Difference between revisions of "Whip"
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At 0 skill, a +0 whip is stronger than a [[short blade]], [[dagger]], or [[club]], but weaker than a [[spear]]. It does not have the stabbing benefits of the former two weapons, but hits harder. | At 0 skill, a +0 whip is stronger than a [[short blade]], [[dagger]], or [[club]], but weaker than a [[spear]]. It does not have the stabbing benefits of the former two weapons, but hits harder. | ||
− | + | A whip with a "flat" [[brand]], such as [[venom]] or [[electrocution]], is a powerful weapon in the early game. A whip of electrocution can kill most enemies up to [[Lair]], with minimal skill investment. Without a good brand, you should upgrade to a [[mace]] or better, at least once you get some Maces & Flails skill. | |
− | + | Note that there is some risk with using whips at 0 skill. Since you attack at 1.1 delay (which is >1.0), monsters have a chance to get an extra turn on you. However, whips are stronger ''on average''. If you need to use a 0 skill weapon in the first place, you'll likely prefer the better performance of a whip. At 2 Maces & Flails skill, whips attack at 1.0 delay, negating this risk entirely. | |
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Revision as of 00:57, 16 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, but weaker than a spear. It does not have the stabbing benefits of the former two weapons, but hits harder.
A whip with a "flat" brand, such as venom or electrocution, is a powerful weapon in the early game. A whip of electrocution can kill most enemies up to Lair, with minimal skill investment. Without a good brand, you should upgrade to a mace or better, at least once you get some Maces & Flails skill.
Note that there is some risk with using whips at 0 skill. Since you attack at 1.1 delay (which is >1.0), monsters have a chance to get an extra turn on you. However, whips are stronger on average. If you need to use a 0 skill weapon in the first place, you'll likely prefer the better performance of a whip. At 2 Maces & Flails skill, whips attack at 1.0 delay, negating this risk entirely.
Image | |
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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 |