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Introduction[]

All weapons have three important statistics: Damage Range, Attack Speed in Action points, and Reach. Additionally, crossbows have Fire/Reload Speed and, in some cases, Multishot capacity. Some weapons have special abilities like ignoring shields or cutting into the enemy's armor more effectively.

The game offers eight different types of weapon. Each type has its own passive trait that increases along with your skill with the weapon. The higher the skill, the higher the chance to score the special effect associated with your weapon.

Type Skill Pref Stat F1 key documentation Char Sheet documentation
Daggers Dagger Dexterity higher chance of critical strikes when using aimed attacks higher chance of critical strikes when using aimed attacks
Swords Sword Dexterity chance of causing bleeding (the effect stacks) chance of causing bleeding - 3 damage for 2 turns
Axes Axe Strength increased critical strike damage (+125% damage). increase in critical strike damage (+125% damage).
Hammers Hammer Strength chance to dent armor, reducing its damage resistance by 1 chance to dent armor by 2 DR
Spears Spear Dexterity interrupt attempts to close in chance to interrupt an opponent's attempt to get within melee range
Bows Bow Perception chance of cripple for two turns (double movement costs) chance of causing slowdown - Increased movement cost
Crossbows Crossbow Perception chance to stagger your opponent (-3 AP) chance to stagger your opponent - 3 AP penalty
Throwing Weapons Throwing Perception chance to bypass armor chance to bypass armor
  • Note: When in conflict, take the Character Sheet documentation to be the authoritative source of information.
  • Certain weapons offer special bonus, such as a bonus to the passive effect of the weapon, a bonus to counter-attack, higher DR penetration (vsDR) or a to-hit bonus.
  • Weapons Types with the same preferred statistics will grant a synergistic bonus to each other.

Explanation on Passives [1][]

  • Whenever you hit an attack, the game first checks for a critical hit. Failing that, it checks for a passive. You cannot score a critical hit and a passive on the same attack roll.
  • There are two weapons that don't roll for a passive: the spear and the dagger.
  • Spears have a unique mechanic. Instead of rolling for an additional effect on every successful attack, the spear wielder has a chance to perform an "Interrupt Attack" every time an enemy walks into his threatened area. This has no AP cost and there is no limit of attacks per turn.
  • Daggers don't roll for a passive. Instead, they add their passive chance to their CS chance, but only for targeted attacks.

References[]