Weapons

Weapons damage is based on type, material, rarity and quality. The type is defined for each class and can not be influenced outside of transformation into a vampire or werewolf. For every weapon (except staffs) there is a specific weaponmaster that allows all users in your party to gain an additional strong vs. trait (pipetubes and crossbows share the same weaponmaster, the huntsman).

Quality of normal weapons (excluding rares and legendaries) ranges from -2, mostly worn by new recruits up to +5 which is gained from quests, or crafted by highly leveled weaponsmiths in your party.

Legendary weapons will have an additional trait attached to them. The list of possible traits is as follows:

Scalable traits from legendary weapons will be of a random level between 4 and 10. That means, for instance, that a quick reflexes can grant between 18 speed and 30 speed. Furthermore, traits that are exclusive to a certain type of weapon such as pushing criticals can only be rolled on those type of weapons (e.g. a legendary maul will never have pushing criticals). Rare equipment traits can only be chosen from 22-44 life essence mutators (70% chance of a 22 life essence trait, 30% for a 44 life essence one). Furthermore, scalable traits on rare weapons will always have the level 1 effect (e.g. tiring crits will only inflict -20 speed).

For other equipment, see Armour.

Comparison
Expand for a big overview and comparison of all the weapons of each tier. Back to the top

Spears
Back to the top

Swords
Back to the top

Greatswords
Back to the top

Axes
Back to the top

Big Axes
Back to the top

Maces
Back to the top

Mauls
Back to the top

Staffs
Back to the top

Billhooks
Back to the top

Javelins
Back to the top

Crossbows
Back to the top

Pipetubes
Back to the top