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== Basics == | == Basics == | ||
=== Native vs. foreign === | === Native vs. foreign === | ||
− | 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 | + | 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. 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 they are product of a [[strange mood]] (see strange moods, below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them. |
=== Types of weapons === | === Types of weapons === | ||
{{main|Attack types}} | {{main|Attack types}} | ||
− | From another point of view there are | + | From another point of view there are three categories: The first is slashing weapons, like [[short sword]]s and [[battle axe]]s. These weapons work by concentrating their force along a sharp blade, allowing them to make gashes in or completely sever body parts, and, given the opportunity, make the quickest work of their foes. They are far less effective against armored targets, however, as armor will block most hits and convert them into weaker blunt damage. |
− | + | The second is piercing weapons, like [[spear]]s and [[pick]]s. These weapons work by concentrating their force at a point, allowing them to punch through armor and damage internal organs, often getting stuck and giving their wielder further leverage on the target. Note that ranged weapons - [[crossbow]]s, bows, and blowguns, (blowguns cannot be used as a ranged weapon currently), - are effectively piercing weapons with range to them. When used in melee, ranged weapons produce blunt weapon damage instead. | |
− | + | The third is crushing weapons, like [[war hammer]]s and [[mace]]s. These weapons work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. These weapons are slow to kill their targets - dwarves have a habit of breaking every bone in their opponent's body before moving on to the next target - but are the most effective weapons against heavy and heavily armored foes which shrug off damage more easily. | |
− | + | There's also 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 were intended for avoiding injuries during sparring, but are now redundant since all weapons no longer cause injuries during sparring. They are still useful in [[danger room]]s though. | |
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=== Types of targets === | === Types of targets === | ||
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=== Attachment === | === 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 | + | 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. |
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 list|kill]]. Once named, the weapon will appear in the artifact list, albeit in blue. | 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 list|kill]]. Once named, the weapon will appear in the artifact list, albeit in blue. | ||
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{{v0.31:Item quality/Table}} | {{v0.31:Item quality/Table}} | ||
− | Weaponsmithing is a | + | Weaponsmithing is a moodable profession, which means that you can get [[artifact]] weapons. This is a bit of a mixed bag: although a legendary [[armorsmith]] would be more useful, it's certainly better then 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. |
+ | |||
+ | Dwarves in strange moods are not held to producing native weapons, and in fact often don't, as the number of foreign weapons outnumbers the natives. In the case where they create a valuable and battle-worthy foreign weapon (like a steel two-handed sword), it's worth it to manually go through your dwarves to find someone who can best utilize it, and assign it to him. See the caveats of foreign weapons however, discussed below. | ||
=== Weapons as tools === | === Weapons as tools === | ||
[[Hunter]]s use crossbows, [[Wood cutter]]s use [[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. | [[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 | + | 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 weapon 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 === | === Ammunition === | ||
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=== Secondary 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. | 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. | ||
+ | |||
+ | See [http://www.bay12forums.com/smf/index.php?topic=112008.0 this forum post] for details. | ||
== Weapons == | == Weapons == | ||
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=== Foreign weapons === | === Foreign weapons === | ||
− | Using any multigrasp weapon in a single hand ( | + | Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit. Do not equip two-handed swords with a shield, for instance. |
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{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
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== Size== | == Size== | ||
− | Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness | + | Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness, so not all dwarves can use all weapons. The following table shows approximately how many dwarves ''should be'' able to use each weapon one or two handed. |
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− | The following table shows approximately how many dwarves ''should be'' able to use each weapon one or two handed | ||
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{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
|- | |- | ||
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| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
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| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
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| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
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| - | | - | ||
| 1/49 | | 1/49 | ||
− | | 48/49 | + | | 48/49 |
|- valign="top" | |- valign="top" | ||
| Training Spear | | Training Spear | ||
| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
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| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
| [[Blowgun]] (Melee) | | [[Blowgun]] (Melee) | ||
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| 42500 | | 42500 | ||
| 47500 | | 47500 | ||
− | | 1/49 | + | | 1/49 |
− | | 10/49 | + | | 10/49 |
| 38/49 | | 38/49 | ||
|- valign="top" | |- valign="top" | ||
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| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
| [[Halberd]] | | [[Halberd]] | ||
| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
| [[Dagger]] (Large) | | [[Dagger]] (Large) | ||
Line 512: | Line 504: | ||
| 52500 | | 52500 | ||
| 57500 | | 57500 | ||
− | | 11/49 | + | | 11/49 |
− | | 7/49 | + | | 7/49 |
| 31/49 | | 31/49 | ||
|- valign="top" | |- valign="top" | ||
Line 519: | Line 511: | ||
| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
| [[Morningstar]] | | [[Morningstar]] | ||
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| 62500 | | 62500 | ||
| 77500 | | 77500 | ||
− | | 32/49 | + | | 32/49 |
− | | 14/49 | + | | 14/49 |
− | | 3/49 | + | | 3/49 |
|- valign="top" | |- valign="top" | ||
| [[Scimitar]] | | [[Scimitar]] | ||
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| 49/49 | | 49/49 | ||
|} | |} | ||
+ | |||
+ | See [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details. | ||
+ | |||
+ | 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. (But presumably they'll all be able to equip long swords, most with one hand?) See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post. | ||
==Material== | ==Material== | ||
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== Combat testing == | == Combat testing == | ||
− | + | [[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) in regards to edged weaponry. | |
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0]. | 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]. | ||
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| | | | ||
| Adamantine | | 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 | + | | 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. |
|} | |} | ||
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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. | ||
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==Bugs== | ==Bugs== | ||
*Equipping weapons/armor on military is erratic{{Bug|535}} | *Equipping weapons/armor on military is erratic{{Bug|535}} | ||
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==See also== | ==See also== |