Archery, Fencing, Mace Fighting, and Swordsmanship each have specific weapons with differing speeds and base damage rolls.
Weapons are split into four classifications based on weight: Interrupt, Light, Medium, and Heavy. Each weapon class has it's own characteristics such as variance, speed, and base damage roll. This is NOT to be confused with final damage. This base roll is the first part of the combat sequence and many other factors, including armor and chance, affect the final damage dealt. In the tables below, each weapon has an effective minimum base roll, effective maximum base roll, and average base roll.
Class | Weapons | Speed | Effective Min Base Roll | Effective Max Base Roll | Average Base Roll | Range |
Light | Bow | 23 | 16 | 35 | 25.5 | 17 tiles |
Medium | Siege Bow, Shortbow | 19 | 19 | 43 | 31 | 14 tiles |
Heavy | Heavy Siege Bow, Longbow | 13 | 26 | 54 | 39 | 12 tiles |
Each of the above listed bow categories has a different maximum shooting distance (range) which is specified in “tiles”. The following screenshot explains how far 1 tile is:
Class | Weapons | Speed | Effective Min Base Roll | Effective Max Base Roll | Average Base Roll |
Training | Pickaxe | 1 | 1 | 1 | |
Interrupt | Kryss, Dagger | 56 | 18 | 25 | 18 |
Light | War Fork, Messer | 46 | 13 | 35 | 24 |
Medium | Short Spear, Pitchfork, Bill, Javelin | 36 | 18 | 40 | 29 |
Heavy | Spear, Atgeir, Lug Spear | 26 | 19 | 47 | 33 |
Class | Weapons | Speed | Effective Min Base Roll | Effective Max Base Roll | Average Base Roll |
Training | Fishing Pole, Shepherd's Crook | 1 | 1 | 1 | |
Interrupt | Club, Flanged Mace | 52 | 14 | 25 | 19.5 |
Light | Mace, War Mace, Maul, Faction Flanged Mace | 42 | 18 | 32 | 25 |
Medium | Gnarled Staff, Black Staff, Quarterstaff | 30 | 22 | 38 | 30 |
Heavy | Warhammer, Grand Mace, Great Maul | 24 | 24 | 45 | 34.5 |
Class | Weapons | Speed | Effective Min Base Roll | Effective Max Base Roll | Average Base Roll |
Training | Hatchet, Skinning Knife | 1 | 1 | 1 | |
Interrupt | Katana, Scimitar, Cutlass, War Axe | 54 | 12 | 26 | 19 |
Light | Broadsword, Longsword, Viking Sword, Claymore | 44 | 18 | 34 | 26 |
Medium | Axe, Battle Axe, Double Axe, Executioner's Axe, Dane | 33 | 18 | 42 | 31 |
Heavy | Halberd, Bardiche, Zwiehander, Large Battle Axe, Two Handed Axe | 21 | 18 | 54 | 36 |
A magic weapon can have one prefix modifier and one suffix modifier. These modifiers can increase damage, accuracy, and durability. Damage modifiers such as (Ruin, Might, Force, Power, Vanquishing) are not a direct addition of additional damage to the base weapon roll. They are instead buffs to your Tactics skill, which increases damage based on the Tactics damage formula.
Exceptional weapons also receive a damage bonus and fall between the 2nd and 3rd magic modifiers. Weapons crafted with a runic hammer receive both the Exceptional AND magic damage modifier, increasing damage even further.
Modifier | Accuracy Bonus (PVE) | Accuracy Bonus (PVP) |
Accurate | +5% | +1% |
Surpassingly Accurate | +10% | +2% |
Eminently Accurate | +15% | +3% |
Exceedingly Accurate | +20% | +4% |
Supremely Accurate | +25% | +5% |
Modifier | Durability Bonus |
Durable | +10 |
Substantial | +20 |
Massive | +30 |
Fortified | +40 |
Indestructible | +50 |
Modifier | Tactics Bonus (PVE) | Tactics Bonus (PVP) |
Ruin | +6 | +6 |
Might | +12 | +12 |
Force | +18 | +16 |
Power | +24 | +19 |
Vanquishing | +30 | +22 |