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Shortword_Orange-Icon.png
"We don't see the world as it is, we see it as we are. Take this on your quest, may it give you luck and comprehension. And power, lots of it "


Special Effect: raises bonus limit to 2.5, remains till bonus lost
Obtained From: the Curse shortword is obtained from a corpse in the Old Quarters


curse.png

Curse

Shortsword

Main Hand


Damage 57

Power 100%

Energy 120%

Weight 1.00

socket.png Empty Socket

Requirements & Bonuses

Agility Requirement
18
Agility Scale
12%
Attack Speed
120%
Critical Damage
100%

Damages


Min Req
Min + Flawless
50 Agi
50 Agi + Flawless
Physical Damage
14
16
22
27
Magic Damage
43
50
69
84
Fire Damage
0
0
0
0
Poison Damage
0
0
0
0
Lightning Damage
0
0
0
0

Blocking

Physical Block Defense
45%

Moveset & Player Notes

  • Small video embed/link.
  • ie. Best x in the game for y class.
  • Slow attack speed compared to x.

Upgrading


Socketing is the process of embedding a rune into the available slot in your weapon. An empty rune socket looks like this: socket.png . Please see the relevant runes page to find what upgrade is best for your build.
Weapons and armor may have up to three sockets. There is no cost for socketing an empty slot although you must be at the crafter
You can remove a socketed rune and save it in your inventory, and thus you can place a new rune on a socketed weapon.

Term Explanations

This section explains the terminology used to abbreviate tables and to refer to game mechanics regarding weapons:

  • Damage: The total amount of damage dealt by the weapon.
  • Power:
  • Energy: The weapon's energy consumption per swing.
  • Weight: The total amount of units this weapon adds to your equipment load
  • socket.png : Empty sockets available or not for the weapon to be upgraded with runes

  • Attribute Requirement: The amount of a certain attribute needed to wield the weapon.
  • Attribute Scale: The percentage of bonus damage obtained from the attribute
  • Attack Speed: The weapon's swing speed
  • Critical Damage: The weapon's bonus damage when a critical is executed. It is corresponding to the base damage.

  • Physical Damage: Damage dealt that checks against physical defenses.
  • Magic Damage: Damage dealt that checks against magic defenses.
  • Fire Damage: Damage dealt that checks against fire defenses.
  • Poison Damage: Damage dealt that checks against poison defenses.
  • Lightning Damage: Damage dealt that checks against lightning defenses.

  • Physical Block Defense: Percentage of physical damage this weapon can block.



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