Thea: The Awakening

Thea: The Awakening

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JDaniels Mar 13, 2018 @ 3:56pm
Good early 1-h swords?
Hello everyone. I'm on my 1st playthrough nd can finally craft 1h swords, but I don't know which!!

I have only the essential mats and seek guidance as to which sword gives good research pts and/or decent atk/def.

I have dragon bones, but I think i'll save for later =P thx
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Showing 1-15 of 16 comments
love to resign Mar 13, 2018 @ 4:38pm 
Darkwood stands out as an excellent early option. Something like Darkwood + Amber can be pretty good, and both of those materials are totally forgettable once you get into the late game. Craft with it while it's still good.
dergefata Mar 13, 2018 @ 5:43pm 
I wouldn't craft swords, or any weapon, early game unless you intend to spear rush. Instead, I would encourage you to explore aggressively, hitting monster lairs and ruins. You'll get good loot from them. I would suggest you spend your earliest RP on unlocking buildings - at the very least, the Smithy and Cabbage Patch.

Two-hander swords are great for your warriors, and elven or dryad wood 1-hander swords, or gold ones, are so light that they're useful for weaker characters. However, I would suggest you make clothes for the RP grind though if you've already unlocked swords, love obviously gives good advice about using that darkwood. You probably have a lot from disassembling all those shields that drop from fighting the wandering undead groups.

Save the dragon bones for belts and axes =)
DG Mar 13, 2018 @ 7:14pm 
Steel and gold swords are fine but I'd save the metals unless you need light weapons. Darkwood and monster bone are middle range materials that you can use to make something a bit better than loot. Dryad wood can be ok too. Swords can be made with gems and this can be a good idea as you don't lose much in stats and get a random skill as well. If you put dragon bones together with steel, topaz, or maybe even malachite you'll get a pretty good weapon that can last you all game practically.

Don't worry about research points until you are stuck without something useful to craft.
dergefata Mar 13, 2018 @ 7:36pm 
Originally posted by DG:
Don't worry about research points until you are stuck without something useful to craft.
Well, if you worry about it before it becomes a problem, it probably won't ever become a problem ;)
JDaniels Mar 13, 2018 @ 7:38pm 
Oh thanks for the replys and heads up! I'm still learning my ways on the game.. but indeed my looted weapons are en paar or even better than my crafted ones.

While we're at it, when can a vilager wield a 2-h sword in one hand?

Between smithy and well, which would you recommend unlocking frist? [the smithy seemed more advanced stuff or more useful later on. I'm on turn 75 btw]
XenoReaver Mar 13, 2018 @ 8:12pm 
Originally posted by JDaniels:
While we're at it, when can a vilager wield a 2-h sword in one hand?

Between smithy and well, which would you recommend unlocking frist? [the smithy seemed more advanced stuff or more useful later on. I'm on turn 75 btw]
Only the Warrior can weild a two-handed sword in one hand.

Also I would recomend the smithy first. It will give a bonus to your crafters crafting skill and unlock the potential for items to be crafted in good quality making them stronger and lighter.
aardvarkpepper Mar 13, 2018 @ 10:14pm 
Originally posted by JDaniels:
Hello everyone. I'm on my 1st playthrough nd can finally craft 1h swords, but I don't know which!!

I have only the essential mats and seek guidance as to which sword gives good research pts and/or decent atk/def.

I have dragon bones, but I think i'll save for later =P thx

I'm going to go through the posts in this thread, then write another post with my own advice.

Originally posted by love:
Darkwood stands out as an excellent early option. Something like Darkwood + Amber can be pretty good, and both of those materials are totally forgettable once you get into the late game. Craft with it while it's still good.

I agree completely. You can often get darkwood by scrapping other items that you find, it's cheap, it gives high damage. Amber can also be used for - I forget what the tech is called, but basically 8 amber to make concentration pendants, but that's rather down the line, and in the meantime amber can give you a random bonus on a sword. The bonus might be relatively lousy like +1 (fill in relatively useless skill) but you can also RNG into something quite good.

Originally posted by dergefata:
I wouldn't craft swords, or any weapon, early game unless you intend to spear rush. Instead, I would encourage you to explore aggressively, hitting monster lairs and ruins. You'll get good loot from them. I would suggest you spend your earliest RP on unlocking buildings - at the very least, the Smithy and Cabbage Patch.

