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This is a list of Skill multiplier data use in association with the Damage Calculation article.

Knowledge or understanding of such data is not necessary for play at any level - it is included here for any who are interested.

Most of the data is sourced (with thanks) from a spreadsheet given at skill data (google docs) .. the data is not guaranteed, but seems to be accurate in many cases. Data for Archistaves, Magick Shields, Magick Bows, and Throwing Items, Single-Use Magickal Items, and Elemental Debilitations are not from the same source.

Note: Data for third tier skills and spells for Archistaves, Magick Shields, and Magick Bows is mostly missing

Primary Weapons[]

Unarmed[]

Main article: Unarmed Combat.
  • Strength Boosting Equipment is counted and contributes to damage. (The scaling appears to be 100%)
  • $ Magick Boosting Equipment adds a magick component to the unarmed attack. This effect is usually insignificant. (The scaling appears to be 100%) Spell enchantment does not add more magick power.
  • § A modifier of +50% physical damage is applied post-defenses when climbing certain dangerous foes (Drake, Ur-Dragon, Gazer)
  • ‡ When [Heavy Attack] is performed whilst climbing the climber will dismount and perform an Overhead Smash
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Equipment Strength Character Magick Equipment Magick
"Punch" 20 0 100% 0% $ Physical
"Kick" 40 0 100% 0% $ Physical
"Aerial Punch" 12 0 100% 0% $ Physical
"Overhead Smash" 44 0 100% 0% $ Physical §‡
Climbing "Punch" 20 0 100% 0% $ Physical §

Sword[]

  • § A modifier of +50% physical damage is applied post-defenses when climbing certain dangerous foes (Drake, Ur-Dragon, Gazer)
  • † Foe slashing resist multiplier: 1.04625
  • ‡ Foe slashing resist multiplier: 1.0825
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Onslaught (hit 1) 50 0 100% 100% 0% 100% Weapon
Onslaught (hit 2) 30 0 100% 100% 0% 100% Weapon
Onslaught (hit 3) 90 0 100% 100% 0% 100% Weapon
Dire Onslaught (hit 2) 110 0 100% 100% 0% 100% Weapon
Dire Onslaught (hit 3) 90 0 100% 100% 0% 100% Weapon
Dire Onslaught (hit 4) 70 0 100% 100% 0% 100% Weapon
Dire Onslaught (hit 5) 160 0 100% 100% 0% 100% Weapon
Empale / Takedown 70 0 100% 100% 0% 100% Weapon
Takedown (hit 2) 130 0 100% 100% 0% 100% Blunt
Jumping [Light Attack] 40 0 100% 100% 0% 100% Weapon
Jumping [Heavy Attack] (hit 1) 18 0 75% 75% 0% 75% Weapon
Jumping [Heavy Attack] (hit 2) 53 0 75% 75% 0% 75% Weapon
Climbing [Light Attack] (hit 1) 50 0 100% 100% 0% 100% Weapon §
Climbing [Light Attack] (hit 2) 70 0 100% 100% 0% 100% Weapon §
Climbing [Heavy Attack] 110 0 100% 100% 0% 100% Weapon §
Blink Strike 280 0 100% 100% 0% 100% Weapon
Burst Strike 380 0 100% 100% 0% 100% Weapon
Blitz Strike 480 0 100% 100% 0% 100% Weapon
Broad Cut 195 0 100% 100% 0% 100% Weapon
Broad Slash 270 0 100% 100% 0% 100% Weapon
Skyward Lash 78 0 75% 75% 0% 75% Slash
Heavenward Lash 48 0 75% 75% 0% 75% Slash
Downthrust 950 0 100% 100% 0% 100% Weapon
Downcrack (hit 1) 950 0 100% 100% 0% 100% Weapon
Downcrack (hit 2) 245 0 100% 100% 0% 100% Weapon
Downcrush (hit 1) 950 0 100% 100% 0% 100% Weapon
Downcrush (hit 2) 245 0 100% 100% 0% 100% Weapon
Downcrush (hit 3) 545 0 100% 100% 0% 100% Weapon
Tusk Toss 345 0 100% 100% 0% 100% Weapon
Antler Toss 345 0 100% 100% 0% 100% Weapon
Antler Toss (hit 2-4) 18 0 75% 75% 0% 75% Weapon
Compass Slash (Front) 120 0 100% 100% 0% 100% Weapon
Compass Slash (Rear) 240 0 100% 100% 0% 100% Weapon
Full Moon Slash (hit 1-4) 13 0 75% 75% 0% 75% Weapon
Full Moon Slash (Rear) 415 0 100% 100% 0% 100% Weapon
Flesh Skewer (hit 1) 155 0 100% 100% 0% 100% Slash
Flesh Skewer (hit 2-4) 28 0 75% 75% 0% 75% Slash
Flesh Skewer (final hit) 255 0 100% 100% 0% 100% Slash
Soul Skewer (hit 1) 155 0 100% 100% 0% 100% Slash
Soul Skewer (hit 2-13) 28 0 75% 75% 0% 75% Slash
Soul Skewer (final hit) 255 0 100% 100% 0% 100% Slash
Fate Skewer (hit 1) 155 0 100% 100% 0% 100% Slash
Fate Skewer (hit 2-7) 20 0 75% 75% 0% 75% Slash
Fate Skewer (hit 8-19) 20 0 75% 75% 0% 75% Slash
Fate Skewer (final hit) 355 0 100% 100% 0% 100% Slash
Hindsight Slash 145 0 100% 100% 0% 100% Slash
Hindsight Slash (dodge) 290 0 200% 200% 0% 100% Slash
Hindsight Sweep 205 0 100% 100% 0% 100% Slash
Hindsight Sweep (dodge) 410 0 200% 200% 0% 100% Slash
Hindsight Strike (hit 1) 155 0 100% 100% 0% 100% Slash
Hindsight Strike (hit 2) 255 0 100% 100% 0% 100% Slash
Hindsight Strike (dodge hit 1) 310 0 200% 200% 0% 100% Slash
Hindsight Strike (dodge hit 2) 510 0 200% 200% 0% 100% Slash
Legion's Bite (hit 1) 400 0 100% 100% 0% 100% Slash
Legion's Bite (hit 2) 300 0 100% 100% 0% 100% Slash
Legion's Bite (hit 3) 200 0 100% 100% 0% 100% Slash
Legion's Bite (hit 4) 555 0 100% 100% 0% 100% Slash
Dragon's Maw (hit 1-3) 278 0 75% 75% 0% 75% Slash
Dragon's Maw (hit 4-6) 178 0 75% 75% 0% 75% Slash
Dragon's Maw (hit 7-10) 160 0 50% 50% 0% 50% Slash
Dragon's Maw (hit 11) 520 0 100% 100% 0% 100% Slash

Assassin[]

Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Intimate Strike (hit 1) 95 0 100% 100% 0% 100% Slash
Intimate Strike (hit 2) 195 0 100% 100% 0% 100% Slash
Intimate Gambit (hit 1) 95 0 100% 100% 0% 100% Slash
Intimate Gambit (hit 2) 195 0 100% 100% 0% 100% Slash
Intimate Gambit (hit 3-7) 34 0 50% 50% 0% 50% Slash
Windmill Slash (hit 1-12) 13 0 75% 75% 0% 75% Slash
Windmill Slash (final hit) 128 0 75% 75% 0% 75% Slash
Great Windmill (hit 1-20) 13 0 75% 75% 0% 75% Slash
Great Windmill (final hit) 135 0 75% 75% 0% 75% Slash
Powder Charge (detonation) 1115 0 100% 100% 0% 100% Blunt + Fire
Powder Blast (fuseline) 70 0 100% 100% 0% 100% Blunt + Fire
Powder Blast (detonation 1-3) 452 0 100% 50% 0% 50% Blunt + Fire
Powder Barrage (fuseline) 70 0 100% 100% 0% 100% Blunt + Fire
Powder Barrage (detonation 1-5) 352 0 100% 50% 0% 50% Blunt + Fire
Clarity (hit 1) 315 0 100% 100% 0% 100% Slash
Clarity (hit 2) 915 0 100% 100% 0% 100% Slash
Clairvoyance (hit 1) 315 0 100% 100% 0% 100% Slash
Clairvoyance (hit 2) 345 0 100% 100% 0% 100% Slash
Clairvoyance (hit 3) (swing) 915 0 100% 100% 0% 100% Slash
Gouge (hit 1) 78 0 75% 75% 0% 75% Slash §
Gouge (hit 2-21) 18 0 75% 75% 0% 75% Slash §
Gouge (final hit) 148 0 75% 75% 0% 75% Slash §
Dire Gouge (hit 1) 78 0 75% 75% 0% 75% Slash §
Dire Gouge (hit 2-37) 18 0 75% 75% 0% 75% Slash §
Dire Gouge (final hit) 148 0 75% 75% 0% 75% Slash §
Deadly Gouge (hit 1) 78 0 75% 75% 0% 75% Slash §
Deadly Gouge (hit 2-13) 18 0 75% 75% 0% 75% Slash §
Deadly Gouge (hit 14-31) (verify) 18 0 75% 75% 0% 75% Slash §
Deadly Gouge (final hit) 148 0 75% 75% 0% 75% Slash §

Mystic Knight[]

  • * This damage is for each individual pillar .. every odd numbered explosion hits an additional time in the air
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Perilous Sigil 0 149 0% 50% 150% 50% Blunt + Enchant
Ruinous Sigil 0 199 0% 50% 150% 50% Blunt + Enchant
Magick Cannon 0 39 0% 50% 150% 50% Blunt + Enchant
Great Cannon 0 39 0% 50% 150% 50% Blunt + Enchant
Sky Dance 315 0 100% 100% 0% 100% Weapon
Sky Rapture 425 0 100% 100% 0% 100% Weapon
Stone Grove 0 1249 0% 75% 125% 75% Blunt + Fire *
Stone Forest 0 1374 0% 75% 125% 75% Blunt + Fire *
Stone Jungle 0 1374 0% 75% 125% 75% Blunt + Fire *

Daggers[]

  • § A modifier of +50% physical damage is applied post-defenses when climbing certain dangerous foes (Drake, Ur-Dragon, Gazer)
    • Striders get an additional boost (+66% damage vs Drake)
  • † Only directly hit foes are damaged
  • * Damage is unpredictable, and isn't obviously related to aiming. Core magick always contributes. Either weapon magick, or core strength, or weapon magick plus total strength may contribute to the damage. Hits that incorporate a physical component seem rare or hard to get.
  • ‡ The explosion does (upto) 250% (2.5x) expected damage.
    • This seems to be 3 hits in close succession.
    • Only first hit usually benefits from application of burning to tarred
    • Final hit does 1.5x damage compared to that expected from Damage Calculation
    • Depending on foe, not all follow on hits may connect.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Carve (hit 1-2) 26 0 87.5% 87.5% 0% 87.5% Slash
Carve (hit 3-4) 6 0 87.5% 87.5% 0% 87.5% Slash
Carve (hit 5-6) 46 0 87.5% 87.5% 0% 87.5% Slash
Engrave (hit 3-4) 16 0 87.5% 87.5% 0% 87.5% Blunt
Engrave (hit 5-6) 56 0 87.5% 87.5% 0% 87.5% Blunt
Two Step (hit 1-2) 36 0 87.5% 87.5% 0% 87.5% Slash
Roundelay (hit 3) 126 0 87.5% 87.5% 0% 87.5% Slash
Jumping [Light Attack] (hit 1) 26 0 87.5% 87.5% 0% 87.5% Slash
Jumping [Light Attack] (hit 2) 6 0 87.5% 87.5% 0% 87.5% Slash
Jumping [Light Attack] (hit 3) 46 0 87.5% 87.5% 0% 87.5% Slash
Jumping [Heavy Attack] 61 0 87.5% 87.5% 0% 87.5% Slash
Climbing [Light Attack] 61 0 87.5% 100% 0% 87.5% Slash §
Climbing [Heavy Attack] 101 0 87.5% 100% 0% 87.5% Slash §
Scarlet Kisses (hit 1-19) 21 0 87.5% 87.5% 0% 87.5% Slash
Scarlet Kisses (final hit) 111 0 87.5% 87.5% 0% 87.5% Blunt
Scarlet Kisses (climbing hit 1-19) 21 0 87.5% 87.5% 0% 87.5% Slash §
Scarlet Kisses (climbing final hit) 51 0 87.5% 87.5% 0% 87.5% Slash §
Hundred Kisses (hit 1-29) 21 0 87.5% 87.5% 0% 87.5% Slash
Hundred Kisses (final hit) 111 0 87.5% 87.5% 0% 87.5% Blunt
Hundred Kisses (climbing hit 1-29) 21 0 87.5% 87.5% 0% 87.5% Slash §
Hundred Kisses (climbing final hit) 51 0 87.5% 87.5% 0% 87.5% Slash §
Thousand Kisses (hit 1-39) 21 0 87.5% 87.5% 0% 87.5% Slash
Thousand Kisses (final hit) 111 0 87.5% 87.5% 0% 87.5% Blunt
Thousand Kisses (climbing hit 1-39) 21 0 87.5% 87.5% 0% 87.5% Slash §
Thousand Kisses (climbing final hit) 51 0 87.5% 87.5% 0% 87.5% Slash §
Biting Wind (hit 1-3) 96 0 87.5% 87.5% 0% 87.5% Slash
Cutting Wind (hit 1-5) 96 0 87.5% 87.5% 0% 87.5% Slash
Shearing Wind (ht 1-7) 96 0 87.5% 87.5% 0% 87.5% Slash
Toss and Trigger (hit 1) 131 0 87.5% 87.5% 0% 87.5% Slash
Toss and Trigger (explosion) 231 0 87.5% 87.5% 0% 87.5% Blunt + Fire
Advanced Trigger (hit 1) 131 0 87.5% 87.5% 0% 87.5% Slash
Advanced Trigger (explosion) 121 0 87.5% 87.5% 0% 87.5% Blunt + Fire
Helm Splitter (hit n) 81 0 87.5% 87.5% 0% 87.5% Slash
Helm Splitter (final hit) 351 0 87.5% 87.5% 0% 87.5% Slash
Skull Splitter (hit n) 81 0 87.5% 87.5% 0% 87.5% Slash
Skull Splitter (final hit) 351 0 87.5% 87.5% 0% 87.5% Slash
Brain Splitter (hit n) 81 0 87.5% 87.5% 0% 87.5% Slash
Brain Splitter (final hit) 351 0 87.5% 87.5% 0% 87.5% Slash
Dazzle Hold / Dazzle Blast 0 0 0/100% * 0/100% * 100% 0/100% * As weapon or enchantment + blunt
Sprint 96 0 87.5% 87.5% 0% 87.5% Blunt
Mad Dash 126 0 87.5% 87.5% 0% 87.5% Blunt
Stepping Stone 0 0 0% 0% 0% 0% -
Leaping Stone 0 0 0% 0% 0% 0% -
Soaring Stone 26 0 87.5% 87.5% 0% 87.5% Slash

