Difference between revisions of "Longsword"

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| meleeattack3cool = 2.6
 
| meleeattack3cool = 2.6
 
| meleeattack3ap = 34
 
| meleeattack3ap = 34
| MeleeWeaponAverageDPS = 8.60
 
| MeleeWeaponAverageAP = 33
 
 
| mode = Melee
 
| mode = Melee
 
| production facility 1 = Fueled smithy
 
| production facility 1 = Fueled smithy
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| damage type = Sharp
 
| damage type = Sharp
 
| work to make = 18000
 
| work to make = 18000
 +
| work speed stat = General Labor Speed
 
| mass base = 2
 
| mass base = 2
| weaponTags = MedievalMeleeAdvanced
+
| has quality = True
 +
| weaponTags = MedievalMeleeAdvanced, LongSword
 
| thingSetMakerTags = RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardQualitySuper
 
}}
 
}}
The '''longsword''' is a melee weapon in RimWorld that does a large amount of damage, has a long cooldown, and deals sharp damage.
+
The '''longsword''' is a melee [[weapon]] that does a large amount of damage, has a long cooldown, and deals sharp damage.
  
 
== Acquisition ==
 
== Acquisition ==
Longswords can be crafted at [[fueled smithy|any]] [[electric smithy|smithy]], once the [[Research#Long blades|Long Blades]] research has been completed, from {{Required Resources}}, and {{Ticks|{{P|Work To Make}}}} of work.
+
{{Acquisition}}
  
 
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.
 
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.
  
 
== Analysis ==
 
== Analysis ==
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. In the [[Royalty DLC]]{{RoyaltyIcon}}, they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony.
+
{{Stub|section=1|reason=Bioferrite handle attack quirk and it's effect - see [[persona monosword]] as example}}
 +
The longsword has the highest base DPS out of any melee weapon in Core RimWorld.  
  
 +
In the [[Royalty DLC]]{{RoyaltyIcon}}, they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony. A masterwork plasteel longsword beats a normal [[persona monosword]] and excellent [[monosword]], at least before considering {{AP}}.
 +
 +
==Comparisons==
 
===Comparison to maces===
 
===Comparison to maces===
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost {{icon small|stuff}} 50, half as much as the sword. They require only [[Research#Smithing|Smithing]] research, rather than Long Blades. In addition, blunt weapons are best with [[uranium]], while sharp weapons are best with [[plasteel]].  
+
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost {{Icon Small|stuff}} 50, half as much as the sword. They require only [[Research#Smithing|Smithing]] research, rather than Long Blades. In addition, blunt weapons are best with [[uranium]], while sharp weapons are best with [[plasteel]]. Uranium is a cheaper material, and generally less useful throughout the game.
  
 
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]]. However, most enemies with armor will have ''much'' more Sharp armor than Blunt armor. For example, a [[flak vest]] has 100% Sharp armor, but only 40% Blunt armor. While the mace has less {{AP}}, most enemies have little blunt armor, resulting in an "armor-piercing" effect.
 
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]]. However, most enemies with armor will have ''much'' more Sharp armor than Blunt armor. For example, a [[flak vest]] has 100% Sharp armor, but only 40% Blunt armor. While the mace has less {{AP}}, most enemies have little blunt armor, resulting in an "armor-piercing" effect.
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Breakpoints for when each weapon is better vary by [[quality]] and material.
 
Breakpoints for when each weapon is better vary by [[quality]] and material.
 
* In general, a [[plasteel]] longsword beats the same quality [[uranium]] mace against unarmored humans and lightly armored humans, such as [[flak jacket]]s without the corresponding vest. The sword is also better against light mechs like [[scyther]]s and [[lancer]]s.
 
* In general, a [[plasteel]] longsword beats the same quality [[uranium]] mace against unarmored humans and lightly armored humans, such as [[flak jacket]]s without the corresponding vest. The sword is also better against light mechs like [[scyther]]s and [[lancer]]s.
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. Similar comparisons can be made between steel longswords vs steel maces.
+
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, a normal uranium mace deals  +{{%|((9.56/10.71) * (1/0.74)) <!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% "real" armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---> -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below)
 +
Similar comparisons can be made between steel longswords vs steel maces.
  
 
Damage and AP are easily the most important factors for performance, especially at lower qualities. Regardless, this comparison can get significantly more complicated, even without factoring material cost. These details are documented below.
 
