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Editing v0.34:Weapon

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{{quality|Exceptional|00:05, 23 November 2010 (UTC)}}{{av}}
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:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''
 
 
 
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).
 
  
 +
A '''weapon''' refers to either a manufactured weapon used by dwarves and other creatures for either [[combat]] or specific [[labor]]s, or a natural weapon like a fist, a horn or a [[syndrome|breath attack]] used for creature-specific methods of combat.
 
== 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 good. They may be worth using when you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.
+
Weapons fall into 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 bought from trading caravans. These cannot be reliably produced by your dwarves, and may use skills they are unfamiliar with. It is also impossible to buy them in bulk, and considering they are of variable quality and material and usually quite expensive, they are rarely worth it, except when they are products of [[strange mood]]s (see strange moods, below). Since they are bread-and-butter 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}}
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One can divide weapons in dwarf fortress into three categories. The first is slashing weapons, like the shortsword and battle axe. These weapons work by concentrating their force along a blade, allowing them to make gashes in or completely sever body parts, and given the opportunity, make the quickest work of their foes. They are far less effective against armored targets, however, as armor will block most hits and convert them into weaker blunt damage.
From another point of view there are four categories: slashing, piercing, crushing, and ranged.
 
 
 
Slashing weapons, like [[short sword]]s and [[battle axe]]s work by concentrating their force along a sharp blade, allowing them to make gashes in or completely sever body parts. Given the opportunity they make the quickest work of their foes. They are far less effective against armored targets, however, as armor will block most hits and convert them 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, 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 moving on to the next target - but are the most effective weapons against heavy and heavily armored foes which shrug off damage more easily.
+
The second is piercing weapons, like the spear and foreign pike. These weapons work by concentrating their force at a point, allowing them to punch through armor and damage internal organs, often getting stuck and giving their wielder further leverage on the target. Note that ranged weapons - [[crossbow]]s, bows, and blowguns - are effectively piercing weapons with range to them. When used in melee, these weapons function like weaker war hammers.
  
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, ranged weapons produce blunt weapon damage instead.
+
The third is crushing weapons, like the war hammer and mace. These weapons 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 moving on to the next target - but are the most effective weapons against heavy and heavily armored foes which shrug off damage more easily.
  
There exists one more kind of weapon, so-called training weapons. Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. Training axes, spears, and short swords can be constructed in dwarf fortress mode. They do little blunt impact damage, due to the poor [[material science|material properties]] of wood.  They were intended for avoiding injuries to training dwarves during sparring, but are now redundant, since regular weapons no longer cause injuries during sparring. Training weapons can still be useful in [[danger room]]s and [[live training]], but it is preferable to avoid having your dwarves become "attached" to wooden weapons.
+
There's also training weapons. Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. Training axes, spears, and short swords can be constructed in dwarf fortress mode. They used to be useful for avoiding sparring injuries, but since dwarves sparring generally do not carry that risk, they are mostly useless, except in [[danger room]]s.
  
 
=== Types of targets ===
 
=== 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.
+
One can divide the types of foes you will meet in dwarf fortress 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.
+
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 damages their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower.
  
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.
+
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, the Bronze Colossus, 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 their foes until they collapse from cumulative damage.
  
 
=== Weapon skill ===
 
=== Weapon skill ===
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=== Attachment ===
 
=== Attachment ===
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.
+
A dwarf that has has used a particular weapon for a long time will grow attached to it, and be very unhappy if you take it away. 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.
  
In addition, dwarves that reach a certain number or level of kills with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant — a forgotten beast for instance. Only the last shot counts for the [[kill list|kill]]. Once named, the weapon will appear in the artifact list, albeit in blue.
+
In addition, dwarves that reach a certain number or level of kills with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant - a forgotten beast for instance. Only the last shot counts for the [[kill]]. Once named, the weapon will appear in the artifact list, albeit in blue.
 
 
Dwarves may also become attached to shields and name them in the same way.
 
  
 
=== Quality and strange moods ===
 
=== Quality and strange moods ===
The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].
+
The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as being significantly more valuable.
 
