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+ | {{Quality|Exceptional|21:11, 29 April 2013 (UTC)}} | ||
{{av}} | {{av}} | ||
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].'' | :''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].'' | ||
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− | + | A '''weapon''' in the sense described on this page is any object specifically designed to be wielded in the pursuit of bodily harm to others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords). | |
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== Basics == | == Basics == | ||
=== Native vs. foreign === | === Native vs. foreign === | ||
− | + | Weapons can be split in two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with. It is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons they tend to be expensive as trade goods. They may be worth using when they are product of a [[strange mood]] (see strange moods, below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them. | |
=== Types of weapons === | === Types of weapons === | ||
{{main|Attack types}} | {{main|Attack types}} | ||
− | + | From another point of view there are four categories: slashing, piercing, crushing, and ranged. | |
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− | + | Slashing weapons, like [[short sword]]s and [[battle axe]]s, work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. | |
− | + | Piercing weapons, like [[spear]]s and [[pick]]s, work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, giving their wielder further leverage on the target. | |
− | + | Crushing weapons, like [[war hammer]]s and [[mace]]s, work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. These weapons are slow to kill their targets - dwarves have a habit of breaking every bone in their opponent's body before finally landing a fatal head strike and moving on to the next target - but are the most effective weapons against large and heavily armored foes, and possibly against the [[undead]] as well. | |
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− | + | Ranged weapons - [[crossbow]]s, [[bow]]s, and [[blowgun]]s - are effectively piercing weapons which work at a distance. When used in melee combat as a bludgeon, crossbows produce blunt weapon damage instead. Bows used in melee are treated like extremely weak swords. | |
− | + | There exists one more kind of weapon: the so-called training weapon. Training weapons are all wooden, and are all made at the [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They do little blunt impact damage, due to the poor [[material science|material properties]] of wood. Their primary purpose in fortress mode is to allow your dwarves to train before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]]. | |
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− | + | === Types of targets === | |
+ | One can divide the types of foes you will meet into three categories. The first is organic and unarmored (or poorly armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), [[semi-megabeast]]s and [[megabeast]]s besides the [[bronze colossus]]. Weapons that deal slashing damage work best and quickest against these types of enemies, severing whole body parts and leaving them severely incapacitated. | ||
− | + | The second is organic and armored enemies, like [[ambush]]ers and [[siege]]rs. The way [[armor]] works, slashing blows that are countered by a piece of armor are converted into generally less effective blunt damage; the best damage against these kinds of enemies are piercing weapons, which punch through armor and damage their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower. | |