Damage and AP are easily the most important factors for performance, especially at lower qualities. Regardless, this comparison can get significantly more complicated, even without factoring material cost. These details are documented below.
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*'''Cut damage deals bonus damage.''' Specifically, if a Cut damage activates a ''cleave'', then total damage is multiplied by 140%, then split between body parts. This means that a Cut attack inflicts more [[pain]] on a pawn, causing [[pain shock]]. Pain shock is the most common way to down / kill enemies in combat. Even with painless [[mechanoid]]s, dealing enough HP of damage will cause a pawn to die, even if you never destroy a vital body part.  
 
*'''Cut damage deals bonus damage.''' Specifically, if a Cut damage activates a ''cleave'', then total damage is multiplied by 140%, then split between body parts. This means that a Cut attack inflicts more [[pain]] on a pawn, causing [[pain shock]]. Pain shock is the most common way to down / kill enemies in combat. Even with painless [[mechanoid]]s, dealing enough HP of damage will cause a pawn to die, even if you never destroy a vital body part.  
  
: The chance to cleave is undocumented. Though because the sword already is better in terms of raw DPS, the cleave only makes it better.
+
: The chance to cleave is 40%. This improves sword DPS by 116% on average, and the sword already is better in terms of raw DPS.
 +
 
 +
: Spreading the damage between body parts may prevent outright destroying body parts, which could be more devastating than extra damage.
  
 
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process.
 
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process.
  
:Meanwhile, Cut damage has a chance to ''cleave'' an opponent. When this happens, damage is spread equally between multiple body parts. If cut damage happens to get a part to 0 HP, then it is much more likely to destroy it. The mace remains superior - it is more likely to cripple/destroy larger body parts whilst not wasting damage.
+
:Meanwhile, Cut damage has a chance to ''cleave'' an opponent. If cut damage happens to get a part to 0 HP, then it is much more likely to destroy it. The mace remains superior - it is more likely to cripple/destroy larger body parts whilst not wasting damage.
  
 
:Overkill is unlikely to matter for weapons below masterwork [[quality]]. Plasteel / uranium weapons at excellent quality will barely be able to destroy larger body parts, like the arms, in 1 hit, meaning overkill damage is almost nonexistent. Lower qualities won't be able to destroy large parts in 1 hit. With lower qualities, overkill is only relevant if a body part is hit twice in a row. This is much less important than DPS and the [[pain]] it inflicts.
 
:Overkill is unlikely to matter for weapons below masterwork [[quality]]. Plasteel / uranium weapons at excellent quality will barely be able to destroy larger body parts, like the arms, in 1 hit, meaning overkill damage is almost nonexistent. Lower qualities won't be able to destroy large parts in 1 hit. With lower qualities, overkill is only relevant if a body part is hit twice in a row. This is much less important than DPS and the [[pain]] it inflicts.
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*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.
 
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.
  
{{Weapon Quality Table}}
+
{{Weapon Stats Table}}
 +
 
 +
== Version history ==
 +
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.
 +
<gallery>
 +
Longsword Old.png|Texture prior to 1.5
 +
</gallery>
  
 
{{Nav|weapon|wide}}
 
{{Nav|weapon|wide}}
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
 
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]
 
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]

Latest revision as of 13:05, 15 November 2024

Longsword

Longsword

The ancient weapon of kings, the longsword can be used for slashing or stabbing.

Base Stats

Type
EquipmentWeapons
Tech Level
Medieval
Weapon Class
Medieval
Mass
2 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
13% AP
2 seconds cooldown
Melee Attack 2 
Point
23 dmg (Stab)
34% AP
2.6 seconds cooldown
Melee Attack 3 
Blade
23 dmg (Cut)
34% AP
2.6 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Long blades
Skill Required
Crafting 5
Work To Make
18,000 ticks (5 mins)
Work Speed Stat
General Labor Speed
Stuff Tags
Metallic, Woody
Resources to make
Stuff 100
Technical
Has Quality
True
weaponTags
MedievalMeleeAdvanced, LongSword
thingSetMakerTags
RewardStandardQualitySuper


The longsword is a melee weapon that does a large amount of damage, has a long cooldown, and deals sharp damage.

Acquisition[edit]

Longswords can be crafted at a fueled smithy or electric smithy once the long blades research project has been completed. Each requires Stuff 100 Stuff (Metallic/Woody, 1000 for SMVs), 18,000 ticks (5 mins) of work modified by the general labor speed of the crafter and the work to make factor of the material, and a crafting skill of 5.

Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders.

