Weapon

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Version 0.12: This article may not be up to date for the latest stable release of Crawl.

Introduction

Characters may wield weapons to attack enemies. Weapons may be divided into ranged and melee weapons. Occasionally, they may possess a brand or be an artefact.

Weapon attributes

The following is a table of all weapons in Crawl, aside from ammunition. Below is a short explanation of each field.

Name The name of the item as it appears in Crawl.
Damage The base amount of damage the weapon does, before various bonuses and adjustments.
Hit To hit modifier for the weapon, before any other adjustments.
Speed This is actually the attack delay, which is multiplied by 10 to get the "percentages" you see in-game. (That is, attack delay 10 shows as 100%.) Every 2 levels of weapon skill lowers the delay by 1 unit. A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for sabres), whichever is lower. Speed brand cuts delay by half (round up), and haste cuts delay by a third (round randomly up or down). These effects stack, after the base cap, but there's an absolute cap of 2 for attack delay.
Mass How heavy a weapon is. Note that this is used for game calculations and is not the same as the weight as it appears in your inventory.
Str weight A bigger strength weighting is better for strong characters, while a low strength weighting is better for dexterous characters.
Skill What skill is trained when using this weapon.
Hands How many hands are required to use the weapon. (Using a shield means using your weapon one-handed.) All ranged weapons except slings and blowguns suffer speed penalties when used with a shield.
Size The size of the weapon. Large creatures can wield larger weapons, while small creatures are restricted in what sizes they can use. The order is little, small, medium, large, big.
Missile If the weapon uses a missile, what type does it need?
Throw Can you throw it?
Dam Type What category of damage does the weapon deal?
Prob A larger number indicates higher probability of acquiring through scrolls of acquirement.

Notes for ranged weapons:

  • 2 means that it can be used with a shield, but there is a reloading time penalty.

Race variants

Weapons can have various race variants: Dwarven, Elven, Orcish, or Demonic.

Dwarven weapons are more resistant to corrosion than normal weapons. Dwarves do slightly more damage with dwarven weapons. Randomly generated dwarven weapons have 50% chance of being +1 to-hit, and 50% chance of being +1 to-damage, so dwarven weapons generally have better +x,+y bonuses.

Elven weapons give to hit bonuses to elves who wield them. They also have a chance of getting up to +2 to-hit bonus.

Orcish weapons give damage bonuses to orcs who wield them, followers of Beogh get even higher damage bonuses as their piety rises. And they have a 50% chance of getting -1 to hit, and a 50% chance of getting +1 to damage.

Demonic weapons have very strong base types. They are not variants, but a different type of weapon. Demonspawn get a bonus using demonic weapons.

Of course, all weapons have a chance of being enchanted. However, the race weapons have a chance of getting a little bit more.

Weapon details

Short Blades

Short blades exercise the skill "Short Blades".

Name Dam Hit Speed Mass Str weight Hands Size Missile Throw Dam Type Prob Notes
dagger 4 +6 10 20 10% One Little None Yes Stabbing (Slicing) 10
quick blade 5 +6 7 50 0% One Little None No Stabbing (Slicing) 2 cannot get a speed brand
short sword 6 +4 11 80 20% One Small None No Slicing (Piercing) 10
sabre 7 +4 12 90 20% One Small None No Slicing (Piercing) 10 min delay is 5

Long Blades

Long blades exercise the skill "Long Blades".

Name Dam Hit Speed Mass Str weight Hands Size Missile Throw Dam Type Prob Notes
falchion 8 +2 13 170 40% One Small None No Slicing 10
blessed falchion 9 +2 12 170 40% One Small None No Slicing 10
long sword 10 +1 14 160 30% One Medium None No Slicing 10
blessed long sword 11 +0 13 160 30% One Medium None No Slicing 10
scimitar 12 -2 14 170 30% One Medium None No Slicing 10
blessed scimitar 13 -3 13 170 30% One Medium None No Slicing 10
demon blade 13 -1 13 200 40% One Medium None No Slicing 2
eudemon blade 14 -2 12 200 40% One Medium None No Slicing 0 Blessed demon blade
double sword 15 -1 15 220 50% One Medium None No Slicing 2
blessed double sword 16 -2 14 220 50% One Medium None No Slicing 2
great sword 16 -3 16 250 60% Two Large None No Slicing 10
blessed great sword 17 -4 15 250 60% Two Large None No Slicing 10
triple sword 19 -4 19 260 60% Two Large None No Slicing 2
blessed triple sword 20 -5 18 260 60% Two Large None No Slicing 2

Axes

Axes exercise the skill "Axes".

