to collect upgrade materials and currency, but trying to specialize in them to the exclusion of the guns is usually more trouble than it's worth, when considering that most enemies either want to be up close with the player to deploy their own melee-range attacks, want to stand back and shoot at the player with their own guns and have more time to do so if the player tries running up to them first, or have heavy armor and weakpoints that the player will struggle to hit with melee strikes. Most stages are three dimensional mazes designed to create killzones for ranged weapons fire. And that's not even counting flying enemies or bosses who hardly even enter the player's melee reach at all.
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Added DiffLines:

** Melee attacks generally. They make for a fine EmergencyWeapon, especially against specific hordes of weak enemies or as a FinishingMove, but trying to specialize in them to the exclusion of the guns is usually more trouble than it's worth, when considering that most enemies either want to be up close with the player to deploy their own melee-range attacks, want to stand back and shoot at the player with their own guns and have more time to do so if the player tries running up to them first, or have heavy armor and weakpoints that the player will struggle to hit with melee strikes. Most stages are three dimensional mazes designed to create killzones for ranged weapons fire. And that's not even counting flying enemies or bosses who hardly even enter the player's melee reach at all.

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