Weaponry

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Weapons are items which can be held in the player's right hand or both hands and which are used to attack. Attacks have a chance to hit the target and if they do so, damage is inflicted and the target's health decreases. Each weapon is related to one of the eight weapon attack skills which can be trained by using weapons. Training a weapon attack skill to 100% gives access to special attacks: critical and dash-attack. In this guide, the weapon classes are described and all the weapons are listed with their characteristics. In addition, all aspects and effects of attacking are explained. To go directly to the weapon lists click here. Weapon pictures can be found on this slightly outdated page (and some here and here).


Contents

Attacking


Players enter the game in peace mode, which is required to receive trade and party requests. To be able to attack, the player must switch to attack mode by pressing Tab or left-clicking the sword symbol in the status bar. The player can return to peace mode in the same way.

To attack an enemy creature (also known as monster), the player must move right next to it and left-click or right-click on the enemy. If the player is holding no weapon, then a hand attack happens. If the player is holding a bow, he can left-click or right-click on an enemy standing anywhere on the screen. In all these cases, an attack animation is displayed and if the attack is successful, the enemy takes damage. All attacks, regardless of whether they hit, remove Invisibility from the attacker. By holding the left or right mouse button on the target, the player will keep attacking that enemy. The difference between left and right mouse button attacks is that if the target moves away, the player will follow in the case of left-clicking but will not follow in the case of right-clicking.

In the case when the enemy is a player, in addition to left-clicking or right-clicking, the Ctrl key must be held pressed. Alternatively, the auto-attack mode can be first enabled by pressing the Ctrl and "A" keys at the same time. The auto-attack mode allows attacking enemy players without holding the Ctrl key. To attack a neutral or friendly monster (Guard, Unicorn, Cat and Rabbit) or player, the player must also hold the Ctrl key pressed. Otherwise, he can first enable the neutral-attack mode by pressing the Ctrl and "N" keys at the same time, which then allows attacking all targets without holding the Ctrl key. However, the neutral attack mode also prevents the player from interacting with town NPCs so it must be disabled for that purpose. The neutral-attack and auto-attack modes can be disabled in the same way they are enabled; they are also accessible from the Advanced submenu in the Settings menu.

Sometimes attacking is not possible. Attacking most town NPCs is impossible. There are no restrictions on attacks against (and by) monsters. There are however many restrictions on attacking other players. Travellers cannot be attacked by or attack other players. The same applies to Civilians, with two exceptions: criminal Civilians can be attacked, and all Civilians are considered as Combatants during crusades. Also, members of a party cannot attack each other. In addition, combat between players is disabled in certain maps such as buildings, and in small areas of most maps known as safe zones - generally located at map entrances. It is also disabled in siege maps before the start of a siege war, and can be disabled in Arena maps by GameMasters. Finally, the safe-attack mode can be activated by pressing the Home key to prevent from hitting friendly Combatant players; it can be inactivated in the same way.

Special Attacks

When having 100% in the weapon attack skill corresponding to the weapon held, critical and dash-attacks become possible. The dash-attack combines moving and attacking; it allows getting to the target faster, but results in a delay before the next attack. It also adds a small hitting probability bonus. To do a dash attack, the player must be positioned 2 squares away from the target, in a straight or diagonal line - meaning that dash-attacks cannot be done from certain angles. Then, while holding the Ctrl key, left-click on the target. The player will move up to the target and hit it at the same time. If the auto-attack or neutral attack mode is enabled, dash-attacks can be done against enemy players or all targets, respectively, without holding the Ctrl key. Dash-attacks cannot be done with bows.

The second special attack is called critical, although it is not related to the "CRITICAL!" damage displayed sometimes. Criticals allow the player to attack a target at a distance, without moving. These attacks are limited in number; their remaining amount, shown near the sword in the status bar, decreases by 1 every time a critical is done, and regenerates with time or when getting hit. As with normal attacks, criticals require holding the control key or using auto-attack or neutral-attack mode against other players. The maximum distance to the target (range) of criticals depends on the weapon class. While holding the Alt key, left-click or right-click on a target within range to do a critical. Criticals add a large hitting probability bonus and damage bonus.

Critical and dash-attack can also be done without having 100% in the corresponding weapon attack skill, if the player has 100% in another weapon attack skill. Switching from a "trained" weapon to an "untrained" one leaves a fraction of a second to perform a critical or dash-attack with the untrained weapon.


Introduction to Weapons


Weapons can be grouped by their class, or related weapon attack skill - as all skills, these depend on an attribute which limits the skill %. The attribute must be at least 50 to reach 100% in the skill. Properties of each weapon class are listed in the table below. Some weapons can be held in one hand, which allows holding a shield in the other. Other weapons require the use of both hands. Bows require arrows (purchasable at the Blacksmith) in the bag, and each bow attack, regardless of whether it hits, consumes 1 arrow. While holding any weapons other than those of the Staff class, the player cannot prepare or cast spells (although holding a Hoe the player can prepare spells). The normal attack range for non-Archery (melee) weapons is 1 - meaning adjacent squares - and dash-attack range is 2; bows can be used to attack anywhere on the screen. Properties listed in this table are described in more details later.

Weapon Classes

Weapon Class Skill Attr. Hands Critical Range Critical Damage Bonus % Critical Bonus Hitting Probability Dash Damage Bonus % Stun Chance % CAD Armor Damage Stripping Rain Penalty
Hand-Attack Str 1 1 0 0 0 100 0, 0, 1, 2 1 no no
Short-Sword Dex 1 1 100 0 0 100 0, 1, 2, 3 1 no no
Fencing Dex 1 4 0 0 0 71 0, 2, 4, 8 1 no no
Long-Sword Dex 1, 2 3 10 30 10 90 0, 1, 3, 5 1 no no
Axe-Attack Dex 1, 2 2 20 0 20 75 0, 0, 1, 2 3 no no
Hammer Dex 2 2 20 20 20 80 0, 0, 0, 0 20-35 yes no
Archery Dex 2 any 10 30 0 65 0, 0, 0, 0 1 no yes
Staff-Attack Mag 1 2 20 50 0 80 0, 0, 1, 2 1 no no


Obtaining Weapons


As with other equipment, weapons can be obtained in many ways. In the weapon lists, all the ways of obtaining each weapon are listed. They are:

  • Blacksmith (B): the weapon can be bought at the Blacksmith.
  • Fishing (F): a small number of weapons can be obtained through the Fishing skill, when fishing a spot with bubbles but no visible fish.
  • Manufacturing (M): the weapon can be created through the Manufacturing skill. Manufactured weapons are different from their normal counterparts (if any), and have added properties as explained here.
  • First drop (1D): the weapon can be dropped by certain monsters right after they die. These weapons are different from their normal counterparts because they always have stats, as described here.
  • Second drop (2D): the weapon can be dropped by certain monsters when their corpse disappears.
  • Level 180 only (180): upon reaching level 180, one of these weapons can be claimed. More on them is found here.
  • Portal Tokens Event (PT): the weapon can be claimed with Portal Tokens in the Portal Event.
  • Rejuvenation Emblem Event (RJ): the weapon can be claimed with Rejuvenation Emblems in the Rejuvenation Event.
  • Events only (E): the weapon could be obtained as quest reward in past or present events.

