Weapon System Upgrades

* Trying something out here: Axe is now Agility-based for damage
purposes, serving as the lower alternative to Scimitar, and
Agility-based weapons now do 2 more base damage.

This means a character with 65 Might, 50 Agil, & 50 Aim will do:
16-23 with a Scimitar (agility)
15-22 with an Axe (agility)
14-19 with a Spirit Hammer (might)
12-18 with a Hammer (might)
11-17 with a Mystic Sword (aim)

Slashing / Agility weapons are therefore clearly the best weapons for
sheer damage, but, of course, require high Agility investment. Fencing
weapons remain superior in range, and bludgeoning weapons remain
superior for spellpower purposes.

* Punching should be significantly stronger, and get bonus damage from
your Might stat. At 65 Might and 99%/99%, a character can punch for 9-15
base damage.

* Stat-based bonus damage is now reduced if you are not proficient in
the mastery skill. For example, if you would get +40% base damage, but
you only have 50% mace wielding, you will only get +20% base damage. At
99%, all values are the same as before. This only smooths out the
building curve and prevents characters without skill in the weapon from
doing very high damage amounts. Previously, pure mages were picking up
Scimitars and dealing 25+ damage hits due to having high Might and lots
of buffs. That should no longer be the case.