When a weapon is said to do a particular type of damage, this really only
says half the story; e.g. Ice Dagger of Malicar is said to do freezing bite
damage. The other half of the story is told by the type of the weapon.
The following chart explains these damages, as well as any advantages
or drawbacks of using a certain type of weapon.
axe: (slash) improved chance to behead
dagger: (pierce) chance for extra attacks
flail: (bash) hard to parry, hard to parry with, chance to dazzle
mace: (bash) chance to dazzle which reduces effective skill % for spells
by 50%, and skills by 33%
polearm: (slash) improved melee ability
spear: (pierce) damage bonus against large opponents
sword: (slash) improved parry
whip: (slash) hard to parry and block, hard to parry with, chance to disarm
and chance to be disarmed when parried
gun: (pierce) no parry or parry with, ignores auras
bow: (pierce) no parry against or with, ignores aura
provokes counter attack when fighting another archer
exotic: (purely the damage that's told in "lore" or "identify")
See help damtype for a list of the damage nouns and what type of damage they cause.
For the amount of damage, it is described by imaginary dice being rolled. A
weapon that does 3d7 damage is like saying there are three, seven-sided dice
that are rolled, giving values between 3 and 21. A weapon that does 7d3 damage
is like saying there are seven, three-sided dice rolled, giving values between
7 and 21. The AVERAGE DAMAGE of, say AdB dice, is A*(B+1)/2.
Some weapons have 'weapon flags':
flaming: may burn your foe (1d4 damage), or blind with the smoke
frost: may freeze your foe (1d4 damage), and weaken with chill
poison: may cause your foe to become very ill (also 1d4 damage)
shocking: may daze your foe, slowing responses (small stun + 1d4 dmg)
mind numbing: may slow your foe's brain processes (feeblemind effect + 1d4 dmg)
vampiric: drains a bit of life from your foe, lowers your align over time
energy drain: drains a bit of mana from your foe, lowers your align over time
exhaustion: drains a bit of moves from your foe, lowers your align over time
twohands: requires 2 hands, others using 1-hand weaps don't parry as well
sharp: rare chance to do 2x damage, slightly increased chance of behead
vorpal: increased chance of behead, much greater than a sharp weapon
armor piercing: has the same effect as the 'puncture' skill
storming: has a chance to cast various weather spells with each hit
When wielding a twohanded weapon, a one-handed weapon in two hands, or a bow
you deal 50% more base damage (your base damage is 2d4 + level).
However, wielding a twohanded weapon without the twohand skill at 100%, or a
wrist shield, imposes a penalty on your effective attack roll.
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