Assassin[]

  • ‡ May inflict poison
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Back Kick 151 0 87.5% 87.5% 0% 87.5% Blunt
Escape Onslaught (hit 1) 71 0 87.5% 87.5% 0% 87.5% Slash
Escape Onslaught (hit 2) 121 0 87.5% 87.5% 0% 87.5% Blunt
Shirking Offensive (hit 1-2) 171 0 87.5% 87.5% 0% 87.5% Slash
Shirking Offensive (hit 3) 221 0 87.5% 87.5% 0% 87.5% Blunt
Easy Kill (hit 1) 691 0 87.5% 87.5% 0% 87.5% Slash
Easy Kill (hit 2) 306 0 87.5% 87.5% 0% 87.5% Slash
Masterful Kill (hit 1) 891 0 87.5% 87.5% 0% 87.5% Slash
Masterful Kill (hit 2) 95 0 87.5% 87.5% 0% 87.5% Slash
Spiderbite (hit 1) 141 0 87.5% 87.5% 0% 87.5% Slash
Spiderbite (hit 2) 91 0 87.5% 87.5% 0% 87.5% Slash
Spiderbite (hit 3) 191 0 87.5% 87.5% 0% 87.5% Slash
Snakebite (hit 1) 141 0 87.5% 87.5% 0% 87.5% Slash
Snakebite (hit 2) 91 0 87.5% 87.5% 0% 87.5% Slash
Snakebite (hit 3) 191 0 87.5% 87.5% 0% 87.5% Slash
Snakebite (hit 4) 126 0 87.5% 87.5% 0% 87.5% Slash

Magick Archer[]

  • Generally Magick Archer specific dagger spells cannot inflict debilitations from the daggers, with exception.
  • * May debilitate with the daggers
  • † Only from permanently enchanted weapons. Spell enchantments don't cause or add additional magick damage.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Sunburst 0 413 0% 87.5% 87.5% 87.5% Slash + Fire
Sunflare (hit 1-3) 0 213 0% 87.5% 87.5% 87.5% Slash + Fire
Scension (hit 1) 131 0 87.5% 87.5% 0% 87.5% Slash *
Scension (hit n) 0 0 0% 0% 87.5% 87.5% Holy
Grand Scension (hit 1) 131 0 87.5% 87.5% 0% 87.5% Slash *
Grand Scension (hit n) 0 0 0% 0% 87.5% 87.5% Holy
Backfire 31 0 87.5% 87.5% 0% 87.5% Blunt + Fire
Immolation 31 0 87.5% 87.5% 0% 87.5% Blunt + Fire
Flameshroud 31 0 87.5% 87.5% 0% 87.5% Blunt + Fire

Staff[]

  • † Reduced power at extreme range
  • ‡ Only damages skeleton, ghosts, and undead
    • % Strikes at twice the rate of the lower tier spell
  • § The final pillar hits twice
  • * Near / Far damage
    • £ Grand Ingle may shift the "Near/Far" ranges, having higher damage at greater ranges than the lower tier spells (verify)
  • £ High Ingle produces 3 fireballs
  • $ Grand Ingle produces 5 fireballs
  • # These spells have the potential to cause "Dark Critical Hits" each time they damage. However if used with a weapon of a non-dark element (both permanent and spell enchantments) the Critical Hit takes on that element.
  • # Only 3 bolts are animated but the spell hits 4 times; the first bolt is slightly weaker
  • @ Only when the weapon has been spell enchanted - when using permanently enchanted weapon power is as an unenchanted weapon, but imbued with a the weapon's element
  • + Three bolts are animated, but the spell only strikes twice
  • & Focused holy bolt is greatly increased in power at mid distances and beyond.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Magick Bolt 0 50 0% 0% 60% 40% / 20% Weapon
Climbing Magick Bolt 0 40 0% 0% 80% 70% Weapon
Magick Bolt (Thunder rebound) 0 50 0% 0% 60% 20% Thunder
Magick Billow 80 0 70% 100% 0% 0% Blunt
Jumping Magick Billow 100 0 70% 100% 0% 0% Blunt
Climbing Magick Billow (zap) 0 0 0% 0% 0% 100% Weapon
Climbing Magick Billow (kick off) 0 30 0% 0% 95% 70% Weapon
Magick Agent 0 30 0% 0% 40% 30% Weapon
Focused Bolt (hit 1-4) # 0 50 0% 0% 60% 50%/60%/60%/60% Weapon
Focused Bolt (Fire hit 1-2) @+ 0 50/100 0% 0% 70%/80% 70%/100% Fire
Focused Bolt (Ice hit 1-6) @ 0 50 / 90 0% 0% 40% 35% / 40% Ice *
Focused Bolt (Thunder hit 1-5) @ 0 50 0% 0% 45% 40% Thunder
Focused Bolt (verify)(Holy hit 1-6) @ 0 150/? & 0% 0% 40%/?% & 40%/?/% & Holy
Focused Bolt (Dark hit 1-6) @ 0 50 0% 0% 40% 40% Dark
Ingle (fireball) 0 210 / 160 0% 0% 100% / 90% 100% / 90% Fire *
Ingle (explosion) 0 105 0% 0% 70% 70% Fire
High Ingle (fireball) 0 170 / 140 0% 0% 100% / 90% 100% / 90% Fire
High Ingle (explosion) 0 120 0% 0% 70% 70% Fire £
Grand Ingle (fireball) 0 170 / 140 0% 0% 100% / 90% 100% / 90% Fire *$
Grand Ingle (explosion) 0 120 0% 0% 70% 70% Fire $
Anodyne 0 10 0% 0% 25% 25% Holy
High Anodyne 0 50 0% 0% 25% 25% Holy ‡%
Grand Anodyne 0 50 0% 0% 25% 25% Holy
Halidom 0 50 0% 0% 25% 25% Holy
High Halidom 0 100 0% 0% 25% 25% Holy
Spellscreen 0 35 0% 0% 25% 25% Holy
High Spellscreen 0 35 0% 0% 25% 25% Holy ‡%
Frazil 0 50 0% 0% 70/80% 70/70% Ice *
High Frazil 0 300 0% 0% 100/80% 100/80% Ice *
Levin (hit 1-3) 0 120 0% 0% 50% 50% Thunder
High Levin (hit 1-6) 0 170 0% 0% 70% 70% Thunder
Grand Levin (hit 1-9) 0 170 0% 0% 70% 70% Thunder
Comestion (hit 1) 0 500 0% 0% 120% 120% Fire
Comestion (hit n) 0 50 0% 0% 30% 30% Fire
High Comestion (hit 1) 0 800 0% 0% 125% 125% Fire
High Comestion (hit n) 0 100 0% 0% 30% 30% Fire
Frigor (hit 1-2) 0 200 0% 0% 100% 100% Ice §
High Frigor (hit 1-2) 0 200 0% 0% 100% 100% Ice
High Frigor (hit 3-4) 0 200 0% 0% 110% 110% Ice §
Grand Frigor (hit 1-4) 0 200 0% 0% 100% 100% Ice
Grand Frigor (hit 5-6) 0 200 0% 0% 110% 110% Ice §
Brontide (Light Attack hit 1-9) 0 200 0% 0% 100% 100% Thunder
Brontide (Heavy Attack hit 1-5) 0 200 0% 0% 100% 100% Thunder
Brontide (final hit 1-3) 0 120 0% 0% 50% 50% Thunder
High Brontide (Light Attack hit 1-10) 0 300 0% 0% 100% 100% Thunder
High Brontide (Heavy Attack hit 1-5) 0 300 0% 0% 100% 100% Thunder
High Brontide (final hit 1-6) 0 150 0% 0% 70% 50% Thunder
Grand Brontide (Light Attack hit 1-10) 0 300 0% 0% 100% 100% Thunder
Grand Brontide (Heavy Attack hit 1-5) 0 300 0% 0% 100% 100% Thunder
Grand Brontide (passive hits) 0 150 0% 0% 70% 50% Thunder
Grand Brontide (final hit 1-6) 0 150 0% 0% 70% 50% Thunder
Grapnel (hit n) 0 70 0% 0% 30% 30% Dark #
Grapnel (final hit) 0 100 0% 0% 50% 50% Dark
High Grapnel (hit n) 0 70 0% 0% 40% 40% Dark #
High Grapnel (final hit) 0 100 0% 0% 50% 50% Dark

