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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).
+
'''Brands''' are special properties that [[weapon]]s can have, granting the weapon additional effects. Usually, these effects amount to increasing the damage they deal, but others 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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==Useful Info==
 +
When looking at a ''+9'' broad axe ''of flaming'', the "of flaming" is the weapon's brand (and the "+9" is the [[enchant]]ment level). In general, brands are harder to change than enchantment.
  
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.
+
Under no circumstances can a normal weapon have more than one brand. However, some [[unrand]]s, such as [[Maxwell's Thermic Engine]] and the [[storm bow]], have multiple.
  
==Types of Brands==
+
Brands are one of the biggest differences between [[Unarmed Combat]] and weaponry: without using a [[transformation]], unarmed fighters have no access to brands.
  
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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===Sources===
 +
*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.
  
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).
+
'''Divine'''
 
+
*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.
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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*Worshipers of [[Xom]] may randomly "receive" [[chaos]]-branded weapons. However, they often arrive in the hands of enemies in your [[line of sight]].
 
 
All added brand damage is calculated after AC reduction, and does not get further reduced by AC.
 
  
 
==List of Brands==
 
==List of Brands==
 
===Melee Weapons===
 
===Melee Weapons===
*[[Antimagic]]
+
{| class="prettytable" style="border:none; margin:auto; padding:0;
*[[Chaos]] ([[Xom]]'s special brand)
+
! Brand !! Description
*[[Disruption]] (found only on the artifact [[great mace]] [[Undeadhunter]])
+
|-
*[[Distortion]] ([[Lugonu]]'s special brand)
+
| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded.
*[[Dragon slaying]] ([[polearms]] only)
+
|-
*[[draining (brand)|Draining]]
+
| [[Chaos]] || [[Xom]]'s special brand; can inflict different effects with each attack.
*[[Electrocution]]  
+
|-
*[[Flaming]]  
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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]].
*[[Freezing]]  
+
|-
*[[Holy wrath]] ([[The Shining One]]'s special brand)
+
| [[Draining (brand)|Draining]] || Adds an average of 25% extra [[negative energy]] damage per attack, as well as [[draining]] the monster if susceptible.
*[[pain (brand)|Pain]] ([[Kikubaaqudgha]]'s special brand)
+
|-
*[[Protection]]  
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| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks (independent of the damage dealt).
*[[Reaching]] ([[whip]]s only.)
+
|-
*[[Reaping]] (the [[Spear of the Botono]] and the [[Sword of Zonguldrok]])
+
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.
*[[speed (brand)|Speed]] ([[Short Blades|short blades]], [[staves]], and artifacts only)
+
|-
*[[Vampiricism]]
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| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.
*[[Venom]]  
+
|-
*[[Vorpal]] (named differently depending on weapon; see Vorpal for details)
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| [[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.
 +
|-
 +
| [[pain (brand)|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 (brand)|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 (brand)|Speed]] || Reduces weapon attack delay by up to 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.
 +
|-
 +
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.
 +
|}
 +
 
 +
'''Artefact Only'''
 +
{| class="prettytable" style="border:none; margin:auto; padding:0;"
 +
! 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 [[list of dragons|dragons]] and [[list of draconians|dragon-like]] monsters. Found only on the unrandart lance [[Wyrmbane]].
 +
|-
 +
| [[Reaping]] || Raises creatures slain with it as allied [[zombie]]s 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 [[:Category:Silver vulnerability|monsters weak to silver]]. Found only on the unrand [[Lajatang of Order]] and some Throwing weapons.
 +
|}
  
 
===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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| [[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]].
*[[Venom]]
+
|-
*[[Vorpal]] ("Velocity")
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| [[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]].
 +
|-
 +
| [[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.
  
Crossbows can have flame, frost, evasion and vorpal. Artifact crossbows can also have penetration, electrocution, venom and speed.
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Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) exclusively from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.
  
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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===Thrown Weapons===
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{| class="prettytable" style="border:none; margin-left:0px; padding:0;
 +
! Brand !! Description
 +
|-
 +
| [[Dispersal (brand)|Dispersal]] || [[Blink]]s the target when struck. Only appears on [[boomerang]]s.
 +
|-
 +
| [[Silver]] || Adds 30% extra damage to most monsters and roughly 75% more to [[:Category:Silver vulnerability|monsters weak to silver]].
 +
|}
  
Blowguns can only be generated with evasion. Artifact blowguns can have speed.
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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 chaos. Naturally, it's being used ''against'' you.).
  
===Missiles===
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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.
*[[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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====Darts====
 +
{| class="prettytable" style="border:none; margin-left:0px; padding:0;
 +
! Brand !! Description
 +
|-
 +
| [[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]].
 +
|}
  
==== Needles====
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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]].
[[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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*The chance of success is: <code>100 - 100 * (HD - 2) / (4 + pow)</code>, where <code>pow = (Throwing + Stealth) * 2 / 3</code>
*[[confusion (brand)|Confusion]]
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*There is an additional 3% chance of affecting any monster with 14 or lower HD
*[[Curare]]
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*No darts can affect monsters that are [[undead]], [[nonliving]], or resistant to poison
*[[frenzy (brand)|Frenzy]]
 
*[[paralysis (brand)|Paralysis]]
 
*[[sleep (brand)|Sleep]]
 
*[[slowing (brand)|Slowing]]
 
  
==Needle brands==
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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]].
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.
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==Strategy==
 +
Some brands are more desirable on certain weapons than others:
 +
*Brands like [[venom]], [[electrocution]], and [[pain (brand)|pain]] deal 'flat' damage. They are better on fast weapons, like [[demon whip]]s and [[quick blade]]s, as these weapons activate the brand more often.
 +
*Brands like [[flaming]], [[freezing]], and [[spectral]] deal percentage damage. A [[dagger]] of flaming receives the ''same +25% benefit'' as a [[giant club]] of flaming, even after you account for [[slaying]] and [[AC]]. (However, due to rounding error, the dagger receives a smaller boost on average.)
 +
**Do note that a dagger of venom is stronger than a dagger of flaming, since daggers are fast weapons with low base damage.
  
==Notes==
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All added brand damage is calculated after AC reduction, and are not further reduced by AC.
As of [[0.10]] all [[Polearms]] have [[Reaching]].
+
 
 +
==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, [[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 [[0.16]], 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.
 +
*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]]

Latest revision as of 16:50, 13 October 2023

Version 0.30: 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.

Brands are special properties that weapons can have, granting the weapon additional effects. Usually, these effects amount to increasing the damage they deal, but others do exist.

Useful Info

When looking at a +9 broad axe of flaming, the "of flaming" is the weapon's brand (and the "+9" is the enchantment level). In general, brands are harder to change than enchantment.

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

Brands are one of the biggest differences between Unarmed Combat and weaponry: without using a transformation, unarmed fighters have no access to brands.

Sources

  • Reading a scroll of brand weapon will give a weapon a randomly selected brand, replacing any existing brand if there is one.
  • All randarts are guaranteed to have a brand, and cannot have their brand modified.

Divine

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.

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.

Strategy

Some brands are more desirable on certain weapons than others:

  • Brands like venom, electrocution, and pain deal 'flat' damage. They are better on fast weapons, like demon whips and quick blades, as these weapons activate the brand more often.
  • Brands like flaming, freezing, and spectral deal percentage damage. A dagger of flaming receives the same +25% benefit as a giant club of flaming, even after you account for slaying and AC. (However, due to rounding error, the dagger receives a smaller boost on average.)
    • Do note that a dagger of venom is stronger than a dagger of flaming, since daggers are fast weapons with low base damage.

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

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