The Cathedral of Attnam

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Mid finish moment
'''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''':
'''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 the closest to potentially end game weapons.
'''Scimitars''':
Very comparable to halberds, except they fall into the sword section. However, due to their high prime material density, even when changed to light materials, they still weight much, causing them to be slightly inferior, but can be offset with high arm strength just like halberds.
'''Short Swords''':
'''Staff of wondrous smells''':
 
Smells good for you, smells bad for them. Wondrous smells can do to things when fighting, spawn red clouds, which give negative effects, on enemies, or spawn blue clowns, which give positive effects, on you. This can heavily turn the tides of battle over the long run. However, they can backfire if you are pushed back, as the clouds are impartial and can both benefit enemies or hurt you. The staffs are also quite heavy anyways.
'''Taiaha''':
 
A polearm with much more versatility, also holding the power of a wand of striking that can be 'z'apped, more useful than both because a Taiaha won't release its energy on you when broken. Taiaha damage is subpar to other options, but they should always be carried for the striking charges that can save lives or blow up [[kamikaze dwarf|kamikaze dwarves]].
'''Thunder Hammer''':
 
A unique hammer that mimics the power of a wand of thunder. I say mimic because the hammer cannot be 'z'apped, but instead only proc randomly when attacking an enemy. This can be taken advantage of with the proper setting, especially knowing that a thunder hammer has infinite uses, but it cannot blow backpacks up, instead being able to destroy walls. The damage is low without the aid of thunder, so it's not a suitable long-term option, and the resulting thunder can bounce back and hit you, commonly in the groin.
==High Tier Weapons==
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