Difference between revisions of "Weapon choice"

From CrawlWiki
Jump to: navigation, search
(Maces and Flails)
(Updated for 0.12)
Line 1: Line 1:
{{version}}
+
{{version012}}
Crawl presents the player and character with a potentially bewildering array of [[weapon]] choices.  However, when all the dust clears and the parade of short swords, demon whips and clubs has passed by, weapons have exactly four properties:
 
  
* Damage: How much damage, on average, the weapon does per strike
+
''Crawl'' presents the player and character with a potentially bewildering array of [[weapon]] choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have six main properties:
* Accuracy: How likely the weapon is to actually hit
+
*Damage: How much damage, on average, the weapon does per strike.
* Speed: How long the player must wait before he/she can strike again with the weapon
+
*Accuracy: How likely the weapon is to actually hit.
* Handedness: Does the weapon require one, two, or one and a half hands to use.
+
*Speed: How long you must wait after attacking before you can act again.
 +
*Handedness: Whether the weapons require one or two hands to use.
 +
*Skill: Some species learn to use some weapons faster than others.
 +
*Special: Some weapon types have unique traits that distinguish them from the others.
  
 
A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.
 
A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.
  
 
==Properties==
 
==Properties==
 
 
Each of these properties is briefly described below:
 
Each of these properties is briefly described below:
  
Line 17: Line 18:
 
     Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)
 
     Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)
  
The base damage is that described on the weapon itself. Strength bonus is generally fairly close to one, except for some very strong races. Slaying comes from rings of slaying and any artefacts with the property "It affects your damage-dealing abilities.The to-damage enchantment is the second enchantment on the weapon. The skill bonus factor is randomized, but at maxed Fighting and Weapon skills, will be around 2 on average. Effects of weapon brands on damage will be discussed in the brands section, below.
+
When you examine a weapon, the damage number it gives you is the base damage. The [[strength]] bonus multiplier is rarely much higher than one, except for very strong characters wielding very large weapons. The flat Slaying bonus comes from [[rings of slaying]] and some [[artefacts]]. The to-damage enchantment is the second enchantment on the weapon. The skill bonus multiplier is based on your [[Fighting]] and Weapon skill; when both are maxed it averages around a 2× multiplier (though this amount is rather variable). Finally, your weapon's [[brand]] adjust your damage as discussed in the Brands section below.
  
 
===Speed===
 
===Speed===
Line 23: Line 24:
 
     Delay = base delay − weapon skill/2
 
     Delay = base delay − weapon skill/2
  
The base delay one sees when examining the weapon is given as a percentage; divide this number by 10 to get the delay in game turns (an "average" attack, for example that of an unhasted rat or titan, is 10 game turns; moving one space, while normal speed, takes 10 game turns).  The minimum delay is the base delay divided by two, rounded down, with a maximum of 7. Additionally, sabres are special-cased to have a minimum delay of 5, to be consistent with other short blades.  A speed brand divides this value by two, rounding up.  Weapon delay can also be decreased by the Haste effect; however, it will always be at least 2.
+
A weapon's base delay is given in the form of a percentage (110%, 150%, etc.); however, the game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unarmed attack takes 10 auts (the same time it takes for most monsters and most species to take most actions). Wielding a weapon will multiply this by the base delay % given in the weapon's description. A [[short sword]], for example, has a base delay of 110%; 10 auts × 110% = 11 auts, meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch.
 +
 
 +
Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay % by 10, down to the weapon's minimum delay (which is the base delay divided by 2, rounded down, but with a maximum of 70%). [[Sabre]]s are a special case with a min delay of 50%, and the [[Haste]] [[status effect]] and [[Speed brand]] can both reduce it further than normal, but never below a minimum of 20%.
  
 
===Accuracy===
 
===Accuracy===
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, and dexterity. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, it will happen that if a weapon is inaccurate, then it will also be too slow to use, most probably, since the majority of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.
+
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and [[dexterity]]. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, the only time you'll find weapons being very inaccurate is if you're also unskilled with it, as a large part of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.
  
 
===Handedness===
 
===Handedness===
Weapons have four possible "handedness"es:
+
There are two categories of weapons here: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a [[shield]], while two-handed weapons can't. While shields do provide significant amounts of defense, some of the most powerful melee and ranged weapons are two-handed. You should probably make the choice based on your [[species]]' [[aptitude]]s
* Single-handed: No extra penalty for using these weapons with a shield
 
* Hand-and-a-half/1.5 handed: These weapons are those which "can be wielded with one hand, but more effectively with two."  They suffer to-hit, speed, and damage penalties for being used with a shield with insufficient skill.  This will be discussed below.
 
* Double-handed: In addition to the hand-and-a-half penalties, these weapons also have their base damage cut in half if used with a shield. The only ones in the game are lajatangs and quarterstaves (but strangely not enhancer staves).
 
* Two-handed: These weapons cannot be wielded with a shield.
 
Note that the handedness of a weapon varies with the character: Spriggans will find a long sword two-handed, whereas Humans will find it one-handed, and Halflings will find it 1.5 handed.  The penalties for using a shield with a 1.5 handed weapon are 1d(shield penalty) to delay, accuracy, and damage.  Shield penalty starts at 1 for bucklers, 3 for shields and 5 for large shields.  It is reduced depending on your Shields skill and size: most races get a reduction of one for every 5 skill; for Halflings and Kobolds this is 7, for Spriggans 9, and for Ogres, Trolls, Nagas and Centaurs it is 3.
 
  
===Cross-training===
+
Note that the handedness of a weapon varies with the [[size]] of your character: some weapons that are one-handed for Normal and larger sized creatures will be two-handed for Small or Little ones. This also determines which kinds of shields are appropriately sized for you and how much skill is required to effectively wear them. See the [[Size]] article for further details.
One aspect of weapon choice is that training in most weapons makes it easier to learn certain other weapons.  Specifically, cross-training requires half as much experience as it otherwise would, which is equivalent to adding +4 to your species' aptitude for the skill.  You can only cross-train the lower of the two skills until it is equal with the higher skill. The relationships (which are all symmetrical) are as follows:
 
* Maces & Flails with Axes, Axes with Polearms, Staves with Maces & Flails, Staves with Polearms.
 
* Short Blades with Long Blades.
 
* Among ranged weapon skills, Throwing (which covers blowguns) cross-trains with Slings.
 
  
====When is it worth it?====
+
===Skill===
Cross-training is ''always'' worthwhile if you discover a far better weapon of a type for which you ''already'' have the skill to allow cross-training the new weapon.  This is especially so under the new skill system, where you need not even wield the new weapon while your skill is low.
+
Each [[species]] has an aptitude for each of the [[skill]]s in ''Crawl''; taking advantage of the skills you're good at will allow you to become powerful faster, greatly increasing your chance of survival. Unless you're intentionally trying to challenge yourself, you should usually try to wield weapons suited for your species.
  
<!--  
+
====Cross-training====
This analysis is wrong. You can't compare skill points like that. You need to use experience points. Skill points have a cost in experience points. The skill points you get later, are more expensive than the skill points you get at the beginning. This analysis can be done using experience points, but it is more difficult.
+
One aspect of weapon choice is that training in most weapon types makes it easier to learn certain other weapon types. Training in one type improves your aptitude for the weapon type you're cross-training by +4, cutting the experience cost to learn it roughly in half. This bonus lasts for as long as the weapon type you're training is at a lower skill level than the first weapon skill. Once it exceeds the first weapon skill, that skill will start receiving a cross-training bonus instead. Cross-training skills are linked as follows:
--->
 
  
<!--
+
*[[Maces & Flails]]:[[Axes]]
 +
*[[Axes]]:[[Polearms]]
 +
*[[Staves]]:[[Maces & Flails]]
 +
*[[Staves]]:[[Polearms]]
 +
*[[Short Blades]]:[[Long Blades]]
 +
*[[Throwing]]:[[Slings]]
  
However, in a very few cases, it is in fact cheaper, experience-wise, to ''entirely'' cross-train a skill — that is, training another weapon solely for the purpose of training your target weapon. It is easier to understand this in terms of old-style aptitudes, which represented how much experience was needed to invest in the skill to increase it, as compared to an average of 100. An aptitude in the old system is equal to 100×2<sup>−n/4</sup>, where n is the new-style aptitude.  Consider two aptitudes which cross-train, a1 and a2, where a1 is the better aptitude. Since cross-training reduces experience investment by half, you must have, with old-style aptitudes:
+
Each weapon type is capable of being useful all throughout the game, though some excel over others in certain sections. Also, generally speaking, cross-training is less efficient than simply training in the weapon you intend to use (a choice strongly influenced by your species' aptitudes). As such, choosing to cross-train is essentially choosing to toss out the experience invested in the weapon skill you don't intend to use later on. However, some [[background]]s start you with weapon types your species may not be particularly adept at, and you may stumble across extremely powerful weapons outside of your current skill set. In these cases, particularly if you haven't gotten terribly far yet, it may be worth changing the skills you train and the weapons you intend to use.
    a1 + a2/2 < a2
 
  
Solving this, one finds that:
+
===Special===
    a1 < a2/2
+
Most weapon types have certain traits that distinguish them from the others:
 +
*[[Long Blades]]: One of the least exciting weapon types, but solid. They deal high damage and give a small bonus to [[Stabbing]] damage.
 +
*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to Stabbing.
 +
*[[Maces & Flails]]: These do heavy damage, and offer large species the most powerful two-handed weapons in the game. Also good vs. [[hydra]]s.
 +
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.
 +
*[[Axes]]: Heavy damage and [[cleaving]] make axes excellent for crowd-control.
 +
*[[Staves]]: These weapons are most distinguished by the [[magical staves]] they give you access to, but their mundane options aren't too bad either.
  
In the new system, this means that the higher aptitude must be more than +4 greater than the lower one, for it to make sense to cross-train from scratch. There are not many examples of this in game, but a prominent one is Ogres, with their Axes aptitude.  It is cheaper for an ogre to Maces & Flails (+3 aptitude), then cross-train Axes (−3 aptitude) than it is for them to train Axes straight.  Cross-training from scratch is something only worth considering if you find a weapon very worthwhile in the lower-aptitude skill, since it requires at least three times as much experience as simply training the higher-aptitude skill.  In practice it is likely to be rarely if ever used (if only because most characters ''do'' train their highest-aptitude weapon anyway), but it is worth knowing about.  These are the only cases where a race has cross-trainable skills with aptitudes differing by more than 4:
+
==Combining these: Small or Large Weapons?==
* Kobold: Short Blades (+3) to Long Blades (−2)
+
The number that any player wants to maximize is the weapon's damage divided by its delay. Choosing a weapon should seem to be a matter of picking the weapon for which this number is largest. However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:
* Merfolk: Polearms (+4) to Axes or Staves (both −2)
 
* Ogre: Maces & Flails (+3) to Axes (−3)
 
 
 
Note that last case — an Ogre training Maces & Flails, said Ogre would also be able to cross-train Staves.  However, since Staves has a −1 aptitude, the experience investment to train it is exactly the same.  But training M&F first also gives the player the flexibility of having the M&F skill, and having the ability to cross-train it to Axes.
 
