Difference between revisions of "Weapon"

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==Introduction==
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{{version029}}
Characters may [[wield]] [[weapon]]s to attack enemies. Weapons may be divided into [[ranged weapon|ranged]] and [[melee weapon]]s. Occasionally, they may possess a [[brand]] or be an [[artefact]].
 
  
==Weapon attributes==
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'''Weapons''' are items which you can wield to improve your ability to attack enemies. In most cases, they deal non-elemental damage, making them suitable for dealing with any threat. Weapons are divided into two main categories:
The following is a table of all weapons in Crawl, aside from ammunition. Below is a short explanation of each field. This table has been partially updated for [[0.11]].  Some notable changes:  [[Ankus]]es have been removed.
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*[[Melee weapon]]s
 +
**[[Magical staves]]
 +
*[[Ranged weapon]]s
 +
**[[Throwing]]
 +
__NOTOC__
 +
===Useful Info===
 +
All weapons are subject to [[skill]]; increasing skill increases [[weapon damage]], [[accuracy]], and decreases the [[attack delay]]. The heaviest weapon is not always the best, as an unskilled user will swing inaccurately and slowly, potentially giving monsters two turns for your one. Certain weapons also take two [[handedness|hands]] to use, which restricts the use of a [[shield]]. Both skill and strength are multipliers to a weapon's base damage.
  
{| class="wikitable"
+
Weapons are not required for melee combat; [[Unarmed Combat]] is available at any time and uses similar damage formulas to weapons.
! Name
 
|| The name of the item as it appears in Crawl.
 
|-
 
! Damage
 
|| The base amount of damage the weapon does, before various bonuses and adjustments.  <!-- From Henzell:  Total is:  Approximately: 1d(base*strength_bonus + slaying)*skill_bonus + 1d(to_dam) + various bonuses. Weapon brand is applied after monster AC reduction.
 
        Strength bonus is usually < 1.5 (see str), skill bonus (both from weapon and Fighting skills) is randomized, averaging about 2.0 at max skill
 
        Damage bonuses include +1d10 for might, -1dasp for 1.5-handed weapons with shield, -1d5 when Starving, and racial weapon bonus ( +1d3-1 for dwarves and demonspawn, +1 for orcs (more with Beogh)).-->
 
|-
 
! Hit
 
|| To hit modifier for the weapon, before any other adjustments.
 
|-
 
! [[Weapon Speed|Speed]]
 
|| 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 sabres) whichever is lower.  Speed brand cuts delay by half (round up), and haste cuts delay by a third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.
 
|-
 
! Mass
 
|| 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.
 
|-
 
! style=white-space:nowrap | Str weight
 
|| A bigger [[strength weight|strength weighting]] is better for strong characters, while a low strength weighting is better for dexterous characters.
 
|-
 
! Skill
 
|| What skill is trained when using this weapon.
 
|-
 
! [[Handedness|Hands]]
 
|| How many hands are required to use the weapon.  (Using a shield means using your weapon one-handed.)  1.5-handed ("Half") weapons require one hand as well.  Double-handed weapons currently behave as two handed (i.e. require two free hands). All ranged weapons except slings suffer speed penalties when used with a shield.
 
|-
 
! Size
 
|| The size of the weapon. Large creatures can wield larger weapons, while small creatures are restricted in what sizes they can use. The order is little, small, medium, large, big.
 
|-
 
! Missile
 
|| If the weapon uses a missile, what type does it need?
 
|-
 
! Throw
 
|| Can you throw it?
 
|-
 
! Dam Type
 
|| What category of damage does the weapon deal?
 
|-
 
! Prob
 
|| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].
 
