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Difference between revisions of "v0.34:Weapon"

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{{Quality|Exceptional|21:11, 29 April 2013 (UTC)}}
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:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''
  
"Weapon" can refer to either the manufactured weapons used by dwarves and other creatures for either [[combat]] or specific [[labor]]s, or natural weapons like fists, horns and [[syndrome|breath attacks]] used for creature-specific methods of combat.
+
A '''weapon''' in the sense described on this page is any object specifically designed to be wielded in the pursuit of bodily harm to others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords).
  
<!-- Do we really need to use top-level headings? -->
+
== Basics ==
=Manufactured weapons=
+
=== Native vs. foreign ===
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in [[Dwarf fortress mode|Fortress Mode]]. For notes on how to create weapons see [[Metalsmith's forge]].
+
Weapons can be split in 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 good. They may be worth using when 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.
  
==Notes about manufactured weapons==
+
=== Types of weapons ===
*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.  
+
{{main|Attack types}}
*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.
+
From another point of view there are four categories: slashing, piercing, crushing, and ranged.
**Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.
+
 
*Weapons and ammunition with the "foreign" attribute (item being rarer than Common in the entity file) must be either imported by either [[trade]]rs or [[invader]]s, or acquired from [[strange mood]]s.  
+
Slashing weapons, like [[short sword]]s and [[battle axe]]s work by concentrating their force along a sharp blade, allowing them to make gashes in or completely sever body parts. Given the opportunity they 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.
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a [[bone]] spear, for example, a fey [[bone carver]] may produce one from a single [[rainbow trout]] bone.
+
 
*Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. <s>All</s> Battle axe, Spear, and Short Sword training weapons can be constructed in dwarf fortress mode.
+
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, giving their wielder further leverage on the target.  
*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.  
+
 
 +
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. 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.
 +
 
 +
Ranged weapons - [[crossbow]]s, [[bow]]s, and [[blowgun]]s - are effectively piercing weapons which work at a distance.  When used in melee combat as a bludgeon, ranged weapons produce blunt weapon damage instead.
 +
 
 +
There exists one more kind of weapon, so-called 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 do little blunt impact damage, due to the poor [[material science|material properties]] of wood.  They were intended for avoiding injuries to training dwarves during sparring, but are now redundant, since regular weapons no longer cause injuries during sparring. Training weapons can still be useful in [[danger room]]s and [[live training]], but it is preferable to avoid having your dwarves become "attached" to wooden weapons.
 +
 
 +
=== 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 [[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 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 types of enemies are inorganic enemies (or ones that [[Giant cave spider|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 they can chip at their foes until they collapse from cumulative damage.
 +
 
 +
=== Weapon skill ===
 +
{{main|Combat skill#Weapon skill}}
 +
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 complain 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 ===
 +
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 with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant &mdash; a forgotten beast for instance. Only the last shot counts for the [[kill list|kill]]. Once named, the weapon will appear in the artifact list, albeit in blue.
 +
 
 +
Dwarves may also become attached to shields and name them in the same way.
 +
 
 +
=== Quality and strange moods ===
 +
The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].
 +
{{v0.31:Item quality/Table}}
 +
 
 +
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]] would be more useful, it's certainly better than a legendary [[tanner]]. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[rainbow trout]] [[bone]] spear is impossible, but a moody dwarf can create one with a single trout 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.
 +
 
 +
=== 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.
 +
 
 +
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 may opt not to use the same tool as a military weapon, instead dropping their tool to pick up another from a stockpile. 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.
  
*The size for a weapon is its volume in cm<sup>3</sup>.
+
=== Ammunition ===
*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.
+
:''Main article: [[Ammunition]]''
*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 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).
 
  
===Weapons as tools===
+
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[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 try to get them to retreat once they run out of ammo &mdash; crossbows are meant for shooting, not bashing.
[[hunter|Hunters]], [[wood cutter|Woodcutters]] and [[miner|Miners]] use weapons for their [[labor|work]] and if need be will also [[combat|fight]] using them. Hunters seem to be limited to [[crossbow|crossbows]] while miners and woodcutters use [[pick|picks]] and [[battle axe|axes]] respectively.
 
  
==Dwarf-manufactured 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 their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.
  
 +
== Weapons ==
 +
=== Native weapons ===
 
{| class="wikitable" border="border"
 
{| class="wikitable" border="border"
 
! Type
 
! Type
Line 41: Line 79:
 
! [[Stone crafter|Obsidian]]
 
! [[Stone crafter|Obsidian]]
 
|- valign="top"
 
|- valign="top"
|rowspan="3"| Battle Axe
+
|rowspan="3"| [[battle axe|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"| Multigrasp?
+
|rowspan="3"| Singlegrasp
 
|rowspan="3"| Yes
 
|rowspan="3"| Yes
 
|rowspan="3"| No
 
|rowspan="3"| No
Line 53: Line 91:
 
| Flat slap || Blunt || 40000 || (6000) || 1.25x
 
| Flat slap || Blunt || 40000 || (6000) || 1.25x
 
|-
 
|-
| Pommel strike || Blunt || 100 || (1000) || 1x
+
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|-
 
|-
| Crossbow (Melee)
+
| [[Crossbow]] (Melee)
 
| 400
 
| 400
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Bash || Blunt || 10000 || (4000) || 1.25x
Line 65: Line 103:
 
| No
 
| No
 
|-
 
|-
| Mace
+
| [[Mace]]
 
| 800
 
| 800
 
| Bash || Blunt || 20 || (200) || 2.0x
 
| Bash || Blunt || 20 || (200) || 2.0x
Line 75: Line 113:
 
| No
 
| No
 
|-
 
|-
| Pick
+
| [[Pick]] (foreign)
 
| 500
 
| 500
 
| Strike || Edge || 100 || 4000 || 2.0x
 
| Strike || Edge || 100 || 4000 || 2.0x
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| No
 
| No
 
|- valign="top"
 
|- valign="top"
|rowspan="4"| Short Sword
+
|rowspan="4"| [[short sword|Short Sword]]
 
|rowspan="4"| 300
 
|rowspan="4"| 300
 
| Slash || Edge || 20000 || 4000 || 1.25x
 
| Slash || Edge || 20000 || 4000 || 1.25x
|rowspan="4"| Sword
+
|rowspan="4"| [[Sword]]
 
|rowspan="4"| Singlegrasp
 
|rowspan="4"| Singlegrasp
 
|rowspan="4"| Yes
 
|rowspan="4"| Yes
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| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
|rowspan="2"| Spear
+
|rowspan="2"| [[Spear]]
 
|rowspan="2"| 400
 
|rowspan="2"| 400
 
| Stab || Edge || 20 || 10000 || 1.0x
 
| Stab || Edge || 20 || 10000 || 1.0x
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| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
|-
 
|-
| War Hammer
+
| [[war hammer|War Hammer]]
 
| 400
 
| 400
 
| Bash || Blunt || 10 || (200) || 2.0x
 
| Bash || Blunt || 10 || (200) || 2.0x
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|}
 
|}
  
==Training Weapons==
+
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.
  
All training weapons must be made of [[Wood|wood]] at the [[Carpenter's workshop|carpenter's workshop]].
+
=== 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.
 +
* 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 is an area requiring more research.
 +
* 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.
 +
* 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 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.
 +
 
 +
=== Training weapons ===
 +
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].
  
 
{| class="wikitable" border="border"
 
{| class="wikitable" border="border"
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|}
 
|}
  
==Foreign weapons==
+
=== Foreign weapons ===
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a [[Strange mood|strange mood]], out of any material. They may also be acquired from other races through trade or looting. [[Elf|Elves]] construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the ''Used by'' column is in no way all the weapons that race can make.  
+
Using any multigrasp 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 multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit.
+
In Adventurer Mode, however, it is possible to wield a two-handed sword, or any multigrasp 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 multigrasp 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 multigrasp weapon (and will be forced to, much like you are forced to single-hand any singlegrasp 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 singlegrasp 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"
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! Hands Used
 
! Hands Used
 
|- valign="top"
 
|- valign="top"
|rowspan="4"| 2H Sword
+
|rowspan="4"| [[two-handed sword|2H Sword]]
 
|rowspan="4"| 900
 
|rowspan="4"| 900
 
| Slash || Edge || 100000 || 8000 || 1.25x
 
| Slash || Edge || 100000 || 8000 || 1.25x
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| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
| Blowgun (Melee)
+
| [[Blowgun]] (Melee)
 
| 150
 
| 150
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Bash || Blunt || 10000 || (4000) || 1.25x
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| Singlegrasp?
 
| Singlegrasp?
 
|- valign="top"
 
|- valign="top"
| Bow (Melee)
+
| [[Bow]] (Melee)
 
| 300
 
| 300
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Bash || Blunt || 10000 || (4000) || 1.25x
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| Singlegrasp?
 
| Singlegrasp?
 
