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Editing 40d:Make your own weapons
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− | + | Instead of buying overly expensive and lowest-quality axes (and any other metal items, like picks) at embark, you can take what you need to make your own once your dwarfs are at their new site. | |
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− | Instead of buying overly expensive and lowest-quality axes (and any other metal items, like picks) at embark, you can take what you need to make your own once your | ||
This is only when preparing to [[Starting builds|start a new game]] - later, items are not "for sale", but can be [[trade]]d for if a [[caravan]] is carrying any. | This is only when preparing to [[Starting builds|start a new game]] - later, items are not "for sale", but can be [[trade]]d for if a [[caravan]] is carrying any. | ||
− | == Cheaper axes | + | == Cheaper axes & etc. == |
− | Steel axes normally cost 300 points each, and copper picks 20 pts each. A copper axe would only be 20 pts as well - but they're not for sale, even though they cut trees just as fast as steel ones. ''(They are not as good at cutting goblins, not by half - see [[weapons#Material damage modifiers|weapons]] for a comparison of different materials)''. So, instead of spending that much on a steel axe, you can make your own steel, iron, bronze or copper axes or picks, or any other metal items immediately, by bringing the resources needed instead and having the | + | Steel axes normally cost 300 points each, and copper picks 20 pts each. A copper axe would only be 20 pts as well - but they're not for sale, even though they cut trees just as fast as steel ones. ''(They are not as good at cutting goblins, not by half - see [[weapons#Material damage modifiers|weapons]] for a comparison of different materials)''. So, instead of spending that much on a steel axe, you can make your own steel, iron, bronze or copper axes or picks, or any other metal items immediately, by bringing the resources needed instead and having the dwarfs make them for themselves, on site. What's more, you can only buy "standard" [[quality]] weapons - a [[skill|proficient]] [[weaponsmith]] has a good chance to produce a *superior* axe or pick, which is 60% better in combat, if it comes to that. (And it will, sooner or later... usually sooner...) |
For comparison of embark-point savings, the default 1 anvil ''(1000 pts)'' and 2 standard (lowest) quality steel axes ''(300 each)'' cost 1600 points. You could, instead, take no anvil and 5* standard quality steel axes, for a cost 1500 points ''(5 axes x 300 pts''). However, the resources required to make 5* steel axes costs well less than 1200 pts, between anvil, ore, coal and flux, ''and'' you'll end up with much higher quality axes, that ''each'' could be worth more than 1200'''☼''' by itself - and that adds to your created [[wealth]], which is another good thing. Whether the effort and time without axes/picks is worth 400+ pts is up to you. (Note that it's often a good idea to take at least 1 pick to start out with - it's only 20 pts, it serves as a [[weapon]] in emergencies, and you have one [[miner]] who starts digging ''now'', instead of the end of the month or so.) | For comparison of embark-point savings, the default 1 anvil ''(1000 pts)'' and 2 standard (lowest) quality steel axes ''(300 each)'' cost 1600 points. You could, instead, take no anvil and 5* standard quality steel axes, for a cost 1500 points ''(5 axes x 300 pts''). However, the resources required to make 5* steel axes costs well less than 1200 pts, between anvil, ore, coal and flux, ''and'' you'll end up with much higher quality axes, that ''each'' could be worth more than 1200'''☼''' by itself - and that adds to your created [[wealth]], which is another good thing. Whether the effort and time without axes/picks is worth 400+ pts is up to you. (Note that it's often a good idea to take at least 1 pick to start out with - it's only 20 pts, it serves as a [[weapon]] in emergencies, and you have one [[miner]] who starts digging ''now'', instead of the end of the month or so.) | ||
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:''(* There are several ores that produce [[copper]])'' | :''(* There are several ores that produce [[copper]])'' | ||
− | [[Bismuth | + | [[Bismuth Bronze]] requires one additional step per 4 bars produced, can only produce 4 bars per cycle, and is only for added [[value]], not for combat improvement. Bismuth Bronze cannot be smelted from ores, but only from the individual bars after they've been smelted, adding to the time and fuel required. 2 copper ores, 1 cassiterite, and 1 bismuthinite (and 5 units of [[fuel]] unless using [[magma]]) makes 4 bars of bismuth bronze, which is as deadly but 20% more valuable than regular bronze. (Which is nice, but hardly a bankbreaker. For some, it's just the satisfaction of having done it.) |
