Damage
Myreque

Damage

Damage is based on your weapon and your damage modifiers. The size of the weapon, as well as its make determine how strong it is. A bronze dagger isn’t as good as a runite one, and so forth. Here is a basic overview of base weapon damages:

  • 1D3 - Unarmed, Darts, Slings
  • 1D4 - Daggers, Throwing Knives, Light Maces and Hammers, Sickles, Pickaxes
  • 1D6 - Clubs, Staves, Javelins, Throwing Axes, Hatchets, Spiked Armor, Rapiers, Scimitars, Single-Hand Spells
  • 1D8 – Heavy Maces and Hammers, Spears, Light Crossbows, Flails, Battleaxes, Longswords, Warhammers, Lances
  • 1D10 – Heavy Crossbows, Glaives, Greatclubs, Halberds, Bastard Swords
  • 1D12 - Greataxes
  • 2D6 – Greatswords, 2-Hand Spells
Bonus Damage

Bonus damage is determined by the style you are using and the make of your weapon. If you are using Melee, you add your STR mod to your damage. If Ranged, add your DEX mod. If Mage, add your WIS mod. For example:

  • A mage with 12 (+1) WIS will get +1 damage to her spells.
  • A ranger with 15 (+2) DEX will get +2 damage to his arrows.
  • A warrior with 11 (+0) STR will get +0 damage to his strikes.

The make of your weapon adds to accuracy as well as damage. For a full list of these bonuses, please see Item Make Bonuses. For example:

  • A warrior with a steel (+2) axe will get +2 to attacking and damage.
  • A mage with an imphide (+1) wand will get +1 to attacking and damage.
  • A ranger with a maple (+3) shortbow will get +3 to attack and damage.
Weapon Poison

With the right concoction of herbs and ingredients, you can make a nasty poison and apply it to your weapon. Weapon poison lasts for 1 hit on a weapon, and depending on its virility, can do serious damage to a non-immune target.

Poison can only be applied to physical weapons, and has no duration for effectiveness. You can put poison on a blade and sheathe it for a week and still have your poison. Poison only gets removed by wiping it off, or contact with a target. A target must make a fortitude check to try to resist the poison.

Attacking a single target with multiple poisons does not stack. Instead, the strongest poison replaces the previous poison. So if you hit a target poisoned with WP+ and your weapon has WP++ on it, your poison takes effect, removing the WP+.

  • Weapon Poison: Fort: 15, 1D4 damage for 1D4 rounds.
  • Weapon Poison+: Fort 20, 1D6 damage for 1D6 rounds.
  • Weapon Poison++: For 25, 1D8 damage for 1D8 rounds.