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 [[weapon]]s can have, granting them additional effects. Usually, these effects amount to increasing the damage they deal, but other effects do exist.
+
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 others do exist.
  
These are separate from [[scroll of enchant weapon|enchantment]] levels (the +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 add or modify a weapon's brand through the following methods:
+
 
 +
These are separate from [[enchant]]ment levels (the +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 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.
 
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.
 +
*All [[randart]]s are guaranteed to have a brand, and cannot have their brand modified.
 
*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 [[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 often arrive in the hands of enemies in your [[line of sight]].
  
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.
+
Under no circumstances can a normal weapon have more than one brand. Some [[unrand]]s, such as [[Maxwell's Thermic Engine]] or the [[storm bow]], can have multiple.
  
 
Brands are one of the biggest differences between [[Unarmed Combat]] and weaponry: in most circumstances, an unarmed fighter cannot benefit from brands (though certain [[transformation]]s may have them).
 
Brands are one of the biggest differences between [[Unarmed Combat]] and weaponry: in most circumstances, an unarmed fighter cannot benefit from brands (though certain [[transformation]]s may have them).
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|-
 
| [[Freezing]] || Adds an average of 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.
 +
|-
 +
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)
 
|-
 
|-
 
| [[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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|-
 
|-
 
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.
 
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.
|-
 
| [[Vorpal]] || Adds an average of 16.67% extra untyped damage per attack.
 
 
|}
 
|}
  
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|-
 
|-
 
| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].
 
| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].
 +
|-
 +
| [[Draining]] || Adds an average of 25% extra [[negative energy]] damage per attack, as well as [[draining]] the monster if susceptible.<br>Only available through [[scrolls of brand weapon]].
 
|-
 
|-
 
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks.<br>Only available through scrolls of brand weapon, on artefact [[crossbows]], and the [[storm bow]].
 
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks.<br>Only available through scrolls of brand weapon, on artefact [[crossbows]], and the [[storm bow]].
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|-
 
|-
 
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack.
 
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack.
 +
|-
 +
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)
 
|-
 
|-
 
| [[Penetration]] || Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the [[storm bow]].
 
| [[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.
 
| [[Speed]] || Reduces attack delay by 50%. Only available on artefacts.
|-
 
| [[Venom]] || Poisons targets, dealing extra damage over time.
 
 
|-
 
|-
 
| [[Vorpal]] || Adds an average 20% extra untyped damage per attack.
 
| [[Vorpal]] || Adds an average 20% extra untyped damage per attack.
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==History==
 
==History==
*In [[0.28]], the [[electrocution]] brand's chance to trigger was reduced from 33% to 25%.
+
*Prior to [[0.30]], the [[vorpal]] brand (+16.7% average dmg) existed instead of [[heavy]]. Also, Ranged Weapons could have [[venom]] instead of [[draining]].
*Prior to [[0.27]], the power of [[spectral (brand)|spectral]] weapons depended on the [[Evocations]] skill.
 
 
*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 [[dart]]s, removing the [[confusion (brand)|confusion]], [[frenzy (brand)|frenzy]], and [[paralysis (brand)|paralysis]], and [[sleep (brand)|sleep]] brands. Silver gained the boost once given by steel.
 
*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 [[dart]]s, removing the [[confusion (brand)|confusion]], [[frenzy (brand)|frenzy]], and [[paralysis (brand)|paralysis]], and [[sleep (brand)|sleep]] brands. Silver gained the boost once given by steel.
 
*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.
 
*Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.
 
*Prior to [[0.14]], 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.
+
*Prior to [[0.10]], [[Polearms]] needed the reaching brand to make reaching attacks.
 
*All needle types except "poisoned" were introduced in version [[0.6]].
 
*All needle types except "poisoned" were introduced in version [[0.6]].
  

Revision as of 16:28, 13 October 2023

Version 0.29: 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 others do exist.


These are separate from enchantment levels (the +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 add or modify a weapon's brand through the following methods:

Under no circumstances can a normal weapon have more than one brand. Some unrands, such as Maxwell's Thermic Engine or the storm bow, can have multiple.

Brands are one of the biggest differences between Unarmed Combat and weaponry: 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.
Distortion Lugonu's special brand. Can have multiple damaging and Translocations-related effects upon a successful hit, including Banishment to the Abyss.
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 25% 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.
Heavy Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)
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.
Spectral Creates a spectral weapon on hitting an enemy, which attacks alongside the user. Damage to the weapon is partially redirected to the user. Found largely on two-handed weapons.
Speed Reduces weapon attack delay by up to 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.

Artefact Only

Brand Description
Disruption Adds an average of 100% extra damage to undead. Found only on the unrandart great mace Undeadhunter.
Dragon slaying Inflicts 75% more damage to dragons and dragon-like monsters. Found only on the unrandart lance Wyrmbane.
Reaping Raises creatures slain with it as allied zombies if they produce a corpse. Found only on the unrandart Sword of Zonguldrok.
Silver Adds an average of 16.67% extra untyped damage per attack, and more to monsters weak to silver. Found only on the unrand Lajatang of Order and some Throwing weapons.

Strategy

Some brands are more desirable on certain melee weapons than others. For example, brands such as flaming or freezing add a percentage damage bonus added after AC reduction. Others add a special, unrelated 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 are not further reduced by AC.

Launchers

Brand Description
Chaos Applies different effects with each attack. Only available through scrolls of brand weapon.
Draining Adds an average of 25% extra negative energy damage per attack, as well as draining the monster if susceptible.
Only available through scrolls of brand weapon.
Electrocution Inflicts 8-20 additional electricity damage on 25% 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.
Heavy Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)
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.
Vorpal Adds an average 20% extra untyped damage per attack.

Ranged weapon brands are mostly similar to melee weapon brands, but lack some of the rarer brands, and a few were altered.

Ranged weapons may also get pain or holy wrath (but not distortion) exclusively from Kikubaaqudgha's and The Shining One's capstone gifts.

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 chaos. 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 0.30, the vorpal brand (+16.7% average dmg) existed instead of heavy. Also, Ranged Weapons could have venom instead of draining.
  • 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. Silver gained the boost once given by steel.
  • 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