Once upon a time the weapon progression a character chose was a straight line. I can still remember working so very hard for my first Elven Bow and that 0% miss rate. Main and Specialty Guilds were introduced, making the choices a little more diverse. This adding style, but generally everyone ended up as a member of the Fighter’s Guild, the Swordhandlers Guild, and wielding a Frosted Saber. All of that has changed dramatically in this version of Shilla. It’s a complicated puzzle I’m hoping to unravel, at least somewhat.
Some assumptions I want you to remember.
- I am only looking at comparing the AVERAGE damage of one hit from a particular weapon. I’ve used several methods in determining that base number: Data from Practice Dummy, long version of attacks on creatures, and taking the low and high range and dividing by two.
- Grope and the number of attacks due to Dex are just two aspects of the amount of damage a character causes.
- No modifiers for race were included.
- I only compare weapons that a character could possibly get normally progressing through the game. Weapons that can be purchased will be explored and mentioned in the write-ups where they logically fit into the progression.
- Elite weapons will be explored and will be mentioned in the write-ups where they logically fit into the progression.
- Any Main Guild and Specialty Guild DAMAGE buffs/debuffs are included in the table and are based on where the character’s life should be based on the area discussed, and the possible guild quests that could have been completed at that point. Any accuracy and critical hits buffs/debuffs will be mentioned in the writeup where they logically fit into the progression.
- Alignment is included in the table when applicable only as a reference should a player want to make an elemental version of a weapon to gain the +6% damage buff. Character alignment only decreases/increases the amount of damage taken.
- Mage weapons are specialized to the character by their primary stat. Regardless, each mage weapon in a tier group causes the same damage, so there is no need to compare them.
The primary focusing on comparing the effects of Creature Class vs Melee Weapons. I will also be exploring the negative effect of using a Ranged/Dagger weapon while being a member of the Fighter’s Guild, as well as using a weapon that isn’t from the associated Specialty Guild. Positive combinations, i.e. matching guild and specialty guild, will be shown as green text. Guildless, i.e. average weapon damage along with any creature class modifiers, will be shown as white text. Negative combinations, i.e. nonmatching guild and/or specialty guild, will be shown in red text.
Table of Contents
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Creature Class vs Weapon Chart
Class | vs Sword | vs Axe | vs Mace | vs Spear | vs Ranged | vs Dagger |
---|---|---|---|---|---|---|
Vermin | None | None | None | -9% | -12% | +6% |
Undead | None | None | +9% | None | None | -3% |
Air Creatures | None | None | None | None | +9% | -3% |
Beast | None | None | -3% | +6% | None | None |
Sea Creatures | None | None | -6% | +3% | None | None |
Mythic | +12% | None | None | None | None | None |
Humanoid | -3% | +10% | None | None | None | None |
Other | -9% | None | None | None | None | None |
Animal | None | -6% | None | None | +3% | None |
Beach
Creature | Class | Align | vs GSS | vs Battle Axe | vs Mace | vs Spear |
---|---|---|---|---|---|---|
All Crabs | Vermin | None | 33 | 36 | 36 | 33/30 |
Creature | Class | Align | Bow | Knife |
---|---|---|---|---|
All Crabs | Vermin | None | 31/27 | 35/33 |
If you end up training on the Beach at all, then your shiny, free Knife is only a 1 point disadvantage over the Battle Axe and better than any other choice, especially the Spear or Bow. Once you walk towards the Outskirts, since you can’t sell your first Knife, just discard it. You’ll never need it again.
Outskirts
Creature | Class | Align | vs GSS | vs Battle Axe | vs Mace | vs Spear |
---|---|---|---|---|---|---|
Vampire Bat | Air Creature | Air | 33 | 36 | 36 | 33 |
Goblin | Humanoid | Earth | 33/32 | 38/36 | 36 | 33 |
Gypsy | Humanoid | None | 33/32 | 38/36 | 36 | 33 |
Convict | Humanoid | None | 33/32 | 38/36 | 36 | 33 |
Creature | Class | Align | Bow | Knife |
---|---|---|---|---|
Vampire Bat | Air Creature | Air | 34/31 | 33/32 |
Goblin | Humanoid | Earth | 31 | 33 |
Gypsy | Humanoid | None | 31 | 33 |
Convict | Humanoid | None | 31 | 33 |
The Axe group begins its dominance with areas frequently populated with Humanoid class creatures. You might be getting close to joining a main guild by the time you near entering the Sewers, but the first buff/debuff doesn’t occur until you reach 1000 life which is generally after Rescuing the King.
