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.
Weapon Types, Skills, Stats, Passives[ | ]
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 |
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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.
Weapon Statistics[ | ]
- Speed: AP: x - action points required per standard attack
- THC Bonus: x% - added to To-Hit-Chance
- Passive Chance Bonus: x% - added to Passive Effects
- Critical Strike Bonus: x% - added to Critical Strike Chance
- Metal: type - Each "higher" metal increases the damage range or damage resistance by 1. So, whereas a bronze gladius does 2-9 points of damage, an iron gladius does 3-10, steel 4-11, and so on.
- Hardness: x% - ability to degrade armors
- Counterattack chance bonus: x% - ability to counter-attack
Passive Mechanics[ | ]
source [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.
Special Attacks Effects[ | ]
Most special attacks have a Critical Effect - which success is governed by your Critical Hit Chance, unless it is supplanted by a Critical Chance Formula.
Examples
Special Attack | Weapon Type | Critical Effect | Critical Chance Formula |
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Arterial Strike | Daggers |
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Fast | Daggers |
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Aimed: Torso | Daggers |
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Entangle | Net |
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Aimed: Head | Bolas |
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Bomb-Blast (t.b.a.) | Black Powder Bomb |
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