Difference between revisions of "Gladius"

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<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Gladius
|name = Gladius
+
| image = Gladius.png
|image = Gladius.png|Gladius
+
| type = Equipment
|type = Equipment{{!}}Equipment
+
| type2 = Weapons
|type2 = Weapons{{!}}Weapons
+
| description = A short sword of ancient design. Good for stabbing or slashing. It's light and nimble, which sometimes lets it beat bigger, heavier weapons.
|description = "A short sword of ancient design. Good for stabbing or slashing."
+
| tech level = Medieval
|class = Neolithic
+
| class = Medieval
|damage = 12
+
| meleeattack1dmg = 9
|range = 1
+
| meleeattack1type = blunt
|mode = Melee
+
| meleeattack1part = handle
|warmup = 0
+
| meleeattack1cool = 2
|cooldown = 117
+
| meleeattack1ap = 13
|DPS = DPS
+
| meleeattack2dmg = 16
|sell = 50 x Material Value
+
| meleeattack2type = stab
|damge type = Sharp
+
| meleeattack2part = point
 +
| meleeattack2cool = 2
 +
| meleeattack2ap = 24
 +
| meleeattack3dmg = 16
 +
| meleeattack3type = cut
 +
| meleeattack3part = edge
 +
| meleeattack3cool = 2
 +
| meleeattack3ap = 24
 +
| damage type = Sharp
 +
| mode = Melee
 +
| production facility 1 = Fueled smithy
 +
| production facility 2 = Electric smithy
 +
| research = Smithing
 +
| resource 1 = Stuff
 +
| resource 1 amount = 50
 +
| stuff tags = Metallic, Woody
 +
| skill 1 = Crafting
 +
| skill 1 level = 3
 +
| mass base = 0.85
 +
| work to make = 12000
 +
| work speed stat = General Labor Speed
 +
| has quality = True
 +
| weaponTags = MedievalMeleeDecent
 +
}}
 +
The '''gladius''' is a [[Weapon|melee weapon]] in RimWorld that does a moderate amount of [[damage]], has a moderate cooldown, and deals sharp damage.
 +
 
 +
== Acquisition ==
 +
{{Acquisition}}
 +
 
 +
Gladii can also be purchased from any [[outlander]] and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.
 +
 
 +
== Analysis ==
 +
Surprisingly enough, gladii are worse for {{DPS}} than a [[knife]] of the same quality and material, despite the game stating otherwise. Knives are cheaper and don't require Smithing research. Why is this?
 +
* '''The [[melee verb selection]] system''', introduced in 1.1. Each weapon has multiple attacks, or ''verbs'', with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" {{DPS}} of 7.23, rather than the gladius' 7.13.
 +
* '''The impact of [[Damage types#Cut|''Cut'']] damage type.''' A gladius is half as likely to do a Cut attack as a knife. Whenever a Cut attack is rolled, it has a chance to ''cleave''. When a weapon cleaves, it deals 140% damage, spread throughout body parts.
  
}}
+
: While cleaving reduces the chance to destroy body parts, it deals more [[pain]], which gets enemies into [[pain shock]] faster. Pain shock is the most common way to disable enemies in combat, ''much'' more likely than body part destruction. Even mechanoids, who don't feel pain, can only lose so much HP before dying in combat.
</onlyinclude>
+
 
{{Info|A simple weapon based on ancient design that deals a mild amount of cutting damage and requires 50 [[materials]] to make.}}
+
:''Stab'' has the advantage of superior damage to internal body parts. However, gladii won't instakill the heart at most reasonable qualities, and the chance of hitting the same organ 2 times in a row is miniscule. Cut is a more reliable way to disable enemies in combat.
 +
 
 +
The gladius does have +5% more {{AP}}, but this is a tiny value, insignificant in practice. The knife comes out ahead against any realistic enemy you'll fight. Knives also have the advantage of attacking faster, which can train melee skill, and is slightly better for low-accuracy attackers in general.
 +
 
