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Melee weapons Edit

One-handed light weapons Edit

These weapons are very special because they are the only melee weapons which you can equip as off-hand weapons - at the cost of increased strength requirement for this weapon.

While dual-wielding weapons, one of your equipped weapons is selected at random for every attack. Most importantly, such attacks are 50% faster than usual.

Weapon Str Req Base Damage Damage Scaling Weight penalty Chapter Special
Knuckleduster 8 2-7 +1/+1 0% Sewers +33% attack speed, cannot be disarmed from hero, increased durability
Dagger 9 3-9 +1/+2 0% Sewers Surprise attacks do 2x damage.
Shortsword 11 4-12 +1/+3 10% Prison

One-handed heavy weapons Edit

This category of weapons does not have any notable features, except they can be used both with shields and off-hand weapons without any strength requirement penalties.

Note that quarterstaffs increase your magic power while equipped. Base bonus is 10% and is increased by 5% per every upgrade level.

These weapons are usually fast.

Weapon Str Req Base damage Damage Scaling Weight penalty Chapter Special
Quarterstaff 10 3-11 1-2 0% Sewers less wand miscasts, higher chance to squeeze additional charge
Mace 12 4-16 1-3 10% Prison -
Broadsword 14 5-21 1-4 20% Caves -

Two-handed light weapons Edit

In other words, polearms. Their main feature is that they are not suited to be dual wielded, and therefore will receive strength requirement penalties if used with another melee weapon.

However, they are probably your best option if you want to use shields. Their damage is higher than damage of any other weapon category except heavy two-handed weapons, which cannot be easily wielded with shields.

Weapon Strength Requirement Base damage Damage Scaling Weight penalty Chapter
Spear 13 4-18 +1/+3 10% Prison
Glaive 15 5-23 +1/+4 20% Caves
Halberd 17 6-28 +1/+5 30% Metropolis

Two-handed heavy weapons Edit

Here we have some real heavy weapons. These instruments of death require highest amounts of strength and have the highest accuracy and stealth penalties compared with any other weapon category, but their damage is nothing to sneeze at.

Heavy two-handed weapons receive strength requirement penalties if used with shields or while dual-wielded, so you better limit yourself to throwing weapons or wands if you want to use these.

Weapon Strength Requirement Base Damage Damage Scaling Weight penalty Chapter
Battleaxe 16 5-27 +1/+4 20% Caves
Greatsword 18 6-30 +1/+5 30% Metropolis
Warhammer 20 7-32 +1/+6 40% Metropolis

Tiers - Upgrading Edit

Weapons' assignment to tiers in YetAnotherPD seems random at first, as the same tier includes weapons of very different qualities (for example knuckleduster and battle axe are both tier 1 weapons, while shortsword and warhammer are both tier 3 weapons) but actually it is not. Tier shows the quality of each weapon in comparison to the other two weapons that combine the same number of hands and weight. So the knuckleduster and battle axe are both tier 1 weapons because they are both the worst in damage output among the light one-handed and the heavy two-handed weapons and in contrast the short sword and warhammer are both tier 3 weapons because they are both the best in damage output among the light one-handed and the heavy two-handed weapons.

Tier 1 Tier 2 Tier 3
Light One-handed Knuckleduster Dagger Shortsword
Heavy One-handed Quarterstaff Mace Broadsword
Light Two-handed Spear Glaive Halberd
Heavy Two-handed Battle Axe Greatsword Warhammer

Keep in mind that "worst" and "best" are relative, as for example a +3 Battle Axe has almost the same damage output with a +2 Greatsword (8-39 vs. 8-40) but only a 7.5% stealth and accuracy penalty (with the strength requirement just fullfilled) instead of the 25% penalty of the Greatsword (requirement also just fullfilled), and as the hero will continue to raise his/her strength, the battle axe will most probably end up with no stealth and accuracy penalties at all by end-game. There is also the option of dual wielding, which makes the Tier 1 Knuckleduster and the the Tier 2 Dagger completely suitable for end-game, along with the Tier 3 Short Sword, which can also be wielded dually. Perhaps only the broadsword, mace, quarterstaff and spear are unsuitable for end-game in any case scenario.

