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 Type|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. Missile brands are known on sight. 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:
 +
*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, which will apply the [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]] brands, 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 brand 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. Using the scroll on a non-artefact weapon with a permanent brand will replace the brand. The second means of creating a branded weapon is 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. 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. 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.
  
==Types of Brands==
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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).
  
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===
Brands that add damage to the attack do this after all other effects (such as weapon pluses, weapon skill bonus, ac reduction etc). So high weapon skill, high weapon base damage and high damage pluses 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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{| 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 while wielded.
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|-
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| [[Chaos]] || [[Xom]]'s special brand; can inflict different effects with each attack.
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|-
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| [[Disruption]] || Adds an average of 67% 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 75% more damage to [[list of dragons|dragons]] and [[list of draconians|dragon-like]] monsters. Found only on the unrandart lance [[Wyrmbane]].
 +
|-
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| [[Draining (brand)|Draining]] || Adds an average of 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 8-20 additional [[electricity]] damage on 33% of successful attacks (independent of the damage dealt).
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|-
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| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.
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|-
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| [[Freezing]] || Adds an average of 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 the wielder +7 [[AC]] for a short period after hitting with the weapon.
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|-
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| [[Reaping]] || Raises creatures slain with it as allied [[zombie]]s if they produce 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]] || [[Poison]]s monsters on attack, dealing extra damage over time.
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|-
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| [[Vorpal]] || Adds an average of 16.67% extra untyped damage per attack.
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|}
  
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.
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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 [[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.
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All added brand damage is calculated after AC reduction and is not further reduced by AC.
 
 
==List of Brands==
 
===Melee Weapons===
 
*[[Antimagic]]
 
*[[Chaos]] ([[Xom]]'s special brand)
 
*[[Disruption]] (found only on the artifact [[great mace]] [[Undeadhunter]])
 
*[[Distortion]] ([[Lugonu]]'s special brand)
 
*[[Dragon slaying]] ([[polearms]] only)
 
*[[draining (brand)|Draining]]
 
*[[Electrocution]]
 
*[[Flaming]]
 
*[[Freezing]]
 
*[[Holy wrath]] ([[The Shining One]]'s special brand)
 
*[[pain (brand)|Pain]] ([[Kikubaaqudgha]]'s special brand)
 
*[[Protection]]
 
*[[Reaching]] ([[whip]]s only.)
 
*[[Reaping]] (the [[Spear of the Botono]] and the [[Sword of Zonguldrok]])
 
*[[speed (brand)|Speed]] ([[Short Blades|short blades]], [[staves]], and artifacts only)
 
*[[Vampiricism]]
 
*[[Venom]]
 
*[[Vorpal]] (named differently depending on weapon; see Vorpal for details)
 
  
 
===Launchers===
 
===Launchers===
*[[Electrocution]]
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{| class="prettytable" style="border:none; margin:auto; padding:0;
*[[evasion (brand)|Evasion]]
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! Brand !! Description
*[[Flame]]
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|-
*[[frost (brand)|Frost]]
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| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].
*[[Penetration]]
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|-
*[[Speed (brand)|Speed]]
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| [[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]].
*[[Venom]]
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|-
*[[Vorpal]] ("Velocity")
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| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack.
 
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|-
Crossbows can have flame, frost, evasion and vorpal. Artifact crossbows can also have penetration, electrocution, venom and speed.
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| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack.
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|-
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| [[Holy wrath]] || Adds an average of 75% extra damage to demons and the undead. Only available with the Shining One's blessing.
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|-
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| [[Penetration]] || Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the storm bow.
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|-
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| [[Speed]] || Reduces attack delay by 50%. Only available on artefacts.
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|-
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| [[Venom]] || Poisons targets, dealing extra damage over time.
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|-
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| [[Vorpal]] || Adds an average 16.67% extra untyped damage per attack.
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|}
  
Bows, longbows and slings can have flame, frost, evasion and vorpal. Speed and venom are possible on artifacts (the Bow of Krishna "[[Sharnga]]" has the speed brand).
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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.
  
Blowguns can only be generated with evasion. Artifact blowguns can have speed.
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===Thrown Weapons===
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{| class="prettytable" style="border:none; margin-left:0px; padding:0;
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! Brand !! Description
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|-
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| [[Dispersal (brand)|Dispersal]] || [[Blink]]s the target when struck. Only appears on [[boomerang]]s.
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|-
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| [[Silver]] || Adds 30% extra damage to most monsters and roughly 75% more to [[:Category:Silver vulnerability|monsters weak to silver]].
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|}
  
===Missiles===
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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.).
*[[dispersal (brand)|Dispersal]]
 
*[[Exploding]]
 
*[[Flame]]
 
*[[frost (brand)|Frost]]
 
*[[Penetration]]
 
*[[Poisoned]]
 
*[[Returning]]
 
*[[Silver]]
 
*[[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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Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the [[returning]] property, while javelins have the [[penetration]] property.
  
==== Needles====
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====Darts====
[[Needle]]s have their own brand selection; most often poisoned, but they can instead bear one of the following unique brands:
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{| class="prettytable" style="border:none; margin-left:0px; padding:0;
*[[confusion (brand)|Confusion]]
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! Brand !! Description
*[[Curare]]
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|-
*[[frenzy (brand)|Frenzy]]
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| [[Poisoned]] || Inflicts [[poison]], dealing damage over time.
*[[paralysis (brand)|Paralysis]]
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|-
*[[sleep (brand)|Sleep]]
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| [[Curare]] || Poisons, deals [[asphyxiation]] damage, and [[slow]]s.
*[[slowing (brand)|Slowing]]
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|-
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| [[Atropa]] || Inflicts [[blind]]ness and may [[confusion|confuse]].
 +
|-
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| [[Datura]] || Inflicts [[frenzy]].
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|}
  
==Needle brands==
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[[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]].
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.
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*The chance of success is: <code>100 - 100 * (HD - 2) / (4 + pow)</code>, where <code>pow = (Throwing + Stealth) * 2 / 3</code>
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*There is an additional 3% chance of affecting any monster with 14 or lower HD
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*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.
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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 [[Brigand]], you’re up to 62.5% on an ogre, or 50% on a [[yak]].
  
==Notes==
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==History==
As of [[0.10]] all [[Polearms]] have [[Reaching]].
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*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.
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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.
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*Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.
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*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]]
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[[Category:Weapons]]
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[[Category:Brands]]

Revision as of 19:38, 19 May 2021

Version 0.26: 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 Brigand, 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 AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver