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Difference between revisions of "v0.34:Natural weapon"
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− | + | '''Natural weapons''' are basic attacks that can be used to hurt other creatures. They are distinct from [[weapon|manufactured weapons]], which are used (along with [[armor]]) by [[:Category:DF2012:Humanoids|sentient]] [[creature]]s to increase their ability to attack and defend in combat. However, all creatures have natural weapons of some sort, some more deadly than others: arms can punch, [[horn]]s can gore, talons can rip, fangs can bite, and hooves can smash heads in. Even creatures that you wouldn't except to be able to put up a fight have default "push" attacks, which is simultaneously amusing and deadly in the case of the [[giant sponge]]. A description of the various types of natural weapons and their damage considerations follows. | |
− | == | + | ==Striking== |
+ | Every creature has basic natural weapons, most commonly biting and kicking. The damage done by these attacks depends greatly on the respective size of the combatants, the strength of the attacker, and the striking/kicking/biting skill of the attacker. These are basic attacks and work as you might expect: a [[lion]] is certainly more dangerous than a [[badger]]. Attacks in this category include but are not limited to punching with fists, biting with the teeth, goring with the horns, scratching with nails, and kicking with feet. | ||
− | + | Striking comes into play in unarmed combat, when creatures grapple with one another. However it also comes into play in armed combat, as punches and kicks (but usually kicks) are still valid attacks when the combatants lock blades. Here, the striker and kicker [[combat skill]]s comes into play. | |
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− | + | ==Other== | |
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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. | 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. |
Revision as of 02:09, 18 May 2012
This article is about an older version of DF. |
Natural weapons are basic attacks that can be used to hurt other creatures. They are distinct from manufactured weapons, which are used (along with armor) by sentient creatures to increase their ability to attack and defend in combat. However, all creatures have natural weapons of some sort, some more deadly than others: arms can punch, horns can gore, talons can rip, fangs can bite, and hooves can smash heads in. Even creatures that you wouldn't except to be able to put up a fight have default "push" attacks, which is simultaneously amusing and deadly in the case of the giant sponge. A description of the various types of natural weapons and their damage considerations follows.
Striking
Every creature has basic natural weapons, most commonly biting and kicking. The damage done by these attacks depends greatly on the respective size of the combatants, the strength of the attacker, and the striking/kicking/biting skill of the attacker. These are basic attacks and work as you might expect: a lion is certainly more dangerous than a badger. Attacks in this category include but are not limited to punching with fists, biting with the teeth, goring with the horns, scratching with nails, and kicking with feet.
Striking comes into play in unarmed combat, when creatures grapple with one another. However it also comes into play in armed combat, as punches and kicks (but usually kicks) are still valid attacks when the combatants lock blades. Here, the striker and kicker combat skills comes into play.
Other
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 breath attacks section of the syndrome page.