Difference between revisions of "Melee weapon"

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(update to 0.30; leaving the refs alone for now as I got the new values from elsewhere in the wiki)
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'''Melee weapons''' refer to any [[weapon]]s which are only capable of attacking opponents adjacent to you (with the exception of [[polearms]]; see below). While they lack the obvious range advantage of [[ranged weapon]]s, they do not require ammunition, and they tend to be more powerful overall. Melee weapons are divided into several categories, each of which has its own associated [[skill]] and its own particular advantages.
+
'''Melee weapons''' refer to any [[weapon]]s which are only capable of attacking opponents adjacent to you (with the exception of [[polearms]]; see below). While they lack the obvious range advantage of [[ranged weapon]]s, they tend to be more powerful overall. Melee weapons are divided into several categories, each of which has its own associated [[skill]] and its own particular advantages.
  
 
==Weapon attributes==
 
==Weapon attributes==
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| To hit modifier for the weapon, before any other adjustments.
 
| To hit modifier for the weapon, before any other adjustments.
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
!style="text-align: left;" | [[Weapon Speed|Speed]]
+
!style="text-align: left;" | [[Weapon speed|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 [[rapier|rapiers]]; 10 for [[hand crossbow|hand crossbows]], [[arbalest|arbalests]], and [[triple crossbow|triple crossbows]]), whichever is lower. Speed brand and haste reduce the delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.
+
| This is actually the attack delay in [[aut]]. Every 2 levels of weapon skill lowers the delay by 1 aut. A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[rapier|rapiers]]; 10 for [[hand crossbow|hand crossbows]], [[arbalest|arbalests]], and [[triple crossbow|triple crossbows]]), whichever is lower. Speed brand and haste reduce the delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
 
!style="text-align: left;" | [[Handedness|One-handed min. size]]
 
!style="text-align: left;" | [[Handedness|One-handed min. size]]
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.
+
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, giant.
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
 
!style="text-align: left;" | [[Handedness|Two-handed min. size]]
 
!style="text-align: left;" | [[Handedness|Two-handed min. size]]
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==Short Blades==
 
==Short Blades==
Attacks with [[short blades]]<ref>{{source ref|0.23.0|item-prop.cc|447}}</ref> tend to deal less damage than larger weapons do, but are significantly faster. They also deal very high damage when used to make [[stab]] attacks.
+
Attacks with [[short blades]]<ref>{{source ref|0.23.0|item-prop.cc|447}}</ref> tend to deal less damage than larger weapons do, but are significantly faster. They also deal very high damage when used to make [[stab]] attacks. Their damage scales with [[Dexterity]] instead of [[Strength]], and they [[cross-train]] with [[long blades]].
  
 
{| class="wikitable"
 
{| class="wikitable"
 
! Name || Dmg || Hit || Speed || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes
 
! Name || Dmg || Hit || Speed || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes
 
|-
 
|-
| [[Dagger]] || 4 || +6 || 10 || Little || Little || Piercing || 10 ||
+
| [[Dagger]] || 4 || +6 || 10 || Little || Little || Piercing || 10 || More stab damage than other Short Blades
 
|-
 
|-
| [[Quick blade]] || 5 || +6 || 7 || Little || Little || Piercing  || 2 || Cannot receive [[speed brand]]
+
| [[Quick blade]] || 4 || +6 || 7 || Little || Little || Piercing  || 2 || Cannot receive [[speed brand]]
 
|-
 
|-
| [[Short sword]] || 6 || +4 || 11 || Little || Little || Piercing  || 10 ||
+
| [[Short sword]] || 5 || +4 || 10 || Little || Little || Piercing  || 10 ||
 
|-
 
|-
| [[Rapier]] || 8 || +4 || 12 || Little || Little || Piercing  || 10 || Min delay is 5
+
| [[Rapier]] || 7 || +4 || 12 || Little || Little || Piercing  || 10 || Min delay is 5
 
