Damage Calculations
Revision as of 14:41, 5 May 2023 by EvilManfred (talk | contribs)
The damage-ranges below take neither Tactics/STR bonuses to damage nor the AR of the defender into account. The greater the Speed #, the faster the rate at which you attack w/ the weapon (affected by DEX). Items listed are assumed to be in perfect condition (undamaged). HP= The damage capacity of the weapon before breakage occurs. Below average quality weapons do listed-4 damage, exceptional quality weapons do listed+2 damage.
Axes | |||||
---|---|---|---|---|---|
Weapon Name | STR Req. | Damage | Speed | HP | Skill |
Axe (2-H) | 35 | 3d10+3 (6-33) | 37 | 31-100 | Swords |
Battle Axe (2-H) | 40 | 2d17+4 (6-38) | 30 | 31-80 | Swords |
Double Axe (2-H) | 45 | 1d31+4 (5-35) | 37 | 31-110 | Swords |
Executioner's Axe (2-H) | 35 | 3d10+3 (6-33) | 37 | 31-90 | Swords |
Hatchet (1-H) | 15 | 6d4+1 (5-25) | 40 | 31-80 | Swords |
Large Battle Axe (2-H) | 40 | 2d17+4 (6-38) | 30 | 31-110 | Swords |
Pickaxe | 25 | 1d15 (1-15) | 35 | 31-60 | Swords |
Two-handed Axe (2-H) | 35 | 2d18+3 (5-39) | 30 | 31-70 | Swords |
War Axe | 35 | 6d4+3 (9-27) | 40 | 31-80 | Mace * |
Bows | |||||
Weapon Name | STR Req. | Damage | Speed | HP | Skill |
Bow (2-H) | 20 | 4d9+5 (9-41) | 20 | 31-60 | Archery |
Crossbow (2-H) | 30 | 5d8+3 (8-43) | 18 | 31-80 | Archery |
Crossbow, Heavy (2-H) | 40 | 5d10+6 (11-56) | 10 | 31-100 | Archery |
Knives & Daggers | |||||
Weapon Name | STR Req. | Damage | Speed | HP | Skil |
Butcher Knife | 5 | 2d7 (2-14) | 40 | 31-40 | Swords |
Cleaver | 10 | 1d12+1 (2-13) | 40 | 31-50 | Swords |
Dagger | 1 | 3d5 (3-15) | 55 | 31-50 | Fencing |
Skinning Knife | 5 | 1d10 (1-10) | 40 | 31-40 | Swords |
Maces & Hammers | |||||
Weapon Name | STR Req. | Damage | Speed | HP | Skill |
Club | 10 | 4d5+4 (8-24) | 40 | 31-40 | Mace * |
Hammer Pick | 35 | 3d10+3 (6-33) | 30 | 31-70 | Mace * |
Mace * | 20 | 6d5+2 (8-32) | 30 | 31-70 | Mace * |
Magic Wand | 0 | 2d3 (2-6) | 35 | 31-70 | Mace * |
Maul | 20 | 5d5+5 (10-30) | 30 | 31-70 | Mace * |
Smith's Hammer | 30 | 6d3 (6-18) | 30 | 31-60 | Mace * |
War Hammer (2-H) | 40 | 7d5+1 (8-36) | 31 | 31-110 | Mace * |
War Mace * | 30 | 5d5+5 (10-30) | 32 | 31-110 | Mace * |
Pole Arms | |||||
Weapon Name | STR Req. | Damage | Speed | HP | Skill |
Bardiche (2-H) | 40 | 2d20+3 (5-43) | 26 | 31-100 | Swords |
Halberd(2-H) | 45 | 2d23+3 (5-49) | 25 | 31-80 | Swords |
Practice Weapons | |||||
Weapon Name | STR Req. | Damage | Speed | HP | Skill |
(ALL) | 1 | 2d4 (2-8) | (same) | (same) | (same) |
Spears & Forks | |||||
Weapon Name | STR Req. | Damage | Speed | HP | Skill |
Pitchfork (2-H) | 15 | 4d4 (4-16) | 45 | 31-60 | Fencing |
Short Spear (2-H) | 15 | 2d15+2 (4-32) | 50 | 31-70 | Fencing |
Spear (2-H) | 30 | 2d18 (2-36) | 46 | 31-80 | Fencing |
War Fork | 35 | 1d29+3 (4-32) | 45 | 31-110 | Fencing |
Staves | |||||
Weapon Name | STR Req. | Damage | Speed | HP | Skill |
Black Staff (2-H) | 35 | 5d6+3 (8-33) | 35 | 31-70 | Mace * |
Gnarled Staff (2-H) | 20 | 5d5+5 (10-30) | 33 | 31-50 | Mace * |
Quarterstaff (2-H) | 30 | 5d5+3 (8-28) | 48 | 31-60 | Mace * |
Shepherd's Crook (2-H) | 10 | 3d4 (3-12) | 30 | 31-50 | Mace * |
Swords | |||||
Weapon Name | STR Req. | Damage | Speed | HP | Skill |
Broad Sword | 25 | 2d13+3 (5-29) | 45 | 31-100 | Swords |
Cutlass | 10 | 2d12+4 (6-28) | 45 | 31-70 | Swords |
Katana | 10 | 3d8+2 (5-26) | 58 | 31-90 | Swords |
Kryss | 10 | 1d26+2 (3-28) | 53 | 31-90 | Fencing |
Longsword | 25 | 2d15+3 (5-33) | 35 | 31-90 | Swords |
Long Sword (thin) | 25 | 2d15+3 (5-33) | 35 | 31-90 | Swords |
Scimitar | 10 | 2d14+2 (4-30) | 43 | 31-90 | Swords |
Viking Sword | 40 | 4d8+2 (6-34) | 30 | 31-90 | Swords |
Unarmed | |||||
Weapon Name | STR Req. | Damage | Speed | HP | Skill |
Bare Fists | -- | 1d8 (1-8) | ?? | -- | Wrestling |
- Maces do an extra damage of 3 to 5 points to the victims stamina if a hit is made. Maces also do damage to armor everytime the armor absorbs damage. The amount of damage done to armor is half that of the damage points absorbed by the armor and typically lies in the 1 - 7 points range.
- Compute tactics modifier
* : 0.0 = 50% loss * : 50.0 = unchanged * : 100.0 = 50% bonus
- Compute strength modifier
* : 1% bonus for every 5 strength
- Compute anatomy modifier
* : 1% bonus for every 5 points of anatomy * : +10% bonus at Grandmaster or higher
- Compute lumberjacking bonus
* : 1% bonus for every 10 points of lumberjacking * : +10% bonus at Grandmaster or higher