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− | {{version015}}
| + | #REDIRECT[[Ranged Weapons]] |
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− | '''Ranged weapons''' include all [[weapon]]s capable of attacking any target within your [[line of sight]]. All of these require ammo to function, and most of them require you to wield a launcher. The ability to attack distant foes is very helpful, particularly for characters with fast [[movement]] speed (see [[kiting]]). However, ranged weapons are not without their drawbacks. Running out of ammo renders a ranged weapon nearly useless, and [[melee weapon]]s tend to have better overall stats.
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− | ==Weapon attributes==
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− | The following is a table of all melee weapons in ''Crawl''. Below is a short explanation of each field:
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− | {| class="wikitable"
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− | |-style="vertical-align: top;"
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− | !style="text-align: left;" | Name
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− | | The name of the item as it appears in Crawl.
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− | |-style="vertical-align: top;"
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− | !style="text-align: left;" | Damage
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− | | The base amount of damage the weapon does, before various bonuses and adjustments.
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− | |-style="vertical-align: top;"
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− | !style="text-align: left;" | Hit
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− | | To hit modifier for the weapon, before any other adjustments.
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− | |-style="vertical-align: top;"
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− | !style="text-align: left;" | [[Weapon Speed|Speed]]
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− | | This is actually the attack delay, which is multiplied by 10 to get the "percentages" you see in-game. (That is, attack delay 10 shows as 100%.) Every 2 levels of weapon skill lowers the delay by 1 unit. A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower. Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.
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− | |-style="vertical-align: top;"
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− | !style="text-align: left;" | Mass
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− | | How heavy a weapon is. Note that this is used for game calculations and is '''not''' the same as the weight as it appears in your inventory.
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− | |-style="vertical-align: top;"
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− | !style="text-align: left; white-space: nowrap;" | Str weight
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− | | A bigger [[strength weight|strength weighting]] is better for strong characters, while a low strength weighting is better for dexterous characters.
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− | |-style="vertical-align: top;"
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− | !style="text-align: left;" | Skill
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− | | Which skill is required to effectively use this weapon.
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− | |-style="vertical-align: top;"
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− | !style="text-align: left;" | [[Handedness|One-handed min. size]]
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− | | Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.
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− | |-style="vertical-align: top;"
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− | !style="text-align: left;" | [[Handedness|Two-handed min. size]]
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− | | Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].
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− | |-style="vertical-align: top;"
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− | !style="text-align: left; white-space: nowrap;" | Missile
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− | | The sort of ammo needed to use this weapon
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− | |-style="vertical-align: top;"
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− | !style="text-align: left; white-space: nowrap;" | Dam Type
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− | | What category of damage does the weapon deal?
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− | |-style="vertical-align: top;"
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− | !style="text-align: left;" | Prob
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− | | A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].
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− | |}
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− | ==Throwing==
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− | [[Throwing]] weapons can be further divided into two categories: thrown weapons and blowguns.
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− | Thrown weapons are unique among ranged weapons in that they do not require you to wield anything to use them; you simply hurl them without needing a free hand (Don't ask). This means you don't have to waste time in combat swapping weapons, saving turns and reducing frustration. However, thrown weapons also tend to be weaker than other ranged weapons, and their attack speed doesn't improve with skill.
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− | *[[Stone]]
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− | *[[Tomahawk]]
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− | *[[Javelin]]
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− | *[[Throwing net]]
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− | *[[Large rock]] ([[troll]]s and [[ogre]]s only)
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− | Blowguns are very unusual ranged weapons. In spite of the fact that they are affected by your Throwing skill, they require you to wield a blowgun and fire [[needle]]s at the enemy. These deal no damage, but inflict devastating [[status effect]]s.
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− | {| class="wikitable"
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− | ! Name || Dam || Hit || Speed || Mass || Str weight || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes
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− | |-style="vertical-align: top;"
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− | | [[Blowgun]] || 0 || +2 || 10 || 20 || 0% || Throwing || Little || Little || [[Needle]] || None || 0 || Deals no damage, but inflicts [[status effects]]
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− | |}
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− | ==Slings==
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− | [[Slings]] are ranged weapons which hurl [[sling bullet]]s (or [[stone]]s in a pinch) with great force. They are one-handed weapons for all but the [[spriggan|tiniest characters]] and require much less skill than most other weapons to reach min delay, but they are significantly less powerful than their slower, more cumbersome alternatives.