|- valign="top"
 
|- valign="top"
| Flail
+
| [[Flail]]
 
| 500
 
| 500
 
| Bash || Blunt || 200 || (4000) || 2.5x
 
| Bash || Blunt || 200 || (4000) || 2.5x
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| Singlegrasp
 
| Singlegrasp
 
|- valign="top"
 
|- valign="top"
|rowspan="3"| Great Axe
+
|rowspan="3"| [[great axe|Great Axe]]
 
|rowspan="3"| 1300
 
|rowspan="3"| 1300
 
| Hack || Edge || 60000 || 8000 || 1.25x
 
| Hack || Edge || 60000 || 8000 || 1.25x
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| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
|rowspan="3"| Halberd
+
|rowspan="3"| [[Halberd]]
 
|rowspan="3"| 1200
 
|rowspan="3"| 1200
 
| Slash || Edge || 20000 || 8000 || 1.25x
 
| Slash || Edge || 20000 || 8000 || 1.25x
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| Shaft bash || Blunt || 20000 || (6000) || 1.25x
 
| Shaft bash || Blunt || 20000 || (6000) || 1.25x
 
|- valign="top"
 
|- valign="top"
|rowspan="3"| Dagger (Large)
+
|rowspan="3"| [[Dagger]] (Large)
 
|rowspan="3"| 200
 
|rowspan="3"| 200
 
| Slash || Edge || 1000 || 800 || 1.25x
 
| Slash || Edge || 1000 || 800 || 1.25x
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| Pommel strike || Blunt || 20 || (600) || 1.0x
 
| Pommel strike || Blunt || 20 || (600) || 1.0x
 
|- valign="top"
 
|- valign="top"
|rowspan="4"| Long Sword
+
|rowspan="4"| [[long sword|Long Sword]]
 
|rowspan="4"| 700
 
|rowspan="4"| 700
 
| Slash || Edge || 60000 || 6000 || 1.25x
 
| Slash || Edge || 60000 || 6000 || 1.25x
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| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
| Maul
+
| [[Maul]]
 
| 1300
 
| 1300
 
| Bash || Blunt || 100 || (6000) || 2.0x
 
| Bash || Blunt || 100 || (6000) || 2.0x
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| Multigrasp
 
| Multigrasp
 
|- valign="top"
 
|- valign="top"
|rowspan="2"| Morningstar
+
|rowspan="2"| [[Morningstar]]
 
|rowspan="2"| 500
 
|rowspan="2"| 500
 
| Bash || Edge || 10 || 500 || 2.0x
 
| Bash || Edge || 10 || 500 || 2.0x
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| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
|rowspan="2"| Pike
+
|rowspan="2"| [[pike (weapon)|Pike]]
 
|rowspan="2"| 800
 
|rowspan="2"| 800
 
| Stab || Edge || 20 || 12000 || 1.0x
 
| Stab || Edge || 20 || 12000 || 1.0x
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| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
|- valign="top"
 
|- valign="top"
|rowspan="4"| Scimitar
+
|rowspan="4"| [[Scimitar]]
 
|rowspan="4"| 300
 
|rowspan="4"| 300
 
| Slash || Edge || 20000 || 4000 || 1.25x
 
| Slash || Edge || 20000 || 4000 || 1.25x
Line 303: Line 352:
 
| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
|- valign="top"
 
|- valign="top"
| Scourge
+
| [[Scourge]]
 
| 300
 
| 300
 
| Lash || Edge || 10 || 50 || 2.0x
 
| Lash || Edge || 10 || 50 || 2.0x
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| Singlegrasp
 
| Singlegrasp
 
|- valign="top"
 
|- valign="top"
| Whip
+
| [[Whip]]
 
| 100
 
| 100
 
| Lash || Blunt || 1 || (10) || 5.0x
 
| Lash || Blunt || 1 || (10) || 5.0x
Line 318: Line 367:
 
|}
 
|}
  
==Quality Level==
+
== Size==
Weapons have a to-hit bonus based on quality, however there is no bonus for any quality level under masterwork.
+
 
{{v0.31:Item quality/Table}}
+
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.
  
