Something went wrong. Try again later

Stahlbrand

This user has not updated recently.

905 24 25 12
Forum Posts Wiki Points Following Followers

Don't Leave Home Without These

About to strike out on a quest, make sure you have this staple equipment.
 
This list is some of my favourite objects from games, equipment I am typically drawn to from game to game.

List items

  • FOR MASSIVE DAMAGE.

    As a youngster I was one for the balanced and quick range of weapons and characters, but over the last several years I've grown to love betting it all on one big shot.

    In most games, by endgame, an enchanted dagger will trump a war hammer for DPS because it gets to spam its enchantment. However; baby knives, no matter how sparkly, will never beat the feeling of timing a huge two-handed hammer strike just right and busting an inch of HP-meter off a foe.

  • The piece of armour with the highest heavy metal approval, the bracer is equal part forearm protection and in-a-pinch melee offence.

    Totally required in inverse proportion to chest armour. The less armour you have on your torso, the more crucial it is to wear badass bracers. That's wisdom son.

  • It is a dangerous world (or it wouldn't be an adventure). Potions are a must have item - even if you have healing magic you are going to want to carry a few. Other types I like to have include health-over-time potions (great in a serious battle), and buff potions that might increase speed or reduce stamina loss while swinging big weapons.

  • Heat, safety, and something to stare into while contemplating the day's events, a good campfire is a dependable comfort in an adventure. Many quests will leave a character exhausted and far from civilization, with a campfire and bedroll rest is at hand for the travelling man.

  • Simply put: I gots to get paid. But in reality, most adventures are almost as much about spending gold as they are about amassing it. Repairs, new gear, provisions, bribes and tributes - gold makes the world go 'round.

  • Whether cavern or crypt, a good adventure can take you to some dark places (and I don't mean in the "am I the -real- monster" sense). The biggest problem I find with these is that it can be hard to manage a burning torch and a two-handed hammer or axe at the same time -- although some games seem to assume you have a third hand used only for torch-bearing.

  • While my preference is giant hammers, these overgrown cleavers are a little more common in games and fill the same slot in the weapon list - the extreme end of the slow-but-damaging end of the scale. Visually I like a one-headed bearded axe over the more common double-header, but both are perfect for split-second amputations.

  • You can never have too much mage-bling - the only hard part is separating it from the mages. Even if you can't use the enchantment yourself, few items offer such a compelling value to weight ratio.

  • Even if you're wandering, it is good to know where you are. I find these are best kept in their own menu, the on-screen minimap in some games risks becoming the main focus of the player if it is too informative.