Attack strength
Attack strength (AS) is a numerical value that determines if, and how hard, an attack strikes an opponent.
Factors
Many things factor into how high a character or creature's attack strength is. Stance and training in a weapon skill or skills applicable to the weapon being used have the greatest effect on attack strength. Stats, spells, other skills (such as Combat Maneuvers and Perception), weapon enchantment, low health, low spirit, and having recently pulled muscles due to over-use of stamina also play a rather large effect on a character's attack strength.
Stance
For characters, stance multiplies overall attack strength by a factor between 50% (full defensive) to 100% (full offensive). For creatures, the stance effect on attack is much less pronounced, as it mostly affects their defensive strength.
Melee
Melee AS = STR Bonus + Weapon Skill Bonus + [Combat Maneuvers Ranks / 2] + Weapon Enchantment + Modifiers
Weapon Skill Bonus uses the appropriate skill for the weapon. Certain hybrid weapons take the average of two separate skills, notably the katana if wielded one-handed (Edged Weapons, Two-Handed Weapons), and the katar (Brawling, Edged Weapons).
Ranged Weapons
Ranged AS = DEX Bonus + Ranged Weapons Skill Bonus + [((Perception Ranks - 40) + (Ambush Ranks - 40)) / 4] + Weapon Enchantment + Modifiers
Perception and Ambush are beneficial above 40 ranks, but are not counted before then (their contributions are never negative).
Weapon Enchantment combines the enchantment level of the bow and arrow (or crossbow and bolt), so a +25 bow with a +25 arrow combine for +50. The benefit is capped at +50, or twice the character level, whichever is lower.
Thrown Weapons
Thrown AS = [(STR Bonus + DEX Bonus) / 2] + Thrown Weapons Skill Bonus + [(Perception Ranks + Combat Maneuvers Ranks) / 4] + Weapon Enchantment + Modifiers
Bolt Spells
Bolt AS = DEX Bonus + Spell Aiming Skill Bonus + Modifiers
Modifiers
Spell Effects
Spell | Base Effect | Scaling |
---|---|---|
Spirit Strike (117) | +75 AS on next attack | 3% * (seed 5 summation of Spiritual Lore, Blessings) to persist for additional attack |
Bravery (211) | +15 AS | |
Heroism (215) | +25 AS | +1 AS per 10 ranks of Spiritual Lore, Blessings |
Benediction (307) | +5 AS | +1 AS per 2 ranks of Cleric Base above 7, max +15 AS at 27 ranks +1 Bolt AS per 2 ranks of Cleric Base above 27, max +51 Bolt AS at 99 ranks 1% * (seed 6 summation of Spiritual Lore, Blessings) to flare for additional +15 AS |
Elemental Targeting (425) | +25 AS | +1 AS per 2 ranks of Minor Elemental above 25, max +50 AS at 75 ranks |
Strength (509) | +15 Melee AS | +1 Melee AS per seed 4 summation of Elemental Lore, Earth |
Elemental Focus (513) | +20 Bolt AS -40 Melee AS |
+1 Bolt AS per 2 ranks of Major Elemental above 13 |
Phoen's Strength (606) | +10 Melee AS | |
Camouflage (608) | +30 AS while hidden | |
Curse (715) | +10 Bolt AS | +1 Bolt AS per 3 ranks of Sorcerer Base above 15, max +38 Bolt AS at 99 ranks |
Kai's Triumph Song (1007) | +10 AS | +1 AS per rank of Bard Base above 7, max +20 AS at 17 ranks +1 AS per seed 3 summation of Mental Lore, Telepathy |
Adrenal Surge (1107) | +10 AS briefly | |
Empathic Focus (1109) | +15 Melee AS | |
Intensity (1130) | +30 AS | +1 AS per 2 ranks of Empath Base above 30, max +55 at 100 ranks |
Dauntless (1606) | +10 AS | |
Patron's Blessing (1611) | +10 Combat Maneuvers (effectively +5 Melee AS) |
+0.75 CM per rank of Paladin Base above 11 +1 CM per seed 3 summation of Spiritual Lore, Blessings |
Zealot (1617) | +30 Melee AS | +1 Melee AS per seed 1 summation of Spiritual Lore, Religion |
V'tull's Fury (1718) | +30 Melee AS on attack |
Combat Maneuvers
Some maneuvers are available through Warrior Guild skills, either exclusively or as an alternative to standard combat maneuvers (CMAN). A mastered guild skill is more effective than 5 ranks in the equivalent CMAN.
Maneuver | Effect | Availability |
---|---|---|
Berserk | Variable based on rank, level | Warriors (Guild) |
Burst of Swiftness | AGI, DEX Bonuses | Monks |
Coup de Grace | Variable, max +40 AS | Warriors, Rogues |
Perfect Self | Stat Bonuses | Monks |
Side by Side | Variable | All |
Specialization | +2 to +10 AS | Warriors, Rogues, Paladins |
Spin Attack | +3 to +18 Melee AS | Warriors (Guild), Rogues, Monks, Bards |
Surge of Strength | +8 to +16 Melee AS | Warriors, Rogues, Paladins, Monks |
War Cries: Holler | +20 AS | Warriors (Guild) |
Weapon Bonding | +2 per rank, max +10 AS | Warriors |
Society Powers
Each society (Guardians of Sunfist, Council of Light, Order of Voln) has powers that provide bonuses to attack strength, some of which may be more effective against the society's favored enemies.
Power | Effect |
---|---|
Sigil of Offense | +1 AS per rank, max +20 AS |
Sigil of Minor Bane | +5 AS, additional damage vs. Grimswarm allies |
Sigil of Major Bane | +10 AS, additional critical vs. Grimswarm allies |
Sign of Striking | +5 AS |
Sign of Smiting | +10 AS |
Sign of Swords | +20 AS |
Sign of Madness | +50 AS briefly |
Symbol of Courage | +1 AS per rank, max +26 AS |
Symbol of Supremacy | +1 AS vs. undead per 2 ranks, max +13 AS |