v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Combat

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Exceptional}}
 
{{av}}
 
 
This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].
 
This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].
  
Line 55: Line 53:
 
Heavy bleeding has three effects: The first effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death.  
 
Heavy bleeding has three effects: The first effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death.  
  
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give in to pain). The more toughness the creature has, the more damage they can take before giving in to pain.
+
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain). The more toughness the creature has, the more damage they can take before giving into pain.
  
 
====Getting Weapons Stuck====
 
====Getting Weapons Stuck====
Line 78: Line 76:
 
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.
 
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.
  
In adventure mode, sometimes creatures smashing into obstacles will produce the "instantly fatal" death message more than once on the same major body part.
+
In adventure mode, sometimes creatures smashing into obstacles will produce the "instantly fatal" death message more than once on the same major body part. {{v|0.27.169.33g}}
  
 
====Paralysis====
 
====Paralysis====
Line 116: Line 114:
 
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.  Blunt weapons are also unmatched when it comes to sending enemies flying.
 
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.  Blunt weapons are also unmatched when it comes to sending enemies flying.
  
The [[Other_weapon#maul|maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.
+
The [[maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.
  
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves. (Mauls can, however, be used in [[trap]]s).
+
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves. (Mauls can, however, be used in [[traps]]).
  
 
====Swords and Axes====
 
====Swords and Axes====
 
Slashing damage causes more bleeding (presumably), but slashing weapons tend to deal less damage than blunt weapons. Slashing weapons are also more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  [[Axe]]s generally do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards fighting large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.
 
Slashing damage causes more bleeding (presumably), but slashing weapons tend to deal less damage than blunt weapons. Slashing weapons are also more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  [[Axe]]s generally do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards fighting large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.
  
Only humans can wield [[Other_weapon#Two-handed_sword|two handed sword]]s or [[Other_weapon#Halberd|halberd]]s, and dwarves cannot create [[Other_weapon#Scimitar|scimitar]]s, even though they can wield them.
+
Only humans can wield [[two handed sword]]s or [[halberd]]s, and dwarves cannot create [[scimitar]]s, even though they can wield them.
  
 
====Spears and Pikes====
 
====Spears and Pikes====
 
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  Piercing weapons get stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.
 
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  Piercing weapons get stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.
  
Dwarves cannot wield a [[Other_weapon#Pike|pike]]; it is a two-handed weapon, even for a human.
+
Dwarves cannot wield a [[pike (weapon)|pike]]; it is a two-handed weapon, even for a human.
  
 
====Whips====
 
====Whips====
Line 151: Line 149:
 
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it "feels numb".  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, this is most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis.  
 
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it "feels numb".  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, this is most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis.  
  
There are no ways to cure poison.  Also, it can be modded so that player characters can use poison attacks.
+
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.
  
 
Lastly, creatures who are immune to paralysis are immune to that kind of poison.
 
Lastly, creatures who are immune to paralysis are immune to that kind of poison.
Line 160: Line 158:
 
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}
 
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}
  
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack.
+
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}
(note, this player modded leechmen to be playable and they would sometimes drain blood on attack)
 
  
 
===Fire Breath===
 
===Fire Breath===
Line 170: Line 167:
 
During adventure mode, should you meet a fire breathing creature (Fire imp, Dragon etc.) you can block the fire breath [provided you have a shield [What materials?] and a high enough shield level - tested on expert shield user] If you block the fire breath once, it is likely you are "immune" to the fire as you will constantly block the breath. [Does this work in Fortress mode?]
 
During adventure mode, should you meet a fire breathing creature (Fire imp, Dragon etc.) you can block the fire breath [provided you have a shield [What materials?] and a high enough shield level - tested on expert shield user] If you block the fire breath once, it is likely you are "immune" to the fire as you will constantly block the breath. [Does this work in Fortress mode?]
  
Modded player characters cannot breathe fire.  Only NPCs can use this ability.
+
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}
  
{{Category|Military}}
+
[[Category:Military]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)