At the endgame my dagger-guy just ate shrooms and killed everyone with fast attacks before they could kill him (6 Daggers, 6 CS and 6 Dodge, 8 Crafting, Blue Steel Yatagan +crit/+passive chance).
My victims included Power Armor fight.
Hard guys went down with nets and arterial strikes.
Occasionally bringing down enemy in 2 criticals in a row was nice, but why rely on RNG when you could just use a stronger weapon?
The only weapon left to try are them javelins. Their passive looks good, but Crafting is an obvious, if not must have pick paired with Throwing - cause where do you find fuckton of steel/blue steel+ javelins?
My personal rating of weapons is:
Category A: You Need to Know How to Left Click.
- Axes. Flat bonus to damage, one-handed, two-handed, with Critical Strike or not - a solid choice. No wonder most people would probably go for axemen first when fighting groups, and disabling/killing them makes rest of the fight easier. Perception? You need no frigging Perception since you can just fast-strike everything, which gives axemen extra HP from CON.
- Bows (possibly Crossbows too, but I like Bows for easier AP distribution, until you get Bolter/Repeater/Scoped whatever). Just don't forget Alchemy and high DEX and most enemies won't even reach you. Hybrids can rely on poison, while pure fighters can use stronger bows to put accurate and devastating arterial strikes, killing enemy in 1-2 turns.
Category B: 50/50 Left Clicking and knowing what are you doing. Good for DoT builds and hybrids for extra kiting.
- Hammers. Knockdown crit is basically a free Bolas, use it. To get the most out of hammers, like from every kiting weapon you might want to invest into DEX. And have good THC to actually land Knockdowns. Meh favorite is Spiked Club - looks just like Justice +3 from Planescape, has +crit and +passive and moderate/low AP use. Diagonal-strike option is also avaible. If you rack up Critical Strike you might stun enemies for 2 turns with every knockdown, all while removing DR from their armor.
- Spears. Positioning is the key. You can do diagonal strikes even with 1-handed weapon. You can bash people back with a shield and they will have to get AOO again. You can use AOOs for free poison strikes and use all AP remaining for kiting. You can use 2-handed spear for massive damage combined with nets and bolas. Don't forget liquid fire barriers too.
Category C: You actually need to know what you are doing.
- Swords. Lots of options avaible, but without very high skill bleeding DoT is not very good. Gladius can be put into bag slot, and you also get a 2-handed weapon. Overall, I'd stick with gladius. Probably biggest advantage swords get is that they have best sellable weapon if you look at combination of price/stats, meaning you can ignore Crafting. Fine choice for hybrids with alchemy.
- Daggers. Not unplayable, but not very friendly to newbies either. You can land some devastating hits late game tho if you have high Critical Strike. Arena Champion dies in 1-2 turns comparingly easily to other weapons if you disable him and land 3-6 arterial strikes in a row with a good dagger.
- Throwing (just theory for now). Like Bows/Crossbows but need Crafting to get a lot of good ones with +CS/THC/Passive. You can use these with shield or other weapon, meaning thrower would probably outshoot bowman. I am looking forward to bashing someone with heaviest shield away and then putting a javelin into his stomach. Weaker in kiting but get chance to nullify enemy armor. Only ~3-4 ap per shot too. Can be put into Bag slots (even pilums).
Countra: bugged when poisoned, cost shitton of metal to craft, cost too much in shops.
My victims included Power Armor fight.
Hard guys went down with nets and arterial strikes.
Occasionally bringing down enemy in 2 criticals in a row was nice, but why rely on RNG when you could just use a stronger weapon?
The only weapon left to try are them javelins. Their passive looks good, but Crafting is an obvious, if not must have pick paired with Throwing - cause where do you find fuckton of steel/blue steel+ javelins?
My personal rating of weapons is:
Category A: You Need to Know How to Left Click.
- Axes. Flat bonus to damage, one-handed, two-handed, with Critical Strike or not - a solid choice. No wonder most people would probably go for axemen first when fighting groups, and disabling/killing them makes rest of the fight easier. Perception? You need no frigging Perception since you can just fast-strike everything, which gives axemen extra HP from CON.
- Bows (possibly Crossbows too, but I like Bows for easier AP distribution, until you get Bolter/Repeater/Scoped whatever). Just don't forget Alchemy and high DEX and most enemies won't even reach you. Hybrids can rely on poison, while pure fighters can use stronger bows to put accurate and devastating arterial strikes, killing enemy in 1-2 turns.
Category B: 50/50 Left Clicking and knowing what are you doing. Good for DoT builds and hybrids for extra kiting.
- Hammers. Knockdown crit is basically a free Bolas, use it. To get the most out of hammers, like from every kiting weapon you might want to invest into DEX. And have good THC to actually land Knockdowns. Meh favorite is Spiked Club - looks just like Justice +3 from Planescape, has +crit and +passive and moderate/low AP use. Diagonal-strike option is also avaible. If you rack up Critical Strike you might stun enemies for 2 turns with every knockdown, all while removing DR from their armor.
- Spears. Positioning is the key. You can do diagonal strikes even with 1-handed weapon. You can bash people back with a shield and they will have to get AOO again. You can use AOOs for free poison strikes and use all AP remaining for kiting. You can use 2-handed spear for massive damage combined with nets and bolas. Don't forget liquid fire barriers too.
Category C: You actually need to know what you are doing.
- Swords. Lots of options avaible, but without very high skill bleeding DoT is not very good. Gladius can be put into bag slot, and you also get a 2-handed weapon. Overall, I'd stick with gladius. Probably biggest advantage swords get is that they have best sellable weapon if you look at combination of price/stats, meaning you can ignore Crafting. Fine choice for hybrids with alchemy.
- Daggers. Not unplayable, but not very friendly to newbies either. You can land some devastating hits late game tho if you have high Critical Strike. Arena Champion dies in 1-2 turns comparingly easily to other weapons if you disable him and land 3-6 arterial strikes in a row with a good dagger.
- Throwing (just theory for now). Like Bows/Crossbows but need Crafting to get a lot of good ones with +CS/THC/Passive. You can use these with shield or other weapon, meaning thrower would probably outshoot bowman. I am looking forward to bashing someone with heaviest shield away and then putting a javelin into his stomach. Weaker in kiting but get chance to nullify enemy armor. Only ~3-4 ap per shot too. Can be put into Bag slots (even pilums).
Countra: bugged when poisoned, cost shitton of metal to craft, cost too much in shops.
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