[[Steel]] is the most complex, and by far the most valuable and deadly, but is nothing to be shy about - and you'll be pounding a lot of steel soon enough. It takes several more steps and some more ingredients to make steel, but might well be worth it for an axe or three, if not the picks - steel is the ultimate material short of adamantine, and you will want your axes and other weapons to be steel sooner or later. | [[Steel]] is the most complex, and by far the most valuable and deadly, but is nothing to be shy about - and you'll be pounding a lot of steel soon enough. It takes several more steps and some more ingredients to make steel, but might well be worth it for an axe or three, if not the picks - steel is the ultimate material short of adamantine, and you will want your axes and other weapons to be steel sooner or later. | ||
− | Any of these metals can also be used to make armor or any other items in any metal-based workshop menu. Keeping a couple bars of some obscure metals or alloys around is not a bad plan for [[mood|moody]] | + | Any of these metals can also be used to make armor or any other items in any metal-based workshop menu. Keeping a couple bars of some obscure metals or alloys around is not a bad plan for [[mood|moody]] dwarfs, either. |
===What to bring in your wagon=== | ===What to bring in your wagon=== | ||
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:* Your wagon, when deconstructed, will provide 3 wood. This wood can be used for what is needed below. | :* Your wagon, when deconstructed, will provide 3 wood. This wood can be used for what is needed below. | ||
− | + | :''(* A [[wood burner]], for turning wood to charcoal (a necessary high quality [[fuel]]), a [[smelter]], for refining [[ore]] into [[metal]], and a [[forge]], for the shaping of the final product. Or the magma versions of the latter two.)'' | |
'''''Plus'''''... | '''''Plus'''''... | ||
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...for '''Steel''' weapons and tools, you will need: | ...for '''Steel''' weapons and tools, you will need: | ||
− | :* 2 [[iron]] | + | :* 2 [[iron ore]] per every 2 items. |
:* 2 [[flux]] stones per every 2 items | :* 2 [[flux]] stones per every 2 items | ||
:* 6 wood per every 2 items | :* 6 wood per every 2 items | ||
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===Step by Step=== | ===Step by Step=== | ||
====Step 1 - Preparation==== | ====Step 1 - Preparation==== | ||
− | :Upon arriving at your new site, break down the wagon using {{k|q}}, {{k|x}} - the wagon's not good for anything else. Enable (at least) one of your | + | :Upon arriving at your new site, break down the wagon using {{k|q}}, {{k|x}} - the wagon's not good for anything else. Enable (at least) one of your dwarfs with the [[Carpentry]] labor - untrained is fine, but this is the labor necessary for turning your wagon into the 3 wood. |
Step 1.1)<br /> | Step 1.1)<br /> | ||
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== Minimalist challenge build == | == Minimalist challenge build == | ||
− | For the hardcore survivalist | + | For the hardcore survivalist dwarfs only. |
Start out with ''only'' | Start out with ''only'' | ||
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:* 2 copper nuggets. | :* 2 copper nuggets. | ||
− | + | * deconstruct the initial wagon for the 3 wood it provides | |
− | + | * build a wood furnace with 1 copper nugget | |
− | + | * make 1 ash and 2 charcoal from the wood | |
− | * | + | * deconstruct the wood furnace |
− | * | + | * build a smelter with 1 ash ''(a fire-safe "bar")'' |
− | * | + | * smelt 1 copper bar |
− | * | + | * build a metalsmith's forge with 1 anvil and 1 copper nugget |
− | * | + | * forge a battle axe |
− | * | + | * deconstruct the forge |
− | * | + | * cut down 2 trees |
− | * | + | * build a wood furnace with 1 copper nugget |
− | * | + | * make 1 ash and 2 charcoal |
− | * | + | * deconstruct the wood furnace |
− | * | + | * smelt 1 copper bar |
− | * | + | * build a metalsmith's forge with 1 anvil and 1 ash |
− | * | + | * forge a pick |
− | * | + | * mine more stone/ore |
− | * | + | ... and proceed as normal. |
− | * | ||
− | * | ||
− | ... and proceed as normal. | ||
==Crossbows== | ==Crossbows== | ||
− | The quality of a [[crossbow]]'s construction affects your | + | The quality of a [[crossbow]]'s construction affects your marksdwarfs' accuracy, but the material it is made out of only affects the damage it does when the crossbow is used as a melee weapon (usually when the marksdwarf is out of bolts or otherwise in trouble). It's therefore not of great importance exactly what they're made out of initially. |
Crossbows can be made quite cheaply from wood (3 points each) or from bone (left over from whatever fish you've brought along as starting food - turtle is a popular choice, for 2 points each). A bowyer's workshop is needed to make bone or wood crossbows and the crossbow-making skill is used. | Crossbows can be made quite cheaply from wood (3 points each) or from bone (left over from whatever fish you've brought along as starting food - turtle is a popular choice, for 2 points each). A bowyer's workshop is needed to make bone or wood crossbows and the crossbow-making skill is used. |