Difference between revisions of "Gyre and Gimble"

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{{flavour|Two quick blades joined by a chain. Swinging one compels the wielder to swing the other, as if they have minds of their own.}}
 
{{flavour|Two quick blades joined by a chain. Swinging one compels the wielder to swing the other, as if they have minds of their own.}}
  
[[File:Gyre and Gimble.png]] '''''the +12 pair of quick blades "Gyre" and "Gimble"'''''
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[[File:Gyre and Gimble.png]] '''''the +8 pair of quick blades "Gyre" and "Gimble"'''''
  
+12 [[quick blade]]
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+8 [[quick blade]]
  
 
[[Protection]] [[brand]]<br>
 
[[Protection]] [[brand]]<br>
Each swing attacks twice<br>
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Each swing attacks four times<br>
Always [[handedness|two-handed]] (Except for [[formicid]]s)
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[[Handedness|Two-handed]] (except for [[Formicid]]s)
  
 
==Desirability==
 
==Desirability==
'''Gyre and Gimble'''<ref>{{source ref|0.29.1|art-data.txt|1414}}</ref> are an unusual weapon - thematically two weapons, they are treated in-game as a single two-handed weapon that just so happens to make twice as many attacks as a normal quick blade. With a minimum delay of 0.3, these weapons can inflict an ''absurd'' amount of hits before the enemy can react.
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'''Gyre and Gimble'''<ref>{{source ref|0.30.0|art-data.txt|1431}}</ref> are an unusual weapon - thematically two weapons, they are treated as a single two-handed weapon that happens to attack four times per command (twice that of normal quick blades). With up to 8 attacks per 1 decaAut, Gyre and Gimble take the strengths of Short Blades to an extreme - they are impacted more by 'flat' bonuses and enemy [[AC]].
  
Gyre and Gimble take the strengths of Short Blades to an extreme. They are impacted more by [[slaying]] bonuses and enemy [[AC]].
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*Flat bonuses, like [[slaying]], are amplified: dealing +1 damage/hit is four times as good if you attack four times as fast. Unfortunately, Gyre and Gimble, as protection weapons, are unable to benefit from flat damage brands like [[electrocution]] or [[pain (brand)|pain]].
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**Note that Gyre and Gimble can only perform 2 sets of [[auxiliary attack]]s per swing. Having an aux attack with G&G is as effective as any ordinary quick blade, which is still ''good'', just not twice-as-good.
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*Conversely, enemy [[AC]] reduces damage by a flat amount. You'll tear through low-AC monsters, but high-AC threats will often shrug off the blows. You can get past this by [[stab]]bing opponents or with liberal use of [[might]] and/or [[berserk]].
  
* The faster the attack, the more powerful "flat" bonuses become. Having +1 damage per hit is twice as good if you attack twice as fast. Unfortunately, Gyre & Gimble are unable to benefit from flat damage brands like [[distortion]], [[electrocution]], or [[pain]]. Thus the most impactful bonus comes from slaying.
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As Short Blades, Gyre and Gimble are great at [[stab]]bing. A reliable, renewable way to stab ([[Hexes]], [[Mephitic Cloud]], [[Uskayaw]]...) can turn G&G into a phenomenally deadly weapon; [[Confusing Touch]] works especially well.
** Note that Gyre and Gimble can only perform 1 [[auxiliary attack]] per swing (per mutation). Having an aux attack with G&G is as effective as any ordinary quick blade (which is still ''very'' good).
 
* Conversely, enemy AC has the opposite effect. Gyre and Gimble's rapid-fire attacks work fine against low-AC targets, but high-AC opponents will shrug off the majority of your blows. You can get past this by [[stab]]bing opponents, or with liberal use of [[might]] and/or [[berserk]].  
 
  
Alternatively, if you happen to have a reliable, renewable way to [[stab]] enemies ([[confusion]], [[invisibility]], [[Dazzling Flash|blindness]]), Gyre and Gimble function as a phenomenally deadly weapon. [[Confusing Touch]] works phenomenally.
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These stratagems apply to all Short Blades, not just Gyre and Gimble. Their main advantage is doubled attack speed - more power in exchange for the shield slot. A well-branded, fully-enchanted quick blade with a [[shield]] may be the smarter choice. [[Formicid]]s, of course, don't have to worry about losing their shield slot, but whether they'd prefer Gyre and Gimble over a heavy two-handed weapon is another question.
 
 
These stratagems apply to Short Blades in general, not just Gyre and Gimble. Their main advantage is the doubled attack speed, meaning more power at the cost of the shield slot. A well-branded, fully-enchanted quick blade with a [[shield]] may be the smarter choice. [[Formicid]]s, of course, don't have to worry about losing their shield slot, but whether they'd prefer Gyre and Gimble over a heavy two-handed weapon is another question.
 
  
 
==Trivia==
 
==Trivia==
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==History==
 
==History==
*In [[0.29]], the enchantment was changed from +7 to +12.
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*Prior to [[0.31]], Gyre and Gimble only made 2 attacks per swing, as regular [[quick blade]]s only made 1 attack per swing. However, all quick blades (including G&G) had lower attack delays, and Gyre and Gimble had a +12 enchantment.
*Prior to [[0.24]], Gyre and Gimble had a +5 enchantment, the [[vorpal]] brand, and a -3 penalty to [[Dexterity]].
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*Prior to [[0.29]], Gyre and Gimble had a +7 enchantment.
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*Prior to [[0.24]], Gyre and Gimble had a +5 enchantment, the [[vorpal]] brand, and a -3 penalty to [[dexterity]].
 
*Gyre and Gimble were added in [[0.16]].
 
*Gyre and Gimble were added in [[0.16]].
  

Latest revision as of 21:40, 15 January 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Two quick blades joined by a chain. Swinging one compels the wielder to swing the other, as if they have minds of their own.

Gyre and Gimble.png the +8 pair of quick blades "Gyre" and "Gimble"

+8 quick blade

Protection brand
Each swing attacks four times
Two-handed (except for Formicids)

Desirability

Gyre and Gimble[1] are an unusual weapon - thematically two weapons, they are treated as a single two-handed weapon that happens to attack four times per command (twice that of normal quick blades). With up to 8 attacks per 1 decaAut, Gyre and Gimble take the strengths of Short Blades to an extreme - they are impacted more by 'flat' bonuses and enemy AC.

  • Flat bonuses, like slaying, are amplified: dealing +1 damage/hit is four times as good if you attack four times as fast. Unfortunately, Gyre and Gimble, as protection weapons, are unable to benefit from flat damage brands like electrocution or pain.
    • Note that Gyre and Gimble can only perform 2 sets of auxiliary attacks per swing. Having an aux attack with G&G is as effective as any ordinary quick blade, which is still good, just not twice-as-good.
  • Conversely, enemy AC reduces damage by a flat amount. You'll tear through low-AC monsters, but high-AC threats will often shrug off the blows. You can get past this by stabbing opponents or with liberal use of might and/or berserk.

As Short Blades, Gyre and Gimble are great at stabbing. A reliable, renewable way to stab (Hexes, Mephitic Cloud, Uskayaw...) can turn G&G into a phenomenally deadly weapon; Confusing Touch works especially well.

These stratagems apply to all Short Blades, not just Gyre and Gimble. Their main advantage is doubled attack speed - more power in exchange for the shield slot. A well-branded, fully-enchanted quick blade with a shield may be the smarter choice. Formicids, of course, don't have to worry about losing their shield slot, but whether they'd prefer Gyre and Gimble over a heavy two-handed weapon is another question.

Trivia

Gyre and Gimble are a reference to the poem "Jabberwocky" by Lewis Carrol.

History

  • Prior to 0.31, Gyre and Gimble only made 2 attacks per swing, as regular quick blades only made 1 attack per swing. However, all quick blades (including G&G) had lower attack delays, and Gyre and Gimble had a +12 enchantment.
  • Prior to 0.29, Gyre and Gimble had a +7 enchantment.
  • Prior to 0.24, Gyre and Gimble had a +5 enchantment, the vorpal brand, and a -3 penalty to dexterity.
  • Gyre and Gimble were added in 0.16.

References