Difference between revisions of "Dark maul"

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{{flavour|A large, iron-shod maul specialised for dealing massively powerful blows. Such power comes at a price: the maul's head is so heavy it takes a great length of time to lift it up for another swing.
{{flavour|A large iron-shod maul specialized for dealing massively powerfull blows. Such power comes at a prize: the maul's head is so heavy it takes a great length of time to lift it up for another swing.
 
  
 
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“This caliber should be appropriate.”<br>
 
“This caliber should be appropriate.”<br>
-Prince Dajmiech, “Kajko and Kokosz: The Battle with Dajmiech”, Janusz Christa
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-prince Dajmiech, “Kajko and Kokosz: The Battle with Dajmiech”, Janusz Christa
 
}}
 
}}
  
 
[[File:dark maul.png]] '''''the +10 dark maul'''''
 
[[File:dark maul.png]] '''''the +10 dark maul'''''
  
+10 maul (52 damage, -2 accuracy, 300% speed)<br>
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+10 maul (modified [[great mace]]: 37 base damage, -2 base accuracy, 24 base delay)<br>
[[Vorpal]] brand<br>
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[[Heavy]] brand
Wieldable by human-size creatures
 
  
 
==Desirability==
 
==Desirability==
A single swing from the '''dark maul''' will crush through virtually any monster's armouring for heavy damage, but even at 27 [[Maces and Flails]] skill, it will still take you 16 or 17 [[aut]]s to attack; this is over twice the delay of the slowest normal weapons. Is this trade off actually worth it? At low M&F skill levels, probably not. Each of your successful attacks will likely eradicate whatever you struck, but will also effectively leave you [[paralysis|paralyzed]] for two turns, and even with the +10 enchantment bonus, you might still miss often enough to leave yourself in dangerous situations. At higher M&F skill levels, this issue becomes less pronounced. Better accuracy and reduced attack delay means you'll be leaving fewer enemies alive long enough to swing at you, and those that do will have less time to capitalize on it.
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A single swing from the '''dark maul'''<ref>{{source ref|0.32.1|art-data.txt|1314}}</ref> will crush through virtually any monster's armour for ultra-heavy damage, but even at maximum [[Maces & Flails]] skill, it will still take you 15 or 16 [[aut]]s to attack - over 2x the mindelay of the slowest normal weapons. In practice, every swing (at ''max'' skill) gives a 57.5% to pass your next turn. On the plus side, it has over 2.5x the base damage of [[giant club]]s, which most characters can't use.
  
This weapon is gruesomely effective in most situations, but truly shines against enemies with significant [[AC]] scores. A character with a [[quick blade]] may be able to deliver ten attacks in the time it takes an untrained character to swing the dark maul once, but if your opponent has powerful defenses, the maul will make the bigger impact. As such, it helps to know when to use the maul and when to put it away for something less overkill-prone. Try to avoid using the dark maul when facing multiple opponents at once, and if your character has found several good sources of [[slaying]] this game, you may want to ignore it entirely; slaying's value is very dependent on your attack speed. Finally, if at all possible, keep yourself [[haste]]d (or under the effect of Finesse for you [[Okawaru]] worshipers) when you find yourself facing serious opponents.
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Is this trade-off actually worth it? High M&F skill is nearly essential. It reduces the attack delay to a tolerable level, and it also helps with accuracy. Each miss is much more punishing than a standard weapon; even with a +10 enchantment, you may miss often enough that it's a problem. Compared to a well-enchanted [[great mace]], the dark maul checks AC much less, but always risks an enemy double turn, and procs less [[auxiliary attack]]s. Basically, the maul is not a weapon to suddenly switch to Maces & Flails for - have high skill to make full use of the maul, and watch out for the delay.
  
Despite its immense weight and delay, [[formicid]]s can actually wield this weapon with one hand, since it is technically a modified [[great mace]]. Whether or not it is desirable for them to do so, what with their limited escape options, is a different question.
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It’s important to know when to use the maul and when to put it away for something faster. Try to avoid using the dark maul in open areas or when facing multiple opponents at once, because the high delay makes it impossible to respond quickly to unexpected damage spikes or new enemies entering [[line of sight]].
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[[Okawaru]] is a great god for the dark maul. Finesse can ''halve'' the delay of any weapon, making the maul a lot less risky to use, and Heroism helps boost skill levels. [[Manifold Assault]] can make the delay much more manageable, as you're swinging from a distance (not to mention potentially pasting multiple targets per swing).
  
 
==History==
 
==History==
Prior to [[0.16]], the dark maul had ''only'' 44 base damage and a meager +6 enchantment level.
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*Prior to [[0.30]], the dark maul had the [[vorpal]] brand, 52 base damage, and 30 base delay. It was changed to accommodate the [[heavy]] brand.
 
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*Prior to [[0.16]], the dark maul had only 44 base damage and a meager +6 enchantment level.
The dark maul will receive a significant boost to damage output in [[0.16]].
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*The dark maul was added in [[0.14]].
  
The dark maul was added in [[0.14]].
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==References==
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<references/>
  
 
[[Category:Unrands]]
 
[[Category:Unrands]]

Latest revision as of 01:08, 30 October 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
A large, iron-shod maul specialised for dealing massively powerful blows. Such power comes at a price: the maul's head is so heavy it takes a great length of time to lift it up for another swing.

“This caliber should be appropriate.”
-prince Dajmiech, “Kajko and Kokosz: The Battle with Dajmiech”, Janusz Christa

Dark maul.png the +10 dark maul

+10 maul (modified great mace: 37 base damage, -2 base accuracy, 24 base delay)
Heavy brand

Desirability

A single swing from the dark maul[1] will crush through virtually any monster's armour for ultra-heavy damage, but even at maximum Maces & Flails skill, it will still take you 15 or 16 auts to attack - over 2x the mindelay of the slowest normal weapons. In practice, every swing (at max skill) gives a 57.5% to pass your next turn. On the plus side, it has over 2.5x the base damage of giant clubs, which most characters can't use.

Is this trade-off actually worth it? High M&F skill is nearly essential. It reduces the attack delay to a tolerable level, and it also helps with accuracy. Each miss is much more punishing than a standard weapon; even with a +10 enchantment, you may miss often enough that it's a problem. Compared to a well-enchanted great mace, the dark maul checks AC much less, but always risks an enemy double turn, and procs less auxiliary attacks. Basically, the maul is not a weapon to suddenly switch to Maces & Flails for - have high skill to make full use of the maul, and watch out for the delay.

It’s important to know when to use the maul and when to put it away for something faster. Try to avoid using the dark maul in open areas or when facing multiple opponents at once, because the high delay makes it impossible to respond quickly to unexpected damage spikes or new enemies entering line of sight.

Okawaru is a great god for the dark maul. Finesse can halve the delay of any weapon, making the maul a lot less risky to use, and Heroism helps boost skill levels. Manifold Assault can make the delay much more manageable, as you're swinging from a distance (not to mention potentially pasting multiple targets per swing).

History

  • Prior to 0.30, the dark maul had the vorpal brand, 52 base damage, and 30 base delay. It was changed to accommodate the heavy brand.
  • Prior to 0.16, the dark maul had only 44 base damage and a meager +6 enchantment level.
  • The dark maul was added in 0.14.

References