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Editing 40d:Weapon
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− | + | Weapons are items that increase the damage dealt by creatures in combat. In fortress mode, after accessing the military screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your dwarves to use. Regardless of your choice here, civilians will not wield weapons until drafted with the exception of [[wood cutter]]s who use a battle axe to fell trees down. Although it is considered a tool and not a weapon, miners will also hit harder with their pick much the same way than a [[marksdwarf]] use his [[crossbow]] to deal melee damage when his supply of [[bolt]]s run out. | |
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− | + | Weapons have different properties that affect the way they deal damage. Blunt weapons like hammers and maces tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as axes or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims. Piercing weapons such as spears or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims. Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable. While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain. | |
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− | + | Some weapons cannot be used by dwarves in Fortress mode, such as bows. However, in Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a human great axe in one hand despite the fact that he is smaller than the minimum size required to use the axe at all, with both hands or one. It is not clear if there are any penalties associated with using oversized weapons | |
− | + | Dwarves can also create weapons themselves. Wooden and bone crossbow bolts can be created at the [[craftsdwarf's workshop]]. Higher quality bolts and melee weapons can be created at a [[metalsmith's forge]]. Dwarves can only create weapons they themselves can wield, with the occasional exception of [[legendary artifact|artifact]]s. | |
− | Dwarves | ||
− | Most weapons can be made of | + | Most weapons can be made of iron, silver, copper, bronze, steel, bismuth bronze, or adamantine. A handful of weapons can be made of other materials such as wood or obsidian. The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (i.e., when all bolts have been expended). |
− | + | There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s. These are the menacing [[spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]]. | |
− | + | In most cases, dwarves will go to pick up an assigned weapon upon being drafted. However, there are a few special cases. A woodcutter uses a battle axe even as a civilian, so if a woodcutter is assigned to use an axe as a weapon he or she will not need to prepare (except to wear any assigned armor). A hunter usually carries a crossbow, bolts and even light armor, all of which can carry over to the military if the settings are appropriate. And miners carry their picks at all times; picks make mediocre weapons, but they use the civilian "mining" skill in combat, so miners don't have to train as soldiers to be effective fighters. | |
− | + | Picks will only be used as weapons by miners who are not instructed to wield any other weapon (in other words, the dwarves must be set to "unarmed" and drafted while carrying a pick). | |
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− | + | Weapons have varying amounts of damage and type, according to raw/objects/weapons.txt.{{version|0.27.169.33a}} | |
− | ==Weapon | + | High "Crit. Boost" is a better chance of causing internal injuries, rather than just decreasing HP. This is useful against big, hard-to-damage enemies -- things like spears will tend to damage their organs, which is usually a faster way to take them out. |
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+ | ==Weapon Stats== | ||
These have been taken from /raw/objects/item_weapon.txt: | These have been taken from /raw/objects/item_weapon.txt: | ||
− | + | {|cellpadding="2" border="1" | |
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! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost | ! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost | ||
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| [[Battle axe]] || 110 || Slash || Axe || None | | [[Battle axe]] || 110 || Slash || Axe || None | ||
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− | | [[ | + | | [[Blowgun]]† (melee) || 20 || Bludgeon || Sword || None |
|- | |- | ||
− | | [[ | + | | [[Bow]]† (melee) || 40 || Bludgeon || Sword || None |
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− | | [[ | + | | [[Crossbow]]† (melee) || 70 || Bludgeon || Hammer || None |
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− | | [[ | + | | [[Dagger]] || 70 || Slash || Dagger || 1 |
|- | |- | ||
− | | [[ | + | | [[Flail]] || 130 || Bludgeon || Mace || None |
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− | | [[ | + | | [[Great axe]]‡ || 150 || Slash || Axe || None |
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− | | | + | | [[Halberd]]‡ || 140 || Slash || Axe || None |
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− | | [[ | + | | [[Long sword]]† || 120 || Slash || Sword || 1 |
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− | | [[ | + | | [[Mace]] || 120 || Bludgeon || Mace || None |
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− | | [[ | + | | [[Maul]]‡ || 160 || Bludgeon || Hammer || None |
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− | | [[ | + | | [[Morningstar]] || 120 || Bludgeon || Mace || None |
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− | | [[ | + | | [[Pick]] || 70 || Pierce || Mining || 2 |
