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:Weapon

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:
{{av}}{{Quality|Exceptional}}
+
'''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat.  In fortress mode, after accessing the [[military]] screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your [[dwarves]] to use. Regardless of your choice here, civilians will not wield weapons until drafted with the exception of [[wood cutter]]s who use a [[battle axe]] to fell [[tree]]s down. Although it is considered a tool and not a weapon, [[miner]]s will also hit harder with their pick much the same way than a [[marksdwarf]] use his [[crossbow]] to deal melee damage when his supply of [[bolt]]s run out.
'''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat.  In fortress mode, after accessing the [[military]] screen with {{K|m}}, pressing {{K|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 [[miner]], [[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==
+
Weapons have different properties that affect the way they deal damage.  Blunt weapons like [[hammer]]s and [[mace]]s tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as [[axe]]s or [[sword]]s have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as [[spear]]s 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.
Some types of weapons cannot be used by dwarves in Fortress mode, such as [[bow]]s, and only 7 can be manufactured. Some can however be used if recovered from enemies or gained by trade, and all can be used in [[weapon trap]]s just fine.  
 
  
In Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a [[human]] great axe or longsword 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.
+
Some weapons cannot be used by dwarves in Fortress mode, such as [[bow]]s. They can however be used in [[Traps|weapon traps]] just fine. Also, in Adventure mode, 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 can also create weapons themselves.  [[Wood]]en 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]].  Dwarves can only create weapons they themselves can wield, with the occasional exception of [[legendary artifact|artifact]]s.
Dwarves with relevant [[skill]]s can create weapons using an appropriate [[workshop]] and [[material|raw material]].  [[Wood|Wooden]] and [[bone]] crossbow bolts and [[Obsidian]] short swords can be created at the [[craftsdwarf's workshop]].  (Metal) bolts and melee weapons can be created at a [[metalsmith's forge]] (or the [[magma forge|magma equivalent]]).  Crossbows can be made at a [[bowyer's workshop]].  Dwarves can only create weapons they themselves can wield, with the occasional exception of [[legendary artifact|artifacts]].
 
  
Most weapons can be made of a single bar of [[iron]], [[silver]], [[copper]], [[bronze]], [[steel]], [[bismuth bronze]], or [[adamantine]].  (Short swords can also be made from obsidian, with a [[wood]]en handle.) The rare exception is a [[strange mood]], which can produce a weapon from almost anything.
+
Most weapons can be made of [[iron]], [[silver]], [[copper]], [[bronze]], [[steel]], [[bismuth bronze]], or [[adamantine]].  A handful of weapons can be made of other [[material]]s such as wood or [[obsidian]].  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).
  
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 (when striking the opponent with the weapon itself - bolts determine the damage when fired at range).
+
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s.  These are the menacing [[spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]].
  
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s.  These are the [[spike|menacing spike]], the [[large, serrated disc]], the [[Trap component#spiked ball|spiked ball]], [[enormous corkscrew]], and the [[Trap component#Giant axe blade|giant axe blade]].
+
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 [[miner]]s carry their [[pick]]s 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.
  
==Use in Fortress mode==
+
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).
Upon being drafted, dwarves will get a "pick up equipment" job and go and pick up the assigned weapon and armor.  However, there are three labors, when enabled, allow the dwarf to be fully equipped (but not in the military). This can be very useful to quickly defend against an ambush or attack.
 
*A [[woodcutter]] carries a [[battle axe]] even as a civilian. If a woodcutter is assigned to use an axe as a weapon he or she will only need get the assigned [[armor]]. The caveat is that woodcutters need to be cross-trained as axedwarfs (as wielding an axe requires the axe skill) and if you designate a section of trees for wood-cutting, all your dwarves will rush out to cut them down.
 
*A [[miner]] carries a [[pick]] at all times. The drawback is that picks are mediocre weapons (see [[Weapon#Weapon_statistics|below]]) and a miner will still need to equip the desired armor. Because wielding the pick is based on the civilian "mining" skill, miners don't have to train as soldiers to be semi-effective fighters. Picks will only be used as weapons by miners who are holding picks and instructed to fight unarmed.
 
