Difference between revisions of "Weapon choice"

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Crawl presents the player and character with a potentially bewildering array of [[weapon]] choices. However, when all the dust clears and the parade of short swords, demon whips and clubs has passed by, weapons have exactly four properties:
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{{advice}}
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''Crawl'' presents the player and character with a potentially bewildering array of '''[[weapon]] choices'''. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have a few main properties:
  
* Damage: How much damage, on average, the weapon does per strike
+
*Damage per turn: How much damage a weapon deals, compared to how much time it takes to swing it.
* Accuracy: How likely the weapon is to actually hit
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*Accuracy & Skill: How often you hit, and relatedly, how fast your [[species]] can learn to use the weapon type effectively.
* Speed: How long the player must wait before he/she can strike again with the weapon
+
*Handedness: One-handed weapons can be wielded with a [[shield]].
* Handedness: Does the weapon require one, two, or one and a half hands to use.
+
*Special: Most types of weapon have their own unique properties.
  
A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.
+
In addition, you must consider various in-game factors, such as "what weapons are physically available", "what skills you have", and any [[artefact]]s you find. If your desired weapon isn't available, for example, you may have to go off-course.
  
 
==Properties==
 
==Properties==
  
Each of these properties is briefly described below:
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===Damage per turn===
 +
Damage per turn is simply equal to <code>average damage / weapon delay</code>.
  
===Damage===
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'''Damage:''' A weapon's damage rating (~ maximum damage, rounded up) can be viewed in the '''[[i]]'''nventory. You can also see damage rating by looking up ('''? / i''') a given weapon. For details on how this is calculated, see [[weapon damage]]. Note that, as the damage formula is random and rounds down, weapons with weak attacks are a bit weaker than their damage rating suggests.
The approximate formula for a weapon's damage is as follows:
 
    Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)
 
  
The base damage is that described on the weapon itself.  Strength bonus is generally fairly close to one, except for some very strong races. Slaying comes from rings of slaying and any artefacts with the property "It affects your damage-dealing abilities."  The to-damage enchantment is the second enchantment on the weapon. The skill bonus factor is randomized, but at maxed Fighting and Weapon skills, will be around 2 on average.  Effects of weapon brands on damage will be discussed in the brands section, below.
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'''Weapon delay:''' Weapon delay is how long you swing your weapon. The bigger the delay, the slower you swing. It is equal to:
  
===Speed===
 
A weapon's speed, or more accurately its attack delay, is as follows:
 
 
     Delay = base delay − weapon skill/2
 
     Delay = base delay − weapon skill/2
 +
    IF Unarmed Combat: Delay = base delay - skill/5.4
  
The base delay one sees when examining the weapon is given as a percentage; divide this number by 10 to get the delay in game turns (an "average" attack, for example that of an unhasted rat or titan, is 10 game turns; moving one space, while normal speed, takes 10 game turns). The minimum delay is the base delay divided by two, rounded down, with a maximum of 7.  Additionally, sabres are special-cased to have a minimum delay of 5, to be consistent with other short blades.  A speed brand divides this value by two, rounding up.  Weapon delay can also be decreased by the Haste effect; however, it will always be at least 2.
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Weapons have a "minimum delay", where skill has no more impact on attack speed (though skill still increases damage/accuracy). This can also be viewed in the inventory. It is usually equal to:
  
===Accuracy===
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    smaller of: 0.7 OR base delay / 2
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, and dexterity. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, it will happen that if a weapon is inaccurate, then it will also be too slow to use, most probably, since the majority of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.
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 +
With a few exceptions: [[rapier]]s and [[quick blade]]s are set to 0.5 delay, a few [[Ranged Weapons]] are locked to 1.0 delay.
 +
 
 +
Your delay is displayed in units of [[decaAut]]s (0.8, 1.1, etc). It is then slowed by a [[shield]], if wearing one. For [[Ranged Weapons]] exclusively, [[body armour]] also slows your attacks down.
 +
 
 +
===Accuracy & Skill===
 +
"Skill" comprises of three related, but distinct factors. Other than damage, skill also boosts accuracy and weapon speed. In addition, your [[species]] may learn some skills faster than others.
 +
 
 +
'''Accuracy:''' How likely you are to hit with a weapon. Each weapon has a base accuracy, which is added onto factors from skill, dexterity, and enchantment. See [[to-hit]] for how this is calculated.
 +
 
 +
'''Base Delay:''' Weapons with a lower base delay are easier to train: they (usually) take less skill to reach mindelay.
 +
 
 +
'''Species Aptitude:''' How fast your [[species]] can learn a given weapon skill. Higher aptitudes mean it takes less skill XP to level up the skill.
 +
 
 +
Overall, a weapon with high base delay and low accuracy will be hard to use at low skill. The lower your aptitude, the harder it is to get skill levels.
 +
 
 +
====Cross-training====
 +
Certain weapon skills [[cross-train]] with each other. If you train one weapon skill, any cross-trained skills will get 40% of the XP for free.
 +
 
 +
*[[Short Blades]] and [[Long Blades]] cross-train each other
 +
*[[Axes]] and [[Staves]] cross-train [[Polearms]] and [[Maces & Flails]]
 +
*[[Maces & Flails]] and [[Polearms]] cross-train [[Axes]] and [[Staves]]
 +
 
 +
(Axes and Staves don't cross-train each other, neither do Maces & Flails and Polearms.)
 +
 
 +
While it's impractical to rely on cross-training alone, it does make it easier to switch between weapon types, E.g. if you were training Axes and come across an awesome [[artefact]] trident, it can be easier to use. It can also give you an out against [[hydra]]s.
  
 
===Handedness===
 
===Handedness===
Weapons have four possible "handedness"es:
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Weapons are either one-handed or two-handed. One-handed weapons can be used with a [[shield]], two-handed weapons can't.
* Single-handed: No extra penalty for using these weapons with a shield
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* Hand-and-a-half/1.5 handed: These weapons are those which "can be wielded with one hand, but more effectively with two."  They suffer to-hit, speed, and damage penalties for being used with a shield with insufficient skill.  This will be discussed below.
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Shields provide a significant amount of defense, but come with penalties (slows attack speed, increases spell failure rate). These penalties mitigated by strength and Shields skill. Two-handed weapons, meanwhile, are almost always stronger than their one-handed counterparts. Ultimately, your strength and species' aptitudes should be taken into account.
* Double-handed: In addition to the hand-and-a-half penalties, these weapons also have their base damage cut in half if used with a shield. The only ones in the game are lajatangs and quarterstaves (but strangely not enhancer staves).
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* Two-handed: These weapons cannot be wielded with a shield.
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[[Kobold]]s and [[Spriggan]]s, as small species, have trouble wielding certain weapons. For them, some one-handed weapons are two-handed, some two-handed weapons are unusable. [[Formicid]]s can wield all weapons but [[giant club]]s with one hand.
Note that the handedness of a weapon varies with the character: Spriggans will find a long sword two-handed, whereas Humans will find it one-handed, and Halflings will find it 1.5 handed. The penalties for using a shield with a 1.5 handed weapon are 1d(shield penalty) to delay, accuracy, and damage. Shield penalty starts at 1 for bucklers, 3 for shields and 5 for large shields. It is reduced depending on your Shields skill and size: most races get a reduction of one for every 5 skill; for Halflings and Kobolds this is 7, for Spriggans 9, and for Ogres, Trolls, Nagas and Centaurs it is 3.
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 +
===Special===
 +
Most weapon types have certain traits that distinguish them from the others:
 +
 
