Weapon-skill table
Every weapon maps to exactly one skill. The skill value is the primary driver of that weapon’s damage output.Pickaxes, shovels, and hoes are treated as Wrestling weapons (FIST type) with reduced base damage (1–6 depending on material). They do not use weapon-specific skills.
Damage formula
All melee damage follows this formula:Multiplier reference
Tactics — the main damage multiplier
Tactics — the main damage multiplier
Tactics is the single most important combat skill. It acts as the primary damage gate:At Tactics 10 you deal only 10% of potential damage. At Tactics 100 you deal full damage. No amount of gear compensates for low Tactics.Tactics skill increases every time an attack hits (regardless of kill).
Anatomy — damage boost and critical hits
Anatomy — damage boost and critical hits
Anatomy boosts all damage and adds a critical hit chance:Anatomy skill increases only on kill.
Wrestling — unarmed combat modifier
Wrestling — unarmed combat modifier
Applied only when attacking with bare fists (not pickaxes or tools):Wrestling also grants a stun chance:
Stun lasts 1 second and has a 5-second cooldown per target.
STR bonus
STR bonus
Quality modifier
Quality modifier
Quality is set at craft time and stored on the item. It modifies both damage and armor rating.
See Crafting Quality System for how quality is determined.
DI enchantments
DI enchantments
DI (Damage Increase) enchantments add a flat percentage bonus per level. All DI bonuses are summed before being applied.
Sharpness V on a sword contributes +50% DI, making
DI Modifier = 1.50.Archery
Bows and crossbows use the Archery skill and share the same damage formula, with three additional modifiers.Base damage
Distance falloff
Movement penalty
Firing while moving reduces damage:
Movement is assessed at the moment the projectile is fired, not at impact.