Difference between revisions of "Ranged Weapons"
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Therefore, lower [[strength]] species without [[Armour (skill)|armour skill]] suffer more from heavier armour. | Therefore, lower [[strength]] species without [[Armour (skill)|armour skill]] suffer more from heavier armour. | ||
− | For example: a character wearing [[plate armour]] with 20 [[strength]] and 10 [[Armour skill]] will attack 0.43 decaAut slower. | + | For example: a character wearing [[plate armour]] with 20 [[strength]] and 10 [[Armour skill]] will attack 0.43 decaAut slower. This is rounded to [[aut]] in a weighted fashion, then added to [[attack delay]]. |
==Strategy== | ==Strategy== |
Revision as of 22:33, 3 July 2023
Ranged Weapons is a skill that governs launchers, weapons which fire missiles from a distance. This includes slings, bows, and crossbows. Being able to attack enemies from any unobstructed tile 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 suffer penalties when wearing heavy body armour. Note that while monsters need the Don't Melee flag in order to use ranged weapons in melee, players may do so without an explicit penalty.
All ranged weapons use dexterity instead of strength for damage calculations. See Ranged Combat for a list of commands.
Contents
Aptitudes
At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gh | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Sp | Te | Tr | Vp | VS |
-3 | 0 | -1 | 3 | -1 | -1 | -2 | -1 | N/A | 0 | 0 | -1 | 8 | 0 | 3 | -2 | 1 | -2 | -2 | -1 | 0 | -3 | 0 | 1 | -4 | -2 | -1 |
List of Ranged Weapons
Name | Dam | Hit | Delay | Minimum delay | Hands | Size | Prob |
---|---|---|---|---|---|---|---|
Sling | 7 | 0 | 14 | 7 (14 skill) | One | Little | 10 |
Shortbow | 9 | +2 | 15 | 7 (16 skill) | Two | Little | 10 |
Longbow | 13 | 0 | 16 | 7 (18 skill) | Two | Medium | 10 |
Arbalest | 16 | -2 | 19 | 10 (18 skill) | Two | Little | 10 |
Hand crossbow | 15 | +3 | 19 | 10 (18 skill) | One | Little | 10 |
Triple crossbow | 23 | -2 | 23 | 10 (26 skill) | Two | Small | 2 |
Brands
Main article: Brand#Launchers
Ranged weapons have a separate set of brands from melee weapons, though most are similar to their melee counterpart.
Ranged weapons can get pain or holy wrath (but not distortion) from Kikubaaqudgha's and The Shining One's capstone gifts. These brands cannot be obtained by other means.
Armour Penalty
Ranged weapons are uniquely penalized by armor encumberance. The more encumbered you are, the slower you attack. The penalty, in decaAut, is as follows:
Therefore, lower strength species without armour skill suffer more from heavier armour.
For example: a character wearing plate armour with 20 strength and 10 Armour skill will attack 0.43 decaAut slower. This is rounded to aut in a weighted fashion, then added to attack delay.
Strategy
Ranged weapons come with some large sacrifices: less damage, a lack of auxiliary attacks, and a hefty armour penalty. In addition, most common launchers are two-handed, meaning many rangers won't have access to a shield. Therefore, rangers will favor Dodging as a defensive skill.
Due to the lighter armour and (usual) lack of shield, rangers are squishy. A ranged character will play closer to a "caster" than a "melee brute". Many characters can hybridize into spell magic, due to the light armour.
Spriggans and Tengu are fast and can continuously kite enemies, though the former can't use the larger ranged weapons. Formicids can wield two-handed weapons with a shield. Most other species have average to negative aptitudes, though Deep Elves, Kobolds, and Minotaurs are skilled with them.
See also
History
- In 0.29, ranged weapons were reworked. Prior to this:
- Ranged weapons were split into Slings, Bows, and Crossbows, with their seperate skills. Slings crosstrained with Throwing.
- Launchers required ammo to use (stones/sling bullets, arrows, bolts, respectively). Okawaru gifted ammo, and enemies using launchers would have plentiful amounts of it.
- Weapon stats as a whole were drastically different. They scaled off strength instead of DEX, and attack speed was not encumbered by armour.
- Fustibali existed as an upgrade to slings, slings were named hunting slings, and Throwing weapons were informally considered ranged weapons (as they were more similar; Throwing went mostly unchanged).
- 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.
Retired Weapons
Over the years, a few ranged weapons have been retired or reworked into new forms:
- Fustibalus - removed with the removal of the Slings skill in 0.29
- Blowgun/Needle - effect was moved on to the throwable dart in 0.24
- Bow - Split into shortbow/longbow in 0.15.
- Crossbow - Split into hand crossbow/arbalest in 0.15.
Returning Weapons
- Darts - removed in 0.15, re-added in 0.24.
- Sling - split into hunting sling and greatsling (fustibalus) in 0.15, merged back in 0.29.
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |