Difference between revisions of "Brand"

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''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''
 
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''
  
A [[brand]] is a special enhancement that a [[weapon]] can have, affecting its damage output, giving it a particular [[Damage Types|damage type]], or causing effects. Weapons can have at most one brand, and randarts are guaranteed a brand, although some unrandarts do not have one. Brands are auto-identified when a weapon is wielded or a missile is fired. If you use branded ammo with a branded launcher, only the ammo brand will take effect (however, launchers with the [[vorpal]] or [[speed]] brands stack with their ammo's brands).
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A '''brand''' is a special enhancement that [[weapon]]s can have, granting them additional effects. Usually, these effects amount to increasing the damage they deal, but other effects do exist.
  
Aside from the permanently-branded weapons found in the dungeon, a number of spells provide temporary brands to weapons ([[Fire Brand]], [[Freezing Aura]], [[Lethal Infusion]], [[Poison Weapon]], [[Warp Weapon]], [[Excruciating Wounds]]). The [[Deck of battle#Blade card|Blade card]] likewise provides a (random) temporary brand. None of these will work on a weapon which already has a permanent brand.
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These are separate from [[scroll of enchant weapon|enchantment]] levels (the -X or +X before a weapon's name), and much harder to modify. While you can increase a weapon's enchantment level by reading a [[scroll of enchant weapon]], you can only add or modify a weapon's brand through the following methods:
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*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.
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*Casting [[Excruciating Wounds]] will temporarily give your currently wielded non-artefact weapon the [[pain (brand)|pain]] brand.
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*Worshipers of [[the Shining One]], [[Kikubaaqudgha]], and [[Lugonu]] can have one weapon "blessed" per game, resulting in a permanently branded weapon of [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]], respectively.
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*Worshipers of [[Xom]] may randomly "receive" [[chaos]]-branded weapons. However, they usually arrive in the hands of enemies in your [[line of sight]].
  
There are two ways to '''create''' weapons with a permanent brand: Firstly, while wielding a weapon with one of the temporary brands above, a [[scroll of vorpalise weapon]] can make ''most'' of these temporary brands permanent. Using it without a temporary brand creates a [[vorpal]] brand. Note that the scroll will ''not'' work on temporary distortion, pain, holy wrath, or chaos brands. This relates to the second means of creating a branded weapon: through the act of a [[god]]. [[The Shining One]], [[Lugonu]], and [[Kikubaaqudgha]] will grant especially pious worshipers permanent holy wrath, distortion, and pain brands, respectively. Unlike other means of branding weapons, divine branding will ''replace'' any previous brand the weapon held. Note that this still does not work on artefacts. As for the chaos brand, [[Xom]] may randomly place that on an unbranded weapon, most often one in a monster's inventory.
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Under no circumstances can a normal weapon have more than one brand, however the unrandart [[Maxwell's Thermic Engine]] has both the flaming and freezing brands. All [[randart]]s are guaranteed to have a brand, as do almost all [[unrandart]]s. Brands are always identified as soon as you, or an enemy in your line of sight, wields a weapon.
  
==Types of Brands==
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Brands are one of the biggest differences between [[unarmed combat]] and armed combat: an unarmed fighter can never benefit from brands (although certain [[mutation]]s may augment them).
  
There are different types of brands, some add a special effect type [[Electrocution]], [[draining (brand)|Draining]], [[Distortion]] for example. Others add a percentage of damage to the attack. [[Flaming]], [[Vorpal]], and [[Freezing]] for example. And others add special qualities just by holding them like [[Protection]]. Some even have multiple effect types, such as draining, which can increase damage, and drain HD.
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==List of Brands==
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===Melee Weapons===
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{| class="prettytable" style="border:none; margin:auto; padding:0;
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! Brand !! Description
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|-
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| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP
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|-
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| [[Chaos]] || [[Xom]]'s special brand; can inflict different brand effects with each attack.
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|-
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| [[Disruption]] || Inflicts extra damage to undead. Found only on the unrandart [[great mace]] [[Undeadhunter]]
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|-
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| [[Distortion]] || [[Lugonu]]'s special brand. Can have multiple damaging and [[Translocations]]-related effects upon a successful hit, including [[Banishment]] to [[the Abyss]].
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|-
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| [[Dragon slaying]] || Inflicts extra damage to dragons and dragon-like monsters. Found only on the unrandart lance [[Wyrmbane]].
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|-
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| [[draining (brand)|Draining]] || Adds an average 25% extra [[negative energy]] damage per attack, as well as [[draining]] the monster if susceptible.
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|-
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| [[Electrocution]] || Inflicts additional [[electricity]] damage upon a successful attack (independent of the damage dealt).
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|-
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| [[Flaming]] || Adds an average 25% extra [[fire]] damage per attack. Good against [[hydra]]s.
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|-
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| [[Freezing]] || Adds an average 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.
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|-
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| [[Holy wrath]] || [[The Shining One]]'s special brand. Inflicts an average of 75% extra damage to [[demon]]ic and [[undead]] monsters.
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|-
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| [[pain (brand)|Pain]] || [[Kikubaaqudgha]]'s special brand. Inflicts additional [[negative energy]] damage based on the player's [[Necromancy]] skill.
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|-
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| [[Protection]] || Gives +7 [[AC]] for a short period after hitting with the weapon.
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|-
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| [[Reaping]] || Raises an allied [[zombie]] of slain creature if it produces a [[corpse]]. Found only on the unrandart [[Sword of Zonguldrok]].
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|-
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| [[speed (brand)|Speed]] || Reduces weapon attack delay by 50%. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts.
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|-
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| [[Vampiricism]] || When attacking enemies that bleed, heals the player for a portion of the inflicted damage on 60% of attacks.
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|-
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| [[Venom]] || Inflicts [[poison]] damage over time to affected monsters.
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|-
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| [[Vorpal]] || Adds an average 16.67% untyped extra damage per attack. Described as Chopping, Slicing, Piercing, Crushing, or Slashing, depending on the weapon's base type.
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|}
  