Upgrading Weapons

All weapons other than those obtained at level 180 can be upgraded with Stones of Xelima. Upgraded weapons deal more damage and have "+X" added to their name, where X is the upgrade value. However, an upgraded weapon+X is not the same as a weapon+X which had not been upgraded. For example, a Flamberge+1 created or obtained as +1 does not deal the same damage as a Flamberge+1 obtained by upgrading a Flamberge. Weapons can be upgraded up to +7 by steps of 1. All upgrade attempts use up a Stone of Xelima, and have a chance of failing. If the upgrade of a weapon +3 or higher fails, there is a high chance that the weapon permanently disappears. Weapons with the "Ancient" stat cannot be upgraded. Weapons obtained at level 180 can be upgraded by another way, as described here. Also, spells cast with upgraded weapons of the staff class deal more damage.

Manufactured Weapons

Even though some weapons which can be manufactured are also available at the Blacksmith, the two versions are different. Manufactured weapons have a different color, have no minimum level limit, and their maximum endurance is that of their normal counterpart * completion % / 100 (rounded down). They can be upgraded to +10 instead of +7. Manufactured melee weapons have the following properties:

  • When the weapon's completion % is above 100%, it adds a bonus to hitting probability on criticals of completion % - 100.
  • When the weapon's completion % is above 100%, it has a minimum damage cap of minimum damage dice roll + (completion % - 100) / 20 (rounded down). Thus, a 200% completion weapon has a minimum damage 5 points higher than its normal counterpart.
  • When the weapon's completion % is below 100%, it has a maximum damage cap which is the maximum damage dice roll. This may seem redundant, but the way damage caps apply is explained here.

Statted Weapons

Weapons obtained from monsters as first drops are also different from their Blacksmith versions, since they have stats. They always have a main stat, which is included in their name; also, a sub stat has 40% chances of being present. Statted weapons are of various colors; the color is determined by the main stat. Here are the chances (%) of obtain specific stats and values. Numbers in italics are the maximum values obtainable from Rabbit, Cat, Slime Giant-Ant, Snake, Orc, Scorpion, Skeleton and Zombie; in these cases, the chances of obtaining the maximum value are combined with those of higher values.

Main Stats

Agile Righteous Poisoning Sharp Critical Strong Ancient Light
20 20 16 16 15 7 3 3

Statted weapons of the staff class always have the "Special" main stat, which is not found on other weapons.

Main Stat Values

Critical (+X) 5 6 7 8 9 10 11 12 13
chances 91.3 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
Poisoning (+X) 20 25 30 35 40 45 50 55 60 65
chances 84.7 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
Light (+%) 16 20 24 28 32 36 40 44 48 52
chances 84.7 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
Strong (+%) 14 21 28 35 42 49 56 63 70 77 84 91
chances 58.0 16.7 10.0 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
Ancient (+%)* 7 14 21 28 35 42 49 56 63 70 77 84 91
chances 33.3 24.7 16.7 10.0 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
Special (+%) 3 6 9 12 15 18 21 24 27 30 33 36 39
chances 33.3 24.7 16.7 10.0 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1

Agile, Sharp and Righteous main stats do not have an associated value.
*The value of the "Ancient" stat is hidden.

  • Sharp: increases the damage dice of the weapon by 1. For example, a weapon dealing 2d6+1 vs. small/medium and 2d7+1 vs. large would be changed to 2d7+1 and 2d8+1.
    • Damage dice: the "base" damage of every weapon is determined as by dice roll. The dice can be of any number of sides; it is rolled one or more times and a constant bonus can then be added. The damage dice is written as XdY+Z. For example, 2d6+1 means that a six-sided dice is rolled twice and 1 is added to the sum of the rolls. In this case, the lowest base damage is 3 (1 + 1 + 1), the highest is 13 (6 + 6 + 1) and the average is 8 (3 / 2 + 13 / 2).
  • Ancient:
    • increases the maximum endurance of the weapon by the hidden % (rounded down).
    • increases the damage dice of the weapon by 2. For example, a weapon dealing 2d6+1 vs. small/medium and 2d7+1 vs. large would be changed to 2d8+1 and 2d9+1.
  • Agile: decreases the Str required to swing the weapon at maximum (full) attack speed by 13.
    • All weapons have the same full speed. However, the Str required to reach that speed varies. If the player has less than that Str value, he attacks slower. The actual attack speed depends on the difference between that Str value and the player's Str rounded down to the nearest multiple of 13. For example, the Flamberge requires 130 Str for full speed; its attack speed is the same with 130 Str as with 200, and with 117 Str as with 129. Also, the Battle Hammer (182 Str for full speed) attack speed is the same with 152 Str as the Flamberge attack speed with 100 Str. Hand attacks are at full speed by default, but change to the attack speed of the previously held weapon.
  • Light: decreases the weight and the minimum Str required to hold the weapon by the indicated % (rounded up).
  • Strong: increases the maximum endurance of the weapon by the indicated % (rounded down).
  • Critical: increases damage of criticals by the value indicated.
  • Righteous: increases damage against players of low reputation. When the target's reputation is below 0, damage is increased by the target's reputation / -10 (rounded down) (maximum of 10). Thus, a player with -100 or -10,000 reputation would take 10 additional damage when hit with a righteous weapon.
    • Players initially have 0 reputation. Receiving good evaluations from other players increases reputation by 1 and receiving bad evaluations decreases reputation by 1. Killing unicorns decreases reputation by 2, while killing non-criminal players of the same town decreases reputation by 10, except in Arena maps and on the Bleeding Island. Reputation is capped between -10,000 and 10,000; if it exceeds these values, it is reset to zero. Reputation can be checked by typing "/repcheck" (this feature is only available to paid accounts). Evaluations can be given once per hour, and only to players on the same map, by non-criminal Civilians or Combatants of above level 14. To give an evaluation, type "/rep+ Player" or "/rep- Player".
  • Poisoning: poisons the target if the attack is successful and if the target is not already poisoned.
    • The chance of resisting getting poisoned is equal to the target's Poison Resistance skill (0% for monsters), augmented by all the worn armors and shield which have the "Poison Resistance" stat and by the bonuses from the Necklace of Poison Protection, Necklace of Sufferent or Necklace of Medusa, minus 1%. Having more than 100% poison resistance from all these sources gives immunity from poisonous weapons and monsters. If the target does not resist, it becomes poisoned; every 13 seconds, it takes random damage between 1 and the weapon's indicated poison damage - although its health cannot decrease below 1 this way. "Poisonous" monsters have the same effect as poison damage +15 weapons and "Critical Poisonous" monsters have the same effect as poison damage +40 weapons. Every time after having taken poison damage, poison may be naturally cured; the chance of that happening is equal to the poison resistance from all sources minus 10% (minimum of 10%). Also, poison can be cured with the Cure spell or by eating a Revitalizing Potion, Big Revitalizing Potion, Super Revitalizing Potion or Green Candy.
  • Special: increases the casting probability for all spells by the indicated %.

Sub Stats

Hitting Probability CAD Gold Experience
50 35 10 5

Sub Stat Values

Hitting Probability (+X) 21 28 35 42 49 56 63 70 77 84 91
chances 74.7 10.0 6.7 3.3 1.7 1.3 1.0 0.7 0.3 0.2 0.1
CAD (+X) 1 2 3 4 5 6 7
chances 33.3 24.7 16.7 10.0 6.7 3.3 5.3

The Gold sub stat value is always 50% and the Experience sub stat value is always 20%.

  • Hitting Probability: increases the chance of attacks to hit. Hitting probability bonuses are not in %. Also, spells cast with wands which have the hitting probability stat have higher chance to hit.
  • Consecutive Attack Damage (CAD): increases the damage of consecutive successful hits.
    • When a player first lands a successful hit, it counts as consecutive hit #1. The next successful hit counts as #2, then #3, then #4 and then #1 again. If at any point an attack misses or the weapon is switched, the next successful hit counts as #1. Changing targets, moving or getting hit has no influence on this. Weapons with the "CAD" stat have the damage of hits #2, #3 and #4 increased by the value indicated.
  • Gold + 50%: increases the amount of gold dropped by monsters by 50%, but does not change how often gold drops.
  • Experience + 20%: increases the amount of Exp obtained when hitting and killing monsters. This bonus applies at the time the monster is hit or killed, not at the time the player's Exp increases. Summoned monsters, Guards and crops do not give Exp; neither do Cats or Rabbits to players above level 100. This stat, when found on wands, also applies to spells which inflict damage to monsters.

Level 180 Weapons

Upon reaching level 180, the player can make a ticket to request special level 180-only items. This is a category of items with names starting with "Dark Knight" (DK) or "Dark Mage" (DM) or ending with "of Legends". They are bound to the player who claims them, so they cannot be worn by any other player or dropped upon death. Equipping an item bound to another player results in the item being unequipped (once every 13 seconds) and the player taking 10d10 damage. Along with various DK and DM armors, one weapon of this category can be claimed. This weapon can be upgraded, not with Stones of Xelima but rather with Majestic Points. One majestic point is obtained every time the player reaches an "extra level" (3,285,150 additional Exp) after level 180; instead of reaching level 181, the Exp is reset to that of level 180 and one majestic point is added. The amount of majestic points can be seen by opening the Upgrade menu when no Stones of Xelima or Merien are in the bag. Upgrading the weapon can only be done by the player to which it is bound. These upgrades never fail and always consume the amount of majestic points indicated. Upgraded weapons deal more damage and have "+X" added to their name, where X is the upgrade value. The maximum upgrade value and the step of each upgrade depend on the weapon. In addition, at certain upgrade values, some weapons change into new ones; they remain bound and retain their upgrade value, but acquire a different look and properties.

Level 180 weapons have a minimum attribute requirement which must be met to claim them. In practice, the player can chose between all the weapons for which the attribute requirement is met. The following table lists all the level 180 weapons and their upgrade system including weapon transitions. The upgrade values listed are the ones which appear on the weapon after the specified upgrade. It is possible to reset a level 180 weapon to +0 and regain the Majestic Points used for upgrading it, by buying a Dark Weapons Maj Return Ticket from the Helbreath USA Cash Shop and requesting the change in a ticket.

Weapon Weapon Class Reqd. Attr. 1st Upgrade 2nd Upgrade 3rd Upgrade 4th Upgrade 5th Upgrade 6th Upgrade 7th Upgrade 8th Upgrade
Majestic Points required for upgrade 2 4 7 11 16 22 29 37
Total Majestic Points from +0 2 6 13 24 40 62 91 128
Dark Knight Great Sword  Long-Sword 104 Str +2 +4 +6 +8 +10 +12 +14 +15
Dark Knight Flamberge Long-Sword 130 Str Dark Knight Giant Sword +2 +4 +6 Temple Sword of Legends +8 +10 +12 +14 (new color) +15
Dark Mage Magic Wand Staff-Attack 112 Int +2 +4 +6 Dragon Wand of Legends +8 +10 +12 +14 (new color) +15
Majestic Points required for upgrade 2 2 4 5 7 8 11
Total Majestic Points from +0 2 4 8 13 20 28 39
Dark Knight Rapier Fencing 39 Str +1 +2 +3 +4 +5 +6 +7


Individual Weapons


Here are all the weapons grouped by weapon class. The meaning of each column is:

  • Damage SM: the damage dice vs. small and medium-sized targets. These are players, Slime, Rabbit, Cat, Giant Ant, Snake, Orc, Zombie, Scorpion, Skeleton, Helhound, Frog, Rudolph, Direboar, Guard and crops. The base damage dice result serves to determine the damage hits can deal; various bonuses and penalties apply to it, as explained here.
  • Avg. SM: the average result of the SM damage dice.
  • Damage L: the damage dice vs. large targets, which are everything not included in the SM list above.
  • Avg. L: the average result of the L damage dice.
  • Mana Save %: only with weapons of the staff class. The mana cost for casting all spell is reduced by this % (rounded down).
  • Full Speed Str: the Str needed to use the weapon at full speed.
  • Str: the minimum Str required to hold the weapon; it is also the weapon's weight.
  • Level: the minimum level required to hold the weapon.
  • Endurance: the maximum endurance of the weapon.
  • Obtain: all the ways to obtain the weapon, as previously described.
  • Special: special characteristics of the weapon; special effects are explained in detail below.

