Banquet for Fools Weapons Guide – Damage, Hit-Chance

Combat in Banquet for Fools revolves around three core mechanics: Hit-Chance, Severity, and Damage. Understanding how these interact with your weapons and attributes is the difference between barely surviving fights and cutting through enemies efficiently.

This guide breaks down how weapons work, how damage is calculated, and what the various stats in weapon tooltips actually mean.

Banquet for Fools Weapons Guide – Damage, Hit-Chance

Your party consists of guards working for House Lazure, which means fighting monsters and capturing bandits is part of the job. Words and diplomacy rarely solve these problems, so every guard must be properly equipped.

Each guard should have:

  • A weapon they are trained to use
  • Skills that support that weapon
  • Attributes that improve accuracy and damage

Without proper equipment and training, guards will struggle to land hits or deal meaningful damage in combat.

Weapon Sets

Every guard can equip two weapon sets and switch between them freely during combat.

Possible weapon setups include:

  • One two-handed weapon
  • One one-handed weapon
  • One-handed weapon + shield
  • Two one-handed weapons
  • Bare fists

Some weapons may appear one-handed but still require both hands to function properly. Whips, for example, behave this way.

Equipping a weapon increases both Damage and Hit-Chance, depending on the weapon itself and the guard’s related skills and attributes.

When you attack, the game performs a quick internal roll comparing your Hit-Chance against the enemy’s Evasion. If your Hit-Chance is higher, the attack connects and damage is calculated.

Hit-Chance, Severity, and Damage

Three key values determine how much damage your attacks deal.

Hit-Chance

Hit-Chance determines how likely you are to successfully land an attack.

Formula:

Hit-Chance = (Hit Attribute ÷ 20) + (Weapon Skill ÷ 20)

Higher Hit-Chance means:

  • More consistent hits
  • Higher potential damage through Severity

Severity

Severity represents the bonus damage gained when your Hit-Chance greatly exceeds the enemy’s evasion.

Formula:

Severity = (Guard Hit-Chance − Target Evasion)

The larger this difference becomes, the more damage your attacks gain.

This is why reducing enemy evasion or increasing your accuracy dramatically boosts overall damage.

Damage

Damage combines several factors including attributes, weapon strength, and armor.

Formula:

Damage = (Severity + (Damage Attribute ÷ 20) + Base Weapon Damage × Weapon Condition%) × (Target Armor% × Armor Condition% + Aura ÷ 4)

Key takeaways from this formula:

  • Higher weapon condition increases damage
  • Higher attributes improve damage output
  • Enemy armor reduces incoming damage

Weapons Attributes

Most weapons use Strength or Dexterity for calculating Hit-Chance and Damage.

However, some weapons allow alternative attributes to be used if they are higher.

This opens up interesting build possibilities that mix combat with support skills like:

  • Music
  • Binding
  • Intercessions
  • Roguery

Certain weapons behave very differently:

Scepters
Can use Strength for both Hit-Chance and Damage.

Slings and Elyxirs
Only calculate Hit-Chance, not a traditional damage attribute.

These unusual weapons are often useful for hybrid or support builds.

Multi-Hand Skill

The Multi-Hand skill affects how well your guard uses their off-hand weapon.

Important details:

  • Off-hand damage is always reduced by 50%
  • Special effects and debuffs from the weapon still apply fully

While the damage penalty sounds harsh, dual wielding still provides advantages.

Attack speed when dual wielding is determined by the average speed of both weapons.

Because of this, pairing a slow weapon with a fast off-hand weapon (like a dagger) can noticeably increase your attack rate.

Weapon Tooltip Stats

Every weapon includes several basic stats.

Core Weapon Attributes

Skill
The weapon skill used to determine accuracy and effectiveness.

Condition
Durability of the weapon. Lower condition reduces damage output.

Attack Speed
Determines how quickly attacks can be made.

Evasion Bonus or Reduction
Some weapons improve or reduce your evasion.

Range
How far the weapon can reach.

Hand Requirement
Whether the weapon requires one or two hands.

Weight
Heavier weapons may impact mobility or stamina.

Special Weapon Effects

Some weapons include additional effects that change combat behavior.

Breaks Armor
Removes enemy armor with each hit.

Sap Target’s Stamina
Applies fatigue to enemies, reducing their evasion.

Added Graze
Adds a small area-of-effect strike that hits nearby enemies.

Target Down
Keeps knocked-down enemies on the ground longer.

These effects can dramatically change how useful a weapon is in certain situations.