 
 
-->
 
  
==Combining these: Small or Large Weapons?==
+
===Fast Weapons===
The number that any player wants to maximize is the weapons damage divided by its delay.  So choosing a weapon would seem to be a matter of picking the weapon for which this number is largest.  However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:
+
Short blades, whips, and demon whips/scourges are the only weapons that normally fall into this category. However, any weapon can have a min delay of 4 or less if it has a speed brand. These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time. The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this flat extra damage is applied each time you land a hit, regardless of how hard you hit. Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons. Unfortunately, most such brands can be resisted.   
===Fast weapons: Benefiting more===
 
Short blades, whips, and demon whips/scourges are the only weapons that normally fall into this category. However, any weapon can have a min delay of 4 or less if it has a speed brand. These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time. The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this extra damage is simply applied more times within a given turn. Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons. Unfortunately all such brands can be resisted.   
 
  
The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game. The monster's AC reduction is simply applied more often. Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters. This can be overcome reasonably well with slaying, high EV and the like, but it remains a disadvantage.
+
The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game. A monster's [[AC]] reduction is simply applied more often. Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters. This can be overcome reasonably well with slaying and enchantment bonuses, but it remains a disadvantage.
  
===Strong Weapons: Punching through===
+
===Strong Weapons===
The best definition of a "strong but slow" weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for. The best are executioner's axes, bardiches, triple swords, and if you can wield them, giant spiked clubs. Lajatangs are also a worthy choice if you're a staff user, although considerably less powerful than the others. These weapons benefit the most from brands such as freezing, flaming, and in particular holy wrath, whose extra damage is proportional to the weapon's base damage. Their high damage is excellent for punching through monsters' armour, and in some cases can even one- or two-shot monsters when well-enchanted and at max skill.
+
The best definition of a "strong but slow" weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for. The best are [[executioner's axe]]s, [[bardiche]]s, [[triple sword]]s, and (if you can wield them) [[giant spiked club]]s. [[Lajatang]]s are also a worthy choice if you're a staff user, although considerably less powerful than the others. These weapons benefit the most from brands such as [[freezing]], [[flaming]], and [[holy wrath]], whose extra damage is proportional to the weapon's base damage. Their high damage is excellent for punching through monsters' armour.
  
While their higher minimum delay is somewhat of a downside, it is not a huge one. However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments, in the range of 18-26, making them more difficult to use for hybrid characters. Lajatangs are something of an exception, but they also do less damage. Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice. It leads to one advantage, however, in that you don't have to put XP into the Shields skill. There is a single one-handed delay 7 weapon of note: eveningstars. However, most players are likely better off with a demon whip, though an eveningstar is certainly an adequate weapon.
+
While their higher minimum delay is somewhat of a downside, it is not a huge one. However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments (levels 18-26), making them more difficult to use for hybrid characters. Lajatangs are something of an exception, but they also do less damage. Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice. It leads to one advantage, however, in that you don't have to put XP into the Shields skill, and because weapon skill provides a multiplier effect on base damage, those many skill levels increase your damage much more than they would for lighter weapons. There is a single one-handed delay 7 weapon of note: [[eveningstar]]s. Most players are likely better off with a demon whip, though an eveningstar is certainly an adequate weapon, especially against very high AC opponents.
  
===Demon Tridents and Demon Blades: A Middle Ground===
 
For those who like a compromise, the only min-delay 6 weapons that are not just a stepping stones to a better weapon are demon tridents and demon blades.  With a damage output of 13, both are respectable weapons, and both can be used effectively with a shield, given enough training.  Demon tridents and blades are reasonably common in the later game; until you find one, you can use an ordinary trident (same delay but damage of 10); they are easily found on orcs, and make a perfectly adequate mid-game weapon, or a scimitar (damage 11, min delay 7, also easily found on orcs).  A further advantage to demon tridents is that spears are strong starting weapons, the best balance of speed and damage available in the early game.
 
 
==Weapon Schools: Advantages and Disadvantages==
 
==Weapon Schools: Advantages and Disadvantages==
 
===[[Weapon#Short blades|Short Blades]]===
 
===[[Weapon#Short blades|Short Blades]]===
 
Highest aptitudes: +3 (Kobolds, Halflings)
 
Highest aptitudes: +3 (Kobolds, Halflings)
  
Advantages
+
'''Advantages'''
*Easy to find good ones early on
+
*Easy to find good ones early on.
*Fastest weapons in the game, [[quick blade]]s fastest by a lot
+
*Fastest weapons in the game, particularly [[quick blade]]s.
*Lots of races have good or better aptitudes
+
*Lots of races have good or better aptitudes.
*All one-handed
+
*All one-handed.
*Crosstrains to long blades
+
*Crosstrains to Long Blades.
*Very good for [[stabbing]], especially [[dagger]]s
+
*Very good for [[stabbing]], especially [[dagger]]s.
  
Disadvantages
+
'''Disadvantages'''
*Poor against armoured targets
+
*Poor against armoured targets.
*Benefit little from proportional brands
+
*Benefit little from proportional brands.
*[[Quick blade]]s, by far the best, are quite rare even later on  
+
*[[Quick blade]]s, by far the best, are quite rare even later on.
  
 
===[[Weapon#Long blades|Long blades]]===
 
===[[Weapon#Long blades|Long blades]]===
 
Highest aptitudes: +2 (High Elves, Minotaurs)
 
Highest aptitudes: +2 (High Elves, Minotaurs)
  
Advantages
+
'''Advantages'''
*Good balance of damage and speed
+
*High damage and speed.
*Can go one- or two-handed, contains good weapons for both
+
*Can go one- or two-handed, contains good weapons for both.
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found
+
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found.
*Can crosstrain from short blades, which many players will have from the early game
+
*Can crosstrain from short blades, which many players will have from the early game.
*TSO can upgrade the damage output of all of them, though [[demon blade]]s are best
+
*TSO can upgrade the damage output of all of them, though [[demon blade]]s are best.
*Races strong with them are usually good for hybrid builds
+
*Races strong with them are usually good for hybrid builds.
*Decent for stabbing
+
*Decent for stabbing.
*[[Triple blade]]s are the strongest weapons most characters can wield
+
*[[Triple blade]]s are the strongest weapons most characters can wield.
  
Disadvantages
+
'''Disadvantages'''
*Fairly rare before D:10 or so
+
*Fairly rare before D:10 or so.
*All cut off hydra heads
+
*All cut off hydra heads.
*Only Fighters and Gladiators can start with them
+
*Only Fighters and Gladiators can start with them.
*Double and Triple blades are extremely rare
+
*Double and triple blades are extremely rare.
  
 
===[[Weapon#Maces & Flails|Maces and Flails]]===
 
===[[Weapon#Maces & Flails|Maces and Flails]]===
 
Highest aptitudes: +3 (Ogres)
 
Highest aptitudes: +3 (Ogres)
  
Advantages
+
'''Advantages'''
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like
+
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like.
*Very easy to find
+
*Very easy to find.
*Whips are a good starting weapon
+
*Whips are a good starting weapon.
*None cut off hydra heads
+
*None cut off hydra heads.
*Also used for rods, although they're as bad as clubs
+
*Also used for rods, although they're as bad as clubs.
*For large races, giant spiked club has highest base damage in the game
+
*For large races, giant spiked club has highest base damage in the game.
  
Disadvantages
+
'''Disadvantages'''
 
*Most races good with them are bad with magic, and vice versa
 
*Most races good with them are bad with magic, and vice versa
  
Best choices
+
'''Best Choices'''
* [[Demon whip]]s and [[Sacred scourge]]s have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.
+
*[[Demon whip]]s and [[sacred scourge]]s have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.
* [[Eveningstar]]s are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.
+
*[[Eveningstar]]s are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.
  
 
===[[Weapon#Axes|Axes]]===
 
===[[Weapon#Axes|Axes]]===
 
Highest aptitude: +3 (Hill Orcs)
 
Highest aptitude: +3 (Hill Orcs)
  
Advantages
+
'''Advantages'''
*All axes can [[cleave]] through to hit multiple opponents
+
*All axes can [[cleave]] to hit multiple opponents.
*[[Battleaxe]]s are quite good two-handed weapons and are fairly common
+
*[[Battleaxe]]s are quite good two-handed weapons and are fairly common.
  
Disadvantages
+
'''Disadvantages'''
*Most races good with them are also bad with magic, and vice versa
+
*Most races good with them are also bad with magic, and vice versa.
*Single handed axes aren't worth using in the long run, all are fairly bad, forcing a two-handed build
+
*Single handed axes aren't worth using in the long run; all are fairly bad, forcing a two-handed build.
*Executioner's axes are rare, only found through Okawaru/Trog, acquirement, some uniques, and very rarely on the floor/in shops
+
*Executioner's axes are rare, only found through Okawaru/Trog, acquirement, some uniques, and very rarely on the floor/in shops.
*[[Cleaving]] encourages fighting enemies in groups, which is risky
+
*[[Cleaving]] encourages fighting enemies in groups, which is risky.
  
Best choices
+
'''Best Choices'''
* [[Hand axe]]s are not bad starting weapons for classes that start weaponless. They can also be thrown.  
+
*[[Hand axe]]s are not bad starting weapons for classes that start weaponless. They can also be thrown.
* Forget about shields and go for the biggest, baddest axe that you can find.
+
*Forget about shields and go for the biggest, baddest axe that you can find.
  
 
===[[Weapon#Polearms|Polearms]]===
 
===[[Weapon#Polearms|Polearms]]===
 
Highest aptitudes: +4 (Merfolk)
 
Highest aptitudes: +4 (Merfolk)
  
Advantages
+
'''Advantages'''
*Merfolk have the highest weapon aptitude in the game with these weapons
+
*Merfolk have the highest weapon aptitude in the game with these weapons.
*[[Spear]]s and [[trident]]s are excellent weapons early on
+
*[[Spear]]s and [[trident]]s are excellent weapons early on.
*[[Demon trident]]s and [[bardiche]]s are common later on
+
*[[Demon trident]]s and [[bardiche]]s are common later on.
*Can go one-handed or two-handed
+
*Can go one-handed or two-handed.
*Crosstrains to both Maces & Flails and Axes
+
*Crosstrains to both Maces & Flails and Axes.
 
*All polearms have inherent [[reaching]].
 
*All polearms have inherent [[reaching]].
  
Disadvantages
+
'''Disadvantages'''
*Nothing good for small races, since they become two-handed or unwieldable
+
*Nothing good for small races, since they become two-handed or unwieldable.
*Few races are particularly good with them (other than Merfolk, it's just Minotaurs, Tengu and Hill Orcs with a positive aptitude)
+
*Few races are particularly good with them (other than Merfolk, it's just Minotaurs, Tengu and Hill Orcs with a positive aptitude).
 +
*Lower base damage than most other weapon types.
  
