Difference between revisions of "Whip"
Cacophonie (talk | contribs) (Can safely update to 0.21) |
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{{weapon | {{weapon | ||
|name = Whip | |name = Whip | ||
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{{crawlquote|This weapon falls into the '[[Maces & Flails]]' category. It is a one handed weapon.}} | {{crawlquote|This weapon falls into the '[[Maces & Flails]]' category. It is a one handed weapon.}} | ||
− | '''Whips''' are one of the better early game weapons | + | '''Whips''' are one of the better early game weapons, a direct upgrade to [[club]]s. They have good attack speed, even at low skill, and are easy to find off [[kobold (monster)|kobolds]] and other early humanoids. |
+ | |||
+ | ==Strategy== | ||
+ | At 0 skill, a +0 whip is stronger than a [[short blade]], [[dagger]], or [[club]]. It does not have the stabbing benefits of the former two weapons, but attacks faster. There is some risk with using 0 skill; since you attack at 1.1 delay, which can give monsters a second turn. | ||
+ | |||
+ | A whip with a "flat" [[brand]], such as [[venom]] or [[electrocution]], is a powerful weapon. A whip of electrocution can kill most enemies up to [[Lair]], at minimal skill investment. | ||
+ | |||
+ | Without a good brand, you'll want to upgrade to a [[mace]] or better as soon as you gain some Maces & Flails skill. | ||
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center" | {| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center" |
Revision as of 21:49, 15 June 2023
Name | Whip |
---|---|
Skill | Maces & Flails |
Damage | 6 |
Accuracy | +2 |
Base delay (%) | 11 (110%) |
Min delay | 5 at skill 12 |
Hands | 1H |
Size | Medium |
Ranged? | No |
A long plaited strip of leather. Originally developed for use in disagreements with cattle, this simple weapon is now widely used to settle differences between all sorts of creatures. |
This weapon falls into the 'Maces & Flails' category. It is a one handed weapon.
Whips are one of the better early game weapons, a direct upgrade to clubs. They have good attack speed, even at low skill, and are easy to find off kobolds and other early humanoids.
Strategy
At 0 skill, a +0 whip is stronger than a short blade, dagger, or club. It does not have the stabbing benefits of the former two weapons, but attacks faster. There is some risk with using 0 skill; since you attack at 1.1 delay, which can give monsters a second turn.
A whip with a "flat" brand, such as venom or electrocution, is a powerful weapon. A whip of electrocution can kill most enemies up to Lair, at minimal skill investment.
Without a good brand, you'll want to upgrade to a mace or better as soon as you gain some Maces & Flails skill.
Image | |
---|---|
Mundane | |
Magical | |
Artifact | |
Snakebite |
History
Prior to 0.14, whips could possess the reaching brand.
In earlier versions of the game, whips did as little as 4 damage and had 12 base delay, which made them close to worthless.
Weapons | |
---|---|
Axes | Battleaxe • Broad axe • Executioner's axe • Hand axe • War axe |
Maces & Flails | Club • Demon whip • Dire flail • Eveningstar • Flail • Giant club • Giant spiked club • Great mace • Mace (Hammer) • Morningstar • Sacred scourge • Whip |
Long Blades | Demon blade • Double sword • Eudemon blade • Falchion • Great sword • Long sword • Scimitar • Triple sword |
Polearms | Bardiche • Demon trident • Glaive • Halberd (Scythe) • Spear • Trident • Trishula |
Ranged Weapons | Arbalest • Hand cannon • Longbow • Orcbow • Shortbow • Sling • Triple crossbow |
Short Blades | Dagger • Quick blade • Rapier • Short sword |
Staves | Lajatang • Magical staff • Quarterstaff |
Throwing | Boomerang • Dart • Javelin • Large rock • Stone • Throwing net |