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, 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.
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*Handedness: One-handed weapons can be wielded with a [[shield]].
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*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 × 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 1×, except for very strong characters wielding very large weapons. 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). Finally, your weapon's [[brand]] adjusts your damage even further; see the appropriate [[Brand]] page for details.
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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.
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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:
  
===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
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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:
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    smaller of: 0.7 OR base delay / 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.
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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.  
  
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%). [[Rapier]]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%.
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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.  
  
===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 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 the corresponding weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.
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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 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. The only exception to this rule is [[Formicid]]s, who can wield a two-handed weapon and a shield.
 
  
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.
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'''Base Delay:''' Weapons with a lower base delay are easier to train: they (usually) take less skill to reach mindelay.  
  
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.
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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.
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*[[Short Blades]] and [[Long Blades]] cross-train each other
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*[[Axes]] and [[Staves]] cross-train [[Polearms]] and [[Maces & Flails]]
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*[[Maces & Flails]] and [[Polearms]] cross-train [[Axes]] and [[Staves]]
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(Axes and Staves don't cross-train each other, neither do Maces & Flails and Polearms.)
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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.
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===Handedness===
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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]] and [[Long Blades]] crosstrain each other
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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.
*[[Axes]] and [[Staves]] crosstrain [[Polearms]] and [[Maces & Flails]]
 
*[[Maces & Flails]] and [[Polearms]] crosstrain [[Axes]] and [[Staves]]
 
*[[Throwing]] and [[Slings]] crosstrain each other
 
  
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 advantages of certain useful brands for specific obstacles, like a weapon of [[venom]] for fighting [[list of arthropods|insects]], or 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 even if you are not using a weapon perfectly suited for dealing with them.
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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.
  
 
===Special===
 
===Special===
 
Most weapon types have certain traits that distinguish them from the others:
 
Most weapon types have certain traits that distinguish them from the others:
*[[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 and can [[riposte]].
 
*[[Axes]]: Moderate damage, but [[cleaving]] makes axes excellent for crowd control.
 
*[[Maces & Flails]]: These do moderate-to-high damage, and offer large species the most powerful two-handed weapons in the game. Also safe to use on [[hydra]]s.
 
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.
 
*[[Staves]]: These weapons are most distinguished by the [[magical staves]] they give you access to, but their mundane options aren't too bad either - low-to-moderate in damage, but very well-balanced.
 
  
==Unarmed Combat: A Special Case==
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'''Damage boosted by dexterity:'''
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 doing so is particularly worthwhile largely depends on your character.
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*[[Short Blades]] are weak, but give a bonus to [[stab]] damage, and attack quickly.
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*[[Long Blades]] have no special features, but have above average stats.
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*[[Ranged Weapons]] can attack from any distance. However, they are weaker, and are heavily penalized for heavy body armour.
  
Unarmed attacks are on par with many Short Blades in terms of speed and generally do more damage (a great deal more at high skill levels). Additionally, unarmed combat combos well with many [[Transmutations]], which are designed to give bonuses to unarmed combat, and several [[mutation]]s are geared towards aiding unarmed strikes.
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'''Damage boosted by strength:'''
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*[[Maces & Flails]] have no special features, but have above average stats.
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*[[Axes]] have [[cleaving]]: when attacking, you also hit all other adjacent enemies for 70% damage.
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*[[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.
  
There are distinct disadvantages, however; fighting weaponless gives up any potential benefits from having a weapon (such as [[brand]]s, enchantment bonuses, and anything extra that comes with any [[artefact]] weaponry you might find). Unarmed combat is also very skill-dependent, meaning it takes considerably more skill to bring your attack power up to par with other weapons. Additionally, unarmed combat is penalized more by wearing heavy armour and shields than any other form of melee combat, so those who want to get the most out of their punches may wish to wear little in the way of defense. While [[Transmuter]]s probably won't care (as they can't use most equipment while transformed), others might sacrifice much of their defenses.
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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.
  