Best choices
+
'''Best Choices'''
* [[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.
+
*[[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.
* [[Halberd]]s, [[scythe]]s and [[glaive]]s are all usually inferior due to their high delay, though enough skill can make them more usable.
+
*[[Halberd]]s, [[scythe]]s, and [[glaive]]s are all usually inferior due to their high delay, though enough skill can make them more usable.
* [[Demon trident]]s (and [[Trishula]]s) are the best polearms due to their combination of low min delay and damage output.
+
*[[Demon trident]]s (and [[trishula]]s) are the best polearms due to their combination of low min delay and damage output.
* [[Bardiche]]s are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.
+
*[[Bardiche]]s are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.
  
 
===[[Weapon#Staves|Staves]]===
 
===[[Weapon#Staves|Staves]]===
 
Highest aptitudes: +2 (Minotaurs)
 
Highest aptitudes: +2 (Minotaurs)
  
Advantages
+
'''Advantages'''
*Quarterstaves are probably the best early-game weapon, very accurate
+
*Quarterstaves are probably the best early-game weapon, very accurate.
*Can have the speed brand
+
*Can have the speed brand.
*Can be used for enhancer staves
+
*Can be used for enhancer staves.
*Crosstrains to two separate skills, Polearms and M&F
+
*Crosstrains to two separate skills, Polearms and M&F.
  
Disadvantages
+
'''Disadvantages'''
*Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.
+
*Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.
 
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.
 
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.
*If you're not wielding an enhancer staff, it is not worth wearing a shield, as lajatangs and quarterstaves are both double-handed and will deal halved damage with a shield equipped.
+
*If you're not wielding an enhancer staff, you can't wear a shield, as lajatangs and quarterstaves are both two-handed.
 
*In order to get use out of an enhancer staff you also have to train Evocations and a spell skill.
 
*In order to get use out of an enhancer staff you also have to train Evocations and a spell skill.
  
 
Best choices
 
Best choices
* A staff of earth with good Evocations and Earth Magic deals high non-resistible damage and is one of the most powerful weapons in the game.
+
*A staff of earth with good Evocations and Earth Magic deals high non-resistible damage and is one of the most powerful weapons in the game.
* A lajatang is a respectable weapon that requires comparatively little skill investment. Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.
+
*A lajatang is a respectable weapon that requires comparatively little skill investment. Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.
* Quarterstaves are good accurate starting weapons.
+
*Quarterstaves are good accurate starting weapons.
  
 
===Ranged Weapons===
 
===Ranged Weapons===
Ranged weapons work a little differently from other weapons -- while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is only marginally effective at bludgeoning things to death. As such, many ranged weapon specialists carry a secondary melee weapon for use in close quarters.
+
Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, many ranged weapon specialists carry a secondary melee weapon for use in close quarters.
  
 
====[[Blowgun]]s====
 
====[[Blowgun]]s====
Line 199: Line 193:
 
Ammunition: [[Needle]]s
 
Ammunition: [[Needle]]s
  
Advantages
+
'''Advantages'''
*Can be used to soften up targets from a distance
+
*Can be used to soften up targets from a distance.
*Can inflict a variety of helpful debuffs
+
*Can inflict a variety of helpful debuffs.
*[[Curare]]-tipped needles are extremely powerful
+
*[[Curare]]-tipped needles are extremely powerful.
*Uses the [[Throwing]] skill, which improves performance of weapons like [[javelin]]s or [[throwing net]]s
+
*Uses the [[Throwing]] skill, which improves performance of weapons like [[javelin]]s or [[throwing net]]s.
*Needles are extremely light
+
*Needles are extremely light.
*Can still be used while [[Status effects#Net|held]] in a net or web
+
*Can still be used while [[Status effects#Net|held]] in a net or [[web]].
  
Disadvantages
+
'''Disadvantages'''
*Curare needles are useless against [[Category:Poison resistance|poison-resistant]] monsters
+
*Curare needles are useless against [[Category:Poison resistance|poison-resistant]] monsters.
*Non-poisoned needles are rare, curare needles exceptionally so
+
*Non-poisoned needles are rare, curare needles exceptionally so.
*Blowguns aren't really intended to deal damage
+
*Blowguns aren't really intended to deal damage.
  
 
Useful notes: Blowguns work best as a support weapon. They are best used by characters that are less skilled at straight-up melee combat (stabbers in particular can make good use of them). Characters that have a few ranks in [[Throwing]] already may also consider using a blowgun.
 
Useful notes: Blowguns work best as a support weapon. They are best used by characters that are less skilled at straight-up melee combat (stabbers in particular can make good use of them). Characters that have a few ranks in [[Throwing]] already may also consider using a blowgun.
Line 218: Line 212:
 
Ammunition: [[Stone]]s or [[sling bullet]]s
 
Ammunition: [[Stone]]s or [[sling bullet]]s
  
Advantages
+
'''Advantages'''
*Can be used effectively with a shield
+
*Can be used effectively with a shield.
*Can use common stones as ammunition, though sling bullets do more damage
+
*Can use common stones as ammunition, though sling bullets do more damage.
*[[Jelly|Jellies]] won't eat stones
+
*[[Jelly|Jellies]] won't eat stones.
*Quite fast
+
*Quite fast.
*Can occasionally be found on early [[goblin]]s
+
*Can occasionally be found on early [[goblin]]s.
*Crosstrains with [[Throwing]] weapons
+
*Crosstrains with [[Throwing]] weapons.
  
