A weapon skill refers to a characters proficiency in a combat skill. Weapon skills have a range from 0-100. The higher one's Weapon skill in any one field will make that character more likely to land a successful blow on the opponent. Increased weapon skill also decreases ones chance of being hit. This is why most Magic Casting templates will include Wrestling in their template as it will help increase their chances of not getting hit while Casting.
There are several weapon skills available in T2A, all of them come with certain advantages and disadvantages.
- Archery allows to hit the opponent from distance. Yet archery weapons deal the lowest damage per second, compared to other weapons, but the highest damage per hit.
- Swordsmanship weapons can be poisoned and usually deal a high damage/second, with the halberd and the bardiche there are also some top damage per hit weapons.
- Fencing weapons can be poisoned as well but are in general slightly faster than swordsmanship weapons, and the fencing top weapons beat any other weapons in damage per second. But in general fencing weapons deal the worst damage per hit.
- Mace Fighting weapons can't be poisoned, but they deal damage to the opponent's stamina and armor instead. The fast quarterstaff is one of the top damage per second weapons. But in general mace weapons deal relatively low damage per second and per hit.
- Wrestling, which deals very low damage, but is prefered by mages to minimize the chance to be hit by the opponent, while they're casting a spell.
The values displayed below indicate the delay, in seconds, between the swings of a weapon. The lower the number, the faster the rate of attack. If your stamina drops during battle, so will your attack speed. Values are rounded to the nearest tenth of second.
FORMULA: Attack Speed = 15,000 ÷ ( [Stamina +100] x Weapon Speed )
|Weapon Speed||Attacker's Stamina|
Chance to Hit
The chance if an attacker hits the defender with his weapon is dependent on both's skill of the equipped weapons (or wrestling, if no weapon is equipped). The higher the attacker's weapon skill, the higher the chance to hit the defender, the higher the defender's weapon skill, the higher the chance that the hit misses. The influence of the skill on dodging a hit is the reason that most mages chose to train wrestling up to Grandmaster.
FORMULA: Hit Chance = ( Attacker's Weapon Skill + 50 ) ÷ ( [Defender's Weapon Skill + 50] x 2 )
|Attacker's Weapon Skill||Defender's Weapon Skill|
These are the following skills which increase hit-damage with Weapon Skills. (100 in Swordsmanship does not help Fencing as these skills are separate.)
- Tactics (adds -50% to 50% to the weapon's base damage)
- Anatomy (adds 0% to 20% to the weapon's base damage)
- Strength (adds 0% to 20% to the weapon's base damage)
For the corresponding weapon's base damage take a look at the weapon article.
Damage is also influenced by a weapon's quality.
- Exceptional quality increases the base damage by 4. Thus it is slightly better than a magical weapon with the might modifier only.
- Below average quality decreases the base damage by 4.
Magic weapons modifiers
Some weapons are magical and thus have an increased base-damage. Furthermore there is also a magical modifier for tactics (or archery for any archery weapons). The following charts show the corresponding base-damage and tactics increases.
|Dmg Modifier||+Dmg||Tactics Modifier||+Tactics|
More information about magical items can be found in the Item ID article.
Equip a weapon associated the weapon skill to gain.
For fast gain, first buy a fast low-damage weapon:
- Next create a healing macro b/n two player avatars and hit each other with a weapon of choice.
- Alternatively hire an NPC-Hireling (preferably a Paladin) and order him to stop attacking, while you hit him.
- Passive gain to that combat skill also occurs when you are struck by your opponent.