Difference between revisions of "Weapon choice"

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(taking into account weaponavailability... i might need more help on this section)
(Adding the Throwing section back in, but marking it as another special case -- when 0.29's ranged combat changes roll out, we can re-evaluate it, but for now it's still fairly relevant)
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A weapon's base delay is given in the form of deca-auts (1.1, 1.5, etc). The game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unskilled, unarmed attack takes 10 auts - the same time it takes for most monsters and most species to take most actions. Wielding a weapon will multiply this by the base delay % given in the weapon's description. A [[short sword]], for example, has a base delay of 1.1 (11 aut), meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch or walking a tile.
 
A weapon's base delay is given in the form of deca-auts (1.1, 1.5, etc). The game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unskilled, unarmed attack takes 10 auts - the same time it takes for most monsters and most species to take most actions. Wielding a weapon will multiply this by the base delay % given in the weapon's description. A [[short sword]], for example, has a base delay of 1.1 (11 aut), meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch or walking a tile.
  
Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay by 0.1 deca aut, down to the weapon's minimum delay. Most weapons' mindelay is either 0.7, or it's base delay divided by two (rounded down), whichever is smaller. [[Rapier]]s have a mindelay of 0.5, while [[arbalest]]s and [[triple crossbow]]s have a mindelay of 1.0. The [[Speed brand]] and status effects such as [[Haste]] can make attacks even faster, but never below a minimum of 0.2.
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Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay by 0.1 deca aut, down to the weapon's minimum delay. Most weapons' mindelay is either 0.7, or its base delay divided by two (rounded down), whichever is smaller. [[Rapier]]s have a mindelay of 0.5 to match other [[Short Blades]], while [[arbalest]]s and [[triple crossbow]]s have a mindelay of 1.0. The [[Speed brand]] and status effects such as [[Haste]] can make attacks even faster, but never below a minimum of 0.2.
  
 
===Accuracy===
 
===Accuracy===
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and [[dexterity]]. It is important to choose accurate weapons in the very early game. Later on, accuracy becomes a secondary consideration - reasonable accuracy comes with weapon skill which comes with sane weapon delay.
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Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and [[dexterity]]. It is important to choose accurate weapons in the very early game. Later on, accuracy becomes a secondary consideration - both reasonable accuracy and sane weapon delay come from having good weapon skill.
  
 
===Handedness===
 
===Handedness===
There are two categories of weapons here: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a [[shield]], while two-handed weapons can't.  
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There are two categories of weapons: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a [[shield]], while two-handed weapons can't.  
  
 
While shields do provide significant amounts of defense, they take quite a bit of skill to train, and many of the most powerful melee and ranged weapons are two-handed. Your [[species]]' [[size]] and [[aptitude]]s should be taken into account.
 
While shields do provide significant amounts of defense, they take quite a bit of skill to train, and many of the most powerful melee and ranged weapons are two-handed. Your [[species]]' [[size]] and [[aptitude]]s should be taken into account.
  
[[Kobold]]s and [[Spriggan]]s, being small, will find certain weapons being two-handed, and the largest impossible to wield. Meanwhile, [[Formicid]]s can wield two-handed weapons with a shield. Other big species don't have that luxury, though also are not as encumbered by a shield.
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[[Kobold]]s' and [[Spriggan]]s' small size requires both hands for certain medium-size weapons, while many of the largest weapons are just impossible for them to wield. [[Ogre]]s and [[Troll]]s, meanwhile, can use any weapon the wish, even the ultra-large [[giant club]] and [[giant spiked club]]. [[Formicid]]s' extra arms allow them to wield any two-handed weapon with a shield, but they lack the size necessary to use Ogre-sized weapons.
  
 
===Skill===
 
===Skill===
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*[[Throwing]] and [[Slings]] crosstrain each other
 
*[[Throwing]] and [[Slings]] crosstrain each other
  
While it's impractical to rely on cross-training alone for general use of a weapon, finding a particularly good weapon of a type you have cross-trained for (for example, an [[artefact]] [[rapier]] when you are training Long Blades) will enable you to use that weapon with some proficiency should the situation call for it. This will let you more easily take advantages of certain brands for certain obstacles, like a [[flaming]] edged weapon when fighting a [[hydra]]. Whether or not this is advantageous depends largely on your playstyle -- it is perfectly possible to defeat most threats with a plain weapon.
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While it's impractical to rely on cross-training alone for general use of a weapon, finding a particularly good weapon of a type you have cross-trained for (for example, an [[artefact]] [[rapier]] when you are training Long Blades) will enable you to use that weapon with some proficiency should the situation call for it. This will let you more easily take advantage of certain brands for certain obstacles, like a [[flaming]] edged weapon when fighting a [[hydra]]. Whether or not this is advantageous depends largely on your playstyle -- it is perfectly possible to defeat most threats with a plain weapon.
  
 
===Special===
 
===Special===
 
Most weapon types have certain traits that distinguish them from the others:
 
Most weapon types have certain traits that distinguish them from the others:
*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to [[Stabbing]].
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*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to [[stabbing]].
 
*[[Long Blades]]: Deal moderate-to-high damage and are often [[brand]]ed.
 
*[[Long Blades]]: Deal moderate-to-high damage and are often [[brand]]ed.
 
*[[Axes]]: Moderate damage, but [[cleaving]] makes axes excellent for crowd control.
 
*[[Axes]]: Moderate damage, but [[cleaving]] makes axes excellent for crowd control.
 
*[[Maces & Flails]]: Moderate-to-high damage, are common, and [[giant spiked club]]s offer immense damage to large species.
 
*[[Maces & Flails]]: Moderate-to-high damage, are common, and [[giant spiked club]]s offer immense damage to large species.
 
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.
 
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.
*[[Staves]]: Mundane staves deal moderate damage, but take very low skill to master. [[Magical staves]] are, of course, best for casters.
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*[[Staves]]: Mundane staves deal moderate damage, but take very low skill to master. [[Magical staves]] are best for casters looking to enhance their spells, but can make passable backup weapons in a pinch.
  
 
==Unarmed Combat: A Special Case==
 
==Unarmed Combat: A Special Case==
 
Of course, you don't ''have'' to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not doing so is particularly worthwhile largely depends on your build.
 
Of course, you don't ''have'' to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not doing so is particularly worthwhile largely depends on your build.
  
Unarmed combat relies heavily on skill. For as long as you can train it, the UC skill will increase damage ''and'' reduce delay. Unarmed strikes are on par with [[Short Blades]], and a great deal stronger at a high skill level. Many [[Transmutations]] are designed to give bonuses to unarmed combat. Finally, several [[mutation]]s, such as a [[Troll]]'s [[Claws]], are geared towards aiding unarmed strikes.
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Unarmed strikes start with roughly the same speed as [[Short Blades]], but are a great deal stronger at high skill levels. Also, many [[transformation]]s (like [[Spider Form]] or [[Blade Hands]]) and several [[mutation]]s (such as a [[Troll]]'s [[Claws]]) are geared towards aiding unarmed strikes.
  
Fighting weaponless gives up any potential benefits from having a weapon, such as [[brand]]s and anything extra that comes with any [[artefact]] weaponry you might find. In addition, unarmed heavy skill investment is also a detriment; especially for species who are not profient.
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However, fighting weaponless gives up any potential benefits from having a weapon, such as [[brand]]s and anything extra that comes with any [[artefact]] weaponry you might find. In addition, Unarmed Combat relies heavily on skill. For as long as you can train it, the Unarmed Combat skill will increase damage ''and'' reduce delay, but such heavy skill investment can be difficult to manage, especially for species who are not proficient with it.
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See the [[Unarmed Combat]] page for more details.
  
 
==Combining these: Small or Large Weapons?==
 
==Combining these: Small or Large Weapons?==
In the simplest terms, every player wants to maximize their weapon's damage divided by delay. However, considerations from every which way have to be made. The first of which comes with weapon size.
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In the simplest terms, every player wants to maximize their weapon's damage divided by delay. However, considerations from every which way have to be made; the first such consideration is the weapon's base speed:
  
 
===Fast Weapons===
 
===Fast Weapons===
Short blades, whips, and demon whips (sacred scourges) are the only weapons that have a mindelay of 0.5 (or less). The [[speed brand]] also reduces attack delay, though rather rare outside of short blades.
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Short blades, whips, demon whips, and sacred scourges are the only weapons that have a mindelay of 0.5 (or less). The [[speed brand]] also reduces attack delay, though it is rather rare outside of short blades.
  
Their chief advantage is that fast strikes are boosted more by flat bonuses. Enchantment, slaying bonuses, and various brands ([[electrocution]], [[pain]], and [[distortion]]) apply extra damage, regardless of how much the weapon itself deals. Unfortunately, they are ''also'' effected by a flat penalty - i.e, high [[AC]]. As enemies get tougher, and as [[stab]]ing becomes less reliable, fast weapons become relatively weaker.  
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Their chief advantage is that fast strikes are boosted more by flat bonuses. Enchantment, slaying bonuses, and certain brands ([[electrocution]], [[pain]], and [[distortion]]) apply extra damage, regardless of how much the weapon itself deals. Unfortunately, they are ''also'' affected by a flat penalty - i.e, high [[AC]]. As enemies get tougher and [[stab]]ing becomes less reliable, fast weapons become relatively weaker.  
  
But on the plus side, fast weapons are accurate, and already start with a low base delay. And with a good (or even decent) brand, a demon whip is easily good enough to finish a 3-rune game with. And while not ''as'' fast, the other demon weapons (demon blade and demon trident and their holy versions) have superior mindelays and the raw damage/delay to compete with other end-game weapons.
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But on the plus side, fast weapons are accurate and already start with a low base delay. And with a good (or even decent) brand, a demon whip is easily good enough to finish a 3-rune game with. And while they're not ''as'' fast, the other demon weapons (demon blade, demon trident, and their holy versions) have superior mindelays and the raw damage/delay to compete with other end-game weapons.
  
 
===Big Weapons===
 
===Big Weapons===
"Strong but slow" weapons are as powerful as their size should suggest. Sharing a mindelay of 7, weapons like [[executioner's axe]]s, [[bardiche]]s, [[triple sword]]s, and, if you can wield them, [[giant spiked club]]s, are obviously attractive. [[Vorpal]], [[Freezing]], and [[Flaming]] are universally good brands, and these high base damage weapons benefit the most. [[Holy wrath]], amazing in the extended game, falls under the same boat. Their damage is excellent for punching through monsters' armour.
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"Strong but slow" weapons are as powerful as their size suggests. Sharing a mindelay of 7, weapons like [[executioner's axe]]s, [[bardiche]]s, [[triple sword]]s, and, if you can wield them, [[giant spiked club]]s, are obviously attractive. [[Vorpal]], [[Freezing]], and [[Flaming]] are universally good brands, and these high base damage weapons benefit the most. [[Holy wrath]], amazing in the extended game, falls under the same category. Their high damage is also excellent for punching through monsters' armour.
  
However, the '''biggest''' weapons require a massive skill investment, taking anywhere from 18-24 skill to reach mindelay. They are also all two-handed. Shields contribute a lot to your overall defense, though going without means you don't need to invest in the shields skill. And with the exception of giant clubs, the strongest weapons are all quite rare; it might be best to bide your time with a [[battleaxe]], [[great sword]], or [[dire flail]] as you train up your skill, anyway.
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However, the '''biggest''' weapons require ''massive'' skill investment, taking anywhere from 18-24 skill to reach mindelay. They are also all two-handed and prevent use of a shield, which significantly impacts your overall defense (though at least going without means you don't need to invest in the Shields skill). And with the exception of giant clubs, the strongest weapons are all quite rare; it might be best to bide your time with a [[battleaxe]], [[great sword]], or [[dire flail]] as you train up your skill, anyway.
  
 
===Medium Weapons===
 
===Medium Weapons===
They might have the same 0.7 delay, but the biggest weapons might not be the best. Weapons like the [[broad axe]] or [[eveningstar]] are respectable in their own right. While still quite rare, weapon-wielding monsters in the [[Orcish Mines]] or [[Vaults]] may spawn with some of these. The [[double sword]] and [[lajatang]] remain more elusive, though share similar (dis)advantages.  
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They might have the same 0.7 delay as the largest weapons, but weapons like the [[broad axe]], [[eveningstar]], and [[double sword]] are respectable in their own right. They have the highest damage potential of any weapon that can be used one-handed, letting you combine middle-of-the-road offense with solid defense. They also require ''far'' less skill to reach mindelay than the large weapons. There's also [[lajatang]]s -- while they require both hands to use, they're a bit faster and stronger than other medium weapons.
  
Smaller weapons are faster and more accurate for large portions of the game. Mindelay takes less investment, and takes. In addition, these weapons reach the 'safe' delay of 1.0 much faster. Most characters can also wield them with a shield.
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Unfortunately, such weapons tend to be among the rarest. Broad axes are probably the most common of the medium weapons; you're fairly likely to find at least one enemy throughout the [[Orcish Mines]] or the [[Vaults]] that carries one. The rest are far more elusive -- you ''might'' find one in certain vaults likely to contain rare weapons or on a [[unique]] monster, but it's not guaranteed.
  
Finally, the weaker end of weapons are simply more common. Even if you can't find that broad axe, there will most likely be a [[war axe]] or [[flail]] ''somewhere'' in the early dungeon. You should not be afraid to settle with a weaker base type for most of the game.
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==Weapon Availability and You==
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Searching for the perfect weapon can take a while unless you worship one of the weapon-gifting gods ([[Trog]] or [[Okawaru]]). God gifts, along with [[scrolls of acquirement]], favor weaponry that you have skill investment in. The latter also tends to create items that you haven't seen yet. The [[Elven_Halls#Elf:2_-_The_Hall_of_Blades|Hall of Blades]] also likes to spawn 'rare' weapons.
  
