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: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)
 
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)
Graphically, each weapon's color palette will change according to the material used to make them, though this is currently the case with only dwarves. With [[kobold]]s, [[human]]s and [[goblin]]s, all wielded weapons will appear as steel-made. A slight exception to this is [[elf|elven]] "grown" wood weapons.
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Graphically, each weapon's color palette will change according to the material used to make them, though this is currently the case with only dwarves. With [[kobold]]s, [[human]]s and [[goblin]]s, all wielded weapons will appear as steel-made. A slight exception to this is [[elves]], where they can also appear with grown wood weapons.
  
 
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons, which can be seen in the items tab after clicking on a creature, although their sprite will not reflect this. This is because only dwarves, humans, elves, goblins and kobolds currently have dedicated sprites to resemble what they're wearing and wielding.
 
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons, which can be seen in the items tab after clicking on a creature, although their sprite will not reflect this. This is because only dwarves, humans, elves, goblins and kobolds currently have dedicated sprites to resemble what they're wearing and wielding.
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== Basics ==
 
== Basics ==
 
=== 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, and 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.
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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 ===
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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 impact on its combat performance, as well as its [[value]].
  
{{:Item quality/Table}}
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{{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.
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[[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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==== vs. [[undead]] ====
 
==== vs. [[undead]] ====
  
* recommended weapon: mace or war hammer if you want to have a single corpse, axe if you want efficiency.
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* recommended weapon: mace or war hammer if you want to have a single corpse, axe if you want effiency.
 
* other choices: sword will do a fine job.
 
* other choices: sword will do a fine job.
  
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*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.
 
*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.
  
War hammers can be preferable to maces when fighting living enemies that you don't want to resurrect. Killing a living enemy with a war hammer will usually result in a mangled corpse just like in the case of maces, but a war hammer will deal more damage due to its superior ability to penetrate outer layers and damage internal organs and bones, as well as better ability to stun enemies. An axe can still kill unarmored living creatures faster, but it will cut off limbs and head which can later resurrect. Resurrected body parts are often easy to kill, even for unarmed dwarves (although sometimes they are significantly stronger, such as a resurrected neck killing multiple dwarves), but can generate job cancellation spam and unhappy thoughts from being attacked by the dead. Also, resurrected body parts may need to be killed many times before they are mangled, even when using maces or war hammers.
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War hammers can be preferable to maces when fighting living enemies that you don't want to resurrect. Killing a living enemy with a war hammer will usually result in a mangled corpse just like in the case of maces, but a war hammer will deal more damage due to its superior ability to penetrate outer layers and damage internal organs and bones, as well as better ability to stun enemies. An axe can still kill unarmored living creatures faster, but it will cut off limbs and head which can later resurrect. Resurrected body parts are often easy to kill, even for unarmed dwarves (although sometimes they are significantly stronger, such as a resurrected neck killing multiple dwarves), but can generate job cancellation spam and unhappy thoughts from being attacked by the dead. Also, resurrected body parts may need to me killed many times before they are mangled, even when using maces or war hammers.
  
==== vs. Undead megabeast and other large fleshy creatures ====
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==== vs. Undead Megabeast and other large fleshy creature ====
  
** recommended weapon if has access to steel: large army with steel spears.
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** recommend weapon: if has access to steel: large army with steel spears.
** recommended weapon if has access to adamantine: adamantine axe.
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** recommend weapon: if has access to adamantine: adamantine axe.
** unrecomended weapon: anything inferior than steel.
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** not recommend weapon: anything inferior than steel.
  
The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to adamantine, only the ones armed with steel spears have a chance of winning. The squads with axe, mace and sword stand no fighting chance.
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The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to adamantine, only the ones armored with steel spear has a chance of winning. The squads with axe, mace and sword stand no fighting chance.
  
With an adamantine weapon, however, axe and sword outperforms spear. Even one grandmaster axedwarf with an adamantine axe stands a chance to defeat the undead cyclops.
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With an adamantine weapon however, axe and sword outperforms spear. Even one grandmaster axe dwarf with an adamantine axe stands a chance to defeat the undead cyclops.
  
 
==== vs. others ====
 
==== vs. others ====
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= Technical =
 
= Technical =
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and speculative inferences and conclusions.
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From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.
  
 
Insert obligatory "math warning" here.
 
Insert obligatory "math warning" here.
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== Combat formulae ==
 
== Combat formulae ==
  
Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep a blade may go through layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go through layers.
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Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep blade may go thru layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go thru layers.
  
 
First, you need to calculate your weapon's momentum.
 
First, you need to calculate your weapon's momentum.

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