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| '''Bronze''' || +6%
| '''Bronze''' || +6%
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| '''Hardened Bronze''' || +TBD%
| '''Hardened Bronze''' || +6%
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| '''Steel''' || +6%
| '''Steel''' || +6%
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| '''Verminard''' || +22%
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| '''Elementium''' || +TBD%
| '''Elementium''' || +22%
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| '''Adamantine''' || +24%
| '''Adamantine''' || +24%
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| '''Skargard''' || +24%
| '''Skargard''' || +24%
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| '''Mytheril''' || +TBD%
| '''Mytheril''' || +30%
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| '''Blackrock''' || +30%
| '''Blackrock''' || +30%

Revision as of 22:58, 21 September 2026

Combat System

Combat System: Overview

Our custom combat system works through layered bonuses that stack up sequentially to calculate the final damage. The basic flow follows this order:

  1. Base Damage: A random value rolled between the weapon's minimum and maximum damage.
  2. Hit Location Modifier: An extra +10 bonus for headshots or +2 for chest hits.
  3. Strength (STR) Bonus: Characters with low Strength (< 30) suffer a penalty, while high values grant scaling bonuses.
  4. Mount Bonus: Dodge and damage bonuses calculated by your Dexterity and Creature Lore skill regarding your mount.
  5. Skills: Modifiers from Tactics, Anatomy, and the specific weapon skill (Swordsmanship, Macefighting, etc.).
  6. Material and Weapon Effects: Modifiers originating from the forged material and specific weapon rules.


Damage Calculation & Scaling

The combat system uses a strict mathematical foundation that ties a weapon's baseline power directly to its resource cost and speed.

1. Average Damage

The core of our combat mechanics relies on a universal formula that determines the baseline power (Average Damage) of every weapon:

Average Damage = 4 + (Materials × 0.5) + (Weight × 0.75)

This formula ensures that heavier, more resource-intensive weapons inherently hit harder, scaling logically alongside crafting costs.

2. Material Multipliers

Before the final damage spread is calculated, the weapon's material multiplier is applied to its Average Damage. This means the chosen metal or wood directly scales the weapon's overall damage potential before the final damage range is determined.


Metal Materials

Metal Damage Multiplier
Copper -20%
Iron Base (100%)
Bronze +6%
Hardened Bronze +6%
Steel +6%
Silver +10%
Gold +10%
Titanium +15%
Terathane +15%
Agapite +18%
Shadow +18%
Verite +20%
Valorite +20%
Stronghold +22%
Verminard +22%
Elementium +22%
Adamantine +24%
Skargard +24%
Mytheril +30%
Blackrock +30%
Bloodrock +30%
Phoenix +33%

Wood Materials

Wood Damage Multiplier
Pine Base (100%)
Eucalyptus +6%
Holly +10%
Rose +10%
Oak +14%
Interleaved +18%
Ironwood +22%
Mahogany +22%
Cherry +25%
Composite +30%
Imbued Cherry +28%
Myst +31%
White Oak +33%

3. Weight & Swing Speed

A weapon's weight dictates not only its damage output but also its swing speed tier. The heavier the weapon, the slower it swings, requiring strategic timing in combat.

Weight Swing Speed Tier
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

4. Playstyle Identities (Damage Spread)

Every weapon applies a percentage-based Spread (Variance) around the calculated Average Damage to give it a distinct combat identity.

When two weapons share the same Average Damage (DPS), they deal the exact same total amount of damage over a long fight. Manipulating variance redistributes how that damage is delivered per hit, creating strategic trade-offs (consistent chip damage vs. volatile burst damage).

The minimum and maximum damage range is calculated as:

  • Min. Damage: Average Damage × (1 - Spread)
  • Max. Damage: Average Damage × (1 + Spread)

Example (Long Sword: 15 Ingots, 9 Weight, 45% Spread):

  • Base Average: 4 + (15 × 0.5) + (9 × 0.75) = 18.25
  • Min Damage: 18.25 × (1 - 0.45) = 10
  • Max Damage: 18.25 × (1 + 0.45) = 26
  • Final Damage Range: 10 to 26

Base Spread Guidelines

  • Maces (30% Spread): Consistent, reliable, heavy hits. Very low variance.
  • Swords (45% Spread): Balanced variance. Good mix of reliability and burst.
  • Axes & Polearms (60%+ Spread): High volatility. Risky, but capable of devastating critical spikes.

