The Cathedral of Attnam

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'Bad' weapons
='''[[Weapons]]'''=
Weapons are an invaluable component in IVAN, dictating how much damage you are able to do to your enemies (unless for some reason you want to smack people with a frog head or wield 2 shields). That said, there is no single superior item, but certain items are better than others, and this section will dictate various weapon's pro and cons over the course of the game, and an artifact section with my personal opinion on weapons. The way I have grouped these is based on each weapon type's overall gameplay, and whether they can serve as late game items or not. This section will not take material quality into perspective, so it's up to you whether an [[octiron]] dagger is better than a [[Pig Iron|pig iron]] [[sword]], but otherwise will provide information on the weapon efficiency itself, in alphabetical order no less. The weapon descriptions will talk about wieldiness, roundness (how good an object is at blocking), and damage.
I am also considering letting other players from the wiki write their opinions on weapon, giving a more balanced perspective.
Read the page on [[Weapons]] for sure, it provides some tips that I might not have included here!
 
==Alternative Weapons==
 
An interesting little tidbit in this game is that you don't necessarily have to use your fists if you have no weapons. The two items below can serve as surprisingly decent stats training items.
 
'''Cloaks''':
 
'''Banana peels''':
==Fallout Weapons==
'''Axes''':
A simple stat based weapon that unfortunately doesn't provide enough possible benefits. Axes are commonly made of metallic materials that can be hardened without too much difficulty to decent materials through scrolls or [[Loricatus]]. They are heavy, around 2000 grams, but have good early game attack that really help out. Low roundness doesn't help much with blocking though.
'''Battle-Axes''':
Bigger axes that aren'''Battle-Axes''':t necessarily better. Lighter materials can be wielded uncomfortably in one hand, and the roundness is much better due to its size (about double), but the overall damage dealt is lower due to low accuracy and heaviness. This can be mitigated through enchantments, but there are better weapons to enchant, making axes better.
'''Beast Claws''':
Beast Claws almost makes me want to take that my overshadowing statement back. It is better than using your fists, but it's better to get one of the alternative weapons to train with. Beast claws always spawn in pairs, with one going on each hand. They train the unarmed skill, used by no other weapon, have low stats even when made of [[valpurium]] (2-5 damage per claw). This is the type of weapon to use if you have absolutely nothing else.
'''Daggers''':
 
A deceptive weapon. Their very small size allows many accurate attacks at the price of low damage. Their low roundness is countered by their maneuverability, making their blocking capabilities decent. They even usually come with enchantments to further improve their damage and accuracy. However, the later a player gets in a game, the damage of daggers falls far under other weapons, even when highly enchanted, and since they start so accurate, don't gain as much with further enchantments.
'''Hammers''':
 
The jack of no trades, master of forges. Hammers are generally pointless weapons that are often ditched for an axe or an enchanted dagger. They are more round than daggers with slightly more damage (think 1-4 instead of 1-3), but blocking is bad nonetheless. Their main use is to be better for crafting and forging than some other weapons.
'''Non-magical Whips''':
 
They come in either a completely normal variety, or are runed, which increases their total damage without an enchantment. In older version of the game, whips could not break, making them overpowered when coated with poison or sulfuric acid, but now with low level material whips, break easily. They are too strong to train agility with, yet too weak to serve as good weapons without good materials.
'''Pick-axes''':
 
Pick-axes should be used purely for digging with the exception of the artifact pick-axe mentioned below. They are heavy and hard to maneuver with low damage, and breaking a pick-axe prevents its many possible uses.
'''Sickles''':
 
The worse short swords. Their lightness takes off a bit of damage in compensation for their better defending ability, but that lost damage hurts them a lot. They do have a 50% damage bonus to plants, but since most enemies are not plant (wait, they aren't????), are often outclassed.
'''Spears''':
 
Spears are alright damage on a stick. They have good roundness, but are too heavy for most early game players, forcing them to 2 handed weapons. When a player is strong enough to use just one hand for them, they become outclassed by other weapons.
'''Scythes''':
Sure, wielding a scythe is cool. They have high roundness and alright damage, and their magical versions off terror (fearing enemies) and corroding (more easily destroying armors) aren't half bad (in fact, scythe of corroding is the closest weapon to mid tier). But, they are simply to unwieldy to use while providing low damage compared to other unwieldy weapons, and the magical variants are incredibly rare. At least they have a 50% damage bonus to plants, which helps in UT03. ''War-hammers'Warhammers''': Bigger hammers that are necessarily better. War hammers are larger, rounder, and more damaging hamemrs, and can be wielded relatively comfortable in one hand. The only reason they fall off is due to the lack of magical weapons and artifacts in their category.
==Mid Weapons==
'''Quarterstaffs''':
 
'''Scimitars''':
'''Short Swords''':
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