==Weapon Availability and You==
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Unless those criteria apply, it's simply unrealistic to expect to find the perfect weapon type for your character. A few key aspects are also important when you determine what weapon you should be using ''right now''.
For a three-rune game, it's simply unrealistic to expect to find the perfect weapon type for your character. Unless you worship [[Trog]] or [[Okawaru]], that is. God gifts, along with a [[scroll of acquirement]], favors weaponry that you have skill investment in. The latter also tends to create items that you haven't seen yet. The [[Elven_Halls#Elf:2_-_The_Hall_of_Blades|Hall of Blades]] also likes to spawn 'rare' weapons.
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* '''Delay:''' Having a delay below 1.0 deca-aut prevents regular speed monsters (i.e. most of them) from hitting you twice per swing.
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* '''Damage:''' A highly-enchanted, branded weapon will deal more damage than a mundane one, even if its a measly [[whip]]. However, base damage becomes more important as you gain more skill - especially once you've found [[scrolls of enchant weapon]] and a [[scroll of brand weapon]] to improve a weapon of a stronger base type.
 +
* '''Skill:''' In the early game, sticking with a well-enchanted weapon may be the best. As you gain more skill, however, even a mundane weapon will start to become more damaging and accurate than an enchanted weapon that you have no skill in. Crosstraining can compensate a bit, but especially once you hit somewhere around 14 skill in a weapon skill, you should focus on using weapons in that school.
 +
** Most often, you should aim to use whatever type of weapon your species has the best aptitude for, but if you find a particularly good weapon that you have a ''reasonable'' (at least -1) aptitude for, feel free to switch.
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* '''Shields:''' If you don't have a good shield, two-handed weapons (especially the smaller ones) lose their main disadvantage. Meanwhile, swapping to a two-hander is a waste if you have already invested skill for wearing a [[kite shield]].
  
But unless those critera apply, it's simply unrealistic to expect to find the perfect weapon type for your character. A few key aspects are also important when you determine different weapons ''right now''.
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Ultimately, don't be afraid to settle for a "weaker" weapon like a [[war axe]], [[scimitar]], or [[flail]] during most of the early-mid game. If you find a particularly good weapon later on, you can switch to it, but your immediate survival is more important.
*Current delay: Having a delay below 1.0 deca-aut prevents regular speed monsters - most of them - from hitting you twice per swing. Skilling will also make said weapons more accurate.
 
*Damage. A highly enchanted, branded weapon will deal more damage, even if its a measly [[whip]]. However, base damage is stronger - especially once you've found [[scrolls of enchant weapon]] and a [[scroll of brand weapon]].
 
*Skilling: In the early game, swapping to a well-enchanted weapon may be the best. But this becomes a tough sell once you have accrued more skill levels (defintely around ~14 skill). Without decent crosstraining, that is. You can train in the school of your perfect weapon, and if you actually get it, good for you. Apitude is important, though  small (+/- 1) differences are mostly ignorable.
 
*Shields: If you don't have a good shield, two-handed weapons (especially the smaller ones) lose their main disadvantage. Meanwhile, swapping to a two-hander is a waste if you had already invested skill to wield a [[kite shield]].
 
  
 
==Weapon Schools: Advantages and Disadvantages==
 
==Weapon Schools: Advantages and Disadvantages==
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Highest aptitudes: +3 (Kobold), +2 (Merfolk)
 
Highest aptitudes: +3 (Kobold), +2 (Merfolk)
  
Short blades are best for [[stab]]bers; whenever you find oppertunity from natural [[stealth]] or a variety of [[Hexes]]. Their accuracy and extremely small skill requirements make them good choices in the early dungeon, especially if you get a brand like [[venom]] or [[electrocution]]. As stabbing gets harder, short blades transitions well into long blades. [[Quick blade]]s are clearly the best for regular combat purposes, while [[dagger]]s deal the most damage from a stab. Many small and/or stealthy species already have good aptiudes with short blades.
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Short blades are best for [[stab]]bers, whether you find opportunities from natural [[stealth]] or a variety of [[Hexes]]. Their accuracy and extremely small skill requirements make them good choices in the early dungeon, especially if you get a brand like [[venom]] or [[electrocution]]. As stabbing gets harder to pull off, skill in Short Blades transitions well into Long Blades. [[Quick blade]]s are excellent for regular combat purposes, while [[dagger]]s deal the most damage from a stab. Many small and/or stealthy species already have good aptitudes with short blades.
  
 
'''Advantages'''
 
'''Advantages'''
*Daggers and Short Blades often come with strong brands.
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*Short Blades often come with strong brands.
 
*Fastest, most accurate weapons in the game.
 
*Fastest, most accurate weapons in the game.
 
**Little/no skill to get to 1.0 delay.
 
**Little/no skill to get to 1.0 delay.
 
**Stacks well with [[slaying]] or [[might]].
 
**Stacks well with [[slaying]] or [[might]].
*Recieves a large bonus to stabbing (especially daggers).
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*Receives a large bonus to stabbing (especially daggers).
 
*All one-handed.
 
*All one-handed.
 +
*Crosstrains with Long Blades, which can provide greater damage output.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Low damage output against high AC.
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*Very poor damage output against high AC.
*Overall disapointing damage w/o stabs or the particularly rare [[quick blade]].
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*Low damage overall without stabs or the particularly rare [[quick blade]].
  
 
===[[Long Blades]]===
 
===[[Long Blades]]===
 
Highest aptitudes: +2 (Barachi, Minotaur)
 
Highest aptitudes: +2 (Barachi, Minotaur)
  
Long blades are decent weapons on their own, though their most notable feature (right now) is their crosstraining with short blades. Whenever it be a [[demon blade]], [[double sword]], or even a [[scimitar]], their one-handers deal respectible damage at a good delay. A well-branded [[great sword]] or [[triple sword]] aren't shabby, either.
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Long blades are decent weapons on their own, though their most notable feature is their crosstraining with short blades. Their best one-handers ([[scimitar]], [[demon blade]], [[double sword]]) deal respectable damage at a good delay, and a well-branded [[great sword]] or [[triple sword]] isn't shabby, either.
  
 
'''Advantages'''
 
'''Advantages'''
 
*Somewhat common in the Dungeon -- many monsters wield them.
 
*Somewhat common in the Dungeon -- many monsters wield them.
**[[Efreet]]s and [[Erica]] always spawn with a flaming scimitar. [[Wight]]s and [[list of deep elves|deep elves]] may also come with a nice long blade.
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**[[Efreet]]s and [[Erica]] always spawn with a [[flaming]] scimitar (good against [[hydra]]s!). [[Wight]]s and [[list of deep elves|deep elves]] may also come with a nice long blade.
 
**[[Hell knight]]s are likely to come with a [[demon blade]].
 
**[[Hell knight]]s are likely to come with a [[demon blade]].
*Crosstrains with short blades; whose users often desire for a larger weapon.
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*Crosstrains with Short Blades, which can provide highly-damaging [[stab]]s.
 
*Marginally more accurate than Maces & Flails.
 
*Marginally more accurate than Maces & Flails.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Cuts off hydra heads.
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*Cuts off hydra heads if they ''don't'' have the flaming brand.
 
*Double swords and triple swords are quite rare.
 
*Double swords and triple swords are quite rare.
  