{{v0.31:Item quality/Table}}
 
{{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.
+
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]], [[engraver]], or [[stonecrafter]] would be more useful, it's certainly better then a legendary [[mechanic]]. Artifact weapons have a 3x combat bonus, but do ''not'' have to be made of logical materials; ordinarily a [[rainbow trout]] [[bone]] spear is impossible, but a moody dwarf can create one with a single bone. Thus 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, [[Wood cutter]]s use [[battle axe]]s, 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.
+
[[Hunter]]s use crossbows, [[Wood cutter]]s use battle axes, and [[miner]]s use picks. 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 may opt not to use the same tool as a military weapon, instead dropping their tool to pick up another from a stockpile. 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.
 
  
 
=== Ammunition ===
 
=== Ammunition ===
 
:''Main article: [[Ammunition]]''
 
:''Main article: [[Ammunition]]''
  
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo — crossbows are meant for shooting, not bashing.
+
Crossbows and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to get them to retreat once they run out of ammo — crossbows are for shooting, not bashing.
  
 
=== Secondary weapons ===
 
=== Secondary weapons ===
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.
+
Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword 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.
  
 
== Weapons ==
 
== Weapons ==
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! [[Stone crafter|Obsidian]]
 
! [[Stone crafter|Obsidian]]
 
|- valign="top"
 
|- valign="top"
|rowspan="3"| [[battle axe|Battle Axe]]
+
|rowspan="3"| Battle Axe
 
|rowspan="3"| 800
 
|rowspan="3"| 800
 
| Hack || Edge || 40000 || 6000 || 1.25x
 
| Hack || Edge || 40000 || 6000 || 1.25x
 
|rowspan="3"| Axe
 
|rowspan="3"| Axe
|rowspan="3"| Singlegrasp
+
|rowspan="3"| Multigrasp?
 
|rowspan="3"| Yes
 
|rowspan="3"| Yes
 
|rowspan="3"| No
 
|rowspan="3"| No
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| Flat slap || Blunt || 40000 || (6000) || 1.25x
 
| Flat slap || Blunt || 40000 || (6000) || 1.25x
 
|-
 
|-
| Pommel strike || Blunt || 100 || (1000) || 1.0x
+
| Pommel strike || Blunt || 100 || (1000) || 1x
 
|-
 
|-
| [[Crossbow]] (Melee)
+
| Crossbow (Melee)
 
| 400
 
| 400
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Bash || Blunt || 10000 || (4000) || 1.25x
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| No
 
| No
 
|-
 
|-
| [[Mace]]
+
| Mace
 
| 800
 
| 800
 
| Bash || Blunt || 20 || (200) || 2.0x
 
| Bash || Blunt || 20 || (200) || 2.0x
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| No
 
| No
 
|-
 
|-
| [[Pick]] (foreign)
+
| Pick (foreign)
 
| 500
 
| 500
 
| Strike || Edge || 100 || 4000 || 2.0x
 
| Strike || Edge || 100 || 4000 || 2.0x
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| No
 
| No
 
|- valign="top"
 
|- valign="top"
|rowspan="4"| [[short sword|Short Sword]]
+
|rowspan="4"| Short Sword
 
|rowspan="4"| 300
 
|rowspan="4"| 300
 
| Slash || Edge || 20000 || 4000 || 1.25x
 
| Slash || Edge || 20000 || 4000 || 1.25x
|rowspan="4"| [[Sword]]
+
|rowspan="4"| Sword
 
|rowspan="4"| Singlegrasp
 
|rowspan="4"| Singlegrasp
 
|rowspan="4"| Yes
 
|rowspan="4"| Yes
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| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
| 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 || 1.0x
 
| Stab || Edge || 20 || 10000 || 1.0x
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| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
|-
 
|-
| [[war hammer|War Hammer]]
+
| War Hammer
 
| 400
 
| 400
 
| Bash || Blunt || 10 || (200) || 2.0x
 
| Bash || Blunt || 10 || (200) || 2.0x
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=== Training weapons ===
 
=== Training weapons ===
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].
+
All training weapons must be made of [[wood]] at the [[carpenter's workshop]].
  
 
{| class="wikitable" border="border"
 
{| class="wikitable" border="border"
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=== Foreign weapons ===
 
=== Foreign weapons ===
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.
+
Using any multigrasp weapon in a single hand (ie. 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 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"
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! Hands Used
 
! Hands Used
 
|- valign="top"
 
|- valign="top"
|rowspan="4"| [[two-handed sword|2H Sword]]
+
|rowspan="4"| 2H Sword
 
|rowspan="4"| 900
 
|rowspan="4"| 900
 
| Slash || Edge || 100000 || 8000 || 1.25x
 
| Slash || Edge || 100000 || 8000 || 1.25x
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| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
| [[Blowgun]] (Melee)
+
| Blowgun (Melee)
 
| 150
 
| 150
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Bash || Blunt || 10000 || (4000) || 1.25x
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| Singlegrasp?
 
| Singlegrasp?
 
|- valign="top"
 
|- valign="top"
| [[Bow]] (Melee)
+
| Bow (Melee)
 
| 300
 
| 300
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Bash || Blunt || 10000 || (4000) || 1.25x
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| Singlegrasp?
 
| Singlegrasp?
 
|- valign="top"
 
|- valign="top"
| [[Flail]]
+
| Flail
 
| 500
 
| 500
 
| Bash || Blunt || 200 || (4000) || 2.5x
 
| Bash || Blunt || 200 || (4000) || 2.5x
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| Singlegrasp
 
| Singlegrasp
 
|- valign="top"
 
|- valign="top"
|rowspan="3"| [[great axe|Great Axe]]
+
|rowspan="3"| Great Axe
 
|rowspan="3"| 1300
 
|rowspan="3"| 1300
 
| Hack || Edge || 60000 || 8000 || 1.25x
 
| Hack || Edge || 60000 || 8000 || 1.25x
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| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
| 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 || 1.25x
 
| Slash || Edge || 20000 || 8000 || 1.25x
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| Shaft bash || Blunt || 20000 || (6000) || 1.25x
 
| 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 || 1.25x
 
| Slash || Edge || 1000 || 800 || 1.25x
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| Pommel strike || Blunt || 20 || (600) || 1.0x
 
| Pommel strike || Blunt || 20 || (600) || 1.0x
 
|- valign="top"
 
|- valign="top"
|rowspan="4"| [[long sword|Long Sword]]
+
|rowspan="4"| Long Sword
 
|rowspan="4"| 700
 
|rowspan="4"| 700
 
| Slash || Edge || 60000 || 6000 || 1.25x
 
| Slash || Edge || 60000 || 6000 || 1.25x
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| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
| [[Maul]]
+
| Maul
 
| 1300
 
| 1300
 
| Bash || Blunt || 100 || (6000) || 2.0x
 
| Bash || Blunt || 100 || (6000) || 2.0x
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| Multigrasp
 
| Multigrasp
 
|- valign="top"
 
|- valign="top"
|rowspan="2"| [[Morningstar]]
+
|rowspan="2"| Morningstar
 
|rowspan="2"| 500
 
|rowspan="2"| 500
 
| Bash || Edge || 10 || 500 || 2.0x
 
| Bash || Edge || 10 || 500 || 2.0x
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| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
|rowspan="2"| [[pike (weapon)|Pike]]
+
|rowspan="2"| Pike
 
|rowspan="2"| 800
 
|rowspan="2"| 800
 
| Stab || Edge || 20 || 12000 || 1.0x
 
| Stab || Edge || 20 || 12000 || 1.0x
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| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
|- valign="top"
 
|- valign="top"
|rowspan="4"| [[Scimitar]]
+
|rowspan="4"| Scimitar
 
|rowspan="4"| 300
 
|rowspan="4"| 300
 
| Slash || Edge || 20000 || 4000 || 1.25x
 
| Slash || Edge || 20000 || 4000 || 1.25x
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| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
| [[Scourge]]
+
| Scourge
 
| 300
 
| 300
 
| Lash || Edge || 10 || 50 || 2.0x
 
| Lash || Edge || 10 || 50 || 2.0x
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| Singlegrasp
 
| Singlegrasp
 
|- valign="top"
 
|- valign="top"
| [[Whip]]
+
| Whip
 
| 100
 
| 100
 
| Lash || Blunt || 1 || (10) || 5.0x
 
| Lash || Blunt || 1 || (10) || 5.0x
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== Size==
 
== Size==
 
+
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness, so not all dwarves can use all weapons. The following table shows approximately how many dwarves can use each weapon one or two handed.
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness.
 
 
 
Unfortunately this is currently bugged in Fortress mode.{{Bug|0005812}}  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So Dwarves in Fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.
 
 
 
The following table shows approximately how many dwarves ''should be'' able to use each weapon one or two handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.
 
 
 
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.
 
 
{| class="wikitable" border="border"
 
{| class="wikitable" border="border"
 
|-
 
|-
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One-Handed
 
One-Handed
 
|- valign="top"
 
|- valign="top"
| [[battle axe|Battle Axe]]
+
| Battle Axe
 
| 42500
 
| 42500
 
| 47500
 
| 47500
| 1/49 (0)
+
| 1/49
| 10/49 (11/49)
+
| 10/49
 
| 38/49
 
| 38/49
 
|- valign="top"
 
|- valign="top"
| [[Crossbow]] (Melee)
+
| Crossbow (Melee)
 
| 15000
 
| 15000
 
| 0
 
| 0
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| 49/49
 
| 49/49
 
|- valign="top"
 
|- valign="top"
| [[Mace]]
+
| Mace
 
| 32500
 
| 32500
 
| 37500
 
| 37500
Line 411: Line 392:
 
| 48/49
 
| 48/49
 
|- valign="top"
 
|- valign="top"
| [[Pick]]
+
| Pick
 
| 42500
 
| 42500
 
| 47500
 
| 47500
| 1/49 (0)
+
| 1/49
| 10/49 (11/49)
+
| 10/49
 
| 38/49
 
| 38/49
 
|- valign="top"
 
|- valign="top"
| [[short sword|Short Sword]]
+
| Short Sword
 
| 32500
 
| 32500
 
| 37500
 
| 37500
Line 425: Line 406:
 
| 48/49
 
| 48/49
 
|- valign="top"
 
|- valign="top"
| [[Spear]]
+
| Spear
 
| 5000
 
| 5000
 
| 47500
 
| 47500
Line 432: Line 413:
 
| 38/49
 
| 38/49
 
|- valign="top"
 
|- valign="top"
| [[war hammer|War Hammer]]
+
| War Hammer
 
| 32500
 
| 32500
 
| 37500
 
| 37500
Line 442: Line 423:
 
| 42500
 
| 42500
 
| 47500
 
| 47500
| 1/49 (0)
+
| 1/49
| 10/49 (11/49)
+
| 10/49
 
| 38/49
 
| 38/49
 
|- valign="top"
 
|- valign="top"
Line 451: Line 432:
 
| -
 
| -
 
| 1/49
 
| 1/49
| 48/49  
+
| 48/49
 
|- valign="top"
 
|- valign="top"
 
| Training Spear
 
| Training Spear
 
| 42500
 
| 42500
 
| 47500
 
| 47500
| 1/49 (0)
+
| 1/49
| 10/49 (11/49)
+
| 10/49
 
| 38/49
 
| 38/49
 
|- valign="top"
 
|- valign="top"
| [[two-handed sword|2H Sword]]
+
| 2H Sword
 
| 62500
 
| 62500
 
| 77500
 
| 77500
| 32/49 (ALL)
+
| 32/49
| 14/49 (0)
+
| 14/49
| 3/49 (0)
+
| 3/49
 
|- valign="top"
 
|- valign="top"
| [[Blowgun]] (Melee)
+
| Blowgun (Melee)
 
| 15000
 
| 15000
 
| 0
 
| 0
Line 474: Line 455:
 
| 49/49
 
| 49/49
 
|- valign="top"
 
|- valign="top"
| [[Bow]] (Melee)
+
| Bow (Melee)
 
| 15000
 
| 15000
 
| 0
 
| 0
Line 481: Line 462:
 
| 49/49
 
| 49/49
 
|- valign="top"
 
|- valign="top"
| [[Flail]]
+
| Flail
 
| 42500
 
| 42500
 
| 47500
 
| 47500
| 1/49 (0)
+
| 1/49
| 10/49 (11/49)
+
| 10/49
 
| 38/49
 
| 38/49
 
|- valign="top"
 
|- valign="top"
| [[great axe|Great Axe]]
+
| Great Axe
 
| 62500
 
| 62500
 
| 77500
 
| 77500
| 32/49 (ALL)
+
| 32/49
| 14/49 (0)
+
| 14/49
| 3/49 (0)
+
| 3/49
 
|- valign="top"
 
|- valign="top"
| [[Halberd]]
+
| Halberd
 
| 62500
 
| 62500
 
| 77500
 
| 77500
| 32/49 (ALL)
+
| 32/49
| 14/49 (0)
+
| 14/49
| 3/49 (0)
+
| 3/49
 
|- valign="top"
 
|- valign="top"
| [[Dagger]] (Large)
+
| Dagger (Large)
 
| 5000
 
| 5000
 
| 27500
 
| 27500
Line 509: Line 490:
 
| 49/49
 
| 49/49
 
|- valign="top"
 
|- valign="top"
| [[long sword|Long Sword]]
+
| Long Sword
 
| 52500
 
| 52500
 
| 57500
 
| 57500
| 11/49 (0)
+
| 11/49
| 7/49 (18/49)
+
| 7/49
 
| 31/49
 
| 31/49
 
|- valign="top"
 
|- valign="top"
| [[Maul]]
+
| Maul
 
| 62500
 
| 62500
 
| 77500
 
| 77500
| 32/49 (ALL)
+
| 32/49
| 14/49 (0)
+
| 14/49
| 3/49 (0)
+
| 3/49
 
|- valign="top"
 
|- valign="top"
| [[Morningstar]]
+
| Morningstar
 
| 32500
 
| 32500
 
| 37500
 
| 37500
Line 530: Line 511:
 
| 48/49
 
| 48/49
 
|- valign="top"
 
|- valign="top"
| [[pike (weapon)|Pike]]
+
| Pike
 
| 62500
 
| 62500
 
| 77500
 
| 77500
| 32/49 (ALL)
+
| 32/49
| 14/49 (0)
+
| 14/49
| 3/49 (0)
+
| 3/49
 
|- valign="top"
 
|- valign="top"
| [[Scimitar]]
+
| Scimitar
 
| 32500
 
| 32500
 
| 37500
 
| 37500
Line 544: Line 525:
 
| 48/49
 
| 48/49
 
|- valign="top"
 
|- valign="top"
| [[Scourge]]
+
| Scourge
 
| 22500
 
| 22500
 
| 27500
 
| 27500
Line 551: Line 532:
 
| 49/49
 
| 49/49
 
|- valign="top"
 
|- valign="top"
| [[Whip]]
+
| Whip
 
| 22500
 
| 22500
 
| 27500
 
| 27500
Line 559: Line 540:
 
|}
 
|}
  
==Material==
+
See [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details.
 +
 
 +
==Weapon Material Quality==
 
{{v0.31 material metal table head}}
 
{{v0.31 material metal table head}}
  
Line 581: Line 564:
  
 
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333
 
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333
}}
 
 
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as Artifact Weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164
 
 
}}
 
}}
  
Line 593: Line 573:
  
 
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100
 
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100
}}
 
 
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000
 
 
}}
 
}}
  
Line 616: Line 593:
 
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.
+
**'''Impact strain at yield''': Used for blunt-force combat; ''lower'' is better. This is the raw value.
 