Two-hander swords are great for your warriors, and elven or dryad wood 1-hander swords, or gold ones, are so light that they're useful for weaker characters. However, I would suggest you make clothes for the RP grind though if you've already unlocked swords, love obviously gives good advice about using that darkwood. You probably have a lot from disassembling all those shields that drop from fighting the wandering undead groups.

Save the dragon bones for belts and axes =)

I agree that you typically do not want to craft weapons early game (as you should typically be trying to boost your economy so you can gather materials for more powerful and effective crafts later on), as to stave/spear "rushing", I think it a good idea to go into spears as early as possible (so long as you are attending to economic and population development). The tip on exploration is useful too.

As to using elven or dryad wood, or gold on swords - I have to emphatically disagree. My opinion is that rarer woods and metals should be used on crafting tools first. You will need all the elven wood you can get if you ever want to make buildings that impart elven recruitment bonuses (especially multiple buildings). As to dryad wood, isn't that the incredibly light wood? Most swords are relativley lightweight even if using more common metals like iron. If I were to use dryad wood, I think it would be for the occasional shield, so heavy-damage characters would be armed with spears, and low-damage characters would be armed with sword and shield combination for high Shielding bonus. As to gold - well really, silver, gold, mithril - all of those, combined with a good wood, are going to give pretty decent Crafting tools, which I think pretty important.

Originally posted by DG:
Steel and gold swords are fine but I'd save the metals unless you need light weapons. Darkwood and monster bone are middle range materials that you can use to make something a bit better than loot. Dryad wood can be ok too. Swords can be made with gems and this can be a good idea as you don't lose much in stats and get a random skill as well. If you put dragon bones together with steel, topaz, or maybe even malachite you'll get a pretty good weapon that can last you all game practically.

Don't worry about research points until you are stuck without something useful to craft.

If I remember right, dragon bone and ruby combine to give a sword with higher raw stats than dragon bone and diamond, which is an oddity. (The random gem bonus won't be as high though).
aardvarkpepper Mar 13, 2018 @ 11:01pm 
Originally posted by JDaniels:
Oh thanks for the replys and heads up! I'm still learning my ways on the game.. but indeed my looted weapons are en paar or even better than my crafted ones.

While we're at it, when can a vilager wield a 2-h sword in one hand?

Between smithy and well, which would you recommend unlocking frist? [the smithy seemed more advanced stuff or more useful later on. I'm on turn 75 btw]

Smithy, by a long shot. Also as another poster mentioned, human warriors wield 2-handed swords in one hand (though IMO they are best with piercing weapons)

Originally posted by JDaniels:
Hello everyone. I'm on my 1st playthrough nd can finally craft 1h swords, but I don't know which!!

I have only the essential mats and seek guidance as to which sword gives good research pts and/or decent atk/def.

I have dragon bones, but I think i'll save for later =P thx

My recommendation for development include smithy, pasture (on the way to cabbage patch, besides which meat is generally useful), cabbage patch, spidersilk, wicker, and on lower difficulty nimblewood. Then going into staves then spears. Then depending, working on wood up through ancient wood, building materials up through moonstone, palisade, armors. One-hand swords would maybe go before or after staves, depending on the playthrough.

As to swords - if you're on lower difficulties you can easily gather a lot of materials, then burn those materials to make one-hand swords for research points. (But note that you can make items that give zero research points).

Other comment about swords - it's very odd because you need to think about damage and weight. Your high-damage characters ideally have Piercing weapons equipped. So that leaves your low-damage (and low-Strength) characters to carry sword, shield, and ideally medium armor (scaled leather) if you want a higher Shielding bonus. But that's all quite heavy, especially when you consider you may want to be carrying weighty Crafting tools or less-heavy Gathering tools, and accessories to boot. So low-Strength characters trying to carry a lot of weight, it's a real issue.

Generally for one-hand swords, you do not use premium materials, because you want to save those materials for other uses.

Metals: Anything better than iron is best used to make crafting tools in early game. In late game, anything better than iron is used to make heavy armors. So generally you are only using garbage metals to make not so great swords.

Bone: Enchanted bone gives Magic bonus to shields. So generally you are using bone (regular bone) and monster bone for swords, as it were. Dragon bone and ruby makes a high-damage sword that drains enemy hit points to heal the wielder (higher stats than dragon bone and diamond, which is unusual). You may make a premium sword or two out of dragon bone and ruby, but dragon bone is also used in - I forget, is it an artifact? requires two research points to get to, but you use dragon bone and mithril to make a belt that increases Strength. So dragon bone is always in high demand.

