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 (see Base Damage) 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 noticeably 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 decaAut attack delay, but requires much more skill to improve. You reach the minimum delay of 0.5 at Unarmed Combat 27 skill; or roughly 5.4 skill levels to reduce delay by 0.1.
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 is rounded to the nearest aut (tenth of a decaAut). If your calculated speed is a fraction of an aut, 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: Claws 1, Troll: Claws 3 |
Felid | 5 | Works well for stabbing |
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 | Reduced impact from UC skill |
Bat Form | 1 | 60% Attack Delay, reduced impact from UC skill |
Vampire Bat Form | 2 | 60% Attack delay, reduced impact from UC skill |
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 in Unarmed Combat. In Bat Form or Pig Form, damage from skill is divided by 5. This base damage is then further modified by your strength, fighting skill, and other factors. The normal weapon skill bonus does not apply.
Off-hand punch
Offhand punches are significantly less powerful, using the following calculation:
Condition | Damage |
---|---|
Offhand Punch | 5 + (UC / 3) + (1d3 × Claws ranks) + (6 if Blade Hands) |
Most species are unable to use the off-hand punch unless their offhand is empty, which means not wearing a shield or wielding a two-handed weapon. Octopodes get tentacle slaps instead of offhand punches, and may slap even when their offhand is occupied.
If offhand puncles/slaps are available, then increasing Unarmed skill increases the chance of an attack. At 0 skill, you have a 5% chance to pass a punch, at 27 skill, you have a 50% chance. It scales linearly, meaning you are 1.67% more likely to proc a punch per skill level.
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 |