Base Damage
Base Damage
Base Damage is the raw weapon damage range the engine rolls before any modifier is applied. Every weapon in Britannia has a fixed Min / Max base value that defines its swing range — a Halberd's 18 – 26, a Dagger's 1 – 12, a War Mace's 13 – 20. Every damage formula in the game starts from a single uniform roll inside this range; every modifier — Tactics, Anatomy, Strength, Lumberjacking, Damage Increase, Slayer, Exceptional, Powder of Fortifying — is applied multiplicatively on top of that base roll. Knowing the Min / Max of the weapon in the off-hand is the foundation of every melee build's DPS calculation.
The base value is a property of the weapon definition, not the weapon's per-instance properties. Two War Hammers crafted by different smiths have the same base range, even if one has +50% Damage Increase and the other has none. The Damage Increase is a multiplier; the base is what's being multiplied.
The damage formula
The full formula for a melee or archery hit:
Roll = uniform(BaseMin, BaseMax) ← uniform roll inside the weapon's base range
Bonus_pct = Tactics_pct + Anatomy_pct + Strength_pct + Lumberjack_pct
+ DamageIncrease_pct ← capped at 300% total
Damage = Roll × (1 + Bonus_pct / 100)
Damage *= Slayer_multiplier ← 2× or 3× if Slayer-tagged
Damage *= ExceptionalArmsLore_multiplier ← 1.30 to 1.35 for Exceptional crafted weapons
Damage = apply_resistances(Damage, weapon_split, target_resists)
The order matters: the base roll happens first, then every multiplier compounds on top of it, then the resistances are applied after all multipliers.
Weapon Min / Max reference
A representative slice of the canonical Min / Max table for the most-used weapons. The full ladder ranges from the 1 – 7 weakest farming tool up to the 19 – 27 heaviest two-handed weapons.
One-handed swords (Swordsmanship)
| Weapon | Base Min | Base Max | Speed |
|---|---|---|---|
| Cutlass | 11 | 13 | 3.50 |
| Long Sword | 13 | 16 | 3.50 |
| Broadsword | 14 | 18 | 3.25 |
| Viking Sword | 14 | 16 | 3.25 |
| Katana | 11 | 13 | 3.75 |
| Wakizashi | 11 | 13 | 3.75 |
Two-handed swords (Swordsmanship)
| Weapon | Base Min | Base Max | Speed |
|---|---|---|---|
| Two-handed Axe | 17 | 21 | 3.00 |
| Bardiche | 17 | 23 | 2.50 |
| Halberd | 18 | 26 | 2.50 |
| Lajatang | 13 | 18 | 3.50 |
| No-Dachi | 16 | 20 | 3.00 |
One-handed maces (Mace Fighting)
| Weapon | Base Min | Base Max | Speed |
|---|---|---|---|
| Club | 11 | 13 | 3.25 |
| Mace | 12 | 14 | 3.50 |
| War Mace | 13 | 20 | 3.00 |
| Tetsubo | 17 | 19 | 2.75 |
Two-handed maces (Mace Fighting)
| Weapon | Base Min | Base Max | Speed |
|---|---|---|---|
| Maul | 13 | 16 | 3.25 |
| War Hammer | 17 | 22 | 3.00 |
| Black Staff | 13 | 16 | 3.25 |
| Hammer Pick | 16 | 18 | 2.75 |
Fencing (Fencing)
| Weapon | Base Min | Base Max | Speed |
|---|---|---|---|
| Dagger | 10 | 11 | 3.75 |
| Kryss | 10 | 13 | 3.75 |
| War Fork | 12 | 17 | 3.25 |
| Spear | 13 | 17 | 3.50 |
| Pike | 17 | 19 | 3.00 |
Archery (Archery)
| Weapon | Base Min | Base Max | Speed |
|---|---|---|---|
| Bow | 15 | 18 | 4.25 |
| Crossbow | 18 | 22 | 5.50 |
| Heavy Crossbow | 19 | 27 | 6.00 |
| Composite Bow | 13 | 16 | 3.75 |
| Magical Shortbow | 11 | 14 | 3.00 |
| Yumi | 14 | 17 | 3.75 |
| Repeating Crossbow | 11 | 13 | 4.00 |
Throwing (Throwing, Gargoyle-only)
| Weapon | Base Min | Base Max | Speed |
|---|---|---|---|
| Soul Glaive | 17 | 23 | 3.25 |
| Cyclone | 14 | 18 | 3.25 |
| Boomerang | 11 | 13 | 3.25 |
The Strength + skills "above-the-cap" stack
Five separate skill / stat contributions add to the multiplicative bonus, each computed independently before being summed:
Tactics
Tactics is the universal melee multiplier — every successful hit multiplies by the Tactics bonus.
