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Difference between revisions of "Trap component"

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[[File:trap_comp_preview.png|right]]Any [[weapon]] in [[fortress mode]] can be placed into a [[Trap#Weapon trap|weapon trap]]. However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapon traps (and two also have additional uses). As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true "Indiana Jones" type of threat to beasts of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures. However, trap components lack weapons' enhanced durability and can break after hitting only about 4 invaders (whereas a copper pick could hit thousands), except upright spikes (which takes less than other components to zero wear, depending on material).
+
[[File:trap_comp_preview.png|right]]Any [[weapon]] in [[fortress mode]] can be placed into a [[Trap#Weapon trap|weapon trap]], as constructed by a [[Mechanic]]. However, there are five '''trap components''' (aka '''trap weapons'''), that are ''specifically'' for weapon traps (and two also have additional uses). As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true "Indiana Jones" type of threat to beasts of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures. However, trap components lack hand-held weapons' enhanced durability and can break after hitting only about 4 invaders (whereas a copper pick could deliver thousands of hits and keep swinging). The exception to this is upright spikes, which take less wear than other components, or even zero, depending on material.
  
 
In the order they appear on the various menus, they are the '''enormous corkscrew''', the '''giant axe blade''', the '''large, serrated disc''', the '''menacing spike''', and the '''spiked ball'''.
 
In the order they appear on the various menus, they are the '''enormous corkscrew''', the '''giant axe blade''', the '''large, serrated disc''', the '''menacing spike''', and the '''spiked ball'''.
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== Trap weapons ==
 
== Trap weapons ==
=== Menacing spike ===
+
There is no single "best" trap weapon for all purposes. [[Weapon#"Best" weapon choices|Dwarf Fortress damage]] is not a simple, single "biggest number is best" system; a wide variety of variables add up to make some weapons better against non-/poorly-armored targets vs. well-armored, or against "living" targets vs. undead/constructions/demons, etc. For example, while a penetrating attack ([[bolt]]s, [[spear]]s, [[spike]]s, [[corkscrew]]s, etc.) can destroy a vital organ for a true "insta-kill", they are ''far'' less effective against creatures without vital organs (undead, some [[forgotten beast]]s) - lots to consider and balance, depending what sort of uninvited guests your fortress might expect.
The '''menacing spike''' can be mounted in both traditional [[Trap#Weapon trap|weapon traps]] and [[Trap#Upright spear/spike|upright spike traps]], which act quite differently. Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.
+
 
 +
All five types of trap weapons are stored in a "Weapons/trap comps" [[stockpile]].
  
Menacing spikes can also be made from [[wood]].
+
=== Giant axe blade ===
 +
The '''giant axe blade''' does massive slashing damage but only strikes once per attack. If the variables behave like those of the wieldable weapons (and that's ''generally'' accepted as a safe bet), size determines mass (along with material density) and mass determines impact (BLUNT) damage.  An edged weapon, like the giant axe, deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth. So, if the target is too well armored for the Axe Blade to penetrate as expected, the attack still bashes the target to some effect.
  
 
=== Large, serrated disc ===
 
=== Large, serrated disc ===
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed body part to a [[butcher's shop]] or [[stockpile|refuse pile]]. Large serrated discs attack three times, giving them a very high damage potential.
+
Think of a '''large, serrated disc''' as a giant circular saw blade. In game mechanics, it is a slashing weapon, very similar to the giant axe blade, although a smaller attack. However, they attack three times when a trap is triggered, giving them a very high damage potential.
 +
 
 +
They also have a tendency to sever their target's limbs, often multiples of limbs. While amusing and a nice combat handicap to give an intruder, this can create a wave of [[hauling]] tasks for your citizens as they go out to your welcome halls to move multiple severed [[macaque]] or [[kobold]] body parts from each original combatant to a [[butcher's shop]] or [[stockpile|refuse pile]]. War is hell.
 +
 
 +
==== Axe Blade vs. Serrated Disc====
 +
This is very subjective; weapon material* and quality, target armor quality/material*, and target size, all play a factor.  Due to its larger size, the single attack of the Axe Blade is stronger than each of the large, serrated disc's three attacks. However, a serrated disc's multiple attacks will outweigh the giant axe blade's advantage against no-/poorly-armored targets.  However, if the target is leaning toward the "tank" category, the Large Blade is better to deliver at least some damage through that armor.  If only inferior materials are available, the giant axe '''might''' be better at hurting armored targets, and any very large targets, but the disc's three attacks probably still outweigh this advantage in most cases.  
 +
 
 +
: ''(* see the [[Weapon#Superior metal rule|"Superior Metal Rule"]])''
  
 
=== Spiked ball ===
 
=== Spiked ball ===
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike. They can also be made from [[wood]].
+
The '''spiked ball''' doesn't deal a blunt* attack at all, but it does do three piercing* attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike.
  
Low penetration depth edged attacks can still break bones with impact damage, just like blunt attacks do.  In addition, if an edged weapon is unable to cut the material of the target's armor, its attack is converted to blunt type.  Because the small contact area concentrates the force, spiked balls should be more effective against targets in superior armor than either serrated discs or giant axes.
+
Low penetration depth piercing attacks can still break bones with impact damage, just like blunt attacks do.  In addition, if a weapon is unable to cut the material of the target's armor, its attack is converted to blunt type.  Because the small contact area concentrates the force, spiked balls should be more effective against targets in superior armor than either serrated discs or giant axes.
 +
 
 +
Spiked balls can also be made from [[wood]].
 +
 
 +
: ''(* see [[Attack types]] for more information)''
  
 
=== Enormous corkscrew ===
 
=== Enormous corkscrew ===
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Enormous corkscrews can also be made from [[wood]].
 
Enormous corkscrews can also be made from [[wood]].
  
=== Giant axe blade ===
+
=== Menacing spike ===
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest overall.
+
The '''menacing spike''' has 3 distinct applications as a "trap weapon".  It can be mounted in traditional [[Trap#Weapon trap|weapon traps]], as any of the others above. It can also be placed upright at the bottom of a pit, to add to the falling damage. Lastly, it can be incorporated into an automated [[Trap#Upright spear/spike|upright spike traps]], a more elaborate engineering project which automatically thrusts the spike upward as a target walks over it, preferably multiple times. Its small contact size and high penetration depth makes it a solid choice against enemies with impale-able internal organs.
  
However, if the variables behave like those of the wieldable weapons, size determines mass (along with material density) and mass determines impact (BLUNT) damage.  An edged weapon, like the giant axe, only deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth.
+
Menacing spikes can also be made from [[wood]].
 
 
This suggests that a steel serrated disc's multiple attacks will outweigh the giant axe blade's somewhat larger size in most cases.  If only inferior materials are available, the giant axe '''might''' be better at hurting armored targets, but the disc's three attacks probably still outweigh this advantage.
 
  
 
== Data & comparison ==
 
== Data & comparison ==
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== Forging and melting ==
 
== Forging and melting ==
=== Giant axe blades ===
+
Metal '''giant axe blades, enormous corkscrews''' and '''menacing spikes''' cost '''one''' [[metal]] bar to [[forge]], or '''five''' [[adamantine]] wafers.
* Metal giant axe blades cost '''one''' [[metal]] bar to [[forge]], or '''five''' [[adamantine]] wafers.
+
* When a metal version is [[melt|melted down]], it will return '''1.5''' metal bars, for an '''efficiency of 150%'''.
* When a non-adamantine metal giant axe blade is [[melt|melted down]], it will return '''1.5''' metal bars, for an '''efficiency of 150%'''.
+
* When an adamantine version is melted down, it will produce '''1.5''' wafers, for an '''efficiency of 30%'''.
* When an adamantine giant axe blade is melted down, it will produce '''1.5''' wafers, for an '''efficiency of 30%'''.
 