 +
The [[plasteel]] knife you get at the start of the [[scenario system#Crashlanded|Crashlanded]] [[scenario]] is better than an excellent steel gladius (and below).
 +
 
 +
=== Trivia ===
 +
A gladius is the classic Roman centurion's shortsword. Along with the ranged [[pilum]], it is one of two Roman weapons in the game.
 +
 
 +
{{Weapon Stats Table}}
 +
 
 +
== Styles ==
 +
{{Ideology|section=1}}
 +
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
  
==Gameplay Overview==
+
<gallery>
The Gladius is a weapon often seen on pirates and outlanders. While not as good in terms of damage output as the [[Spear]] or [[Long Sword|Longsword]], the Gladius remains a solid choice for an early-mid game melee weapon because of its
+
Gladius.png|Base variant
low material cost and also its faster cooldown. This cooldown advantage means that this could be a better weapon to use in the hands of those less experienced with melee or physically hindered because of the accuracy disadvantage with those shortcomings, along with more chances to attack meaning that missing with a Gladius generally isn't as punishing as missing with a Longsword or Spear.  
+
HoraxianGladius.png|Horaxian{{AnomalyIcon}}
 +
</gallery>
  
As a smithy-only weapon, the Gladius can be made from all standard materials, but not out of any stone blocks or Jade. Here's a table below displaying the damage output comparison between all possible materials for this weapon...
+
== Version history ==
 +
* [[Version/0.7.581|0.7.581]] - Added as the '''Short Sword'''.
 +
* ? - Renamed to '''Gladius''' from '''Short Sword'''.
 +
* ? - Buffed from 15 point and edge damage to 16.
 +
* Beta 19/1.0 - Damage buffed, cooldown slightly increased..  
 +
* [[Version/1.5.4062|1.5.4062]] - Received a new texture.
  
{| {{STDT| sortable c_12 text-center}}
+
<gallery>
!
+
ShortSword1.png|Original Short Sword sprite
!Wood
+
Gladius Old.png|Texture prior to 1.5
!Steel
+
</gallery>
!Plasteel
 
!Silver
 
!Gold
 
!Uranium
 
|-
 
|Damage
 
|4
 
|12
 
|14
 
|6
 
|4
 
|13
 
|- newline
 
|Cooldown
 
|1.76s
 
|1.95s
 
|1.56s
 
|1.95s
 
|2.15s
 
|2.63s
 
|- newline
 
|DPS (to 3 dp)
 
|2.273
 
|6.154
 
|8.974
 
|3.077
 
|1.86
 
|4.943
 
|}
 
  
{{nav|weapon|wide}}
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{{Nav|weapon|wide}}
[[Category:Weapons]]
+
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
[[Category:Equipment]]
+
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]

Latest revision as of 13:02, 15 November 2024

Gladius

Gladius

A short sword of ancient design. Good for stabbing or slashing. It's light and nimble, which sometimes lets it beat bigger, heavier weapons.

Base Stats

Type
EquipmentWeapons
Tech Level
Medieval
Weapon Class
Medieval
Mass
0.85 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Blunt)
13% AP
2 seconds cooldown
Melee Attack 2 
Point
16 dmg (Stab)
24% AP
2 seconds cooldown
Melee Attack 3 
Edge
16 dmg (Cut)
24% AP
2 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Smithing
Skill Required
Crafting 3
Work To Make
12,000 ticks (3.33 mins)
Work Speed Stat
General Labor Speed
Stuff Tags
Metallic, Woody
Resources to make
Stuff 50
Technical
Has Quality
True
weaponTags
MedievalMeleeDecent


The gladius is a melee weapon in RimWorld that does a moderate amount of damage, has a moderate cooldown, and deals sharp damage.

Acquisition[edit]

Gladii can be crafted at a fueled smithy or electric smithy once the smithing research project has been completed. Each requires Stuff 50 Stuff (Metallic/Woody, 500 for SMVs), 12,000 ticks (3.33 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 3.