Disadvantages
+
'''Disadvantages'''
 
*The weakest of the offensive ranged weapons
 
*The weakest of the offensive ranged weapons
  
Line 235: Line 229:
 
Ammunition: [[Arrow]]s
 
Ammunition: [[Arrow]]s
  
Advantages
+
'''Advantages'''
*Fast
+
*Fast.
*All [[centaur (monster)|centaur]]s carry bows, making them probably the most common ranged weapon
+
*All [[centaur (monster)|centaur]]s carry bows, making them probably the most common ranged weapon.
*Can easily replenish arrow supply from centaurs
+
*Can easily replenish arrow supply from centaurs.
*Longbows are slower, but have more power
+
*Longbows are slower, but have more power.
  
Disadvantages
+
'''Disadvantages'''
*Somewhat inaccurate
+
*Somewhat inaccurate.
*Jellies eat arrows
+
*Jellies eat arrows.
*Smaller characters cannot use longbows
+
*Smaller characters cannot use longbows.
  
 
Useful notes: Bows, while somewhat inaccurate, are as fast as slings and have more power, allowing them to more easily deal with tougher enemies. Centaur characters (much like their monstrous brethren) are particularly effective with bows, as their high speed allows them to [[kite]] enemies with ease. Most archers will wish to eventually upgrade to a longbow, the reduced accuracy and speed of which can easily be negated by increased weapon skill.
 
Useful notes: Bows, while somewhat inaccurate, are as fast as slings and have more power, allowing them to more easily deal with tougher enemies. Centaur characters (much like their monstrous brethren) are particularly effective with bows, as their high speed allows them to [[kite]] enemies with ease. Most archers will wish to eventually upgrade to a longbow, the reduced accuracy and speed of which can easily be negated by increased weapon skill.
Line 252: Line 246:
 
Ammunition: [[Bolt]]s
 
Ammunition: [[Bolt]]s
  
Advantages
+
'''Advantages'''
*Very powerful and accurate
+
*Very powerful and accurate.
*[[Yaktaur]]s all carry crossbows, making it easy to find one that's at least halfway decent
+
*[[Yaktaur]]s all carry crossbows, making it easy to find one that's at least halfway decent.
  
Disadvantages
+
'''Disadvantages'''
*The slowest ranged weapon
+
*The slowest ranged weapon.
*Crossbows are very rare until yaktaurs start showing up
+
*Crossbows are very rare until yaktaurs start showing up.
*Jellies eat bolts
+
*Jellies eat bolts.
  
Useful notes: Crossbows are probably the most difficult ranged weapon to make effective use of, as they are extremely rare for the first half of the game. Bolts are somewhat common, but can still be hard to find on occasion. As such, [[Hunter]]s that start with a crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.
+
Useful notes: Crossbows are probably the most difficult ranged weapon to make effective use of, as they are rare for the first half of the game. Bolts are somewhat common, but can still be hard to find on occasion. As such, [[Hunter]]s that start with a crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.
  
 
That being said, crossbows are the most powerful and accurate ranged weapon available (as the many yaktaurs roaming the lower portions of the dungeon will gladly demonstrate), though they are rather slow.
 
That being said, crossbows are the most powerful and accurate ranged weapon available (as the many yaktaurs roaming the lower portions of the dungeon will gladly demonstrate), though they are rather slow.
 +
 +
==History==
 +
Prior to [[0.12]], there were two additional forms of handedness: hand-and-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.
  
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 06:01, 7 May 2013

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


Crawl presents the player and character with a potentially bewildering array of weapon choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have six main properties:

  • Damage: How much damage, on average, the weapon does per strike.
  • Accuracy: How likely the weapon is to actually hit.
  • Speed: How long you must wait after attacking before you can act again.
  • Handedness: Whether the weapons require one or two hands to use.
  • Skill: Some species learn to use some weapons faster than others.
  • Special: Some weapon types have unique traits that distinguish them from the others.

A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.

Properties

Each of these properties is briefly described below:

Damage

The approximate formula for a weapon's damage is as follows:

   Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)

When you examine a weapon, the damage number it gives you is the base damage. The strength bonus multiplier is rarely much higher than one, except for very strong characters wielding very large weapons. The flat Slaying bonus comes from rings of slaying and some artefacts. The to-damage enchantment is the second enchantment on the weapon. The skill bonus multiplier is based on your Fighting and Weapon skill; when both are maxed it averages around a 2× multiplier (though this amount is rather variable). Finally, your weapon's brand adjust your damage as discussed in the Brands section below.

Speed

A weapon's speed, or more accurately its attack delay, is as follows:

   Delay = base delay − weapon skill/2

A weapon's base delay is given in the form of a percentage (110%, 150%, etc.); however, the game tracks most actions in terms of auts. When unaffected by Haste, Slow, or similar effects, an unmodified, unarmed attack takes 10 auts (the same time it takes for most monsters and most species to take most actions). Wielding a weapon will multiply this by the base delay % given in the weapon's description. A short sword, for example, has a base delay of 110%; 10 auts × 110% = 11 auts, meaning an attack with a short sword and no Short Blades skill will take slightly longer than throwing a punch.

Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay % by 10, down to the weapon's minimum delay (which is the base delay divided by 2, rounded down, but with a maximum of 70%). Sabres are a special case with a min delay of 50%, and the Haste status effect and Speed brand can both reduce it further than normal, but never below a minimum of 20%.

Accuracy

Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and dexterity. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, the only time you'll find weapons being very inaccurate is if you're also unskilled with it, as a large part of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.

Handedness

There are two categories of weapons here: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a shield, while two-handed weapons can't. While shields do provide significant amounts of defense, some of the most powerful melee and ranged weapons are two-handed. You should probably make the choice based on your species' aptitudes

Note that the handedness of a weapon varies with the size of your character: some weapons that are one-handed for Normal and larger sized creatures will be two-handed for Small or Little ones. This also determines which kinds of shields are appropriately sized for you and how much skill is required to effectively wear them. See the Size article for further details.

