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Difference between revisions of "40d:Other weapon"
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− | In [[Fortress mode]], there are only [[Weapon#Dwarf_weapons|7 weapon]]s* that | + | {{Quality|Superior|21:10, 29 April 2013 (UTC)}} |
+ | {{av}} | ||
+ | In [[Fortress mode]], there are only [[Weapon#Dwarf_weapons|7 weapon]]s* that dwarves can make for themselves and are considered "standard", but there are about a dozen '''other weapons''' that can be acquired, either by [[trading]] or recovering them from enemies who no longer have any use for them. Dwarves can use some of these, but not all, for melee combat, and each that is usable is associated with a standard [[military]] weapon skill. In Fortress Mode, no other missile weapons are usable by dwarves in combat, but all weapons are usable in [[Trap#Weapon_Trap|weapons traps]]. | ||
:''(* These are the [[battle axe]], [[mace]], [[pick]], [[short sword]], [[spear]], and [[war hammer]] for melee combat, and the [[crossbow]], which can be used for both [[marksdwarf|ranged attacks]] and, if/when necessary, [[combat|melee combat]] as well.)'' | :''(* These are the [[battle axe]], [[mace]], [[pick]], [[short sword]], [[spear]], and [[war hammer]] for melee combat, and the [[crossbow]], which can be used for both [[marksdwarf|ranged attacks]] and, if/when necessary, [[combat|melee combat]] as well.)'' | ||
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| [[#Morningstar|Morningstar]]* || 120 || [[Bludgeon]] || Mace || None | | [[#Morningstar|Morningstar]]* || 120 || [[Bludgeon]] || Mace || None | ||
|- | |- | ||
− | | [[#Pike|Pike]] || 120 || [[Pierce]] || | + | | [[#Pike|Pike]] || 120 || [[Pierce]] || Pike || 2 |
|- | |- | ||
| [[#Scimitar|Scimitar]]* || 100 || [[Slash]] || Sword || 1 | | [[#Scimitar|Scimitar]]* || 100 || [[Slash]] || Sword || 1 | ||
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When firing it increases the [[blowgunner]] skill. Melee with this weapon is a pathetically small [[bludgeon]] attack, and increases [[swordsman]] skill. | When firing it increases the [[blowgunner]] skill. Melee with this weapon is a pathetically small [[bludgeon]] attack, and increases [[swordsman]] skill. | ||
− | ==== | + | ==== Darts ==== |
The darts don't do a lot of damage, but can still be almost as dangerous as [[arrow]]s because they can [[pierce]] organs, which can kill instantly. | The darts don't do a lot of damage, but can still be almost as dangerous as [[arrow]]s because they can [[pierce]] organs, which can kill instantly. | ||
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== Bow == | == Bow == | ||
− | A '''bow''' works the same way as a [[crossbow]], except that it uses [[arrow]]s instead of [[bolt]]s. [[Dwarf|Dwarves]] cannot equip bows (stubby fingers), and the interface is such that they still cannot be wielded in [[Fortress Mode]] at all, even with [[Modding guide|modding]]. They can still be used in [[weapon trap]]s, although you can't make arrows and so will be dependent on [[merchant]]s and spoils of war to supply trap reloads. | + | A '''bow''' works the same way as a [[crossbow]], and does identical damage, except that it uses [[arrow]]s instead of [[bolt]]s. [[Dwarf|Dwarves]] cannot equip bows (stubby fingers), and the interface is such that they still cannot be wielded in [[Fortress Mode]] at all*, even with [[Modding guide|modding]]. They can still be used in [[weapon trap]]s, although you can't make arrows and so will be dependent on [[merchant]]s and spoils of war to supply trap reloads. |
When firing arrows it uses the [[marksman|bowman]] skill. When attacking with melee, it uses the [[swordsman]] skill, although it's a bludgeoning attack. | When firing arrows it uses the [[marksman|bowman]] skill. When attacking with melee, it uses the [[swordsman]] skill, although it's a bludgeoning attack. | ||
+ | |||
+ | * In the raw\objects\item_weapon.txt file, you can replace this line of the bow "[RANGED:BOW:ARROW]" by "[RANGED:CROSSBOW:ARROW]" to make bows equipable and usable, they will be considered like crossbow and use the crossbow skill but still shoot arrows. You still need to be playing a race able to equip bows though (Elves). | ||
==== Arrow ==== | ==== Arrow ==== | ||
− | An '''arrow''' is just like a [[bolt]] but for bows. [[Dwarves]] can't handle bows, so they don't need arrows. But in [[adventure mode]], [[ | + | An '''arrow''' is just like a [[bolt]] but for bows. [[Dwarves]] can't handle bows, so they don't need arrows. But in [[adventure mode]], [[human]]s and [[elves]] can use bows, so they will need arrows if they choose to use one. |