*A [[hunter]] will equip the armor and weapon assigned to hunt with (Note: this needn't be a crossbow with leather armor).  Military dwarves that are deactivated while fully equipped with a weapon and armor '''and''' have the hunting labor enabled will keep their weapon and armor equipped. This case is only practical when the surrounding wild animals have been depleted and armor and weapons are plentiful.
 
  
==Effectiveness==
 
Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt. Blunt weapons like hammers and [[mace]]s tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as [[axe]]s or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as [[spear]]s 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 [[spear]]s will tend to damage their organs, which is usually a faster way to take them out.
+
Weapons have varying amounts of damage and type, according to raw/objects/weapons.txt.{{version|0.27.169.33a}}
  
==Weapon statistics==
+
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 -- things like [[spear]]s will tend to damage their organs, which is usually a faster way to take them out.
 +
 
 +
==Weapon Stats==
 
These have been taken from /raw/objects/item_weapon.txt:
 
These have been taken from /raw/objects/item_weapon.txt:
===Melee Weapons===
+
{|cellpadding="2" border="1"
====Dwarf weapons====
 
:(Main article: '''[[Dwarf weapon]]''')
 
 
 
In Fortress mode, these are the only weapons dwarves can manufacture themselves.
 
{|cellpadding="2" border="1" class="wikitable sortable"
 
 
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost  
 
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost  
 
|-
 
|-
 
| [[Battle axe]] || 110 || Slash || Axe || None
 
| [[Battle axe]] || 110 || Slash || Axe || None
 
|-
 
|-
| [[Crossbow]](melee only)|| 70 || Bludgeon || Hammer || None
+
| [[Blowgun]]† (melee) || 20 || Bludgeon || Sword || None
 
|-
 
|-
| [[Mace]] || 120 || Bludgeon || Mace || None
+
| [[Bow]]† (melee) || 40 || Bludgeon || Sword || None
 
|-
 
|-
| [[Pick]]|| 70 || Pierce || Mining || 2
+
| [[Crossbow]]† (melee) || 70 || Bludgeon || Hammer || None
 
|-
 
|-
| [[Short sword]] || 100 || Slash || Sword || 1
+
| [[Dagger]] || 70 || Slash || Dagger || 1
 
|-
 
|-
| [[Spear]] || 100 || Pierce || Spear || 2
+
| [[Flail]] || 130 || Bludgeon || Mace || None
 
|-
 
|-
| [[War hammer]] || 120 || Bludgeon || Hammer || None
+
| [[Great axe]]‡ || 150 || Slash || Axe || None
 
|-
 
|-
|}
+
| [[Halberd]]‡ || 140 || Slash || Axe || None
 
 
==== Other weapons ====
 
:(Main article: '''[[Other weapon]]''')
 
 
 
(Note - dwarves can not use these in fortress mode unless marked with an *)
 
{|cellpadding="2" border="1" class="wikitable sortable"
 
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost
 
 
|-
 
|-
| [[Other weapon#Blowgun|Blowgun]]† (melee) || 20 || Bludgeon || Sword || None
+
| [[Long sword]]† || 120 || Slash || Sword || 1
 
|-
 
|-
| [[Bow]]† (melee) || 40 || Bludgeon || Sword || None
+
| [[Mace]] || 120 || Bludgeon || Mace || None
 
|-
 
|-
| [[Other weapon#Large dagger|Large dagger]] || 70 || Slash || Dagger || 1
+
| [[Maul]]‡ || 160 || Bludgeon || Hammer || None
 
|-
 
|-
| [[Flail]] || 130 || Bludgeon || Mace || None
+
| [[Morningstar]] || 120 || Bludgeon || Mace || None
 
|-
 
|-
| [[Other weapon#Great axe|Great axe]]|| 150 || Slash || Axe || None
+
| [[Pick]] || 70 || Pierce || Mining || 2
 
|-
 
|-
| [[Other weapon#Halberd|Halberd]]|| 140 || Slash || Axe || None
+
| [[Pike (Weapon)|Pike]]‡{{verify}} || 120 || Pierce || Pike || 2
 
|-
 
|-
| [[Long sword]]* † || 120 || Slash || Sword || 1
+
| [[Scimitar]] || 100 || Slash || Sword || 1
 
