Historically, we never had a proper formula for balancing weapons. Damage values were largely adjusted through trial and error, which left room for guesswork and made it difficult to maintain a consistent balance between different weapons, materials, and weapon types.
Weapon Rebalance Logic:
1. Fair Average Damage
DAMAGE = 4 + (Materials x 0.5) + (Weight x 0.75)
We used this formula to tie a weapon’s baseline power directly to its resource cost and speed, preserving overall server DPS and the classic game feel.
2. Weight and Swing Speed
| WEIGHT | SWING SPEED |
| 0 | ultra fast |
| 1 | extremely fast |
| 2 | very fast |
| 3 | fast |
| 4 | quite fast |
| 5 | normal speed |
| 6 | below normal speed |
| 7 | a bit slow |
| 8 | slow |
| 9 | very slow |
| 10 | extremely slow |
| 11 | ultra slow |
| 12+ | stupidly slow |
3. Playstyle Identities
Instead of leaving weapons as simple reskins, we applied a percentage-based Spread (variance) around that average to give each weapon a distinct playstyle.
The spread formula calculates the minimum and maximum damage around the Average Damage (derived from the base formula) using a specific percentage modifier for each weapon class or style:
Min. Damage: (Average x (1 - <Spread>))
Max. Damage: (Average x (1 + <Spread>))
Example (Long Sword: 15 Ingots, 9 Weight and Spread 45%):
Base Average: 4 + (15 x 0.5) + (9 x 0.75) = 18.25
Min Damage: (18.25 x (1 - 0.45)) = 10
Max Damage: (18.25 x (1 + 0.45)) = 26
Final Damage = 10, 26
4. Spread Percentage:
Based on the old server values, we found some consistency on how weapons played:
Maces: 30% (0.30) --> Consistent, heavy hits.
Swords: 45% (0.45) --> Balanced variance.
Axes/Polearms: 60% (0.60) --> High volatility.
However, since there is a high number of weapons, we adjusted a few to make sure all players have ample options on how they will play and which weapon they will pick.
Blade Weapons
| WEAPON | RESOURCES | WEIGHT | WIELD | SPREAD |
| Katana | 9 | 5 | One-Handed | 30% |
| Cutlass | 11 | 6 | One-Handed | 45% |
| Battle Axe | 12 | 7 | One-Handed | 60% |
| Axe | 12 | 6 | Two-Handed | 60% |
| Scimitar | 13 | 7 | One-Handed | 45% |
| Thin Sword | 14 | 7 | One-Handed | 65% |
| Bardiche | 14 | 9 | Two-Handed | 60% |
| Long Sword | 15 | 8 | One-Handed | 45% |
| Two Handed Axe | 15 | 8 | Two-Handed | 60% |
| Broadsword | 16 | 9 | One-Handed | 35% |
| Great Sword | 16 | 9 | One-Handed | 65% |
| Double Axe | 16 | 8 | Two-Handed | 60% |
| Executioner’s Axe | 16 | 9 | Two-Handed | 65% |
| Large Battle Axe | 17 | 9 | Two-Handed | 45% |
| Halberd | 18 | 11 | Two-Handed | 60% |
Blunt Weapons
| WEAPON | RESOURCES | WEIGHT | WIELD | SPREAD |
| Hammer Pick | 12 | 7 | Two-Handed | 30% |
| Mace | 14 | 7 | One-Handed | 30% |
| War Hammer | 14 | 7 | Two-Handed | 30% |
| Maul | 16 | 8 | One-Handed | 30% |
| War Axe | 17 | 10 | One-Handed | 30% |
| War Mace | 18 | 9 | One-Handed | 60% |
| Club | 5 | 4 | One-Handed | 30% |
| Quarterstaff | 8 | 4 | Two-Handed | 30% |
| Gnarled Staff | 9 | 5 | Two-Handed | 40% |
| Fine Staff | 10 | 6 | Two-Handed | 60% |
Piercing Weapons
| WEAPON | RESOURCES | WEIGHT | WIELD | SPREAD |
| Dagger | 3 | 3 | One-Handed | 40% |
| Short Spear | 6 | 5 | One-Handed | 50% |
| War Fork | 5 | 4 | One-Handed | 30% |
| Pitchfork | 7 | 5 | Two-Handed | 65% |
| Kryss | 7 | 4 | One-Handed | 40% |
| Spear | 9 | 5 | Two-Handed | 65% |
Archery
| WEAPON | RESOURCES | WEIGHT | WIELD | SPREAD |
| Bow | 10 | 5 | Two-Handed | 40% |
| Crossbow | 10 | 8 | Two-Handed | 50% |
| Heavy Crossbow | 12 | 10 | Two-Handed | 60% |
4.1. Why Spread?
When two weapons share the same Average Damage (DPS), they deal the exact same total amount of damage over a long fight. Manipulating variance (spread) simply redistributes how that damage is delivered per hit, creating strategic trade-offs rather than power imbalances.