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

Analysis[edit]

Surprisingly enough, gladii are worse for DPS than a knife of the same quality and material, despite the game stating otherwise. Knives are cheaper and don't require Smithing research. Why is this?

  • The melee verb selection system, introduced in 1.1. Each weapon has multiple attacks, or verbs, with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" DPS of 7.23, rather than the gladius' 7.13.
  • The impact of Cut damage type. A gladius is half as likely to do a Cut attack as a knife. Whenever a Cut attack is rolled, it has a chance to cleave. When a weapon cleaves, it deals 140% damage, spread throughout body parts.
While cleaving reduces the chance to destroy body parts, it deals more pain, which gets enemies into pain shock faster. Pain shock is the most common way to disable enemies in combat, much more likely than body part destruction. Even mechanoids, who don't feel pain, can only lose so much HP before dying in combat.
Stab has the advantage of superior damage to internal body parts. However, gladii won't instakill the heart at most reasonable qualities, and the chance of hitting the same organ 2 times in a row is miniscule. Cut is a more reliable way to disable enemies in combat.

The gladius does have +5% more AP, but this is a tiny value, insignificant in practice. The knife comes out ahead against any realistic enemy you'll fight. Knives also have the advantage of attacking faster, which can train melee skill, and is slightly better for low-accuracy attackers in general.

The plasteel knife you get at the start of the Crashlanded scenario is better than an excellent steel gladius (and below).

Trivia[edit]

