Generally you want to keep your off-hand slot enabled. i would guess they are more so that archers that lose a hand can still perform their role. same with bows/hand crossbows: they seem purely cosmetic and otherwise identical, but ive not delved into the stats too deeply. i have a caster with a sword and the robes with more armor and shes a great melee caster. Wands/staves have more potency i think (bonus dmg for casters), but thats only if you want to. you can give anyone anything and they'll generally do well. there is no 'X element does more dmg to Y enemy' or anything that i can tell. each element has its own 'on crit' effect, and thats it. find a water spirit, get someone close, and make their weapon a water-type, then at the end of the campaign, that weapon type will always have that element available for 'upgrading' to. The elemental affinities for weapons are 'unlocked' at the end of a campaign in which a spirit granted them. otherwise, they are cosmetic aside from raw damage per rank. As far as i can tell, the only thing weapons affect is range you can strike from, and elemental affinity.
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