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(Transferred "Upgrading enchanted weapons" section from here to Enchantments page.)
(Transferred Reforge/Disenchant Process from here to their respective pages (Short Sword & Wand of Magic Missile); included Weapon Probability table)
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{{Overview missile|Tomahawk}}
 
{{Overview missile|Tomahawk}}
 
{{Overview missile|Boomerang}}
 
{{Overview missile|Boomerang}}
 
== '''Reforging/Disenchanting''' ==
 
 
[[File:2013-10-24-19-44-38.jpg|thumb|Found [[Short sword|Short Sword]] in [[Hero's remains|Hero's Remains]]; found [[Curse|cursed]].]]
 
 
As a [[Warrior]], you can reforge your '''upgraded''' [[Short sword]] in order to upgrade (+1) another melee weapon (the Short sword will be destroyed). If any of the other classes obtain a short sword through a [[hero's remains]], then they too will be able to reforge the sword.
 
You can safely upgrade an enchanted weapon by reforging an upgraded Short sword, the enchantment cannot be lost during that upgrade (but, in contrary to a [[Scroll of Weapon Upgrade]], a new enchantment won’t be added to a non-enchanted weapon).
 
 
As a [[Mage]], you can disenchant your '''upgraded''' [[Wand of Magic Missile]] in order to upgrade (+1) another wand (the Wand of Magic Missile will be destroyed). Like the short sword reforging, the other classes can disenchant the wand of magic missile if they are transferred through Hero's remains.
 
 
If you plan to later reforge/disenchant your Short sword/Wand of Magic Missile, do not upgrade it above +1, as the melee weapon/wand you upgrade this way will only gain +1, and the additional levels of upgrade will be wasted.
 
   
 
== Weapon generation ==
 
== Weapon generation ==
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* In [[flooded vault]]s and [[Room of traps|rooms of traps]], the generation is more complicated, as it involves [[armor]] [[Armor#Armor generation|generation]] too.
 
* In [[flooded vault]]s and [[Room of traps|rooms of traps]], the generation is more complicated, as it involves [[armor]] [[Armor#Armor generation|generation]] too.
  +
{{/probabilities}}
 
[[Category:Weapons| ]]
 
[[Category:Weapons| ]]

Revision as of 20:12, May 6, 2014

Overview

Weapons are your main source of damage. There are two categories of weapons; Melee weapons and Ranged weapons.

If the required strength is less than the hero's, an additional damage uniformly distributed between 0 and heroStrength-requiredStrength is applied to the attack. That bonus only happens:

A weapon will become identified after 20 successful hits.

Melee weapons

The Melee weapons are rated on a tier system which determines how powerful the weapon is. When a Scroll of Upgrade is used on a weapon, the damage goes up and the strength requirement goes down, but the tier, accuracy and delay values will remain the same.

Tier-1

Short sword

Main article: Short sword

Shortsword It is indeed quite short, just a few inches longer,[sic] than a dagger.

This Short sword is tier-1 melee weapon. Its typical average damage is 5 points per hit; and it usually requires 10 points of strength.

Tier Base strength Accuracy Delay
1 10 1 1

Dagger

Main article: Dagger

Dagger A simple iron dagger with a well worn wooden handle.

This Dagger is tier-1 melee weapon. Its typical average damage is 4 points per hit; and it usually requires 10 points of strength. This is a rather accurate weapon.

Tier Base strength Accuracy Delay
1 10 1.2 1

Knuckleduster

Main article: Knuckleduster

Knuckleduster A piece of iron shaped to fit around the knuckles.

This Knuckleduster is tier-1 melee weapon. Its typical average damage is 3 points per hit; and it usually requires 10 points of strength. This is a rather fast weapon.

Tier Base strength Accuracy Delay
1 10 1 0.5

Tier-2

Quarterstaff

Main article: Quarterstaff

Quarterstaff A staff of hardwood, its ends are shod with iron.

This Quarterstaff is tier-2 melee weapon. Its typical average damage is 7 points per hit; and it usually requires 12 points of strength.

Tier Base strength Accuracy Delay
2 12 1 1

Spear

Main article: Spear

Spear A slender wooden rod tipped with sharpened iron.

This Spear is tier-2 melee weapon. Its typical average damage is 10 points per hit; and it usually requires 12 points of strength. This is a rather slow weapon.

Tier Base strength Accuracy Delay
2 12 1 1.5

Tier-3

Mace

Main article: Mace

Mace The iron head of this weapon inflicts substantial damage.

This Mace is tier-3 melee weapon. Its typical average damage is 7 points per hit; and it usually requires 14 points of strength. This is a rather fast weapon.

Tier Base strength Accuracy Delay
3 14 1 0.8

Sword

Main article: Sword

Sword The razor-sharp length of steel blade shines reassuringly.

This Sword is tier-3 melee weapon. Its typical average damage is 9 points per hit; and it usually requires 14 points of strength.

