PLAY ADA'S TRAIL Ada's Trail

HIGH NOON

HIGH NOON
DAMAGE96–118
DPS123.0
SPEED0.90
RANGE340
REQUIRES LEVEL 23

HIGH NOON is a magic weapon, wielded from level 23. INTELLECT is the stat that scales it.

The requirement cuts both ways: nothing below level 23 ever drops one, and a hero below it banks the find rather than wearing it.

It is a pool base, so it climbs: the same shape returns later in the campaign as SOLAR NOON and MIDNIGHT SUN, at requirements the endgame can actually meet.

The control center's sun-gun: a captured noon, released one blinding bolt at a time. TRUST ME BRO runs the park's daylight on a schedule, and this is where the schedule is kept.

What it does

  • PRICED FORAbout 1 target a swing. That is what the damage budget assumes it reaches, which is why a wide weapon carries a smaller blow than a narrow one of the same level.
  • CRIT WEIGHTA critical hit lands for 1.6× — a flat trait of the magic class, the same on every weapon in it. Your build earns the crit CHANCE; the class fixes what a crit is worth.
  • PRECISEIts blows land within ±10% of the average — a metronome next to the usual spread.
  • SALVAGEPrecious material — the merchant pays four times what an ordinary piece of its worth fetches.

A dropped copy carries 200 swings of wear. At zero it does not shatter — it falls into the bag unusable until a repair kit mends it, and the hero draws the best thing left.

A fresh find in the hands of a hero who has spent no stat points — the piece itself, with nothing of the wielder in it. Your own STRENGTH, DEXTERITY or INTELLECT lifts these from there, as does an item level found deeper than the requirement.

Make quality

Every plain drop of this base rolls a make quality on top of the numbers above — the craftsmanship of that particular copy, stamped at the moment it drops and frozen for life. It scales the damage and the wear budget together, and it leads the name: a BROKEN HIGH NOON and a PERFECT HIGH NOON are the same base item and not the same find.

The bands overlap on purpose, so a good CRUDE can out-swing a poor NORMAL while a PERFECT always clears a NORMAL. Which one you get depends on the level of whatever dropped it: the two odds columns below are a level-1 killer and a level-60 one, and everything between is interpolated. Craftsmanship and magic are exclusive — a magic-or-better find is always normal make.

MAKEDAMAGESCALEODDS AT MLVL 1ODDS AT MLVL 60
BROKEN62–880.58–0.82×20%0%
CRUDE78–1040.73–0.97×25%6%
NORMAL96–1180.90–1.10×52%54%
SUPERIOR110–1361.03–1.27×3%28%
PERFECT124–1541.16–1.44×0%12%

What it becomes

The same shape comes back twice more, further down the campaign: an EXCEPTIONAL version and an ELITE one, generated from this base rather than authored beside it. They keep its look, its cadence, its reach and its arc; what changes is the level they ask for and the numbers priced onto the curve at it. A venue that pays this base pays its whole ladder, so a first-map find keeps dropping — as something else — into the endgame.

GRADEREQUIRESDAMAGEDPSREACHES
HIGH NOON (normal)2396–118123.01
SOLAR NOON52181–221231.11
MIDNIGHT SUN100324–396413.91

The per-hit blow barely moves up the ladder, and that is the point: a longer-reaching weapon in a bigger build sweeps a wider slice of the crowd, so the same damage budget buys more total output at a similar figure per target. Read the REACHES column beside the DPS one.

HIGH NOON, a base item weapon in Ada's Trail, shown on the map of BOOT HILL where it drops
HIGH NOON — where it drops, in BOOT HILL.

Where it comes from

Every one of those pools carries SOLAR NOON and MIDNIGHT SUN along with it — the game expands a pool entry into its whole grade family at roll time — so the same venues keep paying this shape out at requirements 100 deep.