Name Dam Hit Speed Mass Str weight Hands Size Missile Throw Dam Type Prob Notes
hand axe 7 +3 13 80 60% One Small None Yes Chopping 10
war axe 11 +0 15 180 70% One Medium None No Chopping 10
broad axe 13 -2 16 230 80% One Medium None No Chopping 10
battleaxe 15 -4 17 250 80% Two Large None No Chopping 10
executioner's axe 18 -6 20 280 90% Two Large None No Chopping 2

Maces & Flails

Maces and flails exercise the skill "Mace/Flail".

Name Dam Hit Speed Mass Str weight Hands Size Missile Throw Dam Type Prob Notes
whip 6 +2 11 30 20% One Medium None No Slashing 0
club or rod 5 +3 13 50 70% One Small None Yes Crushing 0
hammer 7 +3 13 90 70% One Small None No Crushing 0
mace 8 +3 14 120 80% One Small None No Crushing 10
flail 10 0 14 130 80% One Small None No Crushing 10
morningstar 13 -2 15 140 80% One Medium None No Piercing (Bludgeoning) 10
demon whip 11 +1 11 30 20% One Medium None No Slashing 2
sacred scourge 12 +0 11 30 20% One Medium None No Slashing 0 blessed demon whip
dire flail 13 -3 13 240 90% Two Large None No Piercing (Bludgeoning) 10
eveningstar 15 -1 15 180 80% One Medium None No Piercing (Bludgeoning) 2
great mace 18 -4 17 270 90% Two Large None No Crushing 10
giant club 20 -6 17 330 100% Two Big None No Crushing 10
giant spiked club 22 -7 18 350 100% Two Big None No Piercing (Bludgeoning) 10

Polearms

Polearms exercise the skill "Polearms".

Name Dam Hit Speed Mass Str weight Hands Size Missile Throw Dam Type Prob Notes
spear 6 4 11 50 30% One Small None Yes Piercing 10
trident 9 1 13 160 40% One Medium None No Piercing 10
halberd 13 -3 15 200 50% Two Large None No Chopping (Piercing) 10
scythe 14 -4 20 220 70% Two Large None No Slicing 10 featured by Sigmund and Reapers
demon trident 12 1 13 160 40% One Medium None No Piercing 2
trishula 13 0 13 160 40% One Medium None No Piercing 0 blessed demon trident
glaive 15 -3 17 200 60% Two Large None No Chopping 10
bardiche 18 -6 20 200 80% Two Large None No Chopping 2

Staves

Staves exercise the skill "Staves".

Note that magical staves fight like +0, +0 staves, though some offer extra damage or other effects.

Name Dam Hit Speed Mass Str weight Hands Size Missile Throw Dam Type Prob Notes
staff 5 5 12 130 60% One Large None No Crushing 10 Not generated. Used only as base type for magical staves.
quarterstaff 10 3 13 180 70% Two Large None No Crushing 10
lajatang 16 -3 14 200 30% Two Large None No Slicing 2

Ranged weapons

Name Dam Hit Speed Mass Str weight Skill Hands Size Missile Throw Dam Type Prob Notes
blowgun 0 +2 10 20 0% Throwing One Little Needle No Non-melee 0
sling 0 +2/~+7 11 20 10% Slings One Little Stone /
Sling Bullet
No Non-melee 10
crossbow 5 +4 15 150 80% Crossbows Two Medium Bolt No Non-melee 10
bow 3 +1 11 90 20% Bows Two Medium Arrow No Non-melee 10
longbow 6 0 12 120 30% Bows Two Large Arrow No Non-melee 10

See also

External links

E. Grasland's excellent spoiler on weapons(Outdated. ver 0.5.2) Henzell's LearnDB