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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 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 boosts all damage and adds a critical hit chance:
Anatomy skill increases only on kill.
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 100 adds a 50% damage bonus. STR is raised by improving STR-contributing skills.
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 (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.

Shield blocking (projectiles)

A defender with a shield in their off-hand can block incoming arrows:
Weapon parry does not apply to arrows or bolts. A shield is required to have any chance of blocking ranged attacks.

Skill gain

Both the Archery skill and Tactics receive gain checks on every successful ranged hit.