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It's time for the second part, and we're still in the generic core stuff with the tier two locations - Leather Worker and Weapon  Crafter!

Leather Worker

Leather Boots:

These boots appear in not one, not two, but three armor sets (Leather, Vagabond and Dancer armor) and this makes them one of the most widespread pieces of armor in the game.  The main reasons why this item is so good are the green affinities, it combines well with a huge number of items to activate Monster Grease and also the move one space ability is very potent, allowing you to attack at reach 2 and then step in close, or hit monsters and move away, the flexibility this has (if you remember to use it) is very potent.

Round Leather Shield:

I don't think this one is a surprise to anyone. The combination of the cheap cost (1 leather, 1 hide, 1 organ), up green affinity and Block 1 means that this is part of one of the strongest early to mid game defensive loadouts in the game (Leather Armor + Monster Grease + Round Leather Shield).  However this item remains viable for almost the entire campaign when you get Shield Mastery in the settlement because the shield specialisation ability is so strong.

Block is pretty much an essential tool for any tank or bruiser in this game, and the Round Leather Shield is one of the first places you can get it.

Hunter Whip:

Just like the Rawhide Whip from last time.  The Hunter Whip provides protection from a lot of nasty hunt events.  This time however, instead of getting the provoke ability you get a Perfect Hit ability to remove moods.  This is quite useful if you have the right set up (Timeless Eye, additional strength), as it is something that removes moods without having the high risk noisy keyword.  While one often overlooks Whips because there are better choices out there, the Hunter Whip is just a few steps short of greatness.

Weapon Crafter

Skullcap Hammer:

Statistically this weapon is pretty poor. It shares stats with the Lion Beast Katar, but it lacks deadly and paired.  However, it does have a couple of extraordinary things in its arsenal which makes it something that, on the right survivor, will dominate monsters. 

First of all, it has a down green affinity, which means that it combines nicely with the Leather Shield + Leather Armor to give +2 evasion from Monster Grease.  

Secondly its perfect hit ability is very powerful, many monsters only attack with 2 speed, and halving that is a massive defensive buff.  

However, you need to score Perfect Hits with this weapon, and it is also very inaccurate and weak.  So the ideal way to make use of this is in a settlement that has Timeless Eye on Sculpture, and also has ways of giving survivors more Accuracy (+1 is sufficient) and more Strength (+2 or +3 is a good start).  If you have this, then you have a defensive club that will work well for the mid game and become powerful again in the end game when you have Lantern Armor.

Whistling Mace:

The drawbacks of the Whistling Mace are very similar to the Skullcap Hammer, but with the additional issue that this weapon can also hit yourself.  All of the things which hold back the Skullcap also apply here, but in addition you have a chance of hitting yourself. 

This drawback of the Whistling Mace can be negated with the Rainbow Belt

The main use for the Whistling Mace is against The Hand. You can hit The Hand with a mace to the face and speed up getting to applause.  Even without that specific use, the Whistling Mace provides a huge amount of AI control and that is something which is often hard to get without relying on Rawhide.  Additionally, as the mace is also a club, it can remain relevant in the late game by wearing lantern armor.

Next time we're going to look at the early game monsters!

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