Skill

Each species has an aptitude for each of the skills in Crawl; taking advantage of the skills you're good at will allow you to become powerful faster, greatly increasing your chance of survival. Unless you're intentionally trying to challenge yourself, you should usually try to wield weapons suited for your species.

Cross-training

One aspect of weapon choice is that training in most weapon types makes it easier to learn certain other weapon types. Training in one type improves your aptitude for the weapon type you're cross-training by +4, cutting the experience cost to learn it roughly in half. This bonus lasts for as long as the weapon type you're training is at a lower skill level than the first weapon skill. Once it exceeds the first weapon skill, that skill will start receiving a cross-training bonus instead. Cross-training skills are linked as follows:

Each weapon type is capable of being useful all throughout the game, though some excel over others in certain sections. Also, generally speaking, cross-training is less efficient than simply training in the weapon you intend to use (a choice strongly influenced by your species' aptitudes). As such, choosing to cross-train is essentially choosing to toss out the experience invested in the weapon skill you don't intend to use later on. However, some backgrounds start you with weapon types your species may not be particularly adept at, and you may stumble across extremely powerful weapons outside of your current skill set. In these cases, particularly if you haven't gotten terribly far yet, it may be worth changing the skills you train and the weapons you intend to use.

Special

Most weapon types have certain traits that distinguish them from the others:

  • Long Blades: One of the least exciting weapon types, but solid. They deal high damage and give a small bonus to Stabbing damage.
  • Short Blades: Although they do low damage, they attack extremely fast and give a large bonus to Stabbing.
  • Maces & Flails: These do heavy damage, and offer large species the most powerful two-handed weapons in the game. Also good vs. hydras.
  • Polearms: Although they only deal moderate damage, these weapons all have an innate reaching attack.
  • Axes: Heavy damage and cleaving make axes excellent for crowd-control.
  • Staves: These weapons are most distinguished by the magical staves they give you access to, but their mundane options aren't too bad either.

Combining these: Small or Large Weapons?

The number that any player wants to maximize is the weapon's damage divided by its delay. Choosing a weapon should seem to be a matter of picking the weapon for which this number is largest. However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:

Fast Weapons

Short blades, whips, and demon whips/scourges are the only weapons that normally fall into this category. However, any weapon can have a min delay of 4 or less if it has a speed brand. These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time. The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this flat extra damage is applied each time you land a hit, regardless of how hard you hit. Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons. Unfortunately, most such brands can be resisted.

The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game. A monster's AC reduction is simply applied more often. Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters. This can be overcome reasonably well with slaying and enchantment bonuses, but it remains a disadvantage.

Strong Weapons

The best definition of a "strong but slow" weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for. The best are executioner's axes, bardiches, triple swords, and (if you can wield them) giant spiked clubs. Lajatangs are also a worthy choice if you're a staff user, although considerably less powerful than the others. These weapons benefit the most from brands such as freezing, flaming, and holy wrath, whose extra damage is proportional to the weapon's base damage. Their high damage is excellent for punching through monsters' armour.

While their higher minimum delay is somewhat of a downside, it is not a huge one. However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments (levels 18-26), making them more difficult to use for hybrid characters. Lajatangs are something of an exception, but they also do less damage. Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice. It leads to one advantage, however, in that you don't have to put XP into the Shields skill, and because weapon skill provides a multiplier effect on base damage, those many skill levels increase your damage much more than they would for lighter weapons. There is a single one-handed delay 7 weapon of note: eveningstars. Most players are likely better off with a demon whip, though an eveningstar is certainly an adequate weapon, especially against very high AC opponents.

Weapon Schools: Advantages and Disadvantages

Short Blades

Highest aptitudes: +3 (Kobolds, Halflings)

Advantages

  • Easy to find good ones early on.
  • Fastest weapons in the game, particularly quick blades.
  • Lots of races have good or better aptitudes.
  • All one-handed.
  • Crosstrains to Long Blades.
  • Very good for stabbing, especially daggers.

Disadvantages

  • Poor against armoured targets.
  • Benefit little from proportional brands.
  • Quick blades, by far the best, are quite rare even later on.

Long blades

Highest aptitudes: +2 (High Elves, Minotaurs)

Advantages

  • High damage and speed.
  • Can go one- or two-handed, contains good weapons for both.
  • Fairly common in the mid- and late-game; demon blades are easily found.
  • Can crosstrain from short blades, which many players will have from the early game.
  • TSO can upgrade the damage output of all of them, though demon blades are best.
  • Races strong with them are usually good for hybrid builds.
  • Decent for stabbing.
  • Triple blades are the strongest weapons most characters can wield.

Disadvantages

  • Fairly rare before D:10 or so.
  • All cut off hydra heads.
  • Only Fighters and Gladiators can start with them.
  • Double and triple blades are extremely rare.

Maces and Flails

Highest aptitudes: +3 (Ogres)

Advantages

  • Can either go the fast or slow route, through demon whips, giant spiked clubs, eveningstars and the like.
  • Very easy to find.
  • Whips are a good starting weapon.
  • None cut off hydra heads.
  • Also used for rods, although they're as bad as clubs.
  • For large races, giant spiked club has highest base damage in the game.

Disadvantages

  • Most races good with them are bad with magic, and vice versa

Best Choices

  • Demon whips and sacred scourges have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.
  • Eveningstars are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.

Axes

Highest aptitude: +3 (Hill Orcs)

Advantages

  • All axes can cleave to hit multiple opponents.
  • Battleaxes are quite good two-handed weapons and are fairly common.