Archistaff[]

Note that for spells shared with Staff users such as Magick Bolt, damage scaling is the same. Climbing attacks are also the same. Sorcerer Magick Billow is different to that cast by a staff, except when climbing.
  • * Maestrom hits up to 20 times, High Maelstrom hits up to 30 times. Foes lifted into the air take additional Fall Damage.
  • § Seism produces four pillars, High Seism eight. There's a chance of additional damage from falling rocks.
  • † Boulders are produced as a side effect of each spire
  • ‡ Hits twice every second
  • ¶ Damage is inflicted only by allies touching or climbing on foes. Hits once every second. Arc range is increased for the high form.
  • £ Jumping attack has the same attack power, but knockdown properties are different. Weapon enchantments have no effect on the element or power of the spell.
  • # These spells have the potential to cause "Dark Critical Hits" each time they damage. However if used with a weapon of a non-dark element (both permanent and spell enchantments) the Critical Hit takes on that element.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Magick Billow 40 40 100% 100% 50% 50% Blunt + Neutral Magick £
Miasma 0 90 0% 0% 40% 30% Neutral Hits up to 10x
High Miasma 0 90 0% 0% 40% 40% Neutral Hits up to 30x
Necromancy / High Necromancy (grab) 0 55 0% 0% 60% 60% Dark per skull
#
Necromancy / High Necromancy (implode) 0 435 0% 0% 100% 100% Dark per skull
#
Maelstrom / High Maelstrom 0 390 0% 0% 100% 100% Dark *
Gicel 150 280 100% 100% 100% 100% Ice / Slashing up to 9 hits
High Gicel (stage 1) 0 480 0% 0% 100% 100% Ice up to 3 hits
High Gicel (stage 2) 100 430 100% 100% 120% 120% Ice / Slashing up to 9 hits
Seism / High Seism (area spell) 0 170 0% 0% 100% 100% Holy
Seism / High Seism (pillars) 0 1290 0% 0% 130% 150% Holy §
Seism / High Seism (boulders) 250 ~300 100% 100% ~100% ~100% Blunt
Bolide / High Bolide 165/465 2475/2915 100% 100% 280% 280% Fire per meteor
Fulmination / High Fulmination (electric dome) 0 120/250 0% 0% 70% 70% Lightning
Fulmination / High Fulmination (arcing form) 0 200/500 0% 0% 100% 100% Lightning

Longsword and Warhammer[]

