Weapon Generation [ ]
Weapon generation follows three steps:
two weapons are created, their type being randomly and independently selected from the table at Weapon/probabilities ,
each weapon is randomized according to its type:
a melee weapon has its level randomized following the table at Weapon/random , then acquires an enchantment with a 1/(level+10)
probability, following the table at Enchantment/probabilities ,
a missile weapon has its quantity randomized,
the weapon which required strength is closest to 10 + numberOfGeneratedPotionsOfStrength
(theoretical Hero strength , except for Warriors ) is selected and dropped on the floor (75 %), put in an unlocked chest (20 %) or hidden in skeletal remains (5 %).
Melee weapon damage [ ]
A Melee weapon has its damage values uniformly distributed between a minimum and maximum hit values. These values can be calculated as:
minHit = tier + level
maxHit = (tier2 - tier + 10) × delay / accuracy + tier × level
averageHit = (minHit + maxHit) / 2
Example
A +6 War hammer is tier 5 with delay 1 and accuracy 1.2:
minHit = 5 + 6 = 11
maxHit = (52 - 5 + 10) × 1 / 1.2 + 5 × 6 = 55
averageHit = (11 + 55) / 2 = 33
Individual Weapons [ ]
Below are damage values per upgrade, per weapon
Short Sword [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
1
5
10
+1
2
6
11
+2
3
7
12
+3
4
8
13
+4
5
9
14
+5
6
10
15
+6
7
11
16
+7
8
12
17
+8
9
13
18
+9
10
14
19
+10
11
15
20
+11
12
16
21
+12
13
17
22
+13
14
18
23
Dagger [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
1
4
8
+1
2
5
9
+2
3
6
10
+3
4
7
11
+4
5
8
12
+5
6
9
13
+6
7
10
14
+7
8
11
15
+8
9
12
16
+9
10
13
17
+10
11
14
18
+11
12
15
19
+12
13
16
20
+13
14
17
21
Knuckleduster [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
1
3
5
+1
2
4
6
+2
3
5
7
+3
4
6
8
+4
5
7
9
+5
6
8
10
+6
7
9
11
+7
8
10
12
+8
9
11
13
+9
10
12
14
+10
11
13
15
+11
12
14
16
+12
13
15
17
+13
14
16
18
Quarterstaff [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
2
7
12
+1
3
8
14
+2
4
10
16
+3
5
11
18
+4
6
13
20
+5
7
14
22
+6
8
16
24
+7
9
17
26
+8
10
19
28
+9
11
20
30
+10
12
22
32
+11
13
23
34
+12
14
25
36
+13
15
26
38
Spear [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
2
10
18
+1
3
11
20
+2
4
13
22
+3
5
14
24
+4
6
16
26
+5
7
17
28
+6
8
19
30
+7
9
20
32
+8
10
22
34
+9
11
23
36
+10
12
25
38
+11
13
26
40
+12
14
28
42
+13
15
29
44
Mace [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
3
7
12
+1
4
9
15
+2
5
11
18
+3
6
13
21
+4
7
15
24
+5
8
17
27
+6
9
19
30
+7
10
21
33
+8
11
23
36
+9
12
25
39
+10
13
27
42
+11
14
29
45
+12
15
31
48
+13
16
33
51
Sword [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
3
9
16
+1
4
11
19
+2
5
13
22
+3
6
15
25
+4
7
17
28
+5
8
19
31
+6
9
21
34
+7
10
23
37
+8
11
25
40
+9
12
27
43
+10
13
29
46
+11
14
31
49
+12
15
33
52
+13
16
35
55
Battle Axe [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
4
11
18
+1
5
13
22
+2
6
16
26
+3
7
18
30
+4
8
21
34
+5
9
23
38
+6
10
26
42
+7
11
28
46
+8
12
31
50
+9
13
33
54
+10
14
36
58
+11
15
38
62
+12
16
41
66
+13
17
43
70
Longsword [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