Ultimately, the decision to forgo a weapon depends on personal preference. While some characters are better suited for unarmed combat (Transmuters and races with beneficial mutations like [[troll]]s), any character may make effective use of unarmed combat with sufficient skill investment. See the [[Unarmed combat]] page for more details.
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==Weapon Types==
 
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===[[Short Blades]]===
==Combining these: Small or Large Weapons?==
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Highest aptitudes: +3 ([[Kobold]]), +2 ([[Merfolk]])
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/sacred 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 ([[electrocution]], [[pain]], and [[distortion]]) 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.
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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.
  
===Strong Weapons===
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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.
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]], [[draining]], 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 are a few one-handed delay 7 weapon of note: [[eveningstar]]s, [[double sword]]s, and [[broad axe]]s. Eveningstars and double swords are certainly adequate weapons, especially against very high AC opponents, but some players may prefer the significantly faster [[sacred scourge]]s/[[demon whip]]s and [[eudemon blade]]s/[[demon blade]]s for the increased speed. Broad axes, meanwhile, make up for their slightly lower base damage with their ability to cleave.
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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.)
  
==Weapon Schools: Advantages and Disadvantages==
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'''Top Weapons'''
===[[Short Blades]]===
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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.
Highest aptitudes: +3 (Kobold), +2 (Halfling, Merfolk)
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*[[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'''
*Easy to find good ones early on.
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*Bonus [[stab]] damage. [[Dagger]]s get an extra boost.
*Fastest weapons in the game, particularly [[quick blade]]s. They perform excellently with slaying bonuses or going [[berserk]].
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*Fastest, most accurate weapons in the game.
*Lots of races have good or better aptitudes.
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**Somewhat synergizes with flat damage ([[slay]]ing, [[might]] status, [[electrocution]], [[auxiliary attack]]s...)
*All one-handed.
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**Requires less skill to reach 1.0 delay.
*Crosstrains with Long Blades.
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*Cross-trains with Long Blades, which also use dexterity.
*Very good for [[stabbing]], especially [[dagger]]s.
 
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Dismal base damage, giving them less benefit from combat multipliers (strength, fighting skill, weapon skill).
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*Low damage without stabbing (even with flat damage)
*Poor performance against armoured targets.
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**Especially poor against foes with high [[AC]].
*Benefit little from proportional brands.
 
*[[Quick blade]]s, by far the best, are quite rare even later on.
 
  
 
===[[Long Blades]]===
 
===[[Long Blades]]===
Highest aptitudes: +2 (Barachi, Minotaur)
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Highest aptitudes: +2 ([[Barachi]], [[Minotaur]], [[Merfolk]])
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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".
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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.
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*The strongest two-handed Long Blade is the [[triple sword]].
  
 
'''Advantages'''
 
'''Advantages'''
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found.
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*Highest damage melee weapon that uses dexterity.
*Can crosstrain from short blades, which many players will have from the early game.
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*Cross-trains with Short Blades, which also use dexterity, and have stronger stabs.
*Races strong with them are usually good for hybrid builds.
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<!--*There are a couple good sources of Long Blades:
*[[Triple sword]]s are one of the strongest weapons most characters can wield.
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**[[Efreet]]s and [[Erica]] always spawn with a [[flaming]] scimitar (Good against [[hydra]]s!).
*All long blades have the [[riposte]] ability, benefiting characters with high evasion.
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**[[Wight]]s and [[list of deep elves|deep elves]] may also come with nice Long Blades.-->
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Fairly rare before D:10 or so.
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*Characters may prefer a strength-based weapon.
*All cut off hydra heads.
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*Cuts [[hydra]] heads.
*Double and triple swords are extremely rare.
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===[[Maces & Flails]]===
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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.
  
===[[Maces & Flails|Maces and Flails]]===
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'''Top Weapons'''
Highest aptitudes: +2 (Minotaur), +1 (Barachi, Hill Orc, Tengu)
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*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).
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*If you are a large species or [[Formicid]], [[giant spiked club]]s are the strongest two-handed weapons.
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*For other species, [[great mace]]s are the strongest two-handed weapons available.
  
 
'''Advantages'''
 
'''Advantages'''
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like.
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*Highest damage melee weapon that uses strength.
*Very easy to find.
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*Cross-trains with Axes & Staves.
*Whips are a good starting weapon.
 
*None cut off hydra heads.
 
*For large races, [[giant spiked club]] has highest base damage in the game.
 