===[[Maces & Flails|Maces and Flails]]===
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===[[Maces & Flails]]===
 
Highest aptitudes: +2 (Minotaur), +1 (Barachi, Hill Orc, Tengu)
 
Highest aptitudes: +2 (Minotaur), +1 (Barachi, Hill Orc, Tengu)
  
Maces are, perhaps, the most bland melee weapon. They deal respectable damage and are fairly common. [[Troll]]s and [[Ogre]]s may delight at the [[giant spiked club]], a common weapon with the highest base damage in the game. For others, the [[eveningstar]] is the most powerful one-hander (and easier to find than double swords). Plain [[Whip]]s are extremely common and very low skill options, while [[dire flail]]s are a two-hander with great specs.
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Maces and flails are perhaps the blandest melee weapons, but they deal respectable damage and are fairly common. [[Troll]]s and [[Ogre]]s may delight at the [[giant spiked club]], a common weapon with the highest base damage in the game. For others, the [[eveningstar]] is the most powerful one-hander (and easier to find than double swords). Plain [[whip]]s are extremely common and very low-skill options, while [[dire flail]]s are a two-hander with great specs.
  
 
'''Advantages'''
 
'''Advantages'''
 
*Fairly common.
 
*Fairly common.
 
*Great fast (whips / demon whips) and slow (dire flail / eveningstar) options.
 
*Great fast (whips / demon whips) and slow (dire flail / eveningstar) options.
*Does not cut hydra heads.
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*Does not chop hydra heads.
 
*Crosstrains with Axes and Staves.
 
*Crosstrains with Axes and Staves.
  
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Highest aptitudes: +3 (Hill Orc), +2 (Minotaur)
 
Highest aptitudes: +3 (Hill Orc), +2 (Minotaur)
  
Axes [[cleave]], hitting every target around them for 70% damage. While risky, axes can make any crowded situation ''that'' much easier. Extremely useful for [[speedrun]]s and regular games alike. Pick the biggest axe you can; whenever it'd be a [[broad axe]] + shield or [[executioner's axe]]. [[Battleaxe]]s are a decent and decently rare 2-handed choice for those who haven't found either, and [[war axe]]s for those who haven't found any of the three.
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Axes [[cleave]], hitting every target around them for 70% damage. While risky, axes can make any crowded situation ''that'' much easier and are extremely useful for [[speedrun]]s and regular games alike. Pick the biggest axe you can; whenever it'd be a [[broad axe]] + shield or [[executioner's axe]]. [[Battleaxe]]s are a decent and fairly common 2-handed choice for those who haven't found either, and [[war axe]]s are available for those who haven't found any of the three.
  
 
'''Advantages'''
 
'''Advantages'''
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'''Disadvantages'''
 
'''Disadvantages'''
*Somewhat weaker compared to single-target weapons.
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*Somewhat weaker and slower compared to single-target weapons.
 
*Actually taking advantage of cleaving is often risky.
 
*Actually taking advantage of cleaving is often risky.
 
*Cuts off hydra heads.
 
*Cuts off hydra heads.
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Highest aptitudes: +4 (Merfolk), +2 (Minotaur)
 
Highest aptitudes: +4 (Merfolk), +2 (Minotaur)
  
Polearms have inherient [[reaching]], meaning they can attack from 2 tiles away. This matters most in the early game, where an extra attack makes all the difference. Especially when the school's early options, [[spear]]s and [[trident]]s are common, high accuracy, and low skill. [[Demon trident]]s are an overall great pick, being one-handed, fast, high damage, and may drop if you get [[Shoals]]. Two-handed polearms, namely [[glaive]]s and [[bardiche]]s, are damaging, but a much higher investment.
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Polearms have inherent [[reaching]], meaning they can attack from 2 tiles away. This matters most in the early game, where an extra attack can make all the difference, especially since the school's early options ([[spear]]s and [[trident]]s) are common, high-accuracy, and low-skill. [[Demon trident]]s are an overall great pick, being one-handed, fast, high-damage, and fairly common if you get [[Shoals]]. Two-handed polearms, namely [[glaive]]s and [[bardiche]]s, are damaging, but require much higher skill investment.
  
 
'''Advantages'''
 
'''Advantages'''
 
*Reaching is a strong perk for many stages of the game.
 
*Reaching is a strong perk for many stages of the game.
*Synergy with [[Summoning]]s ([[Beogh]]) and spells like [[Conjure Flame]].
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*Synergy with [[Summoning]]s, god-granted allies ([[Beogh]], [[Yredelemnul]], etc), and spells like [[Conjure Flame]].
*Crosstrains with Axe and Maces & Flails.
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*Crosstrains with Axes and Maces & Flails.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
 
*Lower base damage than most other weapon types.
 
*Lower base damage than most other weapon types.
*Small races have no good one-handed options.
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*Small species have no good one-handed options.
*Few races are particularly good with them ([[Merfolk]] are a notable exception).
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*Few species are particularly good with them ([[Merfolk]] are the most notable exception).
  
 
===Physical [[Staves]]===
 
===Physical [[Staves]]===
 
Highest aptitudes: +2 (Minotaurs)
 
Highest aptitudes: +2 (Minotaurs)
  
There are two physical staves in the game -- [[quarterstaves]] and [[lajatang]]s. Both staves take remarkably little skill to master, and deal great damage for said investment. They are also one of the few non-artefact weapons that can come with the [[speed brand]]. While not very common, [[Gladiator]]s may start with a quarterstaff. Hybrid characters, especially those who are lucky or worship [[Okawaru]], may enjoy staves the most.  
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There are two physical staves in the game -- [[quarterstaves]] and [[lajatang]]s. Both staves take remarkably little skill to master, and deal great damage for said investment. They are also one of the few non-artefact weapons that can come with the [[speed brand]]. While not very common, [[Gladiator]]s may start with a quarterstaff. Hybrid characters, especially those who are lucky or worship [[Okawaru]], may enjoy staves the most.  
  
 
'''Advantages'''
 
'''Advantages'''
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Highest aptitudes: +2 (Minotaurs)
 
Highest aptitudes: +2 (Minotaurs)
  
Magical staves' primary purpose is to boost the [[spellpower]] of whatever school they are specialized in. However, that doesn't mean you can't use them as bludgeoning tools! With 12 staves skill, some [[Evocations]], and the school of their choice, a magic staff can be used as an effective MP-saving weapon. The spellpower boost alone may convince a staff-finder to swap to a different school; the actual item is just a nice bonus. A [[staff of conjuration]] provides irresistable damage, and buffs a very wide and versatile school.  
+
Magical staves' primary purpose is to boost the [[spellpower]] of whatever school they are specialized in. However, that doesn't mean you can't use them as bludgeoning tools! With 12 staves skill, some [[Evocations]], and the school of their choice, a magic staff can be used as an effective MP-saving weapon. The spellpower boost alone may convince a staff-finder to swap to a different school; the actual item is just a nice bonus. A [[staff of conjuration]] in particular provides irresistible damage and buffs a very wide and versatile school.  
  
 
'''Advantages'''
 
'''Advantages'''
 
*Boosts spellpower, in addition to melee.
 
*Boosts spellpower, in addition to melee.
 
*Most staves come with a resistance.
 
*Most staves come with a resistance.
*Suprising damage if you have a lot of skill in the magic shool.
+
*Suprising damage if you have a lot of skill in the magic school.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
 
*Fairly weak base type.
 
*Fairly weak base type.
 
*Unable to be enchanted.
 
*Unable to be enchanted.
*Most staves are also elemental, so can be resisted in turn.
+
*Most staves are also elemental and are subject to resistances.
*Investing a lot in three skills - Magic, Staves, and Evocations - is often a tough ask.
+
*Investing a lot in three skills (Magic, Staves, and Evocations) in addition to defensive skills and anything else you need is often a tough ask.
  
===Ranged Weapons===
+
==Ranged Weapons==
 
Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, ranged weapon specialists may carry a secondary melee weapon for use in close quarters.
 
Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, ranged weapon specialists may carry a secondary melee weapon for use in close quarters.
  
====[[Slings]]====
+
===[[Slings]]===
Highest aptitude: +2 (Spriggan), +1 (Deep Dwarf, Formicid)
+
Highest aptitude: +2 (Spriggan)
  
Slings, whenever it'd be [[Hunting sling]]s or [[Fustibali]], are the ranged equivelent 'fast but weak'. The former is very common in the early dungeon, along with the [[stone]]s or [[sling bullet]]s used as ammo. They are useful for smaller species - [[Halfling]]s (now removed) had an impressive +4 aptitude in Slings, making them viable even in the late game.
+
Slings, whether [[hunting sling]]s or [[fustibali]], are the ranged equivalent of 'fast but weak'. The former is very common in the early dungeon, along with the [[stone]]s or [[sling bullet]]s used as ammo. They are particularly useful for smaller species like [[Spriggan]]s, who can still use them one-handed.
  
 
'''Advantages'''
 
'''Advantages'''
Line 219: Line 223:
 
**Very effective in the early dungeon, even without any skill.
 
**Very effective in the early dungeon, even without any skill.
 
*Crosstrains with [[Throwing]] weapons.
 
*Crosstrains with [[Throwing]] weapons.
*One handed.
+
*One-handed.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*The weakest of the offensive ranged weapons.  
+
*The weakest of the offensive ranged weapons.
 +
*Sling bullets, while somewhat more powerful than stones, are far less plentiful.
  
====[[Bows]]====
+
===[[Bows]]===
 
Highest aptitude: +3 (Deep Elf), +2 (Spriggan)
 
Highest aptitude: +3 (Deep Elf), +2 (Spriggan)
  
Bows are heavy ranged weapons. While both [[shortbow]]s and [[longbow]]s are two handed, you won't notice if a storm of arrows kills enemies before they get to you.  
+
Bows are middle-weight ranged weapons. While both [[shortbow]]s and [[longbow]]s are two-handed, you won't need a shield if a storm of arrows kills enemies before they get to you.  
  
 
'''Advantages'''
 
'''Advantages'''
 
*Quite strong.
 
*Quite strong.
*All [[centaur (monster)|centaur]]s carry shortbows and arrows, making them common throughout the game.
+
*All [[centaur (monster)|centaurs]] carry shortbows and arrows, making them common throughout the game.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
 
*Somewhat inaccurate.
 
*Somewhat inaccurate.
*Two-handed, small characters can't use long-bows.
+
*Two-handed; small characters can't use longbows.
  
====[[Crossbows]]====
+
===[[Crossbows]]===
 
Highest aptitude: +2 (Kobold)
 
Highest aptitude: +2 (Kobold)
  
Crossbows are also strong, though both the weapon itself and its [[bolt]]s aren't very common until [[Vaults]], where [[Yaktaur]]s will spawn with them en-mass. While a good weapon to start with, [[Hunter]]s or [[Arcane Marksman|Arcane Marksmen]] will probably want a decent backup weapon. They are also slow; even the one-handed [[hand crossbow]] has a mindelay of 1.0. [[Triple crossbow]]s in particular require a skill of 26 to reach 1.0 delay, so [[Arbalest]]s remain a fair weapon for most crossbow users.
+
Crossbows are the ranged version of 'strong but slow'. While a good weapon to start with, [[Hunter]]s or [[Arcane Marksman|Arcane Marksmen]] will probably want a decent backup weapon, as crossbows and their [[bolt]]s aren't very common until [[Vaults]], where [[Yaktaur]]s will spawn with them en masse. They are also slow; even the one-handed [[hand crossbow]] has a mindelay of 1.0. [[Triple crossbow]]s in particular require a skill of 26 to reach 1.0 delay, so [[Arbalest]]s remain a fair weapon for most crossbow users.
  
 
'''Advantages'''
 
'''Advantages'''
Line 249: Line 254:
 
*The slowest ranged weapons - [[minimum delay]] cannot be reduced below 1.0.
 
*The slowest ranged weapons - [[minimum delay]] cannot be reduced below 1.0.
 
*Crossbows are very rare until yaktaurs start showing up.
 
*Crossbows are very rare until yaktaurs start showing up.
*Arbalests and triple crossbows disallow the use of a shield.
+
*Arbalests and triple crossbows are two-handed.
 +
 
 +
===[[Throwing]]: Another special case===
 +
Highest aptitude: +1 (Kobold)<br>
 +
Ammunition: [[Stone]]s, [[Boomerang]]s, [[Javelin]]s, [[Large rock]]s, [[Dart]]s, [[Throwing net]]s
 +
 
 +
Throwing is another oddball form of combat. Like [[Unarmed Combat]], thrown weapons don't require you to wield anything; as such, their power and accuracy are mostly dependent on your skill. However, since they use no launcher, you can use throwing weapons at any time, even if your hands are full!
 +
 
 +
Throwing offers a variety of different options, though they are often more helpful for supporting other forms of combat rather than a viable method of killing things outright. While stones don't do much damage, they are common throughout the entirety of the Dungeon and can deal small amounts of damage from a distance or serve as a quiet way to attract attention. Boomerangs are more damaging, don't require much skill to use effectively, and always return (meaning you never have to spend time recovering them). On the more damaging side, javelins are a fairly strong option that can pierce through entire lines of enemies, and [[Ogre]]s and [[Troll]]s get access to the phenomenally-powerful large rocks.
 +
 
 +
Darts and throwing nets, meanwhile, are less about raw damage and more about supporting the subtler forms of combat. Different types of darts can be used to inflict status conditions to weaken enemies or set up [[stab]]bing attempts, while throwing nets will pin enemies in place for a pummeling or to let you escape.
 +
 
 +
'''Advantages'''
 +
*Do not require wielding a launcher, especially useful for followers of [[Ashenzari]] or those wielding [[distortion]] weapons.
 +
*Boomerangs always [[returning|return]] and javelins [[penetration|pierce through]] enemies.
 +
*Large rocks are one of the most powerful ranged options.
 +
*Throwing nets can [[Held|pin an enemy down]] and darts can inflict various status conditions. [[Curare]]-tipped darts are extremely powerful and remain useful into the late game.
 +
*Crosstrains with Slings.
 +
 
 +
'''Disadvantages'''
 +
*Few species have good aptitudes for Throwing (only Kobolds have a positive aptitude).
 +
*No launcher means fewer bonuses to power and accuracy.
 +
*Weapons smaller than javelins are unlikely to have much killing power.
 +
*Javelins are too large for small species.
 +
*Large rocks are only usable by [[ogre]]s and [[troll]]s and have quite high delay without any skill.
 +
*[[Curare]] darts are useless against [[:Category:Poison resistance|poison-resistant]] monsters. Other specialized darts require skill in [[Stealth]] to be effective.
 +
*Ammunition tends to be uncommon without [[Okawaru]]'s help.
  
 
==History==
 
==History==
*[[0.28]] removed long blade's [[riposte]]. The XP costs for high-level skills were reduced, and the base delay of the biggest weapons in the game was also lowered.
+
*[[0.28]] removed Long Blades' [[riposte]]. The XP costs for high-level skills were reduced, and the base delay of the biggest weapons in the game was also lowered.
 
*[[0.27]] greatly increased the penalty for wearing [[shields]], affecting all one-handed weapons.
 
*[[0.27]] greatly increased the penalty for wearing [[shields]], affecting all one-handed weapons.
*[[0.24]] removed [[tomahawk]]s as well as [[blowgun]]s and [[needle]]s, replacing them with darts and boomerangs.
+
*[[0.24]] removed [[tomahawk]]s as well as [[blowgun]]s and [[needle]]s, replacing them with boomerangs and darts.
 
*[[0.19]] added riposte for long blades.
 
*[[0.19]] added riposte for long blades.
 
*[[0.15]] introduced several new ranged weapons: greatslings, hand crossbows, arbalests, and triple crossbows.
 
*[[0.15]] introduced several new ranged weapons: greatslings, hand crossbows, arbalests, and triple crossbows.

Revision as of 07:21, 1 March 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.

Crawl presents the player and character with a potentially bewildering array of weapon choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have six main properties:

  • Damage: How much damage, on average, the weapon does per strike.
  • Accuracy: How likely the weapon is to actually hit.
  • Speed: How long you must wait after attacking before you can act again.
  • Handedness: Whether the weapon requires one or two hands to use.
  • Skill: How fast your species can learn to use the weapon.
  • Special: Some weapon types have unique traits that distinguish them from the others.

A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.

Properties

Each of these properties is briefly described below:

Damage

The approximate formula for a weapon's damage is as follows:

   Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)

When you examine a weapon, the damage number it gives you is the base damage. The strength multiplier increases by 2.5% per strength. The flat Slaying bonus comes from rings of slaying and some artefacts, and stacks with the enchantment on your weapon. The skill bonus multiplier is based on your Fighting and Weapon skill; when both are maxed out it averages around a 2× multiplier (though this amount is rather variable). Finally, your weapon's brand adjusts your damage even further; see the appropriate Brand page for details.

Speed

A weapon's speed, or more accurately its attack delay, is as follows:

   Delay = base delay − weapon skill/2

A weapon's base delay is given in the form of deca-auts (1.1, 1.5, etc). The game tracks most actions in terms of auts. When unaffected by Haste, Slow, or similar effects, an unmodified, unskilled, unarmed attack takes 10 auts - the same time it takes for most monsters and most species to take most actions. Wielding a weapon will multiply this by the base delay % given in the weapon's description. A short sword, for example, has a base delay of 1.1 (11 aut), meaning an attack with a short sword and no Short Blades skill will take slightly longer than throwing a punch or walking a tile.

Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay by 0.1 deca aut, down to the weapon's minimum delay. Most weapons' mindelay is either 0.7, or its base delay divided by two (rounded down), whichever is smaller. Rapiers have a mindelay of 0.5 to match other Short Blades, while arbalests and triple crossbows have a mindelay of 1.0. The Speed brand and status effects such as Haste can make attacks even faster, but never below a minimum of 0.2.

Accuracy

Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and dexterity. It is important to choose accurate weapons in the very early game. Later on, accuracy becomes a secondary consideration - both reasonable accuracy and sane weapon delay come from having good weapon skill.

Handedness

There are two categories of weapons: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a shield, while two-handed weapons can't.

While shields do provide significant amounts of defense, they take quite a bit of skill to train, and many of the most powerful melee and ranged weapons are two-handed. Your species' size and aptitudes should be taken into account.

Kobolds' and Spriggans' small size requires both hands for certain medium-size weapons, while many of the largest weapons are just impossible for them to wield. Ogres and Trolls, meanwhile, can use any weapon the wish, even the ultra-large giant club and giant spiked club. Formicids' extra arms allow them to wield any two-handed weapon with a shield, but they lack the size necessary to use Ogre-sized weapons.

Skill

Each species has an aptitude for each of the skills in Crawl; taking advantage of the skills you're good at will allow you to become powerful faster, greatly increasing your chance of survival. Unless you're intentionally trying to challenge yourself, you should usually try to wield weapons suited for your species.

Cross-training

One aspect of weapon choice is that training in most weapon types makes it easier to use certain other weapon types. Training in one type grants a bonus equal to 40% of your skill experience in the second type. Cross-training skills are linked as follows:

While it's impractical to rely on cross-training alone for general use of a weapon, finding a particularly good weapon of a type you have cross-trained for (for example, an artefact rapier when you are training Long Blades) will enable you to use that weapon with some proficiency should the situation call for it. This will let you more easily take advantage of certain brands for certain obstacles, like a flaming edged weapon when fighting a hydra. Whether or not this is advantageous depends largely on your playstyle -- it is perfectly possible to defeat most threats with a plain weapon.

Special

Most weapon types have certain traits that distinguish them from the others:

  • Short Blades: Although they do low damage, they attack extremely fast and give a large bonus to stabbing.
  • Long Blades: Deal moderate-to-high damage and are often branded.
  • Axes: Moderate damage, but cleaving makes axes excellent for crowd control.
  • Maces & Flails: Moderate-to-high damage, are common, and giant spiked clubs offer immense damage to large species.
  • Polearms: Although they only deal moderate damage, these weapons all have an innate reaching attack.
  • Staves: Mundane staves deal moderate damage, but take very low skill to master. Magical staves are best for casters looking to enhance their spells, but can make passable backup weapons in a pinch.

Unarmed Combat: A Special Case

Of course, you don't have to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not doing so is particularly worthwhile largely depends on your build.

Unarmed strikes start with roughly the same speed as Short Blades, but are a great deal stronger at high skill levels. Also, many transformations (like Spider Form or Blade Hands) and several mutations (such as a Troll's Claws) are geared towards aiding unarmed strikes.

However, fighting weaponless gives up any potential benefits from having a weapon, such as brands and anything extra that comes with any artefact weaponry you might find. In addition, Unarmed Combat relies heavily on skill. For as long as you can train it, the Unarmed Combat skill will increase damage and reduce delay, but such heavy skill investment can be difficult to manage, especially for species who are not proficient with it.

See the Unarmed Combat page for more details.

Combining these: Small or Large Weapons?

In the simplest terms, every player wants to maximize their weapon's damage divided by delay. However, considerations from every which way have to be made; the first such consideration is the weapon's base speed:

Fast Weapons

Short blades, whips, demon whips, and sacred scourges are the only weapons that have a mindelay of 0.5 (or less). The speed brand also reduces attack delay, though it is rather rare outside of short blades.

