v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 23a:Weapon

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "23a"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:
  
 
==Availability==
 
==Availability==
Some types of weapons cannot be used by dwarves in Fortress mode, such as [[bow]]s, and only 7 can be manufactured. Some can however be used if recovered from enemies or gained by trade, and all can be used in [[Trap|weapon traps]] just fine.  
+
Some types of weapons cannot be used by dwarves in Fortress mode, such as [[bow]]s, and only 7 can be manufactured. Some can however be used if recovered from enemies or gained by trade, and all can be used in [[Traps|weapon traps]] just fine.  
  
 
In Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a [[human]] great axe or longsword 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 over-sized weapons.
 
In Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a [[human]] great axe or longsword 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 over-sized weapons.
Line 17: Line 17:
  
 
==Use in Fortress mode==
 
==Use in Fortress mode==
Upon being drafted, dwarves will get a "pick up equipment" job and go and pick up the assigned weapon and armor.  However, there are three labors which, when enabled, allow the dwarf to be fully equipped (but not in the military). This can be very useful to quickly defend against an ambush or attack.
+
Upon being drafted, dwarves will get a "pick up equipment" job and go and pick up the assigned weapon and armor.  However, there are three labors, when enabled, allow the dwarf to be fully equipped (but not in the military). This can be very useful to quickly defend against an ambush or attack.
 
*A [[wood cutter]] carries a [[battle axe]] even as a civilian. If a woodcutter is assigned to use an axe as a weapon he or she will only need get the assigned [[armor]]. The caveat is that woodcutters need to be cross-trained as axedwarfs (as wielding an axe requires the axe skill) and if you designate a section of trees for wood-cutting, all your dwarves will rush out to cut them down.
 
*A [[wood cutter]] carries a [[battle axe]] even as a civilian. If a woodcutter is assigned to use an axe as a weapon he or she will only need get the assigned [[armor]]. The caveat is that woodcutters need to be cross-trained as axedwarfs (as wielding an axe requires the axe skill) and if you designate a section of trees for wood-cutting, all your dwarves will rush out to cut them down.
 
*A [[miner]] carries a [[pick]] at all times. The drawback is that picks are mediocre weapons (see [[Weapon#Weapon_statistics|below]]) and a miner will still need to equip the desired armor. Because wielding the pick is based on the civilian "mining" skill, miners don't have to train as soldiers to be semi-effective fighters. Picks will only be used as weapons by miners who are holding picks and instructed to fight unarmed.
 
*A [[miner]] carries a [[pick]] at all times. The drawback is that picks are mediocre weapons (see [[Weapon#Weapon_statistics|below]]) and a miner will still need to equip the desired armor. Because wielding the pick is based on the civilian "mining" skill, miners don't have to train as soldiers to be semi-effective fighters. Picks will only be used as weapons by miners who are holding picks and instructed to fight unarmed.
*A [[hunter]] will equip the armor and weapon assigned to hunt with (Note: this needn't be a crossbow with leather armor).  Military dwarves that are deactivated while fully equipped with a weapon and armor '''and''' have the hunting labor enabled will keep their weapon and armor equipped. This case is only practical when the surrounding region contains no animals and armor and weapons are plentiful.
+
*A [[hunter]] will equip the armor and weapon assigned to hunt with (Note: this needn't be a crossbow with leather armor).  Military dwarves that are deactivated while fully equipped with a weapon and armor '''and''' have the hunting labor enabled will keep their weapon and armor equipped. This case is only practical when the surrounding wild animals have been depleted and armor and weapons are plentiful.
  