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− | + | The third and most dangerous types of enemies are inorganic enemies (or ones that [[Giant cave spider|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, and depending on the material they are made of, may be very difficult to slash at (although a forgotten beast made of, for instance, mud is laughably easy to kill). Against these enemies, crushing weapons are the best, because they can chip at their foes until they collapse from cumulative damage. | |
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=== Weapon skill === | === Weapon skill === | ||
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Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be. | Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be. | ||
− | Once a dwarf has reached "Great" skill in a certain weapon, they become | + | Once a dwarf has reached "Great" skill in a certain weapon, they become weapon lords for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shieldless, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]]. |
=== Attachment === | === Attachment === | ||
− | A dwarf that has used a particular weapon for a long time will grow | + | A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼Steel Mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view. |
− | In addition, dwarves that reach a certain number or level of kills | + | In addition, dwarves that reach a certain number or level of kills or train long enough with a weapon will name it. This prompts a major announcement. The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them. Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. |
+ | |||
+ | Dwarves may also become attached to shields and name them in the same way. | ||
=== Quality and strange moods === | === Quality and strange moods === | ||
− | The | + | The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]]. |
+ | {{v0.31:Item quality/Table}} | ||
− | + | Weaponsmithing is a moodable profession, which means that you can get [[artifact]] weapons. This is a bit of a mixed bag: although a legendary [[armorsmith]] would be more useful, it's certainly better than a legendary [[tanner]]. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[rainbow trout]] [[bone]] spear is impossible, but a moody dwarf can create one with a single trout bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. | |
− | + | Dwarves in strange moods are not held to producing native weapons, and in fact often don't, as the number of foreign weapons outnumbers the natives. In the case where they create a valuable and battle-worthy foreign weapon (like a steel two-handed sword), it's worth it to manually go through your dwarves to find someone who can best utilize it, and assign it to him. See the caveats of foreign weapons however, discussed below. | |
=== Weapons as tools === | === Weapons as tools === | ||
− | [[Hunter]]s use crossbows, [[ | + | [[Hunter]]s use crossbows, [[Wood cutter]]s use [[battle axe]]s (or wooden training axes), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that. |
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting. | Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting. | ||
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=== Secondary weapons === | === Secondary weapons === | ||
− | Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword | + | Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly. |
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== Weapons == | == Weapons == | ||
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{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
! Type | ! Type | ||
− | |||
! Size | ! Size | ||
! Attack | ! Attack | ||
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! Velocity | ! Velocity | ||
! Skill Used | ! Skill Used | ||
− | ! Hands | + | ! Hands Used |
! [[Weaponsmith|Metal]] | ! [[Weaponsmith|Metal]] | ||
! [[Bowyer|Wood]] | ! [[Bowyer|Wood]] | ||
Line 201: | Line 83: | ||
|- valign="top" | |- valign="top" | ||
|rowspan="3"| [[battle axe|Battle Axe]] | |rowspan="3"| [[battle axe|Battle Axe]] | ||
− | |||
|rowspan="3"| 800 | |rowspan="3"| 800 | ||
− | | Hack || Edge || 40000 || 6000 || 1. | + | | Hack || Edge || 40000 || 6000 || 1.25x |
|rowspan="3"| Axe | |rowspan="3"| Axe | ||
− | |rowspan="3"| | + | |rowspan="3"| Singlegrasp |
|rowspan="3"| Yes | |rowspan="3"| Yes | ||
|rowspan="3"| No | |rowspan="3"| No | ||
Line 211: | Line 92: | ||
|rowspan="3"| No | |rowspan="3"| No | ||
|- | |- | ||
− | | Flat slap || Blunt || 40000 || (6000) || 1. | + | | Flat slap || Blunt || 40000 || (6000) || 1.25x |
|- | |- | ||
− | | Pommel strike || Blunt || 100 || (1000) || 1. | + | | Pommel strike || Blunt || 100 || (1000) || 1.0x |
|- | |- | ||
| [[Crossbow]] (Melee) | | [[Crossbow]] (Melee) | ||
− | |||
| 400 | | 400 | ||
− | | Bash || Blunt || 10000 || (4000) || 1. | + | | Bash || Blunt || 10000 || (4000) || 1.25x |
| Hammer | | Hammer | ||
− | | | + | | Singlegrasp? |
| Yes | | Yes | ||
| Yes | | Yes | ||
Line 227: | Line 107: | ||
|- | |- | ||
| [[Mace]] | | [[Mace]] | ||
− | |||
| 800 | | 800 | ||
− | | Bash || Blunt || 20 || (200) || 2. | + | | Bash || Blunt || 20 || (200) || 2.0x |
| Mace | | Mace | ||
− | | | + | | Singlegrasp |
| Yes | | Yes | ||
| No | | No | ||
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|- | |- | ||
| [[Pick]] (foreign) | | [[Pick]] (foreign) | ||
− | |||
| 500 | | 500 | ||
− | | Strike || Edge || 100 || 4000 || 2. | + | | Strike || Edge || 100 || 4000 || 2.0x |
| Mining | | Mining | ||
− | | | + | | Singlegrasp |
| Yes | | Yes | ||
| No | | No | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="4"| [[short sword|Short Sword]] | |rowspan="4"| [[short sword|Short Sword]] | ||
− | |||
|rowspan="4"| 300 | |rowspan="4"| 300 | ||
− | | Slash || Edge || 20000 || 4000 || 1. | + | | Slash || Edge || 20000 || 4000 || 1.25x |
− | |rowspan="4"| Sword | + | |rowspan="4"| [[Sword]] |
− | |rowspan="4"| | + | |rowspan="4"| Singlegrasp |
|rowspan="4"| Yes | |rowspan="4"| Yes | ||
|rowspan="4"| No | |rowspan="4"| No | ||
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|rowspan="4"| Yes | |rowspan="4"| Yes | ||
|- | |- | ||
− | | Stab || Edge || 50 || 2000 || 1. | + | | Stab || Edge || 50 || 2000 || 1.0x |
|- | |- | ||
− | | Flat slap || Blunt || 20000 || (4000) || 1. | + | | Flat slap || Blunt || 20000 || (4000) || 1.25x |
|- | |- | ||
− | | Pommel strike || Blunt || 100 || (1000) || 1. | + | | Pommel strike || Blunt || 100 || (1000) || 1.0x |
|- valign="top" | |- valign="top" | ||
|rowspan="2"| [[Spear]] | |rowspan="2"| [[Spear]] | ||
− | |||
|rowspan="2"| 400 | |rowspan="2"| 400 | ||
− | | Stab || Edge || 20 || 10000 || 1. | + | | Stab || Edge || 20 || 10000 || 1.0x |
|rowspan="2"| Spear | |rowspan="2"| Spear | ||
− | |rowspan="2"| | + | |rowspan="2"| Singlegrasp |
|rowspan="2"| Yes | |rowspan="2"| Yes | ||
|rowspan="2"| No | |rowspan="2"| No | ||
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|rowspan="2"| No | |rowspan="2"| No | ||
|- | |- | ||
− | | Shaft bash || Blunt || 10000 || (6000) || 1. | + | | Shaft bash || Blunt || 10000 || (6000) || 1.25x |
|- | |- | ||
| [[war hammer|War Hammer]] | | [[war hammer|War Hammer]] | ||
− | |||
| 400 | | 400 | ||
− | | Bash || Blunt || 10 || (200) || 2. | + | | Bash || Blunt || 10 || (200) || 2.0x |
| Hammer | | Hammer | ||
− | | | + | | Singlegrasp |
| Yes | | Yes | ||
| No | | No | ||
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|} | |} | ||
− | Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native. | + | Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native. |
=== Details === | === Details === | ||
− | *If you find your dwarves wearing more than one weapon | + | *If you find your dwarves wearing more than one weapon -- or any unwanted [[armor]], for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. |
− | * Using weapons is much more effective than unarmed combat | + | * Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. |
+ | ** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research. | ||
* The size for a weapon is its volume in cm<sup>3</sup>. | * The size for a weapon is its volume in cm<sup>3</sup>. | ||
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers. | * Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers. | ||
− | * The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks | + | * The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks. |
− | * The velocity is | + | * The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword). |
− | * Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a | + | * Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith. |
− | * Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform | + | * Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform or on the individual equip screen if you wish to utilize them as weapons. |
=== Training weapons === | === Training weapons === | ||
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|- | |- | ||
! Type | ! Type | ||
− | |||
! Size | ! Size | ||
! Attack | ! Attack | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="3"| Training Axe | |rowspan="3"| Training Axe | ||
− | |||
|rowspan="3"| 800 | |rowspan="3"| 800 | ||
− | | Hack || Blunt || 30000 || (6000) || 1. | + | | Hack || Blunt || 30000 || (6000) || 1.25x |
|rowspan="3"| Axe | |rowspan="3"| Axe | ||
|- | |- | ||
− | | Flat slap || Blunt || 30000 || (6000) || 1. | + | | Flat slap || Blunt || 30000 || (6000) || 1.25x |
|- | |- | ||
− | | Pommel strike || Blunt || 100 || (1000) || 1. | + | | Pommel strike || Blunt || 100 || (1000) || 1.0x |
|- valign="top" | |- valign="top" | ||
|rowspan="4"| Training Sword | |rowspan="4"| Training Sword | ||
− | |||
|rowspan="4"| 300 | |rowspan="4"| 300 | ||
− | | Slash || Blunt || 20000 || (4000) || 1. | + | | Slash || Blunt || 20000 || (4000) || 1.25x |
|rowspan="4"| Sword | |rowspan="4"| Sword | ||
|- | |- | ||
− | | Stab || Blunt || 50 || (2000) || 1. | + | | Stab || Blunt || 50 || (2000) || 1.0x |
|- | |- | ||
− | | Flat slap || Blunt || 20000 || (4000) || 1. | + | | Flat slap || Blunt || 20000 || (4000) || 1.25x |
|- | |- | ||
− | | Pommel strike || Blunt || 100 || (1000) || 1. | + | | Pommel strike || Blunt || 100 || (1000) || 1.0x |
|- valign="top" | |- valign="top" | ||
|rowspan="2"| Training Spear | |rowspan="2"| Training Spear | ||
− | |||
|rowspan="2"| 400 | |rowspan="2"| 400 | ||
− | | Stab || Blunt || 200 || (10000) || 1. | + | | Stab || Blunt || 200 || (10000) || 1.0x |
|rowspan="2"| Spear | |rowspan="2"| Spear | ||
|- | |- | ||
− | | Shaft bash || Blunt || 10000 || (6000) || 1. | + | | Shaft bash || Blunt || 10000 || (6000) || 1.25x |
|} | |} | ||
=== Foreign weapons === | === Foreign weapons === | ||
− | Using any | + | Using any multigrasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit. Do not equip two-handed swords with a shield, for instance. |
− | In | + | In Adventurer Mode, however, it is possible to wield a two-handed sword, or any multigrasp weapon in one hand, without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multigrasp weapon. For example, if you create a Human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multigrasp weapon (and will be forced to, much like you are forced to single-hand any singlegrasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a singlegrasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier. |
{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
|- | |- | ||
! Type | ! Type | ||
− | |||
! Size | ! Size | ||
! Attack | ! Attack | ||
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! Skill Used | ! Skill Used | ||
! Used by | ! Used by | ||
− | ! Hands Used | + | ! Hands Used |
|- valign="top" | |- valign="top" | ||
− | |rowspan="4"| [[ | + | |rowspan="4"| [[two-handed sword|2H Sword]] |
− | | | ||
|rowspan="4"| 900 | |rowspan="4"| 900 | ||
− | | Slash || Edge || 100000 || 8000 || 1. | + | | Slash || Edge || 100000 || 8000 || 1.25x |
|rowspan="4"| Sword | |rowspan="4"| Sword | ||
|rowspan="4"| [[Goblin]], [[Human]] | |rowspan="4"| [[Goblin]], [[Human]] | ||
− | |rowspan="4"| | + | |rowspan="4"| Multigrasp |
|- | |- | ||
− | | Stab || Edge || 50 || 4000 || 1. | + | | Stab || Edge || 50 || 4000 || 1.0x |
|- | |- | ||
− | | Flat slap || Blunt || 100000 || (8000) || 1. | + | | Flat slap || Blunt || 100000 || (8000) || 1.25x |
|- | |- | ||
− | | Pommel strike || Blunt || 100 || (1000) || 1. | + | | Pommel strike || Blunt || 100 || (1000) || 1.0x |
|- valign="top" | |- valign="top" | ||
| [[Blowgun]] (Melee) | | [[Blowgun]] (Melee) | ||
− | |||
| 150 | | 150 | ||
− | | Bash || Blunt || 10000 || (4000) || 1. | + | | Bash || Blunt || 10000 || (4000) || 1.25x |
| Sword | | Sword | ||
− | | Subterranean | + | | Subterranean animal peoples |
− | | | + | | Singlegrasp? |
|- valign="top" | |- valign="top" | ||
| [[Bow]] (Melee) | | [[Bow]] (Melee) | ||
− | |||
| 300 | | 300 | ||
− | | Bash || Blunt || 10000 || (4000) || 1. | + | | Bash || Blunt || 10000 || (4000) || 1.25x |
| Sword | | Sword | ||
− | | [[Elf]], | + | | [[Elf]], Goblin, Human, [[Kobold]] |
− | | | + | | Singlegrasp? |
|- valign="top" | |- valign="top" | ||
| [[Flail]] | | [[Flail]] | ||
− | |||
| 500 | | 500 | ||
− | | Bash || Blunt || 200 || (4000) || 2. | + | | Bash || Blunt || 200 || (4000) || 2.5x |
| Mace | | Mace | ||
− | | | + | | Goblin, Human |
− | | | + | | Singlegrasp |
|- valign="top" | |- valign="top" | ||
|rowspan="3"| [[great axe|Great Axe]] | |rowspan="3"| [[great axe|Great Axe]] | ||
− | |||
|rowspan="3"| 1300 | |rowspan="3"| 1300 | ||
− | | Hack || Edge || 60000 || 8000 || 1. | + | | Hack || Edge || 60000 || 8000 || 1.25x |
|rowspan="3"| Axe | |rowspan="3"| Axe | ||
− | |rowspan="3"| | + | |rowspan="3"| Goblin, Human |
− | |rowspan="3"| | + | |rowspan="3"| Multigrasp |
|- | |- | ||
− | | Flat slap || Blunt || 60000 || (8000) || 1. | + | | Flat slap || Blunt || 60000 || (8000) || 1.25x |
|- | |- | ||
− | | Pommel strike || Blunt || 100 || (1000) || 1. | + | | Pommel strike || Blunt || 100 || (1000) || 1.0x |
|- valign="top" | |- valign="top" | ||
|rowspan="3"| [[Halberd]] | |rowspan="3"| [[Halberd]] | ||
− | |||
|rowspan="3"| 1200 | |rowspan="3"| 1200 | ||
− | | Slash || Edge || 20000 || 8000 || 1. | + | | Slash || Edge || 20000 || 8000 || 1.25x |
|rowspan="3"| Axe | |rowspan="3"| Axe | ||
− | |rowspan="3"| | + | |rowspan="3"| Goblin, Human |
− | |rowspan="3"| | + | |rowspan="3"| Multigrasp |
|- | |- | ||
− | | Stab || Edge || 50 || 2000 || 1. | + | | Stab || Edge || 50 || 2000 || 1.0x |
|- | |- | ||
− | | Shaft bash || Blunt || 20000 || (6000) || 1. | + | | Shaft bash || Blunt || 20000 || (6000) || 1.25x |
|- valign="top" | |- valign="top" | ||
|rowspan="3"| [[Dagger]] (Large) | |rowspan="3"| [[Dagger]] (Large) | ||
− | |||
|rowspan="3"| 200 | |rowspan="3"| 200 | ||
− | | Slash || Edge || 1000 || 800 || 1. | + | | Slash || Edge || 1000 || 800 || 1.25x |
|rowspan="3"| Dagger | |rowspan="3"| Dagger | ||
− | |rowspan="3"| | + | |rowspan="3"| Goblin, Kobold |
− | |rowspan="3"| | + | |rowspan="3"| Singlegrasp |
|- | |- | ||
− | | Stab || Edge || 5 || 1000 || 1. | + | | Stab || Edge || 5 || 1000 || 1.0x |
|- | |- | ||
− | | Pommel strike || Blunt || 20 || (600) || 1. | + | | Pommel strike || Blunt || 20 || (600) || 1.0x |
|- valign="top" | |- valign="top" | ||
|rowspan="4"| [[long sword|Long Sword]] | |rowspan="4"| [[long sword|Long Sword]] | ||
− | |||
|rowspan="4"| 700 | |rowspan="4"| 700 | ||
− | | Slash || Edge || 60000 || 6000 || 1. | + | | Slash || Edge || 60000 || 6000 || 1.25x |
|rowspan="4"| Sword | |rowspan="4"| Sword | ||
− | |rowspan="4"| | + | |rowspan="4"| Elf, Goblin, Human |
− | |rowspan="4"| | + | |rowspan="4"| Singlegrasp |
|- |