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40d:Weapon
Weapons are items that increase the damage dealt by creatures in combat. In fortress mode, after accessing the military screen with m, pressing w gives a list of which weapons you desire your dwarves to use. Dwarves only carry a weapon if their profession requires one: that is, if they are a woodcutter, hunter, or soldier. Dwarves working in other trades will only collect a weapon upon being drafted, which may cause a long walk to collect equipment depending on weapon availability and settings.
Availability
Some weapons cannot be used by dwarves in Fortress mode, such as bows. They can however be used in weapon traps just fine. In Adventure mode however , all weapons are usable; an adventurer can become a bowdwarf, or use a human great axe in one hand despite the fact that he is smaller than the minimum size required to use the axe at all, with both hands or one. It is not clear if there are any penalties associated with using oversized weapons
Manufacture
Dwarves with relevant skills can create weapons using an appropriate workshop and raw material. Wooden and bone crossbow bolts can be created at the craftsdwarf's workshop. Higher quality bolts and melee weapons can be created at a metalsmith's forge (or the magma equivalent). Dwarves can only create weapons they themselves can wield, with the occasional exception of artifacts.
Most weapons can be made of iron, silver, copper, bronze, steel, bismuth bronze, or adamantine. A handful of weapons can be made of other materials such as wood or obsidian (obsidian swords require stonecrafting not weaponsmithing). The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (i.e., when all bolts have been expended).
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon traps. These are the menacing spike, the large, serrated disc, the spiked ball, enormous corkscrew, and the giant axe blade.
Use in Fortress mode
In most cases, dwarves will go to pick up an assigned weapon upon being drafted. However, there are a few special cases. A woodcutter uses a battle axe even as a civilian, so if a woodcutter is assigned to use an axe as a weapon he or she will not need to prepare (except to wear any assigned armor). A hunter usually carries a crossbow, bolts and even light armor, all of which can carry over to the military if the settings are appropriate. And miners carry their picks at all times; picks make mediocre weapons, but they use the civilian "mining" skill in combat, so miners don't have to train as soldiers to be effective fighters.
Picks will only be used as weapons by miners who are not instructed to wield any other weapon (in other words, the dwarves must be set to "unarmed" and drafted while carrying a pick).
Effectiveness
Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txtv0.28.181.40d. Blunt weapons like hammers and maces tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as axes or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims. Piercing weapons such as spears or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims. Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable. While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.
High "Crit. Boost" is a better chance of causing internal injuries, rather than simply wounding body parts. This is useful against big, hard-to-damage enemies -- piercing weapons like spears will tend to damage their organs, which is usually a faster way to take them out.
Weapon statistics
These have been taken from /raw/objects/item_weapon.txt:
Name | Damage | Damage Type | Skill Used | Crit. Boost |
---|---|---|---|---|
Battle axe | 110 | Slash | Axe | None |
Blowgun† (melee) | 20 | Bludgeon | Sword | None |
Bow† (melee) | 40 | Bludgeon | Sword | None |
Crossbow† (melee) | 70 | Bludgeon | Hammer | None |
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 |
Mace | 120 | Bludgeon | Mace | None |
Maul‡ | 160 | Bludgeon | Hammer | None |
Morningstar | 120 | Bludgeon | Mace | None |
Pick† | 70 | Pierce | Mining | 2 |
Pike (Weapon)‡ | 120 | Pierce | Pike | 2 |
Scimitar | 100 | Slash | Sword | 1 |
Scourge | 30 | Gore | Whip/Lasher | None |
Short sword | 100 | Slash | Sword | 1 |
Spear | 100 | Pierce | Spear | 2 |
Two handed sword‡ | 140 | Slash | Sword | 1 |
War hammer | 120 | Bludgeon | Hammer | None |
Whip† | 20 | Gore | Whip/Lasher | None |
† Dwarves wield weapon two-handed
‡ Dwarves cannot wield weapon (too large)
Ammunition statistics
These have been taken from /raw/objects/item_ammo.txt:
Name | Damage | Damage Type |
---|---|---|
Arrow | 100 | Pierce |
Blowdart | 10 | Pierce |
Bolt | 100 | Pierce |
Trap weapon statistics
These have been taken from raw/objects/item_trapcomp.txt:
Name | Damage | Damage type | Number of hits | Critical boost | Wood? |
---|---|---|---|---|---|
Giant axe blade | 220 | Slash | 1 | None | No |
Enormous corkscrew† | 150 | Pierce | 1 | 2 | Yes |
Spiked ball | 100 | Pierce | 3 | 1 | Yes |
Large, serrated disc | 120 | Slash | 3 | None | No |
Menacing spike‡ | 150 | Pierce | 1 | 2 | Yes |
† This trap component is a screw and can also be used in screw pumps. ‡ This trap component is a spike and can also be used in upright spike traps. |
While trap components are wieldable weapons in adventure mode, they are only available to use in traps in fortress mode.
All trap component weapons can be made out of metal, as well as glass, oddly enough. Some can also be made out of wood, as noted in the table. This can be useful in getting some heavy weapons traps set up before you have a steady smelting operation going. Remember though that weapons made of wood suffer a penalty to damage.
Damage calculation
Weapons and traps do one of four types of damage, the type of damage influences what type of critical hits it can inflict. Damage is reduced by the targets armor and toughness.
Type | Criticals | Weapons and Traps | |
---|---|---|---|
Slash | Sever Limbs | axe, sword, dagger, giant axe blade, serrated disc | |
Pierce | Organ damage | pike (weapon), pick, spear, bolt, arrow, blowdart, enormous corkscrew, menacing spike, spiked ball | |
Bludgeon | Break bones | war hammer, mace, unloaded crossbow or bow or blowgun, maul, flail, morningstar, fist, stone-fall trap | |
Gore | Heavy Bleeding and Pain(?) | whip, Scourge | |
Burn | Extreme Pain | Special Creature Tokens(Attack) | |
Heat | Ignition of target | Special Creature Tokens(Attack) | |
Cold | Freezing/Frostbite | Special Creature Tokens(Attack) |
Material damage modifiers
Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc.
Material | Damage % |
---|---|
Adamantine | 500 |
Steel and Obsidian† | 133 |
Iron | 100 |
Bronze and Bismuth bronze | 75 |
Copper | 66 |
All other materials† (wood, silver, etc.) | 50 |
† This value could not be verified from the raws. It is believed to still be accurate but use at your own risk. |
Item quality
Toady has stated that quality increases its protection (or damage, in the case of weapons), namely, "Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block."
- Item Name : Basic crafted weapon - x1.0 damage
- -Item Name- : Well-Crafted weapon - x1.2 damage
- +Item Name+ : Finely Crafted weapon - x1.4 damage
- *Item Name* : Superior Quality weapon - x1.6 damage
- ≡Item Name≡ : Exceptional weapon - x1.8 damage
- ☼Item Name☼ : Masterful weapon - x2.0 damage