Difference between revisions of "Ranged weapon"

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'''Ranged Weapons''' is a [[skill]] that governs '''launchers''', weapons which fire missiles from a distance. This includes slings, bows, and crossbows. Being able to attack enemies from any unobstructed tile in [[line of sight]] is a large perk, especially for faster characters. However, not only are they weaker than their melee counterparts, but ranged weapons suffer penalties when wearing heavy body [[armour]]. Note that while monsters lacking the [[Category:Archer_flag|archer flag]] are unable to use ranged weapons in melee, players may do so without an explicit penalty.
  
'''Ranged weapons''' include all [[weapon]]s capable of attacking any target within your [[line of sight]]. All of these require ammunition to function, and most of them require you to wield a launcher. The ability to attack distant foes is very helpful, particularly for characters with fast [[movement]] speed (see [[kiting]]). However, ranged weapons are not without their drawbacks. Running out of ammo renders a ranged weapon nearly useless, and [[melee weapon]]s tend to have better overall stats.
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All ranged weapons use [[dexterity]] instead of [[strength]] for damage calculations.
 
 
==Weapon attributes==
 
The following is a table of all ranged weapons in ''Crawl''. Below is a short explanation of each field:
 
  
 +
==List of Ranged Weapons==
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Name || Dam || Hit || Delay || Hands || Size || Prob
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
!style="text-align: left;" | Name
+
| [[Hunting sling|Sling]] || 7 || 0 || 14 || One || Little || 10
| The name of the item as it appears in Crawl.
 
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
!style="text-align: left;" | Damage
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| [[Shortbow]] || 9 || +2 || 15 || Two || Little || 10
| The base amount of damage the weapon does, before various bonuses and adjustments. 
 
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
!style="text-align: left;" | Hit
+
| [[Longbow]] || 12 || 0 || 17 || Two || Medium || 10
| To hit modifier for the weapon, before any other adjustments.
 
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
!style="text-align: left;" | [[Weapon Speed|Speed]]
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| [[Hand crossbow]] || 17 || +3 || 18 || One || Little || 10
| Attack delay.  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, whichever is lower ([[hand crossbow]]s, [[arbalest]]s, and [[triple crossbow]]s all have a hard-coded minimum delay of 10).  Speed effects apply ''after'' the base cap, but there's an absolute cap of 2 for attack delay.
 
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
!style="text-align: left;" | Skill
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| [[Arbalest]] || 17 || -2 || 19 || Two || Little || 10
| Which skill is required to effectively use this weapon.
 
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
!style="text-align: left;" | [[Handedness|One-hand min. size]]
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| [[Triple crossbow]] || 23 || -2 || 23 || Two || Small || 2
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.
 
|-style="vertical-align: top;"
 
!style="text-align: left;" | [[Handedness|Two-hand min. size]]
 
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].
 
|-style="vertical-align: top;"
 
!style="text-align: left; white-space: nowrap;" | Missile
 
| The sort of ammo needed to use this weapon
 
|-style="vertical-align: top;"
 
!style="text-align: left;" | Prob
 
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].
 
 
|}
 
|}
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Note that the three crossbows - hand crossbow, arbalest, triple crossbow - are unique in that they have a [[weapon speed|minimum delay]] of 1.0, instead of the standard 0.7 (they attack slower).
  
==Throwing==
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==Armour Penalty==
Thrown weapons are unique among ranged weapons in that they do not require you to wield a launcher to use them; you simply hurl them without even needing a free hand (don't ask how). This means you don't have to waste time in combat swapping weapons, keeping a shield, saving turns, and reducing frustration. Additionally, many throwing weapons have inherent properties that change how the projectile works or adds an additional effect. Unfortunately, most throwing weapons are among the weaker ranged options, and none of them have any inherent bonus to accuracy.
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Ranged weapons are uniquely penalized down by [[Encumbrance_rating|armor encumberance]]. The more encumbered you are, the slower you attack. The penalty, in [[decaAut]], is as follows:
  