Wood. Darkwood is usually relatively easy to get, it gives a big poison bonus. Elven wood you usually want to stock for buildings that attract elves. If you want elves, you probably want multiple buildings with elf attraction, and that's a *lot* of elven wood, so you probably won't want to use elven wood for swords. Dryad wood if I remember right is very lightweight, which means it is useful for shields in the early-mid game for characters that don't have high carrying capacity, and since you may not have the tech and/or materials to get dragonskin belts that increase Strength yet. (So I would definitely not use dryad wood for a sword). Ancient wood is really great, but it's used in final piercing-damage type weapon tech, and *some* buildings, so you don't want to use that for one-hand swords either.

Gems: In general, gem swords are lighter than if you used some other raw material. Dragonbone-ruby is unusual in that that combination produces higher combat stats than dragonbone-diamond, which is unusual, as usually diamond gives the best stats. It's the same for topaz and spears if I remember right, some spears benefit from topaz more than diamond. But I digress - even in the early-mid game you will probably want to use amber on charms or whatever they are called - eight amber is used to make an accessory that gives +2 Gathering, +1 Crafting, and Concentration, which means you want one for every character you can make them for. So even if you have a lot of amber, you might not have much to spare on swords early on. Other than that, though, feel free to use malachite or topaz on swords, because the strongest spears are going to be like ancient wood - moonstone anyways and don't even use topaz

Anyways key about gems is they give random bonuses. You can get early Magic, or a key boost to Strength, or Crafting or Gathering or something useful. Or maybe you get something useless, but if so you can just recycle the sword for materials..

Building Materials - quartz, granite, obsidian, moonstone. Usually best not used for weapons, as stuff made with it tends to be very heavy, and as I mentioned earlier, weight is a real concern because you want the low-Strength characters to carry the shield-sword-armor combo. Besides, early on, you often want to use especially quartz and granite if you can get enough for buildings, so you get higher bonuses, which are quite important.

Obsidian is a bit of an exception because if I remember right it gives a bonus ot Stealth, was it, which can be used for First Strike? And obsidian as a building material attracts goblins, I think it was, which I don't think are that great. So obsidian may well be used to craft some weapons, including one-hand swords.

Moonstone also is an exception because it just gives such high damage bonuses. But moonstone generally combines with ancient wood for high-damage piercing weapons, which are your endgame. (Or moonstone is a key component for some buildings to get desired bonuses). But again, moonstone probably not best used for swords.

If you have "leftover" building materials, sure you can use them to craft more or less garbage swords that you pretty much don't intend to use. If you get a nice bonus, great. If not, recycle them.

==

One other comment - generally you want to mix materials of the same "tier". Like you might make iron and amber swords (basically tier one materials) or monster bone and topaz (basically tier two materials). Because if you make, say, monster bone and amber, you end up with a moderate-damage sword with a weak random bonus, where monster bone and topaz would give you a pretty decent damage sword with a moderately good random bonus.

So as to which sword gives good research, attack and defense - mm generally I would try to use dragon bone and ruby in the endgame to make one or two swords (or on lower difficulties perhaps more) for sword and shield users. But apart from that I'd just make a bunch of whatever swords combining tier one materials or tier two materials, just for research points (making sure the swords DID generate research points) to burn up extra materials. I'd keep swords that gave useful bonuses (particularly to Crafting and Gathering, but also Magic or other nice things) and recycle the others for materials.

But generally I would not be making *most* swords for attack or defense - oh, maybe I'd use the odd monster bone-topaz sword in the early-mid game, or the odd iron-topaz sword that gave +1 Gathering even in the later game. But higher damage villagers would have Piercing damage weapons, and lower damage villagers I really wouldn't care much about attack or even defense. Oh sure, I'd be trying to give lower-damage characters a mix of sword-shield-medium scaled leather armor for a high Shielding bonus, if possible. But such characters' damage and Shielding would really be secondary to their skill development. It would be far more important to me to get +1 Gathering on a key character than +6 damage (in terms of total damage output), or even +1 Magic on a particular character or +2 Stealth, or even +1 Attractiveness.

