🗡️ Weapon Class Bonuses
Each class has damage multipliers for different weapon types. Values above 1.0 are bonuses, below 1.0 are penalties. Choose weapons that match your class for maximum effectiveness.
| Class | Knife | Sword | Axe | Blunt | Staff | Shield |
|---|---|---|---|---|---|---|
| Peasant | — | — | -15% | — | — | — |
| Fighter | -15% | +14% | +10% | +5% | -9% | +10% |
| Warrior | -15% | +19% | +14% | +5% | -9% | +14% |
| Champion | -15% | +25% | +19% | +10% | -9% | +19% |
| Healer | -5% | — | -15% | +14% | +14% | +10% |
| Priest | -5% | — | -15% | +19% | +19% | +14% |
| Cleric | -5% | +5% | -15% | +25% | +25% | +19% |
| Mage | — | -9% | -19% | -9% | +19% | -15% |
| Wizard | — | -9% | -19% | -9% | +25% | -15% |
| Sorcerer | — | -9% | -19% | -9% | +30% | -15% |
| Thief | +19% | — | -19% | -15% | -9% | -15% |
| Rogue | +25% | +5% | -19% | -15% | -9% | -15% |
| Assassin | +30% | +10% | -19% | -15% | -9% | -15% |
Weapon Types
Knife/Dagger — Light, fast weapons. Favored by the Thieves guild.
Sword — Versatile melee weapons. The Fighters guild excels with these.
Axe — Heavy chopping weapons. Strong for Fighters, poor for most others.
Blunt — Clubs and maces. The Healers guild prefers these.
Staff — Magical implements. Essential for Mages, decent for Healers.
Shield — Defensive off-hand. Fighters and Healers get the most benefit.