Difference between revisions of "Brand"

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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.
 
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.
 
*Casting [[Excruciating Wounds]] will temporarily give your currently wielded non-artefact weapon the [[pain (brand)|pain]] brand.
 
*Casting [[Excruciating Wounds]] will temporarily give your currently wielded non-artefact weapon the [[pain (brand)|pain]] brand.
*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.
+
*Worshipers of [[the Shining One]], [[Kikubaaqudgha]], and [[Lugonu]] can have one weapon "blessed" per game, which will apply the [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]] brands, respectively.
 
*Worshipers of [[Xom]] may randomly "receive" [[chaos]]-branded weapons. However, they usually arrive in the hands of enemies in your [[line of sight]].
 
*Worshipers of [[Xom]] may randomly "receive" [[chaos]]-branded weapons. However, they usually arrive in the hands of enemies in your [[line of sight]].
  
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.
+
Under no circumstances can a normal weapon have more than one brand. All [[randart]]s are guaranteed to have a brand, as do almost all [[unrandart]]s; some unrandarts, such as [[Maxwell's Thermic Engine]] or the [[storm bow]], even have multiple brands. 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 [[mutation]]s may augment them).
+
Brands are one of the biggest differences between [[unarmed combat]] and armed combat: in most circumstances, an unarmed fighter cannot benefit from brands (though certain [[transformation]]s may have them).
  
 
==List of Brands==
 
==List of Brands==
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! Brand !! Description  
 
! Brand !! Description  
 
|-
 
|-
| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP
+
| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded.
 
|-
 
|-
| [[Chaos]] || [[Xom]]'s special brand; can inflict different brand effects with each attack.
+
| [[Chaos]] || [[Xom]]'s special brand; can inflict different effects with each attack.
 
|-
 
|-
| [[Disruption]] || Inflicts extra damage to undead. Found only on the unrandart [[great mace]] [[Undeadhunter]]
+
| [[Disruption]] || Adds an average of 67% 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]].
 
| [[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]].
+
| [[Dragon slaying]] || Inflicts 75% more damage to [[list of dragons|dragons]] and [[list of draconians|dragon-like]] monsters. Found only on the unrandart lance [[Wyrmbane]].
 
|-
 
|-
| [[draining (brand)|Draining]] || Adds an average 25% extra [[negative energy]] damage per attack, as well as [[draining]] the monster if susceptible.
+
| [[Draining (brand)|Draining]] || Adds an average of 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).
+
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 33% of successful attacks (independent of the damage dealt).
 
|-
 
|-
| [[Flaming]] || Adds an average 25% extra [[fire]] damage per attack. Good against [[hydra]]s.
+
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.
 
|-
 
|-
| [[Freezing]] || Adds an average 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.
+
| [[Freezing]] || Adds an average of 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 [[demon]]ic and [[undead]] monsters.
 
| [[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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| [[pain (brand)|Pain]] || [[Kikubaaqudgha]]'s special brand. Inflicts additional [[negative energy]] damage based on the player's [[Necromancy]] skill.
 
| [[pain (brand)|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.
+
| [[Protection]] || Gives the wielder +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]].
+
| [[Reaping]] || Raises creatures slain with it as allied [[zombie]]s if they produce a [[corpse]]. Found only on the unrandart [[Sword of Zonguldrok]].
 
|-
 
|-
| [[speed (brand)|Speed]] || Reduces weapon attack delay by 50%. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts.
+
| [[Speed (brand)|Speed]] || Reduces weapon attack delay by 50%. Found only on [[Short Blades|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.
 
| [[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.
+
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.
 
|-
 
|-
| [[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.
+
| [[Vorpal]] || Adds an average of 16.67% extra untyped damage per attack.
 
|}
 
|}
  
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.
+
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 [[quick blade]] than a [[bardiche]] because of its low base delay. Choose weapon brands 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 is not further reduced by AC.
  
 
===Launchers===
 
===Launchers===
The following brands can be found on launchers:
+
{| class="prettytable" style="border:none; margin:auto; padding:0;
* [[Flaming]] (normal, [[artefact]] and from [[scroll of brand weapon|scrolls of brand weapon]])
+
! Brand !! Description
* [[Freezing]] (normal, artefact and from scrolls of brand weapon)
+
|-
* [[Vorpal]] (always called Velocity) (normal, artefact and from scrolls of brand weapon)
+
| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].
* [[Speed]] (artefacts only)
+
|-
* [[Venom]] (artefacts and from scrolls of brand weapon only)
+
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 33% of successful attacks. Only available through scrolls of brand weapon, on artefact [[crossbows]], and the [[storm bow]].
* [[Chaos]] (from scrolls of brand weapon only)
+
|-
* [[Electrocution]] (from scrolls of brand weapon and artefact [[crossbows]] only)
+
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack.
* [[Penetration]] (artefact crossbows only)
+
|-
* [[Holy wrath]] (branding through [[the Shining One]] only)
+
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack.
 +
|-
 +
| [[Holy wrath]] || Adds an average of 75% extra damage to demons and the undead. Only available with the Shining One's blessing.
 +
|-
 +
| [[Penetration]] || Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the storm bow.
 +
|-
 +
| [[Speed]] || Reduces attack delay by 50%. Only available on artefacts.
 +
|-
 +
| [[Venom]] || Poisons targets, dealing extra damage over time.
 +
|-
 +
| [[Vorpal]] || Adds an average 16.67% extra untyped damage per attack.
 +
|}
  
Note that ranged weapons cannot be branded with pain or distortion through Kikubaaqudgha or Lugonu.
+
Ranged weapon brands are similar to melee weapon brands, but lack some of the rare special cases. Note that even though the Shining One's blessing can be applied to ranged weapons, the same is not true of Kikubaaqudgha or Lugonu's abilities.
  
 
===Thrown Weapons===
 
===Thrown Weapons===
*[[dispersal (brand)|Dispersal]]
+
{| class="prettytable" style="border:none; margin-left:0px; padding:0;
*[[Exploding]]
+
! Brand !! Description
*[[Penetration]]
+
|-
*[[Poisoned]]
+
| [[Dispersal (brand)|Dispersal]] || [[Blink]]s the target when struck. Only appears on [[boomerang]]s.
*[[Returning]]
+
|-
*[[Silver]]  
+
| [[Silver]] || Adds 30% extra damage to most monsters and roughly 75% more to [[:Category:Silver vulnerability|monsters weak to silver]].
*[[Steel]]
+
|}
  
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.
+
Only [[boomerang]]s and [[javelin]]s can have brands; [[stone]]s and [[large rock]]s are all unbranded. (Exception: one of the [[Dungeon Sprint]] maps offers a large rock of returning. Naturally, it's being used ''against'' you.).
  
=== Needles===
+
Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the [[returning]] property, while javelins have the [[penetration]] property.
[[Needle]]s have their own brand selection; most often poisoned, but they can instead bear one of the following unique brands:
+
 
*[[confusion (brand)|Confusion]]
+
====Darts====
*[[Curare]]
+
{| class="prettytable" style="border:none; margin-left:0px; padding:0;
*[[frenzy (brand)|Frenzy]]
+
! Brand !! Description
*[[paralysis (brand)|Paralysis]]
+
|-
*[[sleep (brand)|Sleeping]]
+
| [[Poisoned]] || Inflicts [[poison]], dealing damage over time.
 +
|-
 +
| [[Curare]] || Poisons, deals [[asphyxiation]] damage, and [[slow]]s.
 +
|-
 +
| [[Atropa]] || Inflicts [[blind]]ness and may [[confusion|confuse]].
 +
|-
 +
| [[Datura]] || Inflicts [[frenzy]].
 +
|}
  
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.
+
[[Dart]]s are a specialized form of thrown weapon that are designed to inflict [[status effect]]s rather than deal damage. The effectiveness of darts is based on both your [[Throwing]] and [[Stealth]] skills, and is resisted by monster [[hit dice]].
 +
*The chance of success is: <code>100 - 100 * (HD - 2) / (4 + pow)</code>, where <code>pow = (Throwing + Stealth) * 2 / 3</code>
 +
*There is an additional 3% chance of affecting any monster with 14 or lower HD
 +
*No darts can affect monsters that are [[undead]], [[nonliving]], or resistant to poison
  
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 monsters with HD1 or HD2 ([[gnoll (monster)|gnoll]], most D:1 monsters), 75% on HD3 ([[Sigmund]]), 50% on HD4 ([[Duvessa]]), and 25% on HD5 ([[ogre (monster)|ogre]]). With a combined skill of 6 as a starting [[Assassin]], you’re up to 62.5% on an ogre, or 50% on a [[yak]].
  
 
==History==
 
==History==
 +
*Prior to [[0.24]], throwing weapons could generate with the [[exploding]] and [[steel]] brands. Additionally, [[tomahawk]]s were reworked into [[boomerang]]s (which innately have the [[returning]] property), all [[javelin]]s were given the [[penetration]] property, [[blowgun]]s were removed and [[needle]]s were reworked into the new version of darts, removing the [[confusion (brand)|confusion]], [[frenzy (brand)|frenzy]], and [[paralysis (brand)|paralysis]], and [[sleep (brand)|sleep]] brands.
 
*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 [[0.18]], 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 [[0.16]], drawing a [[Blade card]] would apply one of several temporary brands to your weapon.
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{{brands}}
 
{{brands}}
[[Category:Items]] [[Category:Weapons]] [[Category:Brands]]
+
[[Category:Items]]
 +
[[Category:Weapons]]
 +
[[Category:Brands]]

Latest revision as of 05:15, 6 July 2020

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. All randarts are guaranteed to have a brand, as do almost all unrandarts; some unrandarts, such as Maxwell's Thermic Engine or the storm bow, even have multiple brands. 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: in most circumstances, an unarmed fighter cannot benefit from brands (though certain transformations may have 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 while wielded.
Chaos Xom's special brand; can inflict different effects with each attack.
Disruption Adds an average of 67% 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 75% more damage to dragons and dragon-like monsters. Found only on the unrandart lance Wyrmbane.
Draining Adds an average of 25% extra negative energy damage per attack, as well as draining the monster if susceptible.
Electrocution Inflicts 8-20 additional electricity damage on 33% of successful attacks (independent of the damage dealt).
Flaming Adds an average of 25% extra fire damage per attack. Prevents hydras from regrowing heads.
Freezing Adds an average of 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 the wielder +7 AC for a short period after hitting with the weapon.
Reaping Raises creatures slain with it as allied zombies if they produce 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 Poisons monsters on attack, dealing extra damage over time.
Vorpal Adds an average of 16.67% extra untyped damage per attack.

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 quick blade than a bardiche because of its low base delay. Choose weapon brands accordingly.

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

Launchers

Brand Description
Chaos Applies different effects with each attack. Only available through scrolls of brand weapon.
Electrocution Inflicts 8-20 additional electricity damage on 33% of successful attacks. Only available through scrolls of brand weapon, on artefact crossbows, and the storm bow.
Flaming Adds an average of 25% extra fire damage per attack.
Freezing Adds an average of 25% extra cold damage per attack.
Holy wrath Adds an average of 75% extra damage to demons and the undead. Only available with the Shining One's blessing.
Penetration Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the storm bow.
Speed Reduces attack delay by 50%. Only available on artefacts.
Venom Poisons targets, dealing extra damage over time.
Vorpal Adds an average 16.67% extra untyped damage per attack.

Ranged weapon brands are similar to melee weapon brands, but lack some of the rare special cases. Note that even though the Shining One's blessing can be applied to ranged weapons, the same is not true of Kikubaaqudgha or Lugonu's abilities.

Thrown Weapons

Brand Description
Dispersal Blinks the target when struck. Only appears on boomerangs.
Silver Adds 30% extra damage to most monsters and roughly 75% more to monsters weak to silver.

Only boomerangs and javelins can have brands; stones and large rocks are all unbranded. (Exception: one of the Dungeon Sprint maps offers a large rock of returning. Naturally, it's being used against you.).

Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the returning property, while javelins have the penetration property.

Darts

Brand Description
Poisoned Inflicts poison, dealing damage over time.
Curare Poisons, deals asphyxiation damage, and slows.
Atropa Inflicts blindness and may confuse.
Datura Inflicts frenzy.

Darts are a specialized form of thrown weapon that are designed to inflict status effects rather than deal damage. The effectiveness of darts is based on both your Throwing and Stealth skills, and is resisted by monster hit dice.

  • The chance of success is: 100 - 100 * (HD - 2) / (4 + pow), where pow = (Throwing + Stealth) * 2 / 3
  • There is an additional 3% chance of affecting any monster with 14 or lower HD
  • No darts can affect monsters that are undead, nonliving, or resistant to poison

Some statistics: with no skill you’re still at 100% to succeed on monsters with HD1 or HD2 (gnoll, most D:1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With a combined skill of 6 as a starting Assassin, you’re up to 62.5% on an ogre, or 50% on a yak.

History

  • Prior to 0.24, throwing weapons could generate with the exploding and steel brands. Additionally, tomahawks were reworked into boomerangs (which innately have the returning property), all javelins were given the penetration property, blowguns were removed and needles were reworked into the new version of darts, removing the confusion, frenzy, and paralysis, and sleep brands.
  • 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 AntimagicChaosDistortionDragon slayingDrainingElectrocutionFlamingFreezingHoly wrathPainProtectionReachingReapingSpeedVampiricVenomVorpal
Launchers ElectrocutionEvasionFlameFrostPenetrationSpeedVenomVorpal
Throwing weapons AtropaCurareDaturaDispersalPenetrationPoisonedReturningSilver