Difference between revisions of "Weapon"

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(Right, they didn't work as intended. Putting a note in, since the description is still in the stable version.)
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| [[longbow]] || 6 || 0 || 12 || 120 || 30% || Bows || Two || Large || Arrow || No || Non-melee || 10
 
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== Hand-and-a-half weapons==
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Some weapons are described as being better wielded with two hands, i.e. without a shield.  Such weapons are referred to as ''hand-and-a-half weapons''.  In theory, they are supposed to suffer greater penalties to accuracy and speed than one-handed weapons, as well as suffering penalties to damage, when used with a shield with insufficient skill.  However, due to bugs introduced in [[0.10]], these extra penalties do not work as intended, and hand-and-a-half weapons are effectively one-handed.  The distinction will be formally removed in [[0.12]].
  
 
== See also ==
 
== See also ==

Revision as of 03:09, 17 January 2013

Introduction

Characters may wield weapons to attack enemies. Weapons may be divided into ranged and melee weapons. Occasionally, they may possess a brand or be an artefact.

Weapon attributes

The following is a table of all weapons in Crawl, aside from ammunition. Below is a short explanation of each field. This table has been partially updated for 0.11. Some notable changes: Ankuses have been removed.

Name The name of the item as it appears in Crawl.
Damage The base amount of damage the weapon does, before various bonuses and adjustments.
Hit To hit modifier for the weapon, before any other adjustments.
Speed This is actually the attack delay, which is multiplied by 10 to get the "percentages" you see in-game. (That is, attack delay 10 shows as 100%.) 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 (5 for sabres) whichever is lower. Speed brand cuts delay by half (round up), and haste cuts delay by a third (round randomly up or down). These effects stack, after the base cap, but there's an absolute cap of 2 for attack delay.
Mass How heavy a weapon is. Note that this is used for game calculations and is not the same as the weight as it appears in your inventory.
Str weight A bigger strength weighting is better for strong characters, while a low strength weighting is better for dexterous characters.
Skill What skill is trained when using this weapon.
Hands How many hands are required to use the weapon. (Using a shield means using your weapon one-handed.) Double weapons currently (version 0.4.5) behave as two handed (i.e. require two free hands). All ranged weapons except slings suffer speed penalties when used with a shield.
Size The size of the weapon. Large creatures can wield larger weapons, while small creatures are restricted in what sizes they can use. The order is little, small, medium, large, big.
Missile If the weapon uses a missile, what type does it need?
Throw Can you throw it?
Dam Type What category of damage does the weapon deal?
Prob A larger number indicates higher probability of acquiring through scrolls of acquirement.

Notes for ranged weapons:

  • Half means a reloading time penalty if using a shield
  • Damage field is used for bonus strength damage (string tension)
  • Slings get a bonus from dexterity, not strength (as tension is meaningless)

Race variants

Weapons can have various race variants. Dwarven, Elven, Orcish, or Demonic. These have the following properties,

Dwarven weapons are more resistant to corrosion than normal weapons. Dwarves do slightly more damage with dwarven weapons. And randomly generated dwarven weapons have 50% chance of being +1 to hit, and 50% chance of being +1 to damage. So dwarven weapons generally have better +x,+y bonuses.

Elven weapons give to hit bonuses to elves who wield them. And they also have a chance of getting up to +2 to hit bonus.

Orcish weapons give damage bonuses to orcs who wield them, followers of Beogh get even higher damage bonuses as their piety rises. And they have a 50% chance of getting -1 to hit, and a 50% chance of getting +1 to damage.

Demonic weapons have very strong base types. They are not variants, but a different type of weapon. Demonspawn get a bonus using demonic weapons.

Of course, all weapons have a chance of being enchanted. But the race weapons have a chance of getting a little bit more.

Weapon details

Short Blades

Name Dam Hit Speed Mass Str weight Skill Hands Size Missile Throw Dam Type Prob Notes
dagger 4 +6 10 20 10% Short Blades One Little None Yes Stabbing (Slicing) 10
quick blade 5 +6 7 50 0% Short Blades One Little None No Stabbing (Slicing) 2 Cannot get a speed brand
short sword 6 +4 11 80 20% Short Blades One Small None No Slicing (Piercing) 10
sabre 7 +4 12 90 20% Short Blades One Small None No Slicing (Piercing) 10 Special case: min delay is 5

Long Blades

Name Dam Hit Speed Mass Str weight Skill Hands Size Missile Throw Dam Type Prob
falchion 8 +2 13 170 40% Long Blades One Small None No Slicing 10
blessed falchion 9 +2 12 170 40% Long Blades One Small None No Slicing 10
long sword 10 +1 14 160 30% Long Blades One Medium None No Slicing 10
blessed long sword 11 +0 13 160 30% Long Blades One Medium None No Slicing 10
scimitar 12 -2 14 170 30% Long Blades One Medium None No Slicing 10
blessed scimitar 13 -3 13 170 30% Long Blades One Medium None No Slicing 10
demon blade 13 -1 13 200 40% Long Blades One Medium None No Slicing 2
eudemon blade 14 -2 12 200 40% Long Blades One Medium None No Slicing 0 Blessed demon blade
double sword 15 -1 15 220 50% Long Blades Half Medium None No Slicing 2
blessed double sword 16 -2 14 220 50% Long Blades Half Medium None No Slicing 2
great sword 16 -3 16 250 60% Long Blades Two Large None No Slicing 10
blessed great sword 17 -4 15 250 60% Long Blades Two Large None No Slicing 10
triple sword 19 -4 19 260 60% Long Blades Two Large None No Slicing 2
blessed triple sword 20 -5 18 260 60% Long Blades Two Large None No Slicing 2

