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.