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Editing 40d:Weapon

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{{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. 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.
 
'''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==
 
==Availability==
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.  
+
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 [[Traps|weapon traps]] 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.
+
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 over-sized weapons.
  
 
==Manufacture==
 
==Manufacture==
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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).
 
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 [[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]].
+
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 [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]].
  
 
==Use in Fortress mode==
 
==Use in Fortress mode==
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==Effectiveness==
 
==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.
+
Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt{{version|0.28.181.40d}}. 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.
 
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.
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===Melee Weapons===
 
===Melee Weapons===
 
====Dwarf weapons====
 
====Dwarf weapons====
:(Main article: '''[[Dwarf weapon]]''')
 
 
 
In Fortress mode, these are the only weapons dwarves can manufacture themselves.
 
In Fortress mode, these are the only weapons dwarves can manufacture themselves.
 
{|cellpadding="2" border="1" class="wikitable sortable"
 
{|cellpadding="2" border="1" class="wikitable sortable"
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| [[Battle axe]] || 110 || Slash || Axe || None
 
| [[Battle axe]] || 110 || Slash || Axe || None
 
|-
 
|-
| [[Crossbow]](melee only)|| 70 || Bludgeon || Hammer || None
+
| [[Crossbow]](melee only)† || 70 || Bludgeon || Hammer || None
 
|-
 
|-
 
| [[Mace]] || 120 || Bludgeon || Mace || None
 
| [[Mace]] || 120 || Bludgeon || Mace || None
 
|-
 
|-
| [[Pick]]|| 70 || Pierce || Mining || 2
+
| [[Pick]]† || 70 || Pierce || Mining || 2
 
|-
 
|-
 
| [[Short sword]] || 100 || Slash || Sword || 1
 
| [[Short sword]] || 100 || Slash || Sword || 1
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|}
 
|}
  
==== Other weapons ====
+
====Other weapons====
:(Main article: '''[[Other weapon]]''')
 
 
 
 
(Note - dwarves can not use these in fortress mode unless marked with an *)
 
(Note - dwarves can not use these in fortress mode unless marked with an *)
 
{|cellpadding="2" border="1" class="wikitable sortable"
 
{|cellpadding="2" border="1" class="wikitable sortable"
 
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost  
 
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost  
 
|-
 
|-
| [[Other weapon#Blowgun|Blowgun]](melee) || 20 || Bludgeon || Sword || None
+
| [[Blowgun]]† (melee) || 20 || Bludgeon || Sword || None
 
|-
 
|-
| [[Bow]](melee) || 40 || Bludgeon || Sword || None
+
| [[Bow]]† (melee) || 40 || Bludgeon || Sword || None
 
|-
 
|-
| [[Other weapon#Large dagger|Large dagger]] || 70 || Slash || Dagger || 1
+
| [[large dagger]] || 70 || Slash || Dagger || 1
 
|-
 
|-
 
| [[Flail]] || 130 || Bludgeon || Mace || None
 
| [[Flail]] || 130 || Bludgeon || Mace || None
 
|-
 
|-
| [[Other weapon#Great axe|Great axe]]|| 150 || Slash || Axe || None
+
| [[Great axe]]‡ || 150 || Slash || Axe || None
 
|-
 
|-
| [[Other weapon#Halberd|Halberd]]‡ || 140 || Slash || Axe || None
+
| Halberd‡ || 140 || Slash || Axe || None
 
|-
 
|-
| [[Long sword]]* || 120 || Slash || Sword || 1
+
| Long sword* † || 120 || Slash || Sword || 1
 
|-
 
|-
| [[Other weapon#Maul|Maul]]|| 160 || Bludgeon || Hammer || None
+
| [[Maul]]‡ || 160 || Bludgeon || Hammer || None
 
|-
 
|-
 
| [[Morningstar]]* || 120 || Bludgeon || Mace || None
 
| [[Morningstar]]* || 120 || Bludgeon || Mace || None
 
|-
 
|-
| [[Other weapon#Pike|Pike]]|| 120 || Pierce || Pike || 2
+
| [[Pike]] || 120 || Pierce || Mace || 2
 
|-
 
|-
| [[Other weapon#Scimitar|Scimitar]]* || 100 || Slash || Sword || 1
+
| [[Scimitar]]* || 100 || Slash || Sword || 1
 
|-
 
|-
 
| [[Scourge]] || 30 || Gore || Whip/Lasher || None
 
| [[Scourge]] || 30 || Gore || Whip/Lasher || None
 
|-
 
|-
| Two-handed sword‡ || 140 || Slash || Sword || 1
+
| two-handed sword‡ || 140 || Slash || Sword || 1
 
|-
 
|-
| [[Whip]]|| 20 || Gore || Whip/Lasher || None
+
| [[Whip]]† || 20 || Gore || Whip/Lasher || None
 
|-
 
|-
 
|}
 
|}
''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''
+
&dagger; ''Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode ({{k|v}}-{{k|p}}-{{k|s}}-{{k|m}}))'' <br> &Dagger; ''Dwarves cannot wield weapon (too large)''<br> * ''Can be worn in fortress mode''
  
