The Cutter is a 2-star sword.
A bandit's sword with a vicious row of jagged teeth.
Vendors that sell this item are:
A 10-hit combo, consisting of 5 swings doing 2 hits apiece. Each swing attack deals 2 hits, a sword hit followed a visible shadow sword hit 0.25 seconds after the first hit. The second hit does about half of the damage of the first hit. All swings but the first one make the player thrust forward 1 block.
A series multiple of hits followed by a final slash with a forward lunge. This attack takes several seconds to complete, during which time it cannot be interrupted unless you are Shocked. Hence, it must be aimed and used with care.
The basic attacks have alternating high and low hits. The last hit of the basic combo does the charge-level damage, and its second swing does the 'final low' damage. The charge attack alternates between the charge high value and the basic low attack value.
The following damage values represent the weapon at its completed level, without any UV or bonus from other equipment, and listed as a range found from the first to last floor of each stratum.
|Cutter's Damage Table|
|Stratum 1||Stratum 2||Stratum 3||Stratum 4||Stratum 5||Stratum 6|
|Basic High||16 - 18||20 - 23||35 - 40||37 - 33||31 - 28||27 - 24|
|Basic Low||7 - 10||12 - 13||19 - 22||21 - 19||18 - 17||16 - 15|
|Charge High||19 - 23||25 - 28||45 - 51||45 - 40||37 - 33||31 - 29|
|Final Low||14 - 20||22 - 25||39 - 44||40 - 36||33 - 30||29 - 26|
|Simple Orb of Alchemy||3|
Note: When crafting using a bound item as a precursor, the upgraded item will also be bound.
|Cutter's alchemy path|
The art for this item changed at some point. This item used to have a striped blade like the 3-star Striker.
Cutter can be tricky to master without knowing its attack patterns and mechanics.
1st attack: Fast, arcing swing in front of Knight leaving a lighted trail, followed .25 second later by a 'shadow' sword swing through the same arc. 'Shadow' swing causes 1/2 damage of main swing.
2nd-5th attack: Knight steps forward and repeats first attack mechanics. The Knight will step forward on each main swing, but not on the 'shadow' swings that follow the real strikes.
Each main swing can cause knock-back on a monster (if it can be knocked back). Connecting with the 'shadow' swing in each attack may be difficult if the Knight is not very close to the monster, as the main swing may knock a monster out of range of the 'shadow' swing.
Useful Tip: Trap monsters in corners to get the maximum strike combo on a monster. Or, attack monsters resistant/immune to knock-back (Like Gun Puppy series).