 +
'''Damage boosted by dexterity:'''
 +
*[[Short Blades]] are weak, but give a bonus to [[stab]] damage, and attack quickly.
 +
*[[Long Blades]] have no special features, but have above average stats.
 +
*[[Ranged Weapons]] can attack from any distance. However, they are weaker, and are heavily penalized for heavy body armour.
 +
 
 +
'''Damage boosted by strength:'''
 +
*[[Maces & Flails]] have no special features, but have above average stats.
 +
*[[Axes]] have [[cleaving]]: when attacking, you also hit all other adjacent enemies for 70% damage.
 +
*[[Polearms]] have [[reaching]]: they can attack from two tiles away, and can even attack behind [[allies]].
 +
*[[Staves]]:
 +
**Non-magical staves have no special features, but have low base delay relative to their damage output.
 +
**Magical staves are weak, but enhance your [[spell power]], and have special bonus to melee.
 +
*[[Unarmed Combat]] is always available. Skill has a strong impact on unarmed combat, but your fists cannot be [[enchant]]ed or [[brand]]ed.
 +
 
 +
In addition, certain weapons cut [[hydra]] heads, including: Long Blades, Axes, two-handed Polearms, and lajatangs. Cutting hydra heads is a bad thing unless the weapon has the [[flaming]] brand. If you cut a hydra's head, two more will grow back.
 +
 
 +
==Weapon Types==
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===[[Short Blades]]===
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Highest aptitudes: +3 ([[Kobold]]), +2 ([[Merfolk]])
 +
 
 +
Short Blades are best used for stabbers, whether you're using [[Hexes]], [[stealth]], or [[god]]s (namely [[Uskayaw]]) to stab enemies.
 +
 
 +
When not stabbing, Short Blades attack fast, but weak. Thus, they benefit most from sources of "flat" damage. For example, you have a chance to make an [[auxiliary attack]] ''per hit'', no matter how strong it is. Short Blades, swinging faster, activate more auxiliary attacks. However, they are hindered most by [[AC]], a flat source of damage reduction. Overall, Short Blades have below average damage output.
 +
 
 +
Note that an early Short Blade of [[venom]] or [[electrocution]] can be a boon for the early game. Both venom and elec are flat damage brands, and both daggers and short swords are more likely to have these brands. Even at 0 skill, a dagger of venom can tear monsters before [[Lair]]. (This does not mean you should train Short Blades skill, though. It's the brand that's doing most of the work, not the weapon, so no need to train further.)
 +
 
 +
'''Top Weapons'''
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*If you have good sources of flat damage, [[quick blade]]s are the strongest short blade. Daggers might have a higher stab bonus, but since quick blades attack faster, they get more stabs.
 +
*[[Rapier]]s are a lot more common than quick blades. Without a major source of flat damage, they have similar or better damage output than quick blades.
 +
 
 +
'''Advantages'''
 +
*Bonus [[stab]] damage. [[Dagger]]s get an extra boost.
 +
*Fastest, most accurate weapons in the game.
 +
**Somewhat synergizes with flat damage ([[slay]]ing, [[might]] status, [[electrocution]], [[auxiliary attack]]s...)
 +
**Requires less skill to reach 1.0 delay.
 +
*Cross-trains with Long Blades, which also use dexterity.
 +
 
 +
'''Disadvantages'''
 +
*Low damage without stabbing (even with flat damage)
 +
**Especially poor against foes with high [[AC]].
 +
 
 +
===[[Long Blades]]===
 +
Highest aptitudes: +2 ([[Barachi]], [[Minotaur]], [[Merfolk]])
 +
 
 +
Long Blades are plain weapons with good stats. They scale with dexterity, so are suited towards [[Dodging]]-reliant characters. They also cross-train with Short Blades. However, you shouldn't ignore an awesome [[artefact]] Long Blade just because you're a "heavy armour character".
 +
 
 +
'''Top Weapons'''
 +
*The strongest one-handed Long Blades are [[double sword]]s and [[demon blade]]s. Both are roughly equal to each other. Demon blades are ''slightly'' better with flat damage, and double swords ''slightly'' less affected by AC, but the differences are small.
 +
*The strongest two-handed Long Blade is the [[triple sword]].  
 +
 
 +
'''Advantages'''
 +
*Highest damage melee weapon that uses dexterity.
 +
*Cross-trains with Short Blades, which also use dexterity and boost stab damage.
 +
<!--*There are a couple good sources of Long Blades:
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**[[Efreet]]s and [[Erica]] always spawn with a [[flaming]] scimitar (Good against [[hydra]]s!).
 +
**[[Wight]]s and [[list of deep elves|deep elves]] may also come with nice Long Blades.-->
 +
 
 +
'''Disadvantages'''
 +
*Characters may prefer a strength-based weapon.
 +
*Cuts [[hydra]] heads.
 +
 
 +
===[[Maces & Flails]]===
 +
Highest aptitudes: +2 ([[Minotaur]]), +1 ([[Barachi]], [[Hill Orc]], [[Tengu]])
 +
 
 +
Maces & Flails have no special gimmick, but have better stats to make up for it (around the same as Long Blades). Unlike Long Blades, Maces & Flails scale with strength.
 +
 
 +
'''Top Weapons'''
 +
*The strongest one-handed weapons are [[eveningstar]]s and [[demon whip]]s. Eveningstars are fairly standard melee weapons. Demon whips are fast weapons, so they benefit more from flat damage effects (See [[#Short Blades]] for more).
 +
*If you are a large species or [[Formicid]], [[giant spiked club]]s are the strongest two-handed weapons.
 +
*For other species, [[great mace]]s are the strongest two-handed weapons available.
 +
 
 +
'''Advantages'''
 +
*Highest damage melee weapon that uses strength.
 +
*Cross-trains with Axes & Staves.
 +
 
 +
'''Disadvantages'''
 +
*No cleaving or other special abilities.
 +
*If not a large species or Formicid, the two-handed options are relatively weak.
 +
 
 +
===[[Axes]]===
 +
Highest aptitudes: +2 ([[Minotaur]]), +1 ([[Barachi]], [[Hill Orc]], [[Tengu]])
 +
 
 +
Axes have cleaving - when you attack a monster, every other monster adjacent to you is hit for 70% damage. (The original target is still hit for 100% damage.)
 +
 
 +
Even with an axe, it's good practice to fight 1v1 or in hallways - this way, you avoid taking damage from multiple monsters. That being said, sometimes you'll be forced to fight multiple surrounding monsters at once. For example, you could be swarmed by fast monsters, or encounter a pack with no nearby hallway. In these cases, cleaving is helpful.
 +
 
 +
'''Top Weapons'''
 +
*The strongest one-handed weapon is the [[broad axe]].
 +
*The strongest two-handed weapon is the [[executioner's axe]].
 +
 
 +
'''Advantages'''
 +
*Can cleave to hit multiple enemies.
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*Cross-trains with Polearms and Maces & Flails.
 +
 
