The Unarmed Combat skill determines the effectiveness of all attacks made with your character's fists, claws, tentacles, and other forelimbs. It increases the damage, accuracy, and speed of your unarmed attacks. It does not boost auxiliary attacks except for the off-hand punch done without a shield.
Your fists do not normally benefit from weapon brands and defintely don't have artefact properties. However, training Unarmed Combat gives a special bonus to base damage (see Base Damage) instead of the normal skill bonus. And they are one of the few "weapons" to hit minimum delay at the maximum skill level of 27.
High level unarmed combat is defintely competitive with weapon-wielding, especially when boosted by transformations, though is noticeably weaker early on. Also, some species have natural aptitudes or innate mutations that make unarmed combat a much more tempting choice.
Unarmed combat starts out at 1.0 decaAut attack delay, but requires much more skill to improve. You reach the minimum delay of 0.5 at Unarmed Combat 27 skill; or roughly 5.4 skill levels to reduce delay by 0.1.
Characters in bat form attack at 60% of the normal time, though at a significant penalty to damage. Other effects that can influence attack speed (such as Haste, Slow, Statue Form, etc.) apply as normal, with a hardcoded limit at 0.3 decaAut which you cannot exceed.
Finally, your attack delay is rounded to the nearest aut (tenth of a decaAut). If your calculated speed is a fraction of an aut, the game will round up or down based on the remainder (0.72 would have a 20% chance of being rounded to 0.8 and an 80% chance of being 0.7).
|UC||Avg delay||UC||Avg delay||UC||Avg delay|
The base damage of your primary unarmed combat attack is determined through the following factors:
|Claws mutation||+2 × Claws ranks|| Wearing gloves negates this|
Ghoul: Claws 1, Troll: Claws 3
|Felid||5||Works well for stabbing|
|Statue Form||12||All melee damage further multiplied by 150%|
|Storm Form||2 + spell power/3||Cleaving, Electrocution|
|Dragon Form||38||Damage once Claws is accounted for|
|Pig Form||1||Reduced damage from UC skill|
|Bat Form||1||60% Attack Delay, reduced damage from UC skill|
|Vampire Bat Form||2||60% Attack delay, reduced damage from UC skill|
|Wisp Form||5||Effectiveness based on XL instead of Unarmed Combat|
Your base damage is then increased by 1 for each skill level in Unarmed Combat. In Bat Form or Pig Form, damage from skill is divided by 5. This base damage is then further modified by your strength, fighting skill, and other factors. The normal weapon skill bonus does not apply.
Offhand punches are an auxiliary attack. Most species are unable to use the offhand punch unless their offhand is empty, which means not wearing a shield or wielding a two-handed weapon. Octopodes get tentacle slaps instead of offhand punches, and may slap even when their offhand is occupied.
If offhand punches/slaps are available, then increasing Unarmed skill increases the chance of an attack. At 0 skill, you have a 5% chance to pass a punch, at 27 skill, you have a 50% chance. It scales linearly, meaning you are 1.67% more likely to proc a punch per skill level.
Offhand punches are significantly less powerful, using the following calculation:
|Offhand Punch||5 + (UC / 3) + (1d3 × Claws ranks) + (6 if Blade Hands)|
- Prior to 0.17, unarmed combat attack delay was penalized by armour. Also, trolls' claws could inflict the now-removed bleeding status.
- In earlier versions of Crawl, Unarmed Combat improved the performance of your non-punch auxiliary attacks, giving all melee fighters a reason to train it.
|Weapons|| Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing
|Physical||Fighting • Armour • Dodging • Stealth • Shields|
|Magical||Spellcasting • Invocations • Evocations|
|Spell Schools||Air • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Poison • Summoning • Translocations • Transmutations|