Their chief advantage is that fast strikes are boosted more by flat bonuses. Enchantment, slaying bonuses, and certain brands (electrocution, pain, and distortion) apply extra damage, regardless of how much the weapon itself deals. Unfortunately, they are also affected by a flat penalty - i.e, high AC. As enemies get tougher and stabing becomes less reliable, fast weapons become relatively weaker.

But on the plus side, fast weapons are accurate and already start with a low base delay. And with a good (or even decent) brand, a demon whip is easily good enough to finish a 3-rune game with. And while they're not as fast, the other demon weapons (demon blade, demon trident, and their holy versions) have superior mindelays and the raw damage/delay to compete with other end-game weapons.

Big Weapons

"Strong but slow" weapons are as powerful as their size suggests. Sharing a mindelay of 7, weapons like executioner's axes, bardiches, triple swords, and, if you can wield them, giant spiked clubs, are obviously attractive. Vorpal, Freezing, and Flaming are universally good brands, and these high base damage weapons benefit the most. Holy wrath, amazing in the extended game, falls under the same category. Their high damage is also excellent for punching through monsters' armour.

However, the biggest weapons require massive skill investment, taking anywhere from 18-24 skill to reach mindelay. They are also all two-handed and prevent use of a shield, which significantly impacts your overall defense (though at least going without means you don't need to invest in the Shields skill). And with the exception of giant clubs, the strongest weapons are all quite rare; it might be best to bide your time with a battleaxe, great sword, or dire flail as you train up your skill, anyway.

Medium Weapons

They might have the same 0.7 delay as the largest weapons, but weapons like the broad axe, eveningstar, and double sword are respectable in their own right. They have the highest damage potential of any weapon that can be used one-handed, letting you combine middle-of-the-road offense with solid defense. They also require far less skill to reach mindelay than the large weapons. There's also lajatangs -- while they require both hands to use, they're a bit faster and stronger than other medium weapons.

Unfortunately, such weapons tend to be among the rarest. Broad axes are probably the most common of the medium weapons; you're fairly likely to find at least one enemy throughout the Orcish Mines or the Vaults that carries one. The rest are far more elusive -- you might find one in certain vaults likely to contain rare weapons or on a unique monster, but it's not guaranteed.

Weapon Availability and You

Searching for the perfect weapon can take a while unless you worship one of the weapon-gifting gods (Trog or Okawaru). God gifts, along with scrolls of acquirement, favor weaponry that you have skill investment in. The latter also tends to create items that you haven't seen yet. The Hall of Blades also likes to spawn 'rare' weapons.

Unless those criteria apply, it's simply unrealistic to expect to find the perfect weapon type for your character. A few key aspects are also important when you determine what weapon you should be using right now.

  • Delay: Having a delay below 1.0 deca-aut prevents regular speed monsters (i.e. most of them) from hitting you twice per swing.
  • Damage: A highly-enchanted, branded weapon will deal more damage than a mundane one, even if its a measly whip. However, base damage becomes more important as you gain more skill - especially once you've found scrolls of enchant weapon and a scroll of brand weapon to improve a weapon of a stronger base type.
  • Skill: In the early game, sticking with a well-enchanted weapon may be the best. As you gain more skill, however, even a mundane weapon will start to become more damaging and accurate than an enchanted weapon that you have no skill in. Crosstraining can compensate a bit, but especially once you hit somewhere around 14 skill in a weapon skill, you should focus on using weapons in that school.
    • Most often, you should aim to use whatever type of weapon your species has the best aptitude for, but if you find a particularly good weapon that you have a reasonable (at least -1) aptitude for, feel free to switch.
  • Shields: If you don't have a good shield, two-handed weapons (especially the smaller ones) lose their main disadvantage. Meanwhile, swapping to a two-hander is a waste if you have already invested skill for wearing a kite shield.

Ultimately, don't be afraid to settle for a "weaker" weapon like a war axe, scimitar, or flail during most of the early-mid game. If you find a particularly good weapon later on, you can switch to it, but your immediate survival is more important.

Weapon Schools: Advantages and Disadvantages

Short Blades

Highest aptitudes: +3 (Kobold), +2 (Merfolk)

Short blades are best for stabbers, whether you find opportunities from natural stealth or a variety of Hexes. Their accuracy and extremely small skill requirements make them good choices in the early dungeon, especially if you get a brand like venom or electrocution. As stabbing gets harder to pull off, skill in Short Blades transitions well into Long Blades. Quick blades are excellent for regular combat purposes, while daggers deal the most damage from a stab. Many small and/or stealthy species already have good aptitudes with short blades.

Advantages

  • Short Blades often come with strong brands.
  • Fastest, most accurate weapons in the game.
    • Little/no skill to get to 1.0 delay.
    • Stacks well with slaying or might.
  • Receives a large bonus to stabbing (especially daggers).
  • All one-handed.
  • Crosstrains with Long Blades, which can provide greater damage output.

Disadvantages

  • Very poor damage output against high AC.
  • Low damage overall without stabs or the particularly rare quick blade.

Long Blades

Highest aptitudes: +2 (Barachi, Minotaur)

Long blades are decent weapons on their own, though their most notable feature is their crosstraining with short blades. Their best one-handers (scimitar, demon blade, double sword) deal respectable damage at a good delay, and a well-branded great sword or triple sword isn't shabby, either.

Advantages

  • Somewhat common in the Dungeon -- many monsters wield them.
  • Crosstrains with Short Blades, which can provide highly-damaging stabs.
  • Marginally more accurate than Maces & Flails.

Disadvantages

  • Cuts off hydra heads if they don't have the flaming brand.
  • Double swords and triple swords are quite rare.

Maces & Flails

Highest aptitudes: +2 (Minotaur), +1 (Barachi, Hill Orc, Tengu)

Maces and flails are perhaps the blandest melee weapons, but they deal respectable damage and are fairly common. Trolls and Ogres may delight at the giant spiked club, a common weapon with the highest base damage in the game. For others, the eveningstar is the most powerful one-hander (and easier to find than double swords). Plain whips are extremely common and very low-skill options, while dire flails are a two-hander with great specs.

Advantages

  • Fairly common.
  • Great fast (whips / demon whips) and slow (dire flail / eveningstar) options.
  • Does not chop hydra heads.
  • Crosstrains with Axes and Staves.

Disadvantages

  • No cleaving or other special abilities.

Axes

Highest aptitudes: +3 (Hill Orc), +2 (Minotaur)

Axes cleave, hitting every target around them for 70% damage. While risky, axes can make any crowded situation that much easier and are extremely useful for speedruns and regular games alike. Pick the biggest axe you can; whenever it'd be a broad axe + shield or executioner's axe. Battleaxes are a decent and fairly common 2-handed choice for those who haven't found either, and war axes are available for those who haven't found any of the three.

Advantages

  • All axes can cleave to hit multiple opponents.
  • Crosstrains with Polearms and Maces & Flails.

Disadvantages

  • Somewhat weaker and slower compared to single-target weapons.
  • Actually taking advantage of cleaving is often risky.
  • Cuts off hydra heads.

