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Equipment and items
Damage and protection
Weapon damage against armor
Every hit is worked out per damage type: the weapon's damage, scaled by the attack, minus the target's protection against that type. Edge, Blunt and Point damage also adds Strength for melee weapons or Dexterity for bows and crossbows.
Draw factor: the bow tension of the shot, never below 0.2.
A blocked melee hit loses the blocker's weapon damage plus the blocker's Strength from its Edge, Blunt and Point damage, once for each of these types it carries, but still deals at least 1.
Spell damage depends on the caster's Magic Circle.
A damage type of the weapon only counts if the attack has a multiplier for it.
Hits on a character who is deflected or parried get an extra damage multiplier.
Each damage type is reduced by the matching protection. Armor pages list it as protection, creature pages as resistance.
Damage type
Protection
Edge
Provides defense against the cutting edges of swords and axes.
Blunt
Provides defense against the crushing blows of maces.
Point
This protection reduces the piercing damage from arrows and bolts.
Fire
Designed to shield against the intense heat of flames, this protection ensures you're less affected by fire-based attacks and hazards.
Energy
Reduces damage from magical energy attacks such as lightning bolts.
Ice
Protects against freezing attacks and icemagic.
Wind
Defends against the crushing force of wind-based magic.
Falling
Reduces impact damage from falls.
Talent level
One Handed
Two Handed
Chance per roll, before the increase
Untrained
1
1
0%
Trained
3
3
2.02%
Master
5
5
4.04%
Weapon
Critical multiplier
Swords, axes, maces, staffs, torches, fists
× 2
Bows, crossbows
× 1.5
Rules
Only the hero rolls for critical hits, with swords, axes, maces, staffs, torches and fists.
Roll: a random decimal number from 1 to 100. The hit is critical when the roll is at or below the chance value.
The chance grows by 5 for every full (100 ÷ talent value) attacks since the last critical hit.
Fists use the Two Handed value.
Bows and crossbows: a hit on a weak spot is always critical.
Each attack multiplies the weapon's Edge, Blunt and Point damage by its own value. Swords, axes, maces, staffs and fists:
Attack
Multiplier
First attack
× 1 to × 1.25
Second attack of a combo (Trained, Master)
× 1.25 to × 1.5
Third attack of a combo (Trained, Master)
× 1.5 to × 1.75
Riposte (Master)
× 2
Creature values at the Gothic difficulty. First attack of a combo unless stated.
Example
Calculation
Damage
Rusty Sword, 20 Strength, against a Wolf (Edge 20)
1 × 10 + 20 - 20
10
Rusty Sword, 20 Strength, against a Molerat (Edge 8)
1 × 10 + 20 - 8
22
Rusty Sword, 5 Strength, against a Wolf (Edge 20)
1 × 10 + 5 - 20 = -5, raised to the minimum
1
Two-Hander, 66 Strength, third combo attack (× 1.5), critical hit (× 2), against an Alpha Wolf (Edge 30)
(1.5 × 81 + 66 - 30) × 2
315
Fists (Master), 20 Strength, against a Molerat (Blunt 8)
1 × 1 + 20 × 1.25 - 8
18
Wolf bite (Edge 9, Strength 40) against Warder's Armor (Edge 10)