Special Weapon Effects

  • Activation Weapons: Xelima's Rapier, Xelima's Blade, Xelima's Axe, Sword of Medusa, Sword of Ice Elemental, Resurrection Magic Wands and Demon Slayer each have a special ability which can be activated by pressing the PageUp key. Activation weapons are shiny and, when activated, display a white circle around the player. Only one activation item can be worn; if a player equips an activation weapon while wearing a Merien's Shield or Merien's Plate Mail, the latter will be unequipped. One special ability can be activated every 20 minutes and lasts for 1 minute. They are:
    • Xelima: when an attack against a player is successful, the damage is half of the target's health (rounded down). This can only be reduced if the target is wearing a Magic Sapphire. However if the target's half-health is lower than the normal (non-activation) damage from the Xelima weapon, then the normal damage is dealt instead.
    • Medusa: when an attack against a player is successful, and the target is not under the effect of the Hold-Person or Paralyze spells or Medusa paralysis, normal damage is dealt and the target becomes paralyzed for 10 seconds as with the Paralyze spell, even if he is under the effect of a protective spell, is wearing a Necklace of Medusa or has 500% or more poison resistance from items.
    • Ice: when an attack against a player is successful, and the target is not frozen, normal damage is dealt and the target becomes frozen for 30 seconds, even if he is under the effect of a protective spell, is wearing a Santa Costume, Necklace of Ice Protection or Necklace of Ice Elemental.
    • Resurrection: these wands are not shiny and are not activated by pressing the PageUp key. Holding a Resurrection Wand gives access to the Resurrection spell which can be cast like normal spells from the tenth circle. The ability is considered to be "used up" when a player has been resurrected.
    • Demon Damage: the Demon Slayer adds +3d2 damage against Demons. This bonus applies at all times, independently of activation. The activation itself has no effect and lasts for 0 seconds; the Demon Slayer is not shiny.
  • Blood Weapons: Blood Rapier, Blood Axe and Blood Sword decrease the user's maximum health by 20% (rounded up). This means that if the user's health decreases below its new maximum, it cannot increase past that value anymore before the weapon is unequipped. Also, blood weapons decrease the user's health regeneration by 20% (rounded up). Technically, the user's Vit counts for 80% of its value when regenerating health. In addition, blood weapons make healing spells cast at the user 20% less effective (rounded up). Blood weapons do not add any bonus.
  • Kloness Weapons: Kloness Esterk, Kloness Blade, Kloness Axe and Kloness Magic Wands have two bonuses:
    • Damage bonus against players and monsters, when the attacker's reputation is above 0: attacker's reputation / 100 (rounded down) (maximum of 5). Thus, a player with 500 or 10,000 reputation deals 5 more damage.
    • Damage bonus against players of reputation below 0: target's reputation / -10 (rounded down) (maximum of 10). Thus, a player with -100 or -10,000 reputation would take 10 additional damage when hit with a Kloness weapon.
    • In addition, Kloness Magic Wands add the same damage bonuses to spells.
  • Daytime Damage: the Lighting Blade adds a +4 damage bonus during daytime. On all maps, daytime is during the first 40 minutes of every hour.
  • Nighttime Damage: the Dark Executor has a +4 damage bonus during nighttime. On all maps, nighttime is during the last 20 minutes of every hour.
  • Increased Damage: Berserk Magic Wands deal double damage and add 30% damage bonus to spells.
  • Extended Range: the Storm Bringer has a normal attack range of 3, dash-attack range of 4 and critical range of 5. Its attacks appear as gusts of wind.
  • Piercing Attack: the Direction Bow can hit more than one target at once. When clicking on a target, all players and monsters located on the straight line between the attacker and the target become targets.
  • Fire Attack: the Fire Bow creates a one-square Fire-Field below the target, regardless of whether the attack succeeds.
  • Special Axes: the Hoe and the Pick Axe are special one-handed axes. They cannot be used to train the Axe-Attack skill, although dash-attacks and criticals are possible with these weapons when that skill is at 100%. However, their critical damage bonus %, critical bonus hitting probability, dash damage bonus %, stun chance % and armor damage are the same as those of Hand-Attack. The Pick Axe is required for Mining and for building crusade structures. The Hoe is required for Farming.

Short-Sword

Weapon Damage
SM
Avg.
SM
Damage
L
Avg.
L
Full Speed
Str
Str Level Endurance Obtain Special
Dagger 1d6 3.5 1d5 3 0 2 0 300 B, M, 1D
Dagger+1 1d6+1 4.5 1d5+1 4 0 2 10 800 B
Short Sword 1d7 4 1d6 3.5 26 8 0 500 B, M, 1D
Short Sword+1 1d7+1 5 1d6+1 4.5 26 8 10 800 B
Main Gauche 1d8 4.5 1d7 4 26 8 0 500 B, M, 1D
Main Gauche+1 1d8+1 5.5 1d7+1 5 26 8 15 800 B
Gladius 1d9 5 1d8 4.5 26 8 0 500 B, M, 1D
Gladius+1 1d9+1 6 1d8+1 5.5 26 8 20 800 B

Fencing

Weapon Damage
SM
Avg.
SM
Damage
L
Avg.
L
Full Speed
Str
Str Level Endurance Obtain Special
Rapier 1d8 4.5 1d11 6 39 11 0 800 B, M, 1D
Rapier+1 1d8+1 5.5 1d11+1 7 39 11 30 1000 B, M
Rapier+2 1d8+2 6.5 1d11+2 8 39 11 70 1000 M, F
Knight Rapier 2d5+3 9 2d5+3 9 39 12 95 2200 B
Dark Knight Rapier 1d7 4 1d7 4 39 11 180 30000 180
Rapier of the Stalker 1d11+1 7 3d8+2 15.5 39 39 0 3500 E
Blood Rapier 2d9+2 12 2d9+2 12 39 11 55 5000 2D, PT Blood Weapon
Xelima's Rapier 2d7+1 9 2d7+1 9 39 11 120 5000 2D, PT, RJ Activation: Xelima
Esterk 1d9 5 1d13 7 52 12 0 800 B, M, 1D
Esterk+1 1d9+1 6 1d13+1 8 52 12 20 1400 B, M
Esterk+2 1d9+2 7 1d13+2 9 52 12 70 1400 M
Kloness Esterk 2d7+2 10 2d7+2 10 65 50 0 5000 2D CAD: 0, 1, 3, 5; Kloness Weapon

Long-Sword, one-handed

Weapon Damage
SM
Avg.
SM
Damage
L
Avg.
L
Full Speed
Str
Str Level Endurance Obtain Special
Excalibur 5d5+3 18 2d13+4 18 0 40 0 8000 2D
Sabre 1d9 5 1d10 5.5 65 12 0 800 B, M, 1D
Sabre+1 1d9+1 6 1d10+1 6.5 65 12 20 1000 B, M
Sabre+2 1d8+2 6.5 1d8+2 6.5 65 12 20 1000 M
Long Sword 1d10 5.5 1d11 6 78 14 0 800 B, M, 1D
Long Sword+1 1d10+1 6.5 1d11+1 7 78 14 25 1400 B, M
Long Sword+2 1d10+2 7.5 1d11+2 8 78 16 50 1400 M, F
Scimitar 1d11 6 1d13 7 78 18 0 800 B, M, 1D
Scimitar+1 1d11+1 7 1d13+1 8 78 18 30 1000 B, M
Scimitar+2 1d11+2 8 1d13+2 9 78 20 70 1000 M, F
Falchion 1d13 7 2d8 9 78 22 0 800 B, M, 1D
Falchion+1 1d14+1 8.5 2d8+1 10 78 22 35 1400 B, M
Falchion+2 1d14+2 9.5 2d8+2 11 78 22 70 1400 M

Long-Sword, two-handed

Weapon Damage
SM
Avg.
SM
Damage
L
Avg.
L
Full Speed
Str
Str Level Endurance Obtain Special
Broad Sword 2d8 9 2d9 10 78 28 0 800 B, M
Broad Sword+1 2d8+1 10 2d9+1 11 78 28 30 1400 B, M
Broad Sword+2 2d8+2 11 2d9+2 12 78 28 70 1400 M
Bastard Sword 2d9 10 2d10 11 78 33 0 800 B, M
Bastard Sword+1 2d9+1 11 2d10+1 12 78 33 35 1400 B, M
Bastard Sword+2 2d9+2 12 2d10+2 13 78 33 70 1400 M
Claymore 2d10 11 2d11 12 91 40 0 1000 B, M, 1D
Claymore+1 2d10+1 12 2d11+1 13 91 40 40 1400 B, M
Claymore+2 2d10+2 13 2d11+2 14 91 40 70 1400 M
Great Sword 2d11 12 2d12 13 104 52 0 2000 B, M, 1D
Great Sword+1 2d11+1 13 2d12+1 14 104 52 50 2800 B, M
Great Sword+2 2d11+2 14 2d12+2 15 104 52 70 2800 M
Knight Great Sword 4d6+4 18 4d6+4 18 104 52 85 2400 B
Dark Knight Great Sword 2d8 9 2d10 11 104 52 180 30000 180
Flamberge 2d12 13 2d13 14 130 60 0 2000 B, M, 1D
Flamberge+1 2d12+1 14 2d13+1 15 130 60 60 2800 B, M
Flamberge+2 2d12+2 15 2d13+2 16 130 60 70 2800 M, F
Flameberge+3 (LLF) 2d12+3 16 2d13+3 17 130 60 0 8000 2D
Knight Flamberge 5d5+5 20 5d5+5 20 130 60 95 2400 B
Dark Knight Flamberge 4d6+1 15 4d7+2 18 130 60 180 30000 180
Dark Knight Giant Sword 4d6+2 16 4d8+2 20 130 60 180 30000 180
Temple Sword of Legends 4d6+3 17 4d10+2 24 130 60 180 30000 180
Sword of Medusa 2d12+2 15 2d13+2 16 130 100 141 7000 2D Activation: Medusa
Sword of Ice Elemental 2d12+2 15 2d13+2 16 130 100 110 7000 2D, PT, RJ Activation: Ice
Blood Sword 4d7+1 17 4d7+1 17 143 131 55 8000 2D, PT Blood Weapon
Xelima's Blade 2d12+2 15 2d14+2 17 143 120 120 8000 2D, PT, RJ Activation: Xelima
Storm Bringer 3d11 18 3d11 18 143 110 0 3000 2D 65 Int required to hold; Extended Range
Giant Sword 2d12+3 16 2d13+3 17 156 130 100 3500 B, M, 1D
Demon Slayer 4d8+3 21 4d9+2 22 156 120 0 5000 2D, RJ Activation: Demon Damage
Kloness Blade 2d13+2 16 2d13+2 16 156 120 0 5000 2D Kloness Weapon
Blade of the Stalker 2d12+3 16 4d12+5 31 156 120 0 3500 E
Dark Executor 4d7+2 18 2d13+3 17 169 140 0 4000 2D, RJ Nighttime Damage
Lighting Blade 4d7+2 18 2d13+3 17 169 140 0 4000 2D, RJ CAD: 0, 0, 1, 2; Daytime Damage
Black Shadow Sword 2d13+4 18 2d13+4 18 182 150 120 4000 B, M, 1D CAD: 0, 0, 0, 0
The Devastator 4d8+9 27 4d11+6 30 195 200 0 3000 2D, PT

Axe, one-handed

Weapon Damage
SM
Avg.
SM
Damage
L
Avg.
L
Full Speed
Str
Str Level Endurance Obtain Special
Light Axe 1d7 4 1d8 4.5 39 14 0 500 B, M, 1D
Light Axe+1 1d7+1 5 1d8+1 5.5 39 14 10 500 B, M
Light Axe+2 1d7+2 6 1d8+2 6.5 39 14 70 500 M
Tomahawk 2d4 5 2d5 6 52 17 0 500 B, M, 1D
Tomahawk+1 2d4+1 6 2d5+1 7 52 17 20 500 B, M
Tomahawk+2 2d4+2 7 2d5+2 8 52 17 70 500 M
Saxon Axe 2d5 6 2d6 7 52 20 0 700 B, M, 1D
Saxon Axe+1 2d5+1 7 2d6+1 8 52 20 30 700 B, M
Saxon Axe+2 2d5+2 8 2d6+2 9 52 20 70 700 M
Double Axe 3d5 9 3d6 10.5 65 33 0 800 B, M, 1D
Double Axe+1 3d5+1 10 3d6+1 11.5 65 33 40 800 B, M
Double Axe+2 3d5+2 11 3d6+2 12.5 65 33 70 800 M
Golden Axe (LLF) 2d9 10 2d9 10 78 20 0 2000 2D
War Axe 3d6 10.5 3d7 12 104 44 0 2000 B, M, 1D
War Axe+1 3d6+1 11.5 3d7+1 13 104 44 60 2000 B, M
War Axe+2 3d6+2 12.5 3d7+2 14 104 44 70 2000 M, F
Knight War Axe 5d4+4 16.5 5d4+4 16.5 104 44 85 1200 B
Blood Axe 3d6+2 12.5 3d6+2 12.5 104 61 55 5000 2D, PT Blood Weapon
Hoe 2d4 5 2d4 5 65 10 0 800 B Special Axe
Pick Axe 2d4 5 2d4 5 130 10 0 1000 B Special Axe

Axe, two-handed

Weapon Damage
SM
Avg.
SM
Damage
L
Avg.
L
Full Speed
Str
Str Level Endurance Obtain Special
Battle Axe 3d9 15 3d10 16.5 169 90 0 3000 B, M, 1D
Battle Axe+1 3d9+1 16 3d10+1 17.5 169 90 110 4000 B, M
Battle Axe+2 3d9+2 17 3d10+2 18.5 169 90 0 8000 M
Xelima's Axe 3d9+1 16 3d10+1 17.5 169 120 120 5000 2D, PT, RJ Activation: Xelima
Kloness Axe 3d10+2 18.5 3d10+2 18.5 182 150 0 5000 2D Kloness Weapon
Axe of the Stalker 3d9 15 4d11+5 29 195 180 0 3500 E

Hammer

Weapon Damage
SM
Avg.
SM
Damage
L
Avg.
L
Full Speed
Str
Str Level Endurance Obtain Special
The Heart Breaker 3d6+5 15.5 3d6+5 15.5 130 117 0 5000 E armor damage: 20
Hammer 3d8 13.5 3d9 15 156 90 0 2000 B, M, 1D armor damage: 20
Battle Hammer 3d8+2 15.5 3d9+2 17 182 120 110 4000 B, M, 1D armor damage: 1
Giant Battle Hammer 3d10+3 19.5 3d10+3 19.5 182 140 110 6000 2D, PT, RJ armor damage: 35
Barbarian Hammer 3d10+2 18.5 3d10+2 18.5 195 200 110 4500 B, M, 1D armor damage: 30