  • † Additional damage is dependent on damage received while charging the attack. For every 1 damage received Act of Atonement will deal 3 additional physical damage
  • ‡ Additional damage is dependent on damage received while charging the attack. For every 1 damage received Act of Vengeance will deal 4 additional physical damage
  • § A modifier physical damage is applied post-defenses when climbing certain dangerous foes (Drake, Gazer, Ur-Dragon)
  • * Hitting an enemy on the outside ring of this attack results in an additional strike (part 2) which hits at the same time.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Hack (hit 1) 187 0 110% 100% 0% 100% Weapon
Hack (hit 2) 117 0 110% 100% 0% 100% Weapon
Hack (hit 3-7) 11 0 65% 55% 0% 55% Weapon
Hack (final hit) 147 0 110% 100% 0% 100% Weapon
Devastate (hit 2-4) 8 0 70% 60% 0% 60% Weapon
Devastate (hit 5-7) 0 0 65% 55% 0% 55% Weapon
Devastate (hit 8) 100 0 110% 100% 0% 100% Weapon
Transfix / Eviscerate 216 0 110% 100% 0% 100% Weapon
Eviscerate (hit 2) 116 0 110% 100% 0% 100% Weapon
Jumping [Light Attack] 105 0 110% 100% 0% 100% Weapon
Jumping [Heavy Attack] (hit 1-4) 11 0 65% 55% 0% 55% Weapon
Jumping [Heavy Attack] (hit 5) 33 0 65% 55% 0% 55% Weapon
Climbing [Light Attack] 187 0 110% 100% 0% 100% Weapon §
Climbing [Heavy Attack] (hit n) 3 0 55% 45% 0% 45% Weapon §
Savage Lash (uncharged) 198 0 85% 75% 0% 75% Weapon
Savage Lash (charged hit 1) 154 0 110% 100% 0% 100% Weapon
Savage Lash (charged hit 2) 339 0 110% 100% 0% 100% Weapon
Savage Lash (perfect charge hit 1) 154 0 110% 100% 0% 100% Weapon
Savage Lash (perfect charge hit 2) 1839 0 110% 100% 0% 100% Weapon
Indomitable Lash (charged hit 1) 154 0 110% 100% 0% 100% Weapon
Indomitable Lash (charged hit 2) 1839 0 110% 100% 0% 100% Weapon
Indomitable Lash (perfect charge hit 1) 154 0 110% 100% 0% 100% Weapon
Indomitable Lash (perfect charge hit 2) 2839 0 110% 100% 0% 100% Weapon
Calamitous Lash (charged hit 1) 154 0 110% 100% 0% 100% Weapon
Calamitous Lash (charged hit 2) 2839 0 110% 100% 0% 100% Weapon
Calamitous Lash (perfect charge hit 1) 154 0 110% 100% 0% 100% Weapon
Calamitous Lash (perfect charge hit 2) 3839 0 110% 100% 0% 100% Weapon
Pommel Strike 12 0 60% 50% 0% 50% Blunt
Pommel Bash 27 0 60% 50% 0% 50% Blunt
Upward Strike (hit 1) 39 0 110% 100% 0% 100% Weapon
Upward Strike (hit 2) 139 0 110% 100% 0% 100% Weapon
Upward Strike (hit 3) 114 0 110% 100% 0% 100% Weapon
Whirlwind Slash (hit 1) 99 0 110% 100% 0% 100% Weapon
Whirlwind Slash (hit 2) 229 0 110% 100% 0% 100% Weapon
Whirlwind Slash (hit 3) 194 0 110% 100% 0% 100% Weapon
Whirlwind Slash (hit 4) 229 0 110% 100% 0% 100% Weapon
Escape Slash 199 0 110% 100% 0% 100% Weapon
Exodus Slash (hit 1) 199 0 110% 100% 0% 100% Weapon
Exodus Slash (hit 2) 7 0 60% 50% 0% 50% Weapon
Exodus Slash (hit 3) 2 0 60% 50% 0% 50% Weapon
Exodus Slash (hit 4) 22 0 60% 50% 0% 50% Weapon
Savage Lunge (hit n) 3 0 65% 50% 0% 100% Weapon
Savage Lunge (final hit) 74 0 110% 100% 0% 100% Weapon
Indomitable Lunge (hit n) 3 0 65% 50% 0% 100% Weapon
Indomitable Lunge (final hit) 84 0 110% 100% 0% 100% Weapon
Calamitous Lunge (hit n) 3 0 65% 50% 0% 100% Weapon
Calamitous Lunge (final hit) 130 0 120% 100% 0% 100% Weapon
Spark Slash 339 0 110% 100% 0% 100% Weapon
Corona Slash 489 0 110% 100% 0% 100% Weapon
Ecliptic Slash 639 0 110% 100% 0% 100% Weapon
Ecliptic Slash (tip part 1) 639 0 110% 100% 0% 100% Weapon *
Ecliptic Slash (tip part 2) 0 0 0% 100% 0% 100% Weapon
Act of Atonement 0 0 110% 100% 0% 100% Weapon
Act of Vengeance 0 0 110% 100% 0% 100% Weapon
Arc of Might (uncharged hit 1) 125 0 110% 100% 0% 100% Weapon
Arc of Might (uncharged hit 2) 125 0 110% 100% 0% 100% Weapon
Arc of Might (charged hit 1) 9839 0 110% 100% 0% 100% Weapon
Arc of Might (charged hit 1) 3099 0 110% 100% 0% 100% Weapon
Arc of Deliverance (uncharged hit 1) 125 0 110% 100% 0% 100% Weapon
Arc of Deliverance (uncharged hit 2) 125 0 110% 100% 0% 100% Weapon
Arc of Deliverance (charged hit 1) 11839 0 110% 100% 0% 100% Weapon
Arc of Deliverance (charged hit 2) 4414 0 110% 100% 0% 100% Weapon
Arc of Obliteration (uncharged hit 1) 125 0 110% 100% 0% 100% Weapon
Arc of Obliteration (uncharged hit 2) 125 0 110% 100% 0% 100% Weapon
Arc of Obliteration (charged hit 1) 14339 0 110% 100% 0% 100% Weapon
Arc of Obliteration (charged hit 2) 6229 0 110% 100% 0% 100% Weapon

Secondary Weapons[]

Shortbow[]

  • Damage is influenced by your distance from the target which can be separated into four range brackets. The data is given as "Closest / Close / Far / Furthest"
    • The ranges are (approximately) : 0-10m ; 11-25m ; 26-30m ; 31-90m
    • Ranges appear to be the same or similar for Strider and Assassin
  • † Permanently enchanted weapons only (ie Dragon's Ire only). This damage cannot kill a foe and will leave them with 1 health. Does not cause Elemental Debilitations. This magick damage has the oddity of being boosted by Strength Boosted vs some foes, but by Magick Boosted against melee resistant foes like Phantom. Temporary enchantments do not boost magick, nor do they overwrite the element, nor do they cause unenchanted bows to do magick damage with this skill.
  • ‡ There is an initial arrow that damages with power similar to Loose - but only if a direct hit is obtained - this arrow can debilitate, and can have a magickal component with enchantments.
  • * Less arrows are animated than actually strike.
  • £ The number of arrows (Special Arrows) consumed is less than hit the target.
  • $ Permanently enchanted bows only. No effect from spell enchantments.
  • ¥ Data for Fracture dart, Splinter Dart is likely identical
  • ¤ Only 40% of spell weapon enchantment power is added, irrespective of whether the weapon was permanently or unenchanted before
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Loose / Quick-Loose 63 / 55 / 40 / 0 0 72% / 70% / 56% / 56% 72% / 70% / 56% / 56% 0% 100% / 100% / 75% / 75% Blunt
Threefold Arrow (hit 1-3) 60 / 55 / 34 / 0 0 100% / 95% / 70% / 70% 30% 0% 90% / 90% / 75% / 75% Blunt
Fivefold Flurry (hit 1-5) 50 / 40 / 34 / 0 0 90% / 85% / 70% / 70% 30% 0% 90% / 90% / 75% / 75% Blunt
Triad Shot (hit 1-3) 50 / 40 / 30 / 0 0 70% / 63% / 56% / 56% 70% / 63% / 56% / 56% 0% 90% / 90% / 75% / 75% Blunt
Pentad Shot (hit 1-5) 50 / 40 / 30 / 0 0 70% / 63% / 56% / 56% 70% / 63% / 56% / 56% 0% 90% / 90% / 75% / 75% Blunt
Cloudburst Volley (hit 1-6) 40 0 70% 60% 0% 90% Blunt
Downpour Volley (hit 1-13) 40 0 70% 60% 0% 90% Blunt * £(11)
Hailstorm Volley (1-26) 40 0 45% 60% 0% 90% Blunt
Full Bend 225 / 215 / 215 / 0 0 130% / 125% / 125% / 115% 140% / 130% / 130% / 120% 0% 130% / 130% / 130% / 100% Blunt
Mighty Bend 275 / 265 / 265 / 0 0 140% / 135% / 135% / 125% 160% / 150% / 150% / 140% 0% 130% / 130% / 130% / 100% Blunt
Terrible Bend 325 / 320 / 320 / 0 0 150% 180% 0% 130% Blunt
Splinter Dart (hit 1-3) 150 0 130% 180% 0% 50% $ Blunt + Burning
Splinter Dart / Fracture Dart (dart direct hit ¥) 30 0 50% 50% 0% 100% ¤ Blunt + Weapon element
Fracture Dart (hit 1-5) 200 0 150% 160% 0% 50% $ Blunt + Burning
Whistle Dart (hit) 50 / 30 / 30 / 0 0 70% / 56% / 56% / 56% 70% / 56% / 56% / 56% 0% 100% Blunt
Whistle Dart (stun) 0 0 0% 0% 0% 100% Neutral magick
Shriek Dart (hit) 50 /30 / 30 / 0 0 70% / 56% / 56% / 56% 70% / 56% / 56% / 56% 0% 100% Blunt
Shriek Dart (stun) 0 0 0% 0% 0% 100% Neutral magick

Assassin[]