Rarity - Transmuting Edit

Melee weapons are primarily separated in YetAnotherPD's code into: a) "Crushing / Blunt" (knuckleduster, mace, battle axe, warhammer), b) "Slashing / Sword" (dagger, shortsword, broadsword, greatsword), and c) "Thrusting / Polearm" (quarterstaff, spear, glaive and halberd). Using a scroll of Transmutation on a weapon will change it to any other weapon of the same aforementioned category that the original weapon belongs to (for example it will change a thrusting glaive to a thrusting halberd, quarterstaff or spear) and not to a weapon of the same hand, rarity, tier or weight. So using a scroll of Transmutation on a warhammer to get an equally good but lighter greatsword sounds reasonable, it would work in other mods, but it is just a bad idea in YetAnotherPD. A related category, which doesn't affect transmutations but helps understand them better, is that of Rarity. Each type of weapon (crushing, slashing, thrusting), has weapons of all four different rarities. So practically, when you use a scroll of Transmutation on a weapon, you do it on a more often occurring weapon in the hope of getting a more rare weapon of the same category, but wiith only a 33% chance if you want specifically an exceptional weapon.

Crushing - Blunt Slashing - Sword Thrusting - Polearm
Common Knuckleduster Dagger Quarterstaff
Regular Mace Shortsword Spear
Infrequent Battle Axe Broadsword Glaive
Exceptional Warhammer Greatsword Halberd

Ranged weapons Edit

Missile Edit

Missile weapons are unwieldy, requiring both of your hands to use - one to hold the weapon, and other to hold ammunition for it. However, they offer you both the reach of throwing weapons and the ability to be upgraded of melee weapons.

Weapon Strength Requirement Base damage Damage Scaling Weight penalty Chapter Ammunition
Sling 8 3-8 +1/+1 0% Sewers Bullets
Bow 12 4-16 +1/+2 10% Prison Arrows
Arbalest 16 5-24 +1/+3 20% Caves Quarrels

Flintlock Edit

Flintlock weapons are stronger than missile weapons, but are even more problematic to use. On the one hand, they alert other enemies on use, require bullets to shoot and gunpowder to reload, and every reload will spend half of a turn. On the other hand, they deal damage comparable with those of melee weapons, ignore distance penalties and armor class, and it is possible to reload them in advance.

Weapon Strength Requirement Base Damage Damage Scaling Weight penalty Chapter Gunpowder Requirement
Pistole 10 5-14 +1/+2 20% Prison 1
Arquebuse 14 6-21 +1/+3 30% Caves 2
Handcannon 18 7-28 +1/+4 40% Metropolis 3

[Note: In the latest beta all ranged weapons, missile and flintlock, have their damage increased.]

Throwing Weapons Edit

Heavy throwing weapons Edit

Not only the strongest throwing weapons available, but they are also a decent positioning tools. Javelins and tomahawks have a chance to knock their target back on a successful hit, while harpoons can pull enemies to you instead.

Weapon Str Damage Base Quantity Weight penalty Chapter
Javelins 12 4-11 4 20% Prison
Tomahawks 14 5-14 3 30% Caves
Harpoons* 16 6-17 2 40% Metropolis

Light throwing weapons Edit

Light throwing weapons have a bonus perk of dealing increased damage on sneak attacks, similar to daggers. Chakrams also can hit several enemies at once before returning back to your hand.

Weapon Str Base damage Base Quantity Weight penalty Chapter
Throwing knives 9 2-6 5 0% Sewers
Shurikens 11 3-9 4 20% Prison
Chakrams* 15 4-14 3 30% Metropolis

Special throwing weapons Edit

Special throwing weapons deal the least amount of damage, but they also semireliably inflict debuffs on their targets. Also, boomerangs will return to your hands when thrown.