Analysis[edit]

The longsword has the highest base DPS out of any melee weapon in Core RimWorld.

In the Royalty DLCContent added by the Royalty DLC, they are surpassed by the monosword and other ultratech weapons, though those can't be crafted by your colony. A masterwork plasteel longsword beats a normal persona monosword and excellent monosword, at least before considering AP.

Comparisons[edit]

Comparison to maces[edit]

The longsword is naturally compared to the mace - the mace is the strongest craftable Blunt weapon in Core RimWorld, while the longsword is the strongest Sharp weapon. Maces cost Stuff 50, half as much as the sword. They require only Smithing research, rather than Long Blades. In addition, blunt weapons are best with uranium, while sharp weapons are best with plasteel. Uranium is a cheaper material, and generally less useful throughout the game.

In terms of raw damage, the longsword has +14% more base DPS than the mace. However, most enemies with armor will have much more Sharp armor than Blunt armor. For example, a flak vest has 100% Sharp armor, but only 40% Blunt armor. While the mace has less AP, most enemies have little blunt armor, resulting in an "armor-piercing" effect.

Breakpoints for when each weapon is better vary by quality and material.

  • In general, a plasteel longsword beats the same quality uranium mace against unarmored humans and lightly armored humans, such as flak jackets without the corresponding vest. The sword is also better against light mechs like scythers and lancers.
  • The uranium mace would do better against flak vests and all sorts of power armor, as well as larger mechs like centipedes. For example, a normal uranium mace deals +20.6% DPS to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below)

Similar comparisons can be made between steel longswords vs steel maces.

Damage and AP are easily the most important factors for performance, especially at lower qualities. Regardless, this comparison can get significantly more complicated, even without factoring material cost. These details are documented below.


Sharp vs Blunt[edit]

There are a large amount of mechanics surrounding the damage types of the longsword and mace. For their "Best" attack, maces deal Blunt damage. Longswords deal either Stab or Cut damage. Best attacks are the most likely to hit (75%); for sake of simplicity, "Mid" attacks are ignored. They are listed in rough order of importance.

  • Cut damage deals bonus damage. Specifically, if a Cut damage activates a cleave, then total damage is multiplied by 140%, then split between body parts. This means that a Cut attack inflicts more pain on a pawn, causing pain shock. Pain shock is the most common way to down / kill enemies in combat. Even with painless mechanoids, dealing enough HP of damage will cause a pawn to die, even if you never destroy a vital body part.
The chance to cleave is 40%. This improves sword DPS by 116% on average, and the sword already is better in terms of raw DPS.
Spreading the damage between body parts may prevent outright destroying body parts, which could be more devastating than extra damage.
  • Blunt weapons have superior overkill damage mechanics. If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process.
Meanwhile, Cut damage has a chance to cleave an opponent. If cut damage happens to get a part to 0 HP, then it is much more likely to destroy it. The mace remains superior - it is more likely to cripple/destroy larger body parts whilst not wasting damage.
Overkill is unlikely to matter for weapons below masterwork quality. Plasteel / uranium weapons at excellent quality will barely be able to destroy larger body parts, like the arms, in 1 hit, meaning overkill damage is almost nonexistent. Lower qualities won't be able to destroy large parts in 1 hit. With lower qualities, overkill is only relevant if a body part is hit twice in a row. This is much less important than DPS and the pain it inflicts.
  • Blunt weapons can stun enemies, though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a scyther's thorax, a centipede 1st body ring...), then the target has a chance to be stunned for a short time. This is completely independent from EMP and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso.
Blunt weapons can also stun if they hit the brain. But a uranium mace of at least Poor quality will always one-shot a human brain (unless it is fully negated by armor, in which case it wouldn't stun).
  • Sharp weapons cause bleeding. However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save prisoners and causes infections.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Longsword Longsword Handle (Poke) Point (Stab) Blade (Cut) Human: Left & right fist (Blunt) HP Value
    Quality
    Material DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 8.1 29.3% 6.48 2s 9.36% 3.24 8.33% 23.92 2.6s 35.36% 9.2 37.5% 23.92 2.6s 35.36% 9.2 37.5% 8.2 2s 12% 4.1 8.33% 200 119 Silver
    Awful Gold Gold 5.03 18.17% 7.2 2s 10.4% 3.6 8.33% 13.8 2.6s 20.4% 5.31 37.5% 13.8 2.6s 20.4% 5.31 37.5% 8.2 2s 12% 4.1 8.33% 60 5030 Silver
    Awful Plasteel Plasteel 8.43 25.22% 6.48 1.6s 9.36% 4.05 8.33% 20.24 2.08s 29.92% 9.73 37.5% 20.24 2.08s 29.92% 9.73 37.5% 8.2 2s 12% 4.1 8.33% 280 520 Silver
    Awful Silver Silver 5.59 20.21% 7.2 2s 10.4% 3.6 8.33% 15.64 2.6s 23.12% 6.02 37.5% 15.64 2.6s 23.12% 6.02 37.5% 8.2 2s 12% 4.1 8.33% 70 530 Silver
    Awful Steel Steel 6.44 23.27% 7.2 2s 10.4% 3.6 8.33% 18.4 2.6s 27.2% 7.08 37.5% 18.4 2.6s 27.2% 7.08 37.5% 8.2 2s 12% 4.1 8.33% 100 127 Silver
    Awful Uranium Uranium 6.55 25.74% 10.8 2.2s 15.6% 4.91 8.33% 20.24 2.86s 29.92% 7.08 37.5% 20.24 2.86s 29.92% 7.08 37.5% 8.2 2s 12% 4.1 8.33% 250 360 Silver
