Wiki / Items

Weapons

How weapons work, how fast they swing, how hits and damage are worked out, and how weapons wear.

Last updated

This page describes today's playtest build. Values may change during playtests.

Each weapon uses one combat skill. The full lists are on the skill pages:

Melee weapons reach 2 metres. Two-handed weapons can’t be used with a shield.

War and peace

You only swing in war mode. Press Tab to switch, or attack something and you switch on your own. Going back to peace drops your target.

Swing speed

A weapon’s speed number becomes seconds like this:

seconds between swings = 15,000 ÷ ((stamina + 100) × speed)

At 25 stamina:

SpeedExampleSeconds
58Katana2.1
55Dagger, short sword2.2
45Broadsword, cutlass2.7
40Club, war axe3.0
30Mace, fists4.0
28Short bow4.3

Low stamina slows every swing a little.

Hitting

chance to hit = (your skill + 50) ÷ ((their skill + 50) × 2)

Your skill is the one for the weapon you hold. Against a player, their skill is the one for the weapon they hold, or Wrestling if they’re unarmed. Against a creature, it’s the creature’s defence skill.

Your skillTheir skillChance
505050%
1005075%
500100%
05025%

Damage

A hit’s damage is worked out in this order:

  1. A random roll between the weapon’s least and most damage.
  2. Tactics changes it by (Tactics − 50)%.
  3. Strength and Anatomy add to it.
  4. A worn weapon does less. See below.
  5. Damage between players is halved.
  6. An ability can raise or lower it.
  7. The target’s shield and armour absorb some. See Armour.

Every hit does at least 1 damage.

Wear

Each hit has a 1 in 25 chance to wear your weapon by 1 point. A worn weapon does less damage:

damage × (50% + 50% × condition ÷ full condition)

A weapon at half condition does 75% damage.

Where to get weapons

Brann the blacksmith sells most one-handed weapons and Tobin sells the short bow. See Traders and trainers. Some others drop from monsters.

Staff write this wiki for now. Player editing comes later.