A gladius is the classic Roman centurion's shortsword. Along with the ranged pilum, it is one of two Roman weapons in the game.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Gladius Gladius Handle (Blunt) Point (Stab) Edge (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 7.19 21.5% 6.48 2s 9.36% 3.24 8.33% 16.64 2s 24.96% 8.32 37.5% 16.64 2s 24.96% 8.32 37.5% 8.2 2s 12% 4.1 8.33% 200 73 Silver
    Awful Gold Gold 4.58 13.67% 7.2 2s 10.4% 3.6 8.33% 9.6 2s 14.4% 4.8 37.5% 9.6 2s 14.4% 4.8 37.5% 8.2 2s 12% 4.1 8.33% 60 2520 Silver
    Awful Plasteel Plasteel 7.48 18.62% 6.48 1.6s 9.36% 4.05 8.33% 14.08 1.6s 21.12% 8.8 37.5% 14.08 1.6s 21.12% 8.8 37.5% 8.2 2s 12% 4.1 8.33% 280 270 Silver
    Awful Silver Silver 5.06 15.11% 7.2 2s 10.4% 3.6 8.33% 10.88 2s 16.32% 5.44 37.5% 10.88 2s 16.32% 5.44 37.5% 8.2 2s 12% 4.1 8.33% 70 270 Silver
    Awful Steel Steel 5.78 17.27% 7.2 2s 10.4% 3.6 8.33% 12.8 2s 19.2% 6.4 37.5% 12.8 2s 19.2% 6.4 37.5% 8.2 2s 12% 4.1 8.33% 100 69 Silver
    Awful Uranium Uranium 5.92 19.14% 10.8 2.2s 15.6% 4.91 8.33% 14.08 2.2s 21.12% 6.4 37.5% 14.08 2.2s 21.12% 6.4 37.5% 8.2 2s 12% 4.1 8.33% 250 191 Silver
    Awful Wood Wood 3.77 11.06% 6.48 2s 9.36% 3.24 8.33% 5.12 2s 7.68% 2.56 8.33% 5.12 2s 7.68% 2.56 8.33% 8.2 2s 12% 4.1 37.5% 65 45 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 8.01 23.94% 7.29 2s 10.53% 3.65 8.33% 18.72 2s 28.08% 9.36 37.5% 18.72 2s 28.08% 9.36 37.5% 8.2 2s 12% 4.1 8.33% 200 109 Silver
    Poor Gold Gold 5.07 15.13% 8.1 2s 11.7% 4.05 8.33% 10.8 2s 16.2% 5.4 37.5% 10.8 2s 16.2% 5.4 37.5% 8.2 2s 12% 4.1 8.33% 60 3780 Silver
    Poor Plasteel Plasteel 8.31 20.7% 7.29 1.6s 10.53% 4.56 8.33% 15.84 1.6s 23.76% 9.9 37.5% 15.84 1.6s 23.76% 9.9 37.5% 8.2 2s 12% 4.1 8.33% 280 410 Silver
    Poor Silver Silver 5.61 16.75% 8.1 2s 11.7% 4.05 8.33% 12.24 2s 18.36% 6.12 37.5% 12.24 2s 18.36% 6.12 37.5% 8.2 2s 12% 4.1 8.33% 70 405 Silver
    Poor Steel Steel 6.42 19.18% 8.1 2s 11.7% 4.05 8.33% 14.4 2s 21.6% 7.2 37.5% 14.4 2s 21.6% 7.2 37.5% 8.2 2s 12% 4.1 8.33% 100 104 Silver
    Poor Uranium Uranium 6.58 21.28% 12.15 2.2s 17.55% 5.52 8.33% 15.84 2.2s 23.76% 7.2 37.5% 15.84 2.2s 23.76% 7.2 37.5% 8.2 2s 12% 4.1 8.33% 250 285 Silver
    Poor Wood Wood 3.86 11.32% 7.29 2s 10.53% 3.65 8.33% 5.76 2s 8.64% 2.88 8.33% 5.76 2s 8.64% 2.88 8.33% 8.2 2s 12% 4.1 37.5% 65 68 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 8.82 26.38% 8.1 2s 11.7% 4.05 8.33% 20.8 2s 31.2% 10.4 37.5% 20.8 2s 31.2% 10.4 37.5% 8.2 2s 12% 4.1 8.33% 200 146 Silver
    Normal Gold Gold 5.56 16.58% 9 2s 13% 4.5 8.33% 12 2s 18% 6 37.5% 12 2s 18% 6 37.5% 8.2 2s 12% 4.1 8.33% 60 5040 Silver