4
15
22
+1
5
18
26
+2
6
21
30
+3
7
24
34
+4
8
27
38
+5
9
30
42
+6
10
33
46
+7
11
36
50
+8
12
39
54
+9
13
42
58
+10
14
45
62
+11
15
48
66
+12
16
51
70
+13
17
54
74
War Hammer [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
5
15
25
+1
6
18
30
+2
7
21
35
+3
8
24
40
+4
9
27
45
+5
10
30
50
+6
11
33
55
+7
12
36
60
+8
13
39
65
+9
14
42
70
+10
15
45
75
+11
16
48
80
+12
17
51
85
+13
18
54
90
Glaive [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
5
17
30
+1
6
20
35
+2
7
23
40
+3
8
26
45
+4
9
29
50
+5
10
32
55
+6
11
35
60
+7
12
38
65
+8
13
41
70
+9
14
44
75
+10
15
47
80
+11
16
50
85
+12
17
53
90
+13
18
56
95
Boomerang [ ]
Level
Min Dmg
Avg Dmg
Max Dmg
0
1
2
4
+1
2
4
6
+2
3
5
8
+3
4
7
10
+4
5
8
12
+5
6
10
14
+6
7
11
16
+7
8
13
18
+8
9
14
20
+9
10
16
22
+10
11
17
24
+11
12
19
26
+12
13
20
28
+13
14
22
30
Melee weapon required strength [ ]
The Strength that a Hero must have to wield a weapon without a strength penalty/bonus in calculated as:
requiredStrength = 8 + 2 × Weapon.tier - Weapon.level
Example
A +4 Mace’s required strength is:
8 + 2 × 3 - 4 = 10
Enchantment Probabilities [ ]
Effect of Weapon's Level on Enchantment Application Probability
Level
0
1
2
3
4
5
6
7
8
9
10
Blazing
33%
50%
60%
67%
71%
75%
78%
80%
82%
83%
85%
Venomous
33%
50%
60%
67%
71%
75%
78%
80%
82%
83%
85%
Stunning
13%
22%
30%
36%
42%
46%
50%
53%
56%
59%
61%
Vampiric
33%
43%
50%
56%
60%
64%
67%
69%
71%
73%
1
Chilling
25%
40%
50%
57%
63%
67%
70%
73%
75%
77%
79%
Unstable
1
1
1
1
1
1
1
1
1
1
1
Eldritch
20%
33%
43%
50%
56%
60%
64%
67%
69%
71%
73%
Grim
8%
9%
10%
11%
12%
12%
13%
14%
15%
16%
16%
Lucky
33%
50%
60%
67%
71%
75%
78%
80%
82%
83%
85%
Shocking
25%
40%
50%
57%
63%
67%
70%
73%
75%
77%
79%
Tempered
1
1
1
1
1
1
1
1
1
1
1
For melee weapons:
Enchantment
Probability
Blazing
5/21
23.81 %
Venomous
5/21
23.81 %
Grim
1/42
2.38 %
Stunning
1/21
4.76 %
Vampiric
1/42
2.38 %
Chilling
1/21
4.76 %
Shocking
1/7
14.29 %
Unstable
1/14
7.14 %
Eldritch
1/21
4.76 %
Lucky
1/21
4.76 %
Tempered
1/14
7.14 %
When unstable procs on melee weapons:
Enchantment
Probability
Blazing
10/39
25.64 %
Venomous
10/39
25.64 %
Grim
1/39
2.56 %
Stunning
2/39
5.13 %
Vampiric
1/39
2.56 %
Chilling
2/39
5.13 %
Shocking
2/13
15.38 %
Unstable
1/13
7.69 %
Eldritch
2/39
5.13 %
Lucky
2/39
5.13 %
Tempered
0
0 %
For boomerang :
Enchantment
Probability
Blazing
5/21
23.81 %
Venomous
5/21
23.81 %
Grim
1/42
2.38 %
Stunning
1/21
4.76 %
Vampiric
1/42
2.38 %
Chilling
1/21
4.76 %
Shocking
1/7
14.29 %
Unstable
1/14
7.14 %
Eldritch
1/21
4.76 %
Lucky
1/21
4.76 %
Tempered
1/14
7.14 %
When unstable procs on boomerang:
Enchantment
Probability
Blazing
10/39
25.64 %
Venomous
10/39
25.64 %
Grim
1/39
2.56 %
Stunning
2/39
5.13 %
Vampiric
1/39
2.56 %
Chilling
2/39
5.13 %
Shocking
2/13
15.38 %
Unstable
1/13
7.69 %
Eldritch
2/39
5.13 %
Lucky
2/39
5.13 %
Tempered
0
0 %
Enchantment Loss Probability [ ]
This is the chance that upgrading an enchanted weapon with a scroll of upgrade will destroy that enchantment:
Chance of Destruction = CoD = (L - 1)/L, where L = Weapon Level
Main article: Scroll of Upgrade