crawlSS_052_weapons.txt: Weapons properties Based on Crawl Stone Soup 0.5.2 Last change: 2010-01-10 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Weapon statistics ~~~~~~~~~~~~~~~~~ Melee weapons ============= Here are the stats of all melee weapons: +----------------------+-------+---------+------+------+-------+-------------+---------+--------------------------------------------------------+ |Name |Damage |Accuracy |Speed | Mass |Str(*) | Skill |Hands(#) |Can't be wielded by | +----------------------+-------+---------+------+------+-------+-------------+---------+--------------------------------------------------------+ |Whip | 4 | 2 | 130% | 3.0 | 2 |Maces&Flails | 1 | | |Demon whip | 10 | 1 | 130% | 3.0 | 2 |Maces&Flails | 1(#1) | | |Club | 5 | 3 | 130% | 5.0 | 7 |Maces&Flails | 1 | | |Hammer | 7 | 3 | 130% | 9.0 | 7 |Maces&Flails | 1 | | |Mace | 8 | 3 | 140% | 12.0 | 7 |Maces&Flails | 1 | | |Flail | 9 | 2 | 150% | 13.0 | 7 |Maces&Flails | 1 | | |Ankus | 9 | 2 | 140% | 12.0 | 7 |Maces&Flails | 1(#1) | | |Morningstar | 10 | -1 | 150% | 14.0 | 7 |Maces&Flails | 1(#1) | | |Spiked flail | 12 | -2 | 160% | 19.0 | 7 |Maces&Flails | 1(#1) | | |Eveningstar | 12 | -1 | 150% | 18.0 | 7 |Maces&Flails | 1(#1) | | |Dire flail | 13 | -3 | 140% | 24.0 | 8 |Maces&Flails | 2 |Halflings, Kobolds, Spriggans | |Great mace | 16 | -4 | 180% | 27.0 | 8 |Maces&Flails | 2 |Halflings, Kobolds, Spriggans | |Giant club | 18 | -6 | 190% | 33.0 | 9 |Maces&Flails | 2 |All but Trolls and Ogres | |Giant spiked club | 20 | -7 | 200% | 35.0 | 9 |Maces&Flails | 2 |All but Trolls and Ogres | +----------------------+-------+---------+------+------+-------+-------------+---------+--------------------------------------------------------+ |Knife | 3 | 5 | 100% | 1.0 | 2 |Short Blades | 1 | | |Dagger | 4 | 6 | 100% | 2.0 | 2 |Short Blades | 1 | | |Quick blade | 5 | 6 | 70% | 5.0 | 1 |Short Blades | 1 | | |Short sword | 6 | 4 | 110% | 8.0 | 2 |Short Blades | 1(#2) | | |Sabre | 7 | 4 | 120% | 9.0 | 2 |Short Blades | 1(#2) | | +----------------------+-------+---------+------+------+-------+-------------+---------+--------------------------------------------------------+ |Falchion | 8 | 2 | 130% | 17.0 | 3 |Long Blades | 1(#2) | | |Long sword | 10 | 1 | 140% | 16.0 | 3 |Long Blades | 1(#1) | | |Scimitar | 11 | -1 | 140% | 17.0 | 3 |Long Blades | 1(#1) | | |Katana | 13 | 2 | 130% | 16.0 | 3 |Long Blades | 1.5(#1) | | |Demon blade | 13 | -1 | 150% | 20.0 | 3 |Long Blades | 1(#1) | | |Double sword | 15 | -2 | 160% | 22.0 | 3 |Long Blades | 1.5(#1) | | |Great sword | 16 | -3 | 170% | 25.0 | 5 |Long Blades | 2 |Halflings, Kobolds, Spriggans | |Triple sword | 19 | -4 | 190% | 26.0 | 5 |Long Blades | 2 |Halflings, Kobolds, Spriggans | |Blessed falchion | 10 | 2 | 110% | 17.0 | 3 |Long Blades | 1(#2) | | |Blessed long sword | 12 | 0 | 130% | 16.0 | 3 |Long Blades | 1(#1) | | |Blessed scimitar | 12 | -1 | 120% | 17.0 | 3 |Long Blades | 1(#1) | | |Blessed katana | 14 | 1 | 130% | 16.0 | 3 |Long Blades | 1.5(#1) | | |Blessed eudemon blade | 14 | -2 | 140% | 20.0 | 3 |Long Blades | 1(#1) | | |Blessed double sword | 15 | -2 | 150% | 22.0 | 3 |Long Blades | 1.5(#1) | | |Blessed great sword | 17 | -5 | 170% | 25.0 | 5 |Long Blades | 2 |Halflings, Kobolds, Spriggans | |Blessed triple sword | 19 | -5 | 180% | 26.0 | 5 |Long Blades | 2 |Halflings, Kobolds, Spriggans | +----------------------+-------+---------+------+------+-------+-------------+---------+--------------------------------------------------------+ |Hand axe | 7 | 3 | 130% | 8.0 | 6 |Axes | 1(#2) | | |War axe | 11 | 0 | 160% | 18.0 | 6 |Axes | 1(#1) | | |Broad axe | 14 | -2 | 170% | 23.0 | 6 |Axes | 1.5(#1) | | |Battleaxe | 17 | -4 | 180% | 25.0 | 8 |Axes | 2 |Halflings, Kobolds, Spriggans | |Executioner's axe | 20 | -6 | 200% | 28.0 | 8 |Axes | 2 |Halflings, Kobolds, Spriggans | +----------------------+-------+---------+------+------+-------+-------------+---------+--------------------------------------------------------+ |Spear | 6 | 3 | 120% | 5.0 | 3 |Polearms | 1.5 | | |Trident | 9 | 2 | 140% | 16.0 | 3 |Polearms | 1.5(#1) | | |Demon trident | 13 | 0 | 140% | 16.0 | 3 |Polearms | 1.5(#1) | | |Halberd | 13 | -3 | 160% | 