|Daggers • Swords • Maces • Spears • Axes • Flails • Cleavers • Hammers • Polearms|
chance to hit
Counterattack missed or
blocked melee attacks
until next turn
-15% to hit,
(Notched Blade only)
Ignores Zone of Control,
Scales with current Initiative
(Fencing Sword only)
Swords are melee weapons with comparatively low Fatigue penalty and consistent damage. However they are not as effective against armor as some other weapons. Due to the additional accuracy of the "Slash" attack, a sword can be a mercenary's best friend.
Brothers with high Melee Defense can use the Riposte ability to counter every miss with a less accurate slash attack (Sword Mastery Perk will eliminate the inaccuracy). This works well with perks like Shield Expert and Lone Wolf).
20% of damage done by all swords ignores armor.
Note: The Notched Blade of the goblins is special and tagged as dagger/sword, and therefore possesses the standard "Slash" sword skill and the "Puncture" dagger skill but not the "Riposte" sword skill. The Fencing Sword is also special in that it has the "Lunge" skill in lieu of the "Riposte" sword skill.
|Name||Worth||Damage||Ignores Armor||Vs. Armor||Durability||Max. Fatigue|
(Goblin, Orc Young)
|Broken Ancient Sword|
|Slash||Overhead Strike||Split||Swing||Split Shield|
chance to hit
for +20 extra damage
+5% chance to hit
in a line
-5% to hit
or 12 direct
Two-Handed Swords are some of the most powerful weapons in the game in terms of raw damage.
If you take Sword Mastery Perk, Split and Swing will gain a + 5% chance to hit.
However their AoE attacks have large fatigue penalties and attacks cost more AP than one-handed weapons. This is as well as being expensive and rare to find as loot.
Where noted in the table above, recorded ignore armor damage numbers (from the battlelog in 22.214.171.124) appear to fit the mouseover figures for different strikes, rather than the generic ignore armor % of the weapon.
|Name||Worth||Damage||Ignores Armor||Vs. Armor||Chance to hit head||Durability||Max. Fatigue|
(Ancient Honor Guard)