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+ | {{Quality|Masterwork|16:52, 10 June 2015 (UTC)}} | ||
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:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].'' | :''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].'' | ||
− | |||
− | : | + | [[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in combat against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, (despite the fact that most weapons in the game, with the exception of swords and maces, would have wooden handles in real life) a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords). |
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− | + | == Basics == | |
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=== Native vs. foreign === | === Native vs. foreign === | ||
− | In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods | + | In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves). These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them. |
=== Types of weapons === | === Types of weapons === | ||
{{main|Attack types}} | {{main|Attack types}} | ||
− | + | From another point of view, there are four categories: slashing, piercing, crushing, and ranged. | |
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− | + | Slashing weapons, like [[short sword]]s and [[battle axe]]s, work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. | |
− | + | Piercing weapons, like [[spear]]s and [[pick]]s, work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, giving their wielder further leverage on the target. | |
− | + | Crushing weapons, like [[war hammer]]s and [[mace]]s, work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will take the form of perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are. | |
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− | + | Ranged weapons — [[crossbow]]s, [[bow]]s, and [[blowgun]]s — are effectively piercing weapons which work at a distance. When used in melee combat as bludgeons, crossbows produce blunt weapon damage. Bows used in melee are treated like extremely weak swords. There exists one more kind of weapon: the so-called training weapon. Training weapons are all wooden, and are made at the [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They do little blunt impact damage, due to the poor [[material science|material properties]] of wood. While every weapon is actually safe to use in sparring, the primary purpose of training weapons in fortress mode is to allow your dwarves to train before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]]. | |
− | === | + | === Types of targets === |
− | + | One can divide the types of foes they will meet into three categories: first, organic and unarmored (or poorly-armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), and [[semi-megabeast]]s and [[megabeast]]s besides the [[bronze colossus]]. Weapons that deal slashing damage work best and quickest against these types of enemies, severing whole body parts and leaving them severely incapacitated. | |
− | + | Second, organic and armored enemies, like [[ambush]]ers and [[siege]]rs. The way [[armor]] works, slashing blows that are countered by a piece of armor are converted into generally less-effective blunt damage; the best weapons against these kinds of enemies are piercing weapons, which punch through armor and damage their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower. | |
− | + | The third, and most dangerous, type of enemies are inorganic enemies (or ones that [[No Pain|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, and depending on the material they are made of, may be very difficult to slash at (although a forgotten beast made of, for instance, mud is laughably easy to kill). Against these enemies, crushing weapons are the best, because the wielders can chip at their targets until they collapse from cumulative damage. | |
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=== Weapon skill === | === Weapon skill === | ||
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=== Attachment === | === Attachment === | ||
− | A dwarf that has used a particular weapon for a long time will grow | + | A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view. |
− | In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it | + | In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement. The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them. Once named, the weapon will appear in the artifact list, albeit in blue. It is unknown if named weapons perform better than unnamed weapons. Dwarves may also become attached to shields and name them in the same way. |
=== Quality and strange moods === | === Quality and strange moods === | ||
− | The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]]. | + | The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]]. |
− | {{:Item quality/Table}} | + | {{DF2014:Item quality/Table}} |
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith. | Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith. | ||
=== Weapons as tools === | === Weapons as tools === | ||
− | [[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s, and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that. | + | [[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that. |
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting. | Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting. | ||
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=== Secondary weapons === | === Secondary weapons === | ||
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly. | Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly. | ||
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== Weapons == | == Weapons == | ||
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{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