|-
 
|-
| [[Other weapon#Maul|Maul]]|| 160 || Bludgeon || Hammer || None
+
| [[Scourge]] || 30 || Gore || Whip || None
 
|-
 
|-
| [[Morningstar]]* || 120 || Bludgeon || Mace || None
+
| [[Sword|Short sword]] || 100 || Slash || Sword || 1
 
|-
 
|-
| [[Other weapon#Pike|Pike]]|| 120 || Pierce || Pike || 2
+
| [[Spear]] || 100 || Pierce || Spear || 2
 
|-
 
|-
| [[Other weapon#Scimitar|Scimitar]]* || 100 || Slash || Sword || 1
+
| [[Two handed sword]]‡ || 140 || Slash || Sword || 1
 
|-
 
|-
| [[Scourge]] || 30 || Gore || Whip/Lasher || None
+
| [[War hammer]] || 120 || Bludgeon || Hammer || None
 
|-
 
|-
| Two-handed sword‡ || 140 || Slash || Sword || 1
+
| [[Whip]] || 20 || Gore || Whip || None
 
|-
 
|-
| [[Whip]]† || 20 || Gore || Whip/Lasher || None
+
| colspan=5 | &dagger; ''Dwarves wield weapon two-handed'' <br> &Dagger; ''Dwarves cannot wield weapon (too large)''
 
|-
 
|-
 
|}
 
|}
† ''Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode ({{k|v}}-{{k|p}}-{{k|s}}-{{k|m}}))'' <br> ‡ ''Dwarves cannot wield weapon (too large)''<br> * ''Can be worn in fortress mode''
+
[[Category:Weapons]]
 
+
==Ammunition Stats==
===Missile ammunition statistics===
 
 
These have been taken from /raw/objects/item_ammo.txt:
 
These have been taken from /raw/objects/item_ammo.txt:
 
{|cellpadding="2" border="1"
 
{|cellpadding="2" border="1"
! Name !! Damage !! Damage Type !! Notes
+
! Name !! Damage !! Damage Type
 
|-
 
|-
| [[Arrow]] || 100 || Pierce || Invaders' weapon
+
| [[Arrow]] || 100 || Pierce
 
|-
 
|-
| [[Other weapon#Blowgun|Blowdart]] || 10 || Pierce || Invaders' weapon
+
| [[Blowdart]] || 10 || Pierce
 
|-
 
|-
| [[Bolt]] || 100 || Pierce || Dwarf & Invaders' weapon
+
| [[Bolt]] || 100 || Pierce  
 
|}
 
|}
  
  
===Trap weapon statistics===
 
 
(See [[Trap component|Trap Weapon]] for more information.)
 
  
 +
==Trap weapon statistics==
 +
These have been taken from raw/objects/item_trapcomp.txt:
 
{|cellpadding="2" border="1"
 
{|cellpadding="2" border="1"
 
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?
 
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?
 
|-
 
|-
| [[Trap component#Giant axe blade|Giant axe blade]] || 220 || Slash || 1 || None || No
+
| [[Giant axe blade]] || 220 || Slash || 1 || None || No
 
|-
 
|-
| [[Enormous corkscrew]]|| 150 || Pierce || 1 || 2 || Yes
+
| [[Enormous corkscrew]]&dagger; || 150 || Pierce || 1 || 2 || Yes
 
|-
 
|-
| [[Trap component#Spiked ball|Spiked ball]] || 100 || Pierce || 3 || 1 || Yes
+
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes
 
|-
 
|-
 
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No
 
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No
 
|-
 
|-
| [[Menacing spike]]|| 150 || Pierce || 1 || 2 || Yes
+
| [[Menacing spike]]&Dagger; || 150 || Pierce || 1 || 2 || Yes
 
|-
 
|-
| colspan=6 | ''This trap component is a screw and can also be used in [[screw pump]]s.'' <br> ''This trap component is a spike and can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''
+
| colspan=6 | &dagger; ''This trap component is a screw and can also be used in [[screw pump]]s.'' <br> &Dagger; ''This trap component is a spike and can also be used in upright spike traps.''
 
|-
 
|-
 
|}
 
|}
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''
 
  
== Damage calculation ==
+
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 [[smelter|smelting]] operation going. Remember though that weapons made of wood suffer a penalty to damage.
Weapons and [[trap]]s 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 target's [[armor]] and [[toughness]].
 