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*The only races able to wield giant-sized clubs have bad aptitudes for them ([[Ogre]], [[Troll]]).
 
 
*No cleaving or other special abilities.
 
*No cleaving or other special abilities.
 +
*If not a large species or Formicid, the two-handed options are relatively weak.
 +
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===[[Axes]]===
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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.)
  
'''Best Choices'''
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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.
*[[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.
 
  
===[[Axes]]===
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'''Top Weapons'''
Highest aptitudes: +3 (Hill Orc), +2 (Minotaur)
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*The strongest one-handed weapon is the [[broad axe]].
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*The strongest two-handed weapon is the [[executioner's axe]].
  
 
'''Advantages'''
 
'''Advantages'''
*All axes can [[cleave]] to hit multiple opponents.
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*Can cleave to hit multiple enemies.
*[[Battleaxe]]s are quite good two-handed weapons and are fairly common.
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*Cross-trains with Polearms and Maces & Flails.
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Executioner's axes are rare, only found through [[Okawaru]]/[[Trog]], acquirement, some uniques, and very rarely on the floor/in shops.
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*The game encourages you to take 1v1 fights, where cleaving doesn't help you.
*[[Cleaving]] encourages fighting enemies in groups, which is risky.
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*Worse stats compared to other weapons.
*All cut off hydra heads.
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*Cuts hydra heads.
  
'''Best Choices'''
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===[[Polearms]]===
*Depending on character aptitudes, both routes (shield or no shield) are feasible.
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Highest aptitudes: +3 ([[Merfolk]]), +2 ([[Minotaur]])
*[[Vampiric]] axes are especially strong due to cleaving.
 
  
===[[Polearms]]===
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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.
Highest aptitudes: +4 (Merfolk), +2 (Minotaur)
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 +
[[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'''
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*The strongest one-handed weapon is the [[demon trident]].
 +
*The strongest two-handed weapon is the [[bardiche]].
  
 
'''Advantages'''
 
'''Advantages'''
*[[Spear]]s and [[trident]]s are excellent weapons early on.
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*Reaching; allows one extra attack in melee.
*[[Demon trident]]s and [[bardiche]]s are common later on.
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*Synergy with [[summon]]s, [[allies]], [[deep water]], etc. - you can attack behind them.
*Crosstrains to both Maces & Flails and Axes.
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*Cross-trains with Axes and Maces & Flails.
*All polearms have inherent [[reaching]].
 
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Nothing good for small races, since they become two-handed or unwieldable.
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*Worse stats compared to other weapons.
*Few races are particularly good with them (other than [[Merfolk]], it's just [[Minotaur]]s, [[Tengu]], [[Hill Orc]]s, and [[Gnoll]]s with a positive aptitude).
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*One-handed options can be limited. Until you get demon tridents, the next best weapons are regular [[trident]]s.
*Lower base damage than most other weapon types.
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**Small species have no good one-handed options.
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===Physical [[Staves]]===
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Highest aptitudes: +2 ([[Minotaur]])
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 +
[[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.
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'''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.
  
'''Best Choices'''
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'''Disadvantages'''
*[[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.
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*No one-handed options.
*[[Halberd]]s and [[glaive]]s are all usually inferior due to their high delay, though enough skill can make them more usable.
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*Options in general are limited:
*[[Demon trident]]s (and [[trishula]]s) are the best polearms due to their combination of low min delay and damage output.
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**Lajatangs are rare.
*[[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.
+
**Quarterstaves are good for the early game, but quickly outclassed.
*[[Scythe]]s are just outright terrible.
 
  
===[[Staves]]===
+
===[[Magical staves|Magical Staves]]===
Highest aptitudes: +2 (Minotaurs)
+
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'''
*Quarterstaves are probably the best early-game weapon, very accurate.
+
*Boosts spellpower.
*Can have the [[speed brand]].
+
*Most magical staves provide a resistance.
*Can be used for enhancer staves.
+
*Can be a decent option if you run out of MP..
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.
+
*Weak base type.
*If you're not wielding an enhancer staff, you can't wear a shield, as lajatangs and quarterstaves are both two-handed.
+
*Most magical staves deal elemental damage, and are subject to enemy resistances.
*Enhancer staves are two-handed for smaller species.
+
*Requires magic skill and [[Evocations]] to be competent, in addition to Staves skill.
*In order to get use out of an enhancer staff you also have to train [[Evocations]] and a spell skill.
 
  
'''Best choices'''
+
==Non-Standard Weapons==
*A [[staff of earth]] with good Evocations and Earth Magic deals high AC-checked damage if you have already invested in earth magic. Do not train earth only for the staff, however.
+
===[[Unarmed Combat]]===
*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.
+
Highest aptitudes: +1 ([[Barachi]], [[Ghoul]], [[Hill Orc]], [[Minotaur]])
*Quarterstaves are good accurate starting weapons.
 
  
===Ranged Weapons===
+
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.
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.
+
 
 +
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.
  
====[[Throwing]] weapons====
+
There are two types of character who particularly like Unarmed Combat:
Highest aptitude: +1 (Centaur, Kobold)<br>
+
*[[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.
Ammunition: [[Stone]]s, [[Boomerang]]s, [[Javelin]]s, [[Large rock]]s, [[Dart]]s, [[Throwing net]]s
+
*[[Shapeshifting]] - [[Talisman]]s can greatly improve the damage of Unarmed Combat.
  
 
'''Advantages'''
 
'''Advantages'''
*Do not require wielding a launcher, especially useful for followers of [[Ashenzari]] or those wielding [[distortion]] weapons.
+
*Always available, no matter how bad RNG is.
*Boomerangs always [[returning|return]] and javelins [[penetration|pierce through]] enemies.
+
*Starts at 1.0 attack delay and has a minimum delay of 0.5.
*Large rocks are one of the most powerful ranged options.
+
*Can be boosted by [[talisman]]s.
*Throwing nets can [[Held|pin an enemy down]] and darts can inflict various status conditions. [[Curare]]-tipped darts are extremely powerful and remain useful into the late game.
+
*Stronger damage bonus from skill.
*Crosstrains with Slings.
 
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*Weapons smaller than javelins are unlikely to have much killing power.
+
*No [[enchant]]ment, [[brand]], or [[artefact]] properties.
*Javelins are too large for small species.
+
*At low skill, if you don't have a transformation, Unarmed Combat is relatively weak.
*Large rocks are only usable by [[ogre]]s and [[troll]]s and have quite high delay without any skill.
+
 
*[[Curare]] darts are useless against [[:Category:Poison resistance|poison-resistant]] monsters. Other specialized darts also require skill in [[Stealth]] to be effective.
+
===Ranged Weapons===
 +
''Main Article: [[Ranged Weapons#Strategy]]''
  
Useful notes: The various throwing weapons present in ''Crawl'' are a somewhat unconventional ranged option. Many of them are more useful for softening up targets before engaging them in melee. Stones and boomerangs in particular are most often thrown by early-game characters that still have low weapon skills. That said, javelins are a powerful option that a reasonable investment in the Throwing skill can make quite viable, and large rocks are devastating when thrown with enough skill, though only ogres and trolls are large enough to make use of them.
+
Highest aptitudes: +3 ([[Deep Elf]], [[Kobold]])
  
Throwing nets and darts, unlike most weapons, are used to support other forms of combat by disabling monsters. They can create opportunities to [[stab]] your opponents, disable dangerous enemies, or give yourself time to flee.
+
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).
  
====[[Slings]]====
+
They all scale with [[dexterity]] rather than strength.
Highest aptitude: +4 (Halfling), +2 (Spriggan)<br>
+
 
Launchers: [[Hunting sling]]s, [[Fustibali]]<br>
+
'''Top Weapons'''
Ammunition: [[Stone]]s or [[sling bullet]]s
+
*The strongest one-handed weapon is the [[hand cannon]].
 +
*The strongest two-handed weapon is the [[triple crossbow]].
  
 
'''Advantages'''
 
'''Advantages'''
*All can be used effectively with a shield.
+
*Full screen range; multiple "free" attacks against melee monsters, able to fight ranged monsters without needing to approach.
*Can use common stones as ammunition, though sling bullets do more damage.
+
*Very common from monsters:
*Fastest of the ranged weapons.
+
**[[Centaur (monster)|Centaurs]] and [[centaur warrior]]s nearly always have a [[shortbow]] or [[orcbow]].
*Can often be found on early dungeon floors.
+
**[[Kobold blastminer]]s often carry [[arbalest]]s and rarely carry [[hand cannon]]s.
*Very effective in the early dungeon even without any skill.
 
*Crosstrains with [[Throwing]] weapons.
 
  
 
'''Disadvantages'''
 
'''Disadvantages'''
*The weakest of the offensive ranged weapons.
+
*Most ranged weapons are two-[[hand]]ed.
 +
*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.
  
Useful notes: While they have trouble damaging heavily armored opponents, slings are quite effective against other foes. 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, especially as an early dungeon ranged weapon.
+
==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".
  
====[[Bows]]====
+
===Early Game===
Highest aptitude: +3 (Centaur), +2 (Spriggan)<br>
+
The biggest factors for weapons at this stage are the weapon's [[enchant]]ment and [[brand]], and the weapon's attack delay.
Launchers: [[Shortbow]]s, [[Longbow]]s<br>
 
Ammunition: [[Arrow]]s
 
  
'''Advantages'''
+
*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.
*Shortbows are among the fastest ranged weapons.
+
 
*Longbows are slower, but have a lot more power.
+
*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.
*All [[centaur (monster)|centaur]]s carry shortbows, making them one of the most common ranged weapons.
+
 
*Can easily replenish arrow supply from centaurs.
+
*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.
  
'''Disadvantages'''
+
*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.
*Somewhat inaccurate.
 
*Smaller characters cannot use longbows.
 
*Disallow the use of a shield.
 
  
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, with increasing weapon skill easily compensating for the reduced speed and accuracy.
+
*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.
  
====[[Crossbows]]====
+
==Judging Artefacts==
Highest aptitude: +2 (Kobold)<br>
+
[[Artefact]]s may look slick, have a cool name, and a bunch of perks. But when are they good?
Launchers: [[Hand crossbow]]s, [[Arbalest]]s, [[Triple crossbow]]s<br>
+
*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]].
Ammunition: [[Bolt]]s
+
**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 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 [[wand]]s, [[Throwing]], and/or [[god]] abilities to take it out.
  
'''Advantages'''
+
==Shield or Two-Handed?==
*Very powerful and accurate.
+
Two-handed weapons deal more damage, but shields provide valuable defense. Which should you choose?
*[[Yaktaur]]s all carry [[arbalest]]s, making it easy to find one that's at least halfway decent.
 
*[[List of orcs|Orcs]] and [[Kobold (monster)|kobolds]] may also carry crossbows.
 
*[[Hand crossbow]]s may be used with a shield.
 
  
'''Disadvantages'''
+
*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.
*The slowest ranged weapons - [[minimum delay]] cannot be reduced below 1.0.
+
*Meanwhile, upgrading from a [[double sword]] to a [[triple sword]] provides ~28% more base damage.
*Crossbows are very rare until yaktaurs start showing up.
 
*Arbalests and triple crossbows disallow the use of a shield.
 
  
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 or [[Arcane Marksman|Arcane Marksmen]] that start with a hand crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.
+
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.
  
[[Hand crossbow]]s are quite powerful and accurate for a one-handed weapon, though they are still quite slow. [[Arbalest]]s and [[triple crossbow]]s are even more powerful, though they are also even slower. Triple crossbows in particular require a skill of 26 to reach the minimum delay of 1 aut, so most characters that wish to use two-handed crossbows should probably stick with arbalests, which are pretty strong on their own (as the [[yaktaur]]s found in the later parts of the game will happily demonstrate).
+
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==
*[[0.24]] removed [[tomahawk]]s as well as [[blowgun]]s and [[needle]]s, replacing them with darts and boomerangs.
+
*[[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.
 +
*[[0.27]] 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]].
 +
*[[0.19]] added riposte for Long Blades.
 
*[[0.15]] introduced several new ranged weapons: greatslings, hand crossbows, arbalests, and triple crossbows.
 
*[[0.15]] introduced several new ranged weapons: greatslings, hand crossbows, arbalests, and triple crossbows.
*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.
+
*[[0.12]] 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.
  
 +
{{Guides}}
 
{{weapons}}
 
{{weapons}}
  
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 20:40, 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