m (Reverted edits by MarsupialCat (talk | block) to last version by 199.46.199.230) |
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− | [[File:2013-10-24-19-44-38.jpg|thumb|Found short sword in pile of bones. Found cursed.]] |
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+ | Weapons are the main source of damage along with battle wands. There are two categories of weapons: Melee weapons and Ranged weapons. |
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− | Weapons are your main source of damage. There are two categories of weapons; Melee weapons and Ranged weapons. The Melee weapons are rated on a tier system. When a [[Scroll of Upgrade]] is used on a weapon, the damage goes up and the strength requirement goes down. The tier, accuracy and delay values will remain the same. |
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+ | A weapon will become identified after 20 successful hits. |
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− | That bonus only happens: |
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− | * with [[missile weapon]]s for [[Huntress]], |
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− | * with [[melee weapon]]s for other [[class]]es. |
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+ | Melee weapons and the Boomerang can be upgraded and [[Enchantment|enchanted]]. |
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+ | For information on weapon generation, exact damage output and enchantment probabilities visit [[Game mechanics/Weapons]]. |
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+ | |||
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+ | The Melee weapons are rated on a tier system which determines how powerful the weapon is. |
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+ | |||
+ | When a [[Scroll of Upgrade]] is used on a weapon, the maximum damage goes up by its tier, the minimum damage goes up by one, the strength requirement goes down by one, but the tier, accuracy, and delay values remain the same. |
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+ | |||
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+ | |||
+ | As with armor, rings, melee-equipped wands, and the [[Boomerang]], melee weapons also [[Game mechanics/Degrading|degrade]] after extensive use, and will "break", once their durability bar turns fully red, making them perform as if they were at level 0 (the upgrade value will remain the same, however - e.g. +3 Sword → "Broken +3 Sword"). They will then need to be [[Game mechanics/Degrading#Countermeasures|repaired]] to be of effective use again. |
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+ | |||
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{{Overview melee|Short sword}} |
{{Overview melee|Short sword}} |
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− | ===Tier-2=== |
+ | === '''Tier-2''' === |
{{Overview melee|Quarterstaff}} |
{{Overview melee|Quarterstaff}} |
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{{Overview melee|Spear}} |
{{Overview melee|Spear}} |
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− | ===Tier-3=== |
+ | === '''Tier-3''' === |
{{Overview melee|Mace}} |
{{Overview melee|Mace}} |
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{{Overview melee|Sword}} |
{{Overview melee|Sword}} |
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− | ===Tier-4=== |
+ | === '''Tier-4''' === |
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{{Overview melee|Longsword}} |
{{Overview melee|Longsword}} |
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− | ===Tier-5=== |
+ | === '''Tier-5''' === |
{{Overview melee|War hammer}} |
{{Overview melee|War hammer}} |
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{{Overview melee|Glaive}} |
{{Overview melee|Glaive}} |
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− | === |
+ | === '''Other weapons''' === |
+ | {{Overview|Pickaxe}} |
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+ | {| class="article-table" border="1" |
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+ | ! Required [[strength]] |
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− | [[File:Vampiric.jpg|thumb|right|Vampiric War hammer]] |
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+ | ! Average hit |
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+ | ! Accuracy |
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+ | ! Delay |
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+ | |- |
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+ | | {{:Pickaxe/data||strength}} |
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+ | | {{Code|{{:Pickaxe/data||averageHit||{{#expr: floor({{:Pickaxe/data||minHit}} + ({{:Pickaxe/data||maxHit}}-{{:Pickaxe/data||minHit}})/2) }}}}}} |
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+ | | {{:Pickaxe/data||accuracy||1}} |
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+ | | {{:Pickaxe/data||delay||1}} |
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+ | |} |
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− | [[Enchantment]]s can be found on melee weapons. |
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+ | Missile weapons can be used to attack an enemy from afar or equiped in the weapon slot if the Hero is either [[Huntress]] or [[Rogue]]. All missile weapons except [[Boomerang]] cannot be upgraded nor enchanted, are stackable, and are destroyed upon hitting the enemy (if the attack misses, the weapon will just fall on the ground). |
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− | ==== Upgrading enchanted weapons ==== |
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+ | All missile weapons just like melee weapons have strength requirements. If Hero's strength is too low, missile weapons will be 1.2 times slower and 1.5 times less accurate for each missing strength point. Required strength is essentially 3 points higher for [[Warrior]] (affects only accuracy) and 2 points lower for [[Huntress]]. Therefore Warrior needs 20 points of strength use [[Tomahawk|Tomahawks]] normally, while for Huntress 15 points is enough. |
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− | When using a standard [[Scroll of Upgrade]] on a +N enchanted weapon, the weapon has a probability {{Code|1/N}} (1 if N=0) to keep its enchantment while becoming a +(N+1) weapon (still enchanted or not). |
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− | Consequently, using a standard [[Scroll of Upgrade]]: |
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− | * a +0 or a +1 enchanted weapon will never lose its enchantment, |
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− | * a +2 enchanted weapon has a 50{{pc}} probability to lose its enchantment when becoming a +3 weapon, |
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− | * a +3 enchanted weapon has a 66.66…{{pc}} probability to lose its enchantment when becoming a +4 weapon, |
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− | * etc. |
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− | In order to avoid this loss, use a [[Scroll of Weapon Upgrade]]. |
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− | If you are a [[Warrior]] still having your [[Short sword]], you can use the reforging trick described below. |
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+ | If the required strength is less than the Hero's, an additional damage uniformly distributed between <code>0</code> and <code>heroStrength-requiredStrength</code> is applied to the attack. This bonus only applies if the Hero class is [[Huntress]]. |
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− | ==== Reforging/disenchanting ==== |
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− | As a [[Warrior]] you can reforge your '''upgraded''' [[Short sword]] in order to upgrade (+1) another melee weapon (the Short sword will be destroyed). |
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− | 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). |
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− | |||
− | 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). |
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− | |||
− | 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. |
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− | |||
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{{Overview missile|Dart}} |
{{Overview missile|Dart}} |
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{{Overview missile|Incendiary dart}} |
{{Overview missile|Incendiary dart}} |
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{{Overview missile|Curare dart}} |
{{Overview missile|Curare dart}} |
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{{Overview missile|Javelin}} |
{{Overview missile|Javelin}} |
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+ | {{Overview missile|Tomahawk}} |
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{{Overview missile|Boomerang}} |
{{Overview missile|Boomerang}} |
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− | == Weapon |
+ | == Weapon Generation == |
+ | '''See''': |
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− | |||
+ | {{Main|Game mechanics/Weapons#Weapon Generation|Weapon Generation}} |
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− | Weapon generation follows three steps: |
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− | # two weapons are created, their type being randomly and independently selected from the table at [[Weapon/probabilities]], |
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− | # each weapon is randomized according to its type: |
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− | ## a melee weapon has its level randomized following the table at [[Weapon/random]], then acquires an enchantment with a {{Code|1/(level+10)}} probability, following the table at [[Enchantment/probabilities]], |
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− | ## a missile weapon has its quantity randomized, |
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− | # the weapon which required strength is closest to {{Code|10 + numberOfGeneratedPotionsOfStrength}} (theoretical [[Hero]] [[strength]], [[Detected bugs#Generation of armors and weapons for Warriors|except for Warriors]]) is selected and dropped on the floor (75{{pc}}), put in an [[unlocked chest]] (20{{pc}}) or hidden in [[skeletal remains]] (5{{pc}}). |
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+ | == Tips == |
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+ | * Equipping weapons that are too heavy will slow the Hero down, allowing enemies to strike more than once, and the Hero will likely miss most of the time.<br />However, as [[Marsupial rat]]s do little damage, melee-ing them can help identify a new weapon, at low risk, even if the Hero may often miss. |
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+ | * '''Farming''': |
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+ | ** You can slay [[Skeleton]]s; they drop all kinds of weapons.<br />A good drop can give you a high-tier upgraded weapon, but this is rare. |
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+ | ** If you need an [[Enchantment|enchanted]] weapon, you can find and slay an [[Animated statue]].<br />The statue will drop a pre-identified enchanted weapon. |
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+ | * [[Game mechanics/Degrading#Special Notes|Degradation]]: |
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+ | ** Weapons have a durability of 5 * (16 - level) if level is lesser than or equal to 14. |
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+ | *** If level is greater than or equal to 15, the durability will be 5. |
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+ | ** The [[Weightstone]], [[Scroll of Enchantment]], and [[Scroll of Upgrade]] can repair weapons. |
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+ | == History == |
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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. |
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+ | {{History |
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+ | | 0.2.2 | '''Changed''': Now, melee weapons do less damage without enhancement*, more with enhancement* (upgrades*) |
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− | [[Category:Items]] |
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+ | {{Green|'''ADDED'''}} Missile Weapons to the game |
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+ | | 0.5.2 | '''Changed''': Excessive strength doesn't grant bonus damage for Missile Weapons |
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+ | | 0.5.3 | '''Fixed''': Bug with throwing equipped Missile Weapons |
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+ | | 1.9.0 | {{Green|'''Added'''}}: Auto-targeting for missile weapons |
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+ | }} |
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⚫ |
Latest revision as of 18:16, 5 November 2021
Overview
Weapons are the main source of damage along with battle wands. There are two categories of weapons: Melee weapons and Ranged weapons.
A weapon will become identified after 20 successful hits.
Melee weapons and the Boomerang can be upgraded and enchanted.
For information on weapon generation, exact damage output and enchantment probabilities visit Game mechanics/Weapons.
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 maximum damage goes up by its tier, the minimum damage goes up by one, the strength requirement goes down by one, but the tier, accuracy, and delay values remain the same.
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. This bonus only applies if the Hero class is not Huntress.
As with armor, rings, melee-equipped wands, and the Boomerang, melee weapons also degrade after extensive use, and will "break", once their durability bar turns fully red, making them perform as if they were at level 0 (the upgrade value will remain the same, however - e.g. +3 Sword → "Broken +3 Sword"). They will then need to be repaired to be of effective use again.
Tier-1
Short sword
- Main article: Short sword
Short sword | ||
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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1 | 10 | 5 | 1 | 1 | Cannot be bought | 20 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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1 | 10 | 4 | 1.2 | 1 | Cannot be bought | 20 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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1 | 10 | 3 | 1 | 0.5 | Cannot be bought | 20 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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2 | 12 | 7 | 1 | 1 | 400 | 40 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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2 | 12 | 10 | 1 | 1.5 | 400 | 40 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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3 | 14 | 7 | 1 | 0.8 | 1200 | 80 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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3 | 14 | 9 | 1 | 1 | 1200 | 80 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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4 | 16 | 13 | 1 | 1 | 3200 | 160 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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4 | 16 | 11 | 1.2 | 1 | 3200 | 160 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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5 | 18 | 15 | 1.2 | 1 | 8000 | 320 |
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. |
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Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
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5 | 18 | 17 | 1 | 1 | 8000 | 320 |
Other weapons
Pickaxe
- Main article: 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 |
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14 | 7
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1 | 1 |
Missile weapons
Missile weapons can be used to attack an enemy from afar or equiped in the weapon slot if the Hero is either Huntress or Rogue. All missile weapons except Boomerang cannot be upgraded nor enchanted, are stackable, and are destroyed upon hitting the enemy (if the attack misses, the weapon will just fall on the ground).
All missile weapons just like melee weapons have strength requirements. If Hero's strength is too low, missile weapons will be 1.2 times slower and 1.5 times less accurate for each missing strength point. Required strength is essentially 3 points higher for Warrior (affects only accuracy) and 2 points lower for Huntress. Therefore Warrior needs 20 points of strength use Tomahawks normally, while for Huntress 15 points is enough.
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. This bonus only applies if the Hero class is Huntress.
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 |
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Required strength | Average damage | Accuracy | Delay | Sell price |
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10 | 2
|
1 | 1 | 2 |
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 |
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This weapon applies Burning debuff to the target.
Required strength | Average damage | Accuracy | Delay | Sell price |
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12 | 1
|
1 | 1 | 10 |
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 |
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Required strength | Average damage | Accuracy | Delay | Sell price |
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13 | 4
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1 | 0.5 | 15 |
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 |
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This weapon applies Paralyzed debuff to the target.
Required strength | Average damage | Accuracy | Delay | Sell price |
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14 | 2
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1 | 1 | 12 |
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 |
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This weapon applies Crippled debuff to the target.
Required strength | Average damage | Accuracy | Delay | Sell price |
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15 | 8
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1 | 1 | 15 |
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 |
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This weapon applies Bleeding debuff to the target.
Required strength | Average damage | Accuracy | Delay | Sell price |
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17 | 12
|
1 | 1 | 20 |
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 |
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Required strength | Average damage | Accuracy | Delay | Sell price |
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10 | 2.5+level×1.5 (integer part displayed)
|
1 | 1 | Cannot be sold |
Weapon Generation
See:
- Main article: Weapon Generation
Tips
- Equipping weapons that are too heavy will slow the Hero down, allowing enemies to strike more than once, and the Hero will likely miss most of the time.
However, as Marsupial rats do little damage, melee-ing them can help identify a new weapon, at low risk, even if the Hero may often miss. - Farming:
- You can slay Skeletons; they drop all kinds of weapons.
A good drop can give you a high-tier upgraded weapon, but this is rare. - If you need an enchanted weapon, you can find and slay an Animated statue.
The statue will drop a pre-identified enchanted weapon.
- You can slay Skeletons; they drop all kinds of weapons.
- Degradation:
- Weapons have a durability of 5 * (16 - level) if level is lesser than or equal to 14.
- If level is greater than or equal to 15, the durability will be 5.
- The Weightstone, Scroll of Enchantment, and Scroll of Upgrade can repair weapons.
- Weapons have a durability of 5 * (16 - level) if level is lesser than or equal to 14.
History
Update | Change |
---|---|
0.2.2 | Changed: Now, melee weapons do less damage without enhancement*, more with enhancement* (upgrades*)
ADDED Missile Weapons to the game |
0.5.2 | Changed: Excessive strength doesn't grant bonus damage for Missile Weapons |
0.5.3 | Fixed: Bug with throwing equipped Missile Weapons |
1.9.0 | Added: Auto-targeting for missile weapons |