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.
+
**'''Shear strain at yield''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.
  
 
*General Term Explanations (From Wikipedia)
 
*General Term Explanations (From Wikipedia)
Line 630: Line 607:
 
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).
 
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).
 
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.
 
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.
+
* '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.
  
=== Implications ===
+
=== Inmplications ===
 
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.
 
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.
  
== Combat testing ==
+
== Combat Testing & Analysis ==
In regards to edged weaponry:  [[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).
+
[[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. Silver is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard) in regards to edged weaponry.  
  
 
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].
 
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].
Line 652: Line 629:
 
! Terrible
 
! Terrible
 
! Notes
 
! Notes
 +
 
|-
 
|-
 
| Armor
 
| Armor
Line 661: Line 639:
 
|  
 
|  
 
|  
 
|  
 +
 
|-
 
|-
 
| Edged Weapons
 
| Edged Weapons
| Adamantine
+
| Adamantine <p>(worst for missiles)
 
| Steel
 
| Steel
 
| Iron
 
| Iron
Line 670: Line 649:
 
| Silver
 
| Silver
 
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.
 
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.
|-
 
| Ammunition
 
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver
 
|
 
| Adamantine
 
|
 
|
 
|
 
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.
 
 
|-
 
|-
 
| Blunt Weapons
 
| Blunt Weapons
| Platinum
 
 
| Steel, Silver
 
| Steel, Silver
 
| Copper, Bismuth Bronze, Bronze, Iron
 
| Copper, Bismuth Bronze, Bronze, Iron
|  
+
| ---
|  
+
| ---
 +
| ---
 
| Adamantine
 
| Adamantine
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of cork.
+
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.
 +
 
 
|}
 
|}
  
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.
+
Cross refrencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.
  
===Analysis===
+
===Arena Testing===
  
Testing of weapons (15 dwarves vs. 15 dwarves combats) in the [[object testing arena]] shows that the best dwarven-made weapon against humanoids is the silver war hammer {{version|0.31.12}}.
+
Testing of weapons (15 dwarves vs. 15 dwarves combats) in the [[object testing arena]] shows that the best dwarven-made weapon against humanoids is the [[silver]] war hammer {{version|0.31.12}}.
  
 
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.
 
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.
Line 700: Line 671:
 
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).
 
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).
  
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].
+
More arena tests are available in the [[Main:Military testing|Military testing]] article.
 +
 
 +
==Natural weapons==
 +
 
 +
Natural weapons are incredibly varied, but may be divided into a few basic types. Every creature in the game has natural weapons of one sort or another. (Even if one mods the attacks out, the creature will '''push''' as an attack.) A short description of natural weapons and damage considerations follows.
 +
 
 +
===Types of natural weapons===
 +
 
 +
====Striking natural weapons====
 +
Every creature has basic natural weapons, most commonly biting and kicking. Damage done by these weapons depends greatly on the respective size of the combatants and the strength and striking/kicking/biting skill of the attacker.
  
More arena tests are available in the [[Main:Military testing|Military testing]] article.
+
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', goring with the '''horns''', scratching with the '''nails''', and '''kicking'''.
  
There is a bug with melee weapon momentum that causes certain weapons to swing faster than they should do, giving them greater performance. This bug is based on the weight of the weapon, with weapons weighing just under a whole number getting the greatest benefit. Two major beneficiaries of this weight bug are copper whips and iron or steel picks.
+
====Other natural weapons====
 +
The various [[syndrome]] delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the [[syndrome]] page. For specific information on breath weapons, see the [[Syndrome#Breath_attacks|breath attacks]] section of the syndrome page.
  
 
==Bugs==
 
==Bugs==
 
*Equipping weapons/armor on military is erratic{{Bug|535}}
 
*Equipping weapons/armor on military is erratic{{Bug|535}}
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}
 
  
 
==See also==
 
==See also==
 
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril
 
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril
  
 
+
[[Category:Weapons]]
{{Weapons}}
 
{{Industry}}
 
{{Category|Weapons}}
 

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