 +
'''Disadvantages'''
 +
*The game encourages you to take 1v1 fights, where cleaving doesn't help you.
 +
*Worse stats compared to other weapons.
 +
*Cuts hydra heads.
 +
 
 +
===[[Polearms]]===
 +
Highest aptitudes: +3 ([[Merfolk]]), +2 ([[Minotaur]])
 +
 
 +
Polearms have [[reaching]] - they can attack from two tiles away, instead of just one. You can attack behind your own [[allies]], but with a 50% chance to fail. Against most enemies, this lets you get one "extra" attack off.
 +
 
 +
[[Spear]]s are the best "simple" starting weapons (before considering [[aptitude]]s). While their damage/turn is slightly worse, the reaching makes up for it. Also, spears can attack <= 1.0 delay with just your starting skill.
 +
 
 +
'''Top Weapons'''
 +
*The strongest one-handed weapon is the [[demon trident]].
 +
*The strongest two-handed weapon is the [[bardiche]].
 +
 
 +
'''Advantages'''
 +
*Reaching; allows one extra attack in melee.
 +
*Synergy with [[summon]]s, [[allies]], [[deep water]], etc. - you can attack behind them.
 +
*Cross-trains with Axes and Maces & Flails.
 +
 
 +
'''Disadvantages'''
 +
*Worse stats compared to other weapons.
 +
*One-handed options can be limited. Until you get demon tridents, the next best weapons are regular [[trident]]s.
 +
**Small species have no good one-handed options.
 +
 
 +
===Physical [[Staves]]===
 +
Highest aptitudes: +2 ([[Minotaur]])
 +
 
 +
[[Quarterstaff|Quarterstaves]] and [[lajatang]]s are the two non-magical staves available. Both are "skill friendly" - they have a low base delay relative to their damage output. However, both of these weapons aren't very common.
 +
 
 +
'''Advantages'''
 +
*Lower base delay (good damage/turn at lower skill)
 +
*Lajatangs can generate with the [[spectral]] and [[speed (brand)|speed]] brands.
 +
*Cross-trains with Polearms and Maces & Flails.
 +
 
 +
'''Disadvantages'''
 +
*No one-handed options.
 +
*Options in general are limited:
 +
**Lajatangs are rare.
 +
**Quarterstaves are good for the early game, but quickly outclassed.
  
===Cross-training===
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===[[Magical staves|Magical Staves]]===
One aspect of weapon choice is that training in most weapons makes it easier to learn certain other weapons. Specifically, cross-training requires half as much experience as it otherwise would, which is equivalent to adding +4 to your species' aptitude for the skill.  You can only cross-train the lower of the two skills until it is equal with the higher skill.  The relationships (which are all symmetrical) are as follows:
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Magical staves' main purpose is to boost the [[spell power|power]] of certain spells. They can still be alright melee weapons, though. When using a magical staff in melee, you get a special damage bonus. This bonus scales off your skill in the staff's magic school, as well as [[Evocations]]. Magical staves can't be enchanted or branded.
* Maces & Flails with Axes, Axes with Polearms, Staves with Maces & Flails, Staves with Polearms.
 
* Short Blades with Long Blades.
 
* Among ranged weapon skills, Throwing (which covers blowguns) cross-trains with Slings.
 
  
====When is it worth it?====
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'''Advantages'''
Cross-training is ''always'' worthwhile if you discover a far better weapon of a type for which you ''already'' have the skill to allow cross-training the new weapon. This is especially so under the new skill system, where you need not even wield the new weapon while your skill is low.
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*Boosts spellpower.
 +
*Most magical staves provide a resistance.
 +
*Can be a decent option if you run out of MP..
  
<!--
+
'''Disadvantages'''
This analysis is wrong. You can't compare skill points like that. You need to use experience points. Skill points have a cost in experience points. The skill points you get later, are more expensive than the skill points you get at the beginning. This analysis can be done using experience points, but it is more difficult.
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*Weak base type that can't be [[enchant]]ed or [[brand]]ed.
--->
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*Most magical staves deal elemental damage, and are subject to enemy resistances.
 +
*Requires magic skill and [[Evocations]] to be competent, in addition to Staves skill.
  
<!--
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==Non-Standard Weapons==
 +
===[[Unarmed Combat]]===
 +
Highest aptitudes: +1 ([[Barachi]], [[Ghoul]], [[Hill Orc]], [[Minotaur]])
  
However, in a very few cases, it is in fact cheaper, experience-wise, to ''entirely'' cross-train a skill — that is, training another weapon solely for the purpose of training your target weapon.  It is easier to understand this in terms of old-style aptitudes, which represented how much experience was needed to invest in the skill to increase it, as compared to an average of 100. An aptitude in the old system is equal to 100×2<sup>−n/4</sup>, where n is the new-style aptitude. Consider two aptitudes which cross-train, a1 and a2, where a1 is the better aptitude. Since cross-training reduces experience investment by half, you must have, with old-style aptitudes:
+
Of course, you don't have to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not it's worthwhile largely depends on your build.
    a1 + a2/2 < a2
 
  
Solving this, one finds that:
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There are a few quirks with Unarmed Combat. Your fists are not a weapon - it cannot be [[enchant]]ed or [[brand]]ed by [[scroll|normal means]]. Also, Unarmed Combat gets more damage from each point of skill. Otherwise, it acts much like the other forms of melee.
    a1 < a2/2
 
  
In the new system, this means that the higher aptitude must be more than +4 greater than the lower one, for it to make sense to cross-train from scratch.  There are not many examples of this in game, but a prominent one is Ogres, with their Axes aptitude.  It is cheaper for an ogre to Maces & Flails (+3 aptitude), then cross-train Axes (−3 aptitude) than it is for them to train Axes straight.  Cross-training from scratch is something only worth considering if you find a weapon very worthwhile in the lower-aptitude skill, since it requires at least three times as much experience as simply training the higher-aptitude skill.  In practice it is likely to be rarely if ever used (if only because most characters ''do'' train their highest-aptitude weapon anyway), but it is worth knowing about. These are the only cases where a race has cross-trainable skills with aptitudes differing by more than 4:
+
There are two types of character who particularly like Unarmed Combat:
* Kobold: Short Blades (+3) to Long Blades (−2)
+
*[[Claws]] - Claws provide a bonus to Unarmed Combat damage. While minor by the late game, species that start with Claws ([[Ghoul]]s and [[Troll]]s) benefit a lot from the early boost.
* Merfolk: Polearms (+4) to Axes or Staves (both −2)
+
*[[Shapeshifting]] - [[Talisman]]s can greatly improve the damage of Unarmed Combat.
* Ogre: Maces & Flails (+3) to Axes (−3)
 
  
Note that last case — an Ogre training Maces & Flails, said Ogre would also be able to cross-train Staves. However, since Staves has a −1 aptitude, the experience investment to train it is exactly the same. But training M&F first also gives the player the flexibility of having the M&F skill, and having the ability to cross-train it to Axes.
+
'''Advantages'''
 +
*Always available, no matter how bad RNG is.
 +
*Starts at 1.0 attack delay and has a minimum delay of 0.5.
 +
*Can be boosted by [[talisman]]s.
 +
*Stronger damage bonus from skill.
  
-->
+
'''Disadvantages'''
 +
*No [[enchant]]ment, [[brand]], or [[artefact]] properties.
 +
*At low skill, if you don't have a transformation, Unarmed Combat is relatively weak.
  
