Difference between revisions of "Weapon choice"

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''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:
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{{advice}}
*Damage: How much damage, on average, the weapon does per strike.
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''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 a few main properties:
*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 weapon requires one or two hands to use.
 
*Skill: How fast your [[species]] can learn to use the weapon.
 
*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, without too much investment, on average.
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*Damage per turn: How much damage a weapon deals, compared to how much time it takes to swing it.
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*Accuracy & Skill: How often you hit, and relatedly, how fast your [[species]] can learn to use the weapon type effectively.
 +
*Handedness: One-handed weapons can be wielded with a [[shield]].
 +
*Special: Most types of weapon have their own unique properties.
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In addition, you must consider various in-game factors, such as "what weapons are physically available", "what skills you have", and any [[artefact]]s you find. If your desired weapon isn't available, for example, you may have to go off-course.
  
 
==Properties==
 
==Properties==
Each of these properties is briefly described below:
 
  
===Damage===
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===Damage per turn===
The approximate formula for a weapon's damage is as follows:
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Damage per turn is simply equal to <code>average damage / weapon delay</code>.
    Damage = 1d(base damage × stat bonus) × skill bonus + (to-damage enchantment + slaying)
 
  
''As of trunk ([[0.29]]), you can see the calculated damage rating ingame by viewing the weapon in the '''i'''nventory, though it does not calculate damage from brands.''
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'''Damage:''' A weapon's damage rating (~ maximum damage, rounded up) can be viewed in the '''[[i]]'''nventory. You can also see damage rating by looking up ('''? / i''') a given weapon. For details on how this is calculated, see [[weapon damage]]. Note that, as the damage formula is random and rounds down, weapons with weak attacks are a bit weaker than their damage rating suggests.
  
When you examine a weapon, the damage number it gives you is the base damage. [[Strength]] or [[Dexterity]], depending on weapon, increase damage by 2.5% per point. The flat Slaying bonus comes from [[rings of slaying]] and some [[artefacts]], and stacks with the enchantment on your weapon. The skill bonus multiplier is based on your [[Fighting]] and Weapon skill; when both are maxed out it averages around a 2× multiplier (though this amount is rather variable).
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'''Weapon delay:''' Weapon delay is how long you swing your weapon. The bigger the delay, the slower you swing. It is equal to:
  
Finally, your weapon's brand adjusts your damage even further; see the appropriate [[Brand]] page for details.
 
 
===Speed===
 
A weapon's speed, or more accurately its attack delay, is as follows:
 
 
     Delay = base delay − weapon skill/2
 
     Delay = base delay − weapon skill/2
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    IF Unarmed Combat: Delay = base delay - skill/5.4
  
A weapon's base delay is given in the form of [[decaAut]]s (1.1, 1.5, etc). The game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unskilled, 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 1.1 (11 aut), meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch or walking a tile.
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Weapons have a "minimum delay", where skill has no more impact on attack speed (though skill still increases damage/accuracy). This can also be viewed in the inventory. It is usually equal to:
  
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 0.1 deca aut, down to the weapon's minimum delay. Most weapons' mindelay is either 0.7, or its base delay divided by two, whichever is smaller. Weapons will also display their mindelay when examined.
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    smaller of: 0.7 OR base delay / 2
  
There's a few exceptions to the rule. [[Rapier]]s have a mindelay of 0.5 to match other [[Short Blades]], a few [[Ranged Weapons]] (longbows and crossbows) have custom mindelays, and a few [[unrand]] [[artefact]]s have custom delays. The [[Speed brand]] and status effects such as [[Haste]] can make attacks even faster, but never below a minimum of 0.2.
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With a few exceptions: [[rapier]]s and [[quick blade]]s are set to 0.5 delay, a few [[Ranged Weapons]] are locked to 1.0 delay.  
  
====Damage over Time====
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Your delay is displayed in units of [[decaAut]]s (0.8, 1.1, etc). It is then slowed by a [[shield]], if wearing one. For [[Ranged Weapons]] exclusively, [[body armour]] also slows your attacks down.  
Damage over time is simply Damage / Delay (in decaAut). Maximizing DoT is generally better for damage, though it doesn't take into account [[AC]] (punishing faster attacks), certain brands, accuracy, or other factors.
 
  
===Accuracy===
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===Accuracy & Skill===
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 very early game. Later on, accuracy becomes a secondary consideration - both reasonable accuracy and sane weapon delay come from having good weapon skill.
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"Skill" comprises of three related, but distinct factors. Other than damage, skill also boosts accuracy and weapon speed. In addition, your [[species]] may learn some skills faster than others.
  
===Handedness===
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'''Accuracy:''' How likely you are to hit with a weapon. Each weapon has a base accuracy, which is added onto factors from skill, dexterity, and enchantment. See [[to-hit]] for how this is calculated.
There are two categories of weapons: 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, they take quite a bit of skill to train, and most of the most powerful melee and ranged weapons are two-handed. Shields also come with a (minor) [[EV]] penalty, which slightly bolsters a two-handers' defense in comparison. Ultimately, your [[species]]' [[size]] and [[aptitude]]s should be taken into account.
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'''Base Delay:''' Weapons with a lower base delay are easier to train: they (usually) take less skill to reach mindelay.  
  
[[Kobold]]s' and [[Spriggan]]s' small size requires both hands for certain medium-size weapons, while many of the largest weapons are just impossible for them to wield. [[Ogre]]s and [[Troll]]s, meanwhile, can use any weapon the wish, even the ultra-large [[giant club]] and [[giant spiked club]]. [[Formicid]]s' extra arms allow them to wield any two-handed weapon with a shield, but they lack the size necessary to use Ogre-sized weapons.
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'''Species Aptitude:''' How fast your [[species]] can learn a given weapon skill. Higher aptitudes mean it takes less skill XP to level up the skill.
  
===Skill===
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Overall, a weapon with high base delay and low accuracy will be hard to use at low skill. The lower your aptitude, the harder it is to get skill levels.
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====
 
====Cross-training====
One aspect of weapon choice is that training in most weapon types makes it easier to use certain other weapon types. Training in one type grants a bonus equal to 40% of your skill experience in the second type. Cross-training skills are linked as follows:
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Certain weapon skills [[cross-train]] with each other. If you train one weapon skill, any cross-trained skills will get 40% of the XP for free.
  
*[[Short Blades]] and [[Long Blades]] crosstrain each other
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*[[Short Blades]] and [[Long Blades]] cross-train each other
*[[Axes]] and [[Staves]] crosstrain [[Polearms]] and [[Maces & Flails]]
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*[[Axes]] and [[Staves]] cross-train [[Polearms]] and [[Maces & Flails]]
*[[Maces & Flails]] and [[Polearms]] crosstrain [[Axes]] and [[Staves]]
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*[[Maces & Flails]] and [[Polearms]] cross-train [[Axes]] and [[Staves]]
  
(Axes and Staves don't crosstrain each other, neither do Maces & Flails and Polearms)
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(Axes and Staves don't cross-train each other, neither do Maces & Flails and Polearms.)
  
While it's impractical to rely on cross-training alone for general use of a weapon, finding a particularly good weapon of a type you have cross-trained for (for example, an [[artefact]] [[rapier]] when you are training Long Blades) will enable you to use that weapon with some proficiency should the situation call for it. This will let you more easily take advantage of certain brands for certain obstacles, like a [[flaming]] edged weapon when fighting a [[hydra]]. Whether or not this is advantageous depends largely on your playstyle -- it is perfectly possible to defeat most threats with a plain weapon.
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While it's impractical to rely on cross-training alone, it does make it easier to switch between weapon types, E.g. if you were training Axes and come across an awesome [[artefact]] trident, it can be easier to use. It can also give you an out against [[hydra]]s.
  
===Special===
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===Handedness===
Most melee weapon types have certain traits that distinguish them from the others:
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Weapons are either one-handed or two-handed. One-handed weapons can be used with a [[shield]], two-handed weapons can't.  
*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to [[stabbing]].
 
*[[Long Blades]]: Deal moderate-to-high damage, a good option for former Short Blades users.
 
*[[Axes]]: Moderate damage, but [[cleaving]] makes Axes excellent for crowd control.
 
*[[Maces & Flails]]: Moderate-to-high blunt damage, common, and [[giant spiked club]]s offer immense damage to large species.
 
*[[Polearms]]: Although they only deal moderate damage, these weapons can attack from afar thanks to their innate [[reaching]].
 
*[[Staves]]: Mundane staves deal moderate damage, but take very low skill to master. [[Magical staves]] are best for casters looking to enhance their spells, but can make passable backup weapons in a pinch.
 
  
==Unarmed Combat: A Special Case==
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Shields provide a significant amount of defense, but come with penalties (slows attack speed, increases spell failure rate). These penalties mitigated by strength and Shields skill. Two-handed weapons, meanwhile, are almost always stronger than their one-handed counterparts. Ultimately, your strength and species' aptitudes should be taken into account.
Of course, you don't ''have'' to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not it's worthwhile largely depends on your build.
 
  
Unarmed strikes start with roughly the same speed as [[Short Blades]], but are a great deal stronger at high skill levels. Also, many [[transformation]]s (like [[Spider Form]] or [[Blade Hands]]) and several [[mutation]]s (such as a [[Troll]]'s [[Claws]]) are geared towards aiding unarmed strikes.
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[[Kobold]]s and [[Spriggan]]s, as small species, have trouble wielding certain weapons. For them, some one-handed weapons are two-handed, some two-handed weapons are unusable. [[Formicid]]s can wield all weapons but [[giant club]]s with one hand.
  
However, fighting weaponless gives up any potential benefits from having a weapon, such as [[brand]]s and anything extra that comes with any [[artefact]] weaponry you might find. In addition, Unarmed Combat relies heavily on skill. For as long as you can train it, the Unarmed Combat skill will increase damage ''and'' reduce delay, but such heavy skill investment can be difficult to manage, even for species proficient with their bare hands. Many later [[Transmutation]]s spells will give +damage and a brand, though this also requires training the magic school (and any other quirks that forms provide).
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===Special===
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Most weapon types have certain traits that distinguish them from the others:
  
See the [[Unarmed Combat]] page for more details.
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'''Damage boosted by dexterity:'''
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*[[Short Blades]] are weak, but give a bonus to [[stab]] damage, and attack quickly.
 +
*[[Long Blades]] have no special features, but have above average stats.
 +
*[[Ranged Weapons]] can attack from any distance. However, they are weaker, and are heavily penalized for heavy body armour.
  
==Combining these: Small or Large Weapons?==
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'''Damage boosted by strength:'''
In the simplest terms, every player wants to maximize their weapon's damage divided by delay. However, considerations from every which way have to be made. The first such consideration is the weapon's speed.
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*[[Maces & Flails]] have no special features, but have above average stats.
 +
*[[Axes]] have [[cleaving]]: when attacking, you also hit all other adjacent enemies for 70% damage.
 +
*[[Polearms]] have [[reaching]]: they can attack from two tiles away, and can even attack behind [[allies]].
 +
*[[Staves]]:
 +
**Non-magical staves have no special features, but have low base delay relative to their damage output.
 +
**Magical staves are weak, but enhance your [[spell power]], and have special bonus to melee.
 +
*[[Unarmed Combat]] is always available. Skill has a strong impact on unarmed combat, but your fists cannot be [[enchant]]ed or [[brand]]ed.
  
===Fast Weapons===
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In addition, certain weapons cut [[hydra]] heads, including: Long Blades, Axes, two-handed Polearms, and lajatangs. Cutting hydra heads is a bad thing unless the weapon has the [[flaming]] brand. If you cut a hydra's head, two more will grow back.
Some early weapons ([[spear]]s, [[whip]]s), Short Blades, and [[demon whip]]s (sacred scourges) are the only weapons that have a mindelay of 0.5 (or less). The [[speed brand]] also reduces attack delay, though it is rather rare outside of the aforementioned Short Blades.
 
  
Their chief advantage is that fast strikes are boosted more by flat bonuses. Enchantment, slaying bonuses, and certain brands ([[electrocution]], [[pain]], and [[distortion]]) apply extra damage, regardless of how much the weapon itself deals. Unfortunately, they are ''also'' affected by a flat penalty - i.e, high [[AC]]. As enemies get tougher and [[stab]]ing becomes less reliable, fast weapons become relatively weaker.
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==Weapon Types==
 
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===[[Short Blades]]===
On the plus side, fast weapons are accurate and already start with a low base delay. And with a good (or even decent) brand, a demon whip or quick blade is easily good enough to finish a 3-rune game with.
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Highest aptitudes: +3 ([[Kobold]]), +2 ([[Merfolk]])
 
 
===Big Weapons===
 
"Strong but slow" weapons are as powerful as their size suggests. Sharing a mindelay of 7, big weapons like [[executioner's axe]]s, [[bardiche]]s, [[triple sword]]s, and, if you can wield them, [[giant spiked club]]s, are obviously attractive. [[Vorpal]], [[Freezing]], and [[Flaming]] are universally good brands, and these high base damage weapons benefit the most. [[Holy wrath]], amazing in the extended game, falls under the same category. Overall, their high damage is excellent for punching through monsters' armour.
 
 
 
However, the biggest weapons require ''massive'' skill investment, taking anywhere from 22-24 skill to reach mindelay. They are also all two-handed and prevent use of a shield, which significantly impacts your overall defense - though, at least you don't need to invest in the Shields skill. And, with the exception of giant clubs, the strongest weapons are all quite rare; it might be best to bide your time with a [[battleaxe]], [[dire flail]], or one-handed weapon as you train up your skill, anyway.
 
 
 
===Medium Weapons===
 
They might be weaker with the same 0.7 delay as the largest weapons, but weapons like the [[broad axe]], [[eveningstar]], and [[double sword]] are respectable in their own right. They have the highest damage potential of any weapon that can be used one-handed, letting you combine middle-of-the-road offense with solid defense. They also require ''far'' less skill to reach a tolerable delay than the large weapons. There's also [[lajatang]]s -- while they require both hands to use, they are stronger and take even less skill than other medium weapons.
 
 
 
While weaker one-handers like [[morningstar]]s and [[scimitar]]s are fairly plentiful throughout the dungeon, the best medium-sized weapons aren't. Of the strongest medium weapons, broad axes are the most common. You're fairly likely to find at least one enemy throughout the [[Orcish Mines]] or the [[Vaults]] that carries one. The rest are far more elusive -- you ''might'' find one in certain vaults likely to contain rare weapons or on a [[unique]] monster, but it's not guaranteed.
 
 
 
Perhaps the other demon weapons ([[demon blade]], [[demon trident]], and their [[eudemon blade|holy]] [[trishula|versions]]) 'truly' belong in the medium category. With a mindelay of 0.6, these act like a blend of fast and medium, benefiting from flat brands while having great base damage. And like a demon whip, they easily compete with other end-game weapons. They're still unlikely to be found on the floor, though.
 
 
 
==Weapon Availability and You==
 
Searching for the perfect weapon can take a while unless you worship one of the weapon-gifting gods ([[Trog]] or [[Okawaru]]). God gifts, along with [[scrolls of acquirement]], favor weaponry that you have skill investment in. The latter also tends to create items that you haven't seen yet. Finally, the [[Elven_Halls#Elf:2_-_The_Hall_of_Blades|Hall of Blades]] will always spawn 'rare' weapons, though uninfluenced by your skill decisions.
 
 
 
Otherwise, it's simply unrealistic to expect to find the perfect weapon type for your character. A few key aspects are also important when you determine what weapon you should be using ''right now''.
 
* '''Delay:''' Having a delay below 1.0 deca-aut prevents regular speed monsters (i.e. most of them) from hitting you twice per swing.
 
* '''Damage:''' Maximize damage over time. At first, a highly-enchanted or branded weapon will deal more damage than a mundane one -- even if its a measly [[whip]]. However, base damage becomes more important as you gain skill.
 
** Brands like [[electrocution]] and [[venom]] are not only better on fast weapons, but are better when you deal less damage in general. In the early dungeon (before [[Lair]]), these brands can easily hold their weight -- even with zero training.
 
** Both [[scrolls of enchant weapon]] and a [[scroll of brand weapon]] can improve a mundane weapon of a strong base type.
 
* '''Skill:''' While you can't predict when a good weapon will drop, you ''can'' predict which weapon schools will be good. Most often, you should aim to use whatever type of weapon your species has a good (positive) aptitude for. But if you find a particularly strong weapon that you have a ''reasonable'' (at least -1) aptitude for, feel free to switch.
 
** Once you've invested enough in a weapon skill, you should generally stick with that weapon type. even if you find an absolutely amazing weapon of a different school. Short of finding something like [[Wyrmbane]], reaching 14-ish skill is definitely enough to decide your weapon skill of choice for the rest of your run.
 
*** Though a weapon in a [[crosstrain]]ed skill is easier to swap to; you can still consider them even with a fairly high original skill, assuming it has good enough properties (brand, enchantment, artefact properties).
 
** Base type matters with your initial skilling -- you shouldn't expect to use a +9 artefact [[spear]] for very long, even if you are training in Polearms. But finding a +4 [[demon trident]] of freezing early on is 100% a reason to train that weapon school. However, if your species is proficient in polearms, the spear certainly isn't a bad reason to start!
 
**Gnolls, with their unique method of learning, might want to refer to [[Gnoll#Weapon Choice|their article]] for weapon choice.
 
* '''Shields:''' If you don't have a shield, two-handed weapons (the smaller ones, at least) lose their main disadvantage. Meanwhile, swapping to a two-hander is a waste if you have already invested skill to wear a [[kite shield]].
 
  
Ultimately, don't be afraid to settle for a "weaker" weapon like a [[war axe]], [[scimitar]], or [[trident]] during most of the early-mid game. Your immediate survival is more important.
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Short Blades are best used for stabbers, whether you're using [[Hexes]], [[stealth]], or [[god]]s (namely [[Uskayaw]]) to stab enemies.
  
==Weapon Schools: Advantages and Disadvantages==
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When not stabbing, Short Blades attack fast, but weak. Thus, they benefit most from sources of "flat" damage. For example, you have a chance to make an [[auxiliary attack]] ''per hit'', no matter how strong it is. Short Blades, swinging faster, activate more auxiliary attacks. However, they are hindered most by [[AC]], a flat source of damage reduction. Overall, Short Blades have below average damage output.
===[[Short Blades]]===
 
Highest aptitudes: +3 (Kobold), +2 (Merfolk)
 
  
Short Blades are best for [[stab]]bers, whether you find opportunities from natural [[stealth]] or a variety of [[Hexes]]. Their accuracy and extremely small skill requirements make them good choices in the early dungeon, especially if you get a brand like [[venom]] or [[electrocution]]. As stabbing gets harder to pull off, skill in Short Blades transitions well into Long Blades. [[Quick blade]]s are excellent for regular combat purposes, while [[dagger]]s deal the most damage from a stab. Many small and/or stealthy species already have good aptitudes with Short Blades.
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Note that an early Short Blade of [[venom]] or [[electrocution]] can be a boon for the early game. Both venom and elec are flat damage brands, and both daggers and short swords are more likely to have these brands. Even at 0 skill, a dagger of venom can tear monsters before [[Lair]]. (This does not mean you should train Short Blades skill, though. It's the brand that's doing most of the work, not the weapon, so no need to train further.)
  
Short Blades use [[dexterity]] for their damage.
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'''Top Weapons'''
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*If you have good sources of flat damage, [[quick blade]]s are the strongest short blade. Daggers might have a higher stab bonus, but since quick blades attack faster, they get more stabs.
 +
*[[Rapier]]s are a lot more common than quick blades. Without a major source of flat damage, they have similar or better damage output than quick blades.
  
 
'''Advantages'''
 
'''Advantages'''
*Early Short Blades often come with strong brands.
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*Bonus [[stab]] damage. [[Dagger]]s get an extra boost.
*Fastest, most accurate weapons in the game.
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*Fastest, most accurate weapons in the game.  
**Little/no skill to get to 1.0 delay.
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**Somewhat synergizes with flat damage ([[slay]]ing, [[might]] status, [[electrocution]], [[auxiliary attack]]s...)
**Stacks well with [[slaying]], [[might]], and brands like [[pain (brand)|pain]].
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**Requires less skill to reach 1.0 delay.
*Receives a large bonus to stabbing (Daggers are boosted more).
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*Cross-trains with Long Blades, which also use dexterity.
*All one-handed.
 
*Crosstrains with Long Blades, which also Dex scale and are better against AC.
 
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Very poor damage output against high AC.
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*Low damage without stabbing (even with flat damage)
*Low damage overall without stabs or the particularly rare [[quick blade]].
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**Especially poor against foes with high [[AC]].
  
 
===[[Long Blades]]===
 
===[[Long Blades]]===
Highest aptitudes: +2 (Barachi, Minotaur, Merfolk, Meteoran)
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Highest aptitudes: +2 ([[Barachi]], [[Minotaur]], [[Merfolk]])
  
Long Blades are decent weapons on their own, though their most notable feature is their crosstraining with Short Blades. Their best one-handers ([[scimitar]], [[demon blade]], [[double sword]]) deal respectable damage at a good delay, and a well-branded [[great sword]] or [[triple sword]] isn't shabby, either.
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Long Blades are plain weapons. They scale with dexterity, so are suited towards [[Dodging]]-reliant characters. They also cross-train with Short Blades. However, you shouldn't ignore an awesome [[artefact]] Long Blade just because you're a "heavy armour character".
  
Long Blades use [[dexterity]] for their damage.
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'''Top Weapons'''
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*The strongest one-handed Long Blades are [[double sword]]s and [[demon blade]]s. Both are roughly equal to each other. Demon blades are ''slightly'' better with flat damage, and double swords ''slightly'' less affected by AC, but the differences are small.
 +
*The strongest two-handed Long Blade is the [[triple sword]].  
  
 
'''Advantages'''
 
'''Advantages'''
*Somewhat common in the Dungeon -- many monsters wield them.
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*Highest damage melee weapon that uses dexterity.
**[[Efreet]]s and [[Erica]] always spawn with a [[flaming]] scimitar gGood against [[hydra]]s!).
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*Cross-trains with Short Blades, which also use dexterity, and have stronger stabs.
**[[Wight]]s and [[list of deep elves|deep elves]] may also come with nice Long Blades.
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<!--*There are a couple good sources of Long Blades:
*Crosstrains with Short Blades, which also scale with dex and can provide highly-damaging [[stab]]s.
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**[[Efreet]]s and [[Erica]] always spawn with a [[flaming]] scimitar (Good against [[hydra]]s!).
*Marginally more accurate than Maces & Flails, with the same damage.
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**[[Wight]]s and [[list of deep elves|deep elves]] may also come with nice Long Blades.-->
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Cuts off hydra heads if they ''don't'' have the flaming brand.
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*Characters may prefer a strength-based weapon.
*Double swords and triple swords are quite rare.
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*Cuts [[hydra]] heads.
  
 
===[[Maces & Flails]]===
 
===[[Maces & Flails]]===
Highest aptitudes: +3 (Meteoran), +2 (Minotaur), +1 (Barachi, Hill Orc, Tengu)
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Highest aptitudes: +2 ([[Minotaur]]), +1 ([[Barachi]], [[Hill Orc]], [[Tengu]])
  
Maces & Flails are perhaps the blandest melee weapons, but they deal respectable damage and are fairly common. [[Troll]]s and [[Ogre]]s may delight in the [[giant spiked club]], often wielded by the common [[ogre (monster)|enemy ogre]], and sporting the highest base damage in the game. Regular sized species prefer the [[eveningstar]], the most powerful one-hander, and easier to find than double swords. Plain [[whip]]s are extremely common and very low-skill options, while [[dire flail]]s are a two-hander with great specs.
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Maces & Flails have no special gimmick, but have better stats to make up for it. Unlike Long Blades, Maces & Flails scale with strength.
  
Maces & Flails use [[Strength]] for their damage.
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'''Top Weapons'''
 +
*The strongest one-handed weapons are [[eveningstar]]s and [[demon whip]]s. Eveningstars are fairly standard melee weapons. Demon whips are fast weapons, so they benefit more from flat damage effects (See [[#Short Blades]] for more).
 +
*If you are a large species or [[Formicid]], [[giant spiked club]]s are the strongest two-handed weapons.
 +
*For other species, [[great mace]]s are the strongest two-handed weapons available.
  
