User:Hordes/Ranged Weapons
Ranged Weapons (launchers) are weapons that can fire missiles from a distance; slings, bows, and crossbows. Being able to attack enemies from anywhere in line of sight is a large perk, especially for faster characters. However, not only are they weaker than their melee counterparts, but ranged weapons suffer penalties when wearing heavy body armour.
All ranged weapons use dexterity instead of strength for damage calculations.
List of Ranged Weapons
Name | Dam | Hit | Delay | Hands | Size | Prob |
---|---|---|---|---|---|---|
Sling | 7 | 0 | 14 | One | Little | 10 |
Shortbow | 9 | +2 | 15 | Two | Little | 10 |
Longbow | 12 | 0 | 17 | Two | Medium | 10 |
Hand crossbow | 17 | +3 | 18 | One | Little | 10 |
Arbalest | 17 | -2 | 19 | Two | Little | 10 |
Triple crossbow | 23 | -2 | 23 | Two | Small | 2 |
Note that the three crossbows - hand crossbow, arbalest, triple crossbow - are unique in that they have a minimum delay of 1.0, instead of the standard 0.7 (they attack slower).
Armour Penalty
Ranged weapons are uniquely penalized down by armor encumberance. The more encumbered you are, the slower you attack. The penalty, in decaAut, is as follows:
[ (ENCUM)^2 / 2250 ] * [ (450-10ARMOUR) / 5(STR + 3) ]
Therefore, lower strength species without armour skill suffer more from heavier armour.
Brands
Ranged Weapons have a different set of brands. Most of these are similar to their melee version.
- Chaos - Causes random effects
- Electrocution - Deals additional electricity damage
- Flaming - Adds up to an additional 50% fire damage
- Freezing - Adds up to an additional 50% cold damage
- Penetration - Projectiles can pierce through enemies, hitting everything along its trajectory
- Speed - Attacks take 66.6% normal time
- Venom - Poisons target
- Vorpal - Increases damage by up to 20%.
Ranged weapons may also get pain or holy wrath (but not distortion) from Kikubaaqudgha's and The Shining One's capstone gifts.
Retired Weapons
Over the years, a few ranged weapons have been retired or reworked into new forms:
See also
History
- In 0.29, ranged weapons were reworked. Prior to this:
- Ranged weapons were split into Slings, Bows, and Crossbows, with their seperate skills. Slings crosstrained with Throwing.
- Launchers required ammo to use (stones/sling bullets, arrows, bolts, respectively). Okawaru gifted ammo, and enemies using launchers would have plentiful amounts of it.
- Weapon stats as a whole were drastically different. They scaled off strength instead of DEX, and were not especially encumbered by armour.
- Fustibali existed as an upgrade to slings, slings were named hunting slings, and Throwing weapons were considered ranged weapons (as they were unchanged).
- In 0.27, monsters with ranged attacks got unlimited ammunition (except nets). Throwing ammo was reduced as a result.
- In 0.24, throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified.
- Prior to 0.18, each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity. Additionally, more types of ammunition could have brands of their own.
- Prior to 0.15, ranged combat was significantly more complicated; among other differences, min delay was heavily influenced by your stats. Additionally, 0.15 introduced greatslings (later called fustibali), hand crossbows, and triple crossbows, and removed the old version of darts.
- Prior to 0.14, daggers, spears, hand axes, and clubs could be thrown.
- Prior to 0.11, ammunition could have its own enchantment bonuses.
- Prior to 0.6, darts could be fired from an early version of hand crossbows instead of being thrown by hand.