- do less damage;
- are faster;
- allow for shields to be equipped;
- allow for a free hand, as several actions cannot be taken unless a hand is free:
Bushido, Parrying & One-Handed Weapons
With the samurai skill, Bushido, a character has a greater chance at Parrying a blow if he or she is equipped with a two-handed weapon rather than a one-handed weapon and a shield. Holding a shield will actually decrease your chance for a successful parry. A Bushido practitioner should not wear a shield, even if he or she is using a one-handed weapon.
The recommendations related to creating macros that allow for quick weapon switches weapons are mixed. One school of thought is that it is better to experience a slight additional delay by first un-equipping both hands, and then arming, which definitively avoids the "you already have something in your hands" error. Another school of thought advocates creating macros that disarms a specific hand and then equips a specific weapon; proponent claim that the "you already have something in your hands" error is just not an issue.
A brief survey of the forum posts on the subject resulted in the following non-artifact, one-handed weapon suggestions, presented in no particular order:
- Swordsmanship: Elven Machete; Katana; Radiant & Twinkling Scimitars.
- Mace Fighting: Diamond Mace and War Axe
- Fencing: Leafblade and War Fork
- Player vs. Player: Bushido + Bokuto = a win.
The standard sword class of weapons are primarily designed to chop and slice opponents. As it offers the largest range of weapons to choose from by far, the Power Scrolls required to become a Legendary Swordsman are considered extremely valuable.
Another exclusive bonus to Swordsmen is the Axe weapon class. These add an additional Damage Increase bonus dependant on your character's Lumberjacking skill, though this is typically considered too low to be worth pursuing.
Note that as the Tinkering skill has no Runic Tools, the items it produces are seldom used as primary weapons in combat. On the other hand, the only swords which may be used with the Poisoning skill are created by Tinkers (the Butcher Knife and the Cleaver).
|Assassin Spikes||10 - 12||Infectious Strike||Shadowstrike||2s|
|Daggers||10 - 11||Infectious Strike||Shadowstrike||2s|
|Kryss||10 - 12||Armor Ignore||Infectious Strike||2s|
|Lances||17 - 18||Dismount||Concussion Blow||4.5s|
|Leafblades||13 - 15||Feint||Armor Ignore||2.75s|
|War Forks||12 - 13||Bleed Attack||Disarm||2.5s|
Simply put, mace class weapons are designed to crush (or at least bruise) your opponents. Sometimes spikes are added in order to cause additional flesh wounds.
Poisoning cannot be used with mace fighting.
|Clubs||11 - 13||Shadowstrike||Dismount||2.5s||Carpentry|
|Diamond Maces||14 - 17||Concussion Blow||Crushing Blow||3s||Blacksmithy|
|Hammer Picks||15 - 17||Armor Ignore||Mortal Strike||3.75s||Blacksmithy|
|Maces||12 - 14||Concussion Blow||Disarm||2.75s||Blacksmithy|
|Mauls||14 - 16||Crushing Blow||Concussion Blow||3.5s||Blacksmithy|
|Scepters||14 - 17||Crushing Blow||Mortal Strike||3.5s||Blacksmithy|
|Sledge Hammers||13 - 15||Crushing Blow||Shadowstrike||3.25s||Tinkering|
|Smith's Hammers||13 - 15||Crushing Blow||Shadowstrike||3.25s||Tinkering|
|Wands||9 - 11||Dismount||Disarm||2.75s||Uncraftable|
|War Axes||14 - 15||Armor Ignore||Bleed Attack||3.25s||Blacksmithy|
|War Maces||16 - 17||Crushing Blow||Bleed Attack||4s||Blacksmithy|
|Wild Staves||11 - 13||Block||Force of Nature||2.5s||Carpentry|