Trotz der bunten Zaubernamen ist Schaden in Dungeon Settlers binär: alles ist entweder physisch oder magisch. Weapons come in one-handed types that can carry a shield and two-handed types that block the shield slot.
Auf einen Blick
Schadensarten
A "water" spell simply deals Magic damage. Ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.
One-handed and two-handed weapons
Two-handed weapons occupy both hands and block the shield/off-hand slot. The 6 of them are:
- Bogen
- Feuerstab
- Großschwert
- Naturstab
- Speer
- Wasserstab
One-handed weapons (Blunt, Sword) can pair with a shield for sword-and-board play.
ItemSubTypeExtension.IsTwoHanded check in DS_B.0.4.23 (build 25284551) flags exactly Bow, Fire Staff, Greatsword, Nature Staff, Spear, Water Staff. Dagger and Axe count as one-handed there, but the build ships no Dagger or Axe item.Combat constants
A few combat constants worth knowing:
- Attacks split between head and body hit locations, about 30% head and 70% body.
- A successful Block cuts incoming damage by about 50%.
- A critical hit deals 1.5x damage.
Umzingelung
Die Spieldaten definieren außerdem einen Umzingelung constant, a bonus per unit surrounding a target:
GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusHitRateis a +10% Bonus auf TrefferchanceGAMESYSTEM_Combat_StrategyRule_Encirclement_BonusCriticalRateis a +5% Bonus auf kritische Trefferchance
If the developers activate it, it would apply symmetrisch from the first surrounding unit. The bonus would work for and against you, since combat resolution is faction-agnostic.
Inschriften
Du kannst einer Einheit trotzdem eine Waffen- oder Magieschule geben, die ihr Hintergrund nicht verleiht, indem du eine Skillbaum- Inschrift. That is how a caster can pick up, say, Water Magic.
Training a tree is separate from the gear a unit can physically hold at once. An inscription can't let a unit hold a two-handed staff and a shield simultaneously.