Weapons

In this section we'll go over weapons and how the different effects tied to them effect combat. All weapons come with a base critical strike chance, and depending on the weapon will change how much your damage is multiplied on a critical hit. Also 2 handed weapons get a twice the bonus to damage from strength and other damage bonuses.

Damage Types

There are 3 basic damage types assigned to any given weapon. They are slashing, bludgeon, and piercing. Now what this basically means is that if a monster is strong vs one or more of these types you will do only half damage against them. An example would be Zombies (and any corporeal undead) are resistant against slashing and piercing, so if you use a Sword, Dagger or a Spear you'll be doing half damage. But if you where to use say, a Club for instance you would do full damage. There is no variation in how much something will be resistant to, and no way to bypass that resistance as it is a direct modifier (invisible though) on each weapon its self which causes the penalty. However each weapon does note which damage type it is directly on its base stats.

Critical Hits

As stated above all weapons have a critical strike chance, and depending on the kind of weapon your using is the effect that critical strike has and how often it can occur. Generally all weapons have a 5% chance for x4 damage, where as blades (swords/knifes) have a 15% chance of x2 damage. a Weapon modifier of "keen" will double the chance on the weapon. If you are dual wielding the critical strike chances do not stack, as the game alternates which weapon is used per swing.

Bows and Might

Some bows (not crossbows) come with a base stat called Might. Might is a stat that determines how much of your strength bonus you can use toward damage dealt. With out a Might displayed you cannot use your strength to aid ranged damage, and will have to obtain damage elsewhere, such as fire damage from arrows. It should also be noticed that while dexterity is your primary stat for AR with Bows and Crossbows, it will not factor into the damage you can do with one, however its still important to land shots and is recommended as your primary stat if you choose to play a ranged character.

Weapon Attack Speeds

There are none! Well ok there are, but its all been standardized across all characters. All weapons take 15 frames (25 = 1 second) in total per attack animation. With the improved initiative skill (20% IAS maxed) that is reduced to 12 frames for everyone. What this basically comes down to is, if you want to play a fighter it doesn't matter what character you pick or what weapon you use as far as speed is concerned. If you want to look like the cLoD necromancer and use a Pike, go right on ahead it'll work just fine.

Melee and Ranged Weapons

Below are tables of all the melee and ranged weapons base stats. All items have no durability and thus do not need to be repaired.

Blades

GC Weapon Type Damage Crit. Chance Modifier Reach
4 Dagger Pierce 40-50 15% x2 1
4 Kriss Pierce 40-50 15% x2 1
6 Short Sword Slash 40-55 15% x2 1
6 Scimitar Slash 40-55 15% x2 1
8 Falchion Slash 40-60 15% x2 1
8 Broad Sword Slash 40-60 15% x2 2
10 Long Sword Slash 40-65 15% x2 2
20 Bastard Sword Slash 80-110 15% x2 3
26 Great Sword Slash 90-120 15% x2 3

Axes

GC Weapon Type Damage Crit. Chance Modifier Reach
8 Battle Axe Slash 40-60 5% x4 1
10 Cleaver Slash 40-65 5% x4 2
20 Double Axe Slash 80-110 5% x4 3
20 Broad Axe Slash 80-110 5% x4 3
24 Great Axe Slash 80-120 5% x4 3

Blunts

GC Weapon Type Damage Crit. Chance Modifier Reach
6 Spiked Club Blunt 40-60 5% x2 1
8 Mace Blunt 40-65 5% x2 1
8 Morningstar Blunt 40-65 5% x2 2
10 War Hammer Blunt 40-70 5% x2 2
24 Maul Blunt 80-120 5% x2 3
8 Quarterstaff Blunt 80-100 5% x2 3
16 Shillelagh Blunt 80-100 5% x2 4
24 Mage Staff Blunt 80-100 5% x2 3
26 Totemic Staff Blunt 80-100 5% x2 4

Polearms

GC Weapon Type Damage Crit. Chance Modifier Reach
18 Scythe Slash 90-100 5% x4 4
20 Lochaber Axe Slash 80-110 5% x4 4
20 Halberd Slash 80-110 5% x4 4

Spears

GC Weapon Type Damage Crit. Chance Modifier Reach
16 Long Spear Pierce 80-100 5% x4 6
16 Trident Pierce 80-100 5% x4 5
18 Ranseur Pierce 90-100 5% x4 6
16 Lance Pierce 80-100 5% x4 6

Javelins

GC Weapon Type Damage Crit. Chance Modifier Reach
12 Short Spear Pierce 40-50 5% x3 3
16 Harpoon Pierce 45-50 5% x3 3
20 Glaive Pierce 40-55 5% x3 3

Bows and Crossbows

GC Weapon Damage

Crit. Chance

Modifier

Might
12 Short Bow 40-55 5% x4 0
16 Long Bow 40-60 5% x4 0
18 Composite, Short 40-55 5% x4 3
26 Composite, Long 40-60 5% x4 5
8 Crossbow, Light 40-60 10% x4 -
10 Crossbow, Heavy 40-65 10% x4 -
12 Crossbow, Repeating 40-55 10% x4 -

GC: Gold Cost