Weapon Strength Requirement Damage Base Quantity Weight penalty Chapter Special
Poison darts 8 1-5 6 0% Sewers applies poison to their target
Bolas 10 2-8 4 10% Sewers can ensnare their target
Boomerangs 13 3-12 3 20% Caves can stun their target

Armors & Shields Edit

Cloth armor Edit

This armor is available from the start for most of the classes, and you can easily find it in the sewers. They do not protect as much as any actual armors, but they increase your stats while worn. Base bonus value is 10% and increased by 5% for every upgrade level.

They are repaired by using the sewing kit.

Armor Str Req Base AC AC Scaling Weight penalty Chapter Stat Boosted
Mystic robe 9 3 1 0% Sewers Willpower
Rogue garb 9 3 1 0% Sewers Stealth
Elven cloak 9 3 1 0% Sewers Detection

Light armor Edit

Light armor is considered a go-to armor for thoes who value stealthier approach, allowing you to stay protected without hindering your dexterity and stealth much... Well, at least too much.

Armor Str Req Base AC AC Scaling Weight penalty Chapter Special
Studded armor 11 7 1 10% Prison -
Mail armor 15 14 2 20% Caves -
Scale armor 19 21 3 30% Metropolis -

Heavy armor Edit

Heavy armor is more powerful, but it has greater strength requirements and inflicts heavier penalties to your dexterity and stealth.

Armor Str Req Base AC AC Scaling Weight penalty Chapter Special
Disc armor 13 9 2 20% Prison -
Splint armor 17 16 3 30% Caves -
Plate armor 21 23 4 40% Metropolis -

Shields Edit

Shields allow you to increase your armor class even further but you have to equip them in your off-hand to benefit from them. They also allow you to block and are generally better than melee weapons at that.

When using both armor and shield, one of them is selected on every hit to determine which one will have its durability decreased and which one will have its enchantment proc.

Armor Str Requirement Base AC AC Scaling Weight penalty Chapter
Round Shield 10 7 1 0% Prison
Kite Shield 14 9 2 20% Caves
Tower Shield 18 11 3 40% Metropolis

Enchantments and Curses Edit

Unlike Original PD and most other mods, most of YAPD's armor/shield and weapon curses are its enchantments reversed: for example the armor enchantment of acid ward, which covers enemies in caustic ooze on hit and decreases damage from acids, is reversed to the curse of corrosion, which covers the hero in caustic ooze on hit. This difference creates one extra difference, that when a weapon or armor/shield gets uncursed specifically by a scroll of Upgrade, its curse is reversed to to the relevant enchantment (so the armor of corrosion of the example will become an armor of acid ward). Shields can get the same enchantments as armors, and ranged missile/flintlock weapons the same enchantments as melee weapons. Most weapon enchantments have also a direct armor equivalent (for example Blazing - Flame Ward). Lastly, an item can also have a plain curse, meaning that it will only have negative levels and be non-unequippable and will not cause any special effect. All items identified as cursed are displayed with a red background in the hero's inventory and all identified as non-cursed with a blue background. The arcane stylus item is removed from YetAnotherPD and its sprite is used for the arcane battery item, so glyphs are just as accessible as weapon enchants.

Players are reminded that enchantments don't always proc, even when the item is highly upgraded, in the same way it happens in Original PD and most mods, so for example falling into a chasm with an armor of Featherfall equipped or stepping into a fire trap with an armor of Flame Ward equipped is never guaranteed to be safe.

Enchantment Proc Chance as Determined By Item Level
± 0 ± 1 ± 2 ± 3
20% 30% 40% 50%

Proc chances are affected by the ring of mysticism if the enchanted item is not cursed.