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− | | [[ | + | | [[Pike (Weapon)|Pike]]‡{{verify}} || 120 || Pierce || Pike || 2 |
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− | | [[ | + | | [[Scimitar]] || 100 || Slash || Sword || 1 |
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− | | [[ | + | | [[Scourge]] || 30 || Gore || Whip || None |
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− | | [[ | + | | [[Short sword]] || 100 || Slash || Sword || 1 |
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− | | [[ | + | | [[Spear]] || 100 || Pierce || Spear || 2 |
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− | | [[ | + | | [[Two handed sword]]‡ || 140 || Slash || Sword || 1 |
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− | | [[ | + | | [[War hammer]] || 120 || Bludgeon || Hammer || None |
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− | | | + | | [[Whip]] || 20 || Gore || Whip || None |
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− | | | + | | colspan=5 | † ''Dwarves wield weapon two-handed'' <br> ‡ ''Dwarves cannot wield weapon (too large)'' |
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|} | |} | ||
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− | == | + | ==Ammunition Stats== |
These have been taken from /raw/objects/item_ammo.txt: | These have been taken from /raw/objects/item_ammo.txt: | ||
{|cellpadding="2" border="1" | {|cellpadding="2" border="1" | ||
− | ! Name !! Damage !! Damage Type | + | ! Name !! Damage !! Damage Type |
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− | | [[Arrow]] || 100 || Pierce | + | | [[Arrow]] || 100 || Pierce |
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− | | [[ | + | | [[Blowdart]] || 10 || Pierce |
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− | | [[Bolt]] || 100 || Pierce | + | | [[Bolt]] || 100 || Pierce |
|} | |} | ||
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+ | ==Trap weapon statistics== | ||
+ | These have been taken from raw/objects/item_trapcomp.txt: | ||
{|cellpadding="2" border="1" | {|cellpadding="2" border="1" | ||
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood? | ! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood? | ||
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− | | [[ | + | | [[Giant axe blade]] || 220 || Slash || 1 || None || No |
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− | | [[Enormous corkscrew]] | + | | [[Enormous corkscrew]]† || 150 || Pierce || 1 || 2 || Yes |
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− | | [[ | + | | [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes |
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| [[Large, serrated disc]] || 120 || Slash || 3 || None || No | | [[Large, serrated disc]] || 120 || Slash || 3 || None || No | ||
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− | | [[Menacing spike]] | + | | [[Menacing spike]]‡ || 150 || Pierce || 1 || 2 || Yes |
|- | |- | ||
− | | colspan=6 | | + | | colspan=6 | † ''This trap component is a screw and can also be used in [[screw pump]]s.'' <br> ‡ ''This trap component is a spike and can also be used in upright spike traps.'' |
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|} | |} | ||
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− | + | All trap component weapons can be made out of [[metal]], as well as [[glass]], oddly enough. Some can also be made out of [[wood]], as noted in the table. This can be useful in getting some heavy weapons traps set up before you have a steady [[smelter|smelting]] operation going. Remember though that weapons made of wood suffer a penalty to damage. | |
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− | + | ==Material Damage Effects== | |
− | + | Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc. | |
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− | Actual weapon damage depends partially on the material from which the weapon was forged | ||
{|cellpadding="2" border="1" | {|cellpadding="2" border="1" | ||
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| [[Adamantine]] || 500 | | [[Adamantine]] || 500 | ||
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− | | [[Steel]] and [[Obsidian]] | + | | [[Steel]] and †[[Obsidian]] || 133 |
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| [[Iron]] || 100 | | [[Iron]] || 100 | ||
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| [[Copper]] || 66 | | [[Copper]] || 66 | ||
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− | | All other | + | | †All other materials ([[wood]], [[silver]], etc.) || 50 |
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− | + | | colspan=2 | † ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.'' | |
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|} | |} | ||
− | + | == Item quality == | |
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− | == | ||
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− | + | {{old|0.27.130.23a}} | |
− | + | [[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=12&t=000013 stated] that [[quality]] increases its protection (or damage, in the case of weapons), namely, "Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block." | |
− | :* | + | * Item Name : Basic crafted weapon - x1.0 damage |
+ | * -Item Name- : Well-Crafted weapon - x1.2 damage | ||
+ | * +Item Name+ : Finely Crafted weapon - x1.4 damage | ||
+ | * *Item Name* : Superior Quality weapon - x1.6 damage | ||
+ | * ≡Item Name≡ : Exceptional weapon - x1.8 damage | ||
+ | * ☼Item Name☼ : Masterful weapon - x2.0 damage | ||
− | + | [[Category:Fortress Defense]] | |
− | + | [[Category:Items]] | |
− | + | [[Category:Military]] | |
− | + | [[Category:Traps]] | |
− | + | [[Category:Weapons]] | |
− |