Arrows can also be thrown in adventure mode for about the same results, except that it uses the [[thrower]] skill. | Arrows can also be thrown in adventure mode for about the same results, except that it uses the [[thrower]] skill. | ||
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== Flail == | == Flail == | ||
− | A [[weapon]] comprised of one or more chains with a spiked ball or metal-studded bar at one end and a handle at the other. Does more [[damage]] than the [[Morningstar]], and uses the same skill, [[maceman]]. Goblins are known to wield these weapons. | + | A [[weapon]] comprised of one or more chains with a spiked ball or metal-studded bar at one end and a handle at the other. Does ''slightly'' more [[damage]] (8.3%) than the [[Morningstar]], and uses the same skill, [[maceman]]. Goblins are known to wield these weapons. |
== Great axe == | == Great axe == | ||
− | The Great axe is a large version of the [[battle axe]]. Too large for a dwarf to use. | + | The Great axe is a large version of the [[battle axe]], doing 36% more damage. Too large for a dwarf to use. |
− | + | In fact, this weapon is too large to be used by most races, even two handed, though ([[Invader]]s tend to ignore this restriction). | |
== Halberd == | == Halberd == | ||
− | A halberd is a long axe or a short pole-arm weapon. It is two-handed for a human-sized character, but too large for a dwarf to use. | + | A halberd is a long axe or a short pole-arm weapon, doing 27% more damage than a dwarven [[battle axe]]. It is two-handed for a human-sized character, but too large for a dwarf to use. |
== Long sword == | == Long sword == | ||
− | A typical human-sized weapon. Dwarves can wield them using two hands. | + | A typical human-sized weapon. 20% more damage than a [[short sword]]. Dwarves can wield them using two hands. |
== Maul == | == Maul == | ||
− | The '''Maul''' is a large heavy [[hammer]] and is the highest damaging melee [[weapon]] in the game, despite being a bludgeoning weapon. It can only be wielded by a [[human]], and even then it requires both hands. | + | The '''Maul''' is a large heavy [[hammer]] and is the highest damaging melee [[weapon]] in the game, despite being a bludgeoning weapon. It can only be wielded by a [[human]], and even then it requires both hands. It does 33% more damage than a hammer. |
It uses the [[hammerman]] skill. | It uses the [[hammerman]] skill. | ||
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A '''Morningstar''' is a spiked ball directly attached to a handle. Does less [[damage]] than the [[flail]]. Damage is identical to the regular [[mace]]. | A '''Morningstar''' is a spiked ball directly attached to a handle. Does less [[damage]] than the [[flail]]. Damage is identical to the regular [[mace]]. | ||
− | Uses the [[Maceman]] skill. | + | Uses the [[Maceman]] skill. Dwarves can equip it. |
== Pike == | == Pike == | ||
− | :''For the fish, see [[Pike (fish)]].'' | + | :''For the fish, see [[Pike (fish)]].''[[Image:Pike example.jpg|right|thumb|250px|'''''Pike''' on the right. On the left is what would be called a "halberd" in Dwarf Fortress.'']] |
− | A '''pike''' is a very long spear. It does more [[damage]] than the normal [[spear]], and still has the same critical boost. Only [[human]]s can wield them in [[fortress mode]] and, even then, it uses both hands. It is possible to use a pike as a [[dwarf|dwarven]] adventurer. | + | A '''pike''' is a very long spear. It does more [[damage]] than the normal [[spear]] by 20%, and still has the same critical boost. Only [[human]]s can wield them in [[fortress mode]] and, even then, it uses both hands. It is possible to use a pike as a [[dwarf|dwarven]] adventurer. |
− | This [[weapon]] trains the [[Pikeman]] skill when used in adventure mode. | + | This [[weapon]] trains the [[Pikeman]] skill when used in adventure mode. |
For unknown reasons all two-handed weapons, including pikes, can be used one-handed, even by creatures who are smaller than the minimum size needed to use the weapon two-handed.{{verify}} | For unknown reasons all two-handed weapons, including pikes, can be used one-handed, even by creatures who are smaller than the minimum size needed to use the weapon two-handed.{{verify}} | ||
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− | |||
− | |||
− | |||
== Scimitar == | == Scimitar == | ||