Weapon Enchantments Edit

[All the enchantments are described anyway in the game's actual description box, so in the boxes here are displayed the descriptions featured in the current beta. For both weapons and armors each curse equivalent shares the same color with its corresponding enchantment.]

Arcane Edit

Arcane enchantment YAPD
Arcane
It seems to be enchanted to recharge your wands when attacking

On proc, grants all utility wands +1 to their current charges. Combat wands have a 50% chance to gain +1 charges as well.

Curse equivalent: Negating (discharges wands while attacking): procs reduce current wand charge by 1 instead of increasing by 1.

Blazing Edit

Blazing enchantment YAPD
Blazing
It seems to be enchanted to burn your enemies on hit.

Procs deal between 33% and 50% bonus fire damage to the enemy, with a 50% chance to ignite for turns equal to double the bonus damage dealt.

Curse equivalent: Burning (burns the hero on hit). Proc effect is instead applied to the hero.

Caustic Edit

Caustic enchantment YAPD
Caustic
It seems to be enchanted to cover your enemies in caustic ooze on hit.

Procs deal between 33% and 50% bonus acid damage to the enemy, with a 75% chance to inflict corrosion for turns equal to double the bonus damage dealt.

Curse equivalent: Acidic (covers the hero in caustic ooze on hit): Proc effect is instead applied to the hero.

Ethereal Edit

Ethereal enchantment YAPD
Ethereal
It seems to be enchanted to weight lesser and have reduced weight penalties.

Curse equivalent: Weighted - the weapon weighs even more than usual.

Freezing Edit

Freezing enchantment YAPD
Freezing
It seems to be enchanted to freeze your enemies on hit.

Procs freeze the target for duration equal to the damage dealt.

Curse equivalent: Chilling (freezes the hero on hit): Proc effect is instead applied to the hero.

Heroic Edit

Heroic enchantment YAPD
Heroic
It seems to be enchanted to increase your damage when on low health and make it impossible to knock it out of your hands.

Damage is multiplied by ( 1+level8 )( 1 − heroHPheroHT ). The weapon cannot be disarmed.

Curse equivalent: Cowardly (decreases the hero's damage when on low health): damage is instead multiplied by ( level6 )( 1 − heroHPheroHT ). Even though it is a curse, cowardly weapons cannot be disarmed.

Shocking Edit

Shocking enchantment YAPD
Shocking
It seems to be enchanted to shock your enemies on hit.

Procs deal between 33% and 50% bonus lightning damage to the enemy. If the enemy is standing on water, bonus damage is boosted by 50%.

Curse equivalent: Sparking (shocks the hero on hit). Procs deal lightning damage to the hero equal to 100% of the damage dealt. If the hero is standing on water, bonus damage is boosted by 50%.

Tempered Edit

Tempered enchantment YAPD
Tempered
It seems to be enchanted to last longer without breaking and deal a bit more damage.

Curse equivalent: Crude - the weapon breaks even faster than usual and deals a bit less damage.

Unholy Edit

Unholy enchantment YAPD
Unholy
It seems to be enchanted to deal tremendous unholy damage to your enemy.

Curse equivalent: Damned - deal tremendous unholy damage to the hero.

Vampiric Edit

Vampiric enchantment YAPD
Vampiric
It seems to be enchanted to drain health from non-magical enemies.

Procs heal the hero for 50% of the damage dealt, rounded down. The heal amount is affected by Body resistences; an enemy that resists Body will instead heal the hero for 25% of the damage dealt, while those immune will cause the hero to heal 0% of the damage dealt, effectively nullifying the enchant.

Curse equivalent: Malicious (damages the hero on hit): procs deal Body damage to the hero equal to between 33% and 50% of the damage dealt.

Glyphs Edit

Glyphs are enchantments that can be applied to both shields and armor.

Acid ward Edit

Acid Ward enchantment YAPD
Acid Ward
It seems to be enchanted to cover your enemies in caustic ooze on hit and decrease damage from acids.