|}
 
|}
  
 
==Long Blades==
 
==Long Blades==
[[Long blades]]<ref>{{source ref|0.23.0|item-prop.cc|481}}</ref> can [[riposte]] on successfully evading a blow. They deal moderate damage when used to make [[stab]] attacks and cross train with [[short blades]]. Their skill cost is lower than that of polearms and axes, but higher than maces and staves.
+
[[Long blades]]<ref>{{source ref|0.23.0|item-prop.cc|481}}</ref> use [[Dexterity]] instead of [[Strength]] for damage scaling. They cross train with [[short blades]]. Their skill cost is lower than that of polearms and axes, but higher than maces and staves.
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Name || Dam || Hit || Speed || One-handed min. size || Two-hande min. size || Dam Type || Prob || Notes
+
! Name || Dam || Hit || Speed || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Falchion]] || 7 || +2 || 13 || Little || Little || Slicing || 10 ||
+
| [[Falchion]] || 8 || +2 || 13 || Little || Little || Slicing || 10 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Long sword]] || 9 || +1 || 14 || Little || Little || Slicing || 10 ||
+
| [[Long sword]] || 10 || +1 || 14 || Little || Little || Slicing || 10 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Scimitar]] || 11 || 0 || 14 || Little || Little || Slicing || 10 ||
+
| [[Scimitar]] || 12 || 0 || 14 || Little || Little || Slicing || 10 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Demon blade]] || 12 || -1 || 13 || Little || Little || Slicing || 2 ||
+
| [[Demon blade]] || 13 || -1 || 13 || Little || Little || Slicing || 2 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Eudemon blade]] || 13 || -2 || 12 || Little || Little || Slicing || - || A demon blade blessed by [[The Shining One]]
+
| [[Eudemon blade]] || 14 || -2 || 12 || Little || Little || Slicing || - || A demon blade blessed by [[The Shining One]]
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Double sword]] || 14 || -1 || 15 || Medium || Little || Slicing || 2 ||
+
| [[Double sword]] || 15 || -1 || 15 || Medium || Little || Slicing || 2 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Great sword]] || 15 || -3 || 17 || - || Medium || Slicing || 10 ||
+
| [[Great sword]] || 17 || -3 || 17 || - || Medium || Slicing || 10 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Triple sword]] || 17 || -4 || 19 || - || Medium || Slicing || 2 ||
+
| [[Triple sword]] || 19 || -4 || 18 || - || Medium || Slicing || 2 ||
  
 
|}
 
|}
  
 
==Axes==
 
==Axes==
[[Axes]]<ref>{{source ref|0.23.0|item-prop.cc|527}}</ref> are unique among weapons in that they can perform [[cleaving]] attacks, striking multiple foes in a single strike.
+
[[Axes]]<ref>{{source ref|0.23.0|item-prop.cc|527}}</ref> are unique among weapons in that they can perform [[cleaving]] attacks, striking multiple foes in a single strike. They cross train [[polearms]] and [[maces & flails]].
  
 
{| class="wikitable"
 
{| class="wikitable"
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| [[Battleaxe]] || 15 || -4 || 17 || - || Medium || Chopping || 10 ||
 
| [[Battleaxe]] || 15 || -4 || 17 || - || Medium || Chopping || 10 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Executioner's axe]] || 18 || -6 || 20 || - || Medium || Chopping || 2 ||
+
| [[Executioner's axe]] || 18 || -6 || 19 || - || Medium || Chopping || 2 ||
 
|}
 
|}
  
 
==Maces & Flails==
 
==Maces & Flails==
[[Maces & flails]]<ref>{{source ref|0.23.0|item-prop.cc|361}}</ref> have no particular unique traits, but have significantly lower skill costs. Married to the fact that the most powerful weapons are pretty common in the dungeon, they're a popular choice both for one handed and two handed combat. [[Ogre]]s and [[troll]]s have access to [[giant club]]s and [[giant spiked club]]s, the two most powerful weapon types in the game. However, these are generally not recommended for either race.
+
[[Maces & flails]]<ref>{{source ref|0.23.0|item-prop.cc|361}}</ref> have no particular unique traits, but have significantly lower skill costs and are pretty common in the dungeon, making them a popular choice for both one handed and two handed combat. They cross train [[axes]] and [[staves]]. [[Ogre]]s, [[troll]]s, and [[Formicid]]s have access to [[giant club]]s and [[giant spiked club]]s, the two most powerful weapon types in the game. However, these require a lot of skill and preclude a shield.
  