Sewers
Creature | Class | Align | vs Broadsword | vs Warrior’s Axe | vs Warrior’s Mace | vs Eldar Spear | |
---|---|---|---|---|---|---|---|
Sewer Rat | Vermin | None | 110 | 122 | 122 | 110/100 | |
Warrior | Humanoid | None | 110/107 | 129/122 | 122 | 110 | |
Mimic | Unknown | None | 110 | 122 | 122 | 110 |
Creature | Class | Align | Bow | Knife |
---|---|---|---|---|
Sewer Rat | Vermin | None | 31/27 | 35/33 |
Warrior | Humanoid | None | 31 | 33 |
Mimic | Unknown | None | 31 | 33 |
Whatever weapon you get to drop here (other than the mage weapons), equip it as soon as you get the stats to do so. All three of the melee weapons will be an improvement over the battle axe, but getting a Warrior's Axe to drop is the goal. The advantage the Knife has vs Vermin doesn’t come close to the damage created by a newly obtained Warrior’s Axe. Put a couple in storage because you’ll be using it through the Druid Valley, pausing to swing a Warrior's Mace in the Cemetery if you like living dangerously, Once you get to Drakmor Castle, you'll simply upgrade to a Tower Axe.
Vast Valley
Creature | Class | Align | vs Broadsword | vs Warrior’s Axe | vs Warrior’s Mace | vs Eldar Spear |
---|---|---|---|---|---|---|
Old Wizard | Humanoid | Fire | 110/107 | 129/122 | 122 | 110 |
Drunken Monk | Humanoid | None | 110/107 | 129/122 | 122 | 110 |
Creature | Class | Align | Inebriated Bow | Intoxicated Blade |
---|---|---|---|---|
Old Wizard | Humanoid | Fire | 105 | 110 |
Drunken Monk | Humanoid | None | 105 | 110 |
Warrior’s Axe continues to dominate because of its advantage against Humanoids. The Warrior’s Mace is comparable being only 7 points behind. The rest of the weapons continue to lag the Axe by around 20 points per hit, with the Inebriated Bow bringing up the rear.
Cemetery
Creature | Class | Align | vs Broadsword | vs Warrior Axe | vs Warrior’s Mace | vs Eldar Spear |
---|---|---|---|---|---|---|
Zombie | Undead | None | 110 | 122 | 133/122 | 110 |
Old Witch | Unknown | Fire | 110 | 122 | 122 | 110 |
Blob | Shapeless | None | 110 | 122 | 122 | 110 |
Skeleton Warrior | Undead | None | 110 | 133/122 | 122 | 110 |
Nightstalker | Other | None | 110/100 | 122 | 122 | 110 |
Creature | Class | ~Align | Inebriated Bow | Intoxicated Blade |
---|---|---|---|---|
Zombie | Undead | None | 105 | 110/107 |
Old Witch | Unknown | Fire | 105 | 110 |
Blob | Shapeless | None | 105 | 110 |
Skeleton Warrior | Unknown | None | 105 | 110/107 |
Nightstalker | Other | None | 105 | 110 |
Warrior’s Mace overtakes the Warrior’s Axe, though this area is dangerous to train in because of the Rooted Evil. After that the Warrior’s Axe is still ok, but it drops off quickly from there. The Eldar Spear, Intoxicated Blade, and Inebriated Bow are around 10 points per hit lower than the Axe. Just leave your sword in storage because it bottoms out the list at a measly 100 points per hit.
Druid Valley
Creature | Class | Align | vs Broadsword | vs Warrior’s Axe | vs Warrior’s Mace | vs Eldar Spear |
---|---|---|---|---|---|---|
Druid | Humanoid | None | 110/107 | 129/122 | 122 | 110 |
Avarial | Mythic | Air | 123/110 | 122 | 122 | 110 |
Kreen | Vermin | None | 110 | 122 | 122/111 | 110 |
~ Creature | Class | Align | Inebriated Bow | Intoxicated Blade |
---|---|---|---|---|
Druid | Humanoid | None | 105 | 110 |
Avarial | Mythic | Air | 105 | 110 |
Kreen | Vermin | None | 105/92 | 117/110 |
Reequip that Warrior's Axe again when you start out just training in the Druids only section of the Valley. I'll crunch the numbers with next character I take through this area, but I doubt the extra point you'll get using the Broadsword on Avarials will make that much of a difference vs just keeping your axe going. The Mace holds its own, until you start training on Kreens. The Intoxicated Blade does get a bump against Kreens, but still isn't as heavy hitting as the Axe. Just stay away from using the Inebriated Bow.
Drakmor Castle
Creature | Class | Align | vs Guard Sword | vs Tower Axe | vs Battlement Mace | vs Portcullis Spear |
---|---|---|---|---|---|---|
All Guards | Humanoid | None | 248/240 | 289/273 | 273 | 248 |
Drakmor Dragon | Mythic | Air | 278/248 | 273 | 273 | 248 |
Creature | Class | Align | Keep Bow | Moat Dagger |
---|---|---|---|---|
All Guards | Humanoid | None | 235 | 248 |
Drakmor Dragon | Mythic | Air | 235 | 248 |
Pick up and equip whatever weapon you get to drop first, because all of the Tier 3 weapons are better than the Warrior's Axe. The Tower Axe is the clear winner here, with Keep three levels of Humanoid. If you choose to train on Dragons, then the Guard Sword will give you a 5 point per hit bump.
