This is a challenge run. Not because I am accepting a challenge or challenging you to do something similar. Rather, I am challenging conventional wisdom. Namely, that little bit of conventional wisdom that says, "Thrown Weaponry is useless." The argument usually goes something like this: Since Crossbows take Crossbow Damage and Bolt Damage and add them together, and the best Crossbow does 20 damage and the best bolts do ~12-15 damage without spell effects, while Thrown weapons do weapon damage (~10 for the best thrown weapons, without spell effects) plus , and increases incredibly slowly, it is impossible for Throwing to ever rival Crossbows in terms of damage. Let's not even start on evil chests. My counter argument goes something like this: Champions Belt Kilt Overclockworked Powerlimb Times Two Clockwork Gauntlets Total bonus to : +22 Without stats. Clockwork Bolt Thrower, eat your heart out. A quick analysis of monster resistances on Dredmorpedia suggests that thrown weapons are a better choice for the late game, as well. While there are a number of monsters with in the deeps, there are even more fearsome foes with incredibly high down there. Consider: Muscle Diggle: 8 Sea Crusader: 15 Mustache League Champion: 8 Stone Guardian: 10 Iron Man: 20 Aether Oddity: 20 Lutefisk Avatar: 20 Versus: Preserved Witch: 5 Nether Cube: 15 Stone Guardian: 10 Witch Head: 3 Cosbian Horror: 18 Iron Man: 10 Aether Oddity: 9 Red Lichess: 8 Pectinous Tesseract: 18 Screaming Skull: 3 Now I ask you, which of these lists has things on it that you would rather kill at long range, as opposed to in melee? Did I mention that Thrown Weaponry benefits from the effects of a critical hit, while v 1.0.10 Crossbows get no benefit from them what so ever? (EDIT: Apparently untrue, see Null's post below.) The only thing crossbows have going for them in the lower levels is the fact that they can come from Evil Chests, a possibility that is completely up to the RNG. I prefer to take a more proactive stance when building my characters (unless, of course, I'm playing random on purpose.) While crossbows probably do more as a secondary attack option for mages or melee fighters, if I'm building a dedicated ranged character I'd rather have throwing. Even if Evil Chest crossbows are way more badass than gobs of at range, they don't do me jack if the enemy gets close. At this point you're probably thinking, "But Lorr, how are you going to get all that melee enhancing gear and stay alive in the process?" I thought you'd never ask. I booted up the ol' clockwork soldier program and generated an adventurer to undertake this very project. Just as Hercules had his Stygian Stables, so will Ahnold have his Dungeon of Dredmor. I set loaded him up with the following skill modules: Unarmed Combat - This skill adds its bonus damage to both melee and ranged attacks so long as you're not wielding a weapon. Some say its a bug, but its been an issue for a long time. It could also be a reflection of the pinpoint accuracy wuxia fighters often show with thrown weaponry and, on rarer occasions, other ranged weapons. It could be meant as a balancing factor against the weapon skills. Whatever it is, it applies to both thrown and crossbows, so having it doesn't give me an advantage, beyond whatever bugginess it might represent. I really want to carry two tomes, so a weapon skill doesn't make much sense. And as I've already covered in another log, this skill has major defensive bonuses too. Thrown Weaponry - The reasons for this skill should be obvious. As a side note, Monster Toss, when combined with Unarmed Combat, gives me a lot of options for getting overly friendly mobs to take a few steps back into optimal thrown weaponry range. Piracy - Cannonballs in the face for everyone! Also gives me gems that I can sell and use to buy thrown weapons and crafting supplies from Brax and vending machines. Tinkering and Blacksmithing - Alchemy gives some decent thrown weaponry but the supplies for the thrown weapons from these skills are much more plentiful. Plus, with the exception of the Kilt, these two skills let me make my awesome melee boosting equipment. Tinkering also lets me get the awesome Bolas + Thermite Bombs combo. Blacksmithing makes me less of a girly man. Big Game Hunter - Conceivably, this could be Perception. The gear I'm wanting to make has tones of penalties attached to it, and I need something to ease that up a bit. Sure I get bonuses from those first two skills, but I want them to actually increase , rather than just bump it back towards 0. Big Game Hunter balances the penalties nicely and gives me tons of food and chump summons to help me escape a crowd. Clockwork Knights - It's like Butcher, except for crafting supplies. Also lets me build the Overclockworked Powerlimbs without having to drag around a pair of goggles. As an added bonus, I loaded up Interior Dredmorating. While this is an all-around excellent mod, for us it's particularly useful because the Skeet Shoot room seems to spawn almost every level and always has a Thrown Weaponry dispenser in it. I haven't played much with this build yet. Like the original, Ahnold spawned in the dungeon with no pants to wear. Worse, there was no-one to mug for clothes! At least I had armor and a Hakamichi. So far, not much has happened beyond extreme mini-maxing from the RNG. I got two of the mini-Brax stores from Dredmorating, side by side no less, which kind of hurt but at least each one had Dredmor's Little Black Book to help my damage numbers. Then I turn around and find a Cybercone, which I then give my First Kronging: Gonna be wearing that sucker for a long, long time. Cleared DL 1 without major incident and an inventory overflowing with crap. Managed to empty the softballs, improvised bombs and mosilov cocktails out of every dispenser I found. I have 334 softballs and no Bola recipe. I did find the Clockwork Powerlimb recipe, and I even have the supplies to make one! As soon as I get the skill... On DL 2 I immediately established a place to pile all the crafting stuff I don't have the skill to use yet, and started poking around. I poked into a fountain and what do I find? This doesn't bode well for the rest of the floor. More to follow! EDIT: All "~" are actually tildes (the approximate sign.) I forgot that the forums change them to look like long dashes.