Archery

Weapon Damage
SM
Avg.
SM
Damage
L
Avg.
L
Full Speed
Str
Str Level Endurance Obtain Special
Dark Elf's Bow 4d5+1 13 5d10+1 28.5 52 80 0 2500 2D, RJ
Short Bow 1d7 4 1d7 4 52 8 0 500 B
Composite Bow 1d7 4 1d7 4 65 40 70 1200 B
Long Bow 1d8 4.5 1d8 4.5 65 12 0 800 B
Impact Bow 2d4+2 7 5d4+2 14.5 65 130 70 1200 M
Fire Bow 2d5 6 2d5 6 78 70 70 1000 B Fire Attack
Direction Bow 2d6 7 2d6 7 104 100 70 1200 B Piercing Attack
Cupid's Bow 2d5 6 6d4+3 18 13 91 70 5000 E
Deadly Shot 8d9 40 2d4+2 7 169 130 70 10 M
Beast Bow 1d4 2.5 9d7+5 41 195 195 70 5000 M

Staff

Weapon Damage
SM
Avg.
SM
Damage
L
Mana
Save %
Full Speed
Str
Str Level Endurance Obtain Special
Magic Wand (MShield) 2d4 5 1 0 13 10 0 1000 2D
Magic Wand (MS0) 2d4 5 1 0 13 10 30 1200 B, 1D
Magic Wand (MS10) 2d4 5 1 10 13 10 40 2400 B, 1D
Magic Wand (MS20) 2d4 5 1 20 13 10 50 3600 B, 1D
Magic Wand (MS30-LLF) 2d5 6 1 30 13 10 0 4800 2D, PT, RJ
Wizard Magic Staff (MS10) 1d6 3.5 1 10 13 10 90 3600 B
Wizard Magic Staff (MS20) 1d6 3.5 1 20 13 10 95 3600 B
Berserk Magic Wand (MS10) 1d6 3.5 1 10 13 10 100 5000 2D, PT, RJ CAD: 0, 0, 0, 0; Increased Damage
Berserk Magic Wand (MS20) 1d6 3.5 1 20 13 10 100 5000 2D, PT CAD: 0, 0, 0, 0; Increased Damage
Kloness Magic Wand (MS10) 1d6 3.5 1 10 13 10 120 5000 2D Kloness Weapon
Kloness Magic Wand (MS20) 1d6 3.5 1 20 13 10 120 5000 2D Kloness Weapon
Resurrection Magic Wand (MS10) 1d6 3.5 1 10 13 10 100 5000 2D, PT, RJ Activation: Resurrection
Resurrection Magic Wand (MS20) 1d6 3.5 1 20 13 10 100 5000 2D, RJ Activation: Resurrection
Dark Mage Magic Wand 1d6 3.5 1 28 13 10 180 30000 180 112 Int required to hold
Dragon Wand of Legends 1d6 3.5 1 32 39 10 180 30000 180 112 Int required to hold


Attack Success Rate Calculation


This section is not yet completed.

Attacks do not always succeed; many factors influence the success rate, but its calculation can be simplified to:

Success Rate % = 50 * attacker's hitting probability / target's defense (rounded down)

Against a player under the effect of a red Ancient Tablet, all attacks fail.

Attacker's Hitting Probability

It is the sum of the following bonuses:

  • A "base" value between about 30 and 60; this value is uncertain.
  • Dex - 50 (minimum of 0)
  • The weapon attack skill %, or the Hand-Attack skill % if no weapon is used.
  • The weapon's "Hitting Probability" stat value.
  • Necklace of Xelima bonus: 125
  • Magic Diamond bonus: completion % / 5 (rounded down). For example, 95% and 99% Magic Diamonds add 19 to the hitting probability.
  • On dash-attacks: 20
  • On criticals, the following bonuses:
    • 100
    • The weapon class critical bonus hitting probability, as seen here.
    • If the weapon is manufactured: completion % - 100. Thus, a 200% completion manufactured weapon adds a hitting probability bonus of 100 on criticals.

Individual weapons don't have hitting probability bonuses or penalties other than the ones listed here.


Target's Defense

It is the sum of the following bonuses:

  • Dex * 2
  • Sum of the "base" defense values on all armors and shield. These values can be found on the Armors page.
    • The defense of manufactured armors is the defense of the normal counterpart * (1 + (completion % - 100) / 200) (rounded down). A 200% completion manufactured armor thus has 50% more defense than its normal counterpart.
  • Sum of the "Defense Ratio" stat values on all armors and shield.
  • Bonus from the following items: Physical Defense Necklace (DF+30), Physical Defense Necklace (DF+35), Physical Defense Necklace (DF+40), Physical Defense Necklace (DF+45), Physical Defense Necklace (DF+50), Necklace of Stone Golem (60), Necklace of Merien (70), Necklace of Kloness (15).
  • Bonus from spells affecting the target: 40 from Defense-Shield or Bonus-Armor, 100 from Great-Defense-Shield.

Additional factors

  • When attacking with a bow, rain in the map decreases the attacker's hitting probability by: 5% in light rain, 10% in medium rain and 25% in heavy rain (rounded up).
  • If the target is under the effect of the Protection-From-Arrow spell, it does not get hit by bow attacks or attacks by Darkelves.
  • When the attacker and the target are oriented in the same direction, the target's defense is divided by 2 (rounded down). This happens when the attacker is facing the target's back, but also when a player under the effect of the (Mass)-Illusion-Movement spell is engaged in melee combat, or for example when the attacker is using a bow and is facing the same direction as the target.
  • The attack success rate is capped between 10% and 80% against player targets.
  • If the attacker has 0 stamina or is starving to death and the attack is successful, there is 10% chance that it still fails.

Attacking Moving Targets

Independently of the attack success rate described above, attacks against moving targets can fail. Technically, a target is considered "moving" when, at the time of taking damage, it is on a different square than the square targeted by the attacker. Running players and moving monsters are usually in this category. Walking or frozen players are usually not fast enough to move away from the targeted square. The outcome of an attack against a moving target depends on the weapon class and attack type:

  • Melee normal and dash-attacks: damage reduced by 50%. However, if the target has moved to a square which is not adjacent to the attacker (out of range), the attack fails; in the case of dash-attacks, the attacker's final position is considered.
  • All criticals: damage reduced by 50%.
  • Bow normal attacks: the attack fails. For this reason, it's usually impossible to hit a constantly running player or moving monster with a bow normal attack, but is possible to do so with bow criticals or with any attack using a Storm Bringer.

When attacks fail because the target has moved, they are technically considered not to have occurred, so the normal effects of attacks - such as arrow number decrease - do not take place.


Damage Calculation


Successful attacks deal damage to the target, resulting in health loss, except when the attacker is a player and the target is wearing an activated Merien's Shield. If the target is wearing a Lucky Gold Ring and the damage would be sufficient to kill it, there is 10% chance that the target is brought to 1 health instead.