    Awful Wood Wood 3.77 11.59% 6.48 2s 9.36% 3.24 8.33% 7.36 2.6s 10.88% 2.83 8.33% 7.36 2.6s 10.88% 2.83 8.33% 8.2 2s 12% 4.1 37.5% 65 83 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 9.04 32.71% 7.29 2s 10.53% 3.65 8.33% 26.91 2.6s 39.78% 10.35 37.5% 26.91 2.6s 39.78% 10.35 37.5% 8.2 2s 12% 4.1 8.33% 200 178 Silver
    Poor Gold Gold 5.59 20.19% 8.1 2s 11.7% 4.05 8.33% 15.53 2.6s 22.95% 5.97 37.5% 15.53 2.6s 22.95% 5.97 37.5% 8.2 2s 12% 4.1 8.33% 60 7545 Silver
    Poor Plasteel Plasteel 9.4 28.12% 7.29 1.6s 10.53% 4.56 8.33% 22.77 2.08s 33.66% 10.95 37.5% 22.77 2.08s 33.66% 10.95 37.5% 8.2 2s 12% 4.1 8.33% 280 780 Silver
    Poor Silver Silver 6.22 22.48% 8.1 2s 11.7% 4.05 8.33% 17.6 2.6s 26.01% 6.77 37.5% 17.6 2.6s 26.01% 6.77 37.5% 8.2 2s 12% 4.1 8.33% 70 800 Silver
    Poor Steel Steel 7.17 25.93% 8.1 2s 11.7% 4.05 8.33% 20.7 2.6s 30.6% 7.96 37.5% 20.7 2.6s 30.6% 7.96 37.5% 8.2 2s 12% 4.1 8.33% 100 191 Silver
    Poor Uranium Uranium 7.31 28.71% 12.15 2.2s 17.55% 5.52 8.33% 22.77 2.86s 33.66% 7.96 37.5% 22.77 2.86s 33.66% 7.96 37.5% 8.2 2s 12% 4.1 8.33% 250 540 Silver
    Poor Wood Wood 3.88 11.92% 7.29 2s 10.53% 3.65 8.33% 8.28 2.6s 12.24% 3.18 8.33% 8.28 2.6s 12.24% 3.18 8.33% 8.2 2s 12% 4.1 37.5% 65 124 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 9.99 36.13% 8.1 2s 11.7% 4.05 8.33% 29.9 2.6s 44.2% 11.5 37.5% 29.9 2.6s 44.2% 11.5 37.5% 8.2 2s 12% 4.1 8.33% 200 235 Silver
    Normal Gold Gold 6.14 22.21% 9 2s 13% 4.5 8.33% 17.25 2.6s 25.5% 6.63 37.5% 17.25 2.6s 25.5% 6.63 37.5% 8.2 2s 12% 4.1 8.33% 60 10060 Silver
    Normal Plasteel Plasteel 10.37 31.03% 8.1 1.6s 11.7% 5.06 8.33% 25.3 2.08s 37.4% 12.16 37.5% 25.3 2.08s 37.4% 12.16 37.5% 8.2 2s 12% 4.1 8.33% 280 1045 Silver
    Normal Silver Silver 6.85 24.76% 9 2s 13% 4.5 8.33% 19.55 2.6s 28.9% 7.52 37.5% 19.55 2.6s 28.9% 7.52 37.5% 8.2 2s 12% 4.1 8.33% 70 1065 Silver
    Normal Steel Steel 7.9 28.58% 9 2s 13% 4.5 8.33% 23 2.6s 34% 8.85 37.5% 23 2.6s 34% 8.85 37.5% 8.2 2s 12% 4.1 8.33% 100 255 Silver
    Normal Uranium Uranium 8.07 31.68% 13.5 2.2s 19.5% 6.14 8.33% 25.3 2.86s 37.4% 8.85 37.5% 25.3 2.86s 37.4% 8.85 37.5% 8.2 2s 12% 4.1 8.33% 250 725 Silver
    Normal Wood Wood 3.92 12.33% 8.1 2s 11.7% 4.05 25% 9.2 2.6s 13.6% 3.54 12.5% 9.2 2.6s 13.6% 3.54 12.5% 8.2 2s 12% 4.1 25% 65 165 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 10.98 39.68% 8.91 2s 12.87% 4.46 25% 32.89 2.6s 48.62% 12.65 37.5% 32.89 2.6s 48.62% 12.65 37.5% 8.2 2s 12% 4.1 0% 200 295 Silver
    Good Gold Gold 6.7 24.23% 9.9 2s 14.3% 4.95 8.33% 18.98 2.6s 28.05% 7.3 37.5% 18.98 2.6s 28.05% 7.3 37.5% 8.2 2s 12% 4.1 8.33% 60 10560 Silver
    Good Plasteel Plasteel 11.79 34.07% 8.91 1.6s 12.87% 5.57 25% 27.83 2.08s 41.14% 13.38 37.5% 27.83 2.08s 41.14% 13.38 37.5% 8.2 2s 12% 4.1 0% 280 1305 Silver
    Good Silver Silver 7.48 27.03% 9.9 2s 14.3% 4.95 8.33% 21.51 2.6s 31.79% 8.27 37.5% 21.51 2.6s 31.79% 8.27 37.5% 8.2 2s 12% 4.1 8.33% 70 1330 Silver
    Good Steel Steel 8.64 31.24% 9.9 2s 14.3% 4.95 8.33% 25.3 2.6s 37.4% 9.73 37.5% 25.3 2.6s 37.4% 9.73 37.5% 8.2 2s 12% 4.1 8.33% 100 320 Silver
    Good Uranium Uranium 8.82 34.64% 14.85 2.2s 21.45% 6.75 8.33% 27.83 2.86s 41.14% 9.73 37.5% 27.83 2.86s 41.14% 9.73 37.5% 8.2 2s 12% 4.1 8.33% 250 905 Silver
    Good Wood Wood 4.32 13.02% 8.91 2s 12.87% 4.46 75% 10.12 2.6s 14.96% 3.89 6.25% 10.12 2.6s 14.96% 3.89 6.25% 8.2 2s 12% 4.1 6.25% 65 205 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 11.98 43.29% 9.72 2s 14.04% 4.86 25% 35.88 2.6s 53.04% 13.8 37.5% 35.88 2.6s 53.04% 13.8 37.5% 8.2 2s 12% 4.1 0% 200 355 Silver