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
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%
Shepherd's Crook 12 8 Two-Handed 50%
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%

Piercing Weapons

Weapon Resources Weight Wield Spread
Dagger 3 3 One-Handed 40%
War Fork 5 4 One-Handed 30%
Short Spear 6 5 One-Handed 50%
Kryss 7 4 One-Handed 40%
Pitchfork 7 5 Two-Handed 65%
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%

Unarmed Combat

Weapon Resources Weight Wield Spread
Claws 7 3 One-Handed 40%

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Weapon Fundamentals

Item Identification (Arms Lore)

Important: None of the material, quality, or innate combat effects will apply if the gear is not identified. A character must successfully use the Arms Lore skill (or an Item Identification method) to reveal the item's properties. If a weapon or armor lacks the "identified" attribute, it will behave purely as a basic piece of equipment, granting zero bonus damage, extra defense, or special procs.

Innate Weapon Effects

Regardless of the material they are forged from, certain weapon types possess innate baseline bonuses that reflect their combat style and shape.

  • Staves (Quarter Staff, Black Staff, Gnarled Staff, Shepherd's Crook): +10% Weapon Parry (Block) chance.
  • Forks (War Fork, Pitchfork): +15% Weapon Parry (Block) chance.
  • Dagger: +5% Critical Hit chance.
  • Fencing Weapons (General Fencing): +9% Critical Hit chance.
  • Kryss: +13% Critical Hit chance.
  • Spears (Spear, Short Spear): +15% Critical Hit chance.

Crafting Quality Bonuses

A weapon's crafted Quality directly enhances its combat capabilities. As the craftsmanship tier increases (from Regular to Exceptional), weapons gain scaling bonuses across the board.

Tier Quality Title Damage Bonus Critical Hit Bonus Maces & Blunts Spears & Forks Swords & Blades
0 Regular +0 +0% +10% Parry, +5% Anti-Undead +15% Anti-Dragon +10% Parry
1 Fine +2 +1% +11% Parry, +6% Anti-Undead +17% Anti-Dragon +11% Parry
2 Superior +4 +3% +12% Parry, +7% Anti-Undead +19% Anti-Dragon +12% Parry
3 Superb +6 +5% +13% Parry, +8% Anti-Undead +22% Anti-Dragon +13% Parry
4 Exceptional +8 +7% +15% Parry, +10% Anti-Undead +25% Anti-Dragon +15% Parry

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Material Properties

Metals, alloys, and woods have unique properties that alter how both offensive tools and defensive gear work.

Metals & Alloys

Material Damage Bonus Weapon Effects Armor Effects
Copper +1 -25% Durability -25% Weight, -20% Durability
Iron +10 -15% Durability +5% Defense
Bronze +18 -10% Durability +10% Defense
Hardened Bronze +22 +110% Anti-Elemental, +15% Unarmed Bonus, +1% Critical Hit +20% Defense, +80% Elemental Res
Silver +20 +80% Anti-Undead, -20% Durability +20% Defense, -20% Weight, +15% Energy Res, Fire Vulnerability
Gold +10 +15% Energy Damage, -30% Durability -30% Weight, +30% Fire Res, Energy Vulnerability
Steel +26 +2% Critical Hit, Extra Damage if 2-Handed +25% Defense, +25% Durability
Titanium +30 +5 Extra Damage for 1-Handed, +40% Durability +35% Defense, -15% Weight, +40% Durability
Terathane +30 +150% Anti-Shadow, +1% Critical Hit +40% Defense, +65% Shadow Res
Agapite +30 +10% Purity Divine Intervention
Shadow +30 +10% Tainting Unholy Intervention
Verite +30 +15% Mana Vampire Mana Regeneration
Valorite +30 +15% Stamina Vampire Stamina Regeneration
Skargard +20 +2% Critical Hit, +20% Cold Damage, +4 Stamina Drain +50% Phasing (Invisibility), +30% Fire Res
Blackrock +50 +3% Critical Hit +100% Defense, Various Elemental Resistances (45%)
Bloodrock +40 +3% Critical Hit, +10% HP Vampire +60% Defense, Health Regeneration, Various Resistances (45%)
Mytheril +30 Extra Damage if 1-Handed Reduced Weight
Stronghold +20 +110% Anti-Daemon / Undead, +15% Anti-Evil +50% Defense, Holy Retribution, +80% Daemon Res
Verminard +20 +150% Anti-Dragon / Giant, +15% Anti-Good +50% Defense, Dark Vengeance, +80% Dragon Res
Elementium +35 +30% Unarmed Bonus, +2% Critical Hit +50% Defense, All Elemental Resistances (45%)
Adamantine +40 +3% Critical Hit, Extra Damage if 2-Handed +60% Defense, +60% Durability, +30% Energy Res
Phoenix +35 +35% Fire Damage, -20% Durability +30% Defense, +80% Rebirth
Enriched Titanium +35 Spell Drain based on weapon weight +100% Defense, Spell Absorb

Woods

Wood Damage Bonus Special Effects
Pine +1% -
Eucalyptus +8% -
Holly +14% -
Rose +14% -
Oak +20% -
Interleaved +28% -
Ironwood +30% -
Imbued Cherry +30% +3% Critical Hit, 110% Slaying (Daemon/Undead/Dragon)
Mahogany +32% -
Cherry +36% -
Composite +40% +2% Critical Hit
Myst +45% +3% Critical Hit, +4% Mana Drain, +5% Energy Damage
White Oak +45% +3% Critical Hit, +5% Cold Damage, +4% Stamina Drain

Advanced Weapon Synergies

The Advanced Combat system applies specific bonuses when weapons are forged from designated materials. Some weapons also carry innate effects regardless of the material used.

Swords and Blades

Weapon Synergy Materials Synergy Effects
Katana Verite, Valorite, Skargard, Bloodrock, Entit -5 Damage
Cutlass Verminard, Shadow +10 Damage
Scimitar Terathane +20 Anti-Beast
Thin Sword Verite, Valorite, Skargard, Bloodrock, Entit +10 Damage
Longsword Mytheril +5 Damage
Titanium +2 Damage
Broadsword Steel +7 Damage
Adamantine +12 Damage
Great Sword Terathane, Agapite, Stronghold, Elementium +10 Anti-Evil, Greater Jewel Socket

Axes and Polearms

Weapon Innate Effects Synergy Materials Synergy Effects
Double Axe Greater Jewel Socket Terathane, Hardened Bronze +20 Anti-Beast, +20 Anti-Elemental
Executioner's Axe - Steel, Shadow, Verminard, Adamantine +10 Anti-Dragon, Anti-Good, Anti-Giant
Large Battle Axe Greater Jewel Socket Steel, Shadow, Verminard, Adamantine +10 Anti-Good
Halberd Greater Jewel Socket Steel, Adamantine, Blackrock +10 Damage
Bardiche - Steel, Agapite, Stronghold, Adamantine +15 Anti-Evil, Anti-Daemon, Anti-Undead
Two-Handed Axe - Mytheril +5 Damage
Titanium +2 Damage
War Axe Greater Jewel Socket, +25 Armor Ignore - -

Maces and Blunt Weapons

Weapon Innate Effects Synergy Materials Synergy Effects
Maul Greater Jewel Socket Verite, Valorite, Skargard, Bloodrock, Entit +15 Armor Ignore, +10 Damage
Mace +15 Armor Ignore Titanium +2 Damage
Mytheril +5 Damage
War Mace +15 Armor Ignore Terathane, Agapite, Stronghold, Elementium, Blackrock +10 Anti-Evil, Greater Jewel Socket
Hammer Pick +25 Armor Ignore Steel +3 Damage
Adamantine +5 Damage
War Hammer +25 Armor Ignore Steel, Shadow, Verminard, Adamantine, Hardened Bronze +10 Anti-Good, Greater Jewel Socket

Piercing Weapons

Weapon Innate Effects Synergy Materials Synergy Effects
War Fork +15% Critical Hit - -
Kryss - Verite, Valorite, Skargard, Bloodrock, Entit +10 Damage
Pitchfork - Steel, Agapite, Stronghold, Adamantine +20 Anti-Evil, Anti-Daemon, Anti-Undead
Spear / Short Spear - Steel, Shadow, Verminard, Adamantine +10 Anti-Dragon, Anti-Good, Anti-Giant

Conduits (Staves, Clubs, and Bows)

Certain wood types resonate with specific Tinkering Jewels, creating a Conduit that enhances the jewel's effect when socketed into compatible weapons.