  • § Number of hits determined by range thresholds: 4 hits / 4 hits / 2 hits / 1 hit
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Puncture Dart 75 / 70 / 55 / 0 0 70% / 80% / 70% / 70% 70% / 80% / 70% / 70% 0% 100% / 100% / 75% / 75% Blunt §
Skewer Dart 75 / 80 / 55 / 0 0 70% / 90% / 70% / 70% 70% / 90% / 70% / 70% 0% 100% / 100% / 75% / 75% Blunt §
Keen Sight 75 / 97.5 / 279.5 / 0 0 70% / 91% / 156% / 156% 70% / 91% / 156% / 156% 0% 130% / 169% / 130% / 130% Blunt
Lyncean Sight 125 / 187.5 / 330 / 0 0 100% / 150% / 255% / 210% 100% / 150% / 255% / 210% 0% 130% / 195% / 195% / 150% Blunt
Eagle Sight 175 / 262.5 / 405 / 397.5 0 120% / 180% / 285% / 240% 120% / 180% / 285% / 240% 0% 130% / 195% / 195% / 150% Blunt
Blunting Arrow 50 / 40 / 40 / 0 0 70% / 63% / 63% / 56% 70% / 63% / 63% / 56% 0% 100% / 100% / 100% / 75% Blunt + Torpor
Plegic Arrow 50 / 40 / 40 / 0 0 70% / 63% / 63% / 56% 70% / 63% / 63% / 56% 0% 100% / 100% / 100% / 75% Blunt + Torpor

Longbow[]

  • Damage is influenced by your distance from the target which can be separated into four range brackets. The data is given as "Closest / Close / Far / Furthest"
    • Ranges are (approximately) : 0-8m ; 9-25m ; 26-33m ; 34-90m
  • § Additional blows to the area deal 125% damage for all types of hits (physical and magick). Only giant creatures are affected (bosses)
  • † Permanently enchanted weapons only. This damage cannot kill a foe and will leave them with 1 health. Does not cause Elemental Debilitations. No boost from temporary Weapon Enchantment. This magick damage has the oddity of being boosted by Strength Boosted vs some foes, but by Magick Boosted against melee resistant foes like Phantom. (This effect is lost on upgrading the skill)
  • ‡ With a Blast Arrow and the multipliers applied to stamina also seem to be applied to the blast.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Loose 90 / 100 / 80 / 0 0 68% / 75% / 56% / 56% 68% / 75% / 56% / 56% 0% 100% Blunt
Dire Arrow (uncharged) 65 / 75 / 55 / 0 0 73% / 80% / 66% / 66% 73% / 80% / 66% / 66% 0% 130% / 130% / 100% / 100% Blunt
Dire Arrow (charged) 135 / 150 / 150 / 0 0 115% / 120% / 120% / 100% 110% 0% 130% / 130% / 130% / 100% Blunt
Dire Arrow (perfect charge) 235 / 250 / 250 / 0 0 190% / 200% / 200% / 150% 450% / 500% / 500% / 300% 0% 130% / 130% / 130% / 100% Blunt
Deathly Arrow (charged) 235 / 250 / 250 / 0 0 125% / 130% / 130% / 110% 120% 0% 130% / 130% / 130% / 100% Blunt
Deathly Arrow (perfect charge) 335 / 350 / 350 / 0 0 240% / 250% / 250% / 200% 650% / 700% / 700% / 500% 0% 130% / 130% / 130% / 100% Blunt
Reaper's Arrow (charged) 335 / 350 / 350 / 0 0 135% / 140% / 140% / 120% 130% 0% 130% / 130% / 130% / 100% Blunt
Reaper's Arrow (perfect charge) 435 / 450 / 450 / 0 0 290% / 300% / 300% / 250% 850% / 900% / 900% / 700% 0% 130% / 130% / 130% / 100% Blunt
Heptad Shot (hit 1-6) 95 / 105 / 80 / 0 0 80% / 85% / 50% / 50% 40% 0% 90% / 90% / 60% / 60% Blunt
Endecad Shot (hit 1-11) 95 / 105 / 80 / 0 0 80% / 85% / 50% / 50% 40% 0% 90% / 90% / 60% / 60% Blunt
Foot Binder 140 / 150 / 130 / 0 0 90% / 100% / 80% / 80% 90% / 100% / 80% / 80% 0% 100% / 100% / 75% / 75% Blunt
Body Binder 140 / 150 / 130 / 0 0 90% / 100% / 80% / 80% 90% / 100% / 80% / 80% 0% 100% / 100% / 75% / 75% Blunt
Secure Binder 240 / 250 / 230 / 0 0 90% / 100% / 80% / 80% 90% / 100% / 80% / 80% 0% 100% / 100% / 75% / 75% Blunt
Sixfold Arrow (hit 1-6) 90 / 100 / 80 / 0 0 70% / 80% / 50% / 50% 40% 0% 90% / 90% / 60% / 60% Blunt
Tenfold Flurry (hit 1-10) 90 / 100 / 80 / 0 0 70% / 80% / 50% / 50% 40% 0% 90% / 90% / 60% / 60% Blunt
Meteor Shot 375 / 460 / 391 / 0 0 100% / 115% / 115% / 115% 100% / 115% / 115% / 115% 0% 130% / 149.5% / 115% / 115% Blunt
Comet Shot 475 / 650 / 572 / 0 0 100% / 130% / 130% / 130% 100% / 130% / 130% / 130% 0% 130% / 169% / 130% / 130% Blunt
Flying Din (hit) 135 / 150 / 120 / 0 0 100% / 120% / 80% / 80% 100% / 120% / 80% / 80% 0% 100% / 100% / 75% / 75% Blunt
Flying Din (stun) 0 0 0% 0% 0% 100% Neutral magick
Fearful Din (hit) 135 / 150 / 120 / 0 0 100% / 120% / 80% / 80% 100% / 120% / 80% / 80% 0% 100% / 100% / 75% / 75% Blunt
Fearful Din (stun) 0 0 0% 0% 0% 0% -
Whirling Arrow (hit n) 90 / 100 / 80 / 0 0 45% / 50% / 40% / 40% 30% 0% 90% / 90% / 60% / 60% Blunt
Spiral Arrow (hit n) 90 / 100 / 80 / 0 0 45% / 50% / 40% / 40% 30% 0% 90% / 90% / 60% / 60% Blunt
Corkscrew Arrow (hit n) 90 / 100 / 80 / 0 0 45% / 50% / 40% / 40% 30% 0% 90% / 90% / 60% / 60% Blunt
Invasive Arrow 90 / 100 / 80 / 0 0 68% / 75% / 61% / 61% 68% / 75% / 61% / 61% 0% 100% / 100% / 75% / 75% Blunt §
Crippling Arrow 90 / 100 / 80 / 0 0 68% / 75% / 61% / 61% 68% / 75% / 61% / 61% 0% 100% / 100% / 75% / 75% Blunt §
Gamble Draw 240 / 118 / 362 / 0 0 50% 50% 0% 130% / 130% / 100% / 100% Blunt
The main power of the shot comes from Stamina consumption at a rate of 4/4.2/3.8 physical power per unit of stamina consumed. At far range the shot will fail. ‡
Great Gamble 240 / 250 / 230 / 0 0 50% 50% 0% 130% / 130% / 100% / 100% Blunt
The main power of the shot comes from Stamina consumption at a rate of 6 physical power per unit of stamina consumed. At far range the shot will fail. ‡

