Vestibule Violator
Posts: 1653
Joined: Tuesday, 30th July 2013, 11:29
CK starting weapons.
CK start with really good armour and used to start with a pretty good weapon because they're probably going to need it, as they worship Xom from turn 1. Xom does a lot of things, sometimes awful and sometimes great but other than manipulating tension you can't really influence it, that's where it differs from chaos weapons.
Chaos is very good brand, but it's a very good brand when you have the tools to deal with the potentially awful effects. In D: 1 you do not possess any of those tools so the only sensible thing to do is to replace the starting weapon as soon as possible by something not very awful.
This leads to some other problems such as long blade chaos knights being really suicidal since you may be stuck with a chaos falchion for easily five or six dungeon levels and even more superiority of M&F since maces are everywhere and you have pretty good chances of being able to replace your chaos mace by an unbranded on in D: 1, which means a whole lot less of berserking worms, gnolls and orcs.
Perhaps I am missing something here, but I don't think this was a good change. Weapons are tools CK use to deal with the already interesting god they worship and replacing them by things that may in fact be worse than zero UC fists does not seem reasonable.