3. Crom Faeyr is another great weapon with increasing your strength to 25 and can be used by most of the classes. but a bit slow
Isn't crom's speed factor like 1 or 0? :|
Originally posted by gnomethingy
If you ask me, the best weapons in the game in regards how hard they are to get and how early you get them crossed with the actual quality of the weapon are definatly
Belm +2... This sword is next to useless on its own but when dualed with something good it really rules and since its pretty much sitting in an ungaurded box its not exactly hard to get
Flail of the ages... +1 fire +1 acid blah blah blah its really good everyone knows why
Tuigan bow... you cant knock this weapon since you get it so early and against anything normal (aka humans elves ect ect) that doesnt need big + to hit it rocks
Dwarven thrower +3..... This hammer rules! Nuff damage when you lob it and its still mighty fine in mellee + it kills those pesky iron golems ect ect while there stuck in doorways lookin stoopid, does it not also do additional dmg vs giants? thats a fairly big factor in tob
Dakkons zerth blade.... a fine compliment to celestial fury for any kensai mage
Flame tongue... I only add this becouse its the highest + to hit single handed sword in soa and equal second in tob which is darn good considering it drops of some fop druid who dies real easy.... BTW it is flame tongue +1 but that is only the thaco bonus if you look at its stats on infinity editor it is quite clearly +4 to hit which makes it one of the few soa items for killing mr floating imprisonment cannon
Originally posted by Mirk
not to compete with the "big guns" top 5, but there are some very useful weapons for specific tasks, in which they are more than equal to them, and not too hard to get, too:
bleeding weapons, used to backstab a spellcaster, to disrupt his spellcasting, abeit not compleetly:
- gnasher+2, corthala blade (get a baldurash fix to make it backsab-able). i do not even bother to put proficiency in club, just b-stab and the switch to some other weapon. great for non-backstabbing chars, too. as items/spells that grant invisibility are aboundant, it is efficient to attack several spellcasters at once.
creature-specific weapons, most staves:
- staff of fire/air, just remember to take it out when the elemental appears, plus some nice abilities (i haven't seen anyone able to save vs. 3-4 concurrent clouds from the staff of air, not even creatures with high bonus to save vs. death/poison/spells (a certain pesky group of halflings comes to mind)). after that, a cloudkill or two. and your mage level 2 slots are free for other spells.
- rod of smiting+3: good even in the hands of a single-class mage, not to mention all the fighter-, kensai-, and thief-mages. golems tend to appear in groups, prep your guy (mislead, improved haste, tencers) and watch him go. the dumb golems won't even see him. even if they save, the damage is very decent.
on different note, the extra attack weapons, as noted before: belm+2 and kundane+2. as they add an extra attack to the main hand which may (and should) be equipped by the BigGuns, you get an extra attack with some action (stun/slow/death/drain/slay...). also exellent for dual-weilding fighter-mages, to use with the blade of disaster spell... you get the picture.
oh, and finally to the most underrated group of them all: DARTS!
they're great! in all those mage fights, your fighters will get 3 attacks per round, even without proficiency, while if not dual-weilding, they get less for a big chunk of the game. i always have them hurling the stunning or poison darts, to get rid of stoneskin faster. and a hasted assassin with poisoned regular darts will not let a single Prot. from Magic Weapons mage stand long enough to cast a single spell after this one.
You can steal Tancheron's as well, which is even better considering you're probably short on cash in the beginning of the game.Originally posted by lompo
With this criteria (very reasonable) would add:
Defender of Eastheaven: +3 flail with bonus to AC and damage reducing (great for dual wielding), buyable at Copper Coronet
Tansheron bow: +3 (hit big Golems), no ammo required, buyable in Trademeet
Sling of Everard: +5!!! (can hit everything), no ammo required, buyable at Adv. Mart!!!!!.
Specially the last, are all great weapons considering you can get them without a fight (actually for the items sold in Trademeet you have to finish the quest there).