Difference between revisions of "Ranged Weapons"

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'''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 [[:Category:don't_melee_flag|Don't Melee flag]] are unable to use ranged weapons in melee, players may do so without an explicit penalty.
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'''Ranged Weapons''' is a [[skill]] that governs '''launchers''', weapons which fire missiles from a distance, including slings, bows, and crossbows. Being able to attack enemies at any distance in [[line of sight]] is a strong perk. But it comes at a cost: not only are ranged weapons weaker than their melee counterparts, but they suffer penalties when wearing heavy body [[armour]].  
  
All ranged weapons use [[dexterity]] instead of [[strength]] for damage calculations.
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Players can use ranged weapons in melee range at no penalty. However, monsters require the [[:Category:don't_melee_flag|"Don't Melee" flag]] in order to consider using them in melee.
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All ranged weapons use [[dexterity]] instead of [[strength]] for damage calculations. See [[Ranged Combat]] for a list of commands.
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{{skill aptitudes}}
  
 
==List of Ranged Weapons==
 
==List of Ranged Weapons==
{| class="wikitable"
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{| class="wikitable sortable"
! Name || Dam || Hit || Delay || Hands || Size || Prob
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! Name || Dam || Hit || Delay || Min delay || Hands || Size || Cuts Hydras?
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|-style="vertical-align: top;"
 +
| [[Sling]] || 7 || 0 || 14 || 7 (14 skill) || One || Any || No
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Hunting sling|Sling]] || 7 || 0 || 14 || One || Little || 10
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| [[Shortbow]] || 8 || +2 || 14 || 7 (14 skill) || Two || Any || No
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Shortbow]] || 9 || +2 || 15 || Two || Little || 10
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| [[Orcbow]] || 11 || -3 || 15 || 7 (16 skill) || Two || Any || No
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Longbow]] || 12 || 0 || 17 || Two || Medium || 10
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| [[Arbalest]] || 16 || -2 || 19 || 10 (18 skill) || Two || Any || No
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Hand crossbow]] || 17 || +3 || 18 || One || Little || 10
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| [[Longbow]] || 14 || 0 || 17 || 7 (20 skill) || Two || Medium+ || No
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Arbalest]] || 17 || -2 || 19 || Two || Little || 10
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| [[Hand cannon]] || 16 || +3 || 19 || 10 (18 skill) || One || Any || No
 
|-style="vertical-align: top;"
 
|-style="vertical-align: top;"
| [[Triple crossbow]] || 23 || -2 || 23 || Two || Small || 2
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| [[Triple crossbow]] || 23 || -2 || 23 || 10 (26 skill) || Two || Small+ || No
 
|}
 
|}
Note that the three crossbows - hand crossbow, arbalest, triple crossbow - are unique in that they have a [[weapon speed|minimum delay]] of 1.0, instead of the standard 0.7 (they attack slower).
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===Brands===
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''Main article: [[Brand#Launchers]]''
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Ranged weapons have a separate set of brands from melee weapons, though most are similar to their melee counterpart.
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Ranged weapons can get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts. These brands cannot be obtained by other means.
  
 
==Armour Penalty==
 
==Armour Penalty==
Ranged weapons are uniquely penalized down by [[Encumbrance_rating|armor encumberance]]. The more encumbered you are, the slower you attack. The penalty, in [[decaAut]], is as follows:
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Ranged weapons are uniquely penalized by [[Encumbrance_rating|armor encumberance]]. The more encumbered you are, the slower you attack. The penalty, in [[decaAut]], is as follows:
  
{{crawlquote|[ (e)^2 / 2250 ] * [ (90-2A) / (S + 3) ]}}
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[[File:AdjustedRangedPenalty.png|610px|alt=<code>1/2250 * encumbrance^2 * (90 - 2 * armour_skill) / (str + 3)</code>]]
For e = encumberance rating, A = Armour skill, and S = strength.
 
  
 
Therefore, lower [[strength]] species without [[Armour (skill)|armour skill]] suffer more from heavier armour.
 
Therefore, lower [[strength]] species without [[Armour (skill)|armour skill]] suffer more from heavier armour.
  
==Brands==
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For example: a character wearing [[plate armour]] with 20 [[strength]] and 10 [[Armour skill]] will attack 0.43 decaAut slower. This is rounded to integer [[aut]] (i.e rounded to 0.1 decaAut) in a weighted fashion, then added to [[attack delay]].
Ranged Weapons have a different set of [[brand]]s. Most of these are similar to their melee version.
 
*[[Chaos]] - Causes random effects
 
*[[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
 
*[[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.
 
  
==Retired Weapons==
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==Strategy==
Over the years, a few ranged weapons have been retired or reworked into new forms:
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Ranged weapons come with some large sacrifices: less damage per turn, hefty penalties from armour, and most common launchers are [[hand|two-handed]] (precluding use of [[shield]]). Also, ranged weapons don't trigger [[auxiliary attack]]s.
*[[Fustibalus]] - removed with the removal of the Slings skill in [[0.29]]
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*[[Blowgun]]/[[Needle]] - effect was moved on to the throwable [[dart]] in [[0.24]]
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Due to the lighter armour, rangers are squishy, favoring [[Dodging]] as a defensive skill. Therefore, a ranged character will play closer to a "caster" than a "melee brute". Many characters can hybridize into spell magic, since they aren't being encumbered by armour or shield.
*[[Bow (item)|Bow]] - Split into shortbow/longbow in [[0.15]].
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*[[Crossbow (item)|Crossbow]] - Split into hand crossbow/arbalest in [[0.15]].
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If you want to play with Ranged Weapons, the following species can be good:
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*[[Spriggan]]s can [[kite]] enemies with their fast movement speed. However, they cannot wield longbows or triple crossbows.
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*[[Formicid]]s can wield two-handed weapons with a shield, negating one of Ranged Weapons' greater penalties.
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*[[Minotaur]]s have great aptitudes with all weapons, including ranged weapons.
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*[[Kobold]]s and [[Deep Elves]] have amazing aptitudes in Ranged Weapons, but are harder to play than Minotaurs. Also, kobolds have short [[LOS]], so they can't shoot as far.
  
===Returning Weapons===
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===Tips & Tricks===
*[[Dart]]s - removed in [[0.15]], re-added in [[0.24]].
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*If you don't have a better ranged option, you might as well use a [[sling]] against melee enemies. Switch to the sling, fire as the enemy approaches, then switch back to whatever you were using before.
*[[Sling]] - split into [[hunting sling]] and greatsling ([[fustibalus]]) in [[0.15]], renamed back from hunting sling in [[0.29]].
 
  
 
==See also==
 
==See also==
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**Ranged weapons were split into [[Slings (skill)|Slings]], [[Bows]], and [[Crossbows]], with their seperate skills. Slings [[crosstrain]]ed with [[Throwing]].
 
**Ranged weapons were split into [[Slings (skill)|Slings]], [[Bows]], and [[Crossbows]], with their seperate skills. Slings [[crosstrain]]ed with [[Throwing]].
 
**Launchers required [[ammo]] to use ([[stone]]s/[[sling bullet]]s, [[arrow]]s, [[bolt]]s, respectively). [[Okawaru]] gifted ammo, and enemies using launchers would have plentiful amounts of it.
 
**Launchers required [[ammo]] to use ([[stone]]s/[[sling bullet]]s, [[arrow]]s, [[bolt]]s, 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]].  
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**Weapon stats as a whole were drastically different. They scaled off [[strength]] instead of DEX, and attack speed was not encumbered by [[armour]].  
 
**[[Fustibali]] existed as an upgrade to slings, [[sling]]s were named [[hunting sling]]s, and Throwing weapons were informally considered ranged weapons (as they were more similar; Throwing went mostly unchanged).
 
**[[Fustibali]] existed as an upgrade to slings, [[sling]]s were named [[hunting sling]]s, 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 [[net]]s). Throwing ammo was reduced as a result.
 
*In [[0.27]], monsters with ranged attacks got unlimited ammunition (except [[net]]s). Throwing ammo was reduced as a result.
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*Prior to [[0.11]], ammunition could have its own [[enchantment]] bonuses.
 
*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.
 