20.0 | 5 |Polearms | 2 |Halflings, Kobolds, Spriggans | |Scythe | 14 | -4 | 200% | 22.0 | 5 |Polearms | 2 |Halflings, Kobolds, Spriggans | |Glaive | 15 | -3 | 180% | 20.0 | 5 |Polearms | 2 |Halflings, Kobolds, Spriggans | |Bardiche | 18 | -6 | 200% | 20.0 | 5 |Polearms | 2 |Halflings, Kobolds, Spriggans | +----------------------+-------+---------+------+------+-------+-------------+---------+--------------------------------------------------------+ |Quarterstaff(&) | 7 | 6 | 120% | 18.0 | 5 |Staves | 1.5(#1) | | |Latajang | 14 | -3 | 140% | 20.0 | 5 |Staves | 1.5(#1) | | +----------------------+-------+---------+------+------+-------+-------------+---------+--------------------------------------------------------+ (Blessed long swords are not randomly generated, they are created at an altar by the Shining One for a follower with enough piety) (*) Str gives the weight of your Strength stat in determining your accuracy: at 0, only your Dex matters; at 10, Dex and Str have an equal influence. The number is increased by 1 for one-hand-and-a-half weapons while not wearing a shield. (#) This is the number of hands required for a Medium-sized character. 1.5 means that the weapon can be wielded with a shield, but with penalties (no auxiliary unarmed attacks, etc.) (#1) 2-handed for Tiny characters (Spriggans), +0.5 hand for Small characters (Halflings, Kobolds), 1-handed for Large characters (Ogres, Trolls). If the weapon becomes 2-handed for you, it adds 2 to the weight of Strength stat (up to 8). (#2) 1.5 hand for Tiny characters (Spriggans) (&) Includes magical staves. Ranged weapons ============== Here are the stats of all ranged weapons and their ammunitions: +--------------+--------------------+----------+---------+---------+------+-------+----------+---------------------------------------+ |Name |Ammunition |Damage(&) |Accuracy |Speed | Mass |Str(*) |Skill |Can't be used by | +--------------+--------------------+----------+---------+---------+------+-------+----------+---------------------------------------+ |Blowgun |Needle | 0 | 0 |100%(#1) | 2.0 | 0 |Darts | | |Sling |Stone, Sling bullet | 0 | 2 |110%(#1) | 2.0 | 1 |Slings | | |Hand crossbow |Dart | 3 | 3 |150%(#1) | 7.0 | 5 |Crossbows | | |Crossbow |Bolt | 5 | 5 |150%(#2) | 15.0 | 8 |Crossbows | | |Bow |Arrow | 3 | -2 |110%(#2) | 9.0 | 2 |Bows | | |Longbow |Arrow | 6 | -3 |120%(#2) | 12.0 | 3 |Bows |Halflings, Kobolds, Spriggans | +--------------+--------------------+----------+---------+---------+------+-------+----------+---------------------------------------+ (&) Base damage (before skill, enchantement, etc. are applied) is equal to the launcher's damage + 1d(missile damage), or directly (missile damage) for slings and blowguns. Slings and bow get a damage bonus for each Str point over 10. (*) Unlike melee weapons, Str gives the weight of your Strength stat in determining the speed of the weapon: at 0, only your Dex matters; at 10, only your Str matters. (#1) Shields "lightly" decrease your rate of fire (#2) Shields "strongly" decrease your rate of fire +-------------+--------+-----+-------------------------------------+ |Name |Damage |Mass |Chance of destruction upon impact(*) | +-------------+--------+-----+-------------------------------------+ |Needle | 4 | 0.1 | 17% (33% for curare-tiped) | |Stone | 4 | 0.2 | 25% | |Sling bullet | 6 | 0.4 | 25% | |Dart | 5 | 0.3 | 33% | |Arrow | 7 | 0.5 | 25% | |Bolt | 9 | 0.5 | 25% | +-------------+--------+-----+-------------------------------------+ (*) The chance of destruction is divided by 1 + enchantment for positively enchanted ammunitions. Thrown weapons ============== Here are the stats of all ammunitions and thrown weapons (M refers to the item's mass): +-------------+--------+-----------+-----+-------------------------------------+ |Name |Damage |Accuracy |Mass |Chance of destruction upon impact($) | +-------------+--------+-----------+-----+-------------------------------------+ |Club | 5 | -5 | 5.0 | 0% | |Dagger | 4 | 1 | 2.0 | 0% | |Hand axe | 7 | -5 | 8.0 | 0% | |Spear | 6 | -1 | 5.0 | 0% | |Stone | 4 | 0 | 0.2 | 25% | |Large rock | 20(&) | 1 |60.0 | 4% | |Throwing net | 0 | 1 | 3.0 | 0% | |Javelin | 80 | 1 | 8.0 | 10% | |Dart | 5 | 2 | 0.3 | 33% | |Other item |M/10(#) |Str - M(*) | M | 0% | +-------------+--------+-----------+-----+-------------------------------------+ (&) Only Ogres and Trolls can throw those efficiently. (#) If the item is a weapon, damage is the weapon's base damage minus 4 instead. (*) Capped at 0. ($) The chance of destruction is divided by 1 + enchantment for positively enchanted items. List of weapon egos ~~~~~~~~~~~~~~~~~~~ Weapon egos description ======================= * Vorpal The proper ego description depends on the item's nature (Crushing, Slicing, Stabbing, Slashing, Chopping, Piercing, Velocity), but the effect is the same. Damage done by the item is increased by up to 50% for melee weapons and by 30% for ranged weapons. * Flaming/Flame Melee weapon will do up to 50% more fire damage upon hitting. Hitting an hydra with a weapon of flaming will prevent heads to regrow. Ranged weapons will launch bolts of fire instead of its regular ammunition (unless the ammunition has the "Frost" ego), with the same accuracy and damage (unless against fire resistant or susceptible monsters). Fire resistance decrease damage to 50% (level 1), 20% (level 2), 0% (level 3, 10% for the player), fire vulnerability increase damage by 100% (50% for ranged attacks). * Freezing/Freeze Melee weapon will do up to 50% more cold damage upon hitting. Ranged weapons will launch bolts of cold instead of its regular ammunition (unless the ammunition has the "Flame" ego), with the same accuracy and damage (unless against cold resistant or susceptible monsters). Cold resistance decrease damage to 50% (level 1), 20% (level 2), 0% (level 3, 10% for the player), cold vulnerability increase damage by 100% (50% for ranged attacks). Cold-blooded creatures (draconians, lizards, dragons, frogs, snakes, fish) are slowed if they are hit by a bolt of cold. * Holy Wrath Damage done by the item is increased by up to 150% against undeads and demons. Using this weapon is frown upon by Yredelemnul. * Electricution Attacks have a 33% chance to do 1d15 + 9 more damage. This extra damage is nullified against creatures resistant to electricity and flying creatures (they are not grounded). * Draining Attacks have a 33% chance (100% against you) to do up to 50% more damage. If the defender has level 1 negative energy resistance, attacks have a 22% chance (67% against you) to do up to 33% more damage. If the defender has level 2 negative energy resistance, attacks have a 11% chance (33% against you) to do up to 25% more damage. If the defender has level 3 negative energy resistance, no additional effect. If the defender is a monster, there's 100 - 33% per level of negative energy resistance that it will lose 1d3+1 HP and max HP in addition to the main damage, and 20 - 7% per level of negative energy resistance that it will lose 1 hit dice. If the defender is the player, you'll lose 10% to 20% of the total experience required to go from you current experience level to the next level, reduced by 33% per negative energy resistance. Using this weapon is frown upon by "good" gods (Zin, The Shining One, Elyvilon). * Venom Attacks have a 75% chance to add 1 level of poisoning (2 if you're the victim) when they are successful, unless the target is poison resistant. Using this weapon is frown upon by The Shining One. * Vampiricism Attacks against non-demonic, non-undead, non-summoned creatures have a 20% chance to heal you by up to the total damage done and to feed you by 0-58 points. Using this weapon is frown upon by "good" gods (Zin, The Shining One, Elyvilon). * Pain Attacks have a 12.5% chance plus 12.5% per Necromancy skill level to add 1d(Necromancy skill) damage. Defenders with at least 1 level of negative energy resistance are immune to the additional effect. Using this weapon is frown upon by "good" gods (Zin, The Shining One, Elyvilon). * Distortion Attacks will do one of the following effects: +-------------------------+-------+----------------------------------------------+ |Distortion damage effect |Chance |Description | +-------------------------+-------+----------------------------------------------+ |Light damage | 33% |Damage increased by 1-7 | |Strong damage | 22% |Damage increased by 3-26 | |Blink | 15% |Defender blink | |Teleportation | 20% |Defender teleports (50% instant, 50% delayed) | |Banishment | 5% |Defender is banished to the Abyss | |None | 5% |No effect | +-------------------------+-------+----------------------------------------------+ Blink Frogs and Prince Ribbit are immune to the distortion effect and have instead a 20% chance to be healed 1-7 HP. Wielding the weapon has no special effect, but unwielding it is very dangerous: +-----------------------------+-------+-----------------------------------------------------------------------------+ |Distortion unwielding effect |Chance |Description | +-----------------------------+-------+-----------------------------------------------------------------------------+ |Flavour | 3% |No effect | |Light damage | 2% |4-12 damage | |Teleport1 | 1% |4-10 damage, you blink | |Vortex1 | 1% |A vortex is summoned | |Medium damage | 2% |9-31 damage | |Teleport2 | 1% |5-13 damage, you instantly teleport (33%) or blink and become confused (67%) | |Vortex2 | 1% |1d3 vortex are summoned | |Banishment | 23% |You are banished to the Abyss | |Strong damage | 23% |15-43 damage | |Teleport3 | 23% |9-25 damage, you instantly teleport and become confused | |Magic contamination | 23% |You gain 0-18 points of magic contamination | +-----------------------------+-------+-----------------------------------------------------------------------------+ * Protection Your AC is increased by 5 while you're wielding the weapon. * Speed Melee attacks take half as much time (rounded up). Ranged attacks take 67% as much time. * Returning When thrown, the weapon will return to your pack. The returning has a 100% chance to fail with no Throwing skill, 33% at level 1, 20% at level 2 and 1 chance over (4 + Throwing skill) at level >=3. It will always return if a monster was throwing it. * Reaching The attacker may perform a melee attack 2 tiles aways instead of immediately next to it (E'v'oke the weapon to use it - no training of Evocation here!). If you are the attacker and there's a monster in between the defender and you, you'll only successfully reach the defender with a 12.5% chance, plus 7.5% per weapon skill level. If this test fails, nothing happens. * Dragon Slaying Damage done by the item is increased by up to 150% against draconians, dragons, Serpents of Hell and their zombies. * Orc Slaying Damage done by the item is increased by up to 150% against orcs and their zombies. Ammunitions egos description ============================ * Flame When thrown or launched, the ammunition will be replaced by a bolt of fire (unless the launcher has the "Freeze" ego), with the same accuracy and damage (except against fire resistant/susceptible creatures). Fire resistance decrease damage to 50% (level 1), 20% (level 2), 0% (level 3, 10% for the player), fire vulnerability increase damage by 100% (50% for ranged attacks). * Frost When thrown or launched, the ammunition will be replaced by a bolt of cold (unless the launcher has the "Flame" ego), with the same accuracy and damage (except against cold resistant/susceptible creatures). Cold resistance decrease damage to 50% (level 1), 20% (level 2), 0% (level 3, 10% for the player), cold vulnerability increase damage by 100% (50% for ranged attacks). * Poison If the attacker is a monster, the ammunition has a 90% chance minus 3% per AC point of the defender to add 1d3 levels of poisoning to the victim (unless poison resistant). If you are the attacker, the ammunition has a 90% chance minus 3% per AC point of the defender to add 2 levels of poisoning to the victim (unless poison resistant). If this test fails, there's still a chance to add 1 level of poisoning if 1d(damage) > 1d(AC). Using these ammunitions is frown upon by The Shining One. * Curare-tipped If a creature is hit, it takes 2d6 (additional) damage, halved if it is poison resistant. It is then slowed for several turns. Undead creatures (including you), demons, plants, constructs and characters transformed into a Lich or a Statue are not affected. Using these ammunitions is frown upon by The Shining One. Acknowledgments ~~~~~~~~~~~~~~~ Thanks to garron for his corrections.