 
==Effectiveness==
 
==Effectiveness==
Line 113: Line 113:
 
| [[Trap component#Giant axe blade|Giant axe blade]] || 220 || Slash || 1 || None || No
 
| [[Trap component#Giant axe blade|Giant axe blade]] || 220 || Slash || 1 || None || No
 
|-
 
|-
| [[Enormous corkscrew]] || 150 || Pierce || 1 || 2 || Yes
+
| [[Enormous corkscrew]]† || 150 || Pierce || 1 || 2 || Yes
 
|-
 
|-
 
| [[Trap component#Spiked ball|Spiked ball]] || 100 || Pierce || 3 || 1 || Yes
 
| [[Trap component#Spiked ball|Spiked ball]] || 100 || Pierce || 3 || 1 || Yes
 
|-
 
|-
 
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No
 
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No
 +
|-
 +
| colspan=6 | &dagger; ''This trap component is a screw and can also be used in [[screw pump]]s.'' <br> &Dagger; ''This trap component is a spike and can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''
 +
|-
 
|}
 
|}
 
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''
 
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''
Line 162: Line 165:
  
 
===Material damage modifiers===
 
===Material damage modifiers===
Dwarves can only make metal weapons out of [[silver]], [[copper]], [[bronze]], [[iron]], [[steel]], or [[adamantine]], the only so-called "'''weapons-grade'''" metals in the game. ''(Short swords can also be made from one [[obsidian]] plus one [[log]] for a [[wood]]en handle.)''  The only exceptions are from elves, who commonly wield wooden weapons.
+
Dwarves can only make metal weapons out of [[silver]], [[copper]], [[bronze]], [[iron]], [[steel]], or [[adamantine]], the only so-called "'''weapons-grade'''" metals in the game. ''(Short swords can also be made from one [[obsidian]] plus one [[log]] for a [[wood]]en handle.)''  The exceptions are from elves, who commonly wield wooden weapons, and a [[strange mood]] from a [[weaponsmith]], which can produce a weapon from almost anything (which would then fall into the "other" category*).
 +
 
 +
:''(* but with a huge quality bonus. Artifact weapons consistently appear to be superiorly lethal, regardless of their material.  Once you're reliably cutting a goblin in twain, there's not much room to measure improvement.)''
  
 
Actual weapon damage depends partially on the material from which the weapon was forged, then multiplied by quality (see next section). For example, a copper battle axe does a base 73 damage (110 x 66%), while a steel axe does 146 damage (110 x 133%), etc.
 
Actual weapon damage depends partially on the material from which the weapon was forged, then multiplied by quality (see next section). For example, a copper battle axe does a base 73 damage (110 x 66%), while a steel axe does 146 damage (110 x 133%), etc.
Line 226: Line 231:
  
  
! [[Steel]]/[[Obsidian]]
+
! [[Steel]]<sup>3</sup>
 
| ||  ||  ||  ||  || ||  ||  || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||  || ||'''≡''' || || ||☼
 
| ||  ||  ||  ||  || ||  ||  || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||  || ||'''≡''' || || ||☼
 
|-
 
|-
Line 232: Line 237:
  
 
:Notes:
 
:Notes:
::1) ''includes bone, silver, wood, glass, and any other material not listed. The net effect of non-standard "other" materials on artifact weapons is not known.''
+
::1) ''includes bone, silver, wood, glass, and any other material not listed (except obsidian<sup>3</sup>). The net effect of non-standard "other" materials on artifact weapons is not known.''
 +
::3) [[Obsidian]] has the same modifiers as steel.
  
 
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ever be as good as a +fine iron+ one. (It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond "masterpiece" level.)
 
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ever be as good as a +fine iron+ one. (It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond "masterpiece" level.)
  
[[Adamantine]] items start at a multiplier of 5.00 for no-quality items and skyrocket from there.
+
[[Adamantine]] items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there.
  
 
''(Note that for crossbows and bows, the quality and material of the [[ammo]] affect ranged damage. As with any melee weapon, both quality and material combined affect melee combat and melee damage with these weapons.)''
 
''(Note that for crossbows and bows, the quality and material of the [[ammo]] affect ranged damage. As with any melee weapon, both quality and material combined affect melee combat and melee damage with these weapons.)''

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)