Brands that add damage to the attack do this after all other effects (such as weapon plusses, weapon skill bonus, ac reduction etc). So high weapon skill, high weapon base damage and high damage plusses add to the damage. In most cases this means, getting a higher base damage weapon is better. (Flaming Executioners axes are better than flaming daggers).
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Some brands are more desirable on certain melee weapons than others. For example, brands such as [[flaming]] or [[freezing]] add a percentage damage bonus dependent on the weapon's base damage. Others add a special effect that triggers on a successful attack, such as [[distortion]], [[electrocution]], or [[pain]]. As such, a flaming [[executioner's axe]] is generally superior to a flaming [[dagger]] because of its high base damage, while electrocution triggers far more often on a [[quickblade]] than a [[bardiche]] because of its low base delay. Choose branded weapons accordingly.
 
 
Brands that add special effects [[Distortion]], or bonus damage (such as [[Electrocution]])), have a chance of triggering each time the weapon hits. In this case hitting more ofter (lower base delay is more important). Choose branded weapons accordingly.
 
  
 
All added brand damage is calculated after AC reduction, and does not get further reduced by AC.
 
All added brand damage is calculated after AC reduction, and does not get further reduced by AC.
 
==List of Brands==
 
===Melee Weapons===
 
*[[Antimagic]]
 
*[[Chaos]] ([[Xom]]'s special brand)
 
*[[Disruption]] (found only on the artifact [[great mace]] [[list of unrands#+7, +7 Great Mace "Undeadhunter"|Undeadhunter]])
 
*[[Distortion]] ([[Lugonu]]'s special brand)
 
*[[Dragon slaying]] ([[polearms]] only)
 
*[[draining (brand)|Draining]]
 
*[[Electrocution]]
 
*[[Flaming]]
 
*[[Freezing]]
 
*[[Holy wrath]] ([[The Shining One]]'s special brand)
 
*[[Orc slaying]]
 
*[[pain (brand)|Pain]] ([[Kikubaaqudgha]]'s special brand)
 
*[[Venom]]
 
*[[Protection]]
 
*[[Reaching]] [[whip]]s only.
 
*[[Reaping]] ([[scythe]]s, the [[List_of_unrands#+2, +10 Spear of the Botono|Spear of the Botono]] and the [[List_of_unrands#.2B9.2C_.2B9_Sword_of_Zonguldrok|Sword of Zonguldrok]])
 
*[[speed (brand)|Speed]] ([[Short Blades|short blades]], [[staves]], and artifacts only)
 
*[[Vampiricism]]
 
*[[Vorpal]] (named differently depending on weapon; see Vorpal for details)
 
  
 
===Launchers===
 
===Launchers===
*[[Electrocution]]
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The following brands can be found on launchers:
*[[evasion (brand)|Evasion]]
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* [[Flaming]] (normal, [[artefact]] and from [[scroll of brand weapon|scrolls of brand weapon]])
*[[Flame]]
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* [[Freezing]] (normal, artefact and from scrolls of brand weapon)
*[[frost (brand)|Frost]]
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* [[Vorpal]] (always called Velocity) (normal, artefact and from scrolls of brand weapon)
*[[Penetration]]
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* [[Speed]] (artefacts only)
*[[Speed (brand)|Speed]]
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* [[Venom]] (artefacts and from scrolls of brand weapon only)
*[[Venom]]
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* [[Chaos]] (from scrolls of brand weapon only)
*[[Vorpal]] ("Velocity")
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* [[Electrocution]] (from scrolls of brand weapon and artefact [[crossbows]] only)
 