==Combining these: Small or Large Weapons?==
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===Ranged Weapons===
The number that any player wants to maximize is the weapons damage divided by its delay.  So choosing a weapon would seem to be a matter of picking the weapon for which this number is largest.  However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:
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''Main Article: [[Ranged Weapons#Strategy]]''
===Fast weapons: Benefiting more===
 
Short blades, whips, and demon whips/scourges are the only weapons that normally fall into this category.  However, any weapon can have a min delay of 4 or less if it has a speed brand.  These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time.  The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this extra damage is simply applied more times within a given turn.  Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons.  Unfortunately all such brands can be resisted. 
 
  
The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game.  The monster's AC reduction is simply applied more often.  Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters.  This can be overcome reasonably well with slaying, high EV and the like, but it remains a disadvantage.
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Highest aptitudes: +3 ([[Deep Elf]], [[Kobold]])
  
===Strong Weapons: Punching through===
+
Ranged weapons work quite differently from other weapons. Obviously, they can fire from an entire screen's distance, instead of being limited to melee. They are slowed down by [[encumbrance rating|armour encumbrance]], so heavy armoured characters are hindered (even with high strength).
The best definition of a "strong but slow" weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for.  The best are executioner's axes, bardiches, triple swords, and if you can wield them, giant spiked clubs. Lajatangs are also a worthy choice if you're a staff user, although considerably less powerful than the others.  These weapons benefit the most from brands such as freezing, flaming, and in particular holy wrath, whose extra damage is proportional to the weapon's base damage.  Their high damage is excellent for punching through monsters' armour, and in some cases can even one- or two-shot monsters when well-enchanted and at max skill.
 
  
While their higher minimum delay is somewhat of a downside, it is not a huge one.  However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments, in the range of 18-26, making them more difficult to use for hybrid characters.  Lajatangs are something of an exception, but they also do less damage.  Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice.  It leads to one advantage, however, in that you don't have to put XP into the Shields skill.  There is a single one-handed delay 7 weapon of note: eveningstars.  However, most players are likely better off with a demon whip, though an eveningstar is certainly an adequate weapon.
+
They all scale with [[dexterity]] rather than strength.
  
===Demon Tridents and Demon Blades: A Middle Ground===
+
'''Top Weapons'''
For those who like a compromise, the only min-delay 6 weapons that are not just a stepping stones to a better weapon are demon tridents and demon blades. With a damage output of 13, both are respectable weapons, and both can be used effectively with a shield, given enough training.  Demon tridents and blades are reasonably common in the later game; until you find one, you can use an ordinary trident (same delay but damage of 10); they are easily found on orcs, and make a perfectly adequate mid-game weapon, or a scimitar (damage 11, min delay 7, also easily found on orcs).  A further advantage to demon tridents is that spears are strong starting weapons, the best balance of speed and damage available in the early game.
+
*The strongest one-handed weapon is the [[hand cannon]].
==Weapon Schools: Advantages and Disadvantages==
+
*The strongest two-handed weapon is the [[triple crossbow]].
===[[Weapon#Short blades|Short Blades]]===
 
Highest aptitudes: +3 (Kobolds, Halflings)
 
  
Advantages
+
'''Advantages'''
*Easy to find good ones early on
+
*Full screen range; multiple "free" attacks against melee monsters, able to fight ranged monsters without needing to approach.
*Fastest weapons in the game, [[quick blade]]s fastest by a lot
+
*Very common from monsters:
*Lots of races have good or better aptitudes
+
**[[Centaur (monster)|Centaurs]] and [[centaur warrior]]s nearly always have a [[shortbow]] or [[orcbow]].
*All one-handed
+
**[[Kobold blastminer]]s often carry [[arbalest]]s and rarely carry [[hand cannon]]s.
*Crosstrains to long blades
 
*Very good for [[stabbing]], especially daggers
 
  
Disadvantages
+
'''Disadvantages'''
*Poor against armoured targets
+
*Most ranged weapons are two-[[hand]]ed.
*Benefit little from proportional brands
+
*Slowed down significantly by body [[armour encumbrance]].
*[[Quick blade]]s, by far the best, are quite rare even later on
+
*Weaker damage output than comparable melee weapons.
 +
*Arbalests, hand cannons, triple crossbows all have a minimum delay of 1.0.
  
===[[Weapon#Long blades|Long blades]]===
+
==An Ingame Approach==
Highest aptitudes: +2 (High Elves, Minotaurs)
+
While knowing about each weapon type is helpful, most of this page so far has been theory. Who cares if a [[double sword]] is technically the best weapon for you - if you don't have one, you don't have one. If you find an amazing [[randart]] mace, you shouldn't ignore it just because you are a "dexterity character".
  
Advantages
+
===Early Game===
*Good balance of damage and speed
+
The biggest factors for weapons at this stage are the weapon's [[enchant]]ment and [[brand]], and the weapon's attack delay.
*Can go one- or two-handed, contains good weapons for both
 
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found
 
*Can crosstrain from short blades, which many players will have from the early game
 
*TSO can upgrade the damage output of all of them, though [[demon blade]]s are best
 
*Races strong with them are usually good for hybrid builds
 
*Decent for stabbing
 
  
Disadvantages
+
*If you started with a weapon, you should probably use that weapon type over any ''plain'' (+0, no brand) weapons you find on the floor. E.g. if you start with a +0 hand axe, you shouldn't switch to a +0 mace.
*Fairly rare before D:10 or so
 
*All cut off hydra heads
 
*Only Fighters and Gladiators can start with them
 
  
===[[Weapon#Maces & Flails|Maces and Flails]]===
+
*A weapon with high enchantment and a brand can be worth swapping to. If all you have is a +0 hand axe, a +6 flail {flaming, Int+2} is an upgrade worth using. Both the +6 enchant and the flaming brand greatly increase damage. Plus, in this case, you benefit from [[cross-train]]ing. But, even if it was a +6 [[falchion]] of flaming (which axes don't cross-train), you might want to consider a swap.
Highest aptitudes: +3 (Ogres)
 
  
Advantages
+
*Brands that deal flat damage - namely [[venom]] and [[electrocution]] - stand out. Their damage is unaffected by weapon or character strength; Venom is amazing on D:1, but is underwhelming by D:15. Electrocution remains viable for longer, but is still superb for the early Dungeon.
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like
+
**Thankfully, these brands are weighted to show up on early weapons, such as [[dagger]]s, [[whip]]s, and [[spear]]s. These weapons have high accuracy and low base delay, so they are effective even at 0 skill. (Training Short Blades skill for a dagger of venom is ''not'' worth it.)
*Very easy to find
+
**[[Distortion]] is even better than electrocution, but with a drawback: if you unwield a distortion weapon, you get nasty side effects.
*Whips are a good starting weapon
 
*None cut off hydra heads
 
*Also used for rods, although they're as bad as clubs
 
*For large races, giant spiked club has highest base damage in the game
 
  
Disadvantages
+
*If you find an endgame tier weapon early, consider using it, at least for the long-term. For example, [[Amaemon]] always wields a [[demon whip]], a weapon which is great for an entire 3-rune game. In this case, demon whips don't require a lot of skill, so you can switch to it relatively early.
*Most races good with them are bad with magic, and vice versa
 
*Can't butcher with them; this makes vampiric and distortion brands iffy, and cursed weapons much more of a problem.
 
