Despite the colorful spell names, damage in Dungeon Settlers is binary: everything is either Physical or Magic. Weapons come in one-handed types that can carry a shield and two-handed types that block the shield slot.
At a glance
Damage types
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:
- Bow
- Fire Staff
- Greatsword
- Nature Staff
- Spear
- Water Staff
One-handed weapons (Blunt, Sword) can pair with a shield for sword-and-board play.
ItemSubTypeExtension.IsTwoHanded check in DS_B.0.4.29 (build 25846389) 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 guard cuts incoming damage by about 50%.
- A critical hit deals 1.5x damage.
Encirclement
The game data also defines an encirclement constant, a bonus per unit surrounding a target:
GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusHitRateis a +10% hit-chance bonusGAMESYSTEM_Combat_StrategyRule_Encirclement_BonusCriticalRateis a +5% critical-chance bonus
If the developers activate it, it would apply symmetrically from the first surrounding unit. The bonus would work for and against you, since combat resolution is faction-agnostic.
Inscriptions
You can still hand a unit a weapon or magic school its background doesn't grant by using a skill-tree inscription. 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.