Throwing

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

The Throwing skill denotes how accurate and powerful your character is with thrown weapons.

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
-1 0 0 -1 -1 -2 -1 N/A 0 -1 -1 8 -1 0 1 0 0 -2 -1 0 0 0 0 -1 -2 -1

Useful Info

Throwing weapons benefit more from skill than other weapons. Like Unarmed Combat, throwing weapons deal (weapon base damage) + (Throwing skill) base damage due to skill (as opposed to the usual +2% bonus for regular weapon skills). For example, 10 Throwing would double the base damage of a javelin (10+10), but the equivalent skill would only increase other weapons by 20%. Note that stones get half the usual bonus.

Throwing weapons are of limited quantity. All throwing implements have a chance to mulch - i.e., be destroyed - when thrown. When this happens, boomerangs, javelins, and large rocks will deal +33% damage. Javelins that mulch will not penetrate.

Unlike proper Ranged Weapons, Throwing is not affected by armour encumbrance.

List of Throwing Weapons

Name Dam Delay Minimum Delay Size Mulch %
Dart None 10 7 (6 skill) Any 8.33%
Throwing net None 10 7 (6 skill) Any Special
Stone 2 11 7 (8 skill) Any 100%
Boomerang 6 13 7 (10 skill) Any 5%
Javelin 10 15 7 (16 skill) Medium+ 5%
Large rock 20 20 7 (26 skill) Large 4%

Anything not listed above can still be thrown, but it is usually useless to do so, as it will do no damage.

Strategy

Throwing is closer to Evocations than a traditional weapon skill. Since ammunition is so limited, you cannot use Throwing weapons for every fight. However, it can be a very powerful support tool.

Javelins are a key part of any Throwing specialist's arsenal. Javelins penetrate through enemies: they can hit enemies in the backlines, and/or hit multiple enemies at 100% damage. At high skill, javelins can deal massive damage to multiple enemies at once, at full LOS range.

Throwing implements are more common in Shoals than Swamp. If the former branch is in your game, you may want to focus a little more on Throwing.

Tips & Tricks

  • Even at 0 skill, throwing something is better than waiting for an enemy to approach. If available, you can throw stones, boomerangs, or poisoned darts at distant targets.
  • Javelins can get the silver brand, which is highly effective against chaotic enemies (including malmutaters, the Royal Jelly, and orbs of fire).
  • Large species (Trolls and Oni) are able to throw large rocks, which are both plentiful and high damage (20 base damage). They have a much greater reason to train Throwing than the regular-size species.
  • Throwing nets, poison darts, and curare darts are all useful tools, though they do not benefit much from the actual Throwing skill. More skill will increase their accuracy and throw speed, but not the actual effect. It can still be wise to put a few points into Throwing for the extra bit of accuracy.
  • Even mage characters will often benefit from throwing in the early dungeon. When attacking sleeping monsters, a hit is almost guaranteed even without any skill in throwing. Therefore, dealing the first ranged hit with a throwing (or ranged) weapon instead of a spell is a useful way to conserve mana.

History

  • Prior to 0.30, there was no +33% damage bonus when ammo mulched.
  • Prior to 0.29, Throwing crosstrained with Slings (skill). Also, Hunters and Arcane Marksmen could start with throwables.
  • Prior to 0.28, monsters carried significantly more throwing weapons, and throwing weapons were slightly more likely to generate on the floor.
  • Prior to 0.27, monsters consumed throwing ammunition. You could pick up throwing weapons that monsters used, and monsters could mulch them.
  • Prior to 0.24, there were more brands for throwing ammunition. Javelins did not penetrate enemies without the penetration brand.
  • Prior to 0.18, throwing speed worked differently from other weapons. Throwing weapons had a mindelay of 0.5, and were overall faster to throw, but skill had less of an impact on throw speed.
  • Prior to 0.17, throwing speed was penalized by armour encumbrance.
  • Prior to 0.15, ranged & throwing combat was significantly different. In general, Throwing was less viable.
  • Prior to 0.8, Evaporate used the Throwing skill.

Added Weapons

Removed weapons

Skills
Weapons Short BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

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