Difference between revisions of "Throwing"
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==Useful Info== | ==Useful Info== | ||
Throwing weapons benefit more from [[skill]] than other weapons. Like [[Unarmed Combat]], throwing weapons deal <code>(weapon base damage) + (Throwing skill)</code> base damage due to skill (as opposed to the usual +2% bonus for regular weapon skills). For example, 10 Throwing would double the base damage of a [[javelin]] (10+10), but the equivalent skill would only increase other weapons by 20%. Note that [[stone]]s get half the usual bonus. | Throwing weapons benefit more from [[skill]] than other weapons. Like [[Unarmed Combat]], throwing weapons deal <code>(weapon base damage) + (Throwing skill)</code> base damage due to skill (as opposed to the usual +2% bonus for regular weapon skills). For example, 10 Throwing would double the base damage of a [[javelin]] (10+10), but the equivalent skill would only increase other weapons by 20%. Note that [[stone]]s get half the usual bonus. | ||
+ | |||
+ | Throwing weapons are of limited quantity. All throwables have a chance to [[mulch]] - i.e., be destroyed - when thrown. When this happens, boomerangs, javelins, and large rocks will deal +33% damage. Javelins that mulch will not pierce | ||
Unlike proper [[Ranged Weapons]], Throwing is ''not'' affected by [[armour encumbrance]]. | Unlike proper [[Ranged Weapons]], Throwing is ''not'' affected by [[armour encumbrance]]. | ||
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==History== | ==History== | ||
− | * | + | *Prior to [[0.30]], there was no +33% damage bonus for mulching. |
*Prior to [[0.29]], Throwing [[crosstrain]]ed with [[Slings (skill)]]. Also, [[Hunter]]s and [[Arcane Marksmen]] could start with throwables. | *Prior to [[0.29]], Throwing [[crosstrain]]ed with [[Slings (skill)]]. Also, [[Hunter]]s and [[Arcane Marksmen]] could start with throwables. | ||
− | * | + | *Prior to [[0.28]], monsters carried significantly more throwing weapons, and throwing weapons were slightly more likely to generate on the floor. |
− | * | + | *Prior to [[0.27]], monsters consumed throwing ammunition. You could pick up throwing weapons that monsters used, and monsters could mulch them. |
− | * | + | *Prior to [[0.24]], there were more [[brand]]s for throwing ammunition. Javelins did not penetrate enemies without the [[penetration]] brand. |
− | * | + | *Prior to [[0.18]], throwing speed worked differently: it had a mindelay of 0.5 aut, but skill had a smaller impact. |
− | * | + | *Prior to [[0.17]], throwing speed was penalized by [[armour encumbrance]]. |
− | * | + | *Prior to [[0.15]], ranged & throwing combat was significantly different. In general, Throwing was less viable. |
− | * | + | *Prior to [[0.8]], [[Evaporate]] used the Throwing skill. |
− | * | + | |
− | * | + | '''Added Weapons''' |
+ | *[[0.24]] - [[Boomerang]]s, [[dart]]s | ||
+ | *[[0.14]] - [[Tomahawk]] | ||
+ | *[[0.3]] - Javelins, throwing nets | ||
+ | |||
+ | '''Removed weapons''' | ||
+ | *[[0.24]] - [[Blowgun]]s & [[needle]]s, [[tomahawk]]s | ||
+ | *[[0.15]] - [[Dart]]s | ||
+ | *[[0.14]] - [[Spear]]s, [[dagger]]s, [[club]]s, [[hand axe]]s (which can no longer be thrown) | ||
{{Skills}} | {{Skills}} | ||
[[category:Throwing]] | [[category:Throwing]] | ||
[[Category:Weapon skills]] | [[Category:Weapon skills]] |
Revision as of 22:50, 8 March 2024
The Throwing skill denotes how accurate and powerful your character is with thrown weapons.
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 |
-1 | 0 | -1 | 0 | -1 | -1 | -2 | -1 | N/A | 0 | -1 | -1 | 8 | 0 | 1 | 0 | 0 | -2 | -2 | -1 | 0 | 0 | 0 | 0 | -1 | -2 | -1 |
Useful Info
Throwing weapons benefit more from skill than other weapons. Like Unarmed Combat, throwing weapons deal (weapon base damage) + (Throwing skill)
base damage due to skill (as opposed to the usual +2% bonus for regular weapon skills). For example, 10 Throwing would double the base damage of a javelin (10+10), but the equivalent skill would only increase other weapons by 20%. Note that stones get half the usual bonus.
Throwing weapons are of limited quantity. All throwables have a chance to mulch - i.e., be destroyed - when thrown. When this happens, boomerangs, javelins, and large rocks will deal +33% damage. Javelins that mulch will not pierce
Unlike proper Ranged Weapons, Throwing is not affected by armour encumbrance.
Weapons
The following weapons use the Throwing skill:
Anything not listed above can still be thrown, but it is usually useless to do so, as it will do no damage.
Strategy
Throwing is closer to Evocations than a traditional weapon skill. Since ammunition is so limited, you cannot use Throwing weapons for every fight. However, it can be a very powerful support tool.
Javelins are a key part of any Throwing specialist's arsenal. Javelins penetrate through enemies: they can hit enemies in the backlines, and/or hit multiple enemies at 100% damage. At high skill, javelins can deal massive damage to multiple enemies at once, at full LOS range.
Throwing implements are more common in Shoals than Swamp. If the former branch is in your game, you may want to focus a little more on Throwing.
Tips & Tricks
- Even at 0 skill, throwing something is better than waiting for an enemy to approach. If available, you can throw stones, boomerangs, or poisoned darts at distant targets.
- Javelins can get the silver brand, which is highly effective against chaotic enemies (including malmutaters, the Royal Jelly, and orbs of fire).
- Large species (Trolls and Oni) are able to throw large rocks, which are both plentiful and high damage (20 base damage). They have a much greater reason to train Throwing than the regular-size species.
- Throwing nets, poison darts, and curare darts are all useful tools, though they do not benefit much from the actual Throwing skill. More skill will increase their accuracy and throw speed, but not the actual effect. It can still be wise to put a few points into Throwing for the extra bit of accuracy.
- Even mage characters will often benefit from throwing in the early dungeon. When attacking sleeping monsters, a hit is almost guaranteed even without any skill in throwing. Therefore, dealing the first ranged hit with a throwing (or ranged) weapon instead of a spell is a useful way to conserve mana.
History
- Prior to 0.30, there was no +33% damage bonus for mulching.
- Prior to 0.29, Throwing crosstrained with Slings (skill). Also, Hunters and Arcane Marksmen could start with throwables.
- Prior to 0.28, monsters carried significantly more throwing weapons, and throwing weapons were slightly more likely to generate on the floor.
- Prior to 0.27, monsters consumed throwing ammunition. You could pick up throwing weapons that monsters used, and monsters could mulch them.
- Prior to 0.24, there were more brands for throwing ammunition. Javelins did not penetrate enemies without the penetration brand.
- Prior to 0.18, throwing speed worked differently: it had a mindelay of 0.5 aut, but skill had a smaller impact.
- Prior to 0.17, throwing speed was penalized by armour encumbrance.
- Prior to 0.15, ranged & throwing combat was significantly different. In general, Throwing was less viable.
- Prior to 0.8, Evaporate used the Throwing skill.
Added Weapons
Removed weapons
- 0.24 - Blowguns & needles, tomahawks
- 0.15 - Darts
- 0.14 - Spears, daggers, clubs, hand axes (which can no longer be thrown)
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 |