Difference between revisions of "Slaying"

From CrawlWiki
Jump to: navigation, search
(Update, and add connection to weapon enchantment)
Line 1: Line 1:
{{version021}}
+
{{version028}}
 
'''Slaying''' is a term used to describe a property that increases a character's [[accuracy]] and [[damage]] in melee and ranged combat.  Slaying does not affect [[spellcasting]], [[wand]] use, or anything else that isn't melee or ranged combat. It is functionally identical to weapon [[enchantment]], but affects unarmed attacks as well.
 
'''Slaying''' is a term used to describe a property that increases a character's [[accuracy]] and [[damage]] in melee and ranged combat.  Slaying does not affect [[spellcasting]], [[wand]] use, or anything else that isn't melee or ranged combat. It is functionally identical to weapon [[enchantment]], but affects unarmed attacks as well.
  
Line 13: Line 13:
  
 
* A [[ring of slaying]].
 
* A [[ring of slaying]].
* [[Artefact]]s may provide a bonus or penalty, in which case the description says "It affects your accuracy and damage with ranged weapons and melee attacks."
+
* [[Artefact]]s may provide a bonus or penalty, displayed as {Slay ±X}.
* The spell [[Song of Slaying]] provides a variable amount of slaying, depending on the toughest monster you've killed while the spell is active.
+
* The spell [[Wereblood]] provides a variable amount of slaying, increasing by 1 for every monster killed.
* [[Gloves]] with [[archery]] ego are a special case, in that they provide a +4 slaying bonus but only affect ranged combat.
+
* The [[Wu Jian Council]]'s Heavenly Storm provides a variable slay and [[EV]] bonus, starting with 5 and increasing by 1 for every martial attack you perform.
 +
* [[Gloves]] with [[hurling]] ego provide a +4 slaying bonus to [[Throwing]] weapons.
  
 
There are also a number of slaying-like effects:
 
There are also a number of slaying-like effects:
 
+
* The glove ego [[Infusion]] gives a melee damage bonus of +2, though there is no accuracy boost.
* The effect [[Might]] (which is also a part of [[Berserk]]) gives a flat +1d10 bonus to melee damage.  This is somewhat different from normal slaying in that it is not added to the character's effective enchantment, but just added straight on to his or her total damage.  Effectively, this means that Might gives a more consistent damage bonus than 10 slaying would, even if the average increase in damage is roughly the same.
+
* The effect [[Might]] gives a flat +1d10 bonus to melee damage.  This is added straight to your damage, meaning that Might gives a more consistent damage bonus than 10 slaying would even if the average increase in damage is roughly the same.
* The spell [[Infusion]] gives a damage bonus of 2-4.  However, monster AC applies to this damage bonus separately from the character's main attack, making it more akin to an extra attack with an unenchanted dagger than a slaying bonus.
+
* [[Ru]]'s Sacrifice Eye functions like a -5 accuracy malus, though it affects magic too.
* The spell [[Corona]] gives an increase in accuracy, but only against one monster.  Also, the bonus (+2 to +9) is applied after the to-hit number is rolled.
 
* [[The Shining One]]'s halo gives an accuracy bonus against creatures inside the halo.
 
* An [[amulet of inaccuracy]] functions somewhat like a -5 accuracy bonus, except that it affects magic as well as melee and ranged combat.
 
  
 
==Strategy==
 
==Strategy==
 
 
Most characters will want as much slaying as they can get.
 
Most characters will want as much slaying as they can get.
  
 
As slaying does not increase spell damage, it is generally a secondary priority for spellcasters, with properties such as [[wizardry]] or [[intelligence]] bonuses usually being preferable.
 
As slaying does not increase spell damage, it is generally a secondary priority for spellcasters, with properties such as [[wizardry]] or [[intelligence]] bonuses usually being preferable.
  
Melee characters should highly prioritize slaying, but be rational about it: a +2 slaying bonus does not make a -1 randart [[scale mail]] a worthwhile proposition on your MiBe.
+
Melee characters should highly prioritize slaying, but be rational about it: a +2 slaying bonus does not make a -1 randart [[leather armour]] a worthwhile proposition on your MiBe.
  
 
==History==
 
==History==
Prior to [[0.15]], there were separate slaying bonuses for accuracy and damage. Bonuses were shown in the form ''+x, +y'', where ''x'' was the accuracy bonus, and ''y'' was the damage bonus
+
*Prior to [[0.26]], the aptly named [[Song of Slaying]] gave slaying (like Wereblood).
 
+
*Prior to [[0.15]], there were separate slaying bonuses for accuracy and damage. Bonuses were shown in the form ''+x, +y'', where ''x'' was the accuracy bonus, and ''y'' was the damage bonus
Prior to [[0.10]], slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/[[Fighting]] skill.  When this was changed, slaying bonuses were generally increased to compensate.
+
*Prior to [[0.10]], slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/[[Fighting]] skill.  When this was changed, slaying bonuses were generally increased to compensate.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 00:30, 14 May 2022

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

Slaying is a term used to describe a property that increases a character's accuracy and damage in melee and ranged combat. Slaying does not affect spellcasting, wand use, or anything else that isn't melee or ranged combat. It is functionally identical to weapon enchantment, but affects unarmed attacks as well.

Mechanics

Accuracy

The total of all of a character's slaying bonuses are added to the player's to-hit number, in the same way as weapon enchantment. A random number from 1 to the player's total to-hit is checked against a monster's EV to determine if the player lands a blow; thus, it is not a flat accuracy increase that is provided, but an increase in accuracy on average.

Damage

The character's total slaying bonus is added to the enchantment of the player's weapon (and applies to unarmed combat as well). In combat, the player gets a damage bonus of 1d(enchantment+slaying). Unlike base damage, this bonus is not affected by the player's skill. The total damage done is then adjusted appropriately by the monster's AC, meaning that slaying can be very useful in helping to get past a monster's armour.

Sources

There are a number of sources of slaying bonuses:

  • A ring of slaying.
  • Artefacts may provide a bonus or penalty, displayed as {Slay ±X}.
  • The spell Wereblood provides a variable amount of slaying, increasing by 1 for every monster killed.
  • The Wu Jian Council's Heavenly Storm provides a variable slay and EV bonus, starting with 5 and increasing by 1 for every martial attack you perform.
  • Gloves with hurling ego provide a +4 slaying bonus to Throwing weapons.

There are also a number of slaying-like effects:

  • The glove ego Infusion gives a melee damage bonus of +2, though there is no accuracy boost.
  • The effect Might gives a flat +1d10 bonus to melee damage. This is added straight to your damage, meaning that Might gives a more consistent damage bonus than 10 slaying would even if the average increase in damage is roughly the same.
  • Ru's Sacrifice Eye functions like a -5 accuracy malus, though it affects magic too.

Strategy

Most characters will want as much slaying as they can get.

As slaying does not increase spell damage, it is generally a secondary priority for spellcasters, with properties such as wizardry or intelligence bonuses usually being preferable.

Melee characters should highly prioritize slaying, but be rational about it: a +2 slaying bonus does not make a -1 randart leather armour a worthwhile proposition on your MiBe.

History

  • Prior to 0.26, the aptly named Song of Slaying gave slaying (like Wereblood).
  • Prior to 0.15, there were separate slaying bonuses for accuracy and damage. Bonuses were shown in the form +x, +y, where x was the accuracy bonus, and y was the damage bonus
  • Prior to 0.10, slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/Fighting skill. When this was changed, slaying bonuses were generally increased to compensate.