Weapons
Weapons
Weapons are the canonical category of every melee, ranged, and throwing instrument that a character uses to deal damage in Britannia. The weapon roster is vast — dozens of unique types spanning swords, maces, fencing weapons, axes, archery bows, throwing weapons, and special-class items — each with its own combat profile, weapon-skill requirement, base damage range, swing speed, and accessible special moves. The weapon a character chooses is the canonical "combat foundation" of their build: weapon class determines which weapon skill (Swordsmanship, Mace Fighting, Fencing, Archery, Throwing) is used; it determines which special moves are available; and it determines which artifact-tier upgrades fit the build's optimization path.
Beyond the weapon-skill split, weapons are categorized by handedness (one-handed vs two-handed), damage tier (Base Damage range), speed (swings per tactical period), and race-restriction (Throwing weapons are Gargoyle-only). The full weapon roster is documented in detail across the per-weapon-class flagship articles.
Weapon categories
| Category | Skill | Notable weapons |
|---|---|---|
| One-handed swords | Swordsmanship | Cutlass, Long Sword, Broadsword, Viking Sword, Katana, Wakizashi |
| Two-handed swords | Swordsmanship | Halberd, Bardiche, Two-Handed Axe, Lajatang, No-Dachi |
| One-handed maces | Mace Fighting | Mace, War Mace, Tetsubo, Club |
| Two-handed maces | Mace Fighting | War Hammer, Maul, Black Staff, Hammer Pick |
| Fencing | Fencing | Dagger, Kryss, War Fork, Spear, Pike |
| Archery | Archery | Bow, Crossbow, Heavy Crossbow, Composite Bow, Magical Shortbow, Yumi |
| Throwing (Gargoyle-only) | Throwing | Boomerang, Cyclone, Soul Glaive |
| Wrestling (no weapon) | Wrestling | Bare hands; Gargoyle Honor stance |
Each category has a per-weapon-skill flagship article (Swordsmanship, Mace Fighting, etc.) that lists the full Min/Max table, swing speeds, special moves, and craft sources.
Weapon properties
Every weapon carries a set of properties that determine its combat performance:
| Property | Detail |
|---|---|
| Base Damage range | Min / Max damage per swing (e.g., Halberd 18-26) |
| Swing speed | Time between swings; fewer ticks = faster |
| Skill Required | Minimum skill in the weapon class to swing effectively |
| Strength Required | Minimum STR to equip |
| Damage type split | Default 100% Physical Damage; imbued split adjusts |
| Special moves | 1-2 specials per weapon class |
| Slayer potential | Can be Slayer-tagged for 2× damage vs matching creature |
| Maker's Mark | Crafter signature on Exceptional crafts |
| Damage Increase | +DI from imbues + runic tier |
The combination of these properties determines whether a weapon fits a specific build — a Mage looking for Mage Weapon chooses differently from a Sampire looking for an axe + Slayer.
How to choose a weapon
| Build | Recommended weapon class |
|---|---|
| Sampire | Halberd or Bardiche (axe-class for Lumberjacking stack) |
| Pure Warrior | Halberd, War Hammer, or Pike (high base damage) |
| PvP Duelist | Wakizashi or Magical Shortbow (high speed for special spam) |
| Pure Mage | Mage Weapon (substitutes Magery for weapon skill) |
| Throwing Gargoyle | Soul Glaive (highest base damage Throwing) |
| Tamer (no melee) | None (uses pet exclusively) |
| Bard | Wakizashi or Mage Weapon (combined with bardic skills) |
The weapon choice is canonically tied to the damage stack — Tactics + Anatomy + Strength + Lumberjacking + DI all multiply the Base Damage roll, and weapon class determines the Min/Max range that's being multiplied.
Weapon acquisition
| Source | Weapon tier |
|---|---|
| NPC vendor (basic) | Functionally weak; placeholder weapons only |
| Crafted (Blacksmithy / Carpentry / Bowcraft) | Mid to high; Exceptional + Maker's Mark the canonical entry to imbued tier |
| Looted | Random monster drops; modest property rolls |
| Champion Spawn drops | Higher tier; some Slayer-tagged |
| Doom artifact | Heritage-tier; Doom-specific named weapons |
| Peerless boss drops | High-tier; named-character artifacts |
| Heritage Token redemption | Veteran reward; specific themed weapons |
| Crafted via Reforging | Highest-tier randomized rolls |
| Imbued | Custom-built; the canonical end-game source |
The canonical "get the right weapon" workflow:
- Craft a Halberd (or chosen weapon) at Exceptional with Maker's Mark.
- Bring to Imbuing station; imbue desired properties (DI, HCI, Slayer, etc.).
- (Optional) Reforge for randomized property re-rolls.
- Use Powder of Fortifying to extend durability.
Weapon damage formula
Every weapon's damage is computed by the canonical formula:
Damage = Roll(weapon_min, weapon_max)
× (1 + Tactics_pct + Anatomy_pct + STR_pct + Lumberjack_pct + DI_pct / 100)
× Slayer_multiplier
× Exceptional_multiplier
× Phys_split × (1 - target.PhysResist / 100)
See Base Damage for the full breakdown.
Weapon and special moves
Each weapon has 1-2 special moves — specific combat techniques accessible via primary/secondary special slots:
| Common specials | Effect |
|---|---|
| Whirlwind Attack | AOE damage to surrounding enemies (most 2H weapons) |
| Concussion Blow | High single-target damage (most 1H weapons) |
| Disarm | Force opponent to drop weapon (Wrestling-flavored) |
| Mortal Strike | Bleeding + heal-block (multiple weapons + Bushido) |
| Lightning Strike | Bushido-locked; high single-target burst |
| Armor Pierce | Reduce target's effective resists |
The choice of weapon is canonically tied to which specials the player wants — every weapon's tooltip lists its primary and secondary specials.
Weapon repair and durability
| Mechanic | Detail |
|---|---|
| Wear-and-tear | Each combat hit reduces weapon durability slightly |
| Repair via Blacksmithy | Smith repairs raise current durability up to max |
| Powder of Fortifying | Extends max durability of imbued weapons |
| Replace | Most economic for non-imbued weapons |
A canonical end-game build maintains its weapons via periodic Powder of Fortifying + Blacksmithy repair cycles. Weapons that "break" (durability reaches 0) are gone permanently — sometimes the Maker's Mark signature is the only thing left on the broken weapon item.
Weapon enchantment vs. property tier
| Tier | Description |
|---|---|
| NPC weapon | No properties; basic damage profile |
| Looted weapon | 1-3 random properties |
| Crafted Exceptional | Slot + Maker's Mark; eligible for Imbuing |
| Crafted Exceptional + Imbued | Up to 5 custom properties at maximum intensity |
| Crafted Exceptional + Imbued + Reforged | Higher tier rolls; up to 5 properties |
| Heritage / Artifact / Doom-tier | Unique property combinations not available via crafting |
| Slayer-tagged | 2× or 3× damage vs matching creature group |
The canonical "weapon optimization tier" reaches its peak at imbued + reforged + slayer-tagged Exceptional weapons. Beyond that, only specific Doom or Peerless drops offer property combinations imbuing can't roll.
Weapon as a build identity
| Build template | Iconic weapon |
|---|---|
| Sampire | Reptile Slayer Halberd / Bardiche |
| Throwing Gargoyle | Soul Glaive with Slayer property |
| PvP Mage | Mage Weapon Wakizashi |
| Pure Archer | Reptile Slayer Composite Bow |
| Tank Warrior | War Hammer / Halberd |
| Bard / Provoker | Slayer Lute (bardic instrument, not melee) |
| Pure Mage | Mage Weapon talisman / wand |
The weapon a character carries is the canonical "signature" of their build — when other players look at a character's paper doll, the weapon tells them what archetype they're dealing with.
See also
- Base Damage — the canonical Min/Max table for every weapon
- Damage Increase — the post-craft multiplier
- Skill Required — the per-weapon skill threshold
- Slayer — the post-cap multiplier
- Maker's Mark — the Exceptional craft signature
- Imbuing — the property-stamping system
- Whirlwind Attack — canonical 2H weapon special
- Swordsmanship — canonical 1H sword skill
- Archery — canonical ranged weapon skill
- Throwing — Gargoyle-only weapon skill