Two Handed Sword
11 slashing damage- Proficiency
- Sword
- Fighting style
- Two Handed
- Hands
- Both hands
- Range
- Melee
- Base action points
- 85
- Base weight
- 12
- Base price
- 12
- Found as loot
- Yes
In a specialist’s hands
A Warrior, built by the game’s rules for each level, with points spent on this weapon first and the standard two handed sword for that level.
| Level | Item | Proficiency | Strength | Dexterity | Hit | Critical | Hit chance | Critical chance | AP per attack | Per 100 AP | Price |
|---|
| 1 | Common Iron | 3 | 4 | 4 | 12 | 24 | 77% | 7% | 80 | 12.4 | 8 |
| 10 | Uncommon Steel | 6 | 6 | 5 | 23 | 46 | 81% | 11% | 67 | 30.9 | 24 |
| 20 | Rare Orcish | 9 | 8 | 7 | 41 | 82 | 86% | 16% | 52 | 78.7 | 55 |
| 30 | Elite Dwarven | 10 | 9 | 9 | 59 | 118 | 89% | 19% | 42 | 148.8 | 104 |
| 40 | Legendary Dragon | 10 | 10 | 10 | 84 | 168 | 90% | 20% | 37 | 245.2 | 195 |
| 50 | Legendary Dragon | 10 | 10 | 10 | 91 | 182 | 90% | 20% | 37 | 265.6 | 234 |
Hit chance is before the target’s evade; bows and crossbows also lose up to 15% of it toward the far end of their reach. Per 100 AP is the expected damage for every 100 action points, counting misses and critical hits, against a target with no evade or resistance.
Materials
| Material | Usual tier | Damage, item level 1 | Damage, item level 50 | AP, level 1 → 50 | Weight | Price, level 1 → 50 |
|---|
| Iron | Common | 9 | 13 | 93 → 84 | 17 | 8 → 45 |
| Steel | Uncommon | 12 | 18 | 89 → 80 | 16 | 13 → 72 |
| Silver | Uncommon | 11 | 16 | 81 → 73 | 11 | 15 → 79 |
| Orcish | Rare | 16 | 24 | 85 → 76 | 14 | 20 → 111 |
| Elven | Rare | 15 | 22 | 72 → 65 | 10 | 20 → 111 |
| Dwarven | Elite | 20 | 30 | 76 → 69 | 12 | 29 → 156 |
| Glass | Elite | 19 | 28 | 68 → 61 | 8 | 29 → 156 |
| Dragon | Legendary | 26 | 39 | 72 → 65 | 11 | 43 → 234 |
| Adamant | Legendary | 23 | 34 | 59 → 54 | 7 | 43 → 234 |
The item on its own, in its material’s tier and in full condition, before the wielder’s bonuses.
Enchantments it can carry
Better items roll extra effects: each list below becomes possible from its tier upward. Common items never roll a bonus, but can still carry a curse. Negative effects are curses; a priest can lift them.
Common and above
| Effect | At Common, item level 1 | Best case, Legendary level 50 |
|---|
| Acid damage | 5 | 39 |
| Fire damage | 5 | 39 |
| Frost damage | 5 | 39 |
| Holy damage | 5 | 39 |
| Lightning damage | 5 | 39 |
| Necrotic damage | 5 | 39 |
| Poison damage | 5 | 39 |
| Constitution (curse) | -1 | -1 |
| Dexterity (curse) | -1 | -1 |
| Strength (curse) | -1 | -1 |
| Charisma (curse) | -1 | -1 |
| Wisdom (curse) | -1 | -1 |
| Intelligence (curse) | -1 | -1 |
| Acid vulnerability (curse) | 2% | 6% |
| Fire vulnerability (curse) | 2% | 6% |
| Frost vulnerability (curse) | 2% | 6% |
| Holy vulnerability (curse) | 2% | 6% |
| Lightning vulnerability (curse) | 2% | 6% |
| Necrotic vulnerability (curse) | 2% | 6% |
| Poison vulnerability (curse) | 2% | 6% |
Elite and above
| Effect | At Elite, item level 1 | Best case, Legendary level 50 |
|---|
| Strength | +1 | +1 |
| Dexterity | +1 | +1 |
| Constitution | +1 | +1 |
Who can use it
Can’t use it: Cleric, Druid, Monk, Shaman.