The Cathedral of Attnam

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Mid Moment
==Mid Weapons==
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''':
'''Maces''':
Maces are just a simple weapon that can be wielded uncomfortably in one hand with common materials (think iron and meteoric steel, not adamantium). Their high roundness combats their low attack speed, and are generally just a well rounded, balanced weapon.
'''Magical Axes''':
'''Magical Axes'''There are 3 axes that fall into the magical category, all providing additional beneficial effects outside of their base damage. The [[axe of sharpness]]:Will sometimes deal extra damage to an enemy, very beneficial if you have to go through long fights.
The [[chilling axe]]: Will sometimes slow an enemy, '''very''' beneficial late game, but damage falls off with several alternative method of slow. On the other hand, you do not want any enemy to get this.
The [[dark axe]]: Will sometimes cover itself with liquid darkness, which drains the stats of the enemies it hits. The stat loss may seem nominal, but are very good for either hit and run strategies and are arguably the best throwing weapon when cloned in mass production. On the other hand, any enemy equipped with it becomes a major pain.
'''Magical Short swords''':
There are also 3 shorts swords that fall into the magical category.
 
[[Banshee sickle]]: A sickle that occasionally panicks the enemy. If you don't have a horn of fear or all horns of fear are charging, can provide a good panic button for not just the enemy, but also for you. Very mediocre beyond that, as late game enemies rarely get panicked.
 
[[Dagger of venom]]: A dagger that covers itself in poison, good throwing weapon, but be careful of metals that easily rust.
[[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 Swords''':
Unlike hammers, swords are the real jack of all trades, balancing attack and maneuverability. Larger swords such as the bastard 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 potentially end game weapons.
'''Scimitars''':
'''Short Swords''':
I should start by saying that I am very hesitantly putting short swords in the mid section. Truthfully short swords are a sort of trap that people fall into thinking that a light, strong, and fast weapon is the superior long term option. They are, kinda, but their damage greatly falls of in comparison to larger weapons, and they won't train arm strength much either, causing the player to fall further behind. If you must use short words, it would be best to use large weapons first to train arm strength and switch later to maximize dexterity.
'''Staff of wondrous smells''':
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