|}
 
  
'''Notes for ranged weapons:'''
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===Weapon Properties===
* Two or Half means that it can be used with a shield, but there is a reloading time penalty.
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*Base damage: The damage done, before modifiers and adjustments. This is multiplied by strength and skill bonuses.
 +
*[[To-hit]]: Accuracy. Larger weapons have less accuracy, though skill and enchantment increase it.
 +
*Delay: How fast the weapon swings naturally, in [[decaAut]].
 +
**[[Minimum delay]]: How fast the weapon can possibly swing, once you reach a certain skill level. Most weapons have a mindelay of (Delay/2) or 0.7, whichever is lower. Every 2 skill levels decrease base delay by 0.1 until you reach mindelay.
 +
*[[Handedness]]: Weapons that require two hands restrict the use of a [[shield]] and the [[auxiliary attack|offhand punch]] ([[Octopode]]s can still offhand slap). [[Size|Smaller]] species may find certain weapons requiring two hands and normally large weapons completely unusable.
 +
*Type: Each weapon has its own designated weapon type ([[Short Blades]], [[Polearms]]...), and each weapon type has its own skill and potential quirks.
  
===Race variants===
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===Weapon Modifiers===
Weapons can have various race variants. Dwarven, Elven, Orcish, or Demonic. These have the following properties,
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*[[Enchant]]: A higher enchanted weapon will be more [[to-hit|accurate]] and deal more damage.
 +
*[[Brand]]: Brands generally help with combat, increasing damage and/or causing elemental effects.
  
'''Dwarven''' weapons are more resistant to corrosion than normal weapons. Dwarves do slightly more damage with dwarven weapons. And randomly generated dwarven weapons have 50% chance of being +1 to hit, and 50% chance of being +1 to damage. So dwarven weapons generally have better +x,+y bonuses.
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Magical staves do not have either. [[Artefact]]s may also come with special properties not found on regular weapons, though are not necessarily better.
  
'''Elven''' weapons give to hit bonuses to elves who wield them. And they also have a chance of getting up to +2 to hit bonus.
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==See Also==
 +
*[[Weapon choice]] - Strategy for which weapon to pick
 +
*[[Weapon damage]] - Damage formulas
  
'''Orcish''' weapons give damage bonuses to orcs who wield them, followers of [[Beogh]] get even higher damage bonuses as their [[piety]] rises. And they have a 50% chance of getting -1 to hit, and a 50% chance of getting +1 to damage.
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==History==
 +
*Prior to [[0.14]], there were elven, dwarven, and orcish variants of weapons which had small additional benefits, and [[demonspawn]] characters received a damage bonus when using demonic weapons - see [[Racial weapon variants]]. Also, several weapons were renamed: [[sabre]] to cutlass, [[double sword]] to bastard sword, and [[triple sword]] to claymore.
  
'''Demonic''' weapons have very strong base types. They are not variants, but a different type of weapon. [[Demonspawn]] get a bonus using demonic weapons.
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{{Weapons}}
 
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[[Category:Items]]
Of course, all weapons have a chance of being enchanted. But the race weapons have a chance of getting a little bit more.
 
 
 
==Weapon details==
 
 
 
===[[Short Blades]]===
 
{| class="wikitable"
 
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob || Notes
 
<!-- |-
 
| [[knife]] || 3 || +5 || 10 || 10 || 10% || Short Blades || One || Little || None || No || Stabbing (Slicing) || 0 -->
 
|-
 
| [[dagger]] || 4 || +6 || 10 || 20 || 10% || Short Blades || One || Little || None || Yes || Stabbing (Slicing) || 10
 
|-
 
| [[quick blade]] || 5 || +6 || 7 || 50 || 0% || Short Blades || One || Little || None || No || Stabbing (Slicing) || 2 || Cannot get a speed brand
 
|-
 
| [[short sword]] || 6 || +4 || 11 || 80 || 20% || Short Blades || One || Small || None || No || Slicing (Piercing) || 10
 
|-
 
| [[sabre]] || 7 || +4 || 12 || 90 || 20% || Short Blades || One || Small || None || No || Slicing (Piercing) || 10 || Special case: min delay is 5
 
|-
 
|}
 
 
 
===[[Long Blades]]===
 
{| class="wikitable"
 