Disadvantages

  • Most races good with them are also bad with magic, and vice versa.
  • Single handed axes aren't worth using in the long run; all are fairly bad, forcing a two-handed build.
  • Executioner's axes are rare, only found through Okawaru/Trog, acquirement, some uniques, and very rarely on the floor/in shops.
  • Cleaving encourages fighting enemies in groups, which is risky.

Best Choices

  • Hand axes are not bad starting weapons for classes that start weaponless. They can also be thrown.
  • Forget about shields and go for the biggest, baddest axe that you can find.

Polearms

Highest aptitudes: +4 (Merfolk)

Advantages

  • Merfolk have the highest weapon aptitude in the game with these weapons.
  • Spears and tridents are excellent weapons early on.
  • Demon tridents and bardiches are common later on.
  • Can go one-handed or two-handed.
  • Crosstrains to both Maces & Flails and Axes.
  • All polearms have inherent reaching.

Disadvantages

  • Nothing good for small races, since they become two-handed or unwieldable.
  • Few races are particularly good with them (other than Merfolk, it's just Minotaurs, Tengu and Hill Orcs with a positive aptitude).
  • Lower base damage than most other weapon types.

Best Choices

  • Tridents are an excellent starting weapon and the most broadly useful of the common polearms.
  • Halberds, scythes, and glaives are all usually inferior due to their high delay, though enough skill can make them more usable.
  • Demon tridents (and trishulas) are the best polearms due to their combination of low min delay and damage output.
  • Bardiches are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.

Staves

Highest aptitudes: +2 (Minotaurs)

Advantages

  • Quarterstaves are probably the best early-game weapon, very accurate.
  • Can have the speed brand.
  • Can be used for enhancer staves.
  • Crosstrains to two separate skills, Polearms and M&F.

Disadvantages

  • Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.
  • Only two choices in normal weapons: lajatangs and quarterstaves.
  • If you're not wielding an enhancer staff, you can't wear a shield, as lajatangs and quarterstaves are both two-handed.
  • In order to get use out of an enhancer staff you also have to train Evocations and a spell skill.

Best choices

  • A staff of earth with good Evocations and Earth Magic deals high non-resistible damage and is one of the most powerful weapons in the game.
  • A lajatang is a respectable weapon that requires comparatively little skill investment. Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.
  • Quarterstaves are good accurate starting weapons.

Ranged Weapons

Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, many ranged weapon specialists carry a secondary melee weapon for use in close quarters.

Blowguns

Highest aptitude: +3 (Centaurs, Halflings, Kobolds) Ammunition: Needles

Advantages

  • Can be used to soften up targets from a distance.
  • Can inflict a variety of helpful debuffs.
  • Curare-tipped needles are extremely powerful.
  • Uses the Throwing skill, which improves performance of weapons like javelins or throwing nets.
  • Needles are extremely light.
  • Can still be used while held in a net or web.

Disadvantages

  • Curare needles are useless against monsters.
  • Non-poisoned needles are rare, curare needles exceptionally so.
  • Blowguns aren't really intended to deal damage.

Useful notes: Blowguns work best as a support weapon. They are best used by characters that are less skilled at straight-up melee combat (stabbers in particular can make good use of them). Characters that have a few ranks in Throwing already may also consider using a blowgun.

Slings

Highest aptitude: +4 (Halflings) Ammunition: Stones or sling bullets

Advantages

  • Can be used effectively with a shield.
  • Can use common stones as ammunition, though sling bullets do more damage.
  • Jellies won't eat stones.
  • Quite fast.
  • Can occasionally be found on early goblins.
  • Crosstrains with Throwing weapons.

Disadvantages

  • The weakest of the offensive ranged weapons

Useful notes: While they have trouble damaging heavily armored opponents, slings are quite effective against other foes and are especially useful against jellies, as they are the only ranged weapon that can use ammo that jellies can't eat. The ability to wear a shield without impacting your performance can also be quite helpful. Slings are best used by the small species (all of which have the best aptitudes), but larger characters can also make effective use of them.

Bows/Longbows

Highest aptitude: +3 (Centaurs, High Elves) Ammunition: Arrows

Advantages

  • Fast.
  • All centaurs carry bows, making them probably the most common ranged weapon.
  • Can easily replenish arrow supply from centaurs.
  • Longbows are slower, but have more power.

Disadvantages

  • Somewhat inaccurate.
  • Jellies eat arrows.
  • Smaller characters cannot use longbows.

Useful notes: Bows, while somewhat inaccurate, are as fast as slings and have more power, allowing them to more easily deal with tougher enemies. Centaur characters (much like their monstrous brethren) are particularly effective with bows, as their high speed allows them to kite enemies with ease. Most archers will wish to eventually upgrade to a longbow, the reduced accuracy and speed of which can easily be negated by increased weapon skill.

Crossbows

Highest aptitude: +2 (Kobolds) Ammunition: Bolts

Advantages

  • Very powerful and accurate.
  • Yaktaurs all carry crossbows, making it easy to find one that's at least halfway decent.

Disadvantages

  • The slowest ranged weapon.
  • Crossbows are very rare until yaktaurs start showing up.
  • Jellies eat bolts.

Useful notes: Crossbows are probably the most difficult ranged weapon to make effective use of, as they are rare for the first half of the game. Bolts are somewhat common, but can still be hard to find on occasion. As such, Hunters that start with a crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.

That being said, crossbows are the most powerful and accurate ranged weapon available (as the many yaktaurs roaming the lower portions of the dungeon will gladly demonstrate), though they are rather slow.

History

Prior to 0.12, there were two additional forms of handedness: hand-and-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.