Polearms

Highest aptitudes: +4 (Merfolk), +2 (Minotaur)

Polearms have inherent reaching, meaning they can attack from 2 tiles away. This matters most in the early game, where an extra attack can make all the difference, especially since the school's early options (spears and tridents) are common, high-accuracy, and low-skill. Demon tridents are an overall great pick, being one-handed, fast, high-damage, and fairly common if you get Shoals. Two-handed polearms, namely glaives and bardiches, are damaging, but require much higher skill investment.

Advantages

  • Reaching is a strong perk for many stages of the game.
  • Synergy with Summonings, god-granted allies (Beogh, Yredelemnul, etc), and spells like Conjure Flame.
  • Crosstrains with Axes and Maces & Flails.

Disadvantages

  • Lower base damage than most other weapon types.
  • Small species have no good one-handed options.
  • Few species are particularly good with them (Merfolk are the most notable exception).

Physical Staves

Highest aptitudes: +2 (Minotaurs)

There are two physical staves in the game -- quarterstaves and lajatangs. Both staves take remarkably little skill to master, and deal great damage for said investment. They are also one of the few non-artefact weapons that can come with the speed brand. While not very common, Gladiators may start with a quarterstaff. Hybrid characters, especially those who are lucky or worship Okawaru, may enjoy staves the most.

Advantages

  • Low skill requirements.
  • High power relative to skill investment.
  • Crosstrains with Polearms and Maces & Flails.

Disadvantages

  • Two-handed.
  • Lajatangs are barely stronger than the largest one-handed weapons.
  • Somewhat rare.

Magical staves

Highest aptitudes: +2 (Minotaurs)

Magical staves' primary purpose is to boost the spellpower of whatever school they are specialized in. However, that doesn't mean you can't use them as bludgeoning tools! With 12 staves skill, some Evocations, and the school of their choice, a magic staff can be used as an effective MP-saving weapon. The spellpower boost alone may convince a staff-finder to swap to a different school; the actual item is just a nice bonus. A staff of conjuration in particular provides irresistible damage and buffs a very wide and versatile school.

Advantages

  • Boosts spellpower, in addition to melee.
  • Most staves come with a resistance.
  • Suprising damage if you have a lot of skill in the magic school.

Disadvantages

  • Fairly weak base type.
  • Unable to be enchanted.
  • Most staves are also elemental and are subject to resistances.
  • Investing a lot in three skills (Magic, Staves, and Evocations) in addition to defensive skills and anything else you need is often a tough ask.

Ranged Weapons

Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, ranged weapon specialists may carry a secondary melee weapon for use in close quarters.

Slings

Highest aptitude: +2 (Spriggan)

Slings, whether hunting slings or fustibali, are the ranged equivalent of 'fast but weak'. The former is very common in the early dungeon, along with the stones or sling bullets used as ammo. They are particularly useful for smaller species like Spriggans, who can still use them one-handed.

Advantages

  • Can use common stones as ammunition.
  • Fastest of the ranged weapons.
  • Can often be found on early dungeon floors.
    • Very effective in the early dungeon, even without any skill.
  • Crosstrains with Throwing weapons.
  • One-handed.

Disadvantages

  • The weakest of the offensive ranged weapons.
  • Sling bullets, while somewhat more powerful than stones, are far less plentiful.

Bows

Highest aptitude: +3 (Deep Elf), +2 (Spriggan)

Bows are middle-weight ranged weapons. While both shortbows and longbows are two-handed, you won't need a shield if a storm of arrows kills enemies before they get to you.

Advantages

  • Quite strong.
  • All centaurs carry shortbows and arrows, making them common throughout the game.

Disadvantages

  • Somewhat inaccurate.
  • Two-handed; small characters can't use longbows.

Crossbows

Highest aptitude: +2 (Kobold)

Crossbows are the ranged version of 'strong but slow'. While a good weapon to start with, Hunters or Arcane Marksmen will probably want a decent backup weapon, as crossbows and their bolts aren't very common until Vaults, where Yaktaurs will spawn with them en masse. They are also slow; even the one-handed hand crossbow has a mindelay of 1.0. Triple crossbows in particular require a skill of 26 to reach 1.0 delay, so Arbalests remain a fair weapon for most crossbow users.

Advantages

Disadvantages

  • The slowest ranged weapons - minimum delay cannot be reduced below 1.0.
  • Crossbows are very rare until yaktaurs start showing up.
  • Arbalests and triple crossbows are two-handed.

Throwing: Another special case

Highest aptitude: +1 (Kobold)
Ammunition: Stones, Boomerangs, Javelins, Large rocks, Darts, Throwing nets

Throwing is another oddball form of combat. Like Unarmed Combat, thrown weapons don't require you to wield anything; as such, their power and accuracy are mostly dependent on your skill. However, since they use no launcher, you can use throwing weapons at any time, even if your hands are full!

Throwing offers a variety of different options, though they are often more helpful for supporting other forms of combat rather than a viable method of killing things outright. While stones don't do much damage, they are common throughout the entirety of the Dungeon and can deal small amounts of damage from a distance or serve as a quiet way to attract attention. Boomerangs are more damaging, don't require much skill to use effectively, and always return (meaning you never have to spend time recovering them). On the more damaging side, javelins are a fairly strong option that can pierce through entire lines of enemies, and Ogres and Trolls get access to the phenomenally-powerful large rocks.

Darts and throwing nets, meanwhile, are less about raw damage and more about supporting the subtler forms of combat. Different types of darts can be used to inflict status conditions to weaken enemies or set up stabbing attempts, while throwing nets will pin enemies in place for a pummeling or to let you escape.

Advantages

  • Do not require wielding a launcher, especially useful for followers of Ashenzari or those wielding distortion weapons.
  • Boomerangs always return and javelins pierce through enemies.
  • Large rocks are one of the most powerful ranged options.
  • Throwing nets can pin an enemy down and darts can inflict various status conditions. Curare-tipped darts are extremely powerful and remain useful into the late game.
  • Crosstrains with Slings.

Disadvantages

  • Few species have good aptitudes for Throwing (only Kobolds have a positive aptitude).
  • No launcher means fewer bonuses to power and accuracy.
  • Weapons smaller than javelins are unlikely to have much killing power.
  • Javelins are too large for small species.
  • Large rocks are only usable by ogres and trolls and have quite high delay without any skill.
  • Curare darts are useless against poison-resistant monsters. Other specialized darts require skill in Stealth to be effective.
  • Ammunition tends to be uncommon without Okawaru's help.

History

  • 0.28 removed Long Blades' riposte. The XP costs for high-level skills were reduced, and the base delay of the biggest weapons in the game was also lowered.
  • 0.27 greatly increased the penalty for wearing shields, affecting all one-handed weapons.
  • 0.24 removed tomahawks as well as blowguns and needles, replacing them with boomerangs and darts.
  • 0.19 added riposte for long blades.
  • 0.15 introduced several new ranged weapons: greatslings, hand crossbows, arbalests, and triple crossbows.
  • 0.12 introduced cleaving for axes and innate reaching for polearms.
  • Prior to 0.12, there were two additional forms of handedness: hand-and-a-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.
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