Axes

Name Dam Hit Speed Mass Str weight Skill Hands Size Missile Throw Dam Type Prob
hand axe 7 +3 13 80 60% Axes One Small None Yes Chopping 10
war axe 11 +0 15 180 70% Axes One Medium None No Chopping 10
broad axe 14 -2 16 230 80% Axes Half Medium None No Chopping 10
battleaxe 17 -4 17 250 80% Axes Two Large None No Chopping 10
executioner's axe 20 -6 20 280 90% Axes Two Large None No Chopping 2

Maces & Flails

Name Dam Hit Speed Mass Str weight Skill Hands Size Missile Throw Dam Type Prob
whip 6 +2 11 30 20% Mace/Flail One Medium None No Slashing 0
club or rod 5 +3 13 50 70% Mace/Flail One Small None Yes Crushing 0
hammer 7 +3 13 90 70% Mace/Flail One Small None No Crushing 0
mace 8 +3 14 120 80% Mace/Flail One Small None No Crushing 10
flail 9 +2 15 130 80% Mace/Flail One Small None No Crushing 10
morningstar 10 -1 15 140 80% Mace/Flail One Medium None No Piercing (Bludgeoning) 10
demon whip 11 +1 11 30 20% Mace/Flail One Medium None No Slashing 2
sacred scourge 12 +0 11 30 20% Mace/Flail One Medium None No Slashing 0 blessed demon whip
spiked flail 12 -2 16 190 80% Mace/Flail One Medium None No Piercing (Bludgeoning) 10
dire flail 13 -3 13 240 90% Mace/Flail Two Large None No Piercing (Bludgeoning) 10
eveningstar 14 -1 15 180 80% Mace/Flail One Medium None No Piercing (Bludgeoning) 2
great mace 18 -4 17 270 90% Mace/Flail Two Large None No Crushing 10
giant club 20 -6 17 330 100% Mace/Flail Two Big None No Crushing 10
giant spiked club 22 -7 18 350 100% Mace/Flail Two Big None No Piercing (Bludgeoning) 10

Polearms

Name Dam Hit Speed Mass Str weight Skill Hands Size Missile Throw Dam Type Prob
spear 6 4 11 50 30% Polearms Half Small None Yes Piercing 10
trident 9 3 13 160 40% Polearms Half Medium None No Piercing 10
halberd 13 -3 15 200 50% Polearms Two Large None No Chopping (Piercing) 10
scythe 14 -4 20 220 70% Polearms Two Large None No Slicing 10 featured by Sigmund
demon trident 12 1 13 160 40% Polearms Half Medium None No Piercing 2
trishula 13 0 13 160 40% Polearms Half Medium None No Piercing 0 blessed demon trident
glaive 15 -3 17 200 60% Polearms Two Large None No Chopping 10
bardiche 18 -6 20 200 80% Polearms Two Large None No Chopping 2

Staves

Note that magical staves fight like +0, +0 staves, though some offer extra damage or other effects.

Name Dam Hit Speed Mass Str weight Skill Hands Size Missile Throw Dam Type Prob
staff 5 5 12 130 60% Staves Double Large None No Crushing 10
quarterstaff 10 3 13 180 70% Staves Double Large None No Crushing 10
lajatang 16 -3 14 200 30% Staves Double Large None No Slicing 2

Ranged weapons

Name Dam Hit Speed Mass Str weight Skill Hands Size Missile Throw Dam Type Prob
blowgun 0 +2 10 20 0% Throwing Half Little Needle No Non-melee 0
sling 0 +2/~+7 11 20 10% Slings One Little Stone /
Sling Bullet
No Non-melee 10
crossbow 5 +4 15 150 80% Crossbows Two Medium Bolt No Non-melee 10
bow 3 +1 11 90 20% Bows Two Medium Arrow No Non-melee 10
longbow 6 0 12 120 30% Bows Two Large Arrow No Non-melee 10

Hand-and-a-half weapons

Some weapons are described as being better wielded with two hands, i.e. without a shield. Such weapons are referred to as hand-and-a-half weapons. In theory, they are supposed to suffer greater penalties to accuracy and speed than one-handed weapons, as well as suffering penalties to damage, when used with a shield with insufficient skill. However, due to bugs introduced in 0.10, these extra penalties do not work as intended, and hand-and-a-half weapons are effectively one-handed. The distinction will be formally removed in 0.12.

See also

External links

E. Grasland's excellent spoiler on weapons(Outdated. ver 0.5.2) Henzell's LearnDB