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%
Steel +6%
Silver +10%
Gold +10%
Titanium +15%
Terathane +15%
Agapite +18%
Shadow +18%
Verite +20%
Valorite +20%
Stronghold +22%
Verminard +22%
Adamantine +24%
Skargard +24%
Blackrock +30%
Bloodrock +30%
Phoenix +33%

Wood Materials

Wood Damage Multiplier
Pine Base (100%)
Eucalyptus +6%
Holly +10%
Rose +10%
Oak +14%
Interleaved +14%
Ironwood +20%
Mahogany +20%
Cherry +22%
Composite +24%
Imbued Cherry +24%
Myst +30%
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.