Critical Kill Loops

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This is a guide, tutorial, or gameplay strategy written by one or more players to better assist others with their gameplay enjoyment. The information presented here may be subject to the personal opinion of the contributor(s), and may additionally require periodic updates to keep current as the game environment changes.

Title: Critical Combat Loop Options

Author: Darcimer

Date Published: 2026-11-5

A kill loop is a setup that disables the target, followed by an aimed finisher whose critical is fatal at that location. This page lists the strongest setup and finisher pairs by weapon category, with the chance each finisher kills at a given base critical rank.

It is the third page in a set:

How to read the kill chances

  • Base rank is the highest critical rank a hit can produce. The game rolls the actual rank evenly between half the base rank (rounded up) and the full base rank. See Critical for the formula.
  • Aimed attacks use the weapon's natural damage mix. Precision does not work with aimed (ambush) or ranged attacks, so a dagger aimed at the eye still rolls slash one-third of the time. Each kill chance below weights the fatal threshold of every damage type the weapon can roll.
  • Guaranteed at base is the lowest base rank at which every possible roll is fatal. "Never" means at least one damage type the weapon rolls is not fatal at that location even at rank 5, the lowest roll a base 9 can produce.
  • Kill chances assume the aimed hit lands on the chosen location. Aiming success depends on Ambush, Combat Maneuvers and Perception; see Ambush and Open ambushing guide.
  • Flares (grapple, impact, fire and so on) are separate criticals and are not counted. They add extra control or kill rolls on top of these numbers.
  • Damage-type mixes come from the player research tables on Edged Weapons, Blunt Weapons, Two-Handed Weapons and Polearm Weapons.

Top 5 finishers

Ranked by kill chance at base 7, the point where the setup has typically raised the base rank.

# Weapon Aim Damage mix and fatal rank Kill at base 6 Kill at base 7 Kill at base 9 Guaranteed at base
1 Spear / pilum Eye slash 5+ (17%), puncture 4+ (83%) 71% 96% 100% 9
2 Dagger / rapier / estoc / katar Eye slash 5+ (33%), puncture 4+ (67%) 67% 92% 100% 9
3 Arrows / bolts (fired) Eye slash 5+ (33%), puncture 4+ (67%) 67% 92% 100% 9
4 Awl-pike Eye crush 7+ (13%), puncture 4+ (87%) 65% 90% 95% never
5 Mace / cudgel / leather whip / ball and chain Head crush 5+ (100%) 50% 75% 100% 9

Puncture to the eye is fatal from rank 4, the lowest fatal threshold on any critical table. The weapons that roll the most puncture therefore make the best finishers. All-crush weapons are next, because crush to the head is fatal from rank 5.

Best loops by weapon category

Edged weapons

Setup Leaves target Finisher Aim Kill at base 6 Kill at base 7 Kill at base 9 Guaranteed at base Notes
Hamstring Prone (may knock down) + major bleed Dagger / rapier / estoc / katar Eye 67% 92% 100% 9 Hamstring needs a one-handed slashing weapon; these all qualify.
Sweep Prone, Vulnerable, Staggered Katana / whip-blade Eye 50% 75% 100% 9 All-slash weapon, so every crit uses the slash eye threshold of 5.

Blunt weapons

Setup Leaves target Finisher Aim Kill at base 6 Kill at base 7 Kill at base 9 Guaranteed at base Notes
Sweep Prone, Vulnerable, Staggered Mace / cudgel / leather whip / ball and chain Head 50% 75% 100% 9 All-crush weapon; crush head is fatal from 5.
Aimed leg crit (crush leg knocks down 4+) Prone, stun 3+ rounds Morning star / war hammer Head 42% 67% 93% never One-third of hits roll puncture, which needs head 6+.

Two-handed weapons

Setup Leaves target Finisher Aim Kill at base 6 Kill at base 7 Kill at base 9 Guaranteed at base Notes
Tackle or Sweep Prone, Vulnerable, Staggered Maul / war mattock / quarterstaff / runestaff Head 50% 75% 100% 9 All-crush weapon; crush head is fatal from 5.
Aimed leg crit (crush leg knocks down 4+) Prone, stun 3+ rounds Military pick Eye 50% 75% 87% never Two-thirds puncture; the crush third needs eye 7+.

Polearm weapons

Setup Leaves target Finisher Aim Kill at base 6 Kill at base 7 Kill at base 9 Guaranteed at base Notes
Trip Unbalance damage to the legs (unbalance leg crits knock down at 2 and 4+), Vulnerable, Staggered Spear / pilum Eye 71% 96% 100% 9 Trip needs a two-handed polearm, so use the spear two-handed. Highest kill chance of any weapon here.
Trip Unbalance damage to the legs (unbalance leg crits knock down at 2 and 4+), Vulnerable, Staggered Awl-pike Eye 65% 90% 95% never 13% crush crits need eye 7+, so it never reaches a guaranteed kill.

Ranged weapons

Setup Leaves target Finisher Aim Kill at base 6 Kill at base 7 Kill at base 9 Guaranteed at base Notes
Aimed leg shot (puncture leg knocks down at 2 and 4+) Prone, stun 3+ rounds Arrows / bolts (fired) Eye 67% 92% 100% 9 Precision does not work with ranged attacks, so one-third of arrow crits roll slash.
Grapple-flaring bow, aimed eye Grapple eye crit: knockdown at 2–5 and 7–9, stun 3–20 rounds Arrows / bolts (fired) Eye 67% 92% 100% 9 The grapple flare never kills on the eye; the kill comes from the arrow's own puncture or slash crit.

Setup knockdown odds

Crit-based setups knock down only when the rolled rank carries a knockdown. This table shows the chance per hit at each base rank. CMAN setups such as Sweep, Hamstring, Tackle and Bull Rush use their own success rolls instead.

Crit type Location KD at base 3 KD at base 4 KD at base 5 KD at base 6 KD at base 7
Puncture Leg 50% 67% 67% 75% 100%
Slash Leg 0% 33% 67% 75% 100%
Crush Leg 0% 33% 67% 75% 100%
Unbalance (Trip, bolts) Leg 50% 67% 67% 75% 100%
Unbalance (bolts) Chest / abdomen / back 100% 67% 67% 75% 75%
Grapple (flares, spells) Leg 50% 67% 100% 100% 100%
Grapple (flares, spells) Eye 100% 100% 100% 75% 75%

Notes:

  • Puncture and unbalance legs knock down at rank 2 but not rank 3, so they stay below 100% until base 7, when rank 3 drops out of the roll range.
  • Unbalance torso hits knock down at ranks 2, 3 and 5–9 but not 4, so the odds dip once rank 4 enters the roll range at base 4.
  • Grapple eye hits skip the knockdown at rank 6, which is why the odds fall above base 5.

Limits

  • Universal combat (UCS) punches, jabs, kicks and GRAPPLE use their own critical tables and are not covered here.
  • Bolt spells are treated here as random-location attacks. Unbalance bolts such as Hand of Tonis (505) work as a random-location knockdown setup; see the table above.
  • Noncorporeal creatures use the Noncorporeal critical table, and creatures with heavy critical padding lower the base rank of every hit.
  • Weapon damage-type ratios are player research and may be imprecise for some weapons.

See also