| Tactics skill | Tactics damage bonus |
|---|---|
| < 100.0 | Skill / 1.6 |
| ≥ 100.0 | Skill / 1.6 + 6.25 |
| At GM (100) | 62.5% + 6.25 = 68.75% total |
Anatomy
Anatomy is the second universal melee multiplier:
| Anatomy skill | Anatomy damage bonus |
|---|---|
| < 100.0 | Skill / 2 |
| ≥ 100.0 | Skill / 2 + 5 |
| At GM (100) | 55% total |
Strength
The character's Strength stat contributes directly:
| Strength | Strength damage bonus |
|---|---|
| < 100 | Strength × 0.3 |
| ≥ 100 | (Strength × 0.3) + 5 |
| At 100 STR | 35% |
| At 125 STR | 42.5% |
Lumberjacking (axe-class only)
Lumberjacking buffs damage only on axe-class weapons:
| Lumberjacking skill | Damage bonus |
|---|---|
| < 100.0 | Skill / 5 |
| = 100.0 | Skill / 5 + 10 = 30% |
| +10% chance for 100% bonus damage at GM | "Lumberjack crit" |
This is the canonical reason the Sampire archetype (axe + Lumberjacking + Bushido + Necromancy) outdamages every non-axe melee build at parity scrolls.
Damage Increase (capped)
Damage Increase from gear, jewellery, talismans, and consumables, capped at +100% from item sources.
The 300% total cap
The sum of Tactics_pct + Anatomy_pct + Strength_pct + Lumberjack_pct + DamageIncrease_pct is capped at 300%. A swing with all five maxed:
| Source | Bonus at cap |
|---|---|
| Tactics (GM) | +68.75% |
| Anatomy (GM) | +55% |
| Strength (125) | +42.5% |
| Lumberjacking (GM, axe only) | +30% |
| Damage Increase (item-cap) | +100% |
| Total | +296.25% — within the 300% ceiling |
Adding +58% DI from Bard Inspire Mastery in a party brings the total to 354.25% — but the cap clips it to 300%. This is why a fully-buffed Sampire in a Bard-buffed party damage is bounded at roughly 4× the base roll, no matter how much further Inspire stacking adds.
Slayer multipliers (separate from the cap)
Slayer and Holy weapon multipliers are applied after the 300% cap, separately:
| Slayer type | Multiplier |
|---|---|
| Lesser Slayer vs matching creature | 2× |
| Super Slayer vs matching creature | 2× (broader category) |
| Holy Slayer (vs Undead + Demonic) | 3× |
A Sampire on an Exorcism (Holy) Slayer axe in a Doom Champ Spawn against Doom's Bone Daemon (matching Holy) does:
Damage = Roll × (1 + 3.00) × 3.0 = up to 12× the base roll
Exceptional bonus (crafting-time only)
Crafted weapons made with the Exceptional tag receive an extra +30% to +35% damage bonus, multiplied separately on top of all other modifiers:
| Crafter's Arms Lore | Exceptional bonus |
|---|---|
| 0 Arms Lore | +30% |
| GM Arms Lore (100) | +35% |
This is the canonical reason Exceptional-marked weapons are the foundation of every serious melee build — the 30–35% multiplier doesn't count against the 300% cap or any other budget.
How weapons are picked for a build
Veterans choose between three competing axes:
| Priority | Weapon shape |
|---|---|
| Maximum DPS | Halberd (axe-class — Lumberjack stack), Heavy Crossbow (highest base range) |
| Maximum DPS (no axe) | War Hammer (highest non-axe base range), Soul Glaive (Throwing) |
| Speed for special-move spam | Magical Shortbow, Wakizashi, Boomerang (highest swing rate, lowest base) |
| Mage-warrior support | Mage Weapon — uses Magery in place of weapon skill, balanced base ranges |
The base Min / Max range alone doesn't determine the best weapon — swing speed, special move set, and Slayer fit all interact. But every comparison starts from the base damage range.
Damage Modifier (the post-resist sibling)
Damage Modifier — found on Quivers and Bard Mastery Inspire — applies a percentage after the target's resistances have been calculated. It is a separate property from Damage Increase and stacks independently. A Quiver with +10% Damage Modifier on an archery build adds 10% to post-resist damage, not to the pre-resist multiplier stack.
See also
- Damage Increase — the +100% item-cap multiplier (counts against 300% total)
- Damage Types — Physical / Fire / Cold / Poison / Energy distribution of the multiplied roll
- Tactics — the universal +68.75%@GM melee multiplier
- Anatomy — the +55%@GM universal multiplier
- Strength (statistic) — the STR×0.3 stack contributor
- Lumberjacking — the +30%@GM axe-class stack
- Resistances — the post-multiplier defensive layer
- Slayer — the post-cap 2× / 3× weapon multiplier
- Exceptional — the +30–35% craft-time multiplier