<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Timbojones</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Timbojones"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Timbojones"/>
	<updated>2026-05-26T09:13:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=126510</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=126510"/>
		<updated>2010-08-29T00:22:40Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: /* MOODS &amp;amp; FOREIGN WEAPONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MOODS &amp;amp; FOREIGN WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blow gun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Poison on ammunition/weapons ==&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just Vew them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]].&lt;br /&gt;
&lt;br /&gt;
== One handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mace V.S Hammer ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernable by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=126509</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=126509"/>
		<updated>2010-08-29T00:21:31Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: /* MOODS &amp;amp; FOREIGN WEAPONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MOODS &amp;amp; FOREIGN WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blow gun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. 00:21, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Poison on ammunition/weapons ==&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just Vew them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]].&lt;br /&gt;
&lt;br /&gt;
== One handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mace V.S Hammer ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernable by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=114589</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=114589"/>
		<updated>2010-05-23T16:58:19Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]}}&lt;br /&gt;
==Offsite Images?==&lt;br /&gt;
&lt;br /&gt;
I've been trying to figure out how to display images from offsite (ie imageshack links) without uploading them to the wiki. I'm looking to move a 92-image post from the Bay12 forums to one of my userpages (rather large images at that) and if I can't use offsite linking I can't do it. According to what I could find on Wikipedia about wikitext this isn't possible, but I'm not one hundred percent sure, just doublechecking. Or if there was a way to get around this, that'd be jolly good too. --[[User:Retro|Retro]] 21:56, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raw subpages ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that the current trend seems to be putting the various raws into subpages specific to each &amp;quot;entity&amp;quot;. I feel I should point out that this might be a bad idea, because it will result in people clicking &amp;quot;Random page&amp;quot; occasionally being directed to one of said /raw pages. I know because I ran into the '''exact''' same problem on the KoL wiki - all of the various in-game items (of which there are several thousand) had been given data pages (containing templates of the form &amp;lt;nowiki&amp;gt;{{#switch:{{{1}}}|name=whatever|image=something.gif|plural=somethings|{{{2|}}}}}&amp;lt;/nowiki&amp;gt; for the purposes of easy data retrieval by other templates), and said data pages had been placed as &amp;quot;item name/data&amp;quot;, leading to them coming up during searches and &amp;quot;random page&amp;quot; clicks; in the end, we created a separate namespace to contain them, but that probably won't work very well here because all of the &amp;quot;entity&amp;quot; pages are already in their own namespaces. VengefulDonut was considering using his regular expression voodoo templates to automatically extract all of the relevant raws for an entity (just as is done with the mineral/metal/gem infoboxes, but just grabbing the entire blob rather than parsing out individual fields), something that would only require a single &amp;quot;raws&amp;quot; page for each version and would be much simpler to update when new releases come along and fix a whole bunch of errors in the raws. --[[User:Quietust|Quietust]] 12:49, 23 April 2010 (UTC)&lt;br /&gt;
:Seems it was a lot easier than I figured it'd be - all creatures from 23a now grab their raws from the appropriate creature raw pages, and once I import each of the raw pages for 40d and 0.31, they'll automagically start working there as well. A few additional changes to {{tl|Game Data}} should allow it to reliably fetch raws for other object types (specifically, MATGLOSS for old stones/metals/plants, INORGANIC for new stones/metals, and PLANT for new plants). --[[User:Quietust|Quietust]] 19:26, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Recent changes page ==&lt;br /&gt;
&lt;br /&gt;
I know this is probably some sort of hack.  But is there any way that we can get recent changes to be like search in the sense that we can use checkboxes to select multiple namespaces?  Like all the &amp;quot;talk&amp;quot; pages?  Minor deal, don't kill yourself/the wiki trying to do it, but if it's not exceedingly hard, it'd be useful. Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:29, 24 April 2010 (UTC)&lt;br /&gt;
:Understood, thanks for looking into it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:44, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Game data template==&lt;br /&gt;
&lt;br /&gt;
Allright, i didn't want to break anything. Just wanted to improve, because the way it currently looks is a bit cruel. Could you please tell me what other templates relate to the gamedata one.&lt;br /&gt;
Greetings -- [[User:Used|Used]] 09:39, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ah, i have been surfing in the wiki, now i know what you mean =) Thx --[[User:Used|Used]] 15:47, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quick page check request==&lt;br /&gt;
I was wondering if you could quickly comment on this list: DF2010:Industry Mostly if any industres are missing, and I really don't like some of the names.[[User:GiantTiger11|GiantTiger11]] 20:39, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Your cat got run over by a car?  That's so sad.  :[  --[[User:ToonyMan|ToonyMan]] 03:09, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 502 Bad Gateway ==&lt;br /&gt;
&lt;br /&gt;
After uploading all of the raws for 0.31.03, the DF2010 pages for Dwarf, Human, Elf, and Goblin are all giving &amp;quot;502 Bad Gateway&amp;quot; almost immediately. Other creatures within creature_standard.txt (the largest of the raw files, weighing in at 185kb) are loading just fine. Back when VengefulDonut was working on the stonelookup/contains stuff, the page for Chromite was doing the same thing, specifically when it tried to look up the list of gems contained within it (said list consists only of Demantoid, and the entire raw file for gems is only 30K), though it looks like some other changes to the raw templates were able to solve that particular issue. If the size of the template is an issue, it should be reasonably easy to split it in half - it'd just be a matter of editing [[DF2010:Creature file lookup]] and redirecting some of the entities to different pages. --[[User:Quietust|Quietust]] 23:57, 4 May 2010 (UTC)&lt;br /&gt;
:As a side test, I tried doing the same regex match on my Windows XP box using PHP 5.2.9, and trying to match against the DWARF raws caused it to silently crash (apparently due to a stack overflow within PCRE - adding &amp;lt;tt&amp;gt;ini_set(&amp;quot;pcre.recursion_limit&amp;quot;, 25000);&amp;lt;/tt&amp;gt; removes the crash but also causes the match to fail) while the others seemed to be okay; however, on my FreeBSD server (amd64, running inside VMware on the aforementioned Windows XP box) running PHP 5.2.11, they all worked fine. The latest version of PHP 5.2.x is 5.2.13 (and the latest overall version is 5.3.2), while the site itself is running 5.2.10, so it's possible that something was fixed in the meanwhile, though I don't see anything in the changelog that looks to be related. --[[User:Quietust|Quietust]] 00:44, 5 May 2010 (UTC)&lt;br /&gt;
::I've rewritten the regular expression used in {{tl|raw2}} and it seems to no longer choke on creature_standard.txt, though for now I'm leaving it split in 3 pieces. --[[User:Quietust|Quietust]] 02:32, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[MediaWiki:Sidebar]] ==&lt;br /&gt;
&lt;br /&gt;
Sometimes the sidebar has the community portal/current events stuff, and i have to go to the above place and save (w/o changes) to get it to come up.  Is that a wiki problem, or my own browser problem?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:16, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
I posted a mantis bug link and was prompted with an external link captcha box.  Seems like bay12games.com ought to be considered an internal domain by this spam-avoid feature.  Is there a domain whitelist? [[User:Timbojones|Timbojones]] 16:58, 23 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help_talk:Editing&amp;diff=114587</id>
		<title>Help talk:Editing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help_talk:Editing&amp;diff=114587"/>
		<updated>2010-05-23T16:50:59Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page really needs info on stuff specific to this wiki.  I see the &amp;lt;nowiki&amp;gt;{{l|foo}}&amp;lt;/nowiki&amp;gt; construct all over the place.  Experimentation shows that this has to do with the versioning, but afaik this is not a standard wiki construct. How does it work? [[User:Timbojones|Timbojones]] 02:50, 23 May 2010 (UTC)&lt;br /&gt;