− | The '''Scimitar''' is a sword with a heavy curved blade. Its statistics are | + | The '''Scimitar''' is a sword with a heavy curved blade. Its statistics are identical to the [[short sword]], but it cannot be made of rock, and [[dwarves]] cannot make it at all. They can however use it one handed just fine. |
Uses the [[Swordsman]] skill. | Uses the [[Swordsman]] skill. | ||
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The '''scourge''' is a slightly more deadly version of a [[whip]]. Although still doing weak [[damage]], it causes gore damage, which can cause massive bleeding or pain. Effective against living, unarmored [[creatures]]. Very weak against non-living creatures. | The '''scourge''' is a slightly more deadly version of a [[whip]]. Although still doing weak [[damage]], it causes gore damage, which can cause massive bleeding or pain. Effective against living, unarmored [[creatures]]. Very weak against non-living creatures. | ||
− | It uses the [[lasher]] skill. | + | It uses the [[lasher]] skill. It can be melted down or used in a [[Trap]]. |
== Two-handed sword == | == Two-handed sword == | ||
− | + | Big sword with high damage, 40% more than a [[short sword]]. Too large for a dwarf to use. | |
== Whip == | == Whip == | ||
− | A '''whip''' is a [[weapon]] that does weak [[damage]], but it causes gore damage, which can cause massive bleeding or pain. Effective against living, preferably small, unarmored [[creatures]]. Very weak against [[undead]] creatures. Whips are | + | A '''whip''' is a [[weapon]] that does weak [[damage]], but it causes gore damage, which can cause massive bleeding or pain. Effective against living, preferably small, unarmored [[creatures]]. Very weak against [[undead]] creatures. Whips are usable by [[dwarves]], and [[goblin]]s use them sometimes. [[Human]] lashers will guard their caravan sometimes. A better version of a whip is called a [[scourge]]. |
It uses the [[lasher]] skill. | It uses the [[lasher]] skill. | ||
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''See Also: | ''See Also: | ||
− | :* | + | :* [[weapon]] |
− | :* | + | :* [[dwarven weapon]]s |
− | [[Category | + | {{Category|Weapons}} |
− | + | {{Category|Ammo}} |
Latest revision as of 21:10, 29 April 2013
This article is about an older version of DF. |
In Fortress mode, there are only 7 weapons* that dwarves can make for themselves and are considered "standard", but there are about a dozen other weapons that can be acquired, either by trading or recovering them from enemies who no longer have any use for them. Dwarves can use some of these, but not all, for melee combat, and each that is usable is associated with a standard military weapon skill. In Fortress Mode, no other missile weapons are usable by dwarves in combat, but all weapons are usable in weapons traps.
- (* These are the battle axe, mace, pick, short sword, spear, and war hammer for melee combat, and the crossbow, which can be used for both ranged attacks and, if/when necessary, melee combat as well.)
As with any weapon, both material and quality can improve their effectiveness in combat.
In Adventure mode, a character can use any of these, size permitting.
Other weapons: statistics & comparison[edit]
For a comparison of all weapons side by side, see Weapons: Weapon statistics.
(Note - dwarves can not use these in fortress mode unless marked with an *)
Name | Damage | Damage Type | Skill Used | Crit. Boost |
---|---|---|---|---|
Blowgun† (melee) | 20 | Bludgeon | Sword | None |
Bow† (melee) | 40 | Bludgeon | Sword | None |
Large dagger | 70 | Slash | Dagger | 1 |
Flail | 130 | Bludgeon | Mace | None |
Great axe‡ | 150 | Slash | Axe | None |
Halberd‡ | 140 | Slash | Axe | None |
Long sword* † | 120 | Slash | Sword | 1 |
Maul‡ | 160 | Bludgeon | Hammer | None |
Morningstar* | 120 | Bludgeon | Mace | None |
Pike | 120 | Pierce | Pike | 2 |
Scimitar* | 100 | Slash | Sword | 1 |
Scourge | 30 | Gore | Whip/Lasher | None |
Two-handed sword‡ | 140 | Slash | Sword | 1 |
Whip† | 20 | Gore | Whip/Lasher | None |
† Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode (v-p-s-m))
‡ Dwarves cannot wield weapon (too large)
* Can be used by dwarves in fortress mode
Blowgun[edit]
Basically a small tube out of which you blow "deadly" darts.
No main race has this weapon, unless you mod it in. A dwarf can make a blowgun in a bowyer's workshop after being struck by a Strange mood. These weapons are extremely rare to find. Unfortunately in Fortress Mode you cannot create darts for use, and any dwarf wielding the blowgun will use it as a melee weapon.
When firing it increases the blowgunner skill. Melee with this weapon is a pathetically small bludgeon attack, and increases swordsman skill.