Curse equivalent: Corrosion - covers the hero in caustic ooze on hit.

Deflection Edit

Deflection enchantment YAPD
Deflection
It seems to be enchanted to reflect non-physical damage back to it's source and make you more resistant to energy damage.

When procced upon recieving non-physical damage, the attacker will also take their attack. The reflected attack is up to 50% more powerful than the original. Also passively grants a resistance to energy-based effects and damage.

Curse equivalent: Discharge - Instead of reflecting the attack back to the attacker, applies it to the defender again, effectively causing the defender to recieve up to 2.5x damage from the attack.

Durability Edit

Durability enchantment YAPD
Durability
It seems to be enchanted to last longer without breaking and offer a bit more protection.

Curse equivalent: Fragility - the armor breaks even faster than usual and offer a bit less protection.

Featherfall Edit

Featherfall enchantment YAPD
Featherfall
It seems to be enchanted to weight lesser and decrease damage from falling.

Weight reduction via upgrades is doubled. The user gains a resistance to falling damage.

Curse equivalent: Burden (the armor weighs even more than usual). Weight increase via curse levels is doubled.

Flame Ward Edit

Flame ward enchantment YAPD
Flame Ward
It seems to be enchanted to burn your enemies on hit and decrease damage from fire.

On proc, reflects between 13 and 14 received damage back to the attacker as fire damage. The attacker has a 50% chance to be ignited for duration equal to double the damage reflected. Also grants a resistance to fire.

Curse equivalent: Combustion - instead of applying on-proc effect to the attacker, applies to the defender instead.

Frost Ward Edit

Frost ward
Frost Ward
It seems to be enchanted to freeze your enemies on hit and make you resistant to frost.

Curse equivalent: Glaciers - freezes the hero on hit.

Retribution Edit

Retribution enchantment YAPD
Retribution
It seems to be enchanted to reflect melee damage back to attacker and increase your physical resilience.

Curse equivalent: Mercy - heals the attacker on hit.

Revival Edit

Revival - Tenacity enchantments YAPD
Revival
It seems to be enchanted to save you from death with a certain chance and make you more resistant to unholy damage.

Curse equivalent: Martyrdom - prevents ankhs from working with a certain chance.

Storm Ward Edit

Storm ward enchantment YAPD
Storm Ward
It seems to be enchanted to shock your enemies on hit and give you lightning resistance.

On proc, reflects between 13 and 14 received damage back to the attacker as lightning damage. On water, reflected damage is boosted by 50%. Also gives a resistance to lightning-based damage.

Curse equivalent: Potential - Instead of applying on-proc effect to the attacker, applies to the defender instead.

Tenacity Edit

Revival - Tenacity enchantments YAPD
Tenacity
It seems to be enchanted to increase your protection when on low health and give you greater mental resilience.

Curse equivalent: Vulnerability - decreases the hero's protection when on low health.

Enchantments and Curses table Edit

Element

Color Enchantment "Glyph" Weapon curse Armor curse
Acid Bright Green Caustic Acid Ward Acidic Corrosion
Durability Light Grey Tempered Durability Crude Fragility
Electricity Bright White Shocking Storm Ward Sparking Potential
Endurance Deep Yellow Heroic Revival

Tenacity

Cowardly Martyrdom

Vulnerability

Fire Orange Blazing Flame Ward Burning Combustion
Ice Deep Purple Freezing Frost Ward Chilling Glaciers
Transferral Deep Red Vampiric Retribution Malicious Mercy
Magical Bright Purple Arcane Deflection Negating Discharge
Unholy Dark Grey Unholy - Damned -
Weight Light Blue Ethereal Featherfall Weighted Burden

Note: All groups were put together because they were sharing the same color, even though that in the case of the Dark Grey color it only occurs in a weapon enchantment/curse, while the Deep Yellow color corresponds to two armor enchantmens/curses in contrast.

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