Weapons
What each weapon does in the hands of someone who has trained with it. Every figure below was measured on a hero built by the game’s own rules, at the level shown.
Melee
Small enemies are harder for the hero to hit with melee and ranged weapons; larger enemies are easier. Size modifies weapon accuracy before evasion. Enemy attacks on the hero and spells keep their usual accuracy.
| Enemy size | Hero accuracy multiplier |
|---|---|
| Small | 0.75 |
| Medium | 1 |
| Large | 1.1 |
| Very large | 1.2 |
| Weapon | Damage | Hands | Range | Base AP | Hit, level 1 | Hit, level 50 | Per 100 AP, level 50 | Weight |
|---|---|---|---|---|---|---|---|---|
| Axe | 8 slashing | One | 1 | 65 | 10 | 66 | 254.6 | 8 |
| Dagger | 5 piercing | One | 1 | 45 | 6 | 42 | 238.7 | 4 |
| Hammer | 8 crushing | One | 1 | 70 | 10 | 66 | 237.6 | 8 |
| Long SwordSword | 8 slashing | One | 1 | 68 | 10 | 66 | 245.8 | 14 |
| Mace | 7 crushing | One | 1 | 65 | 8 | 58 | 223.7 | 8 |
| Short SwordSword | 6 slashing | One | 1 | 54 | 7 | 49 | 230.1 | 10 |
| Staff | 8 crushing | Two | 1 | 80 | 10 | 66 | 209.6 | 12 |
| Two Handed AxeAxe | 12 slashing | Two | 1 | 91 | 14 | 98 | 271.4 | 14 |
| Two Handed HammerHammer | 13 crushing | Two | 1 | 100 | 15 | 108 | 271.3 | 14 |
| Two Handed SwordSword | 11 slashing | Two | 1 | 85 | 12 | 91 | 265.6 | 12 |
| Unarmed | 6 crushing | Fists | 1 | 55 | 7 | 73 | 231.9 | 0 |
Ranged
The hero gains 15 accuracy points with bows and crossbows at every distance, before melee and size modifiers and target evasion. Darkness still adds its separate miss chance. Distance costs no accuracy within the first 33.333% of the weapon’s reach, then rises to a 10-point penalty at full reach. Enemy ranged attacks keep their usual accuracy.
Short and long bows multiply accuracy by 0.5 within 2 world units, including the boundary, before target evasion. This applies to heroes and enemies; the hero’s close shots log a warning.
| Weapon | Damage | Hands | Range | Base AP | Hit, level 1 | Hit, level 50 | Per 100 AP, level 50 | Weight |
|---|---|---|---|---|---|---|---|---|
| Crossbow | 10 piercing | Two | 10 | 85 | 10 | 82 | 265.9 | 10 |
| Long BowBow | 8 piercing | Two | 10 | 81 | 8 | 66 | 226.3 | 8 |
| Short BowBow | 6 piercing | Two | 10 | 61 | 6 | 49 | 226.2 | 6 |
Shields
| Shield | Evade vs melee, level 1 | Evade vs melee, level 50 | Evade vs ranged, level 50 | Weight |
|---|---|---|---|---|
| Large Shield | 3% → 7% | 8% → 34% | 10% → 42% | 10 |
| Small Shield | 3% → 6% | 8% → 28% | 10% → 35% | 5 |
What a weapon is made of and how rare it is change all of these numbers: see Materials and Tiers.
How it works
Hitting
Hit chance is 70 + Dexterity + the weapon's proficiency, minus the target's evade. The hero gains extra accuracy at every distance when firing a short bow, long bow or crossbow, before melee-distance and enemy-size multipliers. Enemy evasion still reduces the final chance, and darkness adds a separate miss roll even when the accuracy roll succeeds. At melee distance, short and long bows reduce the shooter’s accuracy before target evasion, for heroes and enemies alike. A close bow shot by the hero logs a warning. Ranged weapons also lose accuracy at long distance: no long-distance penalty within the first 33.33% of their reach, then a gradually increasing penalty toward full reach. The hero’s bows and crossbows have a gentler distance penalty; enemies lose up to 30 accuracy points. Attacking from concealment adds 10 + 3 per Stealth point. Attacking in darkness without a light misses 30% of the time.
Evade is Dexterity plus evade effects such as shields, scaled by body size. Against melee it counts ×0.8 and caps at 40%. Against ranged attacks it caps at 50%.
Damage and critical hits
Physical damage is base damage × material × tier × (1 + 1% per item level) × (1 + 3% per Strength point) × (1 + 8% per weapon proficiency point) × condition. Enchanted elemental damage (fire, frost…) ignores Strength. It grows faster with item level and with weapon proficiency instead.
Critical chance is weapon proficiency + Dexterity. A critical deals ×2 physical damage. When an NPC strikes the hero’s back, damage rises by 20% and its critical chance rises by 20% relative to its normal chance, not by that many percentage points.
Action points
Every attack spends action points (AP). A weapon's cost is its base AP × (2 − material speed) × (1 − 0.2% per item level), then −2.5% per Dexterity point and −2.5% per point of the fighting style in use: Single Handed, Two Handed or Two Weapons. Lighter materials such as Elven and Glass swing faster.
Condition
Weapons wear with use. Every swing, hit or miss, takes the material's durability loss off the condition, down to a floor of 25%, and damage is multiplied by the condition. Shields wear, at half that rate, only when they turn a blow aside. Blacksmiths repair worn gear.