  
=== Enormous corkscrew ===
 
* Metal enormous corkscrews cost '''one''' [[metal]] bar to [[forge]], or '''five''' [[adamantine]] wafers.
 
* When a non-adamantine metal enormous corkscrews is [[melt|melted down]], it will return '''1.5''' metal bars, for an '''efficiency of 150%'''.
 
* When an adamantine enormous corkscrew is melted down, it will produce '''1.5''' wafers, for an '''efficiency of 30%'''.
 
  
=== Spiked ball ===
+
Metal '''spiked balls''' and '''serrated discs''' cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.
* Metal spiked balls cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.
+
* When a metal version  is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.
* When a non-adamantine metal spiked ball is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.
+
* When an adamantine version is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''
* When an adamantine spiked ball is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''
 
 
 
=== Large, serrated disc ===
 
* Metal serrated discs cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.
 
* When a non-adamantine metal serrated disc is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.
 
* When an adamantine serrated disc is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''
 
 
 
=== Menacing spike ===
 
* Metal menacing spikes cost '''one''' [[metal]] bar to [[forge]], or '''five''' [[adamantine]] wafers.
 
* When a non-adamantine metal menacing spike is [[melt|melted down]], it will return '''1.5''' metal bars, for an '''efficiency of 150%'''.
 
* When an adamantine menacing spike is melted down, it will produce '''1.5''' wafers, for an '''efficiency of 30%'''.
 
  
 
== See also ==
 
== See also ==

Latest revision as of 18:09, 31 January 2026

This article is about the current version of DF.
Note that some content may still need to be updated.

Trap comp preview.png

Any weapon in fortress mode can be placed into a weapon trap, as constructed by a Mechanic. However, there are five trap components (aka trap weapons), that are specifically for weapon traps (and two also have additional uses). As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true "Indiana Jones" type of threat to beasts of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures. However, trap components lack hand-held weapons' enhanced durability and can break after hitting only about 4 invaders (whereas a copper pick could deliver thousands of hits and keep swinging). The exception to this is upright spikes, which take less wear than other components, or even zero, depending on material.

In the order they appear on the various menus, they are the enormous corkscrew, the giant axe blade, the large, serrated disc, the menacing spike, and the spiked ball.

All trap component weapons can be made out of metals (by a weaponsmith) or glass (by a glassmaker), with appropriate damage. Three can also be made out of wood by a carpenter (as noted below), which can be useful in getting some heavy weapons traps set up before you have a steady smelting operation going, or if you are short on metal. Each trap component takes one unit of the material that you are using (e.g. Each menacing iron spike will take one bar of iron). Note that although it is not possible to make giant axe blades or serrated disks out of wood, wooden ones can sometimes be bought from the embark screen. This is presumably a bug.

Trap weapons also provide the highest return of any weapon for melting, 120%–150%, compared to 90%–120% for conventional weapons, which can be exploited for generating metal and training weaponsmiths. Trap components are a separate sub-section of a forge menu (where metal mechanisms can also be found), but found within the menus for the various glass types in the glass furnace, or in the main menu of the carpenter's workshop.

Trap weapons[edit]

There is no single "best" trap weapon for all purposes. Dwarf Fortress damage is not a simple, single "biggest number is best" system; a wide variety of variables add up to make some weapons better against non-/poorly-armored targets vs. well-armored, or against "living" targets vs. undead/constructions/demons, etc. For example, while a penetrating attack (bolts, spears, spikes, corkscrews, etc.) can destroy a vital organ for a true "insta-kill", they are far less effective against creatures without vital organs (undead, some forgotten beasts) - lots to consider and balance, depending what sort of uninvited guests your fortress might expect.

All five types of trap weapons are stored in a "Weapons/trap comps" stockpile.

Giant axe blade[edit]

The giant axe blade does massive slashing damage but only strikes once per attack. If the variables behave like those of the wieldable weapons (and that's generally accepted as a safe bet), size determines mass (along with material density) and mass determines impact (BLUNT) damage. An edged weapon, like the giant axe, deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth. So, if the target is too well armored for the Axe Blade to penetrate as expected, the attack still bashes the target to some effect.

