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− | {{ | + | {{quality|Exceptional|00:05, 23 November 2010 (UTC)}}{{av}} |
− | {{av}} | ||
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+ | A '''weapon''' refers to either a manufactured weapon used by dwarves and other creatures for either [[combat]] or specific [[labor]]s, or a natural weapon like a fist, a horn or a [[syndrome|breath attack]] used for creature-specific methods of combat. | ||
== Basics == | == Basics == | ||
=== Native vs. foreign === | === Native vs. foreign === | ||
− | Weapons | + | Weapons fall 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 bought from trading caravans. These cannot be reliably produced by your dwarves, and may use skills they are unfamiliar with. It is also impossible to buy them in bulk, and considering they are of variable quality and material and usually quite expensive, they are rarely worth it, except when they are products of [[strange mood]]s (see strange moods, below). Since they are bread-and-butter for other nations, it is important to understand their properties when you have to fight enemies wielding them. |
=== Types of weapons === | === Types of weapons === | ||
− | + | One can divide weapons in dwarf fortress into three categories. The first is slashing weapons, like the shortsword and battle axe. These weapons work by concentrating their force along a blade, allowing them to make gashes in or completely sever body parts, and given the opportunity, make the quickest work of their foes. They are far less effective against armored targets, however, as armor will block most hits and convert them into weaker blunt damage. | |
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− | + | The second is piercing weapons, like the spear and foreign pike. These weapons work by concentrating their force at a point, allowing them to punch through armor and damage internal organs, often getting stuck and giving their wielder further leverage on the target. Note that ranged weapons - [[crossbow]]s, bows, and blowguns - are effectively piercing weapons with range to them. When used in melee, these weapons function like weaker war hammers. | |
− | + | The third is crushing weapons, like the war hammer and mace. These weapons work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. These weapons are slow to kill their targets - dwarves have a habit of breaking every bone in their opponent's body before moving on to the next target - but are the most effective weapons against heavy and heavily armored foes which shrug off damage more easily. | |
− | There | + | There's also training weapons. Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. Training axes, spears, and short swords can be constructed in dwarf fortress mode. They used to be useful for avoiding sparring injuries, but since dwarves sparring generally no longer carries that risk, they are mostly useless, except in [[danger room]]s. |
=== Types of targets === | === Types of targets === | ||
− | One can divide the types of foes you will meet into three categories. The first is organic and unarmored (or poorly armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), [[semi-megabeast]]s and [[megabeast]]s besides the [[ | + | One can divide the types of foes you will meet in dwarf fortress into three categories. The first is organic and unarmored (or poorly armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), [[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. |
− | The second is 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 damage against these kinds of enemies are piercing weapons, which punch through armor and | + | The second is 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 damage against these kinds of enemies are piercing weapons, which punch through armor and damages 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 types of enemies are inorganic enemies (or ones that [[Giant | + | The third and most dangerous types of enemies are inorganic enemies (or ones that [[Giant Cave Spider|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, the Bronze Colossus, 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 they can chip their foes until they collapse from cumulative damage. |
=== Weapon skill === | === Weapon skill === | ||
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Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be. | Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be. | ||
− | Once a dwarf has reached "Great" skill in a certain weapon, they become weapon lords for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer | + | Once a dwarf has reached "Great" skill in a certain weapon, they become weapon lords for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complaining about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shieldless, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]]. |
=== Attachment === | === Attachment === | ||
− | A dwarf that has used a particular weapon for a long time will grow attached to it, | + | A dwarf that has has used a particular weapon for a long time will grow attached to it, and be very unhappy if you take it away. 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. |
− | In addition, dwarves that reach a certain number or level of kills with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant | + | In addition, dwarves that reach a certain number or level of kills with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant - a forgotten beast for instance. Only the last shot counts for the [[kill]]. Once named, the weapon will appear in the artifact list, albeit in blue. |
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=== Quality and strange moods === | === Quality and strange moods === | ||
− | The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as | + | The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as being significantly more valuable. |
{{v0.31:Item quality/Table}} | {{v0.31:Item quality/Table}} | ||
− | Weaponsmithing is a | + | Weaponsmithing is a moodable profession, which means that you can get [[artifact]] weapons. This is a bit of a mixed bag: although a legendary [[armorsmith]], [[engraver]], or [[stonecrafter]] would be more useful, it's certainly better then a legendary [[mechanic]]. Artifact weapons have a 3x combat bonus, but do ''not'' have to be made of logical materials; ordinarily a [[rainbow trout]] [[bone]] spear is impossible, but a moody dwarf can create one with a single bone. Thus 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. |
+ | |||
+ | Dwarves in strange moods are not held to producing native weapons, and in fact often don't, as the number of foreign weapons outnumbers the natives. In the case where they create a valuable and battle-worthy foreign weapon (like a steel two-handed sword), it's worth it to manually go through your dwarves to find someone who can best utilize it, and assign it to him. See the caveats of foreign weapons however, discussed below. | ||
=== Weapons as tools === | === Weapons as tools === | ||
− | [[Hunter]]s use crossbows, [[Wood cutter]]s use | + | [[Hunter]]s use crossbows, [[Wood cutter]]s use battle axes, and [[miner]]s use picks. They must be in possession of these items to do their jobs, and it's as simple as that. |
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=== Ammunition === | === Ammunition === | ||
− | + | Crossbows and other ranged weapons require ammunition (in the case of the xbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to get them to retreat once they run out of ammo - crossbows are for shooting, not bashing. | |
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== Weapons == | == Weapons == | ||
Line 79: | Line 64: | ||
! [[Stone crafter|Obsidian]] | ! [[Stone crafter|Obsidian]] | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="3" | + | |rowspan="3"| Battle Axe |
|rowspan="3"| 800 | |rowspan="3"| 800 | ||
| Hack || Edge || 40000 || 6000 || 1.25x | | Hack || Edge || 40000 || 6000 || 1.25x | ||
|rowspan="3"| Axe | |rowspan="3"| Axe | ||
− | |rowspan="3"| | + | |rowspan="3"| Multigrasp? |
|rowspan="3"| Yes | |rowspan="3"| Yes | ||
|rowspan="3"| No | |rowspan="3"| No | ||
Line 91: | Line 76: | ||
| Flat slap || Blunt || 40000 || (6000) || 1.25x | | Flat slap || Blunt || 40000 || (6000) || 1.25x | ||
|- | |- | ||
− | | Pommel strike || Blunt || 100 || (1000) || | + | | Pommel strike || Blunt || 100 || (1000) || 1x |
|- | |- | ||
− | | | + | | Crossbow (Melee) |
| 400 | | 400 | ||
| Bash || Blunt || 10000 || (4000) || 1.25x | | Bash || Blunt || 10000 || (4000) || 1.25x | ||
Line 103: | Line 88: | ||
| No | | No | ||
|- | |- | ||
− | | | + | | Mace |
| 800 | | 800 | ||
| Bash || Blunt || 20 || (200) || 2.0x | | Bash || Blunt || 20 || (200) || 2.0x | ||
Line 113: | Line 98: | ||
| No | | No | ||
|- | |- | ||
− | | | + | | Pick |
| 500 | | 500 | ||
| Strike || Edge || 100 || 4000 || 2.0x | | Strike || Edge || 100 || 4000 || 2.0x | ||
Line 123: | Line 108: | ||
| No | | No | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="4" | + | |rowspan="4"| Short Sword |
|rowspan="4"| 300 | |rowspan="4"| 300 | ||
| Slash || Edge || 20000 || 4000 || 1.25x | | Slash || Edge || 20000 || 4000 || 1.25x | ||
− | |rowspan="4"| | + | |rowspan="4"| Sword |
|rowspan="4"| Singlegrasp | |rowspan="4"| Singlegrasp | ||
|rowspan="4"| Yes | |rowspan="4"| Yes | ||
Line 139: | Line 124: | ||
| Pommel strike || Blunt || 100 || (1000) || 1.0x | | Pommel strike || Blunt || 100 || (1000) || 1.0x | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="2"| | + | |rowspan="2"| Spear |
|rowspan="2"| 400 | |rowspan="2"| 400 | ||
| Stab || Edge || 20 || 10000 || 1.0x | | Stab || Edge || 20 || 10000 || 1.0x | ||
Line 151: | Line 136: | ||
| Shaft bash || Blunt || 10000 || (6000) || 1.25x | | Shaft bash || Blunt || 10000 || (6000) || 1.25x | ||
|- | |- | ||
− | + | | War Hammer | |
| 400 | | 400 | ||
| Bash || Blunt || 10 || (200) || 2.0x | | Bash || Blunt || 10 || (200) || 2.0x | ||
Line 161: | Line 146: | ||
| No | | No | ||
|} | |} | ||
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− | |||
=== Details === | === Details === | ||
Line 175: | Line 158: | ||
=== Training weapons === | === Training weapons === | ||
− | All | + | All training weapons must be made of [[wood]] at the [[carpenter's workshop]]. |
{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
Line 217: | Line 200: | ||
=== Foreign weapons === | === Foreign weapons === | ||
− | Using any multigrasp weapon in a single hand ( | + | Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit. Do not equip two-handed swords with a shield, for instance. |
− | |||
− | |||
{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
Line 234: | Line 215: | ||
! Hands Used | ! Hands Used | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="4" | + | |rowspan="4"| 2H Sword |
|rowspan="4"| 900 | |rowspan="4"| 900 | ||
| Slash || Edge || 100000 || 8000 || 1.25x | | Slash || Edge || 100000 || 8000 || 1.25x | ||
Line 247: | Line 228: | ||
| Pommel strike || Blunt || 100 || (1000) || 1.0x | | Pommel strike || Blunt || 100 || (1000) || 1.0x | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Blowgun (Melee) |
| 150 | | 150 | ||
| Bash || Blunt || 10000 || (4000) || 1.25x | | Bash || Blunt || 10000 || (4000) || 1.25x | ||
Line 254: | Line 235: | ||
| Singlegrasp? | | Singlegrasp? | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Bow (Melee) |
| 300 | | 300 | ||
| Bash || Blunt || 10000 || (4000) || 1.25x | | Bash || Blunt || 10000 || (4000) || 1.25x | ||
Line 261: | Line 242: | ||
| Singlegrasp? | | Singlegrasp? | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Flail |
| 500 | | 500 | ||
| Bash || Blunt || 200 || (4000) || 2.5x | | Bash || Blunt || 200 || (4000) || 2.5x | ||
Line 268: | Line 249: | ||
| Singlegrasp | | Singlegrasp | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="3" | + | |rowspan="3"| Great Axe |
|rowspan="3"| 1300 | |rowspan="3"| 1300 | ||
| Hack || Edge || 60000 || 8000 || 1.25x | | Hack || Edge || 60000 || 8000 || 1.25x | ||
Line 279: | Line 260: | ||
| Pommel strike || Blunt || 100 || (1000) || 1.0x | | Pommel strike || Blunt || 100 || (1000) || 1.0x | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="3"| | + | |rowspan="3"| Halberd |
|rowspan="3"| 1200 | |rowspan="3"| 1200 | ||
| Slash || Edge || 20000 || 8000 || 1.25x | | Slash || Edge || 20000 || 8000 || 1.25x | ||
Line 290: | Line 271: | ||
| Shaft bash || Blunt || 20000 || (6000) || 1.25x | | Shaft bash || Blunt || 20000 || (6000) || 1.25x | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="3"| | + | |rowspan="3"| Dagger (Large) |
|rowspan="3"| 200 | |rowspan="3"| 200 | ||
| Slash || Edge || 1000 || 800 || 1.25x | | Slash || Edge || 1000 || 800 || 1.25x | ||
Line 301: | Line 282: | ||
| Pommel strike || Blunt || 20 || (600) || 1.0x | | Pommel strike || Blunt || 20 || (600) || 1.0x | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="4" | + | |rowspan="4"| Long Sword |
|rowspan="4"| 700 | |rowspan="4"| 700 | ||
| Slash || Edge || 60000 || 6000 || 1.25x | | Slash || Edge || 60000 || 6000 || 1.25x | ||
Line 314: | Line 295: | ||
| Pommel strike || Blunt || 100 || (1000) || 1.0x | | Pommel strike || Blunt || 100 || (1000) || 1.0x | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Maul |
| 1300 | | 1300 | ||
| Bash || Blunt || 100 || (6000) || 2.0x | | Bash || Blunt || 100 || (6000) || 2.0x | ||
Line 321: | Line 302: | ||
| Multigrasp | | Multigrasp | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="2"| | + | |rowspan="2"| Morningstar |
|rowspan="2"| 500 | |rowspan="2"| 500 | ||
| Bash || Edge || 10 || 500 || 2.0x | | Bash || Edge || 10 || 500 || 2.0x | ||
Line 330: | Line 311: | ||
| Pommel strike || Blunt || 50 || (1000) || 1.0x | | Pommel strike || Blunt || 50 || (1000) || 1.0x | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="2" | + | |rowspan="2"| Pike |
|rowspan="2"| 800 | |rowspan="2"| 800 | ||
| Stab || Edge || 20 || 12000 || 1.0x | | Stab || Edge || 20 || 12000 || 1.0x | ||
Line 339: | Line 320: | ||
| Shaft bash || Blunt || 10000 || (6000) || 1.25x | | Shaft bash || Blunt || 10000 || (6000) || 1.25x | ||
|- valign="top" | |- valign="top" | ||
− | |rowspan="4"| | + | |rowspan="4"| Scimitar |
|rowspan="4"| 300 | |rowspan="4"| 300 | ||
| Slash || Edge || 20000 || 4000 || 1.25x | | Slash || Edge || 20000 || 4000 || 1.25x | ||
Line 352: | Line 333: | ||
| Pommel strike || Blunt || 50 || (1000) || 1.0x | | Pommel strike || Blunt || 50 || (1000) || 1.0x | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Scourge |
