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	<updated>2026-05-03T04:54:59Z</updated>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Combat&amp;diff=125962</id>
		<title>v0.31:Combat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Combat&amp;diff=125962"/>
		<updated>2010-08-19T00:25:46Z</updated>

		<summary type="html">&lt;p&gt;Theqmann: Preliminary combat analysis page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
(This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to {{L|combat skill}}s, {{L|military}}, or {{L|squad}}s.)&lt;br /&gt;
&lt;br /&gt;
==General Observations==&lt;br /&gt;
* Blunt weapons seem to use density for material strength&lt;br /&gt;
* Blunt weapons probably use &amp;quot;contact area&amp;quot; and weapon mass for relative strength&lt;br /&gt;
&lt;br /&gt;
* Edge weapons seem to use the progression Silver-&amp;gt;Copper-&amp;gt;Iron-&amp;gt;Bronze-&amp;gt;Steel-&amp;gt;Adamantium for material strength&lt;br /&gt;
* Edge weapons probably use &amp;quot;penetration size&amp;quot; for relative strength&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
:Based on information in the RAWs and in-game, Toady seems to use real-world physics and material properties for in-game behaviour.  Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.&lt;br /&gt;
&lt;br /&gt;
==General Terms==&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
:'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
&lt;br /&gt;
==Armor Properties==&lt;br /&gt;
&lt;br /&gt;
*Material Properties&lt;br /&gt;
:* Blunt Protection&lt;br /&gt;
::*'''Impact yield'''&lt;br /&gt;
::*'''Impact fracture'''&lt;br /&gt;
::*'''Impact elasticity'''&lt;br /&gt;
&lt;br /&gt;
:* Edge Protection&lt;br /&gt;
::*'''Shear yield'''&lt;br /&gt;
::*'''Shear fracture'''&lt;br /&gt;
::*'''Shear elasticity'''&lt;br /&gt;
&lt;br /&gt;
*Item Properties&lt;br /&gt;
:*'''Armor Level''': Layer number in which armor is worn.  Lower numbers will be equipped first, and later numbers equipped if space is available.&lt;br /&gt;
:*'''Coverage'': Some armor covers more of the body than others.&lt;br /&gt;
&lt;br /&gt;
==Weapon Properties==&lt;br /&gt;
&lt;br /&gt;
*Material Properties&lt;br /&gt;
:*Common&lt;br /&gt;
::*'''Contact Area''': Determines the surface area hit by the weapon.  Likely in mm&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.&lt;br /&gt;
&lt;br /&gt;
:*Blunt Weapons&lt;br /&gt;
::*Blunt weapons are all about weapon mass, contact area, and velocity.  Apply a large force to a small area for bone crushing goodness.&lt;br /&gt;
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''&lt;br /&gt;
::*'''Momentum''' is '''Mass''' times '''Velocity'''&lt;br /&gt;
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target&lt;br /&gt;
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''&lt;br /&gt;
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)&lt;br /&gt;
&lt;br /&gt;
:*Edged Weapons&lt;br /&gt;
::*Edged weapons rely on a combination of size, mass, impact area, penetration depth, and velocity&lt;br /&gt;
&lt;br /&gt;
==Arena Test Results==&lt;br /&gt;
&lt;br /&gt;
* Forthcoming...&lt;/div&gt;</summary>
		<author><name>Theqmann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=125948</id>
		<title>v0.31:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=125948"/>
		<updated>2010-08-18T20:48:34Z</updated>

		<summary type="html">&lt;p&gt;Theqmann: /* Ammunition table */ -- Added contact area and penetration to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon&amp;quot; can refer to either the manufactured weapons used by dwarves and other creatures for either {{l|combat}} or specific {{L|labor}}s, or natural weapons like fists and {{L|syndrome|breath attacks}} used for creature-specific methods of combat.&lt;br /&gt;
&lt;br /&gt;
=Manufactured weapons=&lt;br /&gt;
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in {{L|Dwarf fortress mode|Fortress Mode}}. &lt;br /&gt;
&lt;br /&gt;
==Notes about manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
*If you find your dwarves wearing more than one weapon - or any unwanted {{l|armor}}, for that matter - one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} screen. This does not always work as they may re-equip. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem.&lt;br /&gt;
&lt;br /&gt;
*Using weapons is much more effective than unarmed combat- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided neither is wearing armor. &lt;br /&gt;
:*Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
&lt;br /&gt;
*Weapons and ammunition with the &amp;quot;foreign&amp;quot; attribute must be either imported by either {{L|trade}}rs or {{L|invader}}s, or acquired from {{L|strange mood}}s. &lt;br /&gt;
