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Templar's Blade


Templar's Blade
Templar's Blade
Type Weapon
Type Sword
Level 5
Damage 22-29
Stats Defense (+1)
Location Adventurer's Guild after reaching Floor 55 in The Mines
Price 4000g

The Templar's Blade is the Adventurer's Guild's 4,000g mid-game sword, stocked once floor 55 of the Mines has been reached. It swings for 22 to 29 and adds a point of defence, and its critical chance column is empty, which makes it the most predictable weapon in the valley: every hit it lands is worth roughly the same. That sounds dull and plays better than it sounds, because the floor of 22 is higher than most swords of its tier can promise and nothing about the blade is slow. The game says it once belonged to an honourable knight, and the stat line reads like one, steady and unexciting. It is a sword for farmers who would rather know what a swing does than hope for a lucky one.


Location


Floor 55 unlocks the shop entry, and the 4,000g is the real hurdle. A farm that has reached the fifties in the Mines is usually still some way from that kind of spare gold, so the blade tends to be bought in the second summer rather than the first.

The Guild keeps afternoon and evening hours and locks its door on festival days, so the purchase needs planning around whatever else the day holds.

A save created with remixed mine rewards can drop the Templar's Blade into the floor 80 chest instead, which is a windfall for a farm that would never have spent 4,000g on it.

Stats


The narrow damage band is the whole character of the weapon. Seven points separate the worst swing from the best, where a Claymore spreads twelve and an Iron Edge thirteen. Against the Skeletons and Ghosts of the fifties and sixties, that means a fixed number of swings per monster, every time, which is exactly what a farmer counting health potions wants to know.

No critical chance means no spikes. Crits elsewhere arrive at the common two percent and triple the hit, so other swords occasionally surprise their owner in both directions. The Templar's Blade never does. The Scout profession, which raises critical chance by half, and the Aquamarine Ring from the Guild both leave this sword exactly as it was.

A point of defence rounds off incoming hits, and swing speed is at the plain sword rate, so there is none of the dragging that comes with the heavy blades on the same shelf. The Claymore hits a little harder at the top end for half the price, but it loses four points of speed and gains a reputation for getting its owner hurt. The Bone Sword, stocked at floor 75 for 6,000g, trades damage back for four points of speed.

Knockback sits at the plain sword value, which keeps monsters within reach of the next swing.

Notes


Blocking suits this sword's temperament. The alternate attack holds a guard that absorbs a hit, scratches the attacker and knocks flying monsters away, and on a weapon with ordinary swing speed it slots between attacks without costing much.

The Forge is where the blade's one flat column can be filled in. Ruby raises damage by a tenth each time it is applied, which compounds nicely on a weapon that already has a high floor, and Emerald makes it faster still. Three forges are allowed in total, each one gem and a growing handful of Cinder Shards, so a farmer with Ginger Island open can build the blade into a perfectly serviceable late-game sword.

Enchanting is the other half of that. Crusader is the standout result for the deep floors, adding half again against Mummies, Skeletons, Ghosts and Void Spirits and stopping Mummies from rising after they fall. Vampiric returns health on kills, and Artful halves the wait between blocks. The result is random and paid for with a Prismatic Shard, so most farms enchant whatever weapon they intend to keep.

Selling it back returns 250g against a 4,000g purchase, so the blade stays in the bag or in a chest. Its most common fate is as the weapon that carries a farm from the Skeletons of the sixties to the first Prismatic Shard, which is a respectable career for a knight's old sword.

All Swords


Every entry in this group, with its key details.

Name Image Type Level Damage
Bone Sword Bone Sword Sword 5 20-30
Claymore Claymore Sword 5 20-32
Cutlass Cutlass Sword 3 9-17
Dark Sword Dark Sword Sword 9 30-45
Dragontooth Cutlass Dragontooth Cutlass Sword 13 75-90
Dwarf Sword Dwarf Sword Sword 13 65-75
Forest Sword Forest Sword Sword 3 8-18
Galaxy Sword Galaxy Sword Sword 13 60-80
Haley's Iron Haley's Iron Sword 6 30-45
Holy Blade Holy Blade Sword 7 20-27
Infinity Blade Infinity Blade Sword 17 80-100
Insect Head Insect Head Sword 6 20-30
Iron Edge Iron Edge Sword 3 12-25
Lava Katana Lava Katana Sword 10 55-64
Leah's Whittler Leah's Whittler Sword 6 30-45
Meowmere Meowmere Sword 4 20-20
Neptune's Glaive Neptune's Glaive Sword 5 18-35
Obsidian Edge Obsidian Edge Sword 6 30-45
Ossified Blade Ossified Blade Sword 6 26-42
Pirate's Sword Pirate's Sword Sword 2 8-14
Rapier Rapier Sword 4 15-25
Rusty Sword Rusty Sword Sword 1 2-5
Silver Saber Silver Saber Sword 2 8-15
Steel Falchion Steel Falchion Sword 8 28-46
Steel Smallsword Steel Smallsword Sword 1 4-8
Tempered Broadsword Tempered Broadsword Sword 7 29-44
Templar's Blade Templar's Blade Sword 5 22-29
Wooden Blade Wooden Blade Sword 1 3-7
Yeti Tooth Yeti Tooth Sword 7 26-42