| 300 | | 300 | ||
| Lash || Edge || 10 || 50 || 2.0x | | Lash || Edge || 10 || 50 || 2.0x | ||
Line 359: | Line 340: | ||
| Singlegrasp | | Singlegrasp | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Whip |
| 100 | | 100 | ||
| Lash || Blunt || 1 || (10) || 5.0x | | Lash || Blunt || 1 || (10) || 5.0x | ||
Line 368: | Line 349: | ||
== 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, so not all dwarves can use all weapons. The following table shows approximately how many dwarves can use each weapon one or two handed. | |
− | 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 | ||
− | |||
− | |||
− | |||
− | The following table shows approximately how many dwarves | ||
− | |||
− | |||
{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
|- | |- | ||
Line 390: | Line 364: | ||
One-Handed | One-Handed | ||
|- valign="top" | |- valign="top" | ||
− | + | | Battle Axe | |
| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Crossbow (Melee) |
| 15000 | | 15000 | ||
| 0 | | 0 | ||
Line 404: | Line 378: | ||
| 49/49 | | 49/49 | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Mace |
| 32500 | | 32500 | ||
| 37500 | | 37500 | ||
Line 411: | Line 385: | ||
| 48/49 | | 48/49 | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Pick |
| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
− | + | | Short Sword | |
| 32500 | | 32500 | ||
| 37500 | | 37500 | ||
Line 425: | Line 399: | ||
| 48/49 | | 48/49 | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Spear |
| 5000 | | 5000 | ||
| 47500 | | 47500 | ||
Line 432: | Line 406: | ||
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
− | + | | War Hammer | |
| 32500 | | 32500 | ||
| 37500 | | 37500 | ||
Line 442: | Line 416: | ||
| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
Line 451: | Line 425: | ||
| - | | - | ||
| 1/49 | | 1/49 | ||
− | | 48/49 | + | | 48/49 |
|- valign="top" | |- valign="top" | ||
| Training Spear | | Training Spear | ||
| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
− | + | | 2H Sword | |
| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
− | | | + | | Blowgun (Melee) |
| 15000 | | 15000 | ||
| 0 | | 0 | ||
Line 474: | Line 448: | ||
| 49/49 | | 49/49 | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Bow (Melee) |
| 15000 | | 15000 | ||
| 0 | | 0 | ||
Line 481: | Line 455: | ||
| 49/49 | | 49/49 | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Flail |
| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
− | + | | Great Axe | |
| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
− | | | + | | Halberd |
| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
− | | | + | | Dagger (Large) |
| 5000 | | 5000 | ||
| 27500 | | 27500 | ||
Line 509: | Line 483: | ||
| 49/49 | | 49/49 | ||
|- valign="top" | |- valign="top" | ||
− | + | | Long Sword | |
| 52500 | | 52500 | ||
| 57500 | | 57500 | ||
− | | 11/49 | + | | 11/49 |
− | | 7/49 | + | | 7/49 |
| 31/49 | | 31/49 | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Maul |
| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
− | | | + | | Morningstar |
| 32500 | | 32500 | ||
| 37500 | | 37500 | ||
Line 530: | Line 504: | ||
| 48/49 | | 48/49 | ||
|- valign="top" | |- valign="top" | ||
− | + | | Pike | |
| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
− | | | + | | Scimitar |
| 32500 | | 32500 | ||
| 37500 | | 37500 | ||
Line 544: | Line 518: | ||
| 48/49 | | 48/49 | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Scourge |
| 22500 | | 22500 | ||
| 27500 | | 27500 | ||
Line 551: | Line 525: | ||
| 49/49 | | 49/49 | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | Whip |
| 22500 | | 22500 | ||
| 27500 | | 27500 | ||
Line 559: | Line 533: | ||
|} | |} | ||
− | ==Material== | + | See [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details. |
+ | |||
+ | ===Weapon Material Quality=== | ||
{{v0.31 material metal table head}} | {{v0.31 material metal table head}} | ||
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{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333 | {{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333 | ||
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{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100 | {{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100 | ||
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**'''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 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 | + | **'''Impact 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. 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. This is the raw value divided by 10<sup>3</sup> (i.e., kPa). | ||
− | **'''Shear | + | **'''Shear strain at yield''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value. |
*General Term Explanations (From Wikipedia) | *General Term Explanations (From Wikipedia) | ||