Each wood and jewel combination is associated with a specific weapon type. When the correct combination is used, the weapon's Conduit Multiplier increases the power of the jewel's effect.

Only the appropriate wood and jewel combination can activate a weapon's Conduit bonus.

Weapon Bonus
Club +25%
Quarter Staff +25%
Gnarled Staff +35%
Black Staff +50%
Bow +50%
Crossbow +75%
Heavy Crossbow +100%
Wood Tinkering Jewel Conduit Effect
Eucalyptus Emerald Acid Damage
Holly Star Sapphire Energy Damage
Rose Citrine Fire Damage
Oak Elemental Fury, Elemental Mayhem Elemental Damage
Interleaved Citrine, Emerald Fire Damage, Acid Damage
Ironwood Diamond Additional Damage
Mahogany TBA TBA
Cherry Ruby Drain Life
Composite Ruby, Diamond Drain Life, Additional Damage
Imbued Cherry Ruby Drain Life
Myst Amber, Amethyst Spell Drain, Mana Drain
White Oak Sapphire Stamina Drain, Cold Damage

Note: Tinkering skill also increases the jewel power based on your skill level: (100 + (<Tinkering Skill>/ 15))

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Special Archery Ammunition

Archers don't rely on the weapon alone; they activate destructive modifiers depending on the base ammunition (<TAG.AMMO...>) used. When attacking actual players, however, bows suffer an innate 30% reduction to their base bonus for balancing purposes.

Ammunition (Arrow/Bolt) Additional Damage Bonus Extra Effect
Iron +15 -
Steel +30 -
Hardened Bronze +15 +40 Anti-Elemental Bonus
Silver +15 +20 Anti-Undead Bonus
Gold +10 +20 Energy Damage
Titanium +15 15% chance to trigger a Double Shot
Terathane +15 +40 Anti-Monstrous Bonus, +40 Anti-Shadow Bonus
Stronghold +15 +40 Anti-Daemon Bonus, +40 Anti-Undead Bonus
Verminard +15 +40 Anti-Dragon Bonus, +40 Anti-Giant Bonus
Elementium +15 20% chance to trigger Fire, Cold, Acid, and Energy attacks
Adamantine +35 -
Mytheril +20 20% chance to trigger a Double Shot

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Special Combat Effects

The system hosts multiple weapon-generated effects that impact active battles:

  • Armor Penetration (Armor Ignore): A constant modifier that reduces the target's total Armor (AC) by a flat percentage on every strike before damage is calculated.
  • Critical Hit (Armor Piercing): A chance-based proc (scaling with weapon stats, material, quality, and Anatomy) that partially bypasses armor and guarantees a minimum of 10 to 15 pure damage.
  • Elemental Strikes (Fire, Cold, Acid, Energy): Magical or Elementium weapons (20% proc chance per element) deal direct elemental damage, mitigated by the target's specific elemental resistances.
  • Double Shot: Specific ammunition triggers two consecutive hits instantly.
  • Vampiric Drains (Mana/Stam/Life): Specific alloys restore the attacker's attributes based on the amount of damage dealt.
  • Spelldrain (Dispel): A proc-based effect (primarily on Entit weapons, scaling with weight) that randomly strips one active magical buff from the target (e.g., Magic Reflection, Protection, Reactive Armor, Stat Modifiers).
  • Reactive Defenses: Stronghold armors deal reactive damage to Evil attackers; Verminard armors deal reactive damage to Good attackers.
  • Mounted Dodge: Grants a passive dodge chance based on Dexterity while on horseback. This bonus is halved if the rider is holding a shield.