&lt;br /&gt;
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a {{L|bone}} spear, for example, a fey {{L|bone carver}} may produce one from a single {{L|rainbow trout}} bone.&lt;br /&gt;
&lt;br /&gt;
*Wooden versions of melee weapons are labeled as &amp;quot;training weapons&amp;quot; and are made at a {{L|carpenter}}'s workshop. All training weapons have a blunt attack type, even if the weapon they are based on is typically edged.&lt;br /&gt;
&lt;br /&gt;
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a {{L|weaponsmith}} at a {{L|forge}}, while wood and bone crossbows are made by a {{L|bowyer}} at a bowyer's workshop. The material of a crossbow does not affect firing ability, only melee damage. A dwarf's marksmanship skill is only affected by the core {{L|item quality|quality}} of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a {{L|experience|legendary}} bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
===Weapons as tools===&lt;br /&gt;
{{l|hunter|Hunters}}, {{l|wood cutter|Woodcutters}} and {{l|miner|Miners}} use weapons for their {{l|labor|work}} and if need be will also {{l|combat|fight}} using them. Hunters seem to be limited to {{l|crossbow|crossbows}} while miners and woodcutters use {{l|pick|picks}} and {{l|battle axe|axes}} respectively.&lt;br /&gt;
&lt;br /&gt;
==Dwarf-manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! {{L|Attack Type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Carpenter|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Stone}}&lt;br /&gt;
|-&lt;br /&gt;
| Battle Axe&lt;br /&gt;
| 800&lt;br /&gt;
| Edge&lt;br /&gt;
| 40000&lt;br /&gt;
| 6000&lt;br /&gt;
| Axe&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10000&lt;br /&gt;
| N/A&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Blunt&lt;br /&gt;
| 20&lt;br /&gt;
| N/A&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| Edge&lt;br /&gt;
| 100&lt;br /&gt;
| 4000&lt;br /&gt;
| Mining&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| 300&lt;br /&gt;
| Edge&lt;br /&gt;
| 20000&lt;br /&gt;
| 4000&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| 400&lt;br /&gt;
| Edge&lt;br /&gt;
| 20&lt;br /&gt;
| 10000&lt;br /&gt;
| Spear&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! {{L|Attack Type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Carpenter|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Stone}}&lt;br /&gt;
|-&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| 900&lt;br /&gt;
| Edge&lt;br /&gt;
| 100000&lt;br /&gt;
| 8000&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10000&lt;br /&gt;
| N/A&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10000&lt;br /&gt;
| N/A&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Blunt&lt;br /&gt;
| 200&lt;br /&gt;
| N/A&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Great Axe&lt;br /&gt;
| 1300&lt;br /&gt;
| Edge&lt;br /&gt;
| 60000&lt;br /&gt;
| 8000&lt;br /&gt;
| Axe&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Halberd&lt;br /&gt;
| 1200&lt;br /&gt;
| Edge&lt;br /&gt;
| 20000&lt;br /&gt;
| 8000&lt;br /&gt;
| Axe&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Large Dagger&lt;br /&gt;
| 200&lt;br /&gt;
| Edge&lt;br /&gt;
| 5&lt;br /&gt;
| 1000&lt;br /&gt;
| Dagger&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Long Sword&lt;br /&gt;
| 700&lt;br /&gt;
| Edge&lt;br /&gt;
| 60000&lt;br /&gt;
| 6000&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Blunt&lt;br /&gt;
| 100&lt;br /&gt;
| N/A&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar&lt;br /&gt;
| 500&lt;br /&gt;
| Edge!&lt;br /&gt;
| 10&lt;br /&gt;
| 500&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pike&lt;br /&gt;
| 800&lt;br /&gt;
| Edge&lt;br /&gt;
| 20&lt;br /&gt;
| 12000&lt;br /&gt;
| Pike&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| 300&lt;br /&gt;
| Edge&lt;br /&gt;
| 20000&lt;br /&gt;
| 4000&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Edge&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| Whip&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Blunt&lt;br /&gt;
| 1&lt;br /&gt;
| N/A&lt;br /&gt;
| Whip&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition {{L|stockpile}}s. Ammunition may also refer to the {{L|stone}}s and {{L|ballista}} arrows fired from siege engines: For more information about these weapons, see the {{L|siege engine}} article.&lt;br /&gt;
&lt;br /&gt;
===Notes about ammunition===&lt;br /&gt;
&lt;br /&gt;
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress. &lt;br /&gt;
&lt;br /&gt;
*All ammunition has the &amp;quot;EDGED&amp;quot; attack type.&lt;br /&gt;
&lt;br /&gt;
===Ammunition table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Wood crafter|Wood}}&lt;br /&gt;
! {{L|Bone carver|Bone}}&lt;br /&gt;
|-&lt;br /&gt;
| Bolt (Crossbow)&lt;br /&gt;
| 50&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Marksman&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Arrow (Bow)&lt;br /&gt;
| 50&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Bowman&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Blowdart (Blowgun)&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 50&lt;br /&gt;
| Blowgunner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Natural weapons=&lt;br /&gt;
&lt;br /&gt;
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. A short description of natural weapons and damage considerations follows.&lt;br /&gt;
&lt;br /&gt;
==Types of natural weapons==&lt;br /&gt;
&lt;br /&gt;
===Striking natural weapons===&lt;br /&gt;
The basic natural weapons, every creature has an array of basic natural weapons. 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.&lt;br /&gt;
&lt;br /&gt;
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', scratching with the '''nails''', and '''kicking'''.&lt;br /&gt;
&lt;br /&gt;
===Other natural weapons===&lt;br /&gt;
The various {{L|syndrome}} delivery methods fall under this category, including breath weapons, poisonous blood, 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 {{L|syndrome}} page. For specific information on breath weapons, see the {{L|Syndrome#Breath_attacks|breath attacks}} section of the syndrome page.&lt;/div&gt;</summary>
		<author><name>Theqmann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=125947</id>
		<title>v0.31:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=125947"/>
		<updated>2010-08-18T20:46:48Z</updated>

		<summary type="html">&lt;p&gt;Theqmann: /* Foreign weapons */ -- Added contact area and penetration to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon&amp;quot; can refer to either the manufactured weapons used by dwarves and other creatures for either {{l|combat}} or specific {{L|labor}}s, or natural weapons like fists and {{L|syndrome|breath attacks}} used for creature-specific methods of combat.&lt;br /&gt;
&lt;br /&gt;
=Manufactured weapons=&lt;br /&gt;
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in {{L|Dwarf fortress mode|Fortress Mode}}. &lt;br /&gt;
&lt;br /&gt;
==Notes about manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
*If you find your dwarves wearing more than one weapon - or any unwanted {{l|armor}}, for that matter - one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} screen. This does not always work as they may re-equip. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem.&lt;br /&gt;
&lt;br /&gt;
*Using weapons is much more effective than unarmed combat- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided neither is wearing armor. &lt;br /&gt;
:*Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
&lt;br /&gt;
*Weapons and ammunition with the &amp;quot;foreign&amp;quot; attribute must be either imported by either {{L|trade}}rs or {{L|invader}}s, or acquired from {{L|strange mood}}s. &lt;br /&gt;
&lt;br /&gt;
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a {{L|bone}} spear, for example, a fey {{L|bone carver}} may produce one from a single {{L|rainbow trout}} bone.&lt;br /&gt;
&lt;br /&gt;
*Wooden versions of melee weapons are labeled as &amp;quot;training weapons&amp;quot; and are made at a {{L|carpenter}}'s workshop. All training weapons have a blunt attack type, even if the weapon they are based on is typically edged.&lt;br /&gt;
&lt;br /&gt;
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a {{L|weaponsmith}} at a {{L|forge}}, while wood and bone crossbows are made by a {{L|bowyer}} at a bowyer's workshop. The material of a crossbow does not affect firing ability, only melee damage. A dwarf's marksmanship skill is only affected by the core {{L|item quality|quality}} of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a {{L|experience|legendary}} bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
===Weapons as tools===&lt;br /&gt;
{{l|hunter|Hunters}}, {{l|wood cutter|Woodcutters}} and {{l|miner|Miners}} use weapons for their {{l|labor|work}} and if need be will also {{l|combat|fight}} using them. Hunters seem to be limited to {{l|crossbow|crossbows}} while miners and woodcutters use {{l|pick|picks}} and {{l|battle axe|axes}} respectively.&lt;br /&gt;
&lt;br /&gt;
==Dwarf-manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! {{L|Attack Type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Carpenter|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Stone}}&lt;br /&gt;
|-&lt;br /&gt;
| Battle Axe&lt;br /&gt;
| 800&lt;br /&gt;
| Edge&lt;br /&gt;
| 40000&lt;br /&gt;
| 6000&lt;br /&gt;
| Axe&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10000&lt;br /&gt;
| N/A&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Blunt&lt;br /&gt;
| 20&lt;br /&gt;
| N/A&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| Edge&lt;br /&gt;
| 100&lt;br /&gt;
| 4000&lt;br /&gt;
| Mining&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| 300&lt;br /&gt;
| Edge&lt;br /&gt;
| 20000&lt;br /&gt;
| 4000&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| 400&lt;br /&gt;
| Edge&lt;br /&gt;
| 20&lt;br /&gt;
| 10000&lt;br /&gt;
| Spear&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! {{L|Attack Type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Carpenter|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Stone}}&lt;br /&gt;
|-&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| 900&lt;br /&gt;
| Edge&lt;br /&gt;
| 100000&lt;br /&gt;
| 8000&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10000&lt;br /&gt;
| N/A&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10000&lt;br /&gt;
| N/A&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Blunt&lt;br /&gt;
| 200&lt;br /&gt;
| N/A&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Great Axe&lt;br /&gt;
| 1300&lt;br /&gt;
| Edge&lt;br /&gt;
| 60000&lt;br /&gt;
| 8000&lt;br /&gt;
| Axe&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Halberd&lt;br /&gt;
| 1200&lt;br /&gt;
| Edge&lt;br /&gt;
| 20000&lt;br /&gt;
| 8000&lt;br /&gt;
| Axe&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Large Dagger&lt;br /&gt;
| 200&lt;br /&gt;
| Edge&lt;br /&gt;
| 5&lt;br /&gt;
| 1000&lt;br /&gt;
| Dagger&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Long Sword&lt;br /&gt;
| 700&lt;br /&gt;
| Edge&lt;br /&gt;
| 60000&lt;br /&gt;
| 6000&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Blunt&lt;br /&gt;
| 100&lt;br /&gt;
| N/A&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar&lt;br /&gt;
| 500&lt;br /&gt;
| Edge!&lt;br /&gt;
| 10&lt;br /&gt;
| 500&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pike&lt;br /&gt;
| 800&lt;br /&gt;
| Edge&lt;br /&gt;
| 20&lt;br /&gt;
| 12000&lt;br /&gt;
| Pike&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| 300&lt;br /&gt;
| Edge&lt;br /&gt;
| 20000&lt;br /&gt;
| 4000&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Edge&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| Whip&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Blunt&lt;br /&gt;
| 1&lt;br /&gt;
| N/A&lt;br /&gt;
| Whip&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition {{L|stockpile}}s. Ammunition may also refer to the {{L|stone}}s and {{L|ballista}} arrows fired from siege engines: For more information about these weapons, see the {{L|siege engine}} article.&lt;br /&gt;
&lt;br /&gt;
===Notes about ammunition===&lt;br /&gt;
&lt;br /&gt;
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress. &lt;br /&gt;
&lt;br /&gt;
*All ammunition has the &amp;quot;EDGED&amp;quot; attack type.&lt;br /&gt;
&lt;br /&gt;
===Ammunition table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Wood crafter|Wood}}&lt;br /&gt;
! {{L|Bone carver|Bone}}&lt;br /&gt;
|-&lt;br /&gt;
| Bolt (Crossbow)&lt;br /&gt;
| 50&lt;br /&gt;
| Marksman&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Arrow (Bow)&lt;br /&gt;
| 50&lt;br /&gt;
| Bowman&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Blowdart (Blowgun)&lt;br /&gt;
| 10&lt;br /&gt;
| Blowgunner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Natural weapons=&lt;br /&gt;
&lt;br /&gt;
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. A short description of natural weapons and damage considerations follows.&lt;br /&gt;
&lt;br /&gt;
==Types of natural weapons==&lt;br /&gt;
&lt;br /&gt;
===Striking natural weapons===&lt;br /&gt;
The basic natural weapons, every creature has an array of basic natural weapons. 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.&lt;br /&gt;
&lt;br /&gt;
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', scratching with the '''nails''', and '''kicking'''.&lt;br /&gt;
&lt;br /&gt;
===Other natural weapons===&lt;br /&gt;
The various {{L|syndrome}} delivery methods fall under this category, including breath weapons, poisonous blood, 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 {{L|syndrome}} page. For specific information on breath weapons, see the {{L|Syndrome#Breath_attacks|breath attacks}} section of the syndrome page.&lt;/div&gt;</summary>
		<author><name>Theqmann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=125946</id>
		<title>v0.31:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=125946"/>