The Next Stage
Notes: After working Skarlethand to just 1 rounding Mountain trail with a Dogfish Sword and part of the FG.
- quitting the FG only subtracted an attack on average from losing dmg bonus and occasional hits from bear and rare hits from goats
- joining TG and equipping Devillish Daggers from EV equated out around the same number of attacks, but occasional hits from masked ranger vs the other two
Another Perspective
The Start(Knife)
When you start Shilla you get a Knife when you visited the Mayor of Shillatown and accepted his first Quest. The knife is an average weapon for starters, adding 25 to 40 points of damage. Basically it's good enough to fight your way to finish the Beach Quest and until you can train in the Sewers.
Battle Axe/Mace (optional)
With the gold you get from accepting the Clear the Beach Quest from the Mayor, you can actually afford a slightly better weapon then the knife. The good news is that you don't have to make a life altering decision about what weapon group you are going to stick with and should be focused on only one goal… Kill as many creatures as you can and gain as much experience from those creatures as you can.
To do this most efficiently use the Battle Axe or Mace, as those two add the highest damage than other weapon types. And to save a little gold get someone to send you one. Anyone who has been playing the game for at least two weeks, maybe even less, can take five minutes out of their game time and can easily afford to send the Battle axe/Mace to Trader Jack's for you. Buying one yourself might save you time, but not gold. So unless you are afraid to type "Can someone please send me a battle axe?" into the little white space at the bottom of the chat screen, ask for the axe/mace and save yourself some gold. Anyway, the damage range is between 28 to 44 points, which is slightly higher than the Knife.
Getting the Next Tier Weapons
Ok, so now you've got a Knife or Battle Axe or Mace, which are the lowest tier weapons in new Shilla. Those weapons are good until you can start training in the Sewers, and from there you will start getting new and better weapons.
At this stage of the game, you can already think about what Weapon specialty guild you will want to join later on. And then you can decide what type of weapons you will obtain from now on.
In the Sewers and its next level, the Vast Valley, there are 2 creatures that randomly drop 2nd tier weapons of each type, Warrior and Drunken Monk. So you can already choose which weapon type to use and later its specialty guild that you want to join. Please visit the Weapons page to see which types are available in the game and their respective weapons.
Beyond
Without going into really drawn out details… here's what we got.
- The Sword group have a lower Strength requirement, so they are easier to equip.
- The Spear group have a Constitution requirement, otherwise they are similar to the Sword group.
- The Axe and Mace group have a higher Strength and Constitution requirement, making them harder until you can equip them, but do more base damage.
- The Ranged and Dagger groups of weapons require Dexterity, which are higher in requirements but is actually fine since those using weapons will have much higher Dexterity than Strength/Constitution.
Eventually though, you will want to read the next part about the specialties that balance all the weapons closer together.
Weapon Specialty Guilds
Each weapon belongs to group of weapons that a character can become specialized in. To join any of the specialties you must already be a Fighter or Thief. Once you've done that, you can join whichever one you wish to join. Though only two of them are accessible to newer characters anyway.
However, joining one as soon as you can, isn't necessarily a good idea. Why? The reason is percentages… Specialty guilds increase the percentages of accuracy, damage, and critical hits. So lets look at a mid level fighter with even 2000 dexterity. This would give them 100 attacks. What is an increase of 2% of 100 attacks… +2 attack. Specialty guilds help… but are really only noticeable once you start swinging 100+ times and are doing 10K+ damage.
But joining a specialty early is actually not a bad idea. Although you will need to complete the Free the King storyline quest before you can join any specialty guild, and their locations are also not accessible to those just starting the game.
Old Shilla Weapon Guide (not valid anymore)
The Start(Knife)
When you start Shilla you get a Knife, if you complete the Wise Sage Tutorial. When you die you get another Knife. So you can always be assured of having the knife. The knife is very weak, adding 5 to 15 points of damage. Basically it's good enough to fight your way to finishing the Beach Quest.
Battle Axe
With the gold you get from the fighting on the beach (a very low amount) and completing the Beach Quest (a much higher amount), you can afford a better weapon then the knife. The good news is that you don't have to make a life altering decision about what weapon group you are going to stick with and should be focused on only one goal… Kill as many creatures as you can and gain as much experience from those creatures as you can. To do this most efficiently use the Battle Axe, and to save a little gold get someone to send you one. Anyone who has been playing the game for at least two weeks, maybe even less, can take five minutes out of their game time and can easily afford to send the battle axe to Trader Jack's for you. Buying one yourself might save you time, but not gold. So unless you are afraid to type "Can someone please send me a battle axe?" into the little white space at the bottom of the chat screen, ask for the axe and save yourself some gold. Anyway, the damage range is between 30 to 50 points, which is over double the Knife.
