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	<id>https://uo.jmaul.co.uk/index.php?action=history&amp;feed=atom&amp;title=Weapon_Balance</id>
	<title>Weapon Balance - Revision history</title>
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	<updated>2026-10-24T17:07:54Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://uo.jmaul.co.uk/index.php?title=Weapon_Balance&amp;diff=149&amp;oldid=prev</id>
		<title>Jimmie: Created page with &quot;==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 ===  &#039;&#039;&#039;DAMAGE&#039;&#039;&#039; = 4 + (Materials x 0.5) + (Weight x 0.75)  We used this formula to tie a weapon&#039;s baseline power directly to i...&quot;</title>
		<link rel="alternate" type="text/html" href="https://uo.jmaul.co.uk/index.php?title=Weapon_Balance&amp;diff=149&amp;oldid=prev"/>
		<updated>2026-08-30T17:22:52Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;==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 ===  &amp;#039;&amp;#039;&amp;#039;DAMAGE&amp;#039;&amp;#039;&amp;#039; = 4 + (Materials x 0.5) + (Weight x 0.75)  We used this formula to tie a weapon&amp;#039;s baseline power directly to i...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Weapon Balance==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Weapon Rebalance Logic ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Fair Average Damage ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;DAMAGE&amp;#039;&amp;#039;&amp;#039; = 4 + (Materials x 0.5) + (Weight x 0.75)&lt;br /&gt;
&lt;br /&gt;
We used this formula to tie a weapon&amp;#039;s baseline power directly to its resource cost and speed, preserving overall server DPS and the classic game feel.&lt;br /&gt;
&lt;br /&gt;
=== 2. Weight and Swing Speed ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weight !! Swing Speed&lt;br /&gt;
|-&lt;br /&gt;
| 0 || ultra fast&lt;br /&gt;
|-&lt;br /&gt;
| 1 || extremely fast&lt;br /&gt;
|-&lt;br /&gt;
| 2 || very fast&lt;br /&gt;
|-&lt;br /&gt;
| 3 || fast&lt;br /&gt;
|-&lt;br /&gt;
| 4 || quite fast&lt;br /&gt;
|-&lt;br /&gt;
| 5 || normal speed&lt;br /&gt;
|-&lt;br /&gt;
| 6 || below normal speed&lt;br /&gt;
|-&lt;br /&gt;
| 7 || a bit slow&lt;br /&gt;
|-&lt;br /&gt;
| 8 || slow&lt;br /&gt;
|-&lt;br /&gt;
| 9 || very slow&lt;br /&gt;
|-&lt;br /&gt;
| 10 || extremely slow&lt;br /&gt;
|-&lt;br /&gt;
| 11 || ultra slow&lt;br /&gt;
|-&lt;br /&gt;
| 12+ || stupidly slow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 3. Playstyle Identities ===&lt;br /&gt;
&lt;br /&gt;
Instead of leaving weapons as simple reskins, we applied a percentage-based Spread (variance) around that average to give each weapon a distinct playstyle.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Min. Damage:&amp;#039;&amp;#039;&amp;#039; (Average x (1 - Spread))&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Max. Damage:&amp;#039;&amp;#039;&amp;#039; (Average x (1 + Spread))&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example (Long Sword: 15 Ingots, 9 Weight and Spread 45%):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Base Average: 4 + (15 x 0.5) + (9 x 0.75) = 18.25&lt;br /&gt;
* Min Damage: (18.25 x (1 - 0.45)) = 10&lt;br /&gt;
* Max Damage: (18.25 x (1 + 0.45)) = 26&lt;br /&gt;
* Final Damage = 10, 26&lt;br /&gt;
&lt;br /&gt;
=== 4. Spread Percentage ===&lt;br /&gt;
&lt;br /&gt;
Based on the old server values, we found some consistency on how weapons played:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Maces:&amp;#039;&amp;#039;&amp;#039; 30% (0.30) -&amp;gt; Consistent, heavy hits.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Swords:&amp;#039;&amp;#039;&amp;#039; 45% (0.45) -&amp;gt; Balanced variance.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Axes/Polearms:&amp;#039;&amp;#039;&amp;#039; 60% (0.60) -&amp;gt; High volatility.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Blade Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon !! Resources !! Weight !! Wield !! Spread&lt;br /&gt;
|-&lt;br /&gt;
| Katana || 9 || 5 || One-Handed || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Cutlass || 11 || 6 || One-Handed || 45%&lt;br /&gt;
|-&lt;br /&gt;
| Battle Axe || 12 || 7 || One-Handed || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Axe || 12 || 6 || Two-Handed || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar || 13 || 7 || One-Handed || 45%&lt;br /&gt;
|-&lt;br /&gt;
| Thin Sword || 14 || 7 || One-Handed || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Bardiche || 14 || 9 || Two-Handed || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Long Sword || 15 || 8 || One-Handed || 45%&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed Axe || 15 || 8 || Two-Handed || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Broadsword || 16 || 9 || One-Handed || 35%&lt;br /&gt;
|-&lt;br /&gt;
| Great Sword || 16 || 9 || One-Handed || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Double Axe || 16 || 8 || Two-Handed || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&amp;#039;s Axe || 16 || 9 || Two-Handed || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Large Battle Axe || 17 || 9 || Two-Handed || 45%&lt;br /&gt;
|-&lt;br /&gt;
| Halberd || 18 || 11 || Two-Handed || 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon !! Resources !! Weight !! Wield !! Spread&lt;br /&gt;
|-&lt;br /&gt;
| Hammer Pick || 12 || 7 || Two-Handed || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 14 || 7 || One-Handed || 30%&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer || 14 || 7 || Two-Handed || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Maul || 16 || 8 || One-Handed || 30%&lt;br /&gt;
|-&lt;br /&gt;
| War Axe || 17 || 10 || One-Handed || 30%&lt;br /&gt;
|-&lt;br /&gt;
| War Mace || 18 || 9 || One-Handed || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Club || 5 || 4 || One-Handed || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 8 || 4 || Two-Handed || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Gnarled Staff || 9 || 5 || Two-Handed || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Fine Staff || 10 || 6 || Two-Handed || 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piercing Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon !! Resources !! Weight !! Wield !! Spread&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 3 || 3 || One-Handed || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Short Spear || 6 || 5 || One-Handed || 50%&lt;br /&gt;
|-&lt;br /&gt;
| War Fork || 5 || 4 || One-Handed || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Pitchfork || 7 || 5 || Two-Handed || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Kryss || 7 || 4 || One-Handed || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 9 || 5 || Two-Handed || 65%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon !! Resources !! Weight !! Wield !! Spread&lt;br /&gt;
|-&lt;br /&gt;
| Bow || 10 || 5 || Two-Handed || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 10 || 8 || Two-Handed || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Crossbow || 12 || 10 || Two-Handed || 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 4.1. Why Spread? ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== 5. Material Multipliers ===&lt;br /&gt;
&lt;br /&gt;
Material multipliers are applied to the weapon&amp;#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Metal Materials:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Copper:&amp;#039;&amp;#039;&amp;#039; -20%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Iron:&amp;#039;&amp;#039;&amp;#039; Base Damage (100%)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bronze / Steel:&amp;#039;&amp;#039;&amp;#039; +6%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Silver / Gold:&amp;#039;&amp;#039;&amp;#039; +10%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Titanium / Terathane:&amp;#039;&amp;#039;&amp;#039; +15%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Agapite / Shadow:&amp;#039;&amp;#039;&amp;#039; +18%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Verite / Valorite:&amp;#039;&amp;#039;&amp;#039; +20%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stronghold / Verminard:&amp;#039;&amp;#039;&amp;#039; +22%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Adamantine / Skargard:&amp;#039;&amp;#039;&amp;#039; +24%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blackrock / Bloodrock:&amp;#039;&amp;#039;&amp;#039; +30%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Phoenix:&amp;#039;&amp;#039;&amp;#039; +33%&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wood Materials:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pine:&amp;#039;&amp;#039;&amp;#039; Base Damage (100%)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eucalyptus:&amp;#039;&amp;#039;&amp;#039; +6%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Holly / Rose:&amp;#039;&amp;#039;&amp;#039; +10%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Oak / Interleaved:&amp;#039;&amp;#039;&amp;#039; +14%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ironwood / Mahogany:&amp;#039;&amp;#039;&amp;#039; +20%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cherry:&amp;#039;&amp;#039;&amp;#039; +22%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Composite / Imbued Cherry:&amp;#039;&amp;#039;&amp;#039; +24%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Myst:&amp;#039;&amp;#039;&amp;#039; +30%&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;White Oak:&amp;#039;&amp;#039;&amp;#039; +33%&lt;br /&gt;
&lt;br /&gt;
=== 6. Additional Effects - (TO BE CHANGED) ===&lt;br /&gt;
&lt;br /&gt;
These bonuses are &amp;quot;hidden&amp;quot; from the player, but they further deepen combat and give weapons more character.&lt;br /&gt;
&lt;br /&gt;
