1AP Keen Sai Sword (Light Blade)--4 Acc, 7 Parry 21-36 tuned with Dusk Cloak (+2 Ranged Acc, +2 Stealth) turned into a completely different knife: 1AP Night Blade (Light Blade)--7 Acc, 3 Parry, 25-36, +16 Ice Dmg, +6 Dodge. Definitely not what I was looking for. I wanted to upgrade my parry with the new knife while hopefully getting the same stealth my last one had. Instead, the parry went down to 3 and there was no stealth. As a small nitpick....I would think a "night" blade, by definition, would include stealth as a possible result. This one obviously doesn't because Ranged Acc here is a throwaway stat and shouldn't impact the result in any way so by having Stealth as the only other tuner, I should get a crafted blade with Stealth on it if it exists.
I'm a little bummed by this result because it was a looted blade so it was the only chance I had at crafting it. My current blade had 3 Acc and 3 Parry + 4 Parry from crafting so this one was supposed to give me 4 Acc and 7 Parry standard plus whatever bonus stats I got from crafting. Instead, it actually made a pretty decent knife uncrafted, worse. The fact that it went from a Keen Sai Sword to a Night Blade means that it's one of the ones the TB probably have to go in and fix. Hopefully, next time around it will be better.
That's not strictly true. You can get more accuracy and damage, it's just that they come inherently with the crafted blade/shield and not as a result of your tuner. Accuracy, standard damage, and armor are all stats that will have no impact on the crafted result so you can use them on your tuner without having to worry about having them skew your results into something you might not necessarily want. For instance, if you're trying for more dodge, you could use a +Dodge/+dmg tuner and the only stat that would count towards your result is the Dodge. You could still end up with +dmg on the result but it would not be because of the tuner. It would just be a stat that the TB threw in on that particular result.
Absolutely! It's the main thing I go for when crafting for Tam. I get it on both her TK and her bow. You can look through the crafts earlier in this thread and see lots of +4s, +5s and +6s on many things. Very handy....
Tamilin is by far the most fun for me to gear. I personally look for +crit % and +crit damage on TKs (flash knives with fire damage are amazing). 1 AP and she starts to crit for 300 AE. The bow I barely use (I sometimes use it on the opening round with SS if I think it’s too risky to move in. To be fair it does good damage, just no where close to those TKs) so I look for high stealth and MP on it. When stealth gets to a good spot I go for + crit damage (can get some really skookum bows late game, talking 120% increase crit damage) as she is almost guaranteed to crit with minimal investment on the opening round. In this way I can take out the softer annoying targets right away (Archers, skuttlers, Skirmishers).
These are by far the best damage knives till late episode 1, look at that damage (for comparison, all other 1 AP knives are doing 11-23 damage). Best of all, you can get them right after getting to Oskahold, merely clear the North Vault Shaman and the Blacksmith will have them. Tamilin will do monsterous damage to everything in episode 1 with these. The upgrade at end episode 1 is an arguable one because you lose the sp drain and do 12-35 damage instead of 19-31. I still did it because the knives at the end of episode 1 have 6 acc and I was starting to miss.
I did not see this spiked shield craft in this thread. It is perfect for tank Vraes. 200 HP, 6 parry, 4 dodge adds a ton of survivability. A smattering of offensive stats never hurts. You can get this as soon as you arrive at Riven’s field. All the spiked shield crafts are amazing and I highly recommend you get them for any shield bearers.
Keen Flatbow 2ap, 21-52 damage at 7 Range. 1 MP, 12 fire damage, 40% crit damage, 5 stealth.
This bow standouts because it offers 7 range at 2 AP, the next non-crafted bow that does that is the iceheart bow in episode 3. You can get this from Riven’s Field at the start of episode 2. It is fantastic, that extra range is VERY helpful as you will outrange everything except Cultists, Krete, and some Shamans.
Stealth armour crafts are a bit lacking in this thread. You can get this armour in Reis Lodge and it is worth it. The HP boost is welcome for lost stealth rolls while the offensive stats are always a blessing on the sneak slot. With this, the keen flatbow, the MP throwing knives, and 2 points in Blacknight, my Tamilin has 4 MP...she is running around everywhere and it is AWESOME!
The shield craft series with +hp and dodge is by far one of my favorite for tank Vraes. And the +sp and drain for Fyona or kyera let’s then rock their talents to full effect. Or make them great secondary tanks with the hp and dodge shields.
I always felt the shield crafts filled a much needed void for that item slot.
With the added bloodstones, I think it might be possible to create a crafting list for most everything in the game.
Not so good: Scimitar - 1AP, 10A/6P, 39-46 Dmg, +12Ice, +22Lig, 4% Crit, +32% Crit Dmg
The Fremat Duelling Sabre is strictly superior to the Scimitar except for characters solely focussing on Lightning, and it is only one or two additional dungeons away. The Keen Tulwar easily tops both though with its Movement Point, something very valuable when using hit and run tactics or needing to move from one dead enemy to the next (un)living one.
Top nodge gear: Savage Spiked Mace - 2AP, 8A/5P, 65-108 Dmg, +1MP, +140 Max HP, +22 Holy, 5% Crit, +28% Crit Dmg, +3P, +4% SP Drain
Not so good: Morningstar - 3AP, 8A/6P, 61-134 Dmg, +14 Holy, +2% SP Drain
The first enchantment on the Morningstar is actually quite solid. The weapon itself isn't, at least for my elemental damage focussed party build that relies on more attacks instead of strong ones. I realized too late the Morningstar is a 3 AP weapon. It is still ridiculously superior to the second Morningstar enchantment. The Savaged Spiked Mace on the other hand is a dream with 1MP and extra HP. 2AP means more attacks, but more importantly more movement means I can put Strickening on enemies easier, and the extra HP are always welcome on a tank.
Solid: Fremat Sea Scales - 96 Armor, -3 Stealth, +1MP, +16 Lig, +18 All Elem Res (already listed in the starting post)
Perfect for my play style on Fyona, but others might prefer a more defensive option to this armor. Fyona is really hard to hit with her relic shield and several buffs and debuffs maxed though.
Not so good: Assassins's Weave - 34 Armor, +6 Ev, +5 Stealth, +12 Ice, 2% Crit, +14 All Elem Res, +2% SP Drain
The Cinched Plate is so good I use it on both Kincaid and Selen. The evasion comes with the base armor, but the extra MP, crit SP Drain and HP really fit together. Both are already really hard to hit though I don't see the need for a more defensive option.
I died on a failed stealth roll in UF (hate hosts!) and have to restart. Does anyone have early crafts that are good? I am looking for 1 AP Blades in Oskahold (broad dagger or leaf dagger), stealth armour with crit/mp or Mage robes with good damage.
By the way, the best throwing knives in the early game (ice damage throwing knives 1ap) can be crafted from starting items. I felt that maybe I should highlight that because I wanted to craft them first but had no ice damage items. After scouring my items I was delighted to find that Tamilin’s starting boots would work. This way you don’t have to wait till you find some ice items.