Difference between revisions of "User:Hordes/Ranged Weapons"

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m (List of Ranged Weapons)
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==Brands==
 
==Brands==
Ranged Weapons have a differing set of [[brand]]s when compared to melee weapons:
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Ranged Weapons have a different set of [[brand]]s:
 
*[[Electrocution]] - Deals additional [[electricity]] damage
 
*[[Electrocution]] - Deals additional [[electricity]] damage
 
*[[Flaming]] - Adds up to an additional 50% [[fire]] damage
 
*[[Flaming]] - Adds up to an additional 50% [[fire]] damage
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*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time
 
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time
 
*[[Venom]] - Poisons target
 
*[[Venom]] - Poisons target
*[[Vorpal]] - Increases damage by 20%
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*[[Vorpal]] - Increases damage by up to 33.3%.
 
 
 
Ranged weapons may also gain [[pain (brand)|pain]] or [[holy wrath]] from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.
 
Ranged weapons may also gain [[pain (brand)|pain]] or [[holy wrath]] from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.
  

Revision as of 04:17, 27 June 2022

Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.

Ranged Weapons (launchers) are weapons that can fire missiles from a distance; slings, bows, and crossbows. The skill governs all three types of weapon. Being able to attack enemies from anywhere in line of sight is a large perk, especially for faster characters. However, not only are they weaker than their melee counterparts, but ranged weapons are subject to some unique quirks. All ranged weapons use dexterity instead of strength for damage calculations.

List of Ranged Weapons

Name Dam Hit Speed Hands Size Prob
Sling 7 0 14 One Little 10
Shortbow 9 +2 15 Two Little 10
Longbow 12 0 17 Two Medium 10
Hand crossbow 14 +3 18 One Little 10
Arbalest 17 +2 19 Two Little 10
Triple crossbow 23 -2 23 Two Small 2

Note that the three crossbows (hand crossbow, arbalest, triple crossbow) are unique in that they have a minimum delay of 1.0, instead of the standard 0.7.

Armor Penalty

Ranged weapons are uniquely slowed down by armour encumberance. The penalty, in aut, is as follows:

[(ENCUM)^2 / 2250] * [(450-10ARMOUR) / 5(STR + 3)]

Therefore, lower strength species without armour skill suffer more from heavier armor.

Brands

Ranged Weapons have a different set of brands:

Ranged weapons may also gain pain or holy wrath from Kikubaaqudgha's and The Shining One's capstone gifts.

Retired Weapons

Over the years, a few ranged weapons have been retired or reworked into new forms:

See also

History

  • In 0.29, ranged weapons were reworked. Prior to this:
  • In 0.27, monsters with ranged attacks got unlimited ammunition (except nets). Throwing ammo was reduced as a result.
  • In 0.24, throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified.
  • Prior to 0.18, each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity. Additionally, more types of ammunition could have brands of their own.
  • Prior to 0.15, ranged combat was significantly more complicated; among other differences, min delay was heavily influenced by your stats. Additionally, 0.15 introduced greatslings (later called fustibali), hand crossbows, and triple crossbows, and removed the old version of darts.
  • Prior to 0.14, daggers, spears, hand axes, and clubs could be thrown.
  • Prior to 0.11, ammunition could have its own enchantment bonuses.
  • Prior to 0.6, darts could be fired from an early version of hand crossbows instead of being thrown by hand.