(Note: Stuff like Stealth keys off level. So if you have a lot of level 6-8 characters in a party and a character with 5 Stealth, giving +2 Stealth on that character means it now has a usable First Strike skill (or was it that? I'm rusty). But anyways 7 Stealth will be enough to give most of the members in the party First Strike as it were, where 5 Stealth would be utterly useless. So skills are pretty important yeah.)
Last edited by aardvarkpepper; Mar 13, 2018 @ 11:03pm
ambi Mar 14, 2018 @ 3:57am 
Originally posted by JDaniels:

I have only the essential mats and seek guidance as to which sword gives good research pts and/or decent atk/def.

TBH, I only concern myself with crafting stuff for research points once I researched Blessed Paths. That doubles or triples your village's gathering radius. Then craft from whatever materials your village can gather.
DG Mar 14, 2018 @ 7:01am 
Of course it's possible to finish the game without blessed paths, without crafted heavy armour, without researching materials, without grinding out research, with only swords, and so on. The faster you play, the less research you have/need, and it turns out you can get a lot done with people, food, and looted gear. As a beginner you might as well explore the game and find out how you want to play.
aardvarkpepper Mar 14, 2018 @ 7:51am 
Originally posted by DG:
Of course it's possible to finish the game without blessed paths, without crafted heavy armour, without researching materials, without grinding out research, with only swords, and so on. The faster you play, the less research you have/need, and it turns out you can get a lot done with people, food, and looted gear. As a beginner you might as well explore the game and find out how you want to play.

Yes, it's best to change approaches to the game depending on difficulty settings, and what the RNG of the first few turns gives you.

Particularly, on lower economic difficulty settings it's very easy to gather high-tier materials then craft them into extremely powerful items. But on higher economic difficulty settings, gathering is much much much slower, so then it makes more sense to try to trigger random encounters as much as possible for loot, and instead of camping and gathering for many turns.

Mostly what I wrote is *guidelines*, sure you may find them to be pretty applicable to most games you play but there are always going to be exceptions.
JDaniels Mar 15, 2018 @ 2:09am 
wow guys, thank you so much for the thoughtfull replys! I've read them all and will give my 2 pennys all in one go now hehe


so a gem gives a random stat to a weapon? good to know!

i think gathering tools are super important, perhaps even more so than crafting ones, the idea being equipping my warriors with them as to alleviate the need of bringing gatherers to the party.

i've been playing super defensively, as i grew attached to my ppl [haha i know that sounds silly, but that's the truth lol]. anyway, that's why i so liked the swords, as they provide so much shielding. also putting one of these in the hands of gatherers will improve their survivability during encounters [heck, they can even shield their friends].

i don't honestly understand the spear mechanism so i'd rather not meddle with it for the time being. i've being enjoying the blunt dmg though.

Originally posted by aardvarkpepper:
If I remember right, dragon bone and ruby combine to give a sword with higher raw stats than dragon bone and diamond, which is an oddity.


one thing that is bugging me is that silver is rarer [or should i say higher tier] than gold in the game. i always mix it [also gold items are typically lighter than their counterparts - completely opposite to RL as gold is quite dense, but i digress].


idk, but using fine woods for buildings seems a bit luxurious, at least for the mid game... maybe when i have far more food & fuel than i can care and have a huge gang then i might think of it. as it is i think they are better used to craft light items - and here i really think making light shields sounds super right.

Originally posted by klacoste:
TBH, I only concern myself with crafting stuff for research points once I researched Blessed Paths. That doubles or triples your village's gathering radius. Then craft from whatever materials your village can gather.

My idea was that maybe there was a cheap sword that’d give unusually high RP, because I obviously want to get the best of my crafting – sometimes even crafting sth just for the sake of RP. Speaking of which I spent some time building and rebuilding my pastures until I realized it was all a big waste of time and resources as that gave me 0 RP (they were the most basic pastures).

All in all and for what I’ve seen so far, metal swords are really the best [remember we’re talking about mid game] but they are also damn hard to find. The only thing really abundant seems to be wood which makes me think developing this techline is a solid path [pun intended].
dergefata Mar 15, 2018 @ 2:49am 
Originally posted by JDaniels:
so a gem gives a random stat to a weapon? good to know!

i don't honestly understand the spear mechanism

idk, but using fine woods for buildings seems a bit luxurious
A gem gives a random bonus of a random size to whatever item it's used in creating. That's why I love clothes for the RP grind; you use that Topaz that you otherwise don't care about with the string that you also don't care about, and who knows? You can end up with +6 Gathering or Magic or Strength on that stupid little shirt. And for all the times you get +1 Speech, well, you just scrap them and re-craft.

