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 sizeHero accuracy multiplier
Small0.75
Medium1
Large1.1
Very large1.2
WeaponDamageHandsRangeBase APHit, level 1Hit, level 50Per 100 AP, level 50Weight
Axe8 slashingOne1651066254.68
Dagger5 piercingOne145642238.74
Hammer8 crushingOne1701066237.68
Long SwordSword8 slashingOne1681066245.814
Mace7 crushingOne165858223.78
Short SwordSword6 slashingOne154749230.110
Staff8 crushingTwo1801066209.612
Two Handed AxeAxe12 slashingTwo1911498271.414
Two Handed HammerHammer13 crushingTwo110015108271.314
Two Handed SwordSword11 slashingTwo1851291265.612
Unarmed6 crushingFists155773231.90
Hit damage is for a specialist wielding the standard item for their level. Per 100 AP is the expected damage (hit chance and critical hits included) for every 100 action points spent, against a target that doesn’t evade or resist.

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.

WeaponDamageHandsRangeBase APHit, level 1Hit, level 50Per 100 AP, level 50Weight
Crossbow10 piercingTwo10851082265.910
Long BowBow8 piercingTwo1081866226.38
Short BowBow6 piercingTwo1061649226.26
Hit damage is for a specialist wielding the standard item for their level. Per 100 AP is the expected damage (hit chance and critical hits included) for every 100 action points spent, against a target that doesn’t evade or resist.

Shields

ShieldEvade vs melee, level 1Evade vs melee, level 50Evade vs ranged, level 50Weight
Large Shield3% → 7%8% → 34%10% → 42%10
Small Shield3% → 6%8% → 28%10% → 35%5
Evade without the shield → with it, for a Warrior with a long sword and the standard shield for that level.

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.