Wind Spire
| Wind Spire | |
|---|---|
| Type | Weapon |
| Type | Dagger |
| Level | 1 |
| Damage | 1-5 |
| Crit Chance | 2% |
| Stats | Crit. Power (+10); Weight (+5) |
| Location | The Mines (Floors 20-39) |
The Wind Spire is the little dagger that throws monsters across the room. Breaking boxes and barrels on the Mines floors in the twenties and thirties turns one up, and so do the monsters there. Its damage of 1 to 5 is close to nothing, but it carries five points of weight, which is an enormous amount of knockback on a blade this light, and ten points of critical power on top. Daggers normally leave whatever they stab standing exactly where it was, so a dagger that shoves is a different weapon altogether. The game calls it a swift little blade, and the speed is real: it stabs several times a second, pushing the target back with every hit.
Location
Boxes and barrels on floors 20 to 39 are the standard route, and the monsters of those floors drop it as a special find. Those floors are slimes and rock creatures, so the hunt is safe for a farm with any weapon at all, and the Mines refill their containers every day.
A save created with remixed mine rewards can place the spire in the floor 10 chest, which is as early as a dagger of any kind arrives.
Marlon's shelf covers the early daggers with the Iron Dirk and the Elf Blade, both of which hit about as hard and both of which cost gold, so the spire is the free alternative for a farm saving towards something better.
Stats
The damage is the part to forgive. One to five means four or five stabs for a Green Slime and rather more for a Rockman, and nothing about the spire will carry a farm into the deep Mines.
Weight is where it becomes interesting. Knockback distance follows that stat, and five points on a dagger produce a shove closer to what a club manages. The practical result is a hit-and-run pattern: stab, watch the monster slide backwards, step in and stab again. Slimes and bugs spend the whole fight travelling away from the farmer, which is why the spire takes so little damage in return despite being so weak.
Ten points of critical power sharpen the rare lucky stab. The critical chance stays at the common two percent, so crits are not the plan, but when one lands it hurts more than the damage band suggests.
The alternate attack is the dagger flurry: holding it locks a monster in place for four quick stabs. On a weapon with this much knockback the two effects pull against each other, and the flurry is the better choice when something needs to die rather than be moved.
Notes
Its knockback makes it a surprisingly good teaching weapon. A new farmer learns the dagger's reach, which is only the square directly in front, without being punished for standing too close, because almost everything the spire touches is pushed out of reach.
The Amethyst Ring sold at the Adventurer's Guild adds a further tenth to knockback, and Amethyst is also the gem the Forge uses for the same stat. A spire forged three times with Amethyst is a novelty rather than a strategy, but it is a very funny one, flinging Dust Sprites the length of a corridor.
The Acrobat profession at Combat level 10 halves the cooldown on special moves, which makes the four-stab flurry almost continuous. A farmer who enjoys that pace has already worked out that daggers are their style, and the sensible next step is the Crystal Dagger from the floor 60 chest, then the Wicked Kris.
It sells for 50g, so retiring it is a gesture rather than a payday. The spire's real end comes around floor 40, where Dust Sprites arrive in groups and a weapon landing five damage a stab can no longer keep up.
All Daggers
Every entry in this group, with its key details.
| Name | Image | Type | Level | Damage |
|---|---|---|---|---|
| Abby's Planchette | Dagger | 8 | 24-30 | |
| Broken Trident | Dagger | 5 | 15-26 | |
| Burglar's Shank | Dagger | 4 | 7-12 | |
| Carving Knife | Dagger | 1 | 1-3 | |
| Crystal Dagger | Dagger | 4 | 4-10 | |
| Dragontooth Shiv | Dagger | 12 | 40-50 | |
| Dwarf Dagger | Dagger | 11 | 32-38 | |
| Elf Blade | Dagger | 2 | 3-5 | |
| Elliott's Pencil | Dagger | 8 | 24-30 | |
| Galaxy Dagger | Dagger | 8 | 30-40 | |
| Infinity Dagger | Dagger | 16 | 50-70 | |
| Iridium Needle | Dagger | 12 | 20-35 | |
| Iron Dirk | Dagger | 1 | 2-4 | |
| Shadow Dagger | Dagger | 4 | 10-20 | |
| Wicked Kris | Dagger | 8 | 24-30 | |
| Wind Spire | Dagger | 1 | 1-5 |