Difference between revisions of "Brand"
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A '''brand''' is a special enhancement that [[weapon]]s can have, granting them additional effects. Usually, these effects amount to increasing the damage they deal, but other effects do exist. | A '''brand''' is a special enhancement that [[weapon]]s can have, granting them additional effects. Usually, these effects amount to increasing the damage they deal, but other effects do exist. | ||
− | These are separate from [[scroll of enchant weapon|enchantment]] levels (the -X or +X before a weapon's name), and much harder to modify. While you can increase a weapon's enchantment level by reading a [[scroll of enchant weapon]], you can | + | These are separate from [[scroll of enchant weapon|enchantment]] levels (the -X or +X before a weapon's name), and much harder to modify. While you can increase a weapon's enchantment level by reading a [[scroll of enchant weapon]], you can add or modify a weapon's brand through the following methods: |
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one. | *Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one. | ||
*Casting [[Excruciating Wounds]] will temporarily give your currently wielded non-artefact weapon the [[pain (brand)|pain]] brand. | *Casting [[Excruciating Wounds]] will temporarily give your currently wielded non-artefact weapon the [[pain (brand)|pain]] brand. | ||
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Under no circumstances can a normal weapon have more than one brand. All [[randart]]s are guaranteed to have a brand, as do almost all [[unrandart]]s; some unrandarts, such as [[Maxwell's Thermic Engine]] or the [[storm bow]], even have multiple brands. Brands are always identified as soon as you, or an enemy in your line of sight, wields a weapon. | Under no circumstances can a normal weapon have more than one brand. All [[randart]]s are guaranteed to have a brand, as do almost all [[unrandart]]s; some unrandarts, such as [[Maxwell's Thermic Engine]] or the [[storm bow]], even have multiple brands. Brands are always identified as soon as you, or an enemy in your line of sight, wields a weapon. | ||
− | Brands are one of the biggest differences between [[ | + | Brands are one of the biggest differences between [[Unarmed Combat]] and weapontry: in most circumstances, an unarmed fighter cannot benefit from brands (though certain [[transformation]]s may have them). |
==List of Brands== | ==List of Brands== | ||
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| [[Reaping]] || Raises creatures slain with it as allied [[zombie]]s if they produce a [[corpse]]. Found only on the unrandart [[Sword of Zonguldrok]]. | | [[Reaping]] || Raises creatures slain with it as allied [[zombie]]s if they produce a [[corpse]]. Found only on the unrandart [[Sword of Zonguldrok]]. | ||
|- | |- | ||
− | | [[Speed (brand)|Speed]] || Reduces weapon attack delay by 50%. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts. | + | | [[Silver]] || Adds an average of 16.67% extra untyped damage per attack, and more to [[:Category:Silver vulnerability|monsters weak to silver]]. Found only on the unrand [[Lajatang of Order]]. |
+ | |- | ||
+ | | [[Speed (brand)|Speed]] || Reduces weapon attack delay by up to 50%. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts. | ||
|- | |- | ||
| [[Vampiricism]] || When attacking enemies that bleed, heals the player for a portion of the inflicted damage on 60% of attacks. | | [[Vampiricism]] || When attacking enemies that bleed, heals the player for a portion of the inflicted damage on 60% of attacks. | ||
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Some brands are more desirable on certain melee weapons than others. For example, brands such as [[flaming]] or [[freezing]] add a percentage damage bonus dependent on the weapon's base damage. Others add a special effect that triggers on a successful attack, such as [[distortion]], [[electrocution]], or [[pain]]. As such, a flaming [[executioner's axe]] is generally superior to a flaming [[dagger]] because of its high base damage, while electrocution triggers far more often on a [[quick blade]] than a [[bardiche]] because of its low base delay. Choose weapon brands accordingly. | Some brands are more desirable on certain melee weapons than others. For example, brands such as [[flaming]] or [[freezing]] add a percentage damage bonus dependent on the weapon's base damage. Others add a special effect that triggers on a successful attack, such as [[distortion]], [[electrocution]], or [[pain]]. As such, a flaming [[executioner's axe]] is generally superior to a flaming [[dagger]] because of its high base damage, while electrocution triggers far more often on a [[quick blade]] than a [[bardiche]] because of its low base delay. Choose weapon brands accordingly. | ||
− | All added brand damage is calculated after AC reduction and | + | All added brand damage is calculated after AC reduction, and are not further reduced by AC. |
===Launchers=== | ===Launchers=== |
Revision as of 19:35, 11 July 2021
Armour brands are also called egos. See the ego page for armour brands.
A brand is a special enhancement that weapons can have, granting them additional effects. Usually, these effects amount to increasing the damage they deal, but other effects do exist.
These are separate from enchantment levels (the -X or +X before a weapon's name), and much harder to modify. While you can increase a weapon's enchantment level by reading a scroll of enchant weapon, you can add or modify a weapon's brand through the following methods:
- Reading a scroll of brand weapon will give a weapon a randomly selected brand, replacing any existing brand if there is one.
- Casting Excruciating Wounds will temporarily give your currently wielded non-artefact weapon the pain brand.
- Worshipers of the Shining One, Kikubaaqudgha, and Lugonu can have one weapon "blessed" per game, which will apply the holy wrath, pain, or distortion brands, respectively.
- Worshipers of Xom may randomly "receive" chaos-branded weapons. However, they usually arrive in the hands of enemies in your line of sight.
Under no circumstances can a normal weapon have more than one brand. All randarts are guaranteed to have a brand, as do almost all unrandarts; some unrandarts, such as Maxwell's Thermic Engine or the storm bow, even have multiple brands. Brands are always identified as soon as you, or an enemy in your line of sight, wields a weapon.
Brands are one of the biggest differences between Unarmed Combat and weapontry: in most circumstances, an unarmed fighter cannot benefit from brands (though certain transformations may have them).
List of Brands
Melee Weapons
Brand | Description |
---|---|
Antimagic | Trog's special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded. |
Chaos | Xom's special brand; can inflict different effects with each attack. |
Disruption | Adds an average of 67% extra damage to undead. Found only on the unrandart great mace Undeadhunter. |
Distortion | Lugonu's special brand. Can have multiple damaging and Translocations-related effects upon a successful hit, including Banishment to the Abyss. |
Dragon slaying | Inflicts 75% more damage to dragons and dragon-like monsters. Found only on the unrandart lance Wyrmbane. |
Draining | Adds an average of 25% extra negative energy damage per attack, as well as draining the monster if susceptible. |
Electrocution | Inflicts 8-20 additional electricity damage on 33% of successful attacks (independent of the damage dealt). |
Flaming | Adds an average of 25% extra fire damage per attack. Prevents hydras from regrowing heads. |
Freezing | Adds an average of 25% extra cold damage per attack. Can temporarily slow cold-blooded monsters. |
Holy wrath | The Shining One's special brand. Inflicts an average of 75% extra damage to demonic and undead monsters. |
Pain | Kikubaaqudgha's special brand. Inflicts additional negative energy damage based on the player's Necromancy skill. |
Protection | Gives the wielder +7 AC for a short period after hitting with the weapon. |
Reaping | Raises creatures slain with it as allied zombies if they produce a corpse. Found only on the unrandart Sword of Zonguldrok. |
Silver | Adds an average of 16.67% extra untyped damage per attack, and more to monsters weak to silver. Found only on the unrand Lajatang of Order. |
Speed | Reduces weapon attack delay by up to 50%. Found only on short blades, staves, and some artefacts. |
Vampiricism | When attacking enemies that bleed, heals the player for a portion of the inflicted damage on 60% of attacks. |
Venom | Poisons monsters on attack, dealing extra damage over time. |
Vorpal | Adds an average of 16.67% extra untyped damage per attack. |
Some brands are more desirable on certain melee weapons than others. For example, brands such as flaming or freezing add a percentage damage bonus dependent on the weapon's base damage. Others add a special effect that triggers on a successful attack, such as distortion, electrocution, or pain. As such, a flaming executioner's axe is generally superior to a flaming dagger because of its high base damage, while electrocution triggers far more often on a quick blade than a bardiche because of its low base delay. Choose weapon brands accordingly.
