Weapon Balance

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

WEIGHTSWING SPEED
0ultra fast
1extremely fast
2very fast
3fast
4quite fast
5normal speed
6below normal speed
7a bit slow
8slow
9very slow
10extremely slow
11ultra 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

WEAPONRESOURCESWEIGHTWIELDSPREAD
Katana95One-Handed30%
Cutlass116One-Handed45%
Battle Axe127One-Handed60%
Axe126Two-Handed60%
Scimitar137One-Handed45%
Thin Sword147One-Handed65%
Bardiche149Two-Handed60%
Long Sword158One-Handed45%
Two Handed Axe158Two-Handed60%
Broadsword169One-Handed35%
Great Sword169One-Handed65%
Double Axe168Two-Handed60%
Executioner’s Axe169Two-Handed65%
Large Battle Axe179Two-Handed45%
Halberd1811Two-Handed60%

Blunt Weapons

WEAPONRESOURCESWEIGHTWIELDSPREAD
Hammer Pick127Two-Handed30%
Mace147One-Handed30%
War Hammer147Two-Handed30%
Maul168One-Handed30%
War Axe1710One-Handed30%
War Mace189One-Handed60%
Club54One-Handed30%
Quarterstaff84Two-Handed30%
Gnarled Staff95Two-Handed40%
Fine Staff106Two-Handed60%

Piercing Weapons

WEAPONRESOURCESWEIGHTWIELDSPREAD
Dagger33One-Handed40%
Short Spear65One-Handed50%
War Fork54One-Handed30%
Pitchfork75Two-Handed65%
Kryss74One-Handed40%
Spear95Two-Handed65%

Archery

WEAPONRESOURCESWEIGHTWIELDSPREAD
Bow105Two-Handed40%
Crossbow108Two-Handed50%
Heavy Crossbow1210Two-Handed60%

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%
IronBase 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%
PineBase 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 Weapons5% Critical Hit Chance
Two Handed Weapons+15% Damage Bonus
Katana13% Parry, 6% Damage
Cutlass13% Parry, 6% Damage
Battle Axe
Axe
Scimitar13% Parry, 6% Damage
Thin Sword13% Parry, 6% Damage
Bardiche
Long Sword13% Parry, 6% Damage
Two Handed Axe
Broadsword13% Parry, 6% Damage
Great Sword13% Parry, 6% Damage
Double Axe
Executioner’s Axe
Large Battle Axe
Halberd
Hammer Pick13% Parry, 8% Undead Damage
Mace13% Parry, 8% Undead Damage
War Hammer13% Parry, 8% Undead Damage
Maul13% Parry, 8% Undead Damage
War Axe13% Parry, 8% Undead Damage
War Mace13% Parry, 8% Undead Damage
Club13% Parry, 8% Undead Damage
Quarterstaff23% Parry, 8% Undead Damage
Gnarled Staff13% Parry, 8% Undead Damage
Fine Staff13% Parry, 8% Undead Damage
Dagger5% Critical Hit Chance
Short Spear15% Critical Hit Chance
22% Dragon Damage
War Fork22% Dragon Damage, 15% Parry
Pitchfork22% Dragon Damage, 15% Parry
Kryss13% Critical Hit Chance
Spear15% 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.

MaterialBonus
Copper1% Damage Bonus
Iron10% Damage Bonus
Silver20% Damage Bonus
60% Damage Against Undead
Gold6% Damage Bonus
Titanium30% Damage Bonus
Terathane30% Damage Bonus
1% Critical Hit Chance
150% Damage Against Shadows
Agapite30% Damage Bonus
10% Purity (Damage against Low Karma)
Shadow30% Damage Bonus
10% Tainting (Damage against High Karma)
Verite30% Damage Bonus
15% Mana Vampire
Valorite30% Damage Bonus
15% Stamina Vampire
Skargard20% Damage
2% Critical Hit Chance
20% Cold Damage
4% Drain Stamina
Blackrock50% Damage
3% Critical Hit Chance
Bronze18% Damage Bonus
Steel26% Damage Bonus
2% Critical Hit Chance
Stronghold20% Damage Bonus
15% Damage Against Evil (Above 3 Kills or -3000 Karma)
+110% Damage Against Undead
+110% Damage Against Daemons
Verminard20% Damage Bonus
15% Damage Against Good (3000+ Karma)
+150% Damage Against Dragons
Adamantine40% Damage Bonus
3% Critical Hit Chance
Bloodrock40% Damage Bonus
10% Health Vampire
3% Critical Hit Chance
Phoenix35% Damage Bonus
35% Fire Damage
Pine1% Damage Bonus
Eucalyptus8% Damage Bonus
Holly14% Damage Bonus
Rose14% Damage Bonus
Oak20% Damage Bonus
Interleaved28% Damage Bonus
Ironwood30% Damage Bonus
Mahogany32% Damage Bonus
Cherry36% Damage Bonus
Composite40% Damage Bonus
2% Critical Hit Chance
Imbued Cherry30% Damage Bonus
3% Critical Hit Chance
+110% Damage Against Daemons
+110% Damage Against Dragons
+110% Damage Against Undead
Myst45% Damage Bonus
3% Critical Hit Chance
5% Energy Damage
4% Drain Mana
White Oak45% Damage Bonus
3% Critical Hit Chance
5% Cold Damage
4% Drain Stamina

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