{| class="wikitable"
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{{crawlquote|[ (e)^2 / 2250 ] * [ (90-2A) / (S + 3) ]}}
! Name || Dam || Hit || Speed || Skill || Min. size || Prob || Notes
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For e = encumberance rating, A = Armour skill, and S = strength.
|-style="vertical-align: top;"
 
| [[Dart]] || 0 || 0 || 10 || Throwing || Little || 0 || Deals no damage, but inflicts [[status effects]]
 
|-style="vertical-align: top;"
 
| [[Throwing net]] || 0 || 0 || 10 || Throwing || Little || 0 || Deals no damage, but inflicts the [[Held]] [[status effect]]
 
|-style="vertical-align: top;"
 
| [[Stone]] || 2 || 0 || 11 || Throwing || Little || 0 || Weak, but plentiful; can be launched from [[slings]] for more damage
 
|-style="vertical-align: top;"
 
| [[Boomerang]] || 6 || 0 || 13 || Throwing || Little || 0 || Inherent [[returning]] property
 
|-style="vertical-align: top;"
 
| [[Javelin]] || 10 || 0 || 15 || Throwing || Medium || 0 || Inherent [[penetration]] property
 
|-style="vertical-align: top;"
 
| [[Large rock]] || 20 || 0 || 20 || Throwing || Large || 0 ||
 
|}
 
 
 
==Slings==
 
[[Slings]] are ranged weapons which hurl [[sling bullet]]s (or [[stone]]s in a pinch) with great force. They are one-handed weapons for all characters and require much less skill than most other weapons to reach minimum delay, but they are significantly less powerful than their slower, more cumbersome alternatives.
 
  
{| class="wikitable"
+
Therefore, lower [[strength]] species without [[Armour (skill)|armour skill]] suffer more from heavier armour.
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Prob || Notes
 
|-style="vertical-align: top;"
 
| [[Hunting sling]] || 5 || +2 || 12 || Slings || Little || Little || [[Stone]] /<br/>[[Sling bullet]] || 10 ||
 
|-style="vertical-align: top;"
 
| [[Fustibalus]] || 8 || -1 || 14 || Slings || Little || Little || [[Stone]] /<br/>[[Sling bullet]] || 10 ||
 
|}
 
 
 
==Bows==
 
[[Bows]] are a fairly plain, but powerful ranged weapons. They fire [[arrow]]s at your opponents to deadly effect. They are universally more powerful than slings, and require only a reasonable skill investment to fire quickly. However, both kinds of bow require two hands to wield, and longbows are too large for smaller-than-average characters to use.
 
 
 
{| class="wikitable"
 
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Prob || Notes
 
|-style="vertical-align: top;"
 
| [[Shortbow]] || 9 || +2 || 13 || Bows || - || Little || [[Arrow]] || 10 ||
 
|-style="vertical-align: top;"
 
| [[Longbow]] || 15 || 0 || 17 || Bows || - || Medium || [[Arrow]] || 10 ||
 
|}
 
 
 
==Crossbows==
 
If you want a ranged weapon that tears into foes with the strength of a melee weapon, consider getting a [[crossbow]]. These contraptions are the largest, slowest ranged weapons available, but they launch their [[bolt]]s with unparalleled force. Unfortunately, they require the most skill of all ranged weapons to attack quickly, particularly in the case of the super-heavy [[triple crossbow]]. Their mindelay is also set at 1.0, higher than any other weapon in the game. And with the exception of the tiny [[hand crossbow]], crossbows are two-handed weapons. Both crossbows and their bolts aren't extremely common until you get to the [[Vaults]] branch.
 
 
 
{| class="wikitable"
 
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Prob || Notes
 
|-style="vertical-align: top;"
 
| [[Hand crossbow]] || 12 || +5 || 15 || Crossbows || Little || Little || [[Bolt]] || 10 ||
 
|-style="vertical-align: top;"
 
| [[Arbalest]] || 18 || +2 || 19 || Crossbows || - || Little || [[Bolt]] || 10 ||
 
|-style="vertical-align: top;"
 
| [[Triple crossbow]] || 22 || 0 || 23 || Crossbows || - || Little || [[Bolt]] || 2 ||
 
|}
 
  
 
==Brands==
 
==Brands==
Ranged weapon launchers and thrown ammunition are capable of carrying a selection of [[brand]]s which can greatly increase your lethality when used correctly:
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Ranged Weapons have a different set of [[brand]]s. Most of these are similar to their melee version.
 
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*[[Chaos]] - Causes random effects
===Launcher Brands===
 
 
*[[Electrocution]] - Deals additional [[electricity]] damage
 
*[[Electrocution]] - Deals additional [[electricity]] damage
 
*[[Flaming]] - Adds up to an additional 50% [[fire]] damage
 
*[[Flaming]] - Adds up to an additional 50% [[fire]] damage
Line 100: Line 39:
 
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time
 
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time
 
*[[Venom]] - Poisons target
 
*[[Venom]] - Poisons target
*[[Vorpal]] - Increases damage by 20%
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*[[Vorpal]] - Increases damage by up to 20%.
 
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Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.
===Throwing Weapon Brands===
 
*[[Atropa]] - Temporarily [[blind]]s and [[confusion|confuses]] target
 
*[[Curare]] - [[Poison]]s, [[slow]]s, and [[asphyxiate]]s target
 
*[[Datura]] - Sends target into a [[berserk]] frenzy, turning it against everything nearby
 
*[[Dispersal_(brand)|Dispersal]] - Forces target to [[blink]] roughly away from the thrower
 
*[[Penetration]] - Projectiles pierce through enemies, hitting everything along their trajectory
 
*[[Poisoned]] - [[Poison]]s target
 
*[[Returning]] - Ammo returns to attacker after being thrown
 
*[[Silver]] - Deals increased damage, particularly to [[chaotic]] targets
 
  
 
==Retired Weapons==
 
==Retired Weapons==
 
Over the years, a few ranged weapons have been retired or reworked into new forms:
 
Over the years, a few ranged weapons have been retired or reworked into new forms:
*[[Blowgun]]/[[Needle]]
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*[[Fustibalus]] - removed with the removal of the Slings skill in [[0.29]]
*[[Bow (item)|Bow]]
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*[[Blowgun]]/[[Needle]] - effect was moved on to the throwable [[dart]] in [[0.24]]
*[[Crossbow (item)|Crossbow]]
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*[[Bow (item)|Bow]] - Split into shortbow/longbow in [[0.15]].
*[[Sling (item)|Sling]]
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*[[Crossbow (item)|Crossbow]] - Split into hand crossbow/arbalest in [[0.15]].
*[[Tomahawk]]
+
 
 +
===Returning Weapons===
 +
*[[Dart]]s - removed in [[0.15]], re-added in [[0.24]].
 +
*[[Sling]] - split into [[hunting sling]] and greatsling ([[fustibalus]]) in [[0.15]], renamed back from hunting sling in [[0.29]].
  
 
==See also==
 
==See also==
 +
*[[Throwing]]
 
*[[Ranged Combat]]
 
*[[Ranged Combat]]
  
 
==History==
 
==History==
 +
*In [[0.29]], ranged weapons were reworked. Prior to this:
 +
**Ranged weapons were split into [[Slings (skill)|Slings]], [[Bows]], and [[Crossbows]], with their seperate skills. Slings [[crosstrain]]ed with [[Throwing]].
 +
**Launchers required [[ammo]] to use ([[stone]]s/[[sling bullet]]s, [[arrow]]s, [[bolt]]s, respectively). [[Okawaru]] gifted ammo, and enemies using launchers would have plentiful amounts of it.
 +
**Weapon stats as a whole were drastically different. They scaled off [[strength]] instead of DEX, and were not especially encumbered by [[armour]].
 +
**[[Fustibali]] existed as an upgrade to slings, [[sling]]s were named [[hunting sling]]s, and Throwing weapons were informally considered ranged weapons (as they were more similar; Throwing went mostly unchanged).
 