All added brand damage is calculated after AC reduction, and are not further reduced by AC.
Launchers
Brand | Description |
---|---|
Chaos | Applies different effects with each attack. Only available through scrolls of brand weapon. |
Electrocution | Inflicts 8-20 additional electricity damage on 33% of successful attacks. Only available through scrolls of brand weapon, on artefact crossbows, and the storm bow. |
Flaming | Adds an average of 25% extra fire damage per attack. |
Freezing | Adds an average of 25% extra cold damage per attack. |
Holy wrath | Adds an average of 75% extra damage to demons and the undead. Only available with the Shining One's blessing. |
Penetration | Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the storm bow. |
Speed | Reduces attack delay by 50%. Only available on artefacts. |
Venom | Poisons targets, dealing extra damage over time. |
Vorpal | Adds an average 16.67% extra untyped damage per attack. |
Ranged weapon brands are similar to melee weapon brands, but lack some of the rare special cases. Note that even though the Shining One's blessing can be applied to ranged weapons, the same is not true of Kikubaaqudgha or Lugonu's abilities.
Thrown Weapons
Brand | Description |
---|---|
Dispersal | Blinks the target when struck. Only appears on boomerangs. |
Silver | Adds 30% extra damage to most monsters and roughly 75% more to monsters weak to silver. |
Only boomerangs and javelins can have brands; stones and large rocks are all unbranded. (Exception: one of the Dungeon Sprint maps offers a large rock of returning. Naturally, it's being used against you.).
Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the returning property, while javelins have the penetration property.
Darts
Brand | Description |
---|---|
Poisoned | Inflicts poison, dealing damage over time. |
Curare | Poisons, deals asphyxiation damage, and slows. |
Atropa | Inflicts blindness and may confuse. |
Datura | Inflicts frenzy. |
Darts are a specialized form of thrown weapon that are designed to inflict status effects rather than deal damage. The effectiveness of darts is based on both your Throwing and Stealth skills, and is resisted by monster hit dice.
- The chance of success is:
100 - 100 * (HD - 2) / (4 + pow)
, wherepow = (Throwing + Stealth) * 2 / 3
- There is an additional 3% chance of affecting any monster with 14 or lower HD
- No darts can affect monsters that are undead, nonliving, or resistant to poison
Some statistics: with no skill you’re still at 100% to succeed on monsters with HD1 or HD2 (gnoll, most D:1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With a combined skill of 6 as a starting Brigand, you’re up to 62.5% on an ogre, or 50% on a yak.
History
- Prior to 0.24, throwing weapons could generate with the exploding and steel brands. Additionally, tomahawks were reworked into boomerangs (which innately have the returning property), all javelins were given the penetration property, blowguns were removed and needles were reworked into the new version of darts, removing the confusion, frenzy, and paralysis, and sleep brands.
- Prior to 0.18, ranged weapon ammo could have brands, but they would be overridden by launcher brands other than Vorpal, Speed, or Penetration.
- Prior to 0.16, drawing a Blade card would apply one of several temporary brands to your weapon.
- Prior to 0.14, there was a reaching brand for whips and demon whips, allowing them to make reaching attacks.
- Prior to 0.10, polearms needed the reaching brand to make reaching attacks.
- All needle types except "poisoned" were introduced in version 0.6.
Brands | |
---|---|
Melee weapons | Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom Disruption • Dragon slaying • Reaping • Silver |
Launchers | Antimagic • Draining • Electrocution • Flaming • Freezing • Heavy • Penetration • Speed |
Throwing weapons | Atropa • Curare • Datura • Dispersal • Poisoned • Silver |