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Difference between revisions of "v0.31:Weapon"

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==Notes about manufactured weapons==
 
==Notes about manufactured weapons==
  
*If you find your dwarves wearing more than one weapon -- or any unwanted {{l|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.
+
*If you find your dwarves wearing more than one weapon -- or any unwanted {{l|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, cancle their mining job and they will put the pick away.
 
*Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided neither is wearing armor.  
 
*Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|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.
 
**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.

Revision as of 06:24, 16 October 2010

This article is about an older version of DF.

"Weapon" can refer to either the manufactured weapons used by dwarves and other creatures for either Template:L or specific Template:Ls, or natural weapons like fists, horns and Template:L used for creature-specific methods of combat.

Manufactured weapons

These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in Template:L.

Notes about manufactured weapons

  • If you find your dwarves wearing more than one weapon -- or any unwanted Template:L, 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, cancle their mining job and they will put the pick away.
  • Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an Template:L weapon can defeat a grand master Template:L, 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.
  • Weapons and ammunition with the "foreign" attribute (item being rarer than Common in the entity file) must be either imported by either Template:Lrs or Template:Ls, or acquired from Template:Ls.
  • Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a Template:L spear, for example, a fey Template:L may produce one from a single Template:L bone.
  • Training weapons are all wooden, and all made at the Template:L. All training weapons can be constructed in dwarf fortress mode.
  • Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a Template:L at a Template:L, while wood and bone crossbows are made by a Template:L 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 Template:L of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a Template:L bowyer is a better choice than a proficient weaponsmith.
  • 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).

Weapons as tools

Template:L, Template:L and Template:L use weapons for their Template:L and if need be will also Template:L using them. Hunters seem to be limited to Template:L while miners and woodcutters use Template:L and Template:L respectively.

Dwarf-manufactured weapons

Type Size Attack Template:L Contact Area Penetration Velocity Skill Used Template:L Template:L Template:L Template:L
Battle Axe 800 Hack Edge 40000 6000 1.25x Axe Yes No No No
Flat slap Blunt 40000 (6000) 1.25x
Pommel strike Blunt 100 (1000) 1x
Crossbow (Melee) 400 Bash Blunt 10000 (4000) 1.25x Hammer Yes Yes Yes No
Mace 800 Bash Blunt 20 (200) 2.0x Mace Yes No No No
Pick 500 Strike Edge 100 4000 2.0x Mining Yes No No No
Short Sword 300 Slash Edge 20000 4000 1.25x Sword 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 Yes No No No
Shaft bash Blunt 10000 (6000) 1.25x
War Hammer 400 Bash Blunt 10 (200) 2.0x Hammer Yes No No No

Training Weapons

All training weapons must be made of Template:L at the Template:L.

Type Size Attack Template:L 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

In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a Template:L, out of any material. Template:L 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.

Type Size Attack Template:L Contact Area Penetration Velocity Skill Used Used by
2H Sword 900 Slash Edge 100000 8000 1.25x Sword Template:L, Template:L
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
Bow (Melee) 300 Bash Blunt 10000 (4000) 1.25x Sword Template:L, Goblin, Human, Template:L
Flail 500 Bash Blunt 200 (4000) 2.5x Mace Goblin, Human
Great Axe 1300 Hack Edge 60000 8000 1.25x Axe Goblin, Human
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
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
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
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
Morningstar 500 Bash Edge 10 500 2.0x Mace Goblin, Human
Pommel strike Blunt 50 (1000) 1.0x
Pike 800 Stab Edge 20 12000 1.0x Pike Goblin, Human
Shaft bash Blunt 10000 (6000) 1.25x
Scimitar 300 Slash Edge 20000 4000 1.25x Sword Goblin, Human
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
Whip 100 Lash Blunt 1 (10) 5.0x Whip Goblin, Human

Arena Testing

Testing of weapons (15 dwarfs vs 15 dwarfs combats) shows that, in v0.31.12, the best dwarven-made weapon against humanoids is the Template:L war hammer. 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 collossus (attacks was 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 Template:L and Template:L (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).

Ammunition

Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition Template:Ls, sometimes in quivers. Ammunition may also refer to the Template:Ls and Template:L arrows fired from siege engines: For more information about these weapons, see the Template:L article.

Notes about ammunition

  • 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

Type Size Contact Area Penetration Skill Used Craftable Used by
Bolt (Crossbow) 150 2 2000 Crossbowman Yes (Template:L, Template:L, Template:L) Template:L, Template:L, Template:L
Arrow (Bow) 150 2 2000 Bowman No Template:L, Template:L, Template:L, Template:L
Blowdart (Blowgun) 20 1 50 Blowgunner No

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 Template:L 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 Template:L page. For specific information on breath weapons, see the Template:L section of the syndrome page.