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v0.31:Weapon
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.
- 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.
- Wooden versions of melee weapons are labeled as "training weapons" and are made at a Template:L's workshop. All training weapons have a blunt attack type, even if the weapon they are based on is typically edged.
- 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.
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 | Template:L | Contact Area | Penetration | Skill Used | Template:L | Template:L | Template:L | Template:L |
---|---|---|---|---|---|---|---|---|---|
Battle Axe | 800 | Edge | 40000 | 6000 | Axe | Yes | Yes | No | No |
Crossbow (Melee) | 400 | Blunt | 10000 | N/A | Hammer | Yes | Yes | Yes | No |
Mace | 800 | Blunt | 20 | N/A | Mace | Yes | No | No | No |
Pick | 500 | Edge | 100 | 4000 | Mining | Yes | No | No | No |
Short Sword | 300 | Edge | 20000 | 4000 | Sword | Yes | Yes | No | Yes |
Spear | 400 | Edge | 20 | 10000 | Spear | Yes | Yes | No | No |
War Hammer | 400 | Blunt | 10 | N/A | Hammer | Yes | No | No | No |
Foreign weapons
Type | Size | Template:L | Contact Area | Penetration | Skill Used | Template:L | Template:L | Template:L | Template:L |
---|---|---|---|---|---|---|---|---|---|
2H Sword | 900 | Edge | 100000 | 8000 | Sword | Yes | No | No | No |
Blowgun (Melee) | 150 | Blunt | 10000 | N/A | Sword | Yes | Yes | Yes | No |
Bow (Melee) | 300 | Blunt | 10000 | N/A | Sword | Yes | Yes | No | No |
Flail | 500 | Blunt | 200 | N/A | Mace | Yes | No | No | No |
Great Axe | 1300 | Edge | 60000 | 8000 | Axe | Yes | No | No | No |
Halberd | 1200 | Edge | 20000 | 8000 | Axe | Yes | No | No | No |
Large Dagger | 200 | Edge | 5 | 1000 | Dagger | Yes | No | No | No |
Long Sword | 700 | Edge | 60000 | 6000 | Sword | Yes | No | No | No |
Maul | 1300 | Blunt | 100 | N/A | Hammer | Yes | No | No | No |
Morningstar | 500 | Edge! | 10 | 500 | Mace | Yes | No | No | No |
Pike | 800 | Edge | 20 | 12000 | Pike | Yes | No | No | No |
Scimitar | 300 | Edge | 20000 | 4000 | Sword | Yes | No | No | No |
Scourge | 300 | Edge | 10 | 50 | Whip | Yes | No | No | No |
Whip | 100 | Blunt | 1 | N/A | Whip | Yes | No | No | No |
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 "EDGED" attack type.
Ammunition table
Type | Size | Contact Area | Penetration | Skill Used | Template:L | Template:L | Template:L |
---|---|---|---|---|---|---|---|
Bolt (Crossbow) | 50 | 2 | 2000 | Marksman | Yes | Yes | Yes |
Arrow (Bow) | 50 | 2 | 2000 | Bowman | Yes | Yes | No |
Blowdart (Blowgun) | 10 | 1 | 50 | Blowgunner | Yes | Yes | Yes |
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.