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob
 
|-
 
| [[falchion]] || 8 || +2 || 13 || 170 || 40% || Long Blades || One || Small|| None || No || Slicing || 10
 
|-
 
| [[blessed falchion]] || 9 || +2 || 12 || 170 || 40% || Long Blades || One || Small|| None || No || Slicing || 10
 
|-
 
| [[long sword]] || 10 || +1 || 14 || 160 || 30% || Long Blades || One || Medium || None || No || Slicing || 10
 
|-
 
| [[blessed long sword]] || 11 || +0 || 13 || 160 || 30% || Long Blades || One || Medium || None || No || Slicing || 10
 
|-
 
| [[scimitar]] || 12 || -2 || 14 || 170 || 30% || Long Blades || One || Medium || None || No || Slicing || 10
 
|-
 
| [[blessed scimitar]] || 13 || -3 || 13 || 170 || 30% || Long Blades || One || Medium || None || No || Slicing || 10
 
|-
 
<!-- | [[katana]] || 14 || 3 || 12 || 160 || 30% || Long Blades || Half || Medium || None || No || Slicing || 2
 
|-
 
| [[blessed katana]] || 15 || 2 || 12 || 160 || 30% || Long Blades || Half || Medium || None || No || Slicing || 2 -->
 
|-
 
| [[demon blade]] || 13 || -1 || 13 || 200 || 40% || Long Blades || One || Medium || None || No || Slicing || 2
 
|-
 
| [[eudemon blade]] || 14 || -2 || 12 || 200 || 40% || Long Blades || One || Medium || None || No || Slicing || 0 || Blessed demon blade
 
|-
 
| [[double sword]] || 15 || -1 || 15 || 220 || 50% || Long Blades || Half || Medium || None || No || Slicing || 2
 
|-
 
| [[blessed double sword]] || 16 || -2 || 14 || 220 || 50% || Long Blades || Half || Medium || None || No || Slicing || 2
 
|-
 
| [[great sword]] || 16 || -3 || 16 || 250 || 60% || Long Blades || Two || Large || None || No || Slicing || 10
 
|-
 
| [[blessed great sword]] || 17 || -4 || 15 || 250 || 60% || Long Blades || Two || Large || None || No || Slicing || 10
 
|-
 
| [[triple sword]] || 19 || -4 || 19 || 260 || 60% || Long Blades || Two || Large || None || No || Slicing || 2
 
|-
 
| [[blessed triple sword]] || 20 || -5 || 18 || 260 || 60% || Long Blades || Two || Large || None || No || Slicing || 2
 
|-
 
|}
 
 
 
===[[Axes]]===
 
{| class="wikitable"
 
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob
 
|-
 
| [[hand axe]] || 7 || +3 || 13 || 80 || 60% || Axes || One || Small || None || Yes || Chopping || 10
 
|-
 
| [[war axe]] || 11 || +0 || 15 || 180 || 70% || Axes || One || Medium || None || No || Chopping || 10
 
|-
 
| [[broad axe]] || 14 || -2 || 16 || 230 || 80% || Axes || Half || Medium || None || No || Chopping || 10
 
|-
 
| [[battleaxe]] || 17 || -4 || 17 || 250 || 80% || Axes || Two || Large || None || No || Chopping || 10
 
|-
 
| [[executioner's axe]] || 20 || -6 || 20 || 280 || 90% || Axes || Two || Large || None || No || Chopping || 2
 
|-
 
|}
 
 
 
===[[Maces & Flails]]===
 
{| class="wikitable"
 
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob
 
|-
 
| [[whip]] || 6 || +2 || 11 || 30 || 20% || Mace/Flail || One || Medium || None || No || Slashing || 0
 
|-
 
| [[club]] or [[rod]] || 5 || +3 || 13 || 50 || 70% || Mace/Flail || One || Small || None || Yes || Crushing || 0
 
|-
 
| [[hammer]] || 7 || +3 || 13 || 90 || 70% || Mace/Flail || One || Small || None || No || Crushing || 0
 
|-
 
| [[mace]] || 8 || +3 || 14 || 120 || 80% || Mace/Flail || One || Small || None || No || Crushing || 10
 
|-
 
| [[flail]] || 9 || +2 || 15 || 130 || 80% || Mace/Flail || One || Small || None || No || Crushing || 10
 
<!-- |-
 
| [[ankus]] || 9 || +2 || 14 || 120 || 80% || Mace/Flail || One || Medium || None || No || Piercing (Bludgeoning) || 10 -->
 
|-
 
| [[morningstar]] || 10 || -1 || 15 || 140 || 80% || Mace/Flail || One || Medium || None || No || Piercing (Bludgeoning) || 10
 
|-
 
| [[demon whip]] || 11 || +1 || 11 || 30 || 20% || Mace/Flail || One || Medium || None || No || Slashing || 2
 
|-
 
| [[sacred scourge]] || 12 || +0 || 11 || 30 || 20% || Mace/Flail || One || Medium || None || No || Slashing || 0 || blessed demon whip
 
|-
 
| [[spiked flail]] || 12 || -2 || 16 || 190 || 80% || Mace/Flail || One || Medium || None || No || Piercing (Bludgeoning) || 10
 
|-
 
| [[dire flail]] || 13 || -3 || 13 || 240 || 90% || Mace/Flail || Two || Large|| None || No || Piercing (Bludgeoning) || 10
 
|-
 
| [[eveningstar]] || 14 || -1 || 15 || 180 || 80% || Mace/Flail || One || Medium || None || No || Piercing (Bludgeoning) || 2
 
|-
 
| [[great mace]] || 18 || -4 || 17|| 270 || 90% || Mace/Flail || Two || Large || None || No || Crushing || 10
 
|-
 
| [[giant club]] || 20 || -6 || 17 || 330 || 100% || Mace/Flail || Two || Big || None || No || Crushing || 10
 
|-
 
| [[giant spiked club]] || 22 || -7 || 18 || 350 || 100% || Mace/Flail || Two || Big || None || No || Piercing (Bludgeoning) || 10
 
|-
 
|}
 
 
 
===[[Polearms]]===
 
{| class="wikitable"
 
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob
 
|-
 
| [[spear]] || 6 || 4 || 11 || 50 || 30% || Polearms || Half || Small || None || Yes || Piercing || 10
 
|-
 
| [[trident]] || 9 || 3 || 13 || 160 || 40% || Polearms || Half || Medium || None || No || Piercing || 10
 
|-
 
| [[halberd]] || 13 || -3 || 15 || 200 || 50% || Polearms || Two || Large || None || No || Chopping (Piercing) || 10
 
|-
 
| [[scythe]] || 14 || -4 || 20 || 220 || 70% || Polearms || Two || Large || None || No || Slicing || 10 || featured by [[Sigmund]]
 
|-
 
| [[demon trident]] || 12 || 1 || 13 || 160 || 40% || Polearms || Half || Medium || None || No || Piercing || 2
 
|-
 
| [[trishula]] || 13 || 0 || 13 || 160 || 40% || Polearms || Half || Medium || None || No || Piercing || 0 || blessed demon trident
 
|-
 
| [[glaive]] || 15 || -3 || 17 || 200 || 60% || Polearms || Two || Large || None || No || Chopping || 10
 
|-
 
| [[bardiche]] || 18 || -6 || 20 || 200 || 80% || Polearms || Two || Large || None || No || Chopping || 2
 
|}
 
 
 
===[[Staves]]===
 
Note that [[magical staves]] fight like +0, +0 staves, though some offer extra damage or other effects.
 
{| class="wikitable"
 
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob
 
|-
 
| [[staff]] || 5 || 5 || 12 || 130 || 60% || Staves || Double || Large || None || No || Crushing || 10
 
<!--|-
 
| [[quarterstaff]] (0.9)|| 7 || 6 || 12 || 180 || 70% || Staves || Double || Large || None || No || Crushing || 10 -->
 
|-
 
| [[quarterstaff]] || 10 || 3 || 13 || 180 || 70% || Staves || Double || Large || None || No || Crushing || 10
 
|-
 
| [[lajatang]] || 16 || -3 || 14 || 200 || 30% || Staves || Double || Large || None || No || Slicing || 2
 
|-
 
|}
 
 
 
===[[Ranged weapons]]===
 
{| class="wikitable"
 
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob
 
|-
 
| [[blowgun]] || 0 || +2 || 10 || 20 || 0% || Throwing || Half || Little || Needle || No || Non-melee || 0
 
|-
 
| [[sling]] || 0 || +2/~+7 || 11 || 20 || 10% || Slings || One || Little || Stone /<br/>Sling Bullet || No || Non-melee || 10
 
|-
 
| [[crossbow]] || 5 || +4 || 15 || 150 || 80% || Crossbows || Two || Medium || Bolt || No || Non-melee || 10
 
|-
 
| [[bow]] || 3 || +1 || 11 || 90 || 20% || Bows || Two || Medium || Arrow || No || Non-melee || 10
 
|-
 
| [[longbow]] || 6 || 0 || 12 || 120 || 30% || Bows || Two || Large || Arrow || No || Non-melee || 10
 
|}
 
 
 
== Hand-and-a-half weapons==
 
 
 
Some weapons are described as being better wielded with two hands, i.e. without a shield.  Such weapons are referred to as ''hand-and-a-half weapons'' or 1.5-handed weapons.  In theory, they are supposed to suffer greater penalties to accuracy and speed than one-handed weapons, as well as suffering a penalty to damage, when used with a shield with insufficient skill.  However, due to bugs introduced in [[0.10]], these extra penalties do not work as intended, and 1.5-handed weapons are effectively one-handed.  As it was fairly insignificant to begin with and mostly served to confuse players, the distinction between one-handed and 1.5-handed weapons will be entirely removed in [[0.12]], rather than being fixed.
 
 
 
== See also ==
 
 
 
* [[Attack speed]]
 
* [[Weapon Speed]]
 
* [[Weapon damage]]
 
* [[Weapon choice]]
 
* [[Handedness]]
 
* [[Ranged Combat]]
 
* [[Ranged Weapons]]
 
 
 
== External links ==
 
[http://r1gm.free.fr/Crawl/crawlSS_052_weapons.txt E. Grasland's excellent spoiler on weapons](Outdated. ver 0.5.2)
 
[http://crawl.akrasiac.org/learndb.html Henzell's LearnDB]
 
[[Category:Weapons]] [[Category:Item]]
 

Latest revision as of 21:52, 24 August 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

Weapons are items which you can wield to improve your ability to attack enemies. In most cases, they deal non-elemental damage, making them suitable for dealing with any threat. Weapons are divided into two main categories:

Useful Info

All weapons are subject to skill; increasing skill increases weapon damage, accuracy, and decreases the attack delay. The heaviest weapon is not always the best, as an unskilled user will swing inaccurately and slowly, potentially giving monsters two turns for your one. Certain weapons also take two hands to use, which restricts the use of a shield. Both skill and strength are multipliers to a weapon's base damage.

Weapons are not required for melee combat; Unarmed Combat is available at any time and uses similar damage formulas to weapons.

Weapon Properties

  • Base damage: The damage done, before modifiers and adjustments. This is multiplied by strength and skill bonuses.
  • To-hit: Accuracy. Larger weapons have less accuracy, though skill and enchantment increase it.
  • Delay: How fast the weapon swings naturally, in decaAut.
    • Minimum delay: How fast the weapon can possibly swing, once you reach a certain skill level. Most weapons have a mindelay of (Delay/2) or 0.7, whichever is lower. Every 2 skill levels decrease base delay by 0.1 until you reach mindelay.
  • Handedness: Weapons that require two hands restrict the use of a shield and the offhand punch (Octopodes can still offhand slap). Smaller species may find certain weapons requiring two hands and normally large weapons completely unusable.
  • Type: Each weapon has its own designated weapon type (Short Blades, Polearms...), and each weapon type has its own skill and potential quirks.

Weapon Modifiers

  • Enchant: A higher enchanted weapon will be more accurate and deal more damage.
  • Brand: Brands generally help with combat, increasing damage and/or causing elemental effects.

Magical staves do not have either. Artefacts may also come with special properties not found on regular weapons, though are not necessarily better.

See Also

History

  • Prior to 0.14, there were elven, dwarven, and orcish variants of weapons which had small additional benefits, and demonspawn characters received a damage bonus when using demonic weapons - see Racial weapon variants. Also, several weapons were renamed: sabre to cutlass, double sword to bastard sword, and triple sword to claymore.
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