---
title: Weapon Damage Table
description: What every weapon in Fractara does against another Claimant's armour and against each creature — both authoritative matchup tables plus the weapon-level curve.
---

<div className="prose">
  There are two answers to "which weapon hits hardest". Against another
  Claimant, the weapon is matched to their armour. Against a creature, the
  weapon is matched to that creature's row in the archived raw-damage table.
  Both tables are on this page.
</div>

<div className="callout">
  <div className="callout-title">Read this before the table</div>
  <p>
    The first matrix governs <strong>Claimant against Claimant</strong>. It is
    not the creature table. If you are choosing a weapon for the wild, skip to
    <a href="#weapon-against-creature"> weapon against creature</a>.
  </p>
</div>

<div className="prose">
  Search a weapon by name to see only the row it swings on, or switch to Armour
  and search a piece to see every weapon that can come at it.
</div>

<WeaponMatrix />

## Reading it from your side

<div className="prose">
  <p>
    These are the same numbers as the <a href="/world/damage-table/">PvE Damage
    Table</a>, turned around. There, green meant your armour was holding. Here it
    means their armour is not: a <strong>1.25×</strong> cell is a quarter more
    damage landing, and a <strong>0.75×</strong> cell is your weapon skidding off
    something built for it.
  </p>
  <p>
    Three pairs of weapons share a row because the game treats them as the same
    kind of violence. A Mace swings as an Axe. Crossbow and Shuriken are one
    line. Longbow and Blowdart are another. Picking between them is a question of
    reach and rhythm, never of matchup.
  </p>
</div>

## What the table is actually saying

<div className="prose">
  <p>
    Most of the grid is neutral, and that is the point — the matrix is a small
    number of sharp exceptions rather than a spread of gentle preferences. Seven
    of the ten rows hit an unarmoured opponent a quarter harder, and the three
    that do not are the ones built to find a gap: a Spear, a Dagger and a Sling
    treat bare skin exactly the same as they treat armour.
  </p>
  <p>
    The Dragon pieces are where the exceptions cluster. A Dragon Shield turns a
    Spear, a Dagger and a Crossbow bolt — and then lets a plain Iron Sword
    through a quarter faster than an ordinary shield would. It is the only
    offhand in the game that a swordsman would rather see. Dragon Scalemail
    inverts it exactly: the one armour that blunts a Sword and a Staff, and the
    one a Spear finds easier than anything else on the board.
  </p>
  <p>
    Against a Breastplate, weight loses. Bare Hands, Spear, Axe and Gauntlet all
    give up a quarter of their bite; only the Dagger gains, because a Breastplate
    has nothing to offer against a blade looking for a seam.
  </p>
</div>

## Fists are a real option, briefly

<div className="prose">
  Bare Hands hit an unarmoured opponent harder than any weapon does, and lose a
  quarter against every single piece of armour in the game — the only row on the
  board with no neutral cells at all except cloth. Training Martial Arts does not
  move you to a different row; it raises the level of the unarmed attack itself,
  so the shape of the matchup stays exactly as it is while the number in front of
  it grows.
</div>

## Weapon against creature

<div className="prose">
  <p>
    Weapon type is part of PvE damage. The archived full matrix gives a Dagger
    <strong>9.0 raw</strong> against a Crawler and an Axe <strong>3.0</strong>;
    against a Frost Jotunn it gives the Dagger <strong>5.5</strong> and the Axe
    <strong>7.8</strong>. Fractara scales every cell by one shared calibration
    factor so the established Iron Sword-versus-Wolf baseline stays put, then
    applies weapon level, level gap and tier.
  </p>
</div>

## The full weapon × creature table

<div className="prose">
  This matrix previews the next combat release. Every creature has its own row
  and every weapon has its own column. Weapons that share a combat profile
  still show separately, even when their numbers match. Each cell below is the
  rounded hit at equal level 10 against a Normal creature.
</div>

<WeaponCreatureMatrix />

<div className="callout">
  <div className="callout-title">Weapon level scales the matchup</div>
  <p>
    A level 1 weapon lands at <strong>0.55×</strong>. A fully upgraded one lands
    at <strong>4.20×</strong>. That is a little over a sevenfold spread applied to
    the weapon-versus-creature cell. Weapons cap at level 25, or 26 with a gem
    set in them.
  </p>
</div>

<div className="prose">
  At equal level 10 against a Normal creature, the live resolver rounds a Dagger
  to <strong>9</strong> against a Crawler and <strong>5</strong> against a Jotunn;
  an Axe lands for <strong>3</strong> and <strong>8</strong> respectively. Set the
  weapon, its level, and what you are hunting below.
</div>

<WeaponPve />

<div className="prose">
  <p>
    The level gap is counted twice, which is worth knowing before you carry an
    old weapon into new country. The gap between your weapon's level and the
    creature's level feeds a second multiplier on top of the curve, worth up to
    ±10% per level and clamped between half damage and double. An underlevelled
    weapon is not merely weaker — it is weaker twice over, and against something
    fifteen levels above it that penalty is already at the floor.
  </p>
  <p>
    Attack rating beyond what your gear already supplies adds to this as well, at
    3% per point. And an unarmed attack with no Martial Arts behind it sits
    permanently at level 1 — which is to say at 0.55×, the bottom of the curve,
    forever.
  </p>
</div>

## Where this sits in the hit

<div className="prose">
  The creature cell is applied inside the same calculation as everything else
  here: calibrated raw damage, weapon level, the level gap, then the creature's
  tier and any visible damage reduction it carries. The other half of the
  arithmetic — what creatures hit <em>you</em> for, and how much health they have
  — is on the <a href="/world/creatures/">Creatures</a> page.
</div>

<div className="callout callout-rift">
  <div className="callout-title">Live, and still being tuned</div>
  <p>
    The exact rows come from the archived
    <a href="https://web.archive.org/web/20180126213412/http://guide.parallelkingdom.com/index.php/Table:Raw_Damage_Matrix_Full">Raw Damage Matrix Full</a>.
    Carnivore Lily, which has no target column there, remains an explicitly
    labelled ordinal extension from the archived hunting recommendations. The
    weapon power curve around the table remains provisional.
  </p>
</div>