Piercing damage is simple. When there's an enemy at the end of the card stack, if you send a card onto the stack and the card you send has piercing damage, it'll go ahead of the enemy, and it'll also deal half the raw damage (none of the special damage like Leech or Poison) immediately. Elves do piercing damage with any weapon type except blunt, so it's generally best to give them axes.

Using higher-tier materials when making buildings gives you special benefit. Elven Wood gives you Attract Elven, and that's something you most certainly do want. Gold gives Attract Dwarf, Steel gives Attract Orc, Enchanted and Dragon bones give Attract Demon, Dark Wood and Obsidian give Attract Golbin, and a bunch of things give Attract Human or Attract Beast. Generally speaking, the best use (long term) for a building is not to maximize its stats, but to maximize its +Attract. Even though +Attract is a random chance and might end up giving you nothing for a long time, it's still very useful and once you have 10-20 total points of +Attract, you'll see new villagres showing up relatively often.
aardvarkpepper Mar 15, 2018 @ 9:30am 
i think gathering tools are super important, perhaps even more so than crafting ones, the idea being equipping my warriors with them as to alleviate the need of bringing gatherers to the party.

Mmmmmmmm kinda yes but kinda no. The first worker on a job works at 100% efficiency, subsequent workers work at 50%.

So let's say you have a warrior with 0 gathering and a gatherer with 4 gathering. If you put them on the same gathering job and give the warrior a +3 gathering tool, you're gathering at 5.5 gathering (4 + (3*(1/2))). If instead you give the gatherer the tool, you're gathering at 7. (7 + (0*(1/2))) So usually it's better to give tools to your best people to make those people even better.

As to alleviate needing bringing gatherers to the party - not quite. It's a good idea in theory, but village population has a sorta soft cap? Once your village gets to a certain size, it's much harder for babies to grow up into adults. (If a lot of your villagers die, your babies will have better chances of growing to adults quickly). But anyways what I'm getting at is it's not as if you're going to be able to bring two warriors in place of one gatherer. If you have two warriors, that's going to be two less gatherers somewhere down the line.

It's not as fixed and certain as all that, but it KIND of works that way - if you want to have good gathering, you actually need gatherers, not warriors.

Besides that, if your warrior has a gathering tool, when the warrior levels, the warrior might level up gathering, since the warrior has gathering at greater than zero at level up time. And you'd typically want the warrior to increase something that your villagers need more of - where you should hopefully have plenty of gathering from your gatherers.

Also, typically gathering tools weigh in at what, 14-17? and everyone in your expedition can carry one, so you end up having lots and lots of gatherers. Sure most of them are pretty weak and end up only helping a bit, but even so, it's a lot of gathering. So with all those gathering tools, you should be gathering at a pretty good rate, if you're playing on lower economic difficulties (which is probably best for a new player learning the game).

But CRAFTING is a different matter. Crafting only works in village, so the more crafters you have (even if you gave a warrior a crafting tool), that's a villager less that's going out on expeditions. That's a villager less when you're fighting, a villager less to carry weight of gatherered materials, a villager less to gather. So usually you try to have dedicated crafters doing the crafting.

Besides, having high Craft on a particular worker means there's a better chance of that worker's not making bad quality items and making good quality items (with a smithy). So again, good crafting tools are super important to have.

i don't honestly understand the spear mechanism so i'd rather not meddle with it for the time being. i've being enjoying the blunt dmg though.

At the beginning of the game, you get random equipment, then more random equipment from drops. Enemies are pretty weak; sure boars and skeletons are nasty at the start but you figure things out more or less. At that point, blunt damage is nice because you don't have a load of villagers, and blunt damage lets you apply your damage more effectively.

But around early-mid game you start running into different encounters. By that time hopefully you've diversified your expedition skills to include things like Magic, Herbalism, and Medic (as well as other stuff as it were). But also when you do have to do combat, sometimes you face nasty enemies.

By that time also you've been able to customize villager loadouts, and blunt damage becomes less useful in practice. Oh, blunt damage still helps against weaker enemies, but you were going to beat those weaker enemies anyways. But PIERCING damage is pretty huge. Dergefata wrote how it works, but basically - think on it. Let's say you have a warrior with 11 base damage, equipped with a weak piercing weapon that does 5 damage. (Those are literally start-of-game numbers). Now what happens when the warrior is deployed from your active set of cards, immediately after an enemy card (if you played a friendly card the piercing damage won't work). The warrior deals 8 damage to that enemy immediately on deployment, which is enough to kill weak enemies, but also it moves ahead of the enemy. So if it's a stronger enemy, you dealt 8 damage to it, and you are also going to deal another 16 damage BEFORE that enemy can go. Which means you might well kill that enemy before it can deal damage. Which is why piercing is super nice.

one thing that is bugging me is that silver is rarer [or should i say higher tier] than gold in the game. i always mix it [also gold items are typically lighter than their counterparts - completely opposite to RL as gold is quite dense, but i digress [/quote]

Well you can think of it as gold leaf or gold trim maybe. Like even if it's real gold, you don't need a lot of it. Who knows? It's magic. :steamhappy:

But in terms of "tier" - if I remember right, gold usually gives bonuses to - what was it - conversation? I forget. But really, those bonuses can be pretty important. Stuff like Gathering and Crafting and Strength are generally useful, and you quickly find the more obvious uses for Medic, Magic, Herbalism, and a few other skills. But then there are skills that help you to change the attributes you use for combat, or that can be used to avoid combat, or that are used in combat but give you special abilities, and those shouldn't be neglected either.

For example, if you do a straight up fight then - what was it, Stealth lets you get First Action? But if you're doing a challenge against Sickness, then Stealth doesn't help. Other skills take their place - Herbalism, or Medic, or whatever it was.

Personally I think I don't use gold much - sometimes I'd use it in a sword or in armor. But when I did use it, I REALLY wanted it.

All in all and for what I’ve seen so far, metal swords are really the best [remember we’re talking about mid game] but they are also damn hard to find. The only thing really abundant seems to be wood which makes me think developing this techline is a solid path pun intended

It's going to seem almost inconceivable, but it is very possible to run low on wood, especially if you are running a tight game.

Assume that it's early in the game, and you only have crafters in your village. Everyone else is out gathering resources.

Well let's say your expeditions are going far afield. Now you have a choice. You can carry straw, which burns as a fuel source and weighs 3 per. Or you can carry wood, which also burns, but weighs 10 per. Well you know the expedition is far away and by the time you make it back you'll have looted random equipment and gathered more material. So what do you do? You drop the wood you're carrying. Oh, maybe you hold on to elven wood or darkwood, but you're not burning that stuff, it's regular wood, mind.

Meanwhile what's happening back home? Well your crafters are burning through wood like crazy, because most of your buildings require wood. Then on top of that, they're using more wood to craft foods, because you want your expeditions running with a minimum of 5 different types of foods (and besides, you want your expeditions to run with 7 different foods if they're maybe facing tough encounters, then you're building up stocks of 10 different foods for endgame or really tough encounters). And making that food burns through wood.

So wood is being used like crazy, but you're not getting wood. So you run out of wood.

Eventually maybe if wood's in your village (it isn't always!) maybe you leave a scavenger or something in your village - the scavenger has skills that can come in handy for village encounters, and the scavenger might not be good at gathering but with a gathering tool not the worst. But by that time you have more crafters working on food, so you're going through wood even faster. Lol.

What I'm getting at is literally every resource is important, and the more efficient your gameplay is, the less "excess" of anything you ever have. Oh, sure, you end up with excess bone, iron, etc, - that is, you've gathered higher tier materials that you're using for crafting and building, and you just piled up bone and iron and stuff from random encounters and scrapping excess equipment - but you can cycle those into potentially useful things in the end. After all, bone armor is pretty awful in terms of weight and protection, but it's better than nothing, and if your fighters aren't wearing any armor - well there you go.
Last edited by aardvarkpepper; Mar 15, 2018 @ 9:32am
DG Mar 15, 2018 @ 9:41am 
Topaz can be worth caring about. Here are the stats when crafting ancient wood swords with

Topaz/Malachite: Dam 9 Shield 7 Poison 7 wt 40 + random bonus
Steel: Dam 11 Shield 6 Poison 6 wt 61
Moonstone: Dam 11 Shield 6 Poison 6 wt 49 magic 1

Mithril, sliver and gold have their normal comparison to steel. Furs are bad in weapons of course. Topaz is fine for swords and shields and lets you retain your other materials for use elsewhere.
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Date Posted: Mar 13, 2018 @ 3:56pm
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