Otherwise, damage against a player is always at least 1, while against "Anti-Physical Damage" monsters damage can be reduced down to 0, in which case "Failed" is displayed. Many factors influence damage; an outline of the damage calculation is shown here with all the factors listed in the order they come into play, followed by detailed explanations of each factor. Factors which work as % are in italics:

Damage: Dice > Str > Manu > Hero > Items I > Crit-Lvl > Crit-Class, Dash-Class > Zerk > Items II > Move > Vit > CAD, Crit > Arena > Sade > Rep > Armor, Shield > Xelima > Sapphire
  • Dice: the result of the appropriate (SM or L) damage dice roll, as explained in the "Sharp" weapons description.
  • Str: bonus from the attacker's Str. It depends on what type of weapon is used:
    • Hand-Attack: having no damage dice, the damage of hand attacks (including the Str bonus) is 1d(Str / 12, rounded down) against SM and L targets. Thus, the average damage of hand attacks with 200 Str is 8.5.
    • Archery: to the dice damage is added a bonus of 1d(Str / 20, rounded down). There is no extra "arrow damage". Thus, having 200 Str increases the average bow damage by 5.5.
    • Melee Weapons: the dice damage is multiplied: damage * (1 + Str / 330) + 0.5 (rounded down). Every point in Str thus increases damage by approximately 0.3%.

Against large targets, the damage of weapons of the Staff class is 1, regardless of Str.

  • Manu: only applies with manufactured weapons.
    • Completion % above 100%: if the Str-modified damage is below the minimum damage cap as explained here, it is increased to that value.
    • Completion % below 100%: if the Str-modified damage is above the maximum damage cap as explained here, it is decreased to that value.
  • Hero: when wearing a Hero Set (Hero Helm, Hero Plate Mail, Hero Hauberk, Hero Leggings), 3 is added to the damage.
  • Items I: various weapon-specific bonuses.
    • Berserk Magic Wands: damage is multiplied by 2
    • Lighting Blade: during daytime, 4 is added to the damage.
    • Dark Executor: during nighttime, 4 is added to the damage.
    • Kloness weapons: bonuses when using a Kloness weapon, as explained in the Kloness weapon description. Between 0 and 15 is added to the damage.
    • Kloness Necklace: bonus when the attacker is wearing a Kloness necklace against a low reputation player. The target's reputation / -20 (rounded down) (maximum of 5) is added to the damage. Thus, a player with -100 or -10,000 reputation would take 5 additional damage when hit by a player wearing a Kloness Necklace,
  • Crit-Lvl: bonus on criticals from the attacker's level. Damage is multiplied: damage * (1 + level / 100) + 0.5 (rounded down). Every level thus increases critical damage by 1%. Criticals by monsters deal the same damage as their normal attacks.
  • Crit-Class: on criticals, most weapon classes add damage bonus %, as seen here. Damage is multiplied: damage * (1 + bonus % / 100) (rounded down).
  • Dash-Class: on dash-attacks, some weapon classes add damage bonus %, as seen here. Damage is multiplied: damage * (1 + bonus % / 100) (rounded down).
  • Zerk: bonus from spells. On normal and dash-attacks, if the attacker is under the effect of the Berserk or Berserker spell, or a yellow Ancient Tablet, damage is multiplied by 2. These spells also apply on normal attacks by monsters.
  • Items II: to the damage is added the weapon's upgrade value. For example, 1 would be added with a Flamberge +1, nothing would be added with a "Flamberge+1", and 1 would be added with a "Flamberge+1" +1. The upgrade value of a level 180 weapon is added here. Also, the damage bonus from these items is added here: Damage Necklace (DMG+2), Damage Necklace (DMG+4), Damage Necklace (DMG+6), Damage Necklace (DMG+8), Damage Necklace (DMG+10), Ring of Scorpion Power (2), Ring of Ogre Power (3), Ring of Werewolf Power (4), Ring of Demon Power (6), Ring of Dragon Power (9), Ring of Xelima (13), Ring of Abaddon (18).
  • Move: if the target has moved to a new square during the attack, as described here, damage is divided by 2 (rounded down).
  • Vit: penalty from the target's Vit. If the target is a player, 1d(Vit / 10, rounded down) - 1 is subtracted from the damage, to a minimum damage of 1. 200 Vit thus decreases damage taken by 9.5 in average.
  • CAD: bonus from consecutive hits. As explained in the "CAD" weapons description, a hit is either the first of a sequence of 4 successful hits, the 2nd, 3rd or 4th. On the 2nd, 3rd and 4th, the corresponding CAD is added to the damage according to the weapon class as seen here. Also, the bonus from weapons with the "CAD" stat is added to these consecutive hits.
  • Crit: on criticals, the weapon's "Critical" stat value is added to the damage.
  • Arena: bonus in Arena maps. Damage is multiplied by 4/3 (rounded down).
  • Sade: bonus during crusades. If the attacker has the Soldier role, his damage against player is multiplied by: 2 if his level is 1-80, 1.7 (rounded down) if his level is 81-100, or 4/3 (rounded down) if his level is above 100.
  • Rep: bonus when using a "Righteous" weapon against players, as explained in the "Righteous" weapons description. Between 0 and 10 is added to the damage.
  • Armor: penalty from the target's armors. Attacks against a player hit one of the four body partss which can be protected by armors. The chances for each area of being hit are: 50% for chest (chain mail, plate mail for example), 25% for legs, 15% for arms (hauberks for example) and 10% for head. Each armor has a "base" physical absorption (PA) value which can be further increased by the "Physical Absorption" stat. These values can be found on the Armors page. The Santa Costume does not provide any physical absorption. The physical absorption of armors worn on feet is added to that of armors worn on legs. Physical absorption of the armor which is hit reduces the damage, as seen below (if no armor is worn on that body area, there is no damage reduction).
  • Shield: penalty from the target's shield. Attacks against a player who is wearing a shield can hit the shield in addition to an armor. Each shield has a PA value which is not changed by the "Physical Absorption" stat. These values can be found on the Armors page. The chance of the shield to be hit is equal to the target's shield skill; this skill is trained by getting hit on the shield. If the shield is hit, it loses 1 endurance (unless the target is a Traveller) and reduces the damage. Damage is multiplied and subtracted: damage - damage * armor PA / 100 (rounded down) - damage * shield PA / 100 (rounded down), to a minimum damage of 1.
  • Xelima: Xelima special effect. If the attacker is using an activated Xelima weapon against a player, the damage is compared to the target's health. If the damage is less than half of the target's health (rounded down), it is set to half of the target's health (rounded down). Otherwise, the damage is unchanged.
  • Sapphire: penalty from the target's Magic Sapphire. Damage is multiplied: damage * (1 - (completion % / 10, rounded down) / 100) (rounded up). For example, 90% and 99% Magic Sapphires reduce damage by 9%.

When a monster is hit, in addition to everything above, damage can be reduced by its "base" physical absorption - "Anti-Physical Damage" monsters randomly have an additional 21% to 80% physical absorption (maximum of 90% in total): damage * (1 - total physical absorption / 100) (rounded down) to a minimum of 0 damage. Then, demons take an additional 3d2 damage when hit with a Demon Slayer.

Damage Reference

The following reference table allows estimating damage in many common cases. One can start with the average damage dice roll (or the maximum or minimum) found in the weapon lists and multiply it by the relevant value in this table to find the average damage, for example. The bonuses from weapon upgrades, damage rings, damage necklaces, "CAD" and "Critical" stats can then be added. For criticals, the level is considered as 180. This does not take into account any damage reduction by the target.

Attack / Str 104 130 143 156 169 182 200
Normal - Melee Weapon1.32 1.39 1.43 1.47 1.51 1.55 1.61
Normal Zerk - Melee Weapon2.63 2.79 2.87 2.95 3.02 3.10 3.21
Dash - Long-Sword 1.45 1.53 1.58 1.62 1.66 1.71 1.77
Dash - Axe, Hammer 1.58 1.67 1.72 1.77 1.81 1.86 1.93
Dash Zerk - Long-Sword 2.89 3.07 3.15 3.24 3.33 3.41 3.53
Dash Zerk - Axe, Hammer 3.16 3.35 3.44 3.53 3.63 3.72 3.85
Critical - Long-Sword 4.05 4.29 4.41 4.54 4.66 4.78 4.95
Critical - Axe, Hammer 4.42 4.68 4.82 4.95 5.08 5.21 5.40


Other Attack Effects


In addition to dealing damage, successful attacks can have other effects. If the target is under the effect of the Hold-Person spell, the spell is removed (even when hit with an activated Sword of Medusa). Certain monsters under the effect of the Paralyze spell also have 10% chance of the spell being removed. "Destruction of Magic Protection" monsters remove any protective spell from the target they hit. Successful attacks allow the player to train weapon skills, except with Hoe or Pick-Axe. The following effects can occur when an attack deals damage:

Stunning and Flying

A hit can result in one of two different effects on the target's actions: stunning and "flying". When damage is below 40 (60 in Arena maps), the target may be stunned; when damage is at least 40, the target may be "flown".

  • Stunning: the hit results in a damage-taking animation, the damage is displayed above the target, and the target's action is interrupted. Actions include running, walking, attacking and preparing a spell. A prepared spell would also be lost. However, not all weapons stun on all hits under 40 damage. The stun chances for weapon classes are listed here (there is no stun "failure" by and against monsters). If the hit doesn't stun, there is no damage animation, displayed damage or interruption - the target's health simply decreases and a prepared spell would not be lost.
  • Flying: the hit results in the target being knocked back one square. This can only happen to players. The direction of the knock back is to the side opposite to the attacker - except when the target is under the effect of the (Mass)-Illusion-Movement spell, in which case he is "pulled" towards the attacker. Flying does not result in a damage-taking animation; the damage is displayed above the target and the target's action is not interrupted, although a prepared spell would be lost. Any damage greater than 127 is displayed as "CRITICAL!". There are two special cases:
    • When the target is preparing a spell, he is not be knocked back immediately, but rather when he finishes preparing it, at which point the spell is lost.
    • When the target should be knocked back to an inaccessible or occupied square, he is not be knocked back, there is no interruption or damage animation, damage is not displayed and a prepared spell would not be lost.

Weapon Endurance

Weapons held by Travellers do not lose endurance. In the case of citizens, the endurance of melee weapons decreases by 1 unless it is raining in the map. In rain, endurance can decrease by: 1-2 (average 1.33) in light rain, 1-3 (average 1.75) in medium rain or 1-4 (average 2) in heavy rain. The endurance of bows decreases by 1. However, if the target is wearing an activated Merien's Plate Mail, the weapon breaks. Broken weapons cannot be held and must be repaired at the Blacksmith.

Armor Endurance

As explained above, one of four body areas is hit; if a corresponding armor is worn, its endurance decreases. Travellers do not suffer armor endurance loss. If the legs are hit, armor on the feet loses endurance as well. When wearing a Santa Costume, there is 50% chance that it loses endurance. Being hit by a monster or by a player of the same town results in an endurance decrease of 1. When hit by a player of the opposite town, the endurance decreases by the "Armor Damage" value listed here (1 for the Pick Axe and Hoe) or in the list of hammers. When an armor's endurance reaches 0, it cannot be worn and must be repaired at the Blacksmith or Shop.

Armor Stripping

Weapons of the Hammer class, in addition to their high armor damage, can also "strip" (unequip) armors. On a hammer hit, the target's armor which loses endurance has a chance of being stripped, in which case it returns to the target's bag. When the legs are hit, the armor worn on legs and on feet can each independently be stripped. The Merien's Plate Mail cannot be stripped. For purposes of stripping, armors whose maximum endurance is below 2000 (3000 for head armors) are considered "weak", and those with a maximum endurance equal to or above that value, "strong". The following table lists the approximate stripping chance for both categories of armors when using a weapon of the Hammer class, based on the armor's remaining endurance %.

Remaining
Endurance %
The Heart Breaker
Hammer
Battle Hammer Barbarian Hammer
Giant Battle Hammer
strong weak strong weak strong weak
100 0 0 0 0 0 0
90 0 0 0 0 0 0
80 0 0 0 8.4 0 0
70 0 0 29.3 82.7 0.1 15.8
60 0 0 80.3 > 95 25.5 80.1
50 0 8.2 > 95 > 95 75.1 > 95
40 13.1 68.0 > 95 > 95 94.7 > 95
30 68.6 > 95 > 95 > 95 > 95 > 95
20 > 95 > 95 > 95 > 95 > 95 > 95

Critical Recovery

The maximum number of criticals a player can have is equal to his level / 10 (rounded down). Attacking with a critical, regardless of whether it succeeds, decreases the number of remaining criticals by 1. The number of remaining criticals regenerates with time and also when getting hit. The natural regeneration time is 39 seconds for 1 critical. Technically, after 13 "3-second counts", the number increases. When a player is hit, it is considered as a 3-second count. However, the number of criticals can increase after being hit only if the 3-second count has reached 15. Here are examples of situations where the number of remaining criticals will increase:

  • Waiting for 39 seconds after the previous critical increase.
  • Being hit 15 times in rapid succession after the previous critical increase.
  • Being hit 5 times after the previous critical increase while waiting 24 seconds.

Independently of all this, when a player wearing any armors or shield with the "Critical" stat is hit, there is a chance that the number of remaining criticals increases by 1. The chance is the sum of "Critical" stat values on all armors and shield (effectively capped at 20%) - 1%.

Mana Conversion

When a player wearing any armors or shield with the "Mana Converting" stat is hit, his mana increases by the sum of "Mana Converting" stat values on all armors and shield (effectively capped at 13%) * damage / 100 (rounded up). This does not affect the damage taken.

Written by Rowechelon

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