An attack that is defended against does no damage. Shields have bash and can defend against all attack types. All weapons have attack and defense moves. Claymores do both damage types in a single swing and swords have 2 attacks and do damage based on which one is used. The gnome will pick the best attack vs what he's hitting. Attacks can have multiple damage types and they do them in order. Different materials have different resistances to damage. You can't carry a claymore and a shield at once.)ĭifferent weapons have different attack and defense moves. There are 2-handed variants for each weapon that have a lower attack rate but do more damage. In the Uniform Tab of the Military window, you can specify what weapon you want in each hand. Slashing can sever limbs, piercing has a higher chance to cause bleeding and blunt based weapons have a chance to knock enemies back (and hopefully off cliffs). Piercing, slashing and blunt damages are better suited against certain materials over others. The Quality Modifiers for Weapons (Damage) and Armor (Armor Health) are:ĭifferent weapons have different attacks and/or defensive moves as well as different damage types. Combined with gnomes not reaching for a regular weapon before a combat this can lead to having a legendary wheelbarrow! Note that items can become legendary with repeated use in addition to being able to be crafted that way. ![]() However if they are holding a non-weapon item when given an attack order or an enemy is spotted with "Defend Gnomes" active they will not equip a regular weapon and instead jump right into the fight. The exact mechanic remains hidden but Gnomes understand this tiered system and when drafted will use the best weapon and armor available, if the uniform assigned to them allows for it. rocks, is fairly ineffective compared to even the lowest tier weapons and armours. Weapons and armours of higher quality tiers work better than their lower tier counterparts.
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