  
{|
+
==Material Damage Effects==
|-
+
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.
!Type
 
!Criticals
 
!Weapons and Traps
 
|-
 
|Slash
 
|Sever Limbs
 
|[[axe]], [[sword]], [[dagger]], [[Trap component#Giant axe blade|giant axe blade]], [[large, serrated disc|serrated disc]]
 
|-
 
|Pierce
 
|Organ damage
 
|[[Other weapon#Pike|pike]], [[pick]], [[spear]], [[bolt]], [[arrow]], [[Other weapon#Blowgun|blowdart]], [[enormous corkscrew]], [[menacing spike]], [[Trap component#spiked ball|spiked ball]]
 
|-
 
|Bludgeon
 
|Break bones
 
|[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[Other weapon#Blowgun|blowdart]], [[Other weapon#Maul|maul]], [[flail]], [[morningstar]], [[fist]], stone-fall [[trap]]
 
|-
 
|Gore
 
|Heavy Bleeding and Pain(?)
 
|[[whip]], [[Scourge]]
 
|-
 
|Burn
 
|Extreme Pain
 
|Special [[Creature token|Creature Tokens]](Attack)
 
|-
 
|Heat
 
|Ignition of target
 
|Special [[Creature token|Creature Tokens]](Attack)
 
|-
 
|Cold
 
|Freezing/Frostbite
 
|Special [[Creature token|Creature Tokens]](Attack)
 
|
 
|}
 
 
 
===Material damage modifiers===
 
Dwarves can only make metal weapons out of [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] or [[adamantine]], the only so-called "'''weapons-grade'''" metals in the game. ''(Short swords can also be made from one [[obsidian]] plus one [[log]] for a [[wood]]en handle.)''  The exceptions are from elves, who commonly trade wooden weapons, and a [[strange mood]] from a [[weaponsmith]], which can produce a weapon from almost anything (which would then fall into the "other" category*).
 
 
 
:''(* but with a huge quality bonus. Artifact weapons consistently appear to be superiorly lethal, regardless of their material.  Once you're reliably cutting a goblin in twain, there's not much room to measure improvement.)''
 
 
 
Actual weapon damage depends partially on the material from which the weapon was forged, then multiplied by quality (see next section). For example, a copper battle axe does a base 73 damage (110 x 66%), while a steel axe does 146 damage (110 x 133%), etc.
 
  
 
{|cellpadding="2" border="1"
 
{|cellpadding="2" border="1"
Line 178: Line 114:
 
|  [[Adamantine]] || 500
 
|  [[Adamantine]] || 500
 
|-
 
|-
|  [[Steel]] and [[Obsidian]]|| 133
+
|  [[Steel]] and [[Obsidian]]&dagger; || 133
 
|-
 
|-
 
|  [[Iron]] || 100
 
|  [[Iron]] || 100
Line 186: Line 122:
 
|  [[Copper]] || 66
 
|  [[Copper]] || 66
 
|-
 
|-
| All other materials† ([[wood]], [[silver]], [[glass]], etc.) || 50
+
| All other materials&dagger; ([[wood]], [[silver]], etc.) || 50
|-
 
| colspan=2 | † ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''
 
|-
 
|}
 
 
 
=== Item quality ===
 
 
 
[[Main:Toady|Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=12&t=000013 stated] that [[quality]] increases an item's damage (in the case of weapons, or protection in the case of armour), namely,
 
:"''Quality has a huge effect on damage and damage reduction... 'Exceptional' is almost double damage/damage block.''"
 
 
 
::* '''x1.0''' damage: no-quality weapon 
 
::* '''x1.2''' damage: - Well Crafted weapon -
 
::* '''x1.4''' damage: + Finely Crafted weapon +
 
::* '''x1.6''' damage: * Superior Quality weapon *
 
::* '''x1.8''' damage: ≡ Exceptional weapon ≡
 
::* '''x2.0''' damage: ☼ Masterful weapon ☼
 
 
 
 
 
====Quality/Material equivalence ====
 
 
 
This table shows the (rough) equivalent multiplier for a given material and quality combination.  The exact values have been rounded to the nearest 1/10th to save space on the chart.
 