:Well, it would be nice to have something that shows everything the DFWiki currently lets us do, rather than going to the main wikipedia instead. Perhaps we could see what everything can do, and slowly work on fixing it up, then we won't be easily confused. I'm even confused looking at the help file to be honest. My opinion, we should add up some useful stuff on this page that we need to know when editing/creating stuff, and doing other special editing here and there, and also keep the link to that one page away from this wiki just in case also. --[[User:Hugna|Hugna]] 02:54, 23 May 2010 (UTC)&lt;br /&gt;
::I found the page that talks about the versioning project and added a link to it here. It doesn't explain the &amp;lt;nowiki&amp;gt;{{l|...}}&amp;lt;/nowiki&amp;gt; construct but it's a start. [[User:Timbojones|Timbojones]] 16:50, 23 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help:Editing&amp;diff=114586</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help:Editing&amp;diff=114586"/>
		<updated>2010-05-23T16:46:37Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [http://meta.wikimedia.org/wiki/Help:Editing Meta-Wiki's Help:Editing] for basic wiki editing help.&lt;br /&gt;
&lt;br /&gt;
See [[Dwarf_Fortress_Wiki:Versions]] for help on how versioning works in this wiki.&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farmer&amp;diff=114584</id>
		<title>v0.31 Talk:Farmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farmer&amp;diff=114584"/>
		<updated>2010-05-23T16:42:01Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farm Plots requiring mud a bug? ==&lt;br /&gt;
&lt;br /&gt;
The information was said [http://www.bay12forums.com/smf/index.php?topic=57771.0 here]. I'm not truly certain, but i'd like to check for some verification on the matter, just in case. (made it this way) --[[User:Hugna|Hugna]] 07:14, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
http://bay12games.com/dwarves/mantisbt/view.php?id=13 tracks the issue. AFAICT, Toady has not confirmed whether this behavior is buggy or intentional. [[User:Timbojones|Timbojones]] 16:42, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This Article ==&lt;br /&gt;
&lt;br /&gt;
The current content is misplaced. Should we just copy from the 40d article? --[[User:Nahno|Nahno]] 10:29, 23 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help_talk:Editing&amp;diff=114450</id>
		<title>Help talk:Editing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help_talk:Editing&amp;diff=114450"/>
		<updated>2010-05-23T02:50:52Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page really needs info on stuff specific to this wiki.  I see the &amp;lt;nowiki&amp;gt;{{l|foo}}&amp;lt;/nowiki&amp;gt; construct all over the place.  Experimentation shows that this has to do with the versioning, but afaik this is not a standard wiki construct. How does it work? [[User:Timbojones|Timbojones]] 02:50, 23 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thread&amp;diff=114441</id>
		<title>v0.31:Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thread&amp;diff=114441"/>
		<updated>2010-05-23T02:41:11Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: forgot the version box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
Thread is used in making {{l|cloth}}&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thread&amp;diff=114440</id>
		<title>v0.31:Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thread&amp;diff=114440"/>
		<updated>2010-05-23T02:40:28Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: Removed redirect in favor of a stub so users can more easily access the 40d info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thread is used in making {{l|cloth}}&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help_talk:Editing&amp;diff=114438</id>
		<title>Help talk:Editing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help_talk:Editing&amp;diff=114438"/>
		<updated>2010-05-23T02:39:34Z</updated>

		<summary type="html">&lt;p&gt;Timbojones: Created page with 'This page really needs info on stuff specific to this wiki.  I see the &amp;lt;nowiki&amp;gt;{{l|foo}}&amp;lt;/nowiki&amp;gt; construct all over the place.  Experimentation shows that this has to do with th…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page really needs info on stuff specific to this wiki.  I see the &amp;lt;nowiki&amp;gt;{{l|foo}}&amp;lt;/nowiki&amp;gt; construct all over the place.  Experimentation shows that this has to do with the version, but afaik this is not a standard wiki construct. How does it work?&lt;/div&gt;</summary>
		<author><name>Timbojones</name></author>
	</entry>
</feed>