  
Best choices
+
*A key breakpoint is when you '''reach 1.0 weapon delay'''. When you're above 1.0 delay, a 100% speed monster can potentially get a double-turn for every weapon swing you make (i.e. 1.1 may effectively round up to 2). After you reach this point, there exists a major cost for switching weapon types. It's not impossible to switch, especially if you have cross-training, but it becomes less desirable to do so.
* [[Demon whip]]s and [[Sacred scourge]]s have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.
 
* [[Eveningstar]]s are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.  
 
* [[Spiked flail]]s are the best commonly found one handed weapons in this category.
 
  
===[[Weapon#Axes|Axes]]===
+
*You'll want to keep a ranged weapon around, even without any training. Against a melee enemy, you can switch to the ranged weapon, take a few potshots, then switch back to your primary weapon. You should not fight ranged enemies this way, since an untrained weapon fires slowly.
Highest aptitudes: +2 (Minotaurs, Hill Orcs)
 
  
Advantages
+
===Mid/Late Game===
*[[Executioner's axe]]s are the highest-damage weapon most players can wield
+
If you've finished the [[Lair of Beasts]] as a weapon-user, you probably have a "main" weapon type. Keep using it unless you find something especially good.
*[[Battleaxe]]s are quite good two-handed weapons and are very common
 
  
Disadvantages
+
*There is a point where, once you've invested enough in a weapon skill, you can win the game with said weapon skill. You could find another weapon with better stats... but switching to it would spend valuable XP. Short of finding something like [[Wyrmbane]], the switch probably isn't worth it. This point may occur around 14-16 skill (mindelay for one-handers, 1.0 delay for two-handers), but might be sooner or later depending on the character.
*Most races good with them are also bad with magic, and vice versa
 
*Single handed axes aren't worth using in the long run, all are fairly bad, forcing a two-handed build
 
*Executioner's axes are rare, only found through Okawaru/Trog, acquirement, some uniques, and very rarely on the floor/in shops
 
  
Best choices
+
*At this point, you'll often have [[scrolls of brand weapon]] and [[scrolls of enchant weapon]], so brand/enchant matters less. The most important factor, as mentioned above, is current skill investment. Then, it is available weapons and available [[artefact]]s.
* [[Hand axe]]s are not bad starting weapons for classes that start weaponless. They can also be thrown.  
 
* Forget about shields and go for the biggest, baddest axe that you can find.
 
  
===[[Weapon#Polearms|Polearms]]===
+
*You should save scrolls of brand weapon / scroll of enchant weapon ''if you can afford to do so''.
Highest aptitudes: +4 (Merfolk)
+
**If you can comfortably kill enemies, you should preserve these scrolls for a "top-tier" weapon of your class. E.g. a one-handed Axe user should save scrolls for a [[broad axe]] if possible.
 +
**If you do not expect to comfortably kill enemies, you should spend scrolls to increase immediate survival. For example, tackling the Lair branches with a +0 war axe will likely be a rough time. If you don't have a particularly great character, you might want to spend a few boosting scrolls to get past.
 +
**If you have a lot of scrolls (~3+ brand weapons; 9+ enchant weapons) early on, you can spend them as you please.
  
Advantages
+
==Judging Artefacts==
*Merfolk have the highest weapon aptitude in the game with these weapons
+
[[Artefact]]s may look slick, have a cool name, and a bunch of perks. But when are they good?
*[[Spear]]s and [[trident]]s are excellent weapons early on
+
*Firstly, look at their enchantment, brand, and base type. A artefact +6 [[trident]] of freezing is still a +6 trident of freezing, except that you can't even [[enchant]] it. Whenever this is good is largely dependent on the gamestate: a novice [[Merfolk]] stuck with a [[spear]] will gladly take it, but its all but useless in combat when compared to a [[demon trident]].
*[[Demon trident]]s and [[bardiche]]s are common later on
+
**As mentioned above, if you've trained significant amounts in another weapon skill, and don't even have cross-training for the artefact, don't consider it. However, in the early game, you won't have significant skill training. Many artefacts - simply due to their high enchantment - will carry you through the early game, and are worth considering. You can swap to the artefact after training, or use it at 0 skill.
*Can go one-handed or two-handed
+
*Some [[Randart#Properties|properties]] are dangerous to wield, namely *Slow and *Rage. It's certainly possible to use weapons with them, though you'll have to be aware of their risks. Other negative properties like *Drain and *Corrode are much more tolerable in comparison.
*Crosstrains to both Maces & Flails and Axes
+
*Small stat modifiers don't matter much; -2 strength is a minimal decrease to damage. However, big modifiers do: +8 strength increases your damage significantly; +10 dexterity will greatly improve [[EV]]. Also, certain characters might have to beware of [[stat zero]].
*All polearms have inherent [[reaching]].
+
*It might be worth keeping a weapon around if it provides some [[resistances]], even if you never use it as a weapon. Against a dangerous elemental opponent, you can wield the resistance-giving weapon, then use [[wand]]s, [[Throwing]], and/or [[god]] abilities to take it out.
  
Disadvantages
+
==Shield or Two-Handed?==
*Nothing good for small races, since they become two-handed or unwieldable
+
Two-handed weapons deal more damage, but shields provide valuable defense. Which should you choose?
*Few races are particularly good with them (other than Merfolk, it's just Minotaurs, Tengu and Hill Orcs with a positive aptitude)
 
  
Best choices
+
*Even when counting unblockable attacks, a trained +8 tower shield can block >50% of all attacks you'll encounter in a game. Note that shields can only block [[Shields#Blocking|so many attacks]] in 1 turn, so they are less effective when fighting multiple opponents.
* [[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.
+
*Meanwhile, upgrading from a [[double sword]] to a [[triple sword]] provides ~28% more base damage.
* [[Halberd]]s, [[scythe]]s and [[glaive]]s are all usually inferior due to their high delay.
 
* [[Demon trident]]s (and [[Trishula]]s) are the best polearms due to their combination of low min delay and damage output.
 
* [[Bardiche]]s are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.
 
  
===[[Weapon#Staves|Staves]]===
+
At a glance, taking 30% less attacks and dealing 30% more damage might seem balanced. But in ''Crawl'', raw defense is usually more valuable. The extra defense works when you aren't attacking; defense helps you survive an emergency. So, even when considering the Shields skill investment, and the penalties to EV/attack speed, shields are strong. That being said, two-handed is still somewhat viable, especially if you find a good [[artefact]], or have poor aptitude in Shields.
Highest aptitudes: +2 (Minotaurs)
 
  
Advantages
+
Other things worth noting:
*Quarterstaves are probably the best early-game weapon, very accurate
+
*If you haven't found a shield yet, two-handed weapons lose their main disadvantage. While most of the 'big' two-handers are rare and require a lot of skill, there are a few early game two-handers, like [[dire flail]]s and [[halberd]]s.
*Can have the speed brand
+
*If you've invested a lot of Shields skill, stick with one-handed + shields.
*Can be used for enhancer staves
 
