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War tables

This page lists combat-relevant properties of weapons, armor, and races.

Weapons

Adamantium axe

Axe

Bow

Catapult

Claymore

Crossbow

Elven bow

Flaming Sword

Halberd

Laen sword

Lance

Mallorn bow

Mallorn crossbow

Mallorn lance

Mallorn spear

Rusty axe

Rusty halberd

Rusty sword

Rusty claymore

Spear

Sword

Weapons - Summary table

Weapon Dam./foot Dam./horse OB DB Skill Sum
Adamantium axe 3d4+15 22.5 3d4+15 22.5 +2 -2 M 0
Axe 2d6+4 11 2d6+4 11 +1 -2 M -1
Bow 1d11+1 7 1d11+1 7 -2 0 B -2
Catapult1 3d10+5 21.5 3d10+5 21.5 -4 0 K -4
Claymore 2d8+3 12 2d8+3 12 -1 -2 M -3
Crossbow2 3d3+5 11 3d3+5 11 0 0 A 0
Elven bow 2d6+4 11 2d6+4 11 -2 0 B -2
Flaming Sword 3d6+10 20.5 3d6+10 20;5 +1 +1 M +2
Halberd 2d6+3 10 2d6+3 10 -1 +2 H +1
Laen sword 3d6+10 20.5 3d6+10 20.5 +1 +1 M +2
Lance 1d5 3 2d6+5 12 0 -2 H -2
Mallorn bow 1d11+2 8 1d11+2 8 -2 0 B -2
Mallorn crossbow2 3d3+6 12 3d3+6 12 0 0 A 0
Mallorn lance 1d5+1 4 2d6+6 13 0 -2 H -2
Mallorn spear 1d10+1 6.5 1d12+3 9.5 0 0 H 0
Rusty axe 2d6 7 2d6 7 0 -3 M -3
Rusty halberd 2d6 7 2d6 7 -2 +1 H -1
Rusty sword 1d9 5 1d9 5 -1 -1 M -2
Rusty claymore 2d8 9 2d8 9 -2 -3 M -5
Spear 1d10 5.5 1d12+2 8.5 0 0 H 0
Sword 1d9+2 7 1d9+2 7 0 0 M 0
Unarmed3 1d5 3 1d6 3.5 -2 -2 -4
Unarmed Goblins 1d5 3 1d6 3.5 -2 0 -2
Unarmed Trolls 1d5+1 4 - - -2 -2 -4
  • Goblins do not have the -2 penalty to defense when unarmed
  • Trolls deal more damage unarmed but cannot fight on horseback
  • Orcs fight with their best Melee skill at -3
  • Cats receive their usual bonus, so they have -1 to Defense when unarmed
  • Some races (generally only monsters and familiars) can learn the Unarmed combat skill and then have no penalty when fighting without a weapon

Info

The "d" stands for dice.
A d5 is therefore a 5-sided die.
The number before the "d" indicates how many of these dice are rolled.
Finally, a fixed value is added.

A bow (1d11+1) thus inflicts 2 to 12 damage points, a halberd (2d6+3) 5 to 15.

Remarks:

  • Damage incurred while on horseback only applies in conjunction with the horse bonus
  • OB and DB represent the offensive and defensive bonuses; thus, an axe is designed more as an offensive weapon, while a halberd is more useful for defense
  • All Mallorn weapons increase magic resistance by 15%, all laen weapons and armors by 30% (see below)
  • A Flaming Sword also conjures a small fireball per combat round

Endurance

Increased hit points (HP) through endurance, with the folloxwwing formula:

\[ \text{HP bonus (in \%)} = \left(\frac{\text{level}}{2}\right)^{1.5} \times 0.20 \]
Level 0 1 2 3 4 5 6 7 8 9 10 15 20 25 30 35 40
Hit points +0% +7% +20% +37% +57% +79% +104% +131% +160% +191% +224% +410% +632% +883% +1161% +1464% +1788%
Aquarians 20 21 24 27 31 35 40 46 52 58 64 102 146 196 252 312 377
Cats 20 21 24 27 31 35 40 46 52 58 64 102 146 196 252 312 377
Demons 50 53 60 68 78 89 101 115 130 145 161 255 366 491 630 782 944
Dwarves 24 25 28 32 37 42 48 55 62 69 77 122 175 236 302 375 453
Elves 18 19 21 24 28 32 36 41 46 52 58 91 131 177 227 281 339
Goblins 16 17 19 21 25 28 32 36 41 46 51 81 117 157 201 250 302
Halflings 18 19 21 24 28 32 36 41 46 52 58 91 131 177 227 281 339
Humans 20 21 24 27 31 35 40 46 52 58 64 102 146 196 252 312 377
Insects 24 25 28 32 37 42 48 55 62 69 77 122 175 236 302 375 453
Orcs 24 25 28 32 37 42 48 55 62 69 77 122 175 236 302 375 453
Trolls 30 32 36 41 46 53 61 69 78 87 97 153 219 295 378 469 566
Bonus calculation based on endurance

