Needle
Name | Needle |
---|---|
Launcher | blowgun |
Base damage | 0 |
A thin piece of metal, typically coated in some harmful substance. When launched from a blowgun it can deliver its toxins into the bloodstream of a living or demonic being.
"I pray that, risen from the dead, -Eugene Field, "Grandma's Prayer". late 19th cent. |
Needles are a form of ammunition fired from blowguns that do no direct damage, but may be coated with a variety of toxins, which act as needle-specific brands. Randomly-generated needles always have a brand, with poison being the default (and the only needle brand which occurs on other kinds of missiles).
Undead and non-living creatures are immune to the effects of any kind of needle, but demons can still be affected.
Special needle brands are:
- Sleeping: Puts creatures to sleep.
- Slowing: Slows creatures.
- Confusion: confuses creatures.
- Paralysis: Paralyzes creatures.
- Frenzy: Causes living creatures to turn neutral and berserk, meaning they will attack other monsters (use it from afar against groups of enemies).
- Curare: Poisons, asphyxiates, and slows creatures. Unlike the previous brands, this brand doesn't check your blowgun's enchantment or your throwing skill. Instead, the only requisites are that the inflicted damage must be greater than 0, and the monster must not have any level of poison resistance. Creatures that need to breathe take 2d6 extra damage from asphyxiation. Curare-tipped needles are so dangerous that the default configuration adds an autopickup rule to keep them out of the hands of monsters.
The chance of affecting creatures with these brands (except Poison and Curare) depends on your throwing skill, the blowgun's enchantment, and the monster's hit dice; see Brand for details. The duration of the effect depends on your Throwing skill and the blowgun's enchantment.
Tips & Tricks
- Poison and curare needles are very helpful in the early game; so long as your target isn't poison resistant, any needle you manage to hit with will affect it. Stacks of poison needles can be used to soften up or defeat powerful enemies (so long as you have a cleared out portion of the map to kite them around), while curare's guaranteed slow effect and significant damage will handicap them even further.
- The other needles are hard to come by, but can be extraordinarily useful if you've trained your Throwing skill. Paralysis in particular is a godsend to characters with powerful stabbing attacks. With a decent amount of Throwing skill and a well-enchanted blowgun, it's not too difficult to completely disable nearly anything (except for plants, non-living targets, and the undead).
Needle | Poison | Curare |
---|---|---|
History
In 0.13 needles of sickness were removed.
Weapons | |
---|---|
Axes | Battleaxe • Broad axe • Executioner's axe • Hand axe • War axe |
Maces & Flails | Club • Demon whip • Dire flail • Eveningstar • Flail • Giant club • Giant spiked club • Great mace • Mace (Hammer) • Morningstar • Sacred scourge • Whip |
Long Blades | Demon blade • Double sword • Eudemon blade • Falchion • Great sword • Long sword • Scimitar • Triple sword |
Polearms | Bardiche • Demon trident • Glaive • Halberd (Scythe) • Spear • Trident • Trishula |
Ranged Weapons | Arbalest • Hand cannon • Longbow • Orcbow • Shortbow • Sling • Triple crossbow |
Short Blades | Dagger • Quick blade • Rapier • Short sword |
Staves | Lajatang • Magical staff • Quarterstaff |
Throwing | Boomerang • Dart • Javelin • Large rock • Stone • Throwing net |