		<updated>2010-08-18T20:38:54Z</updated>

		<summary type="html">&lt;p&gt;Theqmann: /* Dwarf-manufactured weapons */ -- Added contact area and penetration to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon&amp;quot; can refer to either the manufactured weapons used by dwarves and other creatures for either {{l|combat}} or specific {{L|labor}}s, or natural weapons like fists and {{L|syndrome|breath attacks}} used for creature-specific methods of combat.&lt;br /&gt;
&lt;br /&gt;
=Manufactured weapons=&lt;br /&gt;
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in {{L|Dwarf fortress mode|Fortress Mode}}. &lt;br /&gt;
&lt;br /&gt;
==Notes about manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
*If you find your dwarves wearing more than one weapon - or any unwanted {{l|armor}}, for that matter - one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} screen. This does not always work as they may re-equip. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem.&lt;br /&gt;
&lt;br /&gt;
*Using weapons is much more effective than unarmed combat- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided neither is wearing armor. &lt;br /&gt;
:*Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
&lt;br /&gt;
*Weapons and ammunition with the &amp;quot;foreign&amp;quot; attribute must be either imported by either {{L|trade}}rs or {{L|invader}}s, or acquired from {{L|strange mood}}s. &lt;br /&gt;
&lt;br /&gt;
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a {{L|bone}} spear, for example, a fey {{L|bone carver}} may produce one from a single {{L|rainbow trout}} bone.&lt;br /&gt;
&lt;br /&gt;
*Wooden versions of melee weapons are labeled as &amp;quot;training weapons&amp;quot; and are made at a {{L|carpenter}}'s workshop. All training weapons have a blunt attack type, even if the weapon they are based on is typically edged.&lt;br /&gt;
&lt;br /&gt;
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a {{L|weaponsmith}} at a {{L|forge}}, while wood and bone crossbows are made by a {{L|bowyer}} at a bowyer's workshop. The material of a crossbow does not affect firing ability, only melee damage. A dwarf's marksmanship skill is only affected by the core {{L|item quality|quality}} of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a {{L|experience|legendary}} bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
===Weapons as tools===&lt;br /&gt;
{{l|hunter|Hunters}}, {{l|wood cutter|Woodcutters}} and {{l|miner|Miners}} use weapons for their {{l|labor|work}} and if need be will also {{l|combat|fight}} using them. Hunters seem to be limited to {{l|crossbow|crossbows}} while miners and woodcutters use {{l|pick|picks}} and {{l|battle axe|axes}} respectively.&lt;br /&gt;
&lt;br /&gt;
==Dwarf-manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! {{L|Attack Type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Carpenter|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Stone}}&lt;br /&gt;
|-&lt;br /&gt;
| Battle Axe&lt;br /&gt;
| 800&lt;br /&gt;
| Edge&lt;br /&gt;
| 40000&lt;br /&gt;
| 6000&lt;br /&gt;
| Axe&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10000&lt;br /&gt;
| N/A&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Blunt&lt;br /&gt;
| 20&lt;br /&gt;
| N/A&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| Edge&lt;br /&gt;
| 100&lt;br /&gt;
| 4000&lt;br /&gt;
| Mining&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| 300&lt;br /&gt;
| Edge&lt;br /&gt;
| 20000&lt;br /&gt;
| 4000&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| 400&lt;br /&gt;
| Edge&lt;br /&gt;
| 20&lt;br /&gt;
| 10000&lt;br /&gt;
| Spear&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Blunt&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! {{L|Attack Type}}&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Carpenter|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Stone}}&lt;br /&gt;
|-&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| 900&lt;br /&gt;
| Edge&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Blunt&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Blunt&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Blunt&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Great Axe&lt;br /&gt;
| 1300&lt;br /&gt;
| Edge&lt;br /&gt;
| Axe&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Halberd&lt;br /&gt;
| 1200&lt;br /&gt;
| Edge&lt;br /&gt;
| Axe&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Large Dagger&lt;br /&gt;
| 200&lt;br /&gt;
| Edge&lt;br /&gt;
| Dagger&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Long Sword&lt;br /&gt;
| 700&lt;br /&gt;
| Edge&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Blunt&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar&lt;br /&gt;
| 500&lt;br /&gt;
| Blunt&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pike&lt;br /&gt;
| 800&lt;br /&gt;
| Edge&lt;br /&gt;
| Pike&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| 300&lt;br /&gt;
| Edge&lt;br /&gt;
| Sword&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Edge&lt;br /&gt;
| Whip&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Blunt&lt;br /&gt;
| Whip&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition {{L|stockpile}}s. Ammunition may also refer to the {{L|stone}}s and {{L|ballista}} arrows fired from siege engines: For more information about these weapons, see the {{L|siege engine}} article.&lt;br /&gt;
&lt;br /&gt;
===Notes about ammunition===&lt;br /&gt;
&lt;br /&gt;
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress. &lt;br /&gt;
&lt;br /&gt;
*All ammunition has the &amp;quot;EDGED&amp;quot; attack type.&lt;br /&gt;
&lt;br /&gt;
===Ammunition table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Wood crafter|Wood}}&lt;br /&gt;
! {{L|Bone carver|Bone}}&lt;br /&gt;
|-&lt;br /&gt;
| Bolt (Crossbow)&lt;br /&gt;
| 50&lt;br /&gt;
| Marksman&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Arrow (Bow)&lt;br /&gt;
| 50&lt;br /&gt;
| Bowman&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Blowdart (Blowgun)&lt;br /&gt;
| 10&lt;br /&gt;
| Blowgunner&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Natural weapons=&lt;br /&gt;
&lt;br /&gt;
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. A short description of natural weapons and damage considerations follows.&lt;br /&gt;
&lt;br /&gt;
==Types of natural weapons==&lt;br /&gt;
&lt;br /&gt;
===Striking natural weapons===&lt;br /&gt;
The basic natural weapons, every creature has an array of basic natural weapons. 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.&lt;br /&gt;
&lt;br /&gt;
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', scratching with the '''nails''', and '''kicking'''.&lt;br /&gt;
&lt;br /&gt;
===Other natural weapons===&lt;br /&gt;
The various {{L|syndrome}} delivery methods fall under this category, including breath weapons, poisonous blood, 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 {{L|syndrome}} page. For specific information on breath weapons, see the {{L|Syndrome#Breath_attacks|breath attacks}} section of the syndrome page.&lt;/div&gt;</summary>
		<author><name>Theqmann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=125945</id>
		<title>v0.31:Metal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=125945"/>
		<updated>2010-08-18T20:23:49Z</updated>

		<summary type="html">&lt;p&gt;Theqmann: /* Weapon &amp;amp; Armor Quality */ -- added unit to density description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes {{L|wafer}}s instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars).  The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a full chart of recipes for alloys, see {{L|smelting}}.&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Copper}}|notes=Can be made with [[Tetrahedrite]] or [[Galena]] to be substituted for the [[Silver]] for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 {{L|Tin}} + 2 {{L|Copper}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Gold}}|notes=|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.  Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Armor Quality ==&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are ten times as sharp as any other material aside from obsidian|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to forge crossbows, ammunition and some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Wood|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes=Can be used to forge crossbows, ammunition and some armor and weapons|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Shell|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to forge some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Plant Cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Plants|notes=Can be used to make clothing|soliddensity=1.52|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=600|shearfracture=600|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silk Cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Silk|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=1150|shearfracture=1200|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Leather|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
:Explantions!&lt;br /&gt;
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Combat Testing &amp;amp; Analysis'''&lt;br /&gt;
&lt;br /&gt;
It's interesting to note that the material order has been changed from previous versions. Adamantine and Steel still take first and second place respectively, but Bronze is now the third best material in the game. Beyond which, Iron has been demoted and is in a close tie with copper as to being the second worst material. Iron makes negligibly better blunt weapons and possibly better cutting weapons. The cutting weapon evaluation really depends on the importance of the various stats as copper has better shear fracture and shear elasticity than iron. As in older versions however, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edge Damage&lt;br /&gt;
| Adamantine  &amp;lt;p&amp;gt;(worst for missiles)&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| Some Iron weapons seem to perform about equally well as Copper weapons vs Copper armor(IE useless).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Damage&lt;br /&gt;
| Silver&lt;br /&gt;
| Copper&lt;br /&gt;
| Bismuth Bronze, Bronze&lt;br /&gt;
| Steel, Iron&lt;br /&gt;
| ---&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Density seems to easily be the dominating factor overshadowing other properties.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Theqmann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=125944</id>
		<title>v0.31:Metal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=125944"/>
		<updated>2010-08-18T20:20:45Z</updated>

		<summary type="html">&lt;p&gt;Theqmann: /* Weapon &amp;amp; Armor Quality */ -- Fixed a typo, clarified some text -- Finally logged in :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes {{L|wafer}}s instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars).  The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a full chart of recipes for alloys, see {{L|smelting}}.&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Copper}}|notes=Can be made with [[Tetrahedrite]] or [[Galena]] to be substituted for the [[Silver]] for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 {{L|Tin}} + 2 {{L|Copper}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Gold}}|notes=|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.  Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Armor Quality ==&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are ten times as sharp as any other material aside from obsidian|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to forge crossbows, ammunition and some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Wood|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes=Can be used to forge crossbows, ammunition and some armor and weapons|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Shell|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to forge some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Plant Cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Plants|notes=Can be used to make clothing|soliddensity=1.52|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=600|shearfracture=600|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silk Cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Silk|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=1150|shearfracture=1200|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Leather|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
:Explantions!&lt;br /&gt;
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Combat Testing &amp;amp; Analysis'''&lt;br /&gt;
&lt;br /&gt;
It's interesting to note that the material order has been changed from previous versions. Adamantine and Steel still take first and second place respectively, but Bronze is now the third best material in the game. Beyond which, Iron has been demoted and is in a close tie with copper as to being the second worst material. Iron makes negligibly better blunt weapons and possibly better cutting weapons. The cutting weapon evaluation really depends on the importance of the various stats as copper has better shear fracture and shear elasticity than iron. As in older versions however, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edge Damage&lt;br /&gt;
| Adamantine  &amp;lt;p&amp;gt;(worst for missiles)&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| Some Iron weapons seem to perform about equally well as Copper weapons vs Copper armor(IE useless).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Damage&lt;br /&gt;
| Silver&lt;br /&gt;
| Copper&lt;br /&gt;
| Bismuth Bronze, Bronze&lt;br /&gt;
| Steel, Iron&lt;br /&gt;
| ---&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Density seems to easily be the dominating factor overshadowing other properties.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Theqmann</name></author>
	</entry>
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