Large, serrated disc[edit]

Think of a large, serrated disc as a giant circular saw blade. In game mechanics, it is a slashing weapon, very similar to the giant axe blade, although a smaller attack. However, they attack three times when a trap is triggered, giving them a very high damage potential.

They also have a tendency to sever their target's limbs, often multiples of limbs. While amusing and a nice combat handicap to give an intruder, this can create a wave of hauling tasks for your citizens as they go out to your welcome halls to move multiple severed macaque or kobold body parts from each original combatant to a butcher's shop or refuse pile. War is hell.

Axe Blade vs. Serrated Disc[edit]

This is very subjective; weapon material* and quality, target armor quality/material*, and target size, all play a factor. Due to its larger size, the single attack of the Axe Blade is stronger than each of the large, serrated disc's three attacks. However, a serrated disc's multiple attacks will outweigh the giant axe blade's advantage against no-/poorly-armored targets. However, if the target is leaning toward the "tank" category, the Large Blade is better to deliver at least some damage through that armor. If only inferior materials are available, the giant axe might be better at hurting armored targets, and any very large targets, but the disc's three attacks probably still outweigh this advantage in most cases.

(* see the "Superior Metal Rule")

Spiked ball[edit]

The spiked ball doesn't deal a blunt* attack at all, but it does do three piercing* attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike.

Low penetration depth piercing attacks can still break bones with impact damage, just like blunt attacks do. In addition, if a weapon is unable to cut the material of the target's armor, its attack is converted to blunt type. Because the small contact area concentrates the force, spiked balls should be more effective against targets in superior armor than either serrated discs or giant axes.

Spiked balls can also be made from wood.

(* see Attack types for more information)

Enormous corkscrew[edit]

Enormous corkscrews can be used as components in traps as well as for screw pumps. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.

The enormous corkscrew performs a deeply penetrating attack with a small contact area, much like the menacing spike. It is currently unknown which of these two trap components is the strongest overall.

Enormous corkscrews can also be made from wood.

Menacing spike[edit]

The menacing spike has 3 distinct applications as a "trap weapon". It can be mounted in traditional weapon traps, as any of the others above. It can also be placed upright at the bottom of a pit, to add to the falling damage. Lastly, it can be incorporated into an automated upright spike traps, a more elaborate engineering project which automatically thrusts the spike upward as a target walks over it, preferably multiple times. Its small contact size and high penetration depth makes it a solid choice against enemies with impale-able internal organs.

Menacing spikes can also be made from wood.

Data & comparison[edit]

Name Graphic Size Number of hits Contact Area Penetration Depth Wood? Base Value
Giant axe blade
Giant axe blade sprite.png
1600 1 100000 10000 No 10
Enormous corkscrew
Corkscrew sprite.png
1600 1 100 10000 Yes 10
Spiked ball
Spiked ball sprite.png
1000 3 10 200 Yes 10
Large, serrated disc
Serrated disc sprite.png
1000 3 100000 10000 No 10
Menacing spike
Menacing spike sprite.png
1600 1 10 6000 Yes 10

This trap component can also be used in screw pumps.
This trap component can also be used in upright spike traps.

(Most of this data has been compiled from raw/objects/item_trapcomp.txt)

Forging and melting[edit]

Metal giant axe blades, enormous corkscrews and menacing spikes cost one metal bar to forge, or five adamantine wafers.

  • When a metal version is melted down, it will return 1.5 metal bars, for an efficiency of 150%.
  • When an adamantine version is melted down, it will produce 1.5 wafers, for an efficiency of 30%.


Metal spiked balls and serrated discs cost one metal bar to forge, or four adamantine wafers.

  • When a metal version is melted down, it will return 1.2 metal bars, for an efficiency of 120%.
  • When an adamantine version is melted down, it will produce 1.2 wafers, for an efficiency of 30%

See also[edit]