    Excellent Gold Gold 7.26 26.25% 10.8 2s 15.6% 5.4 8.33% 20.7 2.6s 30.6% 7.96 37.5% 20.7 2.6s 30.6% 7.96 37.5% 8.2 2s 12% 4.1 8.33% 60 11060 Silver
    Excellent Plasteel Plasteel 12.86 37.17% 9.72 1.6s 14.04% 6.08 25% 30.36 2.08s 44.88% 14.6 37.5% 30.36 2.08s 44.88% 14.6 37.5% 8.2 2s 12% 4.1 0% 280 1565 Silver
    Excellent Silver Silver 8.11 29.31% 10.8 2s 15.6% 5.4 8.33% 23.46 2.6s 34.68% 9.02 37.5% 23.46 2.6s 34.68% 9.02 37.5% 8.2 2s 12% 4.1 8.33% 70 1595 Silver
    Excellent Steel Steel 9.37 33.9% 10.8 2s 15.6% 5.4 8.33% 27.6 2.6s 40.8% 10.62 37.5% 27.6 2.6s 40.8% 10.62 37.5% 8.2 2s 12% 4.1 8.33% 100 380 Silver
    Excellent Uranium Uranium 9.58 37.61% 16.2 2.2s 23.4% 7.36 8.33% 30.36 2.86s 44.88% 10.62 37.5% 30.36 2.86s 44.88% 10.62 37.5% 8.2 2s 12% 4.1 8.33% 250 1085 Silver
    Excellent Wood Wood 4.67 14.07% 9.72 2s 14.04% 4.86 75% 11.04 2.6s 16.32% 4.25 6.25% 11.04 2.6s 16.32% 4.25 6.25% 8.2 2s 12% 4.1 6.25% 65 250 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 14.47 52.31% 11.75 2s 16.97% 5.87 25% 43.36 2.6s 64.09% 16.68 37.5% 43.36 2.6s 64.09% 16.68 37.5% 8.2 2s 12% 4.1 0% 200 590 Silver
    Masterwork Gold Gold 8.66 31.3% 13.05 2s 18.85% 6.53 8.33% 25.01 2.6s 36.98% 9.62 37.5% 25.01 2.6s 36.98% 9.62 37.5% 8.2 2s 12% 4.1 8.33% 60 12060 Silver
    Masterwork Plasteel Plasteel 15.54 44.91% 11.75 1.6s 16.97% 7.34 25% 36.69 2.08s 54.23% 17.64 37.5% 36.69 2.08s 54.23% 17.64 37.5% 8.2 2s 12% 4.1 0% 280 2605 Silver
    Masterwork Silver Silver 9.68 35% 13.05 2s 18.85% 6.53 8.33% 28.35 2.6s 41.91% 10.9 37.5% 28.35 2.6s 41.91% 10.9 37.5% 8.2 2s 12% 4.1 8.33% 70 2660 Silver
    Masterwork Steel Steel 11.54 41.69% 13.05 2s 18.85% 6.53 25% 33.35 2.6s 49.3% 12.83 37.5% 33.35 2.6s 49.3% 12.83 37.5% 8.2 2s 12% 4.1 0% 100 635 Silver
    Masterwork Uranium Uranium 12.03 47.74% 19.58 2.2s 28.28% 8.9 25% 36.69 2.86s 54.23% 12.83 37.5% 36.69 2.86s 54.23% 12.83 37.5% 8.2 2s 12% 4.1 0% 250 1810 Silver
    Masterwork Wood Wood 5.54 16.69% 11.75 2s 16.97% 5.87 75% 13.34 2.6s 19.72% 5.13 6.25% 13.34 2.6s 19.72% 5.13 6.25% 8.2 2s 12% 4.1 6.25% 65 415 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 18.98 72.93% 13.37 2s 19.31% 6.68 0% 49.34 2.6s 72.93% 18.98 50% 49.34 2.6s 72.93% 18.98 50% 8.2 2s 12% 4.1 0% 200 1185 Silver
    Legendary Gold Gold 9.78 35.34% 14.85 2s 21.45% 7.43 8.33% 28.46 2.6s 42.08% 10.95 37.5% 28.46 2.6s 42.08% 10.95 37.5% 8.2 2s 12% 4.1 8.33% 60 13060 Silver
    Legendary Plasteel Plasteel 17.68 51.11% 13.37 1.6s 19.31% 8.35 25% 41.75 2.08s 61.71% 20.07 37.5% 41.75 2.08s 61.71% 20.07 37.5% 8.2 2s 12% 4.1 0% 280 4045 Silver
    Legendary Silver Silver 10.94 39.55% 14.85 2s 21.45% 7.43 8.33% 32.26 2.6s 47.69% 12.41 37.5% 32.26 2.6s 47.69% 12.41 37.5% 8.2 2s 12% 4.1 8.33% 70 4065 Silver
    Legendary Steel Steel 13.13 47.44% 14.85 2s 21.45% 7.43 25% 37.95 2.6s 56.1% 14.6 37.5% 37.95 2.6s 56.1% 14.6 37.5% 8.2 2s 12% 4.1 0% 100 1275 Silver
    Legendary Uranium Uranium 13.68 54.33% 22.28 2.2s 32.18% 10.13 25% 41.75 2.86s 61.71% 14.6 37.5% 41.75 2.86s 61.71% 14.6 37.5% 8.2 2s 12% 4.1 0% 250 3615 Silver
    Legendary Wood Wood 6.24 18.78% 13.37 2s 19.31% 6.68 75% 15.18 2.6s 22.44% 5.84 6.25% 15.18 2.6s 22.44% 5.84 6.25% 8.2 2s 12% 4.1 6.25% 65 825 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history[edit]

    • 1.5.4062 - Texture recreated with higher quality.