==Weapon Material Quality==
+
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.
 +
{| class="wikitable" border="border"
 +
|-
 +
! Type
 +
! Min Size
 +
(Two-Handed)
 +
! Min Size
 +
(One-Handed)
 +
! Dwarves
 +
Can't Wield
 +
! Dwarves Wield
 +
Two-Handed
 +
! Dwarves Wield
 +
One-Handed
 +
|- valign="top"
 +
| [[battle axe|Battle Axe]]
 +
| 42500
 +
| 47500
 +
| 1/49 (0)
 +
| 10/49 (11/49)
 +
| 38/49
 +
|- valign="top"
 +
| [[Crossbow]] (Melee)
 +
| 15000
 +
| 0
 +
| -
 +
| -
 +
| 49/49
 +
|- valign="top"
 +
| [[Mace]]
 +
| 32500
 +
| 37500
 +
| -
 +
| 1/49
 +
| 48/49
 +
|- valign="top"
 +
| [[Pick]]
 +
| 42500
 +
| 47500
 +
| 1/49 (0)
 +
| 10/49 (11/49)
 +
| 38/49
 +
|- valign="top"
 +
| [[short sword|Short Sword]]
 +
| 32500
 +
| 37500
 +
| -
 +
| 1/49
 +
| 48/49
 +
|- valign="top"
 +
| [[Spear]]
 +
| 5000
 +
| 47500
 +
| -
 +
| 11/49
 +
| 38/49
 +
|- valign="top"
 +
| [[war hammer|War Hammer]]
 +
| 32500
 +
| 37500
 +
| -
 +
| 1/49
 +
| 48/49
 +
|- valign="top"
 +
| Training Axe
 +
| 42500
 +
| 47500
 +
| 1/49 (0)
 +
| 10/49 (11/49)
 +
| 38/49
 +
|- valign="top"
 +
| Training Sword
 +
| 32500
 +
| 37500
 +
| -
 +
| 1/49
 +
| 48/49
 +
|- valign="top"
 +
| Training Spear
 +
| 42500
 +
| 47500
 +
| 1/49 (0)
 +
| 10/49 (11/49)
 +
| 38/49
 +
|- valign="top"
 +
| [[two-handed sword|2H Sword]]
 +
| 62500
 +
| 77500
 +
| 32/49 (ALL)
 +
| 14/49 (0)
 +
| 3/49 (0)
 +
|- valign="top"
 +
| [[Blowgun]] (Melee)
 +
| 15000
 +
| 0
 +
| -
 +
| -
 +
| 49/49
 +
|- valign="top"
 +
| [[Bow]] (Melee)
 +
| 15000
 +
| 0
 +
| -
 +
| -
 +
| 49/49
 +
|- valign="top"
 +
| [[Flail]]
 +
| 42500
 +
| 47500
 +
| 1/49 (0)
 +
| 10/49 (11/49)
 +
| 38/49
 +
|- valign="top"
 +
| [[great axe|Great Axe]]
 +
| 62500
 +
| 77500
 +
| 32/49 (ALL)
 +
| 14/49 (0)
 +
| 3/49 (0)
 +
|- valign="top"
 +
| [[Halberd]]
 +
| 62500
 +
| 77500
 +
| 32/49 (ALL)
 +
| 14/49 (0)
 +
| 3/49 (0)
 +
|- valign="top"
 +
| [[Dagger]] (Large)
 +
| 5000
 +
| 27500
 +
| -
 +
| -
 +
| 49/49
 +
|- valign="top"
 +
| [[long sword|Long Sword]]
 +
| 52500
 +
| 57500
 +
| 11/49 (0)
 +
| 7/49 (18/49)
 +
| 31/49
 +
|- valign="top"
 +
| [[Maul]]
 +
| 62500
 +
| 77500
 +
| 32/49 (ALL)
 +
| 14/49 (0)
 +
| 3/49 (0)
 +
|- valign="top"
 +
| [[Morningstar]]
 +
| 32500
 +
| 37500
 +
| -
 +
| 1/49
 +
| 48/49
 +
|- valign="top"
 +
| [[pike (weapon)|Pike]]
 +
| 62500
 +
| 77500
 +
| 32/49 (ALL)
 +
| 14/49 (0)
 +
| 3/49 (0)
 +
|- valign="top"
 +
| [[Scimitar]]
 +
| 32500
 +
| 37500
 +
| -
 +
| 1/49
 +
| 48/49
 +
|- valign="top"
 +
| [[Scourge]]
 +
| 22500
 +
| 27500
 +
| -
 +
| -
 +
| 49/49
 +
|- valign="top"
 +
| [[Whip]]
 +
| 22500
 +
| 27500
 +
| -
 +
| -
 +
| 49/49
 +
|}
  
 +
==Material==
 
{{v0.31 material metal table head}}
 
{{v0.31 material metal table head}}
  
Line 344: Line 580:
 
}}
 
}}
  
 +
{{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
+
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as Artifact Weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164
 
}}
 
}}
  
Line 351: Line 589:
 
}}
 
}}
  
{{v0.31 material metal table row|name=Wood|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000
+
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000
 +
}}
 +
 
 +
{{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=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000
 +
}}
 +
 
 +
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=120|impactfracture=120|impactelasticity=100|shearyield=15|shearfracture=15|shearelasticity=100
 +
}}
 +
 
 +
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113
 +
}}
 +
 
 +
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113
 
}}
 
}}
  
{{v0.31 material metal table row|name=Shell|color={{Tile|/|7:1}}<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=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113
 
}}
 
}}
  
 
|}
 
|}
 +
 
*''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 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>
+
**'''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. 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 elasticity''': 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. 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 elasticity''': 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 (From Wikipedia)
 
*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.
 
+
**'''Stress''' - Force per area = F/A
 
+
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus
:'''Stress''' - Force per area = F/A
 
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus
 
  
So...
+
=== Explanation ===
:Explanations!
+
* '''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  
+
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point
 
:Implications to Dwarf Fortress Combat
 
::Yield combined with Elasticity 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
 
::Lower elasticity means that it will deform less when stress is applied
 
  
'''Preliminary Combat Testing & Analysis'''
+
=== Implications ===
 +
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.
  
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. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry.
+
== Combat testing ==
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:
+
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).
  
http://www.bay12forums.com/smf/index.php?topic=53571.0
+
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.  
Line 404: Line 652:
 
! Terrible
 
! Terrible
 
! Notes
 
! Notes
 
 
|-
 
|-
 
| Armor
 
| Armor
Line 414: Line 661:
 
|  
 
|  
 
|  
 
|  
 
 
|-
 
|-
 
| Edged Weapons
 
| Edged Weapons
| Adamantine <p>(worst for missiles)
+
| Adamantine
 
| Steel
 
| Steel
 
| Iron
 
| Iron
Line 424: Line 670:
 
| 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.
 +
|-
 +
| Ammunition
 +
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver
 +
|
 +
| Adamantine
 +
|
 +
|
 +
|
 +
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.
 
|-
 
|-
 
| Blunt Weapons
 
| Blunt Weapons
 +
| Platinum
 
| Steel, Silver
 
| Steel, Silver
 
| Copper, Bismuth Bronze, Bronze, Iron
 
| Copper, Bismuth Bronze, Bronze, Iron
| ---
+
|  
| ---
+
|  
| ---
 
 
| Adamantine
 
| Adamantine
| 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.
+
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of cork.
 
 
 
|}
 
|}
  
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.
+
Cross referencing 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.
  
 +
===Analysis===
  
==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.
  
Testing of weapons (15 dwarfs vs 15 dwarfs combats) shows that, in v0.31.12, the best dwarven-made weapon against humanoids is the [[silver]] war hammer.
+
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(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 &mdash; 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 15x(steel armor+silver war hammer) versus 15x(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.
 
  
 
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).
 +
 +
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].
  
 
More arena tests are available in the [[Main:Military testing|Military testing]] article.
 
More arena tests are available in the [[Main:Military testing|Military testing]] article.
  
==Ammunition==
+
There is a bug with melee weapon momentum that causes certain weapons to swing faster than they should do, giving them greater performance. This bug is based on the weight of the weapon, with weapons weighing just under a whole number getting the greatest benefit. Two major beneficiaries of this weight bug are copper whips and iron or steel picks.
  
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition [[stockpile]]s, sometimes in quivers. Ammunition may also refer to the [[stone]]s and [[ballista]] arrows fired from siege engines: For more information about these weapons, see the [[siege engine]] article.
+
==Bugs==
 +
*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}}
  
===Notes about ammunition===
+
==See also==
 
+
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress.
 
 
 
*All ammunition has the "EDGE" attack type.
 
  
===Ammunition table===
 
  
{| class="wikitable" border="border"
+
{{Weapons}}
|-
+
{{Industry}}
! Type
+
{{Category|Weapons}}
! Size
 
! Contact Area
 
! Penetration
 
! Skill Used
 
! Craftable
 
! Used by
 
|-
 
| Bolt (Crossbow)
 
| 150
 
| 2
 
| 2000
 
| Crossbowman
 
| Yes ([[Weaponsmith|metal]], [[Wood crafter|wood]], [[Bone carver|bone]])
 
| [[Dwarf]], [[Goblin]], [[Human]]
 
|-
 
| Arrow (Bow)
 
| 150
 
| 2
 
| 2000
 
| Bowman
 
| No
 
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]
 
|-
 
| Blowdart (Blowgun)
 
| 20
 
| 1
 
| 50
 
| Blowgunner
 
| No
 
|
 
|}
 
 
 
==Weapon-Dwarf Relationships==
 
Dwarves can become attached to a weapon, even a low quality weapon, which can make it difficult or impossible to get them to upgrade later. 
 
 
 
In addition, the game tracks kills not only by entity but also by weapon.  A weapon that has racked up enough kills might be named by its wielder.  When this happens the game will pause and bring up a dialog box, similar to discovering a new cavern.  Once named, the weapon will appear in the artifact list, albeit in blue.
 
 
 
=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.
 
 
 
[[Category:Weapons]]
 
 
 
=Bugs=
 
*Equipping weapons/armor on military is erratic{{Bug|535}}
 
==See also==
 
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril
 

Latest revision as of 13:44, 29 November 2024

This article is about an older version of DF.
This page deals entirely with manufactured weapons. For natural weapons, see Natural weapon.

A weapon in the sense described on this page is any object specifically designed to be wielded in the pursuit of bodily harm to others. In fortress mode, weapons can be made at a metalsmith's forge (all metal weapons) using a single bar of metal, a bowyer's workshop (wooden and bone crossbows), or a craftsdwarf's workshop (obsidian short swords).

Basics[edit]

Native vs. foreign[edit]

Weapons can be split in two categories: those that you can produce, and those that you can't. Weaponsmiths 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 good. They may be worth using when you can secure a high-quality specimen (see 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[edit]

Main article: Attack types

From another point of view there are four categories: slashing, piercing, crushing, and ranged.

Slashing weapons, like short swords and battle axes work by concentrating their force along a sharp blade, allowing them to make gashes in or completely sever body parts. Given the opportunity they 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.

Piercing weapons, like spears and picks work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck, giving their wielder further leverage on the target.

Crushing weapons, like war hammers and maces, 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.

Ranged weapons - crossbows, bows, and blowguns - are effectively piercing weapons which work at a distance. When used in melee combat as a bludgeon, ranged weapons produce blunt weapon damage instead.

There exists one more kind of weapon, so-called training weapons. Training weapons are all wooden, and all made at the carpenter's workshop. Training axes, spears, and short swords can be constructed in dwarf fortress mode. They do little blunt impact damage, due to the poor material properties of wood. They were intended for avoiding injuries to training dwarves during sparring, but are now redundant, since regular weapons no longer cause injuries during sparring. Training weapons can still be useful in danger rooms and live training, but it is preferable to avoid having your dwarves become "attached" to wooden weapons.

Types of targets[edit]

One can divide the types of foes you will meet into three categories. The first is organic and unarmored (or poorly armored) enemies, like thieves, non-sentient creatures (be it local wildlife or siege mounts), semi-megabeasts and megabeasts 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 ambushers and siegers. 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 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 types of enemies are inorganic enemies (or ones that don't feel pain), which are titans, forgotten beasts, bronze colossuses, and 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 at their foes until they collapse from cumulative damage.

Weapon skill[edit]

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 complain 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 this may be the point.

Attachment[edit]

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 announcements. 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 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.

Dwarves may also become attached to shields and name them in the same way.

Quality and strange moods[edit]

The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its value.

Designation Description Value
Modifier
 Weapon To-Hit /
Armor Deflect Modifier
 Item Name —     1x 1x
-Item Name- Well-crafted 2x unknown
+Item Name+ Finely-crafted 3x unknown
*Item Name* Superior quality 4x unknown
≡Item Name≡ Exceptional 5x unknown
☼Item Name☼ Masterful 12x 2x
Unique name Artifact 120x 3x
«Item Name» Decorated object Varies unknown

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 would be more useful, it's certainly better than a legendary tanner. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a rainbow trout bone spear is impossible, but a moody dwarf can create one with a single trout 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.

Weapons as tools[edit]

Hunters use crossbows, Wood cutters use battle axes, and miners use picks. 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 may opt not to use the same tool as a military weapon, instead dropping their tool to pick up another from a stockpile. 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.

Ammunition[edit]

Main article: Ammunition

Crossbows and other ranged weapons require ammunition (in the case of the crossbow, bolts). 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 try to get them to retreat once they run out of ammo — crossbows are meant for shooting, not bashing.

Secondary weapons[edit]

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 their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.

Weapons[edit]

Native weapons[edit]

Type Size Attack Attack type Contact Area Penetration Velocity Skill Used Hands Used Metal Wood Bone Obsidian
Battle Axe 800 Hack Edge 40000 6000 1.25x Axe Singlegrasp Yes No No No
Flat slap Blunt 40000 (6000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Crossbow (Melee) 400 Bash Blunt 10000 (4000) 1.25x Hammer Singlegrasp? Yes Yes Yes No
Mace 800 Bash Blunt 20 (200) 2.0x Mace Singlegrasp Yes No No No
Pick (foreign) 500 Strike Edge 100 4000 2.0x Mining Singlegrasp Yes No No No
Short Sword 300 Slash Edge 20000 4000 1.25x Sword Singlegrasp Yes No No Yes
Stab Edge 50 2000 1.0x
Flat slap Blunt 20000 (4000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Spear 400 Stab Edge 20 10000 1.0x Spear Singlegrasp Yes No No No
Shaft bash Blunt 10000 (6000) 1.25x
War Hammer 400 Bash Blunt 10 (200) 2.0x Hammer Singlegrasp Yes No No No

Note that although the pick is a foreign weapon, it can be produced by dwarves and is therefore considered native.

Details[edit]

  • 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 v-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 v-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 with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.
  • The size for a weapon is its volume in cm3.
  • 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). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.
  • 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 quality of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a legendary bowyer is a better choice than a proficient weaponsmith.

Training weapons[edit]

All training weapons must be made of wood at the carpenter's workshop.

Type Size Attack Attack type Contact Area Penetration Velocity Skill Used
Training Axe 800 Hack Blunt 30000 (6000) 1.25x Axe
Flat slap Blunt 30000 (6000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Training Sword 300 Slash Blunt 20000 (4000) 1.25x Sword
Stab Blunt 50 (2000) 1.0x
Flat slap Blunt 20000 (4000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Training Spear 400 Stab Blunt 200 (10000) 1.0x Spear
Shaft bash Blunt 10000 (6000) 1.25x

Foreign weapons[edit]

Using any multigrasp 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, it is possible to wield a two-handed sword, or any multigrasp 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 multigrasp 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 multigrasp weapon (and will be forced to, much like you are forced to single-hand any singlegrasp 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 singlegrasp 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.

Type Size Attack Attack type Contact Area Penetration Velocity Skill Used Used by Hands Used
2H Sword 900 Slash Edge 100000 8000 1.25x Sword Goblin, Human Multigrasp
Stab Edge 50 4000 1.0x
Flat slap Blunt 100000 (8000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Blowgun (Melee) 150 Bash Blunt 10000 (4000) 1.25x Sword Subterranean animal peoples Singlegrasp?
Bow (Melee) 300 Bash Blunt 10000 (4000) 1.25x Sword Elf, Goblin, Human, Kobold Singlegrasp?
Flail 500 Bash Blunt 200 (4000) 2.5x Mace Goblin, Human Singlegrasp
Great Axe 1300 Hack Edge 60000 8000 1.25x Axe Goblin, Human Multigrasp
Flat slap Blunt 60000 (8000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Halberd 1200 Slash Edge 20000 8000 1.25x Axe Goblin, Human Multigrasp
Stab Edge 50 2000 1.0x
Shaft bash Blunt 20000 (6000) 1.25x
Dagger (Large) 200 Slash Edge 1000 800 1.25x Dagger Goblin, Kobold Singlegrasp
Stab Edge 5 1000 1.0x
Pommel strike Blunt 20 (600) 1.0x
Long Sword 700 Slash Edge 60000 6000 1.25x Sword Elf, Goblin, Human Singlegrasp
Stab Edge 50 3000 1.0x
Flat slap Blunt 60000 (6000) 1.25x
Pommel strike Blunt 100 (1000) 1.0x
Maul 1300 Bash Blunt 100 (6000) 2.0x Hammer Goblin, Human Multigrasp
Morningstar 500 Bash Edge 10 500 2.0x Mace Goblin, Human Singlegrasp
Pommel strike Blunt 50 (1000) 1.0x
Pike 800 Stab Edge 20 12000 1.0x Pike Goblin, Human Multigrasp
Shaft bash Blunt 10000 (6000) 1.25x
Scimitar 300 Slash Edge 20000 4000 1.25x Sword Goblin, Human Singlegrasp
Stab Edge 50 2000 1.0x
Flat slap Blunt 20000 (4000) 1.25x
Pommel strike Blunt 50 (1000) 1.0x
Scourge 300 Lash Edge 10 50 2.0x Whip Goblin Singlegrasp
Whip 100 Lash Blunt 1 (10) 5.0x Whip Goblin, Human Singlegrasp

Size[edit]

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 this forum post.

The following table shows approximately how many dwarves should be able to use each weapon one or two handed (see 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.

Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.