    Normal Plasteel Plasteel 9.15 22.78% 8.1 1.6s 11.7% 5.06 8.33% 17.6 1.6s 26.4% 11 37.5% 17.6 1.6s 26.4% 11 37.5% 8.2 2s 12% 4.1 8.33% 280 545 Silver
    Normal Silver Silver 6.16 18.38% 9 2s 13% 4.5 8.33% 13.6 2s 20.4% 6.8 37.5% 13.6 2s 20.4% 6.8 37.5% 8.2 2s 12% 4.1 8.33% 70 545 Silver
    Normal Steel Steel 7.06 21.08% 9 2s 13% 4.5 8.33% 16 2s 24% 8 37.5% 16 2s 24% 8 37.5% 8.2 2s 12% 4.1 8.33% 100 138 Silver
    Normal Uranium Uranium 7.24 23.43% 13.5 2.2s 19.5% 6.14 8.33% 17.6 2.2s 26.4% 8 37.5% 17.6 2.2s 26.4% 8 37.5% 8.2 2s 12% 4.1 8.33% 250 380 Silver
    Normal Wood Wood 3.86 11.33% 8.1 2s 11.7% 4.05 25% 6.4 2s 9.6% 3.2 12.5% 6.4 2s 9.6% 3.2 12.5% 8.2 2s 12% 4.1 25% 65 90 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 9.63 28.81% 8.91 2s 12.87% 4.46 8.33% 22.88 2s 34.32% 11.44 37.5% 22.88 2s 34.32% 11.44 37.5% 8.2 2s 12% 4.1 8.33% 200 182 Silver
    Good Gold Gold 6.05 18.04% 9.9 2s 14.3% 4.95 8.33% 13.2 2s 19.8% 6.6 37.5% 13.2 2s 19.8% 6.6 37.5% 8.2 2s 12% 4.1 8.33% 60 5540 Silver
    Good Plasteel Plasteel 9.98 24.85% 8.91 1.6s 12.87% 5.57 8.33% 19.36 1.6s 29.04% 12.1 37.5% 19.36 1.6s 29.04% 12.1 37.5% 8.2 2s 12% 4.1 8.33% 280 680 Silver
    Good Silver Silver 6.71 20.02% 9.9 2s 14.3% 4.95 8.33% 14.96 2s 22.44% 7.48 37.5% 14.96 2s 22.44% 7.48 37.5% 8.2 2s 12% 4.1 8.33% 70 680 Silver
    Good Steel Steel 7.7 22.99% 9.9 2s 14.3% 4.95 8.33% 17.6 2s 26.4% 8.8 37.5% 17.6 2s 26.4% 8.8 37.5% 8.2 2s 12% 4.1 8.33% 100 173 Silver
    Good Uranium Uranium 7.9 25.57% 14.85 2.2s 21.45% 6.75 8.33% 19.36 2.2s 29.04% 8.8 37.5% 19.36 2.2s 29.04% 8.8 37.5% 8.2 2s 12% 4.1 8.33% 250 480 Silver
    Good Wood Wood 4.29 12.47% 8.91 2s 12.87% 4.46 75% 7.04 2s 10.56% 3.52 6.25% 7.04 2s 10.56% 3.52 6.25% 8.2 2s 12% 4.1 6.25% 65 113 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 10.45 31.25% 9.72 2s 14.04% 4.86 8.33% 24.96 2s 37.44% 12.48 37.5% 24.96 2s 37.44% 12.48 37.5% 8.2 2s 12% 4.1 8.33% 200 220 Silver
    Excellent Gold Gold 6.53 19.5% 10.8 2s 15.6% 5.4 8.33% 14.4 2s 21.6% 7.2 37.5% 14.4 2s 21.6% 7.2 37.5% 8.2 2s 12% 4.1 8.33% 60 6040 Silver
    Excellent Plasteel Plasteel 10.81 26.93% 9.72 1.6s 14.04% 6.08 8.33% 21.12 1.6s 31.68% 13.2 37.5% 21.12 1.6s 31.68% 13.2 37.5% 8.2 2s 12% 4.1 8.33% 280 815 Silver
    Excellent Silver Silver 7.25 21.66% 10.8 2s 15.6% 5.4 8.33% 16.32 2s 24.48% 8.16 37.5% 16.32 2s 24.48% 8.16 37.5% 8.2 2s 12% 4.1 8.33% 70 815 Silver
    Excellent Steel Steel 8.33 24.9% 10.8 2s 15.6% 5.4 8.33% 19.2 2s 28.8% 9.6 37.5% 19.2 2s 28.8% 9.6 37.5% 8.2 2s 12% 4.1 8.33% 100 205 Silver
    Excellent Uranium Uranium 8.56 27.71% 16.2 2.2s 23.4% 7.36 8.33% 21.12 2.2s 31.68% 9.6 37.5% 21.12 2.2s 31.68% 9.6 37.5% 8.2 2s 12% 4.1 8.33% 250 575 Silver