*Crosstrains to two separate skills, Polearms and M&F
 
  
Disadvantages
+
==History==
*Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.
+
*[[0.29]] [[Ranged Weapons#History|reworked]] Ranged Weapons and changed Short/Long Blades and Ranged Weapons to scale with Dex.
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.
+
*[[0.28]] removed Long Blades' [[riposte]]. The XP costs for high-level skills were reduced, and the base delay of the biggest weapons in the game was also lowered.
*If you're not wielding an enhancer staff, it is not worth wearing a shield, as lajatangs and quarterstaves are both double-handed and will deal halved damage with a shield equipped.
+
*[[0.27]] increased the penalty for wearing [[shields]], indirectly affecting all one-handed weapons.
*In order to get use out of an enhancer staff you also have to train Evocations and a spell skill.
+
*[[0.24]] reworked throwing. [[Tomahawk]]s as well as [[blowgun]]s/[[needle]]s were replaced with boomerangs and darts. Javelins now had innate [[penetration]].
 +
*[[0.19]] added riposte for Long Blades.
 +
*[[0.15]] introduced several new ranged weapons: greatslings, hand crossbows, arbalests, and triple crossbows.
 +
*[[0.12]] introduced [[cleaving]] for Axes. Prior to 0.12, there were two additional forms of handedness: hand-and-a-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.
 +
*[[0.10]] introduced innate [[reaching]] for Polearms.
  
Best choices
+
{{Guides}}
* A staff of earth with good Evocations and Earth Magic deals high non-resistible damage and is one of the most powerful weapons in the game.
+
{{weapons}}
* A lajatang is a respectable weapon that requires comparatively little skill investment.  Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.
 
* Quarterstaves are good accurate starting weapons.
 
  
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 17:58, 26 August 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
This article contains advice from other players, which may be subjective, outdated, inaccurate or ill-advised. Take advice as you see fit, and read at your own risk!

Crawl presents the player and character with a potentially bewildering array of weapon choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have a few main properties:

  • Damage per turn: How much damage a weapon deals, compared to how much time it takes to swing it.
  • Accuracy & Skill: How often you hit, and relatedly, how fast your species can learn to use the weapon type effectively.
  • Handedness: One-handed weapons can be wielded with a shield.
  • Special: Most types of weapon have their own unique properties.

In addition, you must consider various in-game factors, such as "what weapons are physically available", "what skills you have", and any artefacts you find. If your desired weapon isn't available, for example, you may have to go off-course.

Properties

Damage per turn

Damage per turn is simply equal to average damage / weapon delay.

Damage: A weapon's damage rating (~ maximum damage, rounded up) can be viewed in the inventory. You can also see damage rating by looking up (? / i) a given weapon. For details on how this is calculated, see weapon damage. Note that, as the damage formula is random and rounds down, weapons with weak attacks are a bit weaker than their damage rating suggests.

Weapon delay: Weapon delay is how long you swing your weapon. The bigger the delay, the slower you swing. It is equal to:

   Delay = base delay − weapon skill/2
   IF Unarmed Combat: Delay = base delay - skill/5.4

Weapons have a "minimum delay", where skill has no more impact on attack speed (though skill still increases damage/accuracy). This can also be viewed in the inventory. It is usually equal to:

    smaller of: 0.7 OR base delay / 2

With a few exceptions: rapiers and quick blades are set to 0.5 delay, a few Ranged Weapons are locked to 1.0 delay.

Your delay is displayed in units of decaAuts (0.8, 1.1, etc). It is then slowed by a shield, if wearing one. For Ranged Weapons exclusively, body armour also slows your attacks down.

Accuracy & Skill

"Skill" comprises of three related, but distinct factors. Other than damage, skill also boosts accuracy and weapon speed. In addition, your species may learn some skills faster than others.

Accuracy: How likely you are to hit with a weapon. Each weapon has a base accuracy, which is added onto factors from skill, dexterity, and enchantment. See to-hit for how this is calculated.

Base Delay: Weapons with a lower base delay are easier to train: they (usually) take less skill to reach mindelay.

Species Aptitude: How fast your species can learn a given weapon skill. Higher aptitudes mean it takes less skill XP to level up the skill.

Overall, a weapon with high base delay and low accuracy will be hard to use at low skill. The lower your aptitude, the harder it is to get skill levels.

Cross-training

Certain weapon skills cross-train with each other. If you train one weapon skill, any cross-trained skills will get 40% of the XP for free.

(Axes and Staves don't cross-train each other, neither do Maces & Flails and Polearms.)

While it's impractical to rely on cross-training alone, it does make it easier to switch between weapon types, E.g. if you were training Axes and come across an awesome artefact trident, it can be easier to use. It can also give you an out against hydras.

Handedness

Weapons are either one-handed or two-handed. One-handed weapons can be used with a shield, two-handed weapons can't.

Shields provide a significant amount of defense, but come with penalties (slows attack speed, increases spell failure rate). These penalties mitigated by strength and Shields skill. Two-handed weapons, meanwhile, are almost always stronger than their one-handed counterparts. Ultimately, your strength and species' aptitudes should be taken into account.

Kobolds and Spriggans, as small species, have trouble wielding certain weapons. For them, some one-handed weapons are two-handed, some two-handed weapons are unusable. Formicids can wield all weapons but giant clubs with one hand.

Special

Most weapon types have certain traits that distinguish them from the others:

Damage boosted by dexterity:

  • Short Blades are weak, but give a bonus to stab damage, and attack quickly.
  • Long Blades have no special features, but have above average stats.
  • Ranged Weapons can attack from any distance. However, they are weaker, and are heavily penalized for heavy body armour.

Damage boosted by strength:

  • Maces & Flails have no special features, but have above average stats.
  • Axes have cleaving: when attacking, you also hit all other adjacent enemies for 70% damage.
  • Polearms have reaching: they can attack from two tiles away, and can even attack behind allies.
  • Staves:
    • Non-magical staves have no special features, but have low base delay relative to their damage output.
    • Magical staves are weak, but enhance your spell power, and have special bonus to melee.
  • Unarmed Combat is always available. Skill has a strong impact on unarmed combat, but your fists cannot be enchanted or branded.

In addition, certain weapons cut hydra heads, including: Long Blades, Axes, two-handed Polearms, and lajatangs. Cutting hydra heads is a bad thing unless the weapon has the flaming brand. If you cut a hydra's head, two more will grow back.

Weapon Types

Short Blades

Highest aptitudes: +3 (Kobold), +2 (Merfolk)

Short Blades are best used for stabbers, whether you're using Hexes, stealth, or gods (namely Uskayaw) to stab enemies.

When not stabbing, Short Blades attack fast, but weak. Thus, they benefit most from sources of "flat" damage. For example, you have a chance to make an auxiliary attack per hit, no matter how strong it is. Short Blades, swinging faster, activate more auxiliary attacks. However, they are hindered most by AC, a flat source of damage reduction. Overall, Short Blades have below average damage output.

Note that an early Short Blade of venom or electrocution can be a boon for the early game. Both venom and elec are flat damage brands, and both daggers and short swords are more likely to have these brands. Even at 0 skill, a dagger of venom can tear monsters before Lair. (This does not mean you should train Short Blades skill, though. It's the brand that's doing most of the work, not the weapon, so no need to train further.)