5. Material Multipliers
Material multipliers are applied to the weapon’s average damage before the Spread Variance. This means the material of the weapon directly affects its overall damage potential before the final damage range is determined.
| Copper | -20% |
| Iron | Base Damage (100%) |
| Bronze/Steel | +6% |
| Silver/Gold | +10% |
| Titanium / Terathane | +15% |
| Agapite / Shadow | +18% |
| Verite / Valorite | +20% |
| Stronghold / Verminard | +22% |
| Adamantine / Skargard | +24% |
| Blackrock / Bloodrock | +30% |
| Phoenix | +33% |
| Pine | Base Damage (100%) |
| Eucalyptus | +6% |
| Holly / Rose | +10% |
| Oak / Interleaved | +14% |
| Ironwood / Mahogany | +20% |
| Cherry | +22% |
| Composite / Imbued Cherry | +24% |
| Myst | +30% |
| White Oak | +33% |
6. Additional Effects – (TO BE CHANGED)
These bonuses are “hidden” from the player, but they further deepen combat and give weapons more character.
Assuming a superb quality weapon:
| All Weapons | 5% Critical Hit Chance |
| Two Handed Weapons | +15% Damage Bonus |
| Katana | 13% Parry, 6% Damage |
| Cutlass | 13% Parry, 6% Damage |
| Battle Axe | |
| Axe | |
| Scimitar | 13% Parry, 6% Damage |
| Thin Sword | 13% Parry, 6% Damage |
| Bardiche | |
| Long Sword | 13% Parry, 6% Damage |
| Two Handed Axe | |
| Broadsword | 13% Parry, 6% Damage |
| Great Sword | 13% Parry, 6% Damage |
| Double Axe | |
| Executioner’s Axe | |
| Large Battle Axe | |
| Halberd |
| Hammer Pick | 13% Parry, 8% Undead Damage |
| Mace | 13% Parry, 8% Undead Damage |
| War Hammer | 13% Parry, 8% Undead Damage |
| Maul | 13% Parry, 8% Undead Damage |
| War Axe | 13% Parry, 8% Undead Damage |
| War Mace | 13% Parry, 8% Undead Damage |
| Club | 13% Parry, 8% Undead Damage |
| Quarterstaff | 23% Parry, 8% Undead Damage |
| Gnarled Staff | 13% Parry, 8% Undead Damage |
| Fine Staff | 13% Parry, 8% Undead Damage |
| Dagger | 5% Critical Hit Chance |
| Short Spear | 15% Critical Hit Chance 22% Dragon Damage |
| War Fork | 22% Dragon Damage, 15% Parry |
| Pitchfork | 22% Dragon Damage, 15% Parry |
| Kryss | 13% Critical Hit Chance |
| Spear | 15% Critical Hit Chance 22% Dragon Damage |
7. Damage Bonus
Each material has its own built-in damage bonus modifier. This modifier determines the additional damage provided by weapons made from that material and can be viewed using the Arms Lore skill.
| Material | Bonus |
| Copper | 1% Damage Bonus |
| Iron | 10% Damage Bonus |
| Silver | 20% Damage Bonus 60% Damage Against Undead |
| Gold | 6% Damage Bonus |
| Titanium | 30% Damage Bonus |
| Terathane | 30% Damage Bonus 1% Critical Hit Chance 150% Damage Against Shadows |
| Agapite | 30% Damage Bonus 10% Purity (Damage against Low Karma) |
| Shadow | 30% Damage Bonus 10% Tainting (Damage against High Karma) |
| Verite | 30% Damage Bonus 15% Mana Vampire |
| Valorite | 30% Damage Bonus 15% Stamina Vampire |
| Skargard | 20% Damage 2% Critical Hit Chance 20% Cold Damage 4% Drain Stamina |
| Blackrock | 50% Damage 3% Critical Hit Chance |
| Bronze | 18% Damage Bonus |
| Steel | 26% Damage Bonus 2% Critical Hit Chance |
| Stronghold | 20% Damage Bonus 15% Damage Against Evil (Above 3 Kills or -3000 Karma) +110% Damage Against Undead +110% Damage Against Daemons |
| Verminard | 20% Damage Bonus 15% Damage Against Good (3000+ Karma) +150% Damage Against Dragons |
| Adamantine | 40% Damage Bonus 3% Critical Hit Chance |
| Bloodrock | 40% Damage Bonus 10% Health Vampire 3% Critical Hit Chance |
| Phoenix | 35% Damage Bonus 35% Fire Damage |
| Pine | 1% Damage Bonus |
| Eucalyptus | 8% Damage Bonus |
| Holly | 14% Damage Bonus |
| Rose | 14% Damage Bonus |
| Oak | 20% Damage Bonus |
| Interleaved | 28% Damage Bonus |
| Ironwood | 30% Damage Bonus |
| Mahogany | 32% Damage Bonus |
| Cherry | 36% Damage Bonus |
| Composite | 40% Damage Bonus 2% Critical Hit Chance |
| Imbued Cherry | 30% Damage Bonus 3% Critical Hit Chance +110% Damage Against Daemons +110% Damage Against Dragons +110% Damage Against Undead |
| Myst | 45% Damage Bonus 3% Critical Hit Chance 5% Energy Damage 4% Drain Mana |
| White Oak | 45% Damage Bonus 3% Critical Hit Chance 5% Cold Damage 4% Drain Stamina |
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