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− | {| class="wikitable"
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− | ! Name || Dam || Hit || Speed || Mass || Str weight || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes
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− | |-style="vertical-align: top;"
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− | | [[Hunting sling]] || 5 || +2 || 12 || 20 || 10% || Slings || Little || Little || [[Stone]] /<br/>[[Sling bullet]] || Non-melee || 10 ||
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− | |-style="vertical-align: top;"
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− | | [[Greatsling]] || 8 || -1 || 14 || 30 || 10% || Slings || Small || Little || [[Stone]] /<br/>[[Sling bullet]] || Non-melee || 10 ||
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− | |}
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− | ==Bows==
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− | [[Bows]] are a moderate player's choice of ranged weapon, firing [[arrow]]s at your opponents to deadly effect. They are universally more powerful than slings, and require only a reasonable skill investment to fire quickly. However, both kinds of bow require two hands to wield.
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− | {| class="wikitable"
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− | ! Name || Dam || Hit || Speed || Mass || Str weight || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes
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− | |-style="vertical-align: top;"
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− | | [[Shortbow]] || 9 || +2 || 13 || 90 || 20% || Bows || - || Little || [[Arrow]] || Non-melee || 10 ||
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− | |-style="vertical-align: top;"
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− | | [[Longbow]] || 15 || 0 || 17 || 120 || 30% || Bows || - || Medium || [[Arrow]] || Non-melee || 10 ||
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− | |}
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− | ==Crossbows==
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− | If you want a ranged weapon that tears into foes with the strength of a melee weapon, consider getting into [[crossbows]]. These contraptions are the largest, slowest ranged weapons available, but they launch their [[bolt]]s with unparalleled force. Unfortunately, they require the most skill of all ranged weapons to attack quickly, particularly in the case of the super-heavy [[triple crossbow]]. With the exception of the tiny [[hand crossbow]], crossbows are two-handed weapons and benefit much more from high [[strength]] than from [[dexterity]].
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− | {| class="wikitable"
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− | ! Name || Dam || Hit || Speed || Mass || Str weight || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes
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− | |-style="vertical-align: top;"
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− | | [[Hand crossbow]] || 12 || +5 || 15 || 50 || 50% || Crossbows || Little || Little || [[Bolt]] || Non-melee || 10 ||
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− | |-style="vertical-align: top;"
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− | | [[Arbalest]] || 18 || +2 || 19 || 150 || 80% || Crossbows || - || Little || [[Bolt]] || Non-melee || 10 ||
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− | |-style="vertical-align: top;"
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− | | [[Triple crossbow]] || 22 || 0 || 23 || 250 || 90% || Crossbows || - || Small || [[Bolt]] || Non-melee || 2 ||
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− | |}
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− | ==Brands==
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− | Ranged weapons and their associated ammunition are capable of carrying a wide variety of [[brand]]s which can greatly increase your lethality when used correctly:
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− | ===Ranged Weapon Brands===
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− | *[[Electrocution]] - Deals additional [[electricity]] damage
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− | *[[Evasion (brand)|Evasion]] - Increases [[EV]]
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− | *[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%
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− | *[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%
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− | *[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory
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− | *[[Speed (brand)|Speed]] - Attacks take 66.6% normal time
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− | *[[Venom]] - Poisons target
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− | *[[Vorpal]] - Increases damage by 0-40%
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− | ===Ammunition Brands===
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− | *[[Needle|Confusion]] - [[Confuse]]s target
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− | *[[Curare]] - [[Poison]]s, [[slow]]s, and [[asphyxiate]]s target
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− | *[[Dispersal]] - Forces target to [[blink]] randomly
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− | *[[Exploding]] - Hits target and all adjacent tiles with a small unavoidable explosion
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− | *[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%
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− | *[[Frenzy]] - [[Berserk]]s target and temporarily turns it hostile to everything
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− | *[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%
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− | *[[Needle|Paralysis]] - [[Paralyse]]s target
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− | *[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory
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− | *[[Poisoned]] - [[Poison]]s target
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− | *[[Returning]] - Ammo may return to the attacker, with chance based on player skill or monster [[HD]]
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− | *[[Silver]] - Deals massive damage to [[chaotic]] targets
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− | *[[Needle|Sleep]] - Puts target back to sleep
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− | *[[Neelde|Slowing]] - [[Slow]]s target
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− | *[[Steel]] - Increases damage by 30%, [[mulch]]es much less often
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− | If both your launcher and your ammo have brands, the brand of the missile usually overrides that of the launcher. Exceptions include the vorpal and speed brands, which stack with any ammo, and the fire/cold damage brands, which cancel out each other when paired together.
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− | ==See also==
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− | *[[Ranged Combat]]
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