    Excellent Wood Wood 4.64 13.47% 9.72 2s 14.04% 4.86 75% 7.68 2s 11.52% 3.84 6.25% 7.68 2s 11.52% 3.84 6.25% 8.2 2s 12% 4.1 6.25% 65 135 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 12.78 38.17% 11.75 2s 16.97% 5.87 25% 30.16 2s 45.24% 15.08 37.5% 30.16 2s 45.24% 15.08 37.5% 8.2 2s 12% 4.1 0% 200 365 Silver
    Masterwork Gold Gold 7.75 23.15% 13.05 2s 18.85% 6.53 8.33% 17.4 2s 26.1% 8.7 37.5% 17.4 2s 26.1% 8.7 37.5% 8.2 2s 12% 4.1 8.33% 60 7040 Silver
    Masterwork Plasteel Plasteel 13.8 32.95% 11.75 1.6s 16.97% 7.34 25% 25.52 1.6s 38.28% 15.95 37.5% 25.52 1.6s 38.28% 15.95 37.5% 8.2 2s 12% 4.1 0% 280 1360 Silver
    Masterwork Silver Silver 8.62 25.76% 13.05 2s 18.85% 6.53 8.33% 19.72 2s 29.58% 9.86 37.5% 19.72 2s 29.58% 9.86 37.5% 8.2 2s 12% 4.1 8.33% 70 1360 Silver
    Masterwork Steel Steel 9.93 29.67% 13.05 2s 18.85% 6.53 8.33% 23.2 2s 34.8% 11.6 37.5% 23.2 2s 34.8% 11.6 37.5% 8.2 2s 12% 4.1 8.33% 100 345 Silver
    Masterwork Uranium Uranium 10.22 33.07% 19.58 2.2s 28.28% 8.9 8.33% 25.52 2.2s 38.28% 11.6 37.5% 25.52 2.2s 38.28% 11.6 37.5% 8.2 2s 12% 4.1 8.33% 250 955 Silver
    Masterwork Wood Wood 5.5 15.96% 11.75 2s 16.97% 5.87 75% 9.28 2s 13.92% 4.64 6.25% 9.28 2s 13.92% 4.64 6.25% 8.2 2s 12% 4.1 6.25% 65 225 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 14.54 43.44% 13.37 2s 19.31% 6.68 25% 34.32 2s 51.48% 17.16 37.5% 34.32 2s 51.48% 17.16 37.5% 8.2 2s 12% 4.1 0% 200 725 Silver
    Legendary Gold Gold 8.73 26.06% 14.85 2s 21.45% 7.43 8.33% 19.8 2s 29.7% 9.9 37.5% 19.8 2s 29.7% 9.9 37.5% 8.2 2s 12% 4.1 8.33% 60 8040 Silver
    Legendary Plasteel Plasteel 15.7 37.5% 13.37 1.6s 19.31% 8.35 25% 29.04 1.6s 43.56% 18.15 37.5% 29.04 1.6s 43.56% 18.15 37.5% 8.2 2s 12% 4.1 0% 280 2725 Silver
    Legendary Silver Silver 9.72 29.03% 14.85 2s 21.45% 7.43 8.33% 22.44 2s 33.66% 11.22 37.5% 22.44 2s 33.66% 11.22 37.5% 8.2 2s 12% 4.1 8.33% 70 2715 Silver
    Legendary Steel Steel 11.2 33.49% 14.85 2s 21.45% 7.43 8.33% 26.4 2s 39.6% 13.2 37.5% 26.4 2s 39.6% 13.2 37.5% 8.2 2s 12% 4.1 8.33% 100 690 Silver
    Legendary Uranium Uranium 12.43 40.71% 22.28 2.2s 32.18% 10.13 25% 29.04 2.2s 43.56% 13.2 37.5% 29.04 2.2s 43.56% 13.2 37.5% 8.2 2s 12% 4.1 0% 250 1910 Silver
    Legendary Wood Wood 6.18 17.96% 13.37 2s 19.31% 6.68 75% 10.56 2s 15.84% 5.28 6.25% 10.56 2s 15.84% 5.28 6.25% 8.2 2s 12% 4.1 6.25% 65 450 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

    Styles[edit]

    Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.

    Version history[edit]

    • 0.7.581 - Added as the Short Sword.
    • ? - Renamed to Gladius from Short Sword.
    • ? - Buffed from 15 point and edge damage to 16.
    • Beta 19/1.0 - Damage buffed, cooldown slightly increased..
    • 1.5.4062 - Received a new texture.