Assuming a superb quality weapon:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;All Weapons:&amp;#039;&amp;#039;&amp;#039; 5% Critical Hit Chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Two Handed Weapons:&amp;#039;&amp;#039;&amp;#039; +15% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Katana, Cutlass, Battle Axe, Axe, Scimitar, Thin Sword, Bardiche, Long Sword, Two Handed Axe, Broadsword, Great Sword, Double Axe, Executioner&amp;#039;s Axe, Large Battle Axe, Halberd:&amp;#039;&amp;#039;&amp;#039; 13% Parry, 6% Damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hammer Pick, Mace, War Hammer, Maul, War Axe, War Mace, Club, Gnarled Staff, Fine Staff:&amp;#039;&amp;#039;&amp;#039; 13% Parry, 8% Undead Damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Quarterstaff:&amp;#039;&amp;#039;&amp;#039; 23% Parry, 8% Undead Damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dagger:&amp;#039;&amp;#039;&amp;#039; 5% Critical Hit Chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Short Spear:&amp;#039;&amp;#039;&amp;#039; 15% Critical Hit Chance, 22% Dragon Damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;War Fork:&amp;#039;&amp;#039;&amp;#039; 22% Dragon Damage, 15% Parry&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pitchfork:&amp;#039;&amp;#039;&amp;#039; 22% Dragon Damage, 15% Parry&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Kryss:&amp;#039;&amp;#039;&amp;#039; 13% Critical Hit Chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Spear:&amp;#039;&amp;#039;&amp;#039; 15% Critical Hit Chance, 22% Dragon Damage&lt;br /&gt;
&lt;br /&gt;
=== 7. Damage Bonus ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Copper:&amp;#039;&amp;#039;&amp;#039; 1% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Iron:&amp;#039;&amp;#039;&amp;#039; 10% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Silver:&amp;#039;&amp;#039;&amp;#039; 20% Damage Bonus, 60% Damage Against Undead&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Gold:&amp;#039;&amp;#039;&amp;#039; 6% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Titanium:&amp;#039;&amp;#039;&amp;#039; 30% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Terathane:&amp;#039;&amp;#039;&amp;#039; 30% Damage Bonus, 1% Critical Hit Chance, 150% Damage Against Shadows&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Agapite:&amp;#039;&amp;#039;&amp;#039; 30% Damage Bonus, 10% Purity (Damage against Low Karma)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shadow:&amp;#039;&amp;#039;&amp;#039; 30% Damage Bonus, 10% Tainting (Damage against High Karma)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Verite:&amp;#039;&amp;#039;&amp;#039; 30% Damage Bonus, 15% Mana Vampire&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Valorite:&amp;#039;&amp;#039;&amp;#039; 30% Damage Bonus, 15% Stamina Vampire&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Skargard:&amp;#039;&amp;#039;&amp;#039; 20% Damage, 2% Critical Hit Chance, 20% Cold Damage, 4% Drain Stamina&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blackrock:&amp;#039;&amp;#039;&amp;#039; 50% Damage, 3% Critical Hit Chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bronze:&amp;#039;&amp;#039;&amp;#039; 18% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Steel:&amp;#039;&amp;#039;&amp;#039; 26% Damage Bonus, 2% Critical Hit Chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stronghold:&amp;#039;&amp;#039;&amp;#039; 20% Damage Bonus, 15% Damage Against Evil (Above 3 Kills or -3000 Karma), +110% Damage Against Undead, +110% Damage Against Daemons&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Verminard:&amp;#039;&amp;#039;&amp;#039; 20% Damage Bonus, 15% Damage Against Good (3000+ Karma), +150% Damage Against Dragons&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Adamantine:&amp;#039;&amp;#039;&amp;#039; 40% Damage Bonus, 3% Critical Hit Chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bloodrock:&amp;#039;&amp;#039;&amp;#039; 40% Damage Bonus, 10% Health Vampire, 3% Critical Hit Chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Phoenix:&amp;#039;&amp;#039;&amp;#039; 35% Damage Bonus, 35% Fire Damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pine:&amp;#039;&amp;#039;&amp;#039; 1% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Eucalyptus:&amp;#039;&amp;#039;&amp;#039; 8% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Holly:&amp;#039;&amp;#039;&amp;#039; 14% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rose:&amp;#039;&amp;#039;&amp;#039; 14% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Oak:&amp;#039;&amp;#039;&amp;#039; 20% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Interleaved:&amp;#039;&amp;#039;&amp;#039; 28% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ironwood:&amp;#039;&amp;#039;&amp;#039; 30% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mahogany:&amp;#039;&amp;#039;&amp;#039; 32% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cherry:&amp;#039;&amp;#039;&amp;#039; 36% Damage Bonus&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Composite:&amp;#039;&amp;#039;&amp;#039; 40% Damage Bonus, 2% Critical Hit Chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Imbued Cherry:&amp;#039;&amp;#039;&amp;#039; 30% Damage Bonus, 3% Critical Hit Chance, +110% Damage Against Daemons, +110% Damage Against Dragons, +110% Damage Against Undead&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Myst:&amp;#039;&amp;#039;&amp;#039; 45% Damage Bonus, 3% Critical Hit Chance, 5% Energy Damage, 4% Drain Mana&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;White Oak:&amp;#039;&amp;#039;&amp;#039; 45% Damage Bonus, 3% Critical Hit Chance, 5% Cold Damage, 4% Drain Stamina&lt;/div&gt;</summary>
		<author><name>Jimmie</name></author>
	</entry>
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