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Crafting Area Weapons - Area Mastery


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#1 Gaddy

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Posted 24 January 2026 - 07:40 PM

I brought up the concept of area mastery in a recent post, and it has me thinking about how nice it would be to have multiplier weapons crafted from area-specific monsters and bosses.

 

An example came to mind with a weapon that I introduced: Viper Claws.

Currently and historically, Viper Claws are just about pointless. It was a fun idea - but they're just not useful compared to other druid weapons.

 

Example: Viper Claws - 10 Fangs is a lot of kills on Sand Vipers, Anacondas, Desert Snake, and Giant Water Snake (possibly more that I am forgetting).

I would like to suggest giving Viper Claws (or Maul of Fangs) a damage table against desert predators:

2: Spider, Scorpion, Marauder, Lion, and Wurm

1.5: Viper, Anaconda, Snake, Goblin

 

The problem here is that it is a druid only weapon, and creating a lot of this kind of specific class-area-monster stuff seems like overkill. Perhaps they could be equip by druids, fighters, thieves, paladins, and berserkers?

That might be a bit too overpowered for the ease of crafting Viper Claws though. Maybe Viper Claws stay druid only and a new weapon for other classes...

 

Alternatively, without boosting base to be better than other druid gear, Viper Claws could be combined with area drops to make a new, more versatile weapon?

 

Viper Claws + Goblin Gold + 2 Dagger of Spirits + 2 Sand Wurm Hide + Blade of TIme = Maul of Fangs

 

Library info for Maul of Fangs:

Base damage: 20
Can be used by: druids, fighters, paladins, thieves, berserkers
Description: A rugged training weapon melded of blades, wurm hide, and the serpentine fangs of Viper Claws. After harvesting and shaping the razor‑edged fangs, the Guardian Druid discovered that binding them into a heavier, reinforced head created a far more adaptable tool for experts honing their combat skills against desert predators. The resulting maul retains the venomous aesthetic of its origins but trades poison and finesse for reliability and a satisfying heft.
Level needed to equip it: 24
Magical: No, Vamparic: No, Armor: -5, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 1, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 1, Poison chance: 0, Poison/30s damage: 0, Monster damage table: 
2: Spider, Scorpion, Marauder, Lion, and Wurm

1.5: Viper, Anaconda, Snake, Goblin

 

 

I could see a similar upgrade concept for Jungle Bow or using a Bow to create a Desert Bow that matches to the Maul of Fangs somewhat. It would be nice not to exclude rangers with how much they're already in an odd spot for training.

 

 

 

 


Wisdom is the principle thing. Therefore, get wisdom, and in all your getting, get understanding.
-Proverbs 4:7

#2 Bane

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Posted 25 January 2026 - 12:02 AM

I really like this suggestion.

 

I feel Druid's don't have any viable weapon other than Cobalt Staff of the Winds from lvl 25 until level 35 when they can equip the Dragonclaw Scythe on the main server.

 

Having an option like this would be fun to work towards crafting and would be great for Druid training.

 

Would love to see more items like this in the future with viable modifiers for mobs that are frequently trained on.

 

 






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