Unarmed Combat
The Unarmed Combat skill determines the effectiveness of all attacks made with your character's fists (or tentacles in the case of octopodes). It increases the damage, accuracy, and speed of your unarmed attacks. It does not boost auxiliary attacks except for the off-hand punch done without a shield.
Your fists do not normally benefit from weapon brands and defintely don't have artefact properties. However, training Unarmed Combat gives a special bonus to base damage (base = 3 + UC) instead of the normal skill bonus. And they are one of the few weapons to hit minimum delay at the maximum skill level of 27. High level unarmed combat is defintely competitive with weapon-wielding, especially when boosted by transformations, though is noticably weaker early on. Also, some species have natural aptitudes or innate mutations that make unarmed combat a much more tempting choice.
Aptitudes
At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gh | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Sp | Te | Tr | Vp | VS |
-1 | 1 | -1 | -2 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 1 | 8 | 0 | 0 | 1 | 1 | 0 | -2 | 0 | 0 | -1 | -2 | 1 | 0 | 1 | 0 |
Attack Delay
Unarmed combat starts out at 1.0 attack delay, but requires much more skill to reach the minimum of 0.5 delay. It takes roughly 5.4 skil levels to reduce delay by 0.1, reaching the delay of 0.5 at UC skill 27.
Other Factors
Characters in bat form attack at 60% of the normal time, though at a significant penalty to damage. Other effects that can influence attack speed (such as Haste, Slow, Statue Form, etc.) apply as normal, with a hardcoded limit at 0.3 decaAut which you cannot exceed.
Final Calculation
Finally, your attack delay can never be a fraction of the decimal place of an aut. If your calculated speed falls between two decimal place numbers, the game will round up or down based on the remainder (0.72 would have a 20% chance of being rounded to 0.8 and an 80% chance of being 0.7).
UC | Avg delay | UC | Avg delay | UC | Avg delay |
---|---|---|---|---|---|
0 | 1.0 | 10 | 0.81 | 20 | 0.63 |
1 | 0.98 | 11 | 0.80 | 21 | 0.61 |
2 | 0.96 | 12 | 0.78 | 22 | 0.59 |
3 | 0.95 | 13 | 0.76 | 23 | 0.57 |
4 | 0.92 | 14 | 0.74 | 24 | 0.56 |
5 | 0.91 | 15 | 0.72 | 25 | 0.54 |
6 | 0.89 | 16 | 0.7 | 26 | 0.52 |
7 | 0.87 | 17 | 0.68 | 27 | 0.5 |
8 | 0.85 | 18 | 0.67 | ||
9 | 0.83 | 19 | 0.65 |
Base Damage
The base damage of your primary unarmed combat attack is determined through the following factors:
Condition | Damage | Special |
---|---|---|
Base damage | 3 | - |
Claws mutation | +2 × Claws ranks | Wearing gloves negates this |
Ghoul | 5 | Negated by gloves |
Felid | 5 | Works well for stabbing |
Troll | 9 | - |
Spider Form | 5 | Venom |
Lich Form | 5 | Draining |
Tree Form | 12 | - |
Ice Form | 12 | Freezing |
Statue Form | 12 | - |
Blade Hands | 22 | - |
Storm Form | 2 + spell power/3 | Cleaving, Electrocution |
Dragon Form | 38 | - |
Pig Form | 1 | - |
Bat Form | 1 | 60% Attack Delay |
Vampire Bat Form | 2 | 60% Attack delay |
Wisp Form | 5 | Effectiveness based on XL instead of Unarmed Combat |
Fungus Form | 12 | Confusion |
Your base damage is then increased by 1 for each skill level you have in unarmed combat (though this bonus is divided by 5 when in Bat or Pig Form). This base damage is then further modified by your strength, fighting skill, and other factors.
Off-hand punch
Offhand punches are significantly less powerful, using the following calculation:
Condition | Damage | Special |
---|---|---|
Offhand Punch | 5 + (UC / 3) + (1d3 × Claws ranks) or + (6 if Blade Hands) | Wearing any shield negates this |
Octopodes get tentacle slaps instead of offhand punches, and may still make tentacle slaps while wearing a shield. Other species are unable to use the off-hand punch unless their off-hand is empty, which means not wearing a shield or wielding a two-handed weapon.
History
- Prior to 0.17, unarmed combat attack delay was penalized by armour. Also, trolls' claws could inflict the now-removed bleeding status.
- In earlier versions of Crawl, Unarmed Combat improved the performance of your non-punch auxiliary attacks, giving all melee fighters a reason to train it.
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |