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* a +0 or a +1 enchanted weapon will never lose its enchantment, |
* 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, |
* 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 |
+ | * a +3 enchanted weapon has a 66.66…{{pc}} probability to lose its enchantment when becoming a +4 weapon, |
* etc. |
* etc. |
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In order to avoid this loss, use a [[Scroll of Weapon Upgrade]]. |
In order to avoid this loss, use a [[Scroll of Weapon Upgrade]]. |
Revision as of 08:59, 19 March 2014
Overview
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.
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:
- with missile weapons for Huntress,
- with melee weapons for other classes.
A weapon will become identified after 20 successful hits.
Melee weapons
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
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. |
||
Tier | Base strength | Base damage | Accuracy | Delay | Buy price | Sell price |
---|---|---|---|---|---|---|
5 | 18 | 17 | 1 | 1 | 8000 | 320 |
Enchanted weapons
Enchantments can be found on melee weapons.
Upgrading enchanted weapons
When using a standard Scroll of Upgrade on a +N enchanted weapon, the weapon has a probability 1/N
(1 if N=0) to keep its enchantment while becoming a +(N+1) weapon (still enchanted or not).
Consequently, using a standard Scroll of Upgrade:
- a +0 or a +1 enchanted weapon will never lose its enchantment,
- a +2 enchanted weapon has a 50 % probability to lose its enchantment when becoming a +3 weapon,
- a +3 enchanted weapon has a 66.66… % probability to lose its enchantment when becoming a +4 weapon,
- etc.
In order to avoid this loss, use a Scroll of Weapon Upgrade. If you are a Warrior still having your Short sword, you can use the reforging trick described below.
Reforging/disenchanting
As a Warrior you can reforge your upgraded Short sword in order to upgrade (+1) another melee weapon (the Short sword will be destroyed). 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).
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.
Missile weapons
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 |
||
Required strength | Average damage | Accuracy | Delay | Sell price |
---|---|---|---|---|
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 |
||
This weapon applies Burning debuff to the target.
Required strength | Average damage | Accuracy | Delay | Sell price |
---|---|---|---|---|
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 |
||
Required strength | Average damage | Accuracy | Delay | Sell price |
---|---|---|---|---|
13 | 4
|
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 |
||
This weapon applies Paralyzed debuff to the target.
Required strength | Average damage | Accuracy | Delay | Sell price |
---|---|---|---|---|
14 | 2
|
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 |
||
This weapon applies Crippled debuff to the target.
Required strength | Average damage | Accuracy | Delay | Sell price |
---|---|---|---|---|
15 | 8
|
1 | 1 | 15 |
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 |
||
Required strength | Average damage | Accuracy | Delay | Sell price |
---|---|---|---|---|
10 | 2.5+level×1.5 (integer part displayed)
|
1 | 1 | Cannot be sold |
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 |
||
This weapon applies Bleeding debuff to the target.
Required strength | Average damage | Accuracy | Delay | Sell price |
---|---|---|---|---|
17 | 12
|
1 | 1 | 20 |
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 |
---|---|---|---|
14 | 7
|
1 | 1 |
Weapon generation
Weapon generation follows three steps:
- two weapons are created, their type being randomly and independently selected from the table at Weapon/probabilities,
- each weapon is randomized according to its type:
- 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, - a missile weapon has its quantity randomized,
- a melee weapon has its level randomized following the table at Weapon/random, then acquires an enchantment with a
- 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 %).
- In flooded vaults and rooms of traps, the generation is more complicated, as it involves armor generation too.