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	<updated>2026-05-13T21:01:47Z</updated>
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		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Weapons&amp;diff=59810</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Weapons&amp;diff=59810"/>
		<updated>2025-02-08T10:52:46Z</updated>

		<summary type="html">&lt;p&gt;Cucklord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker Wiki Weapons List&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{UpdateStatus|Weapon Data|Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Rarity==&lt;br /&gt;
Weapons can improve and become stronger as their rarity level increases. A weapon&#039;s rarity typically reflects its level of power, with higher rarity weapons providing more damage output and other attributes that can enhance the player&#039;s performance in combat.&lt;br /&gt;
&lt;br /&gt;
There are 7 rarities in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity1&amp;quot;&amp;gt;Poor&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity2&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity3&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity4&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity5&amp;quot;&amp;gt;Epic&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity6&amp;quot;&amp;gt;Legendary&amp;lt;/span&amp;gt; | &amp;lt;span class=&amp;quot;colorrarity7&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity3&amp;quot;&amp;gt;Uncommon &amp;lt;/span&amp;gt; rarity adds up to 1 new [[Enchantments|enchantment]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity4&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; rarity adds up to 2 new [[enchantments]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity5&amp;quot;&amp;gt;Epic&amp;lt;/span&amp;gt; rarity adds up to 3 new [[enchantments]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity6&amp;quot;&amp;gt;Legendary&amp;lt;/span&amp;gt; rarity adds up to 4 new [[enchantments]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarity7&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; rarity adds 5 enchantments and may add a special effect varying based on weapon. A list of these effects can be found at [[Artifacts]]&lt;br /&gt;
&lt;br /&gt;
==Stat Randomization==&lt;br /&gt;
Not only are the [[enchantments]] a gear piece is imbued with randomized, but some of it&#039;s base stats are also randomized.&lt;br /&gt;
&lt;br /&gt;
In general, only the damage values on weapons and the armor rating on armors are variable.&lt;br /&gt;
&lt;br /&gt;
As such, 2 gear pieces of the same rarity can have different base stats.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions like the Lightfoot Boots, these also have randomized movement speed values based on rarity. &lt;br /&gt;
&lt;br /&gt;
For example, a &amp;lt;span class=&amp;quot;colorrarity5&amp;quot;&amp;gt;Epic&amp;lt;/span&amp;gt; rarity Armet can have a 36 ~ 38 Armor Rating, which means that stat can roll between 36 to 38.&lt;br /&gt;
&lt;br /&gt;
==Attack Speed Explanation==&lt;br /&gt;
&#039;&#039;&#039;Windup&#039;&#039;&#039; = Time before attack&#039;s start&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; = Attack duration, this is where swing, thrust etc. happens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combo&#039;&#039;&#039; = Time between current attack&#039;s end to next attack&#039;s start&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recover&#039;&#039;&#039; = Time it takes the animation to reset back to default position&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animations&#039; collision turns on before &#039;&#039;&#039;Attack&#039;&#039;&#039; phase and can deal [[Impact Power]] during that time, but not damage. This is unlikely for most attacks as the weapon is usually over head or on the side, making it hard to hit that early. &lt;br /&gt;
&lt;br /&gt;
These times are calculated for &#039;&#039;&#039;0% Action Speed&#039;&#039;&#039;, attack speed will change according to player&#039;s [[Stats#Action_Speed|stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon&#039;s data table shows attack speed of full combo. &#039;&#039;&#039;Recover&#039;&#039;&#039; time would be different for each combo.&lt;br /&gt;
&lt;br /&gt;
For example, full combo of [[Arming Sword]] is&lt;br /&gt;
*&#039;&#039;&#039;Windup&#039;&#039;&#039;:399ms&lt;br /&gt;
*&#039;&#039;&#039;Attack&#039;&#039;&#039;:205ms&lt;br /&gt;
*&#039;&#039;&#039;Combo&#039;&#039;&#039;:634ms&lt;br /&gt;
*&#039;&#039;&#039;Attack&#039;&#039;&#039;:157ms&lt;br /&gt;
*&#039;&#039;&#039;Combo&#039;&#039;&#039;:976ms&lt;br /&gt;
*&#039;&#039;&#039;Attack&#039;&#039;&#039;:154ms&lt;br /&gt;
*&#039;&#039;&#039;Recover&#039;&#039;&#039;:1213ms&lt;br /&gt;
&lt;br /&gt;
However, one hit combo would be &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Windup&#039;&#039;&#039;:399ms&lt;br /&gt;
*&#039;&#039;&#039;Attack&#039;&#039;&#039;:205ms&lt;br /&gt;
*&#039;&#039;&#039;Recover&#039;&#039;&#039;:963ms&lt;br /&gt;
&lt;br /&gt;
==Movement Multiplier Explanation==&lt;br /&gt;
Movement Multipliers, also referred to as Action Movement Penalty, are any multipliers that affect movement after the penalty for holding the weapon is subtracted. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a weapon has -30 Move Speed Add and a 70% Movement Multiplier, the -30 is subtracted before the 70% is applied. For example, from the 300 base Move Speed, holding this weapon results in 270 Move Speed, and swinging with it results in 189 Move Speed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many weapon attacks (used to be exclusively Two-handers) have a lessened slow during the actual &amp;quot;Attack&amp;quot; portion of the attack, while the &amp;quot;Windup&amp;quot;, &amp;quot;Recover&amp;quot;, and &amp;quot;Combo&amp;quot; portions use the traditional, and greater, Movement Multiplier.&lt;br /&gt;
&lt;br /&gt;
For example, while swinging the following weapon with -30 Move Speed while holding &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Movement_Multiplier_Explanation.png]]&lt;br /&gt;
&lt;br /&gt;
Assuming base 300 Move Speed.&lt;br /&gt;
* Holding the weapon: 300 - 30 = 270&lt;br /&gt;
* Casting the weapon: 270 * .65 = 175.5&lt;br /&gt;
* During the &amp;quot;Attack&amp;quot; part of the swing animation: 270 * .85 = 229.5&lt;br /&gt;
* During the &amp;quot;Windup&amp;quot;, &amp;quot;Recover&amp;quot;, and &amp;quot;Combo&amp;quot; swing animations (also referred to as &amp;quot;Otherwise&amp;quot; in the above reference image): 270 * .7 = 189&lt;br /&gt;
&lt;br /&gt;
==Weapon Properties==&lt;br /&gt;
Some weapons also have special properties, for example, the Castillon Dagger&#039;s and the Stiletto Dagger&#039;s 3rd hit deals 30% and 20% more damage.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Combo&amp;quot; column reflects a weapon&#039;s attack type in game files and sometimes they don&#039;t match to its attack animation.&lt;br /&gt;
&lt;br /&gt;
As for the &amp;quot;Weapon Hitbox&amp;quot; column, weapon&#039;s length doesn&#039;t necessarily determine a weapon&#039;s reach. How the weapon is hold, different attack animations affects weapon&#039;s reach. Thus, some shorter weapons have better reach than longer weapons.&lt;br /&gt;
&lt;br /&gt;
Slash/Blunt/Pierce damage types do nothing at the moment&lt;br /&gt;
&lt;br /&gt;
==Impact Zones==&lt;br /&gt;
Most melee weapons operate on a impact zones system, meaning hitting an enemy with the tip of the weapon will deal the most damage and hitting further down on the blade/haft will deal less damage.&lt;br /&gt;
The number of impact zones vary between weapons.&lt;br /&gt;
&lt;br /&gt;
Lets look at impact zones of [[Arming Sword]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex;align-items: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
[[File:Arming Sword Hitbox.png|link=Arming Sword#Hitbox|x300px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Green Zone deals 100% damage&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Orange Zone deals 90% damage&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;gt;Red Zone deals 70% damage&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
As [[Sword]]s overall balanced weapons and are less punished by the impact zones, weapons like [[Spear]] are affected a lot more.&lt;br /&gt;
&lt;br /&gt;
Check individual weapon pages such as [[Falchion]] to see their impact zone images.&lt;br /&gt;
&lt;br /&gt;
= Weapon Categories =&lt;br /&gt;
&lt;br /&gt;
==Unarmed==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot; style=&amp;quot;width:95%;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Class&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Slot&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Physical Weapon Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Movement Speed&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Combo&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Attack Speed&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Weapon Reach/Hitbox&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Action Movement Penalty&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:7%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt;Slowdown On Hit&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Bare Hands &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; 10 &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; 0 &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Blunt/Blunt &amp;lt;br&amp;gt; 100%/100% &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Height:  &amp;lt;br&amp;gt; Width:  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Attack: 0.95x  &amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt; -7% &amp;lt;br&amp;gt; Duration: 0.5s&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Note: When an off-hand shield is held without a main-hand weapon, you can punch, but only the first attack in the usual 2-attack combo will be available. When Blood Pact is active, you can still use the full 4-attack combo. You cannot punch this way with any other off-hand weapons.&lt;br /&gt;
&lt;br /&gt;
==Swords==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Swords}}&lt;br /&gt;
&lt;br /&gt;
==Maces==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Maces}}&lt;br /&gt;
&lt;br /&gt;
== Daggers==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Daggers}}&lt;br /&gt;
&lt;br /&gt;
==Polearms ==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Polearms}}&lt;br /&gt;
&lt;br /&gt;
==Axes==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Axes}}&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Bows}}&lt;br /&gt;
&lt;br /&gt;
== Crossbows==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Crossbows}}   &lt;br /&gt;
&lt;br /&gt;
==Magic Stuff==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Magic Stuff}}&lt;br /&gt;
&lt;br /&gt;
After finishing casting/channeling a spell (scaled by Casting Speed), the casting animation, also referred to as the &amp;quot;release&amp;quot;, starts before turning to a &amp;quot;recovery&amp;quot; animation, similar to physical weapon swings. The release and recovery are affected by Action Speed, NOT casting speed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The release + recovery animation is exactly:&lt;br /&gt;
* Spellbook: 1s&lt;br /&gt;
* Crystal ball: 1.1s&lt;br /&gt;
* Crystal sword: 1.9s&lt;br /&gt;
* Magic Staff: 1.6s&lt;br /&gt;
&lt;br /&gt;
The release portion on its own was measured in game to be (+/- 50ms of ping):&lt;br /&gt;
* Spellbook: .466s&lt;br /&gt;
* Crystal Ball: .483s&lt;br /&gt;
* Crystal Sword: .983s&lt;br /&gt;
* Magic Staff: .650s&lt;br /&gt;
&lt;br /&gt;
==Shields ==&lt;br /&gt;
&amp;lt;!-- Edit the values in &amp;quot;Template:Weapon_Data&amp;quot; page, the tables are auto generated--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{:Shields}}   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;comment-streams /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cucklord</name></author>
	</entry>
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