 
'''Advantages'''
 
'''Advantages'''
*Fairly common.
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*Highest damage melee weapon that uses strength.
*Great fast (whips / demon whips) and slow (dire flail / eveningstar) options.
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*Cross-trains with Axes & Staves.
*Does not chop hydra heads.
 
*Crosstrains with Axes and Staves.
 
  
 
'''Disadvantages'''
 
'''Disadvantages'''
 
*No cleaving or other special abilities.
 
*No cleaving or other special abilities.
*Comparatively weak two-handers for regular size species.
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*If not a large species or Formicid, the two-handed options are relatively weak.
  
 
===[[Axes]]===
 
===[[Axes]]===
Highest aptitudes: +3 (Hill Orc), +2 (Minotaur, Meteoran)
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Highest aptitudes: +2 ([[Minotaur]]), +1 ([[Barachi]], [[Hill Orc]], [[Tengu]])
  
Axes [[cleave]], hitting every target around them for 70% damage. While risky, Axes can make any crowded situation ''that'' much easier, so are extremely useful for [[speedrun]]s and regular games alike. Pick the biggest axe you can; whenever it'd be a [[broad axe]] + shield or [[executioner's axe]]. [[Battleaxe]]s are a decent, oft-dropped 2-handed choice for those who haven't found either, and [[war axe]]s are passable for those who haven't found (or trained for) any of the three.
+
Axes have cleaving - when you attack a monster, every other monster adjacent to you is hit for 70% damage. (The original target is still hit for 100% damage.)
  
Axes use [[Strength]] for their damage.
+
Even with an axe, it's good practice to fight 1v1 or in hallways - this way, you avoid taking damage from multiple monsters. That being said, sometimes you'll be forced to fight multiple surrounding monsters at once. For example, you could be swarmed by fast monsters, or encounter a pack with no nearby hallway. In these cases, cleaving is helpful.
 +
 
 +
'''Top Weapons'''
 +
*The strongest one-handed weapon is the [[broad axe]].
 +
*The strongest two-handed weapon is the [[executioner's axe]].
  
 
'''Advantages'''
 
'''Advantages'''
*All Axes can cleave to hit multiple opponents.
+
*Can cleave to hit multiple enemies.
*Crosstrains with Polearms and Maces & Flails.
+
*Cross-trains with Polearms and Maces & Flails.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Somewhat weaker and slower compared to single-target weapons.
+
*The game encourages you to take 1v1 fights, where cleaving doesn't help you.
*Actually taking advantage of cleaving is often risky.
+
*Worse stats compared to other weapons.
*Cuts off hydra heads.
+
*Cuts hydra heads.
  
 
===[[Polearms]]===
 
===[[Polearms]]===
Highest aptitudes: +3 (Merfolk), +2 (Minotaur, Meteoran)
+
Highest aptitudes: +3 ([[Merfolk]]), +2 ([[Minotaur]])
  
Polearms have inherent [[reaching]], meaning they can attack from 2 tiles away. This matters most in the initial stages of the game, where an extra attack can make all the difference, especially since the school's early options ([[spear]]s and [[trident]]s) are common, high-accuracy, and low-skill. [[Demon trident]]s are an overall great pick, being one-handed, fast, high-damage, and often wielded by the [[list of merfolk|merfolk]] dwelling the [[Shoals]]. Two-handed Polearms, namely [[glaive]]s and [[bardiche]]s, are damaging, but require much higher skill investment.
+
Polearms have [[reaching]] - they can attack from two tiles away, instead of just one. You can attack behind your own [[allies]], but with a 50% chance to fail. Against most enemies, this lets you get one "extra" attack off.
  
Polearms use [[Strength]] for their damage.
+
[[Spear]]s are the best "simple" starting weapons (before considering [[aptitude]]s). While their damage/turn is slightly worse, the reaching makes up for it. Also, spears can attack <= 1.0 delay with just your starting skill.
 +
 
 +
'''Top Weapons'''
 +
*The strongest one-handed weapon is the [[demon trident]].
 +
*The strongest two-handed weapon is the [[bardiche]].
  
 
'''Advantages'''
 
'''Advantages'''
*Reaching is a strong perk for many stages of the game.
+
*Reaching; allows one extra attack in melee.
*Synergy with [[Summoning]]s, god-granted allies ([[Beogh]], [[Yredelemnul]], etc), and spells like [[Conjure Flame]].
+
*Synergy with [[summon]]s, [[allies]], [[deep water]], etc. - you can attack behind them.
*Crosstrains with Axes and Maces & Flails.
+
*Cross-trains with Axes and Maces & Flails.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Lower base damage than most other weapon types.
+
*Worse stats compared to other weapons.
*Small species have no good one-handed options.
+
*One-handed options can be limited. Until you get demon tridents, the next best weapons are regular [[trident]]s.
*Few species have great aptitudes with them ([[Merfolk]] are the most notable exception).
+
**Small species have no good one-handed options.
  
 
===Physical [[Staves]]===
 
===Physical [[Staves]]===
Highest aptitudes: +2 (Minotaurs, Meteoran)
+
Highest aptitudes: +2 ([[Minotaur]])
  
There are two physical Staves in the game -- [[quarterstaves]] and [[lajatang]]s. Both staves take little skill to master and deal great damage for said investment. They are also one of the few non-artefact weapons that can come with the [[speed brand]]. While not very common, [[Gladiator]]s may start with a quarterstaff. Hybrid characters, especially those who are lucky or worship [[Trog]]/[[Okawaru]], may enjoy Staves the most.  
+
[[Quarterstaff|Quarterstaves]] and [[lajatang]]s are the two non-magical staves available. Both are "skill friendly" - they have a low base delay relative to their damage output. However, both of these weapons aren't very common.
 +
 
 +
'''Advantages'''
 +
*Lower base delay (good damage/turn at lower skill)
 +
*Lajatangs can generate with the [[spectral]] and [[speed (brand)|speed]] brands.
 +
*Cross-trains with Polearms and Maces & Flails.
 +
 
 +
'''Disadvantages'''
 +
*No one-handed options.
 +
*Options in general are limited:
 +
**Lajatangs are rare.
 +
**Quarterstaves are good for the early game, but quickly outclassed.
  
All staves use [[Strength]] for their damage.
+
===[[Magical staves|Magical Staves]]===
 +
Magical staves' main purpose is to boost the [[spell power|power]] of certain spells. They can still be alright melee weapons, though. When using a magical staff in melee, you get a special damage bonus. This bonus scales off your skill in the staff's magic school, as well as [[Evocations]].
  
 
'''Advantages'''
 
'''Advantages'''
*Low skill requirements.
+
*Boosts spellpower.
*High power relative to skill investment.
+
*Most magical staves provide a resistance.
*Crosstrains with Polearms and Maces & Flails.
+
*Can be a decent option if you run out of MP..
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Two-handed.
+
*Weak base type.
*Rather weak, overall.
+
*Most magical staves deal elemental damage, and are subject to enemy resistances.
**Lajatangs are barely stronger than the largest one-handed weapons.
+
*Requires magic skill and [[Evocations]] to be competent, in addition to Staves skill.
**Quarterstaves are outdamaged by even common weapons like war axes (once they hit mindelay).
+
 
*Somewhat rare.
+
==Non-Standard Weapons==
 +
===[[Unarmed Combat]]===
 +
Highest aptitudes: +1 ([[Barachi]], [[Ghoul]], [[Hill Orc]], [[Minotaur]])
 +
 
 +
Of course, you don't have to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not it's worthwhile largely depends on your build.
  
===[[Magical staves]]===
+
There are a few quirks with Unarmed Combat. Your fists are not a weapon - it cannot be [[enchant]]ed or [[brand]]ed by [[scroll|normal means]]. Also, Unarmed Combat gets more damage from each point of skill. Otherwise, it acts much like the other forms of melee.
Highest aptitudes: +2 (Minotaurs, Meteoran)
 
  
Magical staves' primary purpose is to boost the [[spellpower]] of whatever school they are specialized in. However, that doesn't mean you can't use them as bludgeoning tools! With 12 Staves skill, some [[Evocations]], and the school of their choice, a magic staff can be used as an effective MP-saving weapon. The spellpower boost alone may convince a staff-finder to invest in a different school of spells; the actual item is just a nice bonus. A [[staff of conjuration]] in particular provides irresistible damage, in addition to buffing a very wide and versatile spell school.  
+
There are two types of character who particularly like Unarmed Combat:
 +
*[[Claws]] - Claws provide a bonus to Unarmed Combat damage. While minor by the late game, species that start with Claws ([[Ghoul]]s and [[Troll]]s) benefit a lot from the early boost.
 +
*[[Shapeshifting]] - [[Talisman]]s can greatly improve the damage of Unarmed Combat.
  