 
 
<!-- I have no idea how to do a graph in wiki, short of a jpeg, which didn't turn out so well. Feel free to improve if you have the skillz. please!-->
 
:{| {{prettytable}}
 
|- style="background:#dddddd"
 
! Material \ Multiplier!! .5 !!  .6 !! .7 !! .8 !! .9  !! 1.0  !! 1.1  !! 1.2 !! 1.3  !! 1.4  !! 1.5 !!  1.6 !! 1.7  !! 1.8 !! 1.9 !! 2.0 !! 2.1 !! 2.2 !! 2.3 !! 2.4 !! 2.5 !! 2.6 !! 2.7
 
|-
 
 
 
 
 
! Other<sup>1</sup>
 
| '''Ø''' ||  '''-''' || '''+''' || *  || '''≡''' || ☼  ||  ||  ||  || ||  || || || || || || || || || || ||
 
|-
 
 
 
 
 
! [[Copper]]
 
| ||  || '''Ø''' ||'''-''' || '''+''' || || * || '''≡''' || ☼ || || || || || || || || || || || || ||
 
|-
 
 
 
 
 
! [[Bronze]]<sup>2</sup>
 
| ||  ||  || '''Ø''' || '''-''' || || '''+''' || * ||  || '''≡''' || ☼ ||  || || || || || || || || || ||
 
|-
 
 
 
 
 
! [[Iron]]
 
| ||  ||  ||  ||  ||'''Ø''' ||  ||  '''-''' ||  || '''+''' || ||  *  || || '''≡'''|| ||  ☼ || || || || || ||
 
 
|-
 
|-
 
+
| colspan=2 | &dagger; ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''
 
 
! [[Steel]]<sup>3</sup>
 
| ||  ||  ||  ||  || ||  ||  || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||  || ||'''≡''' || || ||☼
 
 
|-
 
|-
 
|}
 
|}
  
:Notes:
+
== Item quality ==
::1) ''includes bone, silver, wood, glass, and any other material not listed (except obsidian<sup>3</sup>).  The net effect of non-standard "other" materials on artifact weapons is not known.''
 
::2) ''includes [[bismuth bronze]]''
 
::3) [[Obsidian]] has the same modifiers as steel.
 
 
 
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ever be as good as a +fine iron+ one. (It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond "masterpiece" level.)
 
 
 
[[Adamantine]] items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there, adding another 1x per level (5.0, -6.0-, +7.0+, *8.0*, ≡9.0≡, ☼10.0☼).
 
 
 
''(Note that for crossbows and bows, the quality and material of the [[ammo]] affect ranged damage. As with any melee weapon, both quality and material combined affect melee combat and melee damage with these weapons.)''
 
 
 
=== Damage Formula ===
 
 
 
Toady One recently revealed the actual damage formula for normal hits. This formula is in effect until the next version comes out, at which point there will be a new one.
 
 
 
[prone]{standing} 2*( RND(DMG*QLT*MAT/10) + RND(STR) + {berserk} RND(4) + {charging} RND(5) -RND(DMBL*2) + {bigger} RND(DIFFSIZE) - {smaller} DIFFSIZE - RND(TOU*2) - [berserk] RND(4) )
 
 
 
* RND(X) = random number from 0 to X
 
* DMG = weapon damage
 
* QLT = weapon quality modifier
 
* MAT = material modifier
 
* STR = strength level of attacker
 
* DMBL = damblock of defender
 
* DIFFSIZE = size difference between attack and defender
 
* TOU = toughness level of defender
 
* {xxx} = if attacker is xxx, then apply the following
 
* [xxx] = if defender is xxx, then apply the following
 
  
Skill modifiers and armor values also apply into the formula. Criticals are not included in the formula.
+
{{old|0.23.130.23a}}
  
----
+
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=12&t=000013 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."
'''See Also:'''
 
  
:* [[Soldier]]
+
* 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
  
{{Category|Fortress defense}}
+
[[Category:Fortress Defense]]
{{Category|Weapons}}
+
[[Category:Items]]
{{Category|Items}}
+
[[Category:Military]]
{{Category|Military}}
+
[[Category:Traps]]
{{Category|Traps}}
+
[[Category:Weapons]]
{{Category|Weapons| }}
 

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)