Top Weapons

  • If you have good sources of flat damage, quick blades are the strongest short blade. Daggers might have a higher stab bonus, but since quick blades attack faster, they get more stabs.
  • Rapiers are a lot more common than quick blades. Without a major source of flat damage, they have similar or better damage output than quick blades.

Advantages

  • Bonus stab damage. Daggers get an extra boost.
  • Fastest, most accurate weapons in the game.
  • Cross-trains with Long Blades, which also use dexterity.

Disadvantages

  • Low damage without stabbing (even with flat damage)
    • Especially poor against foes with high AC.

Long Blades

Highest aptitudes: +2 (Barachi, Minotaur, Merfolk)

Long Blades are plain weapons with good stats. They scale with dexterity, so are suited towards Dodging-reliant characters. They also cross-train with Short Blades. However, you shouldn't ignore an awesome artefact Long Blade just because you're a "heavy armour character".

Top Weapons

  • The strongest one-handed Long Blades are double swords and demon blades. Both are roughly equal to each other. Demon blades are slightly better with flat damage, and double swords slightly less affected by AC, but the differences are small.
  • The strongest two-handed Long Blade is the triple sword.

Advantages

  • Highest damage melee weapon that uses dexterity.
  • Cross-trains with Short Blades, which also use dexterity and boost stab damage.

Disadvantages

  • Characters may prefer a strength-based weapon.
  • Cuts hydra heads.

Maces & Flails

Highest aptitudes: +2 (Minotaur), +1 (Barachi, Hill Orc, Tengu)

Maces & Flails have no special gimmick, but have better stats to make up for it (around the same as Long Blades). Unlike Long Blades, Maces & Flails scale with strength.

Top Weapons

  • The strongest one-handed weapons are eveningstars and demon whips. Eveningstars are fairly standard melee weapons. Demon whips are fast weapons, so they benefit more from flat damage effects (See #Short Blades for more).
  • If you are a large species or Formicid, giant spiked clubs are the strongest two-handed weapons.
  • For other species, great maces are the strongest two-handed weapons available.

Advantages

  • Highest damage melee weapon that uses strength.
  • Cross-trains with Axes & Staves.

Disadvantages

  • No cleaving or other special abilities.
  • If not a large species or Formicid, the two-handed options are relatively weak.

Axes

Highest aptitudes: +2 (Minotaur), +1 (Barachi, Hill Orc, Tengu)

Axes have cleaving - when you attack a monster, every other monster adjacent to you is hit for 70% damage. (The original target is still hit for 100% damage.)

Even with an axe, it's good practice to fight 1v1 or in hallways - this way, you avoid taking damage from multiple monsters. That being said, sometimes you'll be forced to fight multiple surrounding monsters at once. For example, you could be swarmed by fast monsters, or encounter a pack with no nearby hallway. In these cases, cleaving is helpful.

Top Weapons

Advantages

  • Can cleave to hit multiple enemies.
  • Cross-trains with Polearms and Maces & Flails.

Disadvantages

  • The game encourages you to take 1v1 fights, where cleaving doesn't help you.
  • Worse stats compared to other weapons.
  • Cuts hydra heads.

Polearms

Highest aptitudes: +3 (Merfolk), +2 (Minotaur)

Polearms have reaching - they can attack from two tiles away, instead of just one. You can attack behind your own allies, but with a 50% chance to fail. Against most enemies, this lets you get one "extra" attack off.

Spears are the best "simple" starting weapons (before considering aptitudes). While their damage/turn is slightly worse, the reaching makes up for it. Also, spears can attack <= 1.0 delay with just your starting skill.

Top Weapons

Advantages

  • Reaching; allows one extra attack in melee.
  • Synergy with summons, allies, deep water, etc. - you can attack behind them.
  • Cross-trains with Axes and Maces & Flails.

Disadvantages

  • Worse stats compared to other weapons.
  • One-handed options can be limited. Until you get demon tridents, the next best weapons are regular tridents.
    • Small species have no good one-handed options.

Physical Staves

Highest aptitudes: +2 (Minotaur)

Quarterstaves and lajatangs are the two non-magical staves available. Both are "skill friendly" - they have a low base delay relative to their damage output. However, both of these weapons aren't very common.

Advantages

  • Lower base delay (good damage/turn at lower skill)
  • Lajatangs can generate with the spectral and speed brands.
  • Cross-trains with Polearms and Maces & Flails.

Disadvantages

  • No one-handed options.
  • Options in general are limited:
    • Lajatangs are rare.
    • Quarterstaves are good for the early game, but quickly outclassed.

Magical Staves

Magical staves' main purpose is to boost the power of certain spells. They can still be alright melee weapons, though. When using a magical staff in melee, you get a special damage bonus. This bonus scales off your skill in the staff's magic school, as well as Evocations. Magical staves can't be enchanted or branded.

Advantages

  • Boosts spellpower.
  • Most magical staves provide a resistance.
  • Can be a decent option if you run out of MP..

Disadvantages

  • Weak base type that can't be enchanted or branded.
  • Most magical staves deal elemental damage, and are subject to enemy resistances.
  • Requires magic skill and Evocations to be competent, in addition to Staves skill.

Non-Standard Weapons

Unarmed Combat

Highest aptitudes: +1 (Barachi, Ghoul, Hill Orc, Minotaur)

Of course, you don't have to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not it's worthwhile largely depends on your build.

There are a few quirks with Unarmed Combat. Your fists are not a weapon - it cannot be enchanted or branded by normal means. Also, Unarmed Combat gets more damage from each point of skill. Otherwise, it acts much like the other forms of melee.

There are two types of character who particularly like Unarmed Combat:

  • Claws - Claws provide a bonus to Unarmed Combat damage. While minor by the late game, species that start with Claws (Ghouls and Trolls) benefit a lot from the early boost.
  • Shapeshifting - Talismans can greatly improve the damage of Unarmed Combat.

Advantages

  • Always available, no matter how bad RNG is.
  • Starts at 1.0 attack delay and has a minimum delay of 0.5.
  • Can be boosted by talismans.
  • Stronger damage bonus from skill.

Disadvantages

  • No enchantment, brand, or artefact properties.
  • At low skill, if you don't have a transformation, Unarmed Combat is relatively weak.

Ranged Weapons

Main Article: Ranged Weapons#Strategy

Highest aptitudes: +3 (Deep Elf, Kobold)

Ranged weapons work quite differently from other weapons. Obviously, they can fire from an entire screen's distance, instead of being limited to melee. They are slowed down by armour encumbrance, so heavy armoured characters are hindered (even with high strength).

They all scale with dexterity rather than strength.

Top Weapons

Advantages

Disadvantages

  • Most ranged weapons are two-handed.
  • Slowed down significantly by body armour encumbrance.
  • Weaker damage output than comparable melee weapons.
  • Arbalests, hand cannons, triple crossbows all have a minimum delay of 1.0.

An Ingame Approach

While knowing about each weapon type is helpful, most of this page so far has been theory. Who cares if a double sword is technically the best weapon for you - if you don't have one, you don't have one. If you find an amazing randart mace, you shouldn't ignore it just because you are a "dexterity character".

Early Game

The biggest factors for weapons at this stage are the weapon's enchantment and brand, and the weapon's attack delay.

  • If you started with a weapon, you should probably use that weapon type over any plain (+0, no brand) weapons you find on the floor. E.g. if you start with a +0 hand axe, you shouldn't switch to a +0 mace.
  • A weapon with high enchantment and a brand can be worth swapping to. If all you have is a +0 hand axe, a +6 flail {flaming, Int+2} is an upgrade worth using. Both the +6 enchant and the flaming brand greatly increase damage. Plus, in this case, you benefit from cross-training. But, even if it was a +6 falchion of flaming (which axes don't cross-train), you might want to consider a swap.
  • Brands that deal flat damage - namely venom and electrocution - stand out. Their damage is unaffected by weapon or character strength; Venom is amazing on D:1, but is underwhelming by D:15. Electrocution remains viable for longer, but is still superb for the early Dungeon.
    • Thankfully, these brands are weighted to show up on early weapons, such as daggers, whips, and spears. These weapons have high accuracy and low base delay, so they are effective even at 0 skill. (Training Short Blades skill for a dagger of venom is not worth it.)
    • Distortion is even better than electrocution, but with a drawback: if you unwield a distortion weapon, you get nasty side effects.
  • If you find an endgame tier weapon early, consider using it, at least for the long-term. For example, Amaemon always wields a demon whip, a weapon which is great for an entire 3-rune game. In this case, demon whips don't require a lot of skill, so you can switch to it relatively early.
  • A key breakpoint is when you reach 1.0 weapon delay. When you're above 1.0 delay, a 100% speed monster can potentially get a double-turn for every weapon swing you make (i.e. 1.1 may effectively round up to 2). After you reach this point, there exists a major cost for switching weapon types. It's not impossible to switch, especially if you have cross-training, but it becomes less desirable to do so.
  • You'll want to keep a ranged weapon around, even without any training. Against a melee enemy, you can switch to the ranged weapon, take a few potshots, then switch back to your primary weapon. You should not fight ranged enemies this way, since an untrained weapon fires slowly.

Mid/Late Game

If you've finished the Lair of Beasts as a weapon-user, you probably have a "main" weapon type. Keep using it unless you find something especially good.

  • There is a point where, once you've invested enough in a weapon skill, you can win the game with said weapon skill. You could find another weapon with better stats... but switching to it would spend valuable XP. Short of finding something like Wyrmbane, the switch probably isn't worth it. This point may occur around 14-16 skill (mindelay for one-handers, 1.0 delay for two-handers), but might be sooner or later depending on the character.
  • You should save scrolls of brand weapon / scroll of enchant weapon if you can afford to do so.
    • If you can comfortably kill enemies, you should preserve these scrolls for a "top-tier" weapon of your class. E.g. a one-handed Axe user should save scrolls for a broad axe if possible.
    • If you do not expect to comfortably kill enemies, you should spend scrolls to increase immediate survival. For example, tackling the Lair branches with a +0 war axe will likely be a rough time. If you don't have a particularly great character, you might want to spend a few boosting scrolls to get past.
    • If you have a lot of scrolls (~3+ brand weapons; 9+ enchant weapons) early on, you can spend them as you please.

Judging Artefacts

Artefacts may look slick, have a cool name, and a bunch of perks. But when are they good?

  • Firstly, look at their enchantment, brand, and base type. A artefact +6 trident of freezing is still a +6 trident of freezing, except that you can't even enchant it. Whenever this is good is largely dependent on the gamestate: a novice Merfolk stuck with a spear will gladly take it, but its all but useless in combat when compared to a demon trident.
    • As mentioned above, if you've trained significant amounts in another weapon skill, and don't even have cross-training for the artefact, don't consider it. However, in the early game, you won't have significant skill training. Many artefacts - simply due to their high enchantment - will carry you through the early game, and are worth considering. You can swap to the artefact after training, or use it at 0 skill.
  • Some properties are dangerous to wield, namely *Slow and *Rage. It's certainly possible to use weapons with them, though you'll have to be aware of their risks. Other negative properties like *Drain and *Corrode are much more tolerable in comparison.
  • Small stat modifiers don't matter much; -2 strength is a minimal decrease to damage. However, big modifiers do: +8 strength increases your damage significantly; +10 dexterity will greatly improve EV. Also, certain characters might have to beware of stat zero.
  • It might be worth keeping a weapon around if it provides some resistances, even if you never use it as a weapon. Against a dangerous elemental opponent, you can wield the resistance-giving weapon, then use wands, Throwing, and/or god abilities to take it out.

Shield or Two-Handed?

Two-handed weapons deal more damage, but shields provide valuable defense. Which should you choose?

  • Even when counting unblockable attacks, a trained +8 tower shield can block >50% of all attacks you'll encounter in a game. Note that shields can only block so many attacks in 1 turn, so they are less effective when fighting multiple opponents.
  • Meanwhile, upgrading from a double sword to a triple sword provides ~28% more base damage.

At a glance, taking 30% less attacks and dealing 30% more damage might seem balanced. But in Crawl, raw defense is usually more valuable. The extra defense works when you aren't attacking; defense helps you survive an emergency. So, even when considering the Shields skill investment, and the penalties to EV/attack speed, shields are strong. That being said, two-handed is still somewhat viable, especially if you find a good artefact, or have poor aptitude in Shields.

Other things worth noting:

  • If you haven't found a shield yet, two-handed weapons lose their main disadvantage. While most of the 'big' two-handers are rare and require a lot of skill, there are a few early game two-handers, like dire flails and halberds.
  • If you've invested a lot of Shields skill, stick with one-handed + shields.

History

  • 0.29 reworked Ranged Weapons and changed Short/Long Blades and Ranged Weapons to scale with Dex.
  • 0.28 removed Long Blades' riposte. The XP costs for high-level skills were reduced, and the base delay of the biggest weapons in the game was also lowered.
  • 0.27 increased the penalty for wearing shields, indirectly affecting all one-handed weapons.
  • 0.24 reworked throwing. Tomahawks as well as blowguns/needles were replaced with boomerangs and darts. Javelins now had innate penetration.
  • 0.19 added riposte for Long Blades.
  • 0.15 introduced several new ranged weapons: greatslings, hand crossbows, arbalests, and triple crossbows.
  • 0.12 introduced cleaving for Axes. Prior to 0.12, there were two additional forms of handedness: hand-and-a-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.
  • 0.10 introduced innate reaching for Polearms.
Strategy Guides
General WalkthroughDealing with troubleTips and tricksIdentificationFAQ
Vaults:5Zot:5Mega-Zig
Character Building Early GameMid GameLate Game

Beginner CharactersGod ChoiceWeapon ChoiceSpecialization

Community Guides Character guides
Weapons
Axes BattleaxeBroad axeExecutioner's axeHand axeWar axe
Maces & Flails ClubDemon whipDire flailEveningstarFlailGiant clubGiant spiked clubGreat maceMace (Hammer) • MorningstarSacred scourgeWhip
Long Blades Demon bladeDouble swordEudemon bladeFalchionGreat swordLong swordScimitarTriple sword
Polearms BardicheDemon tridentGlaiveHalberd (Scythe) • SpearTridentTrishula
Ranged Weapons ArbalestHand cannonLongbowOrcbowShortbowSlingTriple crossbow
Short Blades DaggerQuick bladeRapierShort sword
Staves LajatangMagical staffQuarterstaff
Throwing BoomerangDartJavelinLarge rockStoneThrowing net