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* [[Penetration]] (artefact crossbows only)
Crossbows can have flame, frost, evasion and vorpal. Artifact crossbows can also have penetration, electrocution, venom and speed.
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* [[Holy wrath]] (branding through [[the Shining One]] only)
 
 
Bows, longbows and slings can have flame, frost, evasion and vorpal. Speed and venom are possible on artifacts (the [[List of unrands#Ranged Weapons|Bow of Krishna "Sharnga"]] has the speed brand).
 
  
Blowguns can only be generated with evasion. Artifact blowguns can have speed.
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Note that ranged weapons cannot be branded with pain or distortion through Kikubaaqudgha or Lugonu.
  
===Missiles===
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===Thrown Weapons===
 
*[[dispersal (brand)|Dispersal]]
 
*[[dispersal (brand)|Dispersal]]
 
*[[Exploding]]
 
*[[Exploding]]
*[[Flame]]
 
*[[frost (brand)|Frost]]
 
 
*[[Penetration]]
 
*[[Penetration]]
 
*[[Poisoned]]  
 
*[[Poisoned]]  
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*[[Steel]]
 
*[[Steel]]
  
Flame, frost, and poisoned can all be found on arrows, crossbow bolts, and darts.  Silver and steel can be found on crossbow bolts, darts, and sling bullets, and javelins. Dispersal can be found on arrows and darts. Exploding can be found only on darts and sling bullets.  Penetration can be found on crossbow bolts or javelins.  Returning can be found on javelins and [[Ranged weapons#Throwable Melee Weapons|throwable melee weapons]].  Stones, large rocks, and nets are never generated with a brand. (Exception: one of the [[Dungeon Sprint]] maps offers a "large rock of returning". Naturally, it's being used ''against'' you.).
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In general, only [[tomahawk]]s and [[javelin]]s may be randomly generated with brands. (Exception: one of the [[Dungeon Sprint]] maps offers a large rock of returning. Naturally, it's being used ''against'' you.). Dispersal and Exploding only show up on tomahawks, while Penetration is only available on javelins.
  
==== Needles====
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=== Needles===
 
[[Needle]]s have their own brand selection; most often poisoned, but they can instead bear one of the following unique brands:
 
[[Needle]]s have their own brand selection; most often poisoned, but they can instead bear one of the following unique brands:
 
*[[confusion (brand)|Confusion]]
 
*[[confusion (brand)|Confusion]]
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*[[frenzy (brand)|Frenzy]]
 
*[[frenzy (brand)|Frenzy]]
 
*[[paralysis (brand)|Paralysis]]
 
*[[paralysis (brand)|Paralysis]]
*[[sickness (brand)|Sickness]]
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*[[sleep (brand)|Sleeping]]
*[[sleep (brand)|Sleep]]
 
*[[slowing (brand)|Slowing]]
 
  
==Needle brands==
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There is a saving throw for monsters: if 2 + 1d(4 + your throwing skill + your blowgun’s enchantment) is greater than the monster’s hit dice, the effect will be applied. You also have a straight 2% chance of succeeding for monsters with a [[hit dice]] of 14 or below.
All needle types except "poisoned" were introduced in version [[0.6]]. There's a saving throw for monsters: if 1 + 1d(4 + your throwing skill + your blowgun’s to-hit enchantment) is greater than the monster’s hit dice, the effect will be applied. You also have a straight 2% chance of succeeding for monsters with a [[hit dice]] of 14 or below.
 
  
 
Some statistics: with no skill you’re still at 100% to succeed on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With 4 skill as an early Assassin, you’re up to 56% on an Ogre, or 33% on a Yak.
 
Some statistics: with no skill you’re still at 100% to succeed on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With 4 skill as an early Assassin, you’re up to 56% on an Ogre, or 33% on a Yak.
  
==Notes==
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==History==
As of [[0.10]] all [[Polearms]] have [[Reaching]].
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*Prior to [[0.18]], ranged weapon ammo could have brands, but they would be overridden by launcher brands other than Vorpal, Speed, or Penetration.
 +
*Prior to [[0.16]], drawing a [[Blade card]] would apply one of several temporary brands to your weapon.
 +
*Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.
 +
*Prior to [[0.10]], [[polearms]] needed the reaching brand to make reaching attacks.
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*All needle types except "poisoned" were introduced in version [[0.6]].
  
 
{{brands}}
 
{{brands}}
[[Category:Item]] [[Category:Weapons]] [[Category:Brands]]
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[[Category:Items]] [[Category:Weapons]] [[Category:Brands]]

Revision as of 22:44, 26 March 2019

Version 0.22: This article may not be up to date for the latest stable release of Crawl.

Armour brands are also called egos. See the ego page for armour brands.

A brand is a special enhancement that weapons can have, granting them additional effects. Usually, these effects amount to increasing the damage they deal, but other effects do exist.

These are separate from enchantment levels (the -X or +X before a weapon's name), and much harder to modify. While you can increase a weapon's enchantment level by reading a scroll of enchant weapon, you can only add or modify a weapon's brand through the following methods:

Under no circumstances can a normal weapon have more than one brand, however the unrandart Maxwell's Thermic Engine has both the flaming and freezing brands. All randarts are guaranteed to have a brand, as do almost all unrandarts. Brands are always identified as soon as you, or an enemy in your line of sight, wields a weapon.

Brands are one of the biggest differences between unarmed combat and armed combat: an unarmed fighter can never benefit from brands (although certain mutations may augment them).

List of Brands

Melee Weapons

Brand Description
Antimagic Trog's special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP
Chaos Xom's special brand; can inflict different brand effects with each attack.
Disruption Inflicts extra damage to undead. Found only on the unrandart great mace Undeadhunter
Distortion Lugonu's special brand. Can have multiple damaging and Translocations-related effects upon a successful hit, including Banishment to the Abyss.
Dragon slaying Inflicts extra damage to dragons and dragon-like monsters. Found only on the unrandart lance Wyrmbane.
Draining Adds an average 25% extra negative energy damage per attack, as well as draining the monster if susceptible.
Electrocution Inflicts additional electricity damage upon a successful attack (independent of the damage dealt).
Flaming Adds an average 25% extra fire damage per attack. Good against hydras.
Freezing Adds an average 25% extra cold damage per attack. Can temporarily slow cold-blooded monsters.
Holy wrath The Shining One's special brand. Inflicts an average of 75% extra damage to demonic and undead monsters.
Pain Kikubaaqudgha's special brand. Inflicts additional negative energy damage based on the player's Necromancy skill.
Protection Gives +7 AC for a short period after hitting with the weapon.
Reaping Raises an allied zombie of slain creature if it produces a corpse. Found only on the unrandart Sword of Zonguldrok.
Speed Reduces weapon attack delay by 50%. Found only on short blades, staves, and some artefacts.
Vampiricism When attacking enemies that bleed, heals the player for a portion of the inflicted damage on 60% of attacks.
Venom Inflicts poison damage over time to affected monsters.
Vorpal Adds an average 16.67% untyped extra damage per attack. Described as Chopping, Slicing, Piercing, Crushing, or Slashing, depending on the weapon's base type.

Some brands are more desirable on certain melee weapons than others. For example, brands such as flaming or freezing add a percentage damage bonus dependent on the weapon's base damage. Others add a special effect that triggers on a successful attack, such as distortion, electrocution, or pain. As such, a flaming executioner's axe is generally superior to a flaming dagger because of its high base damage, while electrocution triggers far more often on a quickblade than a bardiche because of its low base delay. Choose branded weapons accordingly.

All added brand damage is calculated after AC reduction, and does not get further reduced by AC.

Launchers

The following brands can be found on launchers:

Note that ranged weapons cannot be branded with pain or distortion through Kikubaaqudgha or Lugonu.

Thrown Weapons

In general, only tomahawks and javelins may be randomly generated with brands. (Exception: one of the Dungeon Sprint maps offers a large rock of returning. Naturally, it's being used against you.). Dispersal and Exploding only show up on tomahawks, while Penetration is only available on javelins.

Needles

Needles have their own brand selection; most often poisoned, but they can instead bear one of the following unique brands:

There is a saving throw for monsters: if 2 + 1d(4 + your throwing skill + your blowgun’s enchantment) is greater than the monster’s hit dice, the effect will be applied. You also have a straight 2% chance of succeeding for monsters with a hit dice of 14 or below.

Some statistics: with no skill you’re still at 100% to succeed on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With 4 skill as an early Assassin, you’re up to 56% on an Ogre, or 33% on a Yak.

History

  • Prior to 0.18, ranged weapon ammo could have brands, but they would be overridden by launcher brands other than Vorpal, Speed, or Penetration.
  • Prior to 0.16, drawing a Blade card would apply one of several temporary brands to your weapon.
  • Prior to 0.14, there was a reaching brand for whips and demon whips, allowing them to make reaching attacks.
  • Prior to 0.10, polearms needed the reaching brand to make reaching attacks.
  • All needle types except "poisoned" were introduced in version 0.6.
Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver