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Editing 40d:Weapon
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− | + | '''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat. In fortress mode, after accessing the [[military]] screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your [[dwarves]] to use. Dwarves only carry a weapon if their profession requires one: that is, if they are a [[woodcutter]], [[hunter]], or soldier. Dwarves working in other trades will only collect a weapon upon being drafted, which may cause a long walk to '''collect equipment''' depending on weapon availability and settings. | |
− | '''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat. In fortress mode, after accessing the [[military]] screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your [[dwarves]] to use. Dwarves only carry a weapon if their profession requires one: that is, if they are a | ||
==Availability== | ==Availability== | ||
− | Some | + | Some weapons cannot be used by dwarves in Fortress mode, such as [[bow|bows]]. They can however be used in [[Traps|weapon traps]] just fine. In Adventure mode however, all weapons are usable; an adventurer can become a bowdwarf, or use a [[human]] great axe in one hand despite the fact that he is smaller than the minimum size required to use the axe at all, with both hands or one. It is not clear if there are any penalties associated with using oversized weapons |
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− | In Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a [[human]] great axe | ||
==Manufacture== | ==Manufacture== | ||
− | Dwarves with relevant [[skill]]s can create weapons using an appropriate [[workshop]] and [[material|raw material]]. [[Wood|Wooden]] and [[bone]] crossbow bolts | + | Dwarves with relevant [[skill]]s can create weapons using an appropriate [[workshop]] and [[material|raw material]]. [[Wood|Wooden]] and [[bone]] crossbow bolts can be created at the [[craftsdwarf's workshop]]. Better material (metal) bolts and melee weapons can be created at a [[metalsmith's forge]] (or the [[magma forge|magma equivalent]]). Dwarves can only create weapons they themselves can wield, with the occasional exception of [[legendary artifact|artifacts]]. |
− | Most weapons can be made of a single bar of [[iron]], [[silver]], [[copper]], [[bronze]], [[steel]], [[bismuth bronze]], or [[adamantine]]. | + | Most weapons can be made of a single bar of [[iron]], [[silver]], [[copper]], [[bronze]], [[steel]], [[bismuth bronze]], or [[adamantine]]. A handful of weapons can be made of other [[material|materials]] such as wood or [[obsidian]] (obsidian swords require [[stonecrafting]] not [[weaponsmithing]]). The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (i.e., when all bolts have been expended). |
− | + | There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s. These are the [[spike|menacing spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]]. | |
− | + | ==Use in Fortress mode== | |
+ | In most cases, dwarves will go to pick up an assigned weapon upon being drafted. However, there are a few special cases. A [[woodcutter]] uses a [[battle axe]] even as a civilian, so if a woodcutter is assigned to use an axe as a weapon he or she will not need to prepare (except to wear any assigned [[armor]]). A [[hunter]] usually carries a crossbow, bolts and even light armor, all of which can carry over to the military if the settings are appropriate. And [[miner|miners]] carry their [[pick|picks]] at all times; picks make mediocre weapons, but they use the civilian "mining" skill in combat, so miners don't have to train as soldiers to be effective fighters. | ||
− | + | Picks will only be used as weapons by miners who are not instructed to wield any other weapon (in other words, the dwarves must be set to "unarmed" and drafted while carrying a pick). | |
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==Effectiveness== | ==Effectiveness== | ||
− | Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt. Blunt weapons like hammers and [[mace]]s tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as [[axe]]s or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims. Piercing weapons such as [[spear]]s or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims. Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable. While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain. | + | Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt{{version|0.28.181.40d}}. Blunt weapons like hammers and [[mace]]s tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as [[axe]]s or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims. Piercing weapons such as [[spear]]s or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims. Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable. While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain. |
High "Crit. Boost" is a better chance of causing internal injuries, rather than simply wounding body parts. This is useful against big, hard-to-damage enemies -- piercing weapons like [[spear]]s will tend to damage their organs, which is usually a faster way to take them out. | High "Crit. Boost" is a better chance of causing internal injuries, rather than simply wounding body parts. This is useful against big, hard-to-damage enemies -- piercing weapons like [[spear]]s will tend to damage their organs, which is usually a faster way to take them out. | ||
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==Weapon statistics== | ==Weapon statistics== | ||
These have been taken from /raw/objects/item_weapon.txt: | These have been taken from /raw/objects/item_weapon.txt: | ||
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{|cellpadding="2" border="1" class="wikitable sortable" | {|cellpadding="2" border="1" class="wikitable sortable" | ||
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost | ! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost | ||
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| [[Battle axe]] || 110 || Slash || Axe || None | | [[Battle axe]] || 110 || Slash || Axe || None | ||
|- | |- | ||
− | | [[ | + | | [[Blowgun]]† (melee) || 20 || Bludgeon || Sword || None |
|- | |- | ||
− | | [[ | + | | [[Bow]]† (melee) || 40 || Bludgeon || Sword || None |
|- | |- | ||
− | | [[ | + | | [[Crossbow]]† (melee) || 70 || Bludgeon || Hammer || None |
|- | |- | ||
− | | [[ | + | | [[Dagger]] || 70 || Slash || Dagger || 1 |
|- | |- | ||
− | | [[ | + | | [[Flail]] || 130 || Bludgeon || Mace || None |
|- | |- | ||
− | | [[ | + | | [[Great axe]]‡ || 150 || Slash || Axe || None |
|- | |- | ||
− | | | + | | Halberd‡ || 140 || Slash || Axe || None |
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|- | |- | ||
− | | | + | | Long sword† || 120 || Slash || Sword || 1 |
|- | |- | ||
− | | [[ | + | | [[Mace]] || 120 || Bludgeon || Mace || None |
|- | |- | ||
− | | [[ | + | | [[Maul]]‡ || 160 || Bludgeon || Hammer || None |
|- | |- | ||
− | | [[ | + | | [[Morningstar]] || 120 || Bludgeon || Mace || None |
|- | |- | ||
− | | [[ | + | | [[Pick]]† || 70 || Pierce || Mining || 2 |
|- | |- | ||
− | | [[ | + | | [[Pike (Weapon)|Pike]]‡ || 120 || Pierce || Pike || 2 |
|- | |- | ||
− | | [[ | + | | [[Scimitar]] || 100 || Slash || Sword || 1 |
|- | |- | ||
− | | [[ | + | | [[Scourge]] || 30 || Gore || Whip/Lasher || None |
|- | |- | ||
− | | [[ | + | | [[Short sword]] || 100 || Slash || Sword || 1 |
|- | |- | ||
− | | [[ | + | | [[Spear]] || 100 || Pierce || Spear || 2 |
|- | |- | ||
− | | | + | | Two handed sword‡ || 140 || Slash || Sword || 1 |
|- | |- | ||
− | | [[ | + | | [[War hammer]] || 120 || Bludgeon || Hammer || None |
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|- | |- | ||
− | | [[Whip]] | + | | [[Whip]]† || 20 || Gore || Whip/Lasher || None |
|- | |- | ||
|} | |} | ||
− | + | † ''Dwarves wield weapon two-handed'' <br> ‡ ''Dwarves cannot wield weapon (too large)'' | |
+ | |||
+ | [[Category:Weapons]] | ||
− | == | + | ==Ammunition statistics== |
These have been taken from /raw/objects/item_ammo.txt: | These have been taken from /raw/objects/item_ammo.txt: | ||
{|cellpadding="2" border="1" | {|cellpadding="2" border="1" | ||
− | ! Name !! Damage !! Damage Type | + | ! Name !! Damage !! Damage Type |
|- | |- | ||
− | | [[Arrow]] || 100 || Pierce | + | | [[Arrow]] || 100 || Pierce |
|- | |- | ||
− | | [[ | + | | [[Blowdart]] || 10 || Pierce |
|- | |- | ||
− | | [[Bolt]] || 100 || Pierce | + | | [[Bolt]] || 100 || Pierce |
|} | |} | ||
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+ | ==Trap weapon statistics== | ||
+ | These have been taken from raw/objects/item_trapcomp.txt: | ||
{|cellpadding="2" border="1" | {|cellpadding="2" border="1" | ||
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood? | ! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood? | ||
|- | |- | ||
− | | [[ | + | | [[Giant axe blade]] || 220 || Slash || 1 || None || No |
|- | |- | ||
− | | [[Enormous corkscrew]] | + | | [[Enormous corkscrew]]† || 150 || Pierce || 1 || 2 || Yes |
|- | |- | ||
− | | [[ | + | | [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes |
|- | |- | ||
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No | | [[Large, serrated disc]] || 120 || Slash || 3 || None || No | ||
|- | |- | ||
− | | [[Menacing spike]] | + | | [[Menacing spike]]‡ || 150 || Pierce || 1 || 2 || Yes |
|- | |- | ||
− | | colspan=6 | | + | | colspan=6 | † ''This trap component is a screw and can also be used in [[screw pump]]s.'' <br> ‡ ''This trap component is a spike and can also be used in upright spike traps.'' |
|- | |- | ||
|} | |} | ||
− | + | ||
+ | While trap components are wieldable weapons in adventure mode, they are only available to use in traps in fortress mode. | ||
+ | |||
+ | All trap component weapons can be made out of [[metal]], as well as [[glass]], oddly enough. Some can also be made out of [[wood]], as noted in the table. This can be useful in getting some heavy weapons traps set up before you have a steady [[smelter|smelting]] operation going. Remember though that weapons made of wood suffer a penalty to damage. It is, however, the same penalty as glass items. | ||
== Damage calculation == | == Damage calculation == | ||
− | + | [[Weapon]]s and [[trap]]s do one of four types of damage, the type of damage influences what type of critical hits it can inflict. | |
− | Damage is reduced by the | + | Damage is reduced by the targets [[armor]] and [[toughness]]. |
{| | {| | ||
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|Slash | |Slash | ||
|Sever Limbs | |Sever Limbs | ||
− | |[[axe]], | + | |[[axe]], sword, [[dagger]], [[giant axe blade]], [[large, serrated disc|serrated disc]] |
|- | |- | ||
|Pierce | |Pierce | ||
|Organ damage | |Organ damage | ||
− | |[[ | + | |[[pike (weapon)|pike]], [[pick]], [[spear]], [[bolt]], [[arrow]], [[blowdart]], [[enormous corkscrew]], [[menacing spike]], [[spiked ball]] |
|- | |- | ||
|Bludgeon | |Bludgeon | ||
|Break bones | |Break bones | ||
− | |[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[ | + | |[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[blowgun]], [[maul]], [[flail]], [[morningstar]], [[fist]], stone-fall [[trap]] |
|- | |- | ||
|Gore | |Gore | ||
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|Burn | |Burn | ||
|Extreme Pain | |Extreme Pain | ||
− | |Special [[ | + | |Special [[Creature Tokens]](Attack) |
|- | |- | ||
|Heat | |Heat | ||
|Ignition of target | |Ignition of target | ||
− | |Special [[ | + | |Special [[Creature Tokens]](Attack) |
|- | |- | ||
|Cold | |Cold | ||
|Freezing/Frostbite | |Freezing/Frostbite | ||
− | |Special [[ | + | |Special [[Creature Tokens]](Attack) |
| | | | ||
|} | |} | ||
===Material damage modifiers=== | ===Material damage modifiers=== | ||
− | + | Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc. | |
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− | Actual weapon damage depends partially on the material from which the weapon was forged | ||
{|cellpadding="2" border="1" | {|cellpadding="2" border="1" | ||
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| [[Adamantine]] || 500 | | [[Adamantine]] || 500 | ||
|- | |- | ||
− | | [[Steel]] and [[Obsidian]] | + | | [[Steel]] and [[Obsidian]]† || 133 |
|- | |- | ||
| [[Iron]] || 100 | | [[Iron]] || 100 | ||
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| [[Copper]] || 66 | | [[Copper]] || 66 | ||
|- | |- | ||
− | | All other | + | | All other materials† ([[wood]], [[silver]], etc.) || 50 |
|- | |- | ||
− | | colspan=2 | | + | | colspan=2 | † ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.'' |
|- | |- | ||
|} | |} | ||
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=== Item quality === | === Item quality === | ||
− | [[ | + | [[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=12&t=000013 stated] that [[quality]] increases its protection (or damage, in the case of weapons), namely, "Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block." |
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− | :* | + | * Item Name : Basic crafted weapon - x1.0 damage |
+ | * -Item Name- : Well-Crafted weapon - x1.2 damage | ||
+ | * +Item Name+ : Finely Crafted weapon - x1.4 damage | ||
+ | * *Item Name* : Superior Quality weapon - x1.6 damage | ||
+ | * ≡Item Name≡ : Exceptional weapon - x1.8 damage | ||
+ | * ☼Item Name☼ : Masterful weapon - x2.0 damage | ||
− | + | [[Category:Fortress defense]] | |
− | + | [[Category:Items]] | |
− | + | [[Category:Military]] | |
− | + | [[Category:Traps]] | |
− | + | [[Category:Weapons| ]] | |
− |