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**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus | **'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus | ||
− | === Explanation === | + | ==== Explanation ==== |
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation). | * '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation). | ||
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material. | * '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material. | ||
− | * | + | * '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point. |
− | === | + | ==== Inmplications ==== |
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied. | Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied. | ||
− | == Combat | + | == Combat Testing & Analysis == |
− | + | [[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. Silver is the worst weapon material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. | |
+ | 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 nothing should be taken as word of law yet. | Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. | ||
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! Terrible | ! Terrible | ||
! Notes | ! Notes | ||
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|- | |- | ||
| Armor | | Armor | ||
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| | | | ||
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|- | |- | ||
| Edged Weapons | | Edged Weapons | ||
− | | Adamantine | + | | Adamantine <p>(worst for missiles) |
| Steel | | Steel | ||
| Iron | | Iron | ||
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| Silver | | Silver | ||
| For piercing iron armor, copper is better than bronze. For piercing copper or bronze armor, bronze is better than copper. | | For piercing iron armor, copper is better than bronze. For piercing copper or bronze armor, bronze is better than copper. | ||
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|- | |- | ||
| Blunt Weapons | | Blunt Weapons | ||
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| Steel, Silver | | Steel, Silver | ||
| Copper, Bismuth Bronze, Bronze, Iron | | Copper, Bismuth Bronze, Bronze, Iron | ||
− | | | + | | --- |
− | | | + | | --- |
+ | | --- | ||
| Adamantine | | Adamantine | ||
− | | All six | + | | All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. |
+ | |||
|} | |} | ||
− | Cross | + | Cross refrencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons. |
− | === | + | ===Arena Testing=== |
− | Testing of weapons (15 dwarves vs. 15 dwarves combats) in the [[object testing arena]] shows that the best dwarven-made weapon against humanoids is the silver war hammer {{version|0.31.12}}. | + | Testing of weapons (15 dwarves vs. 15 dwarves combats) in the [[object testing arena]] shows that the best dwarven-made weapon against humanoids is the [[silver]] war hammer {{version|0.31.12}}. |
Even in 15×(steel armor+silver war hammer) versus 15×(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted — axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material. | Even in 15×(steel armor+silver war hammer) versus 15×(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted — axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material. | ||
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This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that). | This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that). | ||
− | + | More arena tests are available in the [[Main:Military testing|Military testing]] article. | |
− | + | ==Natural weapons== | |
+ | |||
+ | 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. (Even if one mods the attacks out, the creature will '''push''' as an attack.) A short description of natural weapons and damage considerations follows. | ||
+ | |||
+ | ===Types of natural weapons=== | ||
+ | |||
+ | ====Striking natural weapons==== | ||
+ | Every creature has basic natural weapons, most commonly biting and kicking. 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. | ||
+ | |||
+ | Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', goring with the '''horns''', scratching with the '''nails''', and '''kicking'''. | ||
− | + | ====Other natural weapons==== | |
+ | The various [[syndrome]] delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, 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 [[syndrome]] page. For specific information on breath weapons, see the [[Syndrome#Breath_attacks|breath attacks]] section of the syndrome page. | ||
==Bugs== | ==Bugs== | ||
*Equipping weapons/armor on military is erratic{{Bug|535}} | *Equipping weapons/armor on military is erratic{{Bug|535}} | ||
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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 | ||
− | + | [[Category:Weapons]] | |
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