Shield[]

  • § Uses primary weapon (sword) stats, and doesn't benefit from any shield power boosts. Can also be used without a sword as a form of Unarmed Combat
  • * Power is increased when the shield strikes after being hit itself by a foe whilst 'winding up' the attack
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Perfect Block 100 0 100% 100% 0% 100% Blunt
Shield Strike 30 0 100% 100% 0% 100% Blunt
Shield Storm 70 0 100% 100% 0% 100% Blunt
Shield Slam 70 0 100% 100% 0% 100% Blunt
Shield Slam (counter) 140 0 200% 200% 0% 100% Blunt *
Cymbal Attack (hit 1-2) 100 0 100% 100% 0% 100% Blunt
Cymbal Attack (hit 3) 175 0 100% 100% 0% 100% Blunt
Cymbal Onslaught (hit 1-2) 100 0 100% 100% 0% 100% Blunt
Cymbal Onslaught (hit 3-4) 45 0 100% 100% 0% 100% Blunt
Cymbal Onslaught (hit 5) 175 0 100% 100% 0% 100% Blunt
Sheltered Spike (hit 1-5) 28 0 75% 75% 0% 75% Slash §
Sheltered Assault (hit 1-10) 13 0 75% 75% 0% 75% Slash §
Sheltered Fusillade (hit 1-15) 10 0 75% 75% 0% 75% Slash §

Magick Shields[]

Blocks and spell blocks[]

  • § Shield element is ignored
  • † Near damage is higher than far damage
  • ‡ Melee attackers hit by a perfect block conjured spell will first be hit by the perfect block shockwave, then by the spell. Ranged attacks will generally avoid the shockwave.
  • * Per orb strike
  • ¶ If the shield is permanently enchanted the spell takes on the shield's element; if a temporary weapon enchantment is used this also changes the element of the spell: both may also cause Elemental Debilitations. If the spell damages a temporary enchantment also adds magick power (approximately 2/5ths of the enchantment spell power, see also Weapon Enchantment) as it would to a primary magic weapon.
  • £ Hits multiple times.
  • $ Though the damage is dark, if the shield is permanently enchanted it may cause an Elemental Debilitation using the shield's element.
  • ɸ Multipliers are approximate particularly magick scaling - due to unexplained variance in results from testing. Abyssal Riposte may differ from other counter spells, and has some unusual elemental effects.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Block (unenchanted) 0 0 0% 0% 0% 0%
Block (counter and riposte enchanted) 0 75 0% 0% 70% 70% as spell
Perfect Block (unenchanted) 200 0 100% 100% 0% 0% blunt §
Perfect Block (counter and riposte enchanted, not Darkcounter) 100 0 100% 100% 90% 70% blunt + as spell ɸ (verify)
Darkcounter (perfect block & spell) 100 0 100% 100% 100% 100% blunt + Dark (verify)
Perfect Block (Demonswrath and Demonspite) 50 100 50% 100% 100% 100% Dark / Shield element
Demonspite / Demonswrath (casting shockwave) 0 0 0% 0% 0% 0% Neutral Magick / Shield Element
Demonspite / Demonswrath (release uncharged) 0 100 0% 0% 70% 70% Dark / Shield element
Demonspite / Demonswrath (blast initiation shockwave) 0 0 0% 0% 0% 100% Neutral magick / Shield Element
Demonspite (dark blast ) 0 270 0% 0% 150% 150% Dark £
Demonspite (final knockback) 0 4444 0% 0% 500% 500% Dark $
Demonswrath (dark blast ) 0 300 0% 0% 150% 150% Dark £
Demonswrath (final knockback) 0 6666 0% 0% 600% 600% Dark $
Firecounter (spell) identical to Ingle Fire
Thundercounter (spell) identical to Levin Lightning
Icecounter (spell) 0 200/100 0% 0% 100/80% 100/80% Ice † ‡
Holycounter (spell) 0 20 0% 0% 50% 50% Holy *
Flame Riposte (spell) identical to High Ingle Fire
Thunder Riposte (spell) identical to High Levin Lightning
Frost Riposte (spell) 0 300/200 0% 0% 130/100% 130/100% Ice † ‡
Blessed Riposte (spell) 0 20 0% 0% 50% 50% Holy *
Abyssal Riposte (spell) 0 100 0% 0% 100% 100% Dark

Other spells[]

  • Per light beam strike
  • ¤ Hits each enemy 14-17 times over the spells duration.
  • ¿ Hits each enemy 26-33 times over the spells duration.
  • † Hits once per melee strike or spell cast
  • ‡ Can hit multiple times per melee strike.
  • § Conjured only on certain attacks
  • ¶ Dark magick doesn't cause Critical Hits
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Holy Glare 0 275 0% 0% 70% 70% Holy * ¤
Holy Furor 0 375 0% 0% 80% 60% Holy * ¿
Dark Anguish 30 50 50% 50% 100% 100% Dark + Blunt † ¶
Abyssal Anguish 30 50 50% 50% 100% 100% Dark+Blunt ‡ ¶
Abyssal Anguish (shockwave) 0 100 0% 0% 50% 50% Dark(verify) § ¶

Magick Bow[]

† Per arrow/arrow strike
  • unexpectedly Ninefold has 10 bolts
  • Explosive bolt/rivet produce 1/3 arrows per shot
* Double values refer to near/far range, near range is sub 3m "shotgun range"
‡ Only damages undead, including skeletons. The living may flinch but are not harmed.
§ Creatures with high dark (or possibly dark critical) resistance may 'absorb' the dark bolt, causing the neutral magick shockwave to fail to trigger. In such cases the bolt may also fail to kill the creature, with them left with 1 health, despite having enough power to kill them several times over.
$ The Ricochet bolts have increased damage after every 5 bounces, roughly +10% per step, up to a maximum of +30%.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Seeker / True Seeker 0 40/20 0% 0% 100% 100% as bow *
Threefold Bolt (tracer) 0 70/60 0% 0% 110%/100% 110%/100% Ice *
Threefold Bolt (bolts) 0 60 0% 0% 110% 110% Ice † (x3)
Sixfold Bolt (tracer) 0 90/60 0% 0% 110%/105% 100% Ice *
Sixfold Bolt (bolts) 0 70 0% 0% 110% 100% Ice † (x6)
Ninefold Bolt (tracer) 0 165/115 0% 0% 100% 100% Ice *
Ninefold Bolt (bolts) 0 130 0% 0% 100% 100% Ice † (x10)
Explosive Bolt / Explosive Rivet (arrow) 0 35 0% 0% 70% 70% Fire
Explosive Bolt / Explosive Rivet (explosion) 0 590 0% 0% 100% 100% Fire
Ricochet Seeker / Ricochet Hunter 0 15/10 0% 0% 100% 100% Lightning *†$
Seeker Bolt 0 50 0% 0% 80% 80% Holy
Hunter Bolt 0 60 0% 0% 95% 95% Holy
Magickal Gleam / Magickal Flare 0 280 0% 0% 40% 40% Holy
Sacrificial Bolt (dark bolt) 0 9990 0% 0% 100% 100% Dark §
Sacrificial Bolt (shockwave) 0 19990 0% 0% 100% 100% Neutral
Great Sacrifice (dark bolt) 0 9990 0% 0% 2000% 2000% Dark §
Great Sacrifice (shockwave) 0 24990 0% 0% 500% 500% Neutral

Other[]

Elemental debilitations[]

Main article: Elemental Debilitation.
  • * Only damages those it arcs too, not the creature that was the source of the arc. When large enemies are thundershocked they don't receive extra damage.
  • † Additional damage whenever a dark enchanted weapon or dark magick produces a critical.
  • ‡ There is a unusual case with damaging debilitations triggered by a Mystic Knight Shield Counter where the hit may become imbued with a different element (Magick Shield element or enchantment) - this occurs with Abyssal Riposte when Dark Critical Hits occur, and with Thunder Riposte when Thundershock occurs.
    • This effect also occurs when critical hits are caused by Grapnel spells - in these cases the critical hit still occurs at the rate expected from dark debilitation resistance, but the damage is derived from the Staff's element.
    • Also may occur with Necromancy spells
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Thundershock 0 150 0% 0% 70% 0% Lightning * ‡
Dark Critical Hit 0 1400 0% 0% 90% 0% Dark † ‡

Thrown Items[]

Main article: Thrown Damage.
  • † Damage is not increased by augments or invigorations that increase strength or magick, or decreased by debilitations that reduce stats either.
  • ‡ Hits up to 3 times. Small 1m radius
  • * Damage in increased by Strength Boosted and decreased by Lowered Strength
  • $ (Consumes up to 10,000 Gold when thrown) If less than 10,000 gold is available this base power will be reduced correspondingly by the amount of gold available.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Barrel 400 0 120% 0% 0% 0% Blunt
Brick 1200 0 320% 0% 0% 0% Blunt
Ceramic Jug 200 0 140% 0% 0% 0% Blunt+Drenched
Coin Purse of Charity 7700 $ 7700 $ 200% 0% 0% 0% Blunt + Holy
Cracked pot 300 0 120% 0% 0% 0% Blunt
Box (medium) 300 0 150% 0% 0% 0% Blunt
Box (small) 100 0 150% 0% 0% 0% Blunt
Dragon's Spit (direct hit) 500 500 100% 0% 0% 0% Blunt+Fire
Dragon's Spit (explosion) 500 500 100% 0% 0% 0% Blunt+Fire †‡
Explosive Barrel 3750 0 200% 0% 0% 0% Blunt+Burning
Festival Pie 2 0 20% 0% 0% 0% Blunt+Blinding
Foreign Knife 1300 0 0% 0% 0% 0% Slashing *
Indestructible crate 300 0 100% 0% 0% 0% Blunt
Kindling 200 0 160% 0% 0% 0% Blunt
Kindling (lit) 400 0 160% 0% 0% 0% Blunt+Burning
Large flask 350 0 120% 0% 0% 0% Blunt
Large Stone 1200 0 200% 0% 0% 0% Blunt
Oil Flask 400 0 200% 0% 0% 0% Blunt+Tarred
Oil pot 300 0 120% 0% 0% 0% Blunt+Tarred
Pawn (thrown) 270 0 180% 0% 0% 0% Blunt
Poison Flask 400 0 200% 0% 0% 0% Blunt+Poison
Poison pot 300 0 120% 0% 0% 0% Blunt+Poison
Pot 500 0 120% 0% 0% 0% Blunt
Rock 200 0 300% 0% 0% 0% Blunt
Skull 350 0 200% 0% 0% 0% Blunt+Curse
Throwblast 6100 0 200% 0% 0% 0% Blunt+Burning
Water Flask 400 0 200% 0% 0% 0% Blunt+Drenched
Water pot 300 0 120% 0% 0% 0% Blunt+Drenched
Wood Bundle 350 0 130% 0% 0% 0% Blunt

Magick scrolls and jewels[]

For a list, see Category:Single-Use Magickal Items.
  • In all cases damage is not increased by augments, core magick, equipment or equipped weapons; but is boosted or diminished by Invigorations or Debilitations that alter magick power.
  • † Strikes five times. May cause thundershock
  • ‡ Strikes twice.
  • $ Hits several times
  • & Conjured multiple times
  • £ Damages undead, skeletons and ghosts only
  • @ Hits around once per second for the duration of the sigil
  • # The boulders do not target foes, and strikes are generally random
  • % Like Bolide based spells, foes not directly hit may be damaged by the boulder's explosion - the power of this blast is roughly two fifths of the main strike.
  • + Oddly the sigil from this spell does not affect undead or ghosts at all.
  • ∞ Only the initial grab, not the explosion can cause dark criticals
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Fulgurous Lord Tome 0 760 0% 0% 0% 0% Lightning
Goddess Cameo (boulder) 0 4455 0% 0% 0% 0% Fire %&
Jewel of Antilight 0 35 0% 0% 0% 0% Holy £
Jewel of Endurance 0 0 0% 0% 0% 0% (Holy) +
Jewel of Summoning (attach) 0 1250 0% 0% 0% 0% Dark
Jewel of Summoning (explode) 0 2500 0% 0% 0% 0% Dark
Jewel of Health 0 320 0% 0% 0% 0% Holy £@
Salomet's Grimoire (boulder) 0 4455 0% 0% 0% 0% Fire %&
Shattered Earth Tome (area spell) 0 540 0% 0% 0% 0% Holy
Shattered Earth Tome (spire) 0 3900 0% 0% 0% 0% Holy &
Shattered Earth Tome (erratic boulder) 1000 0 0% 0% 0% 0% Blunt #
The Sundering Spear Tome 0 1000 0% 0% 0% 0% Fire $
Surging Light Tome 0 ? 0% 0% 0% 0% Holy $
Winter's Path Tome 0 900 0% 0% 0% 0% Ice

Special Arrows and Projectiles[]

  • † Damage is independent of range (and skill used), and added and calculated separately per arrow fired. A special case is Gamble Draw and Great Gamble where the explosive power is also added to the power of the gamble shot (or the strike multiplies the explosive power).
  • * Ballista bolts often do double damage compared to a base Damage Calculation. (may be dependent on range) However they don't seem to benefit from weakspot (goblin head) or sneak attack bonuses. [Some uncertainty in data]
  • ‡ Explodes 3 times
  • # No effect on humans or pawns (core power slightly dependent on range).
    • The values for the real Maker's Finger are similar - the damage registered in cumulative damage doesn't include the instant kill effect, and only includes this base arrow damage.
Skill Base Power Multipliers Damage Type Notes
physical magick Character Strength Weapon Strength Character Magick Weapon Magick
Blast Arrow 300 0 100% 100% 0% 0% Blunt+Burning
Maker's Finger Forgery (shortbow) 25/50/0 0 100% 100% 0% 100% Blunt #
Maker's Finger Forgery (longbow) 45/90/0 0 100% 100% 0% 100% Blunt #
Ballista (bolt) ~350-375 0 0% 0% 0% 0% Blunt *
Ballista (explosive) ~350-375 350 0% 0% 0% 0% Blunt + Fire *
Ballista (explosion) 100 750 0% 0% 0% 0% Blunt + Fire ‡ *

See also[]

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