! Type | ! Type | ||
− | |||
! Size | ! Size | ||
! Attack | ! Attack | ||
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! Velocity | ! Velocity | ||
! Skill Used | ! Skill Used | ||
− | ! Hands | + | ! Hands Used |
! [[Weaponsmith|Metal]] | ! [[Weaponsmith|Metal]] | ||
! [[Bowyer|Wood]] | ! [[Bowyer|Wood]] | ||
Line 201: | Line 78: | ||
|- valign="top" | |- valign="top" | ||
|rowspan="3"| [[battle axe|Battle Axe]] | |rowspan="3"| [[battle axe|Battle Axe]] | ||
− | |||
|rowspan="3"| 800 | |rowspan="3"| 800 | ||
| Hack || Edge || 40000 || 6000 || 1.25× | | Hack || Edge || 40000 || 6000 || 1.25× | ||
|rowspan="3"| Axe | |rowspan="3"| Axe | ||
− | |rowspan="3"| | + | |rowspan="3"| Singlegrasp |
|rowspan="3"| Yes | |rowspan="3"| Yes | ||
|rowspan="3"| No | |rowspan="3"| No | ||
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|- | |- | ||
| [[Crossbow]] (Melee) | | [[Crossbow]] (Melee) | ||
− | |||
| 400 | | 400 | ||
| Bash || Blunt || 10000 || (4000) || 1.25× | | Bash || Blunt || 10000 || (4000) || 1.25× | ||
| Hammer | | Hammer | ||
− | | | + | | Singlegrasp? |
| Yes | | Yes | ||
| Yes | | Yes | ||
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|- | |- | ||
| [[Mace]] | | [[Mace]] | ||
− | |||
| 800 | | 800 | ||
| Bash || Blunt || 20 || (200) || 2.0× | | Bash || Blunt || 20 || (200) || 2.0× | ||
| Mace | | Mace | ||
− | | | + | | Singlegrasp |
| Yes | | Yes | ||
| No | | No | ||
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|- | |- | ||
| [[Pick]] (foreign) | | [[Pick]] (foreign) | ||
− | |||
| 500 | | 500 | ||
| Strike || Edge || 100 || 4000 || 2.0× | | Strike || Edge || 100 || 4000 || 2.0× | ||
| Mining | | Mining | ||
− | | | + | | Singlegrasp |
| Yes | | Yes | ||
| No | | No | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="4"| [[short sword|Short Sword]] | |rowspan="4"| [[short sword|Short Sword]] | ||
− | |||
|rowspan="4"| 300 | |rowspan="4"| 300 | ||
| Slash || Edge || 20000 || 4000 || 1.25× | | Slash || Edge || 20000 || 4000 || 1.25× | ||
|rowspan="4"| Sword | |rowspan="4"| Sword | ||
− | |rowspan="4"| | + | |rowspan="4"| Singlegrasp |
|rowspan="4"| Yes | |rowspan="4"| Yes | ||
|rowspan="4"| No | |rowspan="4"| No | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="2"| [[Spear]] | |rowspan="2"| [[Spear]] | ||
− | |||
|rowspan="2"| 400 | |rowspan="2"| 400 | ||
| Stab || Edge || 20 || 10000 || 1.0× | | Stab || Edge || 20 || 10000 || 1.0× | ||
|rowspan="2"| Spear | |rowspan="2"| Spear | ||
− | |rowspan="2"| | + | |rowspan="2"| Singlegrasp |
|rowspan="2"| Yes | |rowspan="2"| Yes | ||
|rowspan="2"| No | |rowspan="2"| No | ||
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|- | |- | ||
| [[war hammer|War Hammer]] | | [[war hammer|War Hammer]] | ||
− | |||
| 400 | | 400 | ||
| Bash || Blunt || 10 || (200) || 2.0× | | Bash || Blunt || 10 || (200) || 2.0× | ||
| Hammer | | Hammer | ||
− | | | + | | Singlegrasp |
| Yes | | Yes | ||
| No | | No | ||
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=== Details === | === Details === | ||
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. | *If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. | ||
− | * Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage | + | * Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. |
+ | ** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!. | ||
* The size for a weapon is its volume in cm<sup>3</sup>. | * The size for a weapon is its volume in cm<sup>3</sup>. | ||
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers. | * Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers. | ||
− | * The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). | + | * The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks. |
− | * The velocity is | + | * The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword). |
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith. | * Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith. | ||
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons. | * Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons. | ||
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|- | |- | ||
! Type | ! Type | ||
− | |||
! Size | ! Size | ||
! Attack | ! Attack | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="3"| Training Axe | |rowspan="3"| Training Axe | ||
− | |||
|rowspan="3"| 800 | |rowspan="3"| 800 | ||
| Hack || Blunt || 30000 || (6000) || 1.25× | | Hack || Blunt || 30000 || (6000) || 1.25× | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="4"| Training Sword | |rowspan="4"| Training Sword | ||
− | |||
|rowspan="4"| 300 | |rowspan="4"| 300 | ||
| Slash || Blunt || 20000 || (4000) || 1.25× | | Slash || Blunt || 20000 || (4000) || 1.25× | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="2"| Training Spear | |rowspan="2"| Training Spear | ||
− | |||
|rowspan="2"| 400 | |rowspan="2"| 400 | ||
| Stab || Blunt || 200 || (10000) || 1.0× | | Stab || Blunt || 200 || (10000) || 1.0× | ||
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=== Foreign weapons === | === Foreign weapons === | ||
− | Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance | + | Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance. |
− | In adventurer mode, however | + | In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier. |
{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
|- | |- | ||
! Type | ! Type | ||
− | |||
! Size | ! Size | ||
! Attack | ! Attack | ||
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! Skill Used | ! Skill Used | ||
! Used by | ! Used by | ||
− | ! Hands Used | + | ! Hands Used |
|- valign="top" | |- valign="top" | ||
− | |rowspan="4"| [[ | + | |rowspan="4"| [[two-handed sword|2H Sword]] |
− | | | ||
|rowspan="4"| 900 | |rowspan="4"| 900 | ||
| Slash || Edge || 100000 || 8000 || 1.25× | | Slash || Edge || 100000 || 8000 || 1.25× | ||
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|- valign="top" | |- valign="top" | ||
| [[Blowgun]] (Melee) | | [[Blowgun]] (Melee) | ||
− | |||
| 150 | | 150 | ||
| Bash || Blunt || 10000 || (4000) || 1.25× | | Bash || Blunt || 10000 || (4000) || 1.25× | ||
| Sword | | Sword | ||
| Subterranean [[animal people]] | | Subterranean [[animal people]] | ||
− | | Single-grasp | + | | Single-grasp? |
|- valign="top" | |- valign="top" | ||
| [[Bow]] (Melee) | | [[Bow]] (Melee) | ||
− | |||
| 300 | | 300 | ||
| Bash || Blunt || 10000 || (4000) || 1.25× | | Bash || Blunt || 10000 || (4000) || 1.25× | ||
| Sword | | Sword | ||
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]] | | [[Elf]], [[Goblin]], [[Human]], [[Kobold]] | ||
− | | Single-grasp | + | | Single-grasp? |
|- valign="top" | |- valign="top" | ||
| [[Flail]] | | [[Flail]] | ||
− | |||
| 500 | | 500 | ||
| Bash || Blunt || 200 || (4000) || 2.5× | | Bash || Blunt || 200 || (4000) || 2.5× | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="3"| [[great axe|Great Axe]] | |rowspan="3"| [[great axe|Great Axe]] | ||
− | |||
|rowspan="3"| 1300 | |rowspan="3"| 1300 | ||
| Hack || Edge || 60000 || 8000 || 1.25× | | Hack || Edge || 60000 || 8000 || 1.25× | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="3"| [[Halberd]] | |rowspan="3"| [[Halberd]] | ||
− | |||
|rowspan="3"| 1200 | |rowspan="3"| 1200 | ||
| Slash || Edge || 20000 || 8000 || 1.25× | | Slash || Edge || 20000 || 8000 || 1.25× | ||
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|rowspan="3"| Multi-grasp | |rowspan="3"| Multi-grasp | ||
|- | |- | ||
− | | Stab || Edge || 50 || 2000 || 1. | + | | Stab || Edge || 50 || 2000 || 1.0x |
|- | |- | ||
| Shaft bash || Blunt || 20000 || (6000) || 1.25× | | Shaft bash || Blunt || 20000 || (6000) || 1.25× | ||
|- valign="top" | |- valign="top" | ||
|rowspan="3"| [[Dagger]] (Large) | |rowspan="3"| [[Dagger]] (Large) | ||
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|rowspan="3"| 200 | |rowspan="3"| 200 | ||
| Slash || Edge || 1000 || 800 || 1.25× | | Slash || Edge || 1000 || 800 || 1.25× | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="4"| [[long sword|Long Sword]] | |rowspan="4"| [[long sword|Long Sword]] | ||
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|rowspan="4"| 700 | |rowspan="4"| 700 | ||
| Slash || Edge || 60000 || 6000 || 1.25× | | Slash || Edge || 60000 || 6000 || 1.25× | ||
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|- valign="top" | |- valign="top" | ||
| [[Maul]] | | [[Maul]] | ||
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| 1300 | | 1300 | ||
| Bash || Blunt || 100 || (6000) || 2.0× | | Bash || Blunt || 100 || (6000) || 2.0× | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="2"| [[Morningstar]] | |rowspan="2"| [[Morningstar]] | ||
− | |||
|rowspan="2"| 500 | |rowspan="2"| 500 | ||
| Bash || Edge || 10 || 500 || 2.0× | | Bash || Edge || 10 || 500 || 2.0× | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="2"| [[pike (weapon)|Pike]] | |rowspan="2"| [[pike (weapon)|Pike]] | ||
− | |||
|rowspan="2"| 800 | |rowspan="2"| 800 | ||
| Stab || Edge || 20 || 12000 || 1.0× | | Stab || Edge || 20 || 12000 || 1.0× | ||
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|- valign="top" | |- valign="top" | ||
|rowspan="4"| [[Scimitar]] | |rowspan="4"| [[Scimitar]] | ||
− | |||
|rowspan="4"| 300 | |rowspan="4"| 300 | ||
| Slash || Edge || 20000 || 4000 || 1.25× | | Slash || Edge || 20000 || 4000 || 1.25× | ||
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|- valign="top" | |- valign="top" | ||
| [[Scourge]] | | [[Scourge]] | ||
− | |||
| 300 | | 300 | ||
| Lash || Edge || 10 || 50 || 2.0× | | Lash || Edge || 10 || 50 || 2.0× | ||
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|- valign="top" | |- valign="top" | ||
| [[Whip]] | | [[Whip]] | ||
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| 100 | | 100 | ||
| Lash || Blunt || 1 || (10) || 5.0× | | Lash || Blunt || 1 || (10) || 5.0× | ||
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| [[Goblin]], [[Human]] | | [[Goblin]], [[Human]] | ||
| Single-grasp | | Single-grasp | ||
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|} | |} | ||
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Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type. | Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type. | ||
− | == Size == | + | == Size== |
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post. | Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness. Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}} 'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers. So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough. See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post. | ||
− | The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category | + | The following table shows approximately how many dwarves ''should be'' able to use each weapon one-or-two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category. |
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Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets. | Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets. | ||
− | {| class="wikitable | + | {| class="wikitable" border="border" |
|- | |- | ||
! Type | ! Type | ||
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==Material== | ==Material== | ||
− | Weapons and armor (with a few exceptions) can only be forged from weapon-grade | + | Weapons and armor (with a few exceptions) can only be forged from weapon-grade metal (Adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood. |
{{v0.31 material metal table head}} | {{v0.31 material metal table head}} | ||
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*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal: | *''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal: | ||
− | **'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with | + | **'''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<sup>3</sup>, which is the raw value divided by 10<sup>3</sup> |
− | **'''Impact yield''': Used for blunt-force combat; ''higher'' is better | + | **'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa). |
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa). | **'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa). | ||
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value. | **'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value. | ||
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa). | **'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa). | ||
− | **'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better | + | **'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa). |
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value. | **'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value. | ||
− | *General Term Explanations ( | + | *General Term Explanations (From Wikipedia) |
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently. | **'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently. | ||
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture. | **'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture. | ||
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== Combat formulae == | == Combat formulae == | ||
− | Penetration is poorly understood, but most of the rest of combat is fairly well understood | + | Penetration is poorly understood, but most of the rest of combat is fairly well understood. |
First, you need to calculate your weapon's momentum. | First, you need to calculate your weapon's momentum. | ||
− | Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size | + | Melee Weapon Momentum: M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) ) |
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) ) | * Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) ) | ||
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5 | * Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5 | ||
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* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material | * '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material | ||
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material | * '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material | ||
− | * '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]] | + | * '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between |
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials) | * '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials) | ||
* '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.) | * '''w_quality''' is weapon [[quality]] multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.) | ||
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where: | where: | ||
* '''a_density''' is the armor material's density | * '''a_density''' is the armor material's density | ||
− | * '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>). | + | * '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>). |
− | Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with | + | Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials. |
On success, the following test is applied: | On success, the following test is applied: | ||
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* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>). | * '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>). | ||
− | Note that the armor wants as high impact | + | Note that the armor wants as high impact yield as possible to make this test fail. The armor also wants low impact fracture, although the weapon's impact fracture does not matter, and high quality and high contact area. |
− | On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. | + | On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again. On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer. This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. |
== Combat testing == | == Combat testing == | ||
− | In regards to edged weaponry: [[ | + | In regards to edged weaponry: [[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard). |
− | Additionally, with regards to blunt weapons | + | Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0]. |
− | Keep in mind with how unbelievably complicated this system is | + | Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. |
− | {| | + | {| {{prettytable}} |
− | + | |- bgcolor="#999999" | |
! | ! | ||
! Best | ! Best | ||
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| Copper | | Copper | ||
| Silver | | Silver | ||
− | | For piercing iron armor, copper is better than bronze | + | | For piercing iron armor, copper is better than bronze. For piercing copper or bronze armor, bronze is better than copper. |
|- | |- | ||
| Ammunition | | Ammunition | ||
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===Analysis=== | ===Analysis=== | ||
+ | |||
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}. | Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets. {{version|0.31.12}}. | ||
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==Bugs== | ==Bugs== | ||
− | *Equipping weapons/armor on military is erratic | + | *Equipping weapons/armor on military is erratic{{Bug|535}} |
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}} | *'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}} | ||
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==See also== | ==See also== | ||
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril | * [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril | ||
+ | |||
{{Weapons}} | {{Weapons}} | ||
{{Industry}} | {{Industry}} | ||
{{Category|Weapons}} | {{Category|Weapons}} |