Darts[edit]
The darts don't do a lot of damage, but can still be almost as dangerous as arrows because they can pierce organs, which can kill instantly.
Bow[edit]
A bow works the same way as a crossbow, and does identical damage, except that it uses arrows instead of bolts. Dwarves cannot equip bows (stubby fingers), and the interface is such that they still cannot be wielded in Fortress Mode at all*, even with modding. They can still be used in weapon traps, although you can't make arrows and so will be dependent on merchants and spoils of war to supply trap reloads.
When firing arrows it uses the bowman skill. When attacking with melee, it uses the swordsman skill, although it's a bludgeoning attack.
- In the raw\objects\item_weapon.txt file, you can replace this line of the bow "[RANGED:BOW:ARROW]" by "[RANGED:CROSSBOW:ARROW]" to make bows equipable and usable, they will be considered like crossbow and use the crossbow skill but still shoot arrows. You still need to be playing a race able to equip bows though (Elves).
Arrow[edit]
An arrow is just like a bolt but for bows. Dwarves can't handle bows, so they don't need arrows. But in adventure mode, humans and elves can use bows, so they will need arrows if they choose to use one.
Arrows can also be thrown in adventure mode for about the same results, except that it uses the thrower skill.
See also:
Large dagger[edit]
In Dwarf Fortress, any dagger is "large". Large daggers are wielded by Kobold and Goblin thieves only. They do small slashing damage, but have a critical bonus, which means they usually are not anything to worry about, but occasionally get brutally lucky.
In adventure mode, no other race has them or can even start with one. If an adventurer finds one of these weapons, they can train with them. Those who use daggers always do slashing damage with them, there is no stabbing for piercing damage. In this game they are basically small swords, as they can sever limbs as well on a lucky hit.
These weapons use the Knife user skill.
Flail[edit]
A weapon comprised of one or more chains with a spiked ball or metal-studded bar at one end and a handle at the other. Does slightly more damage (8.3%) than the Morningstar, and uses the same skill, maceman. Goblins are known to wield these weapons.
Great axe[edit]
The Great axe is a large version of the battle axe, doing 36% more damage. Too large for a dwarf to use.
In fact, this weapon is too large to be used by most races, even two handed, though (Invaders tend to ignore this restriction).
Halberd[edit]
A halberd is a long axe or a short pole-arm weapon, doing 27% more damage than a dwarven battle axe. It is two-handed for a human-sized character, but too large for a dwarf to use.
Long sword[edit]
A typical human-sized weapon. 20% more damage than a short sword. Dwarves can wield them using two hands.
Maul[edit]
The Maul is a large heavy hammer and is the highest damaging melee weapon in the game, despite being a bludgeoning weapon. It can only be wielded by a human, and even then it requires both hands. It does 33% more damage than a hammer.
It uses the hammerman skill.
In fortress mode, invaders can use both a maul and a shield.
Morningstar[edit]
A Morningstar is a spiked ball directly attached to a handle. Does less damage than the flail. Damage is identical to the regular mace.
Uses the Maceman skill. Dwarves can equip it.
Pike[edit]
- For the fish, see Pike (fish).
A pike is a very long spear. It does more damage than the normal spear by 20%, and still has the same critical boost. Only humans can wield them in fortress mode and, even then, it uses both hands. It is possible to use a pike as a dwarven adventurer.
This weapon trains the Pikeman skill when used in adventure mode.
For unknown reasons all two-handed weapons, including pikes, can be used one-handed, even by creatures who are smaller than the minimum size needed to use the weapon two-handed.[Verify]
Scimitar[edit]
The Scimitar is a sword with a heavy curved blade. Its statistics are identical to the short sword, but it cannot be made of rock, and dwarves cannot make it at all. They can however use it one handed just fine.
Uses the Swordsman skill.
Scourge[edit]
The scourge is a slightly more deadly version of a whip. Although still doing weak damage, it causes gore damage, which can cause massive bleeding or pain. Effective against living, unarmored creatures. Very weak against non-living creatures.
It uses the lasher skill. It can be melted down or used in a Trap.
Two-handed sword[edit]
Big sword with high damage, 40% more than a short sword. Too large for a dwarf to use.
Whip[edit]
A whip is a weapon that does weak damage, but it causes gore damage, which can cause massive bleeding or pain. Effective against living, preferably small, unarmored creatures. Very weak against undead creatures. Whips are usable by dwarves, and goblins use them sometimes. Human lashers will guard their caravan sometimes. A better version of a whip is called a scourge.
It uses the lasher skill.
See Also: