Difference between revisions of "Strength"
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*Prior to [[0.28]], Strength increased the [[SH]] of [[kite shield]]s and [[tower shield]]s, and the chances of [[auxiliary attack]]s. | *Prior to [[0.28]], Strength increased the [[SH]] of [[kite shield]]s and [[tower shield]]s, and the chances of [[auxiliary attack]]s. | ||
*Prior to [[0.27]], the Strength modifier was more complex. For STR > 10, you had a <code>100 + ([[random2]](STR - 9) * 2)</code>% multiplier, while for STR < 10, your damage was <code>100 - (random2(11 - STR) * 3)</code>. (10 STR still equaled 100% damage) | *Prior to [[0.27]], the Strength modifier was more complex. For STR > 10, you had a <code>100 + ([[random2]](STR - 9) * 2)</code>% multiplier, while for STR < 10, your damage was <code>100 - (random2(11 - STR) * 3)</code>. (10 STR still equaled 100% damage) | ||
+ | *Prior to [[0.20]], many [[forms]] (like [[Statue Form]]) had extra scaling with strength. | ||
*Prior to [[0.18]], each weapon type had a strength weight that determined how much strength contributed to damage and accuracy. Now strength increases damage equally for all weapons, and does not affect accuracy. | *Prior to [[0.18]], each weapon type had a strength weight that determined how much strength contributed to damage and accuracy. Now strength increases damage equally for all weapons, and does not affect accuracy. | ||
*Prior to [[0.15]], characters could only carry a certain weight of gear at any given time, measured in [[aum]]s. Strength increased your carrying capacity by 25 aum per point. Also, ranged combat was significantly more complicated, and strength played a role in determining your attack delay with ranged weapons (see [[weapon damage]] and [[ranged combat]] for details). | *Prior to [[0.15]], characters could only carry a certain weight of gear at any given time, measured in [[aum]]s. Strength increased your carrying capacity by 25 aum per point. Also, ranged combat was significantly more complicated, and strength played a role in determining your attack delay with ranged weapons (see [[weapon damage]] and [[ranged combat]] for details). |
Revision as of 05:26, 14 September 2022
Version 0.29: This article may not be up to date for the latest stable release of Crawl.
Strength (or STR) is one of a character's three main attributes, along with dexterity and intelligence.
Strength affects the following:
- Increases damage of many physical attacks. Every point of STR past 10 gives +2.5% damage, while every STR below gives -2.5%:
- Reduces the impact your armour's encumbrance rating has upon your evasion and spellcasting success rate.
A high strength score can go a long way toward allowing you to cast spells or dodge attacks while wearing heavy armour, and significant boosts to strength (e.g. an artefact with +10 strength) will boost melee damage considerably. However, the defensive boosts from dexterity are helpful for any character.
If your strength is ever reduced to 0 or lower, you will suffer stat zero.
History
- In 0.29, some weapons now scale withh DEX instread of STR.
- Prior to 0.28, Strength increased the SH of kite shields and tower shields, and the chances of auxiliary attacks.
- Prior to 0.27, the Strength modifier was more complex. For STR > 10, you had a
100 + (random2(STR - 9) * 2)
% multiplier, while for STR < 10, your damage was100 - (random2(11 - STR) * 3)
. (10 STR still equaled 100% damage) - Prior to 0.20, many forms (like Statue Form) had extra scaling with strength.
- Prior to 0.18, each weapon type had a strength weight that determined how much strength contributed to damage and accuracy. Now strength increases damage equally for all weapons, and does not affect accuracy.
- Prior to 0.15, characters could only carry a certain weight of gear at any given time, measured in aums. Strength increased your carrying capacity by 25 aum per point. Also, ranged combat was significantly more complicated, and strength played a role in determining your attack delay with ranged weapons (see weapon damage and ranged combat for details).
- Prior to 0.13, the weapon damage bonus from strength was half as large. Strength also played a role in the now-obsolete Armour EV-Penalty system, which was replaced with encumbrance ratings.