*In [[0.27]], monsters with ranged attacks got unlimited ammunition (except [[net]]s). Throwing ammo was reduced as a result.
 
*In [[0.27]], monsters with ranged attacks got unlimited ammunition (except [[net]]s). Throwing ammo was reduced as a result.
 
*In [[0.24]], throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified.
 
*In [[0.24]], throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified.

Revision as of 16:53, 23 August 2022

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

Ranged Weapons is a skill that governs launchers, weapons which fire missiles from a distance. This includes slings, bows, and crossbows. Being able to attack enemies from any unobstructed tile in line of sight is a large perk, especially for faster characters. However, not only are they weaker than their melee counterparts, but ranged weapons suffer penalties when wearing heavy body armour. Note that while monsters lacking the are unable to use ranged weapons in melee, players may do so without an explicit penalty.

All ranged weapons use dexterity instead of strength for damage calculations.

List of Ranged Weapons

Name Dam Hit Delay Hands Size Prob
Sling 7 0 14 One Little 10
Shortbow 9 +2 15 Two Little 10
Longbow 12 0 17 Two Medium 10
Hand crossbow 17 +3 18 One Little 10
Arbalest 17 -2 19 Two Little 10
Triple crossbow 23 -2 23 Two Small 2

Note that the three crossbows - hand crossbow, arbalest, triple crossbow - are unique in that they have a minimum delay of 1.0, instead of the standard 0.7 (they attack slower).

Armour Penalty

Ranged weapons are uniquely penalized down by armor encumberance. The more encumbered you are, the slower you attack. The penalty, in decaAut, is as follows:

[ (e)^2 / 2250 ] * [ (90-2A) / (S + 3) ]

For e = encumberance rating, A = Armour skill, and S = strength.

Therefore, lower strength species without armour skill suffer more from heavier armour.

Brands

Ranged Weapons have a different set of brands. Most of these are similar to their melee version.

Ranged weapons may also get pain or holy wrath (but not distortion) from Kikubaaqudgha's and The Shining One's capstone gifts.

Retired Weapons

Over the years, a few ranged weapons have been retired or reworked into new forms:

Returning Weapons

See also

History

  • In 0.29, ranged weapons were reworked. Prior to this:
    • Ranged weapons were split into Slings, Bows, and Crossbows, with their seperate skills. Slings crosstrained with Throwing.
    • Launchers required ammo to use (stones/sling bullets, arrows, bolts, respectively). Okawaru gifted ammo, and enemies using launchers would have plentiful amounts of it.
    • Weapon stats as a whole were drastically different. They scaled off strength instead of DEX, and were not especially encumbered by armour.
    • Fustibali existed as an upgrade to slings, slings were named hunting slings, and Throwing weapons were informally considered ranged weapons (as they were more similar; Throwing went mostly unchanged).
  • In 0.27, monsters with ranged attacks got unlimited ammunition (except nets). Throwing ammo was reduced as a result.
  • In 0.24, throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified.
  • Prior to 0.18, each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity. Additionally, more types of ammunition could have brands of their own.
  • Prior to 0.15, ranged combat was significantly more complicated; among other differences, min delay was heavily influenced by your stats. Additionally, 0.15 introduced greatslings (later called fustibali), hand crossbows, and triple crossbows, and removed the old version of darts.
  • Prior to 0.14, daggers, spears, hand axes, and clubs could be thrown.
  • Prior to 0.11, ammunition could have its own enchantment bonuses.
  • Prior to 0.6, darts could be fired from an early version of hand crossbows instead of being thrown by hand.