Bonus: ---

Health status

A unit can be in one of the following health status:

  • Exhausted: < 99% HP
  • Wounded: < 75% HP
  • Severely wounded: < 50% HP
  • Strong: > 150% HP
  • Very strong: > 200% HP

Armors

Adamantium armor

Chainmail

Laen chainmail

Laen shield

Platemail

Rusty Chainmail

Rusty platemail

Rusty shield

Shield

Armors - Summary

Armor Protection Chance to hit
Shield 1 85%
Rusty shield 1 100%
Laen shield 2 75%
Rusty Chainmail 2 130%
Chainmail 3 115%
Rusty platemail 3 145%
Platemail 5 130%
Laen chainmail 6 --
Adamantium armor 7 110%

Only one suit of armor can be used at a time. Multiple suits of armor do not provide multiple levels of protection.

Not all Familiars or summoned monsters can use armor.

Although shields are considered armor, they can be used together with armor and then have an additive effect on the armor, but only one shield per person.

Example:

A fighter attacks an unarmored opponent and has a 60% chance of hitting them. However, if the defender is wearing chainmail, this chance increases to 115% x 60% = 69%. If they are wearing a shield instead, it decreases to 85% x 60% = 51%. If they have a broadshell shield, it drops to 45%. Armor and shields multiply. If they are wearing chainmail and using a shield, the final chance is 115% x 60% = 69% (chainmail), 85% x 69% = 58.65% (chainmail and shield). The final result is always rounded down to the defender's disadvantage, meaning the defense value is rounded down.

Races and their characteristics

Hit points (HP), magic resistance (R.), and natural armor (NA).

Race HP R. NA
Aquarians 20 0 0
Cats 20 0 0
Demons 50 15 2
Dwarves 24 5 0
Elves 18 10 0
Goblins 16 -5 0
Halflings 18 5 0
Humans 20 0 0
Insects 24 5 2
Orcs 24 -5 0
Trolls 30 10 1

Natural armor reduces damage from hits, just like the protection provided by armor or shields described above. Natural armor of certain races is semi-cumulative, meaning half of the natural armor value (rounded down) is added to the damage.

Trolls have a natural armor value of 1. This means that without any other armor, a troll has this armor value of 1, and damage from hits is reduced by 1. Natural armor does not increase a troll's overall protection. If a troll is wearing armor or a shield, only one zero is added (half the natural armor value, rounded down). If a troll is wearing chainmail, their armor value is 3.

An insect or a demon wearing chainmail, on the other hand, has an armor rating of 4. The maximum achievable with conventional equipment is an armor rating of 7 with plate armor and a shield. With armor made of Laen armor, an armor rating of 9 is even possible, and with adamantium, a rating of 10. Such a well-armored unit is difficult to wound with simple weapons like swords or bows, as the armor can absorb much of the damage.

Magic resistance

Magic resistance is a special attribute that can be influenced by race and equipment, as well as by certain spells.
It indicates what percentage of magical damage is reduced by combat spells.

Note

All Mallorn weapons increase magic resistance by 15%.
All Laen weapons and armors increase magic resistance by 30%.

The combination of natural magic resistance, weapon, armor, and shield is not simply added together, but multiplied like the hit chance modification.

An elf with a longsword and full longsword armor (shield + chain) therefore does not have 10 + 30 +30 + 30 = 100% resistance but:

90% x 70% x 70% x 70% = 31% -> 69% magic resistance.


  1. catapults only fire in the first round of the battle, but hit 6 targets there. 

  2. crossbows only fire in the 1st and 4th rounds. A crossbow hit halves the opponent's armor protection. 

  3. specific features depending on the race: