Difference between revisions of "Ranged Weapons"

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==Brands==
 
==Brands==
Ranged Weapons have a different set of [[brand]]s. Most of these are similar to their melee version.
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''Main article: [[Brand#Launchers]]''
*[[Chaos]] - Causes random effects
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Ranged Weapons have a different set of [[brand]]s from melee weapons; most are similar to their melee version.
*[[Electrocution]] - Deals additional [[electricity]] damage
+
 
*[[Flaming]] - Adds up to an additional 50% [[fire]] damage
 
*[[Freezing]] -  Adds up to an additional 50% [[cold]] damage
 
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory
 
**Exclusive to [[artefact]] [[hand crossbow]]s, [[arbalest]]s, and [[triple crossbow]]s or the [[storm bow]]
 
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time
 
*[[Venom]] - Poisons target
 
*[[Vorpal]] - Increases damage by up to 20%.
 
 
Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.
 
Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.
 
  
 
==See also==
 
==See also==

Revision as of 23:30, 24 August 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

Ranged Weapons is a skill that governs launchers, weapons which fire missiles from a distance. This includes slings, bows, and crossbows. Being able to attack enemies from any unobstructed tile in line of sight is a large perk, especially for faster characters. However, not only are they weaker than their melee counterparts, but ranged weapons suffer penalties when wearing heavy body armour. Note that while monsters lacking the Don't Melee flag are unable to use ranged weapons in melee, players may do so without an explicit penalty.

All ranged weapons use dexterity instead of strength for damage calculations.

See Ranged Combat for a list of commands.

List of Ranged Weapons

Name Dam Hit Delay Minimum delay Hands Size Prob
Sling 7 0 14 7 (14 skill) One Little 10
Shortbow 9 +2 15 7 (16 skill) Two Little 10
Longbow 12 0 17 6 (22 skill) Two Medium 10
Arbalest 17 -2 19 10 (18 skill) Two Little 10
Hand crossbow 17 +3 18 10 (18 skill) One Little 10
Triple crossbow 23 -2 23 10 (26 skill) Two Small 2

Armour Penalty

Ranged weapons are uniquely penalized down by armor encumberance. The more encumbered you are, the slower you attack. The penalty, in decaAut, is as follows:

[ (e)^2 / 2250 ] * [ (90-2A) / (S + 3) ]

For e = encumberance rating, A = Armour skill, and S = strength.

Therefore, lower strength species without armour skill suffer more from heavier armour.

Brands

Main article: Brand#Launchers Ranged Weapons have a different set of brands from melee weapons; most are similar to their melee version.

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

See also

History

  • In 0.29, ranged weapons were reworked. Prior to this:
    • Ranged weapons were split into Slings, Bows, and Crossbows, with their seperate skills. Slings crosstrained with Throwing.
    • Launchers required ammo to use (stones/sling bullets, arrows, bolts, respectively). Okawaru gifted ammo, and enemies using launchers would have plentiful amounts of it.
    • Weapon stats as a whole were drastically different. They scaled off strength instead of DEX, and were not especially encumbered by armour.
    • Fustibali existed as an upgrade to slings, slings were named hunting slings, and Throwing weapons were informally considered ranged weapons (as they were more similar; Throwing went mostly unchanged).
  • In 0.27, monsters with ranged attacks got unlimited ammunition (except nets). Throwing ammo was reduced as a result.
  • In 0.24, throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified.
  • Prior to 0.18, each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity. Additionally, more types of ammunition could have brands of their own.
  • Prior to 0.15, ranged combat was significantly more complicated; among other differences, min delay was heavily influenced by your stats. Additionally, 0.15 introduced greatslings (later called fustibali), hand crossbows, and triple crossbows, and removed the old version of darts.
  • Prior to 0.14, daggers, spears, hand axes, and clubs could be thrown.
  • Prior to 0.11, ammunition could have its own enchantment bonuses.
  • Prior to 0.6, darts could be fired from an early version of hand crossbows instead of being thrown by hand.

Retired Weapons

Over the years, a few ranged weapons have been retired or reworked into new forms:

Returning Weapons

Skills
Weapons Short BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

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