FrogComposband Throwing Guide

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Throwing - not normally a visible proficiency

For most characters, Throwing depends largely on your Archery skill, plus a short list of explicit throwing bonuses. In code terms, skill_tht is usually set from skills.thb, then any throwing-specific bonuses are added on top. Note that Skillmaster has a separate Throwing skill.

+100

Throwing Arm / Mighty Throw adds +100 to the throw multiplier before Strength scaling.

+100

Throwing (Th) property on an item adds another +100 multiplier and improves range.

+30+lvl

Ninja and Ninja Lawyer (without a shield) get the largest direct throwing skill boost.

How Throwing Starts for a Normal Character

The game first copies your archery-style ranged hit skill into the dedicated throwing stat, then applies any throwing-only bonuses afterward. That means a normal character with no special modifiers can think of throwing as “starting from Archery, then modified by a few exceptions.”

This is why the character sheet can feel clearer than the Proficiencies screen for throwing questions: the displayed ranged/archery stat is the baseline, while the extra throwing-only pieces are mostly hidden.

Throwing-Specific Bonuses by Source

Source Type Effect Notes
Ninja, Ninja Lawyer Class +30 + level to throwing skill Applies only in the classes' no-shield state.
Warlock, Giants pact Class +2 x level to throwing skill Passive bonus from the pact.
Weaponmaster, Clubs specialty Class +2 x level to throwing skill Only while using a qualifying specialty weapon setup.
Boit Race +25 to throwing skill Flat passive racial bonus.
Some Giants: Hru, Fire, Frost, Storm, Titan Race +2 x level to throwing skill Each of these Giant subraces are granted the same passive boost.
Throwing Arm mutation Mutation +100 throw multiplier Does not add direct hit skill; it boosts throw power instead.
Throwing item property Item +100 throw multiplier (+range) Also halves effective throw weight for range calculation.
Berserk Status -20 to throwing skill One of the few direct penalties that specifically targets throwing.

Throwing Arm Mutation

The mutation power appears as Throw Object and sets the internal mighty_throw state.

  • It increases the throw multiplier by +100.
  • That means stronger throws, usually better damage and range.
  • It does not directly raise throwing accuracy.

The Throwing Item Property

The item property shown as Th is one of the most important throw-specific equipment bonuses.

  • Adds +100 to throw multiplier.
  • Halves effective item weight for range calculation.
  • Works especially well on already-light weapons and on Ninja sword throws.

Skillmaster Throwing

Skillmaster is the major exception to the usual rule. It displays Throwing skill separately in its Ranged group, which no longer piggybacks on Archery in the same way it does for normal classes.

Throwing points Extra throw skill Base return rating Throw multiplier Energy cost
0+0151.00x100
1+12181.00x100
2+28211.50x90
3+48242.00x80
4+72273.00x60
5+100304.00x50

Returning Throws and Boomerang Effects

Source What it does Important detail
Samurai: Boomerang Throws current weapon and tries to return it Uses a base return chance of 24 + 1d5.
Weaponmaster: Throw Weapon Boomerang-style thrown weapon attack Uses 1.00 + 0.04 x level multiplier and 24 + 1d5 base return.
Daggermaster: Dagger Toss Thrown weapon attack with return behavior Flying Dagger Stance adds return chance and extra damage dice.
Skillmaster: Throw Weapon Return chance and multiplier scale with Throwing investment The table above is the exact progression.
Mjollnir / Aegis Fang Hardcoded as boomerang-capable throws They are treated as returning throws even without a separate throw power.

Ninja Throw Specials

Ninjas get a special thrown-weapon bonus that goes beyond the ordinary class bonus.

  • Applies to spikes.
  • Also applies to swords with the Throwing property.
  • In those cases, throw skill is doubled.
  • Damage also gets a large extra bonus that scales up to roughly +100 by level 50.

What Can Hurt Your Return or Catch Odds

  • Blindness
  • Hallucination
  • Confusion
  • Stun

These do not all reduce accuracy the same way, but they make it much harder to safely handle returning throws.

Notable Items and Generation Notes