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Difference between revisions of "40d:Weapon"

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==Use in Fortress mode==
 
==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 [[miner|miners]] carry their [[pick|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.
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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.
 
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*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.
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).
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*A [[miner|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|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==
 
==Effectiveness==

Revision as of 17:26, 17 April 2009

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. Better material (metal) 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 a single bar 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

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 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.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 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. It is, however, the same penalty as glass items.

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, 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