 
{| class="wikitable"
 
{| class="wikitable"
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| [[Club]] || 5 || +3 || 13 || Little || Little || Crushing || 0 ||
 
| [[Club]] || 5 || +3 || 13 || Little || Little || Crushing || 0 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Mace]] || 8 || +3 || 14 || Little || Little || Crushing || 10 ||
+
| [[Mace]] || 8 || +3 || 14 || Little || Little || Crushing || 10 || Certain vaults can spawn [[hammer]]s, which have the same stats
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
 
| [[Flail]] || 10 || 0 || 14 || Little || Little || Crushing || 10 ||
 
| [[Flail]] || 10 || 0 || 14 || Little || Little || Crushing || 10 ||
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| [[Great mace]] || 17 || -4 || 17 || - || Medium || Crushing || 10 ||
 
| [[Great mace]] || 17 || -4 || 17 || - || Medium || Crushing || 10 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Giant club]] || 20 || -6 || 16 || - || Large || Crushing || 10 ||
+
| [[Giant club]] || 20 || -6 || 16 || - || Large || Crushing || 10 || Can be used by [[Formicid]]s using both hand-pairs
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Giant spiked club]] || 22 || -7 || 18 || - || Large || Crushing (Piercing) || 10 ||
+
| [[Giant spiked club]] || 22 || -7 || 18 || - || Large || Crushing (Piercing) || 10 || Can be used by [[Formicid]]s using both hand-pairs
 
|}
 
|}
  
 
==Polearms==
 
==Polearms==
[[Polearms]]<ref>{{source ref|0.23.0|item-prop.cc|544}}</ref> are unique among melee weapons in that they can make [[reaching]] attacks, striking foes up to two tiles away.
+
[[Polearms]]<ref>{{source ref|0.23.0|item-prop.cc|544}}</ref> are unique among melee weapons in that they can make [[reaching]] attacks, striking foes up to two tiles away. They cross train [[axes]] and [[staves]].
  
 
{| class="wikitable"
 
{| class="wikitable"
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| [[Trident]] || 9 || +1 || 13 || Medium || Little || Piercing || 10 ||
 
| [[Trident]] || 9 || +1 || 13 || Medium || Little || Piercing || 10 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Halberd]] || 13 || -3 || 15 || - || Medium || Chopping (Piercing) || 10 ||
+
| [[Halberd]] || 13 || -3 || 15 || - || Medium || Chopping (Piercing) || 10 || [[Sigmund]] and [[reaper]]s spawn with [[scythe]]s, which have the same stats
|-style="vertical-align: top;"
 
| [[Scythe]] || 14 || -4 || 20 || - || Medium || Slicing || 10 ||
 
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
 
| [[Demon trident]] || 12 || +1 || 13 || Medium || Little || Piercing || 2 ||
 
| [[Demon trident]] || 12 || +1 || 13 || Medium || Little || Piercing || 2 ||
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| [[Glaive]] || 15 || -3 || 17 || - || Medium || Chopping || 10 ||
 
| [[Glaive]] || 15 || -3 || 17 || - || Medium || Chopping || 10 ||
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Bardiche]] || 18 || -6 || 20 || - || Medium || Chopping || 2 ||
+
| [[Bardiche]] || 18 || -6 || 19 || - || Medium || Chopping || 2 ||
 
|}
 
|}
  
 
==Staves==
 
==Staves==
The [[Staves]]<ref>{{source ref|0.23.0|item-prop.cc|580}}</ref> skill is used both to fight with physical combat staves ([[quarterstaves]] and [[lajatang]]s) and [[magical staves]]. Physical combat staves are powerful two-handed weapons that require less skill to use effectively, but unlike other weapon classes, there is no ultra-powerful, high-skill option available.
+
The [[Staves]]<ref>{{source ref|0.23.0|item-prop.cc|580}}</ref> skill is used both to fight with physical combat staves ([[quarterstaves]] and [[lajatang]]s) and [[magical staves]]. Physical combat staves are powerful two-handed weapons that require less skill to use effectively, but unlike other weapon classes, there is no ultra-powerful, high-skill option available. Staves cross train [[polearms]] and [[maces & flails]].
  
 
Note that [[magical staves]] fight like +0 staves, though some offer extra damage or other effects.
 
Note that [[magical staves]] fight like +0 staves, though some offer extra damage or other effects.
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===Magical Staves===
 
===Magical Staves===
[[Magical staves]] are magical devices which are wielded like one-handed weapons. While a spellcaster wields one, it grants a variety of useful benefits, such as enhancing the [[spellpower]] of certain schools of magic or negating the hunger costs associated with powerful spells. Although normally very weak when used as melee weapons (they use the [[staff]] as a template for their stats), some magical staves inflict additional elemental effects when used by a skilled practitioner. See the [[magical staff]] page for more details.
+
[[Magical staves]] are magical devices which are wielded like one-handed weapons (two-handed for [[Kobold]]s and [[Spriggan]]s. While a spellcaster wields one, it enhances the [[spellpower]] of a certain school of magic and may add a resistance depending on type. Although normally very weak when used as melee weapons (they use the [[staff]] as a template for their stats), some magical staves inflict additional elemental effects when used by a skilled practitioner. See the [[magical staff]] page for more details.
  
 
==Retired Weapons==
 
==Retired Weapons==

Revision as of 22:32, 19 November 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Melee weapons refer to any weapons which are only capable of attacking opponents adjacent to you (with the exception of polearms; see below). While they lack the obvious range advantage of ranged weapons, they tend to be more powerful overall. Melee weapons are divided into several categories, each of which has its own associated skill and its own particular advantages.

Weapon attributes

The following is a table of all melee weapons in Crawl. Below is a short explanation of each field:

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 in aut. Every 2 levels of weapon skill lowers the delay by 1 aut. A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for rapiers; 10 for hand crossbows, arbalests, and triple crossbows), whichever is lower. Speed brand and haste reduce the delay by one third (round randomly up or down). These effects stack, after the base cap, but there's an absolute cap of 2 for attack delay.
One-handed min. size Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, giant.
Two-handed min. size Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a shield.
Dam Type What category of damage does the weapon deal?
Prob A larger number indicates higher probability of acquiring through scrolls of acquirement.

Short Blades

Attacks with short blades[1] tend to deal less damage than larger weapons do, but are significantly faster. They also deal very high damage when used to make stab attacks. Their damage scales with Dexterity instead of Strength, and they cross-train with long blades.

Name Dmg Hit Speed One-handed min. size Two-handed min. size Dam Type Prob Notes
Dagger 4 +6 10 Little Little Piercing 10 More stab damage than other Short Blades
Quick blade 4 +6 7 Little Little Piercing 2 Cannot receive speed brand
Short sword 5 +4 10 Little Little Piercing 10
Rapier 7 +4 12 Little Little Piercing 10 Min delay is 5

Long Blades

Long blades[2] use Dexterity instead of Strength for damage scaling. They cross train with short blades. Their skill cost is lower than that of polearms and axes, but higher than maces and staves.

Name Dam Hit Speed One-handed min. size Two-handed min. size Dam Type Prob Notes
Falchion 8 +2 13 Little Little Slicing 10
Long sword 10 +1 14 Little Little Slicing 10
Scimitar 12 0 14 Little Little Slicing 10
Demon blade 13 -1 13 Little Little Slicing 2
Eudemon blade 14 -2 12 Little Little Slicing - A demon blade blessed by The Shining One
Double sword 15 -1 15 Medium Little Slicing 2
Great sword 17 -3 17 - Medium Slicing 10
Triple sword 19 -4 18 - Medium Slicing 2

Axes

Axes[3] are unique among weapons in that they can perform cleaving attacks, striking multiple foes in a single strike. They cross train polearms and maces & flails.

Name Dam Hit Speed One-handed min. size Two-handed min. size Dam Type Prob Notes
Hand axe 7 +3 13 Little Little Chopping 10
War axe 11 0 15 Little Little Chopping 10
Broad axe 13 -2 16 Medium Little Chopping 10
Battleaxe 15 -4 17 - Medium Chopping 10
Executioner's axe 18 -6 19 - Medium Chopping 2

Maces & Flails

Maces & flails[4] have no particular unique traits, but have significantly lower skill costs and are pretty common in the dungeon, making them a popular choice for both one handed and two handed combat. They cross train axes and staves. Ogres, trolls, and Formicids have access to giant clubs and giant spiked clubs, the two most powerful weapon types in the game. However, these require a lot of skill and preclude a shield.

Name Dam Hit Speed One-handed min. size Two-handed min. size Dam Type Prob Notes
Whip 6 +2 11 Little Little Slashing 0
Club 5 +3 13 Little Little Crushing 0
Mace 8 +3 14 Little Little Crushing 10 Certain vaults can spawn hammers, which have the same stats
Flail 10 0 14 Little Little Crushing 10
Morningstar 13 -2 15 Little Little Crushing (Piercing) 10
Demon whip 11 +1 11 Little Little Slashing 2
Sacred scourge 12 0 11 Little Little Slashing - A blessed demon whip
Dire flail 13 -3 13 - Medium Crushing (Piercing) 10
Eveningstar 15 -1 15 Little Little Crushing (Piercing) 2
Great mace 17 -4 17 - Medium Crushing 10
Giant club 20 -6 16 - Large Crushing 10 Can be used by Formicids using both hand-pairs
Giant spiked club 22 -7 18 - Large Crushing (Piercing) 10 Can be used by Formicids using both hand-pairs

Polearms

Polearms[5] are unique among melee weapons in that they can make reaching attacks, striking foes up to two tiles away. They cross train axes and staves.

Name Dam Hit Speed One-handed min. size Two-handed min. size Dam Type Prob Notes
Spear 6 +4 11 Little Little Piercing 10
Trident 9 +1 13 Medium Little Piercing 10
Halberd 13 -3 15 - Medium Chopping (Piercing) 10 Sigmund and reapers spawn with scythes, which have the same stats
Demon trident 12 +1 13 Medium Little Piercing 2
Trishula 13 0 13 Medium Little Piercing - A blessed demon trident
Glaive 15 -3 17 - Medium Chopping 10
Bardiche 18 -6 19 - Medium Chopping 2

Staves

The Staves[6] skill is used both to fight with physical combat staves (quarterstaves and lajatangs) and magical staves. Physical combat staves are powerful two-handed weapons that require less skill to use effectively, but unlike other weapon classes, there is no ultra-powerful, high-skill option available. Staves cross train polearms and maces & flails.

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

Name Dam Hit Speed One-handed min. size Two-handed min. size Dam Type Prob Notes
Staff 5 +5 12 Medium Little Crushing - Not available in game. Used only as a base type for magical staves.
Quarterstaff 10 +3 13 - Little Crushing 10
Lajatang 16 -3 14 - Little Slicing 2

Magical Staves

Magical staves are magical devices which are wielded like one-handed weapons (two-handed for Kobolds and Spriggans. While a spellcaster wields one, it enhances the spellpower of a certain school of magic and may add a resistance depending on type. Although normally very weak when used as melee weapons (they use the staff as a template for their stats), some magical staves inflict additional elemental effects when used by a skilled practitioner. See the magical staff page for more details.

Retired Weapons

Over the years, several weapons have been removed from the Dungeon Crawl Stone Soup arsenal, either due to redundancy with existing weapons or simply due to flavor issues.

History

Prior to 0.18, each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity.

References