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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.

HitDamage per damage type
Swords, axes, maces, staffs, torches(attack multiplier × weapon damage + Strength - protection) × critical multiplier
Bows, crossbows(attack multiplier × weapon damage + Dexterity - protection) × critical multiplier × draw factor
Fists(attack multiplier × 1 + Strength × fist factor - Blunt protection) × critical multiplier
Thrown itemsthe item's damage, without attack multiplier, Strength, protection or critical multiplier
Fire, Energy, Ice, Wind(attack multiplier × damage - protection) × critical multiplier
Fallingfall damage - Falling protection
Rules
Each damage type of a hit is calculated on its own, with the matching protection, and the results are added up.
Protection below 0 counts as 0.
The Edge, Blunt and Point damage of a hit is at least 1 in total; the same holds for its Fire, Energy, Ice and Wind damage.
Critical multiplier: 1, or the weapon's critical multiplier on a critical hit.
Fist factor by Fists talent: 1.05 Untrained, 1.15 Trained, 1.25 Master.
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.
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