The starting weapons you can carry for a long time if you don't find anything shockingly good. Many can and should be enchanted to +5 before you have found an end game weapon. This is the section where if you ended a game with these weapons, they are good, but could be better. These weapons don't necessarily have to be the ones you carry, but can also be the additional weapons that can be thrown or utilized in unique ways.
'''Halberds''':
Halberds are probably the second closest to high tier in this list despite their lack of magical variants. Their sole ability is high damage and roundness at the cost of extreme heaviness and low attack speed. Halberds provide very good damage on average while allowing the player to train their arm strength hard. However, most are far too heavy to use with one hand until arm strength in the 40-50s.
'''Maces''':
[[Weeping blade]]: Dagger of venom's cooler cousin. A short sword that covers itself in sulfuric acid. Despite the low damage, the sulfuric acid is a very lethal weapon, and is arguably the best throwing weapon when cloned.
'''Non-magical long Swordsand bastard swords''':
Unlike hammers, swords are the real jack of all trades, balancing attack and maneuverability. Larger swords such as the bastard sword or two handed sword come with more damage at the cost of higher weight, which can be offset with higher arm strength. Basically just an all rounder weapon, with the largest swords being the closest to potentially end game weapons.
'''Scimitars''':