 
===Missile ammunition statistics===
 
===Missile ammunition statistics===
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| [[Arrow]] || 100 || Pierce || Invaders' weapon
 
| [[Arrow]] || 100 || Pierce || Invaders' weapon
 
|-
 
|-
| [[Other weapon#Blowgun|Blowdart]] || 10 || Pierce || Invaders' weapon
+
| [[Blowdart]] || 10 || Pierce || Invaders' weapon
 
|-
 
|-
 
| [[Bolt]] || 100 || Pierce || Dwarf & Invaders' weapon
 
| [[Bolt]] || 100 || Pierce || Dwarf & Invaders' weapon
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===Trap weapon statistics===
 
===Trap weapon statistics===
  
(See [[Trap component|Trap Weapon]] for more information.)
+
(See [[Trap component|Trap Weapon]])
  
{|cellpadding="2" border="1"
 
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?
 
|-
 
| [[Trap component#Giant axe blade|Giant axe blade]] || 220 || Slash || 1 || None || No
 
|-
 
| [[Enormous corkscrew]]† || 150 || Pierce || 1 || 2 || Yes
 
|-
 
| [[Trap component#Spiked ball|Spiked ball]] || 100 || Pierce || 3 || 1 || Yes
 
|-
 
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No
 
|-
 
| [[Menacing spike]]‡ || 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]].''
 
|-
 
|}
 
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''
 
  
 
== Damage calculation ==
 
== Damage calculation ==
Weapons and [[trap]]s do one of four types of damage, the type of damage influences what type of critical hits it can inflict.
+
[[Weapon]]s 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]].
+
Damage is reduced by the targets [[armor]] and [[toughness]].
  
 
{|
 
{|
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|Slash
 
|Slash
 
|Sever Limbs
 
|Sever Limbs
|[[axe]], [[sword]], [[dagger]], [[Trap component#Giant axe blade|giant axe blade]], [[large, serrated disc|serrated disc]]
+
|[[axe]], sword, [[dagger]], [[giant axe blade]], [[large, serrated disc|serrated disc]]
 
|-
 
|-
 
|Pierce
 
|Pierce
 
|Organ damage
 
|Organ damage
|[[Other weapon#Pike|pike]], [[pick]], [[spear]], [[bolt]], [[arrow]], [[Other weapon#Blowgun|blowdart]], [[enormous corkscrew]], [[menacing spike]], [[Trap component#spiked ball|spiked ball]]
+
|[[pike (weapon)|pike]], [[pick]], [[spear]], [[bolt]], [[arrow]], [[blowdart]], [[enormous corkscrew]], [[menacing spike]], [[spiked ball]]
 
|-
 
|-
 
|Bludgeon
 
|Bludgeon
 
|Break bones
 
|Break bones
|[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[Other weapon#Blowgun|blowdart]], [[Other weapon#Maul|maul]], [[flail]], [[morningstar]], [[fist]], stone-fall [[trap]]
+
|[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[blowgun]], [[maul]], [[flail]], [[morningstar]], [[fist]], stone-fall [[trap]]
 
|-
 
|-
 
|Gore
 
|Gore
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===Material damage modifiers===
 
===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*).
+
Dwarves can only make metal weapons out of [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]]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 (and would fall into the "other" category), and elves, who trade wooden weapons.
  
:''(* 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. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc.
 
 
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"
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|  [[Adamantine]] || 500
 
|  [[Adamantine]] || 500
 
|-
 
|-
|  [[Steel]] and [[Obsidian]]|| 133
+
|  [[Steel]] and [[Obsidian]]&dagger; || 133
 
|-
 
|-
 
|  [[Iron]] || 100
 
|  [[Iron]] || 100
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|  [[Copper]] || 66
 
|  [[Copper]] || 66
 
|-
 
|-
| All other materials† ([[wood]], [[silver]], [[glass]], etc.) || 50
+
| All other materials&dagger; ([[wood]], [[silver]], [[glass]], 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.''
+
| 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.''
 
|-
 
|-
 
|}
 
|}
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=== Item quality ===
 
=== 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,  
+
[[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."
:"''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''' ||  ||  '''-''' ||  || '''+''' || ||  *  || || '''≡'''|| ||  ☼ || || || || || ||
 
|-
 
 
 
 
 
! [[Steel]]<sup>3</sup>
 
| ||  ||  ||  ||  || ||  ||  || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||  || ||'''≡''' || || ||☼
 
|-
 
|}
 
 
 
:Notes:
 
::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.)''
+
* 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
  
 
=== Damage Formula ===
 
=== Damage Formula ===
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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.
 
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) )
+
[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
 
* RND(X) = random number from 0 to X
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:* [[Soldier]]
 
:* [[Soldier]]
  
{{Category|Fortress defense}}
+
[[Category:Fortress defense]]
{{Category|Weapons}}
+
[[Category:Weapons]]
{{Category|Items}}
+
[[Category:Items]]
{{Category|Military}}
+
[[Category:Military]]
{{Category|Traps}}
+
[[Category:Traps]]
{{Category|Weapons| }}
+
[[Category:Weapons| ]]

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