 
'''Advantages'''
 
'''Advantages'''
*Boosts spellpower, in addition to melee.
+
*Always available, no matter how bad RNG is.
*Most magical staves come with a resistance.
+
*Starts at 1.0 attack delay and has a minimum delay of 0.5.
*Surprising damage if you have a lot of skill in the magic school.
+
*Can be boosted by [[talisman]]s.
 +
*Stronger damage bonus from skill.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Fairly weak base type.
+
*No [[enchant]]ment, [[brand]], or [[artefact]] properties.
*Unable to be enchanted or branded.
+
*At low skill, if you don't have a transformation, Unarmed Combat is relatively weak.
*Most magical staves deal elemental damage, and are subject to enemy resistances.
+
 
*Investing a lot in three skills (Magic, Staves, and Evocations) in addition to defensive skills and everything else is often a tough ask.
+
===Ranged Weapons===
 +
''Main Article: [[Ranged Weapons#Strategy]]''
 +
 
 +
Highest aptitudes: +3 ([[Deep Elf]], [[Kobold]])
  
==Ranged Weapons==
+
Ranged weapons work quite differently from other weapons. Obviously, they can fire from an entire screen's distance, instead of being limited to melee. They are slowed down by [[encumbrance rating|armour encumbrance]], so heavy armoured characters are hindered (even with high strength).
''Main Article: [[Ranged Weapons]]''
 
  
Ranged weapons work quite differently from other weapons. Obviously, they can fire from an entire screen's distance, instead of being limited to melee. They are slowed down by [[encumbrance rating|armour encumbrance]], so heavy armoured characters are hindered (at least without a lot of strength).
+
They all scale with [[dexterity]] rather than strength.
  
They all scale with [[dexterity] rather than strength.
+
'''Top Weapons'''
 +
*The strongest one-handed weapon is the [[hand cannon]].
 +
*The strongest two-handed weapon is the [[triple crossbow]].
  
 
'''Advantages'''
 
'''Advantages'''
*Full screen range; multiple "free" attacks against melee.
+
*Full screen range; multiple "free" attacks against melee monsters, able to fight ranged monsters without needing to approach.
*Very common from monster sources:  
+
*Very common from monsters:  
**[[Centaur]]s and [[centaur warrior]]s nearly always have a [[shortbow]].
+
**[[Centaur (monster)|Centaurs]] and [[centaur warrior]]s nearly always have a [[shortbow]] or [[orcbow]].
**[[list of orcs|Orcs]] may hold [[arbalest]]s, and [[yaktaur]]s nearly always have them.
+
**[[Kobold blastminer]]s often carry [[arbalest]]s and rarely carry [[hand cannon]]s.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Most common ranged weapons are two-[[hand]]ed.
+
*Most ranged weapons are two-[[hand]]ed.
*Slowed down heavily by [[armour]] encumbrance.
+
*Slowed down significantly by body [[armour encumbrance]].
*Weaker per hit than comparable melee weapons.
+
*Weaker damage output than comparable melee weapons.
*Arbalests, hand crossbows, triple crossbows all have a minimum delay of 1.0.
+
*Arbalests, hand cannons, triple crossbows all have a minimum delay of 1.0.
 +
 
 +
==An Ingame Approach==
 +
While knowing about each weapon type is helpful, most of this page so far has been theory. Who cares if a [[double sword]] is technically the best weapon for you - if you don't have one, you don't have one. If you find an amazing [[randart]] mace, you shouldn't ignore it just because you are a "dexterity character".
 +
 
 +
===Early Game===
 +
The biggest factors for weapons at this stage are the weapon's [[enchant]]ment and [[brand]], and the weapon's attack delay.
 +
 
 +
*If you started with a weapon, you should probably use that weapon type over any ''plain'' (+0, no brand) weapons you find on the floor. E.g. if you start with a +0 hand axe, you shouldn't switch to a +0 mace.
 +
 
 +
*A weapon with high enchantment and a brand can be worth swapping to. If all you have is a +0 hand axe, a +6 flail {flaming, Int+2} is an upgrade worth using. Both the +6 enchant and the flaming brand greatly increase damage. Plus, in this case, you benefit from [[cross-train]]ing. But, even if it was a +6 [[falchion]] of flaming (which axes don't cross-train), you might want to consider a swap.
 +
 
 +
*Brands that deal flat damage - namely [[venom]] and [[electrocution]] - stand out. Their damage is unaffected by weapon or character strength; Venom is amazing on D:1, but is underwhelming by D:15. Electrocution remains viable for longer, but is still superb for the early Dungeon.
 +
**Thankfully, these brands are weighted to show up on early weapons, such as [[dagger]]s, [[whip]]s, and [[spear]]s. These weapons have high accuracy and low base delay, so they are effective even at 0 skill. (Training Short Blades skill for a dagger of venom is ''not'' worth it.)
 +
**[[Distortion]] is even better than electrocution, but with a drawback: if you unwield a distortion weapon, you get nasty side effects.
 +
 
 +
*If you find an endgame tier weapon early, consider using it, at least for the long-term. For example, [[Amaemon]] always wields a [[demon whip]], a weapon which is great for an entire 3-rune game. In this case, demon whips don't require a lot of skill, so you can switch to it relatively early.
 +
 
 +
*A key breakpoint is when you '''reach 1.0 weapon delay'''. When you're above 1.0 delay, a 100% speed monster can potentially get a double-turn for every weapon swing you make (i.e. 1.1 may effectively round up to 2). After you reach this point, there exists a major cost for switching weapon types. It's not impossible to switch, especially if you have cross-training, but it becomes less desirable to do so.
 +
 
 +
*You'll want to keep a ranged weapon around, even without any training. Against a melee enemy, you can switch to the ranged weapon, take a few potshots, then switch back to your primary weapon. You should not fight ranged enemies this way, since an untrained weapon fires slowly.
 +
 
 +
===Mid/Late Game===
 +
If you've finished the [[Lair of Beasts]] as a weapon-user, you probably have a "main" weapon type. Keep using it unless you find something especially good.
 +
 
 +
*There is a point where, once you've invested enough in a weapon skill, you can win the game with said weapon skill. You could find another weapon with better stats... but switching to it would spend valuable XP. Short of finding something like [[Wyrmbane]], the switch probably isn't worth it. This point may occur around 14-16 skill (mindelay for one-handers, 1.0 delay for two-handers), but might be sooner or later depending on the character.
 +
 
 +
*At this point, you'll often have [[scrolls of brand weapon]] and [[scrolls of enchant weapon]], so brand/enchant matters less. The most important factor, as mentioned above, is current skill investment. Then, it is available weapons and available [[artefact]]s.
 +
 
 +
*You should save scrolls of brand weapon / scroll of enchant weapon ''if you can afford to do so''.
 +
**If you can comfortably kill enemies, you should preserve these scrolls for a "top-tier" weapon of your class. E.g. a one-handed Axe user should save scrolls for a [[broad axe]] if possible.
 +
**If you do not expect to comfortably kill enemies, you should spend scrolls to increase immediate survival. For example, tackling the Lair branches with a +0 war axe will likely be a rough time. If you don't have a particularly great character, you might want to spend a few boosting scrolls to get past.
 +
**If you have a lot of scrolls (~3+ brand weapons; 9+ enchant weapons) early on, you can spend them as you please.
  
 
==Judging Artefacts==
 
==Judging Artefacts==
 
[[Artefact]]s may look slick, have a cool name, and a bunch of perks. But when are they good?
 
[[Artefact]]s may look slick, have a cool name, and a bunch of perks. But when are they good?
*Firstly, look at their enchantment, brand, and base type. A artefact +6 [[trident]] of freezing is still a +6 trident of freezing, except you can't even enchant it. Whenever this is good is largely gamestate dependent: a novice [[merfolk]] stuck with a [[spear]] might gladly take it, but its all but useless in combat compared to [[demon trident]] wielders.
+
*Firstly, look at their enchantment, brand, and base type. A artefact +6 [[trident]] of freezing is still a +6 trident of freezing, except that you can't even [[enchant]] it. Whenever this is good is largely dependent on the gamestate: a novice [[Merfolk]] stuck with a [[spear]] will gladly take it, but its all but useless in combat when compared to a [[demon trident]].
**As mentioned above, if you've trained another weapon skill and don't even have cross-training in that weapon, don't consider it. The exception is when you don't have many skills in the first place. Many artefacts, simply due to their high enchantment, will carry through the early game. Whenever you use their properties untrained or decide to use 'em as a jumping point, is mostly up to you.
+
**As mentioned above, if you've trained significant amounts in another weapon skill, and don't even have cross-training for the artefact, don't consider it. However, in the early game, you won't have significant skill training. Many artefacts - simply due to their high enchantment - will carry you through the early game, and are worth considering. You can swap to the artefact after training, or use it at 0 skill.
*Some [[Randart#Properties|properties]] are dangerous to wield, namely *Slow and *Rage. It's certainly still possible to use weapons with them, though you'll have to remain aware of their risks. Other negative properties like *Drain and *Corrode are much more tolerable in comparison.
+
*Some [[Randart#Properties|properties]] are dangerous to wield, namely *Slow and *Rage. It's certainly possible to use weapons with them, though you'll have to be aware of their risks. Other negative properties like *Drain and *Corrode are much more tolerable in comparison.
*Stat modifiers aren't the biggest deal in the world, though -5 Strength obviously won't help with damage, while +3 Int provides benefit even if you never actually hit your foes. Certain characters might have to beware of [[stat zero]], however.
+
*Small stat modifiers don't matter much; -2 strength is a minimal decrease to damage. However, big modifiers do: +8 strength increases your damage significantly; +10 dexterity will greatly improve [[EV]]. Also, certain characters might have to beware of [[stat zero]].
*It might be worth keeping a weapon around if it provides some needed [[resistances]], even if you only wield it when running away.
+
*It might be worth keeping a weapon around if it provides some [[resistances]], even if you never use it as a weapon. Against a dangerous elemental opponent, you can wield the resistance-giving weapon, then use [[wand]]s, [[Throwing]], and/or [[god]] abilities to take it out.
 +
 
 +
==Shield or Two-Handed?==
 +
Two-handed weapons deal more damage, but shields provide valuable defense. Which should you choose?
 +
 
 +
*Even when counting unblockable attacks, a trained +8 tower shield can block >50% of all attacks you'll encounter in a game. Note that shields can only block [[Shields#Blocking|so many attacks]] in 1 turn, so they are less effective when fighting multiple opponents.
 +
*Meanwhile, upgrading from a [[double sword]] to a [[triple sword]] provides ~28% more base damage.
 +
 
 +
At a glance, taking 30% less attacks and dealing 30% more damage might seem balanced. But in ''Crawl'', raw defense is usually more valuable. The extra defense works when you aren't attacking; defense helps you survive an emergency. So, even when considering the Shields skill investment, and the penalties to EV/attack speed, shields are strong. That being said, two-handed is still somewhat viable, especially if you find a good [[artefact]], or have poor aptitude in Shields.
 +
 
 +
Other things worth noting:
 +
*If you haven't found a shield yet, two-handed weapons lose their main disadvantage. While most of the 'big' two-handers are rare and require a lot of skill, there are a few early game two-handers, like [[dire flail]]s and [[halberd]]s.
 +
*If you've invested a lot of Shields skill, stick with one-handed + shields.
  
 
==History==
 
==History==
*[[0.29]] Short/Long Blades and Ranged Weapons scale with Dex. [[Ranged Weapons#History|Ranged weapons rework]].
+
*[[0.29]] [[Ranged Weapons#History|reworked]] Ranged Weapons and changed Short/Long Blades and Ranged Weapons to scale with Dex.
 
*[[0.28]] removed Long Blades' [[riposte]]. The XP costs for high-level skills were reduced, and the base delay of the biggest weapons in the game was also lowered.
 
*[[0.28]] removed Long Blades' [[riposte]]. The XP costs for high-level skills were reduced, and the base delay of the biggest weapons in the game was also lowered.
*[[0.27]] greatly increased the penalty for wearing [[shields]], indirectly affecting all one-handed weapons.
+
*[[0.27]] increased the penalty for wearing [[shields]], indirectly affecting all one-handed weapons.
 
*[[0.24]] reworked throwing. [[Tomahawk]]s as well as [[blowgun]]s/[[needle]]s were replaced with boomerangs and darts. Javelins now had innate [[penetration]].
 
*[[0.24]] reworked throwing. [[Tomahawk]]s as well as [[blowgun]]s/[[needle]]s were replaced with boomerangs and darts. Javelins now had innate [[penetration]].
 
*[[0.19]] added riposte for Long Blades.
 
*[[0.19]] added riposte for Long Blades.

Latest revision as of 19:40, 15 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
This article contains advice from other players, which may be subjective, outdated, inaccurate or ill-advised. Take advice as you see fit, and read at your own risk!

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 a few main properties:

  • Damage per turn: How much damage a weapon deals, compared to how much time it takes to swing it.
  • Accuracy & Skill: How often you hit, and relatedly, how fast your species can learn to use the weapon type effectively.
  • Handedness: One-handed weapons can be wielded with a shield.
  • Special: Most types of weapon have their own unique properties.

In addition, you must consider various in-game factors, such as "what weapons are physically available", "what skills you have", and any artefacts you find. If your desired weapon isn't available, for example, you may have to go off-course.

Properties

Damage per turn

Damage per turn is simply equal to average damage / weapon delay.

Damage: A weapon's damage rating (~ maximum damage, rounded up) can be viewed in the inventory. You can also see damage rating by looking up (? / i) a given weapon. For details on how this is calculated, see weapon damage. Note that, as the damage formula is random and rounds down, weapons with weak attacks are a bit weaker than their damage rating suggests.

Weapon delay: Weapon delay is how long you swing your weapon. The bigger the delay, the slower you swing. It is equal to:

   Delay = base delay − weapon skill/2
   IF Unarmed Combat: Delay = base delay - skill/5.4

Weapons have a "minimum delay", where skill has no more impact on attack speed (though skill still increases damage/accuracy). This can also be viewed in the inventory. It is usually equal to:

    smaller of: 0.7 OR base delay / 2

With a few exceptions: rapiers and quick blades are set to 0.5 delay, a few Ranged Weapons are locked to 1.0 delay.

Your delay is displayed in units of decaAuts (0.8, 1.1, etc). It is then slowed by a shield, if wearing one. For Ranged Weapons exclusively, body armour also slows your attacks down.

Accuracy & Skill

"Skill" comprises of three related, but distinct factors. Other than damage, skill also boosts accuracy and weapon speed. In addition, your species may learn some skills faster than others.

Accuracy: How likely you are to hit with a weapon. Each weapon has a base accuracy, which is added onto factors from skill, dexterity, and enchantment. See to-hit for how this is calculated.

Base Delay: Weapons with a lower base delay are easier to train: they (usually) take less skill to reach mindelay.

Species Aptitude: How fast your species can learn a given weapon skill. Higher aptitudes mean it takes less skill XP to level up the skill.

Overall, a weapon with high base delay and low accuracy will be hard to use at low skill. The lower your aptitude, the harder it is to get skill levels.

Cross-training

Certain weapon skills cross-train with each other. If you train one weapon skill, any cross-trained skills will get 40% of the XP for free.

(Axes and Staves don't cross-train each other, neither do Maces & Flails and Polearms.)

While it's impractical to rely on cross-training alone, it does make it easier to switch between weapon types, E.g. if you were training Axes and come across an awesome artefact trident, it can be easier to use. It can also give you an out against hydras.

Handedness

Weapons are either one-handed or two-handed. One-handed weapons can be used with a shield, two-handed weapons can't.

Shields provide a significant amount of defense, but come with penalties (slows attack speed, increases spell failure rate). These penalties mitigated by strength and Shields skill. Two-handed weapons, meanwhile, are almost always stronger than their one-handed counterparts. Ultimately, your strength and species' aptitudes should be taken into account.

Kobolds and Spriggans, as small species, have trouble wielding certain weapons. For them, some one-handed weapons are two-handed, some two-handed weapons are unusable. Formicids can wield all weapons but giant clubs with one hand.

Special

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

Damage boosted by dexterity:

  • Short Blades are weak, but give a bonus to stab damage, and attack quickly.
  • Long Blades have no special features, but have above average stats.
  • Ranged Weapons can attack from any distance. However, they are weaker, and are heavily penalized for heavy body armour.

Damage boosted by strength:

  • Maces & Flails have no special features, but have above average stats.
  • Axes have cleaving: when attacking, you also hit all other adjacent enemies for 70% damage.
  • Polearms have reaching: they can attack from two tiles away, and can even attack behind allies.
  • Staves:
    • Non-magical staves have no special features, but have low base delay relative to their damage output.
    • Magical staves are weak, but enhance your spell power, and have special bonus to melee.
  • Unarmed Combat is always available. Skill has a strong impact on unarmed combat, but your fists cannot be enchanted or branded.

In addition, certain weapons cut hydra heads, including: Long Blades, Axes, two-handed Polearms, and lajatangs. Cutting hydra heads is a bad thing unless the weapon has the flaming brand. If you cut a hydra's head, two more will grow back.

Weapon Types

Short Blades

Highest aptitudes: +3 (Kobold), +2 (Merfolk)

Short Blades are best used for stabbers, whether you're using Hexes, stealth, or gods (namely Uskayaw) to stab enemies.

When not stabbing, Short Blades attack fast, but weak. Thus, they benefit most from sources of "flat" damage. For example, you have a chance to make an auxiliary attack per hit, no matter how strong it is. Short Blades, swinging faster, activate more auxiliary attacks. However, they are hindered most by AC, a flat source of damage reduction. Overall, Short Blades have below average damage output.

Note that an early Short Blade of venom or electrocution can be a boon for the early game. Both venom and elec are flat damage brands, and both daggers and short swords are more likely to have these brands. Even at 0 skill, a dagger of venom can tear monsters before Lair. (This does not mean you should train Short Blades skill, though. It's the brand that's doing most of the work, not the weapon, so no need to train further.)

Top Weapons

  • If you have good sources of flat damage, quick blades are the strongest short blade. Daggers might have a higher stab bonus, but since quick blades attack faster, they get more stabs.
  • Rapiers are a lot more common than quick blades. Without a major source of flat damage, they have similar or better damage output than quick blades.

Advantages

  • Bonus stab damage. Daggers get an extra boost.
  • Fastest, most accurate weapons in the game.
  • Cross-trains with Long Blades, which also use dexterity.

Disadvantages

  • Low damage without stabbing (even with flat damage)
    • Especially poor against foes with high AC.

Long Blades

Highest aptitudes: +2 (Barachi, Minotaur, Merfolk)

Long Blades are plain weapons. They scale with dexterity, so are suited towards Dodging-reliant characters. They also cross-train with Short Blades. However, you shouldn't ignore an awesome artefact Long Blade just because you're a "heavy armour character".

Top Weapons

  • The strongest one-handed Long Blades are double swords and demon blades. Both are roughly equal to each other. Demon blades are slightly better with flat damage, and double swords slightly less affected by AC, but the differences are small.
  • The strongest two-handed Long Blade is the triple sword.

Advantages

  • Highest damage melee weapon that uses dexterity.
  • Cross-trains with Short Blades, which also use dexterity, and have stronger stabs.

Disadvantages

  • Characters may prefer a strength-based weapon.
  • Cuts hydra heads.

Maces & Flails

Highest aptitudes: +2 (Minotaur), +1 (Barachi, Hill Orc, Tengu)

Maces & Flails have no special gimmick, but have better stats to make up for it. Unlike Long Blades, Maces & Flails scale with strength.

Top Weapons

  • The strongest one-handed weapons are eveningstars and demon whips. Eveningstars are fairly standard melee weapons. Demon whips are fast weapons, so they benefit more from flat damage effects (See #Short Blades for more).
  • If you are a large species or Formicid, giant spiked clubs are the strongest two-handed weapons.
  • For other species, great maces are the strongest two-handed weapons available.

Advantages

  • Highest damage melee weapon that uses strength.
  • Cross-trains with Axes & Staves.

Disadvantages

  • No cleaving or other special abilities.
  • If not a large species or Formicid, the two-handed options are relatively weak.

Axes

Highest aptitudes: +2 (Minotaur), +1 (Barachi, Hill Orc, Tengu)

Axes have cleaving - when you attack a monster, every other monster adjacent to you is hit for 70% damage. (The original target is still hit for 100% damage.)

Even with an axe, it's good practice to fight 1v1 or in hallways - this way, you avoid taking damage from multiple monsters. That being said, sometimes you'll be forced to fight multiple surrounding monsters at once. For example, you could be swarmed by fast monsters, or encounter a pack with no nearby hallway. In these cases, cleaving is helpful.

Top Weapons

Advantages

  • Can cleave to hit multiple enemies.
  • Cross-trains with Polearms and Maces & Flails.

Disadvantages

  • The game encourages you to take 1v1 fights, where cleaving doesn't help you.
  • Worse stats compared to other weapons.
  • Cuts hydra heads.

Polearms

Highest aptitudes: +3 (Merfolk), +2 (Minotaur)

Polearms have reaching - they can attack from two tiles away, instead of just one. You can attack behind your own allies, but with a 50% chance to fail. Against most enemies, this lets you get one "extra" attack off.

Spears are the best "simple" starting weapons (before considering aptitudes). While their damage/turn is slightly worse, the reaching makes up for it. Also, spears can attack <= 1.0 delay with just your starting skill.

Top Weapons

Advantages

  • Reaching; allows one extra attack in melee.
  • Synergy with summons, allies, deep water, etc. - you can attack behind them.
  • Cross-trains with Axes and Maces & Flails.

Disadvantages

  • Worse stats compared to other weapons.
  • One-handed options can be limited. Until you get demon tridents, the next best weapons are regular tridents.
    • Small species have no good one-handed options.

Physical Staves

Highest aptitudes: +2 (Minotaur)

Quarterstaves and lajatangs are the two non-magical staves available. Both are "skill friendly" - they have a low base delay relative to their damage output. However, both of these weapons aren't very common.

Advantages

  • Lower base delay (good damage/turn at lower skill)
  • Lajatangs can generate with the spectral and speed brands.
  • Cross-trains with Polearms and Maces & Flails.

Disadvantages

  • No one-handed options.
  • Options in general are limited:
    • Lajatangs are rare.
    • Quarterstaves are good for the early game, but quickly outclassed.

Magical Staves

Magical staves' main purpose is to boost the power of certain spells. They can still be alright melee weapons, though. When using a magical staff in melee, you get a special damage bonus. This bonus scales off your skill in the staff's magic school, as well as Evocations.

Advantages

  • Boosts spellpower.
  • Most magical staves provide a resistance.
  • Can be a decent option if you run out of MP..

Disadvantages

  • Weak base type.
  • Most magical staves deal elemental damage, and are subject to enemy resistances.
  • Requires magic skill and Evocations to be competent, in addition to Staves skill.

Non-Standard Weapons

Unarmed Combat

Highest aptitudes: +1 (Barachi, Ghoul, Hill Orc, Minotaur)

Of course, you don't have to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not it's worthwhile largely depends on your build.

There are a few quirks with Unarmed Combat. Your fists are not a weapon - it cannot be enchanted or branded by normal means. Also, Unarmed Combat gets more damage from each point of skill. Otherwise, it acts much like the other forms of melee.

There are two types of character who particularly like Unarmed Combat:

  • Claws - Claws provide a bonus to Unarmed Combat damage. While minor by the late game, species that start with Claws (Ghouls and Trolls) benefit a lot from the early boost.
  • Shapeshifting - Talismans can greatly improve the damage of Unarmed Combat.

Advantages

  • Always available, no matter how bad RNG is.
  • Starts at 1.0 attack delay and has a minimum delay of 0.5.
  • Can be boosted by talismans.
  • Stronger damage bonus from skill.

Disadvantages

  • No enchantment, brand, or artefact properties.
  • At low skill, if you don't have a transformation, Unarmed Combat is relatively weak.

Ranged Weapons

Main Article: Ranged Weapons#Strategy

Highest aptitudes: +3 (Deep Elf, Kobold)

Ranged weapons work quite differently from other weapons. Obviously, they can fire from an entire screen's distance, instead of being limited to melee. They are slowed down by armour encumbrance, so heavy armoured characters are hindered (even with high strength).

They all scale with dexterity rather than strength.

Top Weapons

Advantages

Disadvantages

  • Most ranged weapons are two-handed.
  • Slowed down significantly by body armour encumbrance.
  • Weaker damage output than comparable melee weapons.
  • Arbalests, hand cannons, triple crossbows all have a minimum delay of 1.0.

An Ingame Approach

While knowing about each weapon type is helpful, most of this page so far has been theory. Who cares if a double sword is technically the best weapon for you - if you don't have one, you don't have one. If you find an amazing randart mace, you shouldn't ignore it just because you are a "dexterity character".

Early Game

The biggest factors for weapons at this stage are the weapon's enchantment and brand, and the weapon's attack delay.

  • If you started with a weapon, you should probably use that weapon type over any plain (+0, no brand) weapons you find on the floor. E.g. if you start with a +0 hand axe, you shouldn't switch to a +0 mace.
  • A weapon with high enchantment and a brand can be worth swapping to. If all you have is a +0 hand axe, a +6 flail {flaming, Int+2} is an upgrade worth using. Both the +6 enchant and the flaming brand greatly increase damage. Plus, in this case, you benefit from cross-training. But, even if it was a +6 falchion of flaming (which axes don't cross-train), you might want to consider a swap.
  • Brands that deal flat damage - namely venom and electrocution - stand out. Their damage is unaffected by weapon or character strength; Venom is amazing on D:1, but is underwhelming by D:15. Electrocution remains viable for longer, but is still superb for the early Dungeon.
    • Thankfully, these brands are weighted to show up on early weapons, such as daggers, whips, and spears. These weapons have high accuracy and low base delay, so they are effective even at 0 skill. (Training Short Blades skill for a dagger of venom is not worth it.)
    • Distortion is even better than electrocution, but with a drawback: if you unwield a distortion weapon, you get nasty side effects.
  • If you find an endgame tier weapon early, consider using it, at least for the long-term. For example, Amaemon always wields a demon whip, a weapon which is great for an entire 3-rune game. In this case, demon whips don't require a lot of skill, so you can switch to it relatively early.
  • A key breakpoint is when you reach 1.0 weapon delay. When you're above 1.0 delay, a 100% speed monster can potentially get a double-turn for every weapon swing you make (i.e. 1.1 may effectively round up to 2). After you reach this point, there exists a major cost for switching weapon types. It's not impossible to switch, especially if you have cross-training, but it becomes less desirable to do so.
  • You'll want to keep a ranged weapon around, even without any training. Against a melee enemy, you can switch to the ranged weapon, take a few potshots, then switch back to your primary weapon. You should not fight ranged enemies this way, since an untrained weapon fires slowly.

Mid/Late Game

If you've finished the Lair of Beasts as a weapon-user, you probably have a "main" weapon type. Keep using it unless you find something especially good.

  • There is a point where, once you've invested enough in a weapon skill, you can win the game with said weapon skill. You could find another weapon with better stats... but switching to it would spend valuable XP. Short of finding something like Wyrmbane, the switch probably isn't worth it. This point may occur around 14-16 skill (mindelay for one-handers, 1.0 delay for two-handers), but might be sooner or later depending on the character.
  • You should save scrolls of brand weapon / scroll of enchant weapon if you can afford to do so.
    • If you can comfortably kill enemies, you should preserve these scrolls for a "top-tier" weapon of your class. E.g. a one-handed Axe user should save scrolls for a broad axe if possible.
    • If you do not expect to comfortably kill enemies, you should spend scrolls to increase immediate survival. For example, tackling the Lair branches with a +0 war axe will likely be a rough time. If you don't have a particularly great character, you might want to spend a few boosting scrolls to get past.
    • If you have a lot of scrolls (~3+ brand weapons; 9+ enchant weapons) early on, you can spend them as you please.

Judging Artefacts

Artefacts may look slick, have a cool name, and a bunch of perks. But when are they good?

  • Firstly, look at their enchantment, brand, and base type. A artefact +6 trident of freezing is still a +6 trident of freezing, except that you can't even enchant it. Whenever this is good is largely dependent on the gamestate: a novice Merfolk stuck with a spear will gladly take it, but its all but useless in combat when compared to a demon trident.
    • As mentioned above, if you've trained significant amounts in another weapon skill, and don't even have cross-training for the artefact, don't consider it. However, in the early game, you won't have significant skill training. Many artefacts - simply due to their high enchantment - will carry you through the early game, and are worth considering. You can swap to the artefact after training, or use it at 0 skill.
  • Some properties are dangerous to wield, namely *Slow and *Rage. It's certainly possible to use weapons with them, though you'll have to be aware of their risks. Other negative properties like *Drain and *Corrode are much more tolerable in comparison.
  • Small stat modifiers don't matter much; -2 strength is a minimal decrease to damage. However, big modifiers do: +8 strength increases your damage significantly; +10 dexterity will greatly improve EV. Also, certain characters might have to beware of stat zero.
  • It might be worth keeping a weapon around if it provides some resistances, even if you never use it as a weapon. Against a dangerous elemental opponent, you can wield the resistance-giving weapon, then use wands, Throwing, and/or god abilities to take it out.

Shield or Two-Handed?

Two-handed weapons deal more damage, but shields provide valuable defense. Which should you choose?

  • Even when counting unblockable attacks, a trained +8 tower shield can block >50% of all attacks you'll encounter in a game. Note that shields can only block so many attacks in 1 turn, so they are less effective when fighting multiple opponents.
  • Meanwhile, upgrading from a double sword to a triple sword provides ~28% more base damage.

At a glance, taking 30% less attacks and dealing 30% more damage might seem balanced. But in Crawl, raw defense is usually more valuable. The extra defense works when you aren't attacking; defense helps you survive an emergency. So, even when considering the Shields skill investment, and the penalties to EV/attack speed, shields are strong. That being said, two-handed is still somewhat viable, especially if you find a good artefact, or have poor aptitude in Shields.

Other things worth noting:

  • If you haven't found a shield yet, two-handed weapons lose their main disadvantage. While most of the 'big' two-handers are rare and require a lot of skill, there are a few early game two-handers, like dire flails and halberds.
  • If you've invested a lot of Shields skill, stick with one-handed + shields.

History

  • 0.29 reworked Ranged Weapons and changed Short/Long Blades and Ranged Weapons to scale with Dex.
  • 0.28 removed Long Blades' riposte. The XP costs for high-level skills were reduced, and the base delay of the biggest weapons in the game was also lowered.
  • 0.27 increased the penalty for wearing shields, indirectly affecting all one-handed weapons.
  • 0.24 reworked throwing. Tomahawks as well as blowguns/needles were replaced with boomerangs and darts. Javelins now had innate penetration.
  • 0.19 added riposte for Long Blades.
  • 0.15 introduced several new ranged weapons: greatslings, hand crossbows, arbalests, and triple crossbows.
  • 0.12 introduced cleaving for Axes. Prior to 0.12, there were two additional forms of handedness: hand-and-a-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.
  • 0.10 introduced innate reaching for Polearms.
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Community Guides Character guides
Weapons
Axes BattleaxeBroad axeExecutioner's axeHand axeWar axe
Maces & Flails ClubDemon whipDire flailEveningstarFlailGiant clubGiant spiked clubGreat maceMace (Hammer) • MorningstarSacred scourgeWhip
Long Blades Demon bladeDouble swordEudemon bladeFalchionGreat swordLong swordScimitarTriple sword
Polearms BardicheDemon tridentGlaiveHalberd (Scythe) • SpearTridentTrishula
Ranged Weapons ArbalestHand cannonLongbowOrcbowShortbowSlingTriple crossbow
Short Blades DaggerQuick bladeRapierShort sword
Staves LajatangMagical staffQuarterstaff
Throwing BoomerangDartJavelinLarge rockStoneThrowing net