Tier Base strength Accuracy Delay
3 14 1 1

Tier-4

Longsword

Main article: Longsword

Longsword This towering blade inflicts heavy damage by investing its heft into every cut.

This Longsword is tier-4 melee weapon. Its typical average damage is 13 points per hit; and it usually requires 16 points of strength.

Tier Base strength Accuracy Delay
4 16 1 1

Battle axe

Main article: Battle axe

Battle axe The enormous steel head of this battle axe puts considerable heft behind each stroke.

This Battle axe is tier-4 melee weapon. Its typical average damage is 11 points per hit; and it usually requires 16 points of strength. This is a rather accurate weapon.

Tier Base strength Accuracy Delay
4 16 1.2 1

Tier-5

War hammer

Main article: War hammer

War hammer Few creatures can withstand the crushing blow of this towering mass of lead and steel, but only the strongest of adventurers can use it effectively.

This War hammer is tier-5 melee weapon. Its typical average damage is 15 points per hit; and it usually requires 18 points of strength. This is a rather accurate weapon.

Tier Base strength Accuracy Delay
5 18 1.2 1

Glaive

Main article: Glaive

Glaive A polearm consisting of a sword blade on the end of a pole.

This Glaive is tier-5 melee weapon. Its typical average damage is 17 points per hit; and it usually requires 18 points of strength.

Tier Base strength Accuracy Delay
5 18 1 1

Other weapons

Pickaxe

Main article: Pickaxe
Pickaxe
Pickaxe
This is a large and sturdy tool for breaking rocks. Probably it can be used as a weapon.
Required strength Average hit Accuracy Delay
14 7 1 1

Missile weapons

Missile weapons can be used to attack an enemy from afar. They cannot be upgraded or enchanted (with the exception of the boomerang).

Dart

Main article: Dart

Dart These simple metal spikes are weighted to fly true and sting their prey with a flick of the wrist.

Average damage of this weapon equals to 2 points per hit.

Required strength Average hit Accuracy Delay
10 2 1 1

Incendiary dart

Main article: Incendiary dart

Incendiary dart The spike on each of these darts is designed to pin it to its target while the unstable compounds strapped to its length burst into brilliant flames.

Average damage of this weapon equals to 1 points per hit.

Required strength Average hit Accuracy Delay
12 1 1 1

Shuriken

Main article: Shuriken

Shuriken Star-shaped pieces of metal with razor-sharp blades do significant damage when they hit a target. They can be thrown at very high rate.

Average damage of this weapon equals to 4 points per hit.

Required strength Average hit Accuracy Delay
13 4 1 0.5

Curare dart

Main article: Curare dart

Curare dart These little evil darts don't do much damage but they can paralyze the target leaving it helpless and motionless for some time.

Average damage of this weapon equals to 2 points per hit.

Required strength Average hit Accuracy Delay
14 2 1 1

Javelin

Main article: Javelin

Javelin This length of metal is weighted to keep the spike at its tip foremost as it sails through the air.

Average damage of this weapon equals to 8 points per hit.

Required strength Average hit Accuracy Delay
15 8 1 1

Tomahawk

Main article: Tomahawk

Tomahawk This throwing axe is not that heavy, but it still requires significant strength to be used effectively.

Average damage of this weapon equals to 12 points per hit.

Required strength Average hit Accuracy Delay
17 12 1 1

Boomerang

Main article: Boomerang

Boomerang Thrown to the enemy[sic] this flat[sic] curved wooden missile will return to the hands of its thrower[sic]

Average damage of this weapon equals to 2.5+level×1.5 (integer part displayed) points per hit.

Required strength Average hit Accuracy Delay
10 2.5+level×1.5 (integer part displayed) 1 1

Weapon generation

Weapon generation follows three steps:

  1. two weapons are created, their type being randomly and independently selected from the table at Weapon/probabilities,
  2. each weapon is randomized according to its type:
    1. a melee weapon has its level randomized following the table at Weapon/random, then acquires an enchantment with a 1/(level+10) probability, following the table at Enchantment/probabilities,
    2. a missile weapon has its quantity randomized,
  3. the weapon which required strength is closest to 10 + numberOfGeneratedPotionsOfStrength (theoretical Hero strength, except for Warriors) is selected and dropped on the floor (75 %), put in an unlocked chest (20 %) or hidden in skeletal remains (5 %).
Weapon Probability
Dagger 1/15 6.67 %
Knuckleduster 1/15 6.67 %
Quarterstaff 1/15 6.67 %
Spear 1/15 6.67 %
Mace 1/15 6.67 %
Sword 1/15 6.67 %
Longsword 1/15 6.67 %
Battle axe 1/15 6.67 %
War hammer 1/15 6.67 %
Glaive 1/15 6.67 %
Short sword 0 0 %
Dart 0 0 %
Javelin 1/15 6.67 %
Incendiary dart 1/15 6.67 %
Curare dart 1/15 6.67 %
Shuriken 1/15 6.67 %
Boomerang 0 0 %
Tomahawk 1/15 6.67 %
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