There are other choices of weaponry, but none have any special powers or anything of the sort. The Battle Axe does the most damage. It does cost more, but we can afford it. But if you die… then you may need to settle for the knife until you get more gold.
Buying Weapons?
Some people go through the above process, use their axe for awhile, then begin to wonder if there is something better out there. They then see that the Elven Staff, Dwarven Axe, Rubber Duckie, or any number of weapons available for sale in the Elven Village and Dwarven Stronghold do more damage then the Battle Axe. They ask for these weapons be sent and then buy and use them. My advice? DO NOT BUY THEM!! Why? There are two reasons.
- They cost money. Any weapon you want in Shilla is free through forging, or very, very cheap if you buy it in Shillatown weapons shop. You need will need money to buy Rings, Amulets, and Village Armor. Lots and lots and lots and lots and lots of money. The weapons are just not worth the money.
- Any bought weapon isn't strong enough to get up past the Castle Guard to Elite Guard jump in the Drakmor Castle anyway. Will they help? Sure, but so could training 150 worth of str/con (Fighters) or wis/chr (mages), and that doesn't cost you anything but time.
- Don't be pansy!
Elven Bow(Green Slime + Emerald Golem)
Once you can fight and kill the 2 creatures shown above gather the necessary items and forge an Elven Bow. This spectacular weapon never misses, never, which helps out a lot. However, if you want to use another weapon, like a Jeweled Battle Axe, feel free to try it. You won't be wasting a lot of money experimenting with various weapons, since it doesn't cost anything but time to forge them. Well, maybe a little for buying the food items from Trader Bob's.
Beyond
Without going into really drawn out details… here's what we got.
- The Sword group have a lower Strength requirement, so they are easier to use without a Fatigue penalty.
- The Staff and Club group have a Constitution requirement, otherwise they are similar to the Sword group.
- The Axe group have a higher Strength requirement, making it harder to reach that 1 FAT per swing, but do more base damage.
- The Missile group of weapons require Dexterity, so they are generally the hardest to get to the 1 FAT per swing point.
- If you are going to choose to do the Dagger group, or even worse, the Mana group you're just a glutton for punishment and should be kicked in the head by a horse. Stop reading right now and go play WOW or something.
General rule of thumb for those who are continuing to read this… If you want to do the most damage start with the Battle Axe, move to the Sword group, then end with Axe when you get to the highest levels of play.
Eventually though, you will want to read the next part about the specialties that balance all the weapons closer together.
Specialties
Each weapon belongs to group of weapons that a character can become specialized in. To join any of the specialties you must already be a Fighter. Once you've done that, you can join whichever one you wish to join. Though only three of them are accessible to newer characters anyway. However, joining one as soon as you can, isn't necessarily a good idea. Why? One reason is percentages… Specialty guilds increase the percentages of accuracy, damage, and critical hits. So lets look at a mid level fighter with even 2000 dexterity. This would give them 100 attacks. What is an increase of 2% of 100 attacks… +2 attack. Specialty guilds help… but are really only noticeable once you start swinging 300+ times and are doing 50K+ damage. Another reason is that the specialty guild quest are extremely boring… A third reason is that by locking yourself into specialty you gain penalties when using weapons from other groups. Here are a couple example of this pitfall.
Example:
You joined the Axe group. The first group you could see in the Dwarven Stronghold. They made you sign up. Then they made you kill some Sewer monsters. (boring) You gained your 2.5% damage, but also lose 2.5% to every other non-Axe weapon. The Elven Bow was recommended earlier in this guide. It never misses. Still a better weapon. But you lost 2.5% damage on it.
Another Example:
You joined the Ranger group. They made you kill 200 Vampire Bat's (boring). Your accuracy went up 3% on Bows. (yippy!) However, you are using an Elven Bow. Accuracy was already 100% (doh!). You lose 3% accuracy on any non-Ranged weapon. The next quest is an increase in damage. But the bow ends up doing less damage compared to other weapons.
Specialty Help
Join one only after you can see all of the specialty areas. The list is below.
- Axemaster in Dwarven Stronghold
- Ranger in Elven Village
- Staffmaster in Draconian Lair
- Swordhandler in Draconian Lair
- Clubwielder in Orc Outpost
- Daggermaster in the Halfling Shire
- Mana Weaponeers in Elven Village
By the time you can reach all of those areas you will probably be around 5000-7000 life. That gives you about 5-6 quests to do and that should balance out all the weapons to a decent enough level to make them all about equal.