Type Min Size

(Two-Handed)

Min Size

(One-Handed)

Dwarves

Can't Wield

Dwarves Wield

Two-Handed

Dwarves Wield

One-Handed

Battle Axe 42500 47500 1/49 (0) 10/49 (11/49) 38/49
Crossbow (Melee) 15000 0 - - 49/49
Mace 32500 37500 - 1/49 48/49
Pick 42500 47500 1/49 (0) 10/49 (11/49) 38/49
Short Sword 32500 37500 - 1/49 48/49
Spear 5000 47500 - 11/49 38/49
War Hammer 32500 37500 - 1/49 48/49
Training Axe 42500 47500 1/49 (0) 10/49 (11/49) 38/49
Training Sword 32500 37500 - 1/49 48/49
Training Spear 42500 47500 1/49 (0) 10/49 (11/49) 38/49
2H Sword 62500 77500 32/49 (ALL) 14/49 (0) 3/49 (0)
Blowgun (Melee) 15000 0 - - 49/49
Bow (Melee) 15000 0 - - 49/49
Flail 42500 47500 1/49 (0) 10/49 (11/49) 38/49
Great Axe 62500 77500 32/49 (ALL) 14/49 (0) 3/49 (0)
Halberd 62500 77500 32/49 (ALL) 14/49 (0) 3/49 (0)
Dagger (Large) 5000 27500 - - 49/49
Long Sword 52500 57500 11/49 (0) 7/49 (18/49) 31/49
Maul 62500 77500 32/49 (ALL) 14/49 (0) 3/49 (0)
Morningstar 32500 37500 - 1/49 48/49
Pike 62500 77500 32/49 (ALL) 14/49 (0) 3/49 (0)
Scimitar 32500 37500 - 1/49 48/49
Scourge 22500 27500 - - 49/49
Whip 22500 27500 - - 49/49

Material[edit]

Metal Value Density Impact yield Impact fracture Impact elasticity Shear yield Shear fracture Shear elasticity Notes
Adamantine 300 0.200 5000 5000 0 5000 5000 0
Steel 30 7.85 1505 2520 940 430 720 215
Bismuth bronze 6 8.25 602 843 547 172 241 156
Bronze 5 8.25 602 843 547 172 241 156
Iron 10 7.85 542 1080 319 155 310 189
Copper 2 8.93 245 770 175 70 220 145
Silver 10 10.49 350 595 350 100 170 333
Platinum 40 21.4 350 700 152 100 200 164 Only available as Artifact Weapons.
Bone 1 0.50 200 200 100 115 130 100
Wood 1 0.50 10 10 1000 40 40 1000
Shell 1 0.50 200 200 100 115 130 100 Only available as Artifact Weapons.
Leather 1 0.50 10 10 50000 25 25 50000 Material data added for comparison.
Obsidian 3 2.67 120 120 100 15 15 100 Only available for Short Swords.
Crystal glass 10 2.6 1000 1000 2222 33 33 113 Only available as Trap Components.
Clear glass 5 2.6 1000 1000 2222 33 33 113 Only available as Trap Components.
Green glass 2 2.6 1000 1000 2222 33 33 113 Only available as Trap Components.
  • 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 more force, light weapons tend to have less penetration. Value shown here is g/cm3, which is the raw value divided by 103
    • Impact yield: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
    • Impact fracture: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
    • 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 103 (i.e., kPa).
    • Shear fracture: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
    • Shear elasticity (or strain at yield): Used for cutting calculations in combat; lower is better. This is the raw value.
  • 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.
    • Fracture Strength - The stress coordinate on the stress-strain curve at the point of rupture.
    • Stress - Force per area = F/A
    • Strain - Deformation of a solid due to stress = Stress/Young's Modulus

Explanation[edit]

  • 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.
  • Elasticity or Strain at yield is the amount of deformation (bending) that occurs at the yield point.

Implications[edit]

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 testing[edit]

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 bronzes. 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 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: [1].

Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet.

Best Better Good Fair Poor Terrible Notes
Armor Adamantine Steel Iron Bronze, Bismuth Bronze Copper
Edged Weapons Adamantine Steel Iron Bronze, Bismuth Bronze Copper Silver For piercing iron armor, copper is better than bronze. For piercing copper or bronze armor, bronze is better than copper.
Ammunition Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver Adamantine Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.
Blunt Weapons Platinum Steel, Silver Copper, Bismuth Bronze, Bronze, Iron Adamantine All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as artifact weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of cork.

Cross referencing 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.

Analysis[edit]

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.

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.

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).

For more on ranged ammunition see the forum thread Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors.

More arena tests are available in the Military testing article.

There is a bug with melee weapon momentum that causes certain weapons to swing faster than they should do, giving them greater performance. This bug is based on the weight of the weapon, with weapons weighing just under a whole number getting the greatest benefit. Two major beneficiaries of this weight bug are copper whips and iron or steel picks.

Bugs[edit]

  • Equipping weapons/armor on military is erraticBug: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

See also[edit]


Ranged and ammunition
Blowgun and blowdart · Bow and arrow · Crossbow and bolt
Blunt
Flail · Mace · Maul · War hammer · Whip
Edged (slashing)
Edged (piercing)
Dagger · Morningstar · Pick · Pike · Spear
See also: Attack types

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