*Prior to [[0.6]], darts could be fired from an early version of hand crossbows instead of being thrown by hand.
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 +
===Retired Weapons===
 +
Over the years, a few ranged weapons have been retired or reworked into new forms:
 +
*[[Fustibalus]] - removed with the removal of the Slings skill in [[0.29]]
 +
*[[Blowgun]]/[[Needle]] - effect was moved on to the throwable [[dart]] in [[0.24]]
 +
*[[Bow (item)|Bow]] - Split into shortbow/longbow in [[0.15]].
 +
*[[Crossbow (item)|Crossbow]] - Split into hand crossbow/arbalest in [[0.15]].
 +
 +
===Returning Weapons===
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*[[Dart]]s - removed in [[0.15]], re-added in [[0.24]].
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*[[Sling]] - split into [[hunting sling]] and greatsling ([[fustibalus]]) in [[0.15]], merged back in [[0.29]].
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{{Skills}}
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[[Category:Weapon skills]]

Latest revision as of 22:07, 9 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

Ranged Weapons is a skill that governs launchers, weapons which fire missiles from a distance, including slings, bows, and crossbows. Being able to attack enemies at any distance in line of sight is a strong perk. But it comes at a cost: not only are ranged weapons weaker than their melee counterparts, but they suffer penalties when wearing heavy body armour.

Players can use ranged weapons in melee range at no penalty. However, monsters require the "Don't Melee" flag in order to consider using them in melee.

All ranged weapons use dexterity instead of strength for damage calculations. See Ranged Combat for a list of commands.

Aptitudes

At Ba DE Dg Ds Dj Dr Fe Fo Gr Gh Gn HO Hu Ko Mf Mi Mu Na Op On Sp Te Tr Vp VS
-3 0 3 -1 -1 -2 -1 N/A 0 0 -1 8 -1 0 3 -2 1 -2 -1 0 -3 0 1 -4 -2 -1

List of Ranged Weapons

Name Dam Hit Delay Min delay Hands Size Cuts Hydras?
Sling 7 0 14 7 (14 skill) One Any No
Shortbow 8 +2 14 7 (14 skill) Two Any No
Orcbow 11 -3 15 7 (16 skill) Two Any No
Arbalest 16 -2 19 10 (18 skill) Two Any No
Longbow 14 0 17 7 (20 skill) Two Medium+ No
Hand cannon 16 +3 19 10 (18 skill) One Any No
Triple crossbow 23 -2 23 10 (26 skill) Two Small+ No

Brands

Main article: Brand#Launchers

Ranged weapons have a separate set of brands from melee weapons, though most are similar to their melee counterpart.

Ranged weapons can get pain or holy wrath (but not distortion) from Kikubaaqudgha's and The Shining One's capstone gifts. These brands cannot be obtained by other means.

Armour Penalty

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

1/2250 * encumbrance^2 * (90 - 2 * armour_skill) / (str + 3)

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

For example: a character wearing plate armour with 20 strength and 10 Armour skill will attack 0.43 decaAut slower. This is rounded to integer aut (i.e rounded to 0.1 decaAut) in a weighted fashion, then added to attack delay.

Strategy

Ranged weapons come with some large sacrifices: less damage per turn, hefty penalties from armour, and most common launchers are two-handed (precluding use of shield). Also, ranged weapons don't trigger auxiliary attacks.

Due to the lighter armour, rangers are squishy, favoring Dodging as a defensive skill. Therefore, a ranged character will play closer to a "caster" than a "melee brute". Many characters can hybridize into spell magic, since they aren't being encumbered by armour or shield.

If you want to play with Ranged Weapons, the following species can be good:

  • Spriggans can kite enemies with their fast movement speed. However, they cannot wield longbows or triple crossbows.
  • Formicids can wield two-handed weapons with a shield, negating one of Ranged Weapons' greater penalties.
  • Minotaurs have great aptitudes with all weapons, including ranged weapons.
  • Kobolds and Deep Elves have amazing aptitudes in Ranged Weapons, but are harder to play than Minotaurs. Also, kobolds have short LOS, so they can't shoot as far.

Tips & Tricks

  • If you don't have a better ranged option, you might as well use a sling against melee enemies. Switch to the sling, fire as the enemy approaches, then switch back to whatever you were using before.

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 attack speed was not 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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