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Quarterstaff Weapons

Characters in quarterstaff have Health (HP), Weight and Bulk (the volume and mass of the objects the character can carry), (Weapon) Proficiencies, and Resistances (damage reduction), but do not have other attributes typically found in fantasy roleplaying games, such as Strength, Dexterity/Agility, and Stamina/Constitution. Also, characters do not level (raise their abilities in incremental jumps), although their Proficiencies increase or decrease through use.

Probably because individual characters do not have attributes (such as Strength), the damage dealt by any given weapon is the same regardless of who is using that weapon. For example, the Gnarly Club (Bruno’s starting weapon) does the exact same damage in the hands of Titus. The difference is how often the character hits with the weapon, as this is based on the character’s associated weapon Proficiency. Bruno will do better with a Blunt weapon than Titus because he is more likely to hit with a Blunt weapon than Titus.

Each weapon has a damage range. Through extensive testing, I have concluded that the exact damage dealt in a given hit is selected from this range completely at random (the coder probably used rand(x)+y). Therefore a character is just as likely to do the minimum or maximum on a hit as they are to do the average (mean) damage. The number in parentheses for the Damage listings is the average damage dealt by the weapon.

The following table of weapons is not complete, but it is very accurate. Damage ranges have been tested quite thoroughly (mostly by smacking on fellow party members). Weapons marked as ‘Fragile’ typically break within three to five hits.

Weapon Type Damage Location Notes
Ash Quarrel Sharp 12-28 (20) War Chest, Gaff's Room Shot with the Crossbow.
Ashen Quarterstaff Blunt 15 - 17 (16) Peave, Altar Balcony  
Assassin's Stiletto Sharp 9 - 32 (20.5) Dirk Dirk's starting weapon.
Battle Axe Blunt 9 - 22 (15.5) Piffer Piffer's starting weapon.
Berserker Sword Sharp 16-44 (30) Insane Druid, East Alcove Wielder goes berserk in battle.
Black Arrow Sharp 14-17 (15.5) Eolene Shot with the Short Bow.
Black Sleep Dart Sharp 3-6 (4.5) Peave, Altar Balcony Fragile. Puts enemy to sleep.
Black Whip Blunt 1 - 9 (5) Chief Torturer, Rec Room Occasionally disarms enemy.
Blue Arrow Sharp 14-17 (15.5) Eolene Shot with the Short Bow.
Blue Sleep Dart Sharp 3-6 (4.5) Peave, Altar Balcony Fragile. Puts enemy to sleep.
Broadsword Sharp 8 - 19 (13.5) Titus Titus' starting weapon.
Ceremonial Dagger Sharp 12-17 ( 14.5) Tomb Only visible to Dirk and Piffer.
Curvy Dagger Sharp 2-11 (6.5) Bolt Hole  
Dancing Sword Sharp 16-23 (19.5) Tarmac, Gateway Animates and attacks on its own in battle.
Gem Ball Cold 22-48 (35) Wild Wizard, Bolt Hole Fragile. Thrown weapon.
Gilded Broadsword Sharp 26 - 44 (35) Sandra Sandra's starting weapon.
Gnarly Club Blunt 20 - 44 (32) Bruno Bruno's starting weapon.
Green Arrow Sharp 14-17 (15.5) Eolene Shot with the Short Bow.
Green Dart Poison 15-18 (16.5) Peave, Altar Balcony Fragile. Poisons enemy.
Grey Quarrel Sharp 12-28 (20) War Chest, Gaff's Room Shot with the Crossbow.
Halberd Sharp 12 - 24 (18) Weapons Rack, Sentinel Room  
Hot Poker Heat 3-11 (7) Fire Pit, Rec Room Fragile. Sets enemy on fire.
Javelin Electric 22-35 (28.5) Sandra Fragile. Thrown weapon.
Jewelled Dagger Sharp 34-43 (38.5) Dining Area Fragile.
Large Hammer Blunt 2 - 5 (3.5) Anvil, Armoury  
Leather Bludgeon Blunt 7-13 (10) Punker, Guard Chamber Occasionally stuns enemy.
Light Spear Sharp 10 - 14 (12) Weapons Rack, Sentinel Room  
Mace of Destruction Blunt 20 - 53 (36.5) Granite Statue, Circular Room Only Sandra can wield.
Maple Quarterstaff Blunt 25 - 26 (25.5) Boffo, Sleeping Chamber  
Mithral Broadsword Sharp 12 - 17 (14.5) Tarmac, Gateway  
Mithral Mace Blunt 20 - 28 (24) Quenlin, Priest Chamber  
Nasty Mace Blunt 12 - 15 (13.5) Rufo, Sleeping Chamber  
Oak Quarterstaff Cold 2-63 (32.5) Grand Druid, Shrine Fragile.
Pink Quarrel Sharp 12-28 (20) Crossbow Trap, Dark Hall Shot with the Crossbow.
Purple Arrow Sharp 14-17 (15.5) Eolene Shot with the Short Bow.
Purple Dart Poison 15-18 (16.5) Peave, Altar Balcony Fragile. Poisons enemy.
Red Dart Poison 15-18 (16.5) Peave, Altar Balcony Fragile. Poisons enemy.
Redwood Staff Blunt 20 - 24 (22) Druid Guard, Rec Room  
Rod of Life Sharp 100 (100) Sandra Heals the enemy (or ally).
Rusted Mace Blunt 11 - 17 (14) Spike, Guard Chamber  
Rusty Dagger Blunt 6-9 (7.5) Weapons Rack, Sentinel Room Fragile.
Sacrificial Knife Blunt 1-1 (1) Tomb Room  
Scimitar Sharp 18 - 24 (21) Weapons Rack, Sentinel Room  
Short Sword Sharp 25 - 34 (29.5) Desk, Priest Chamber  
Short Quarterstaff Blunt 8 - 19 (13.5) Weapons Rack, Sentinel Room  
Sickle Sharp 24-35 (29.5) Grand Druid, Shrine Fragile.
Sleep Dart Sharp 3-6 (4.5) Peave, Altar Balcony Fragile. Puts enemy to sleep.
Small Whip Blunt 2-8 (5) Succubus, Priest Chamber Occasionally disarms enemy.
Staff of Lightning Electric 77 - 99 (88) Treasure Chest, Treasure Vault East  
Steel Rapier Sharp 11 - 23 (17) Wild Wizard, Bolt Hole  
Throwing Dagger Sharp 12-23 (17.5) Dirk  
Trident Sharp 27-39 (33) Trinot, Throne Room Fragile.
Two Handed Sword Cold ?? Setmoth, Tomb Too heavy for any character.
Violet Quarrel Sharp 12-28 (20) War Chest, Gaff's Room Shot with the Crossbow.
White Arrow Sharp 14-17 (15.5) Eolene Shot with the Short Bow.
White Dart Poison 15-18 (16.5) Peave, Altar Balcony Fragile. Poisons enemy.

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