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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 =)
Don't worry about research points until you are stuck without something useful to craft.
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]
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.
I'm going to go through the posts in this thread, then write another post with my own advice.
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.
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.
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).
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)
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.)
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.
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.
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.
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.
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].
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.
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.
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.
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.