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Difference between revisions of "40d:Weapon"

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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 trees down. Although it is considered a tool and not a weapon, miners 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.
+
{{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 have different properties that affect the way they deal damage.  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.
+
==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.  
  
Not all weapons can be wielded by dwarves.  Larger weapons like bows cannot be wielded by the stubby dwarves; they use the smaller crossbows instead.  Merchant caravans often sell weapons too big for dwarves to actually use, though such weapons can be used to make weapon traps.
+
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.
  
Dwarves can also create weapons themselves.  Wooden 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.
+
==Manufacture==
 +
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 iron, silver, copper, bronze, steel, bismuth bronze, or adamantine.  A handful of weapons can be made of other materials 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).
+
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.
  
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]].
+
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).
  
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 miners carry their 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.
+
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]sThese 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]].
  
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).
+
==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 [[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.
  
Weapons have varying amounts of damage and type, according to raw/objects/weapons.txt.{{version|0.27.169.33a}}
+
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 just decreasing HP. This is useful against big, hard-to-damage enemies -- things 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:
 +
===Melee Weapons===
 +
====Dwarf weapons====
 +
:(Main article: '''[[Dwarf weapon]]''')
  
==Weapon Stats==
+
In Fortress mode, these are the only weapons dwarves can manufacture themselves.
These have been taken from /raw/objects/item_weapon.txt:
+
{|cellpadding="2" border="1" class="wikitable sortable"
{|cellpadding="2" border="1"
 
 
! 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
 
|-
 
|-
| [[Blowgun]]† (melee) || 20 || Bludgeon || Sword || None
+
| [[Crossbow]](melee only)|| 70 || Bludgeon || Hammer || None
 
|-
 
|-
| [[Bow]]† (melee) || 40 || Bludgeon || Sword || None
+
| [[Mace]] || 120 || Bludgeon || Mace || None
 
|-
 
|-
| [[Crossbow]]† (melee) || 70 || Bludgeon || Hammer || None
+
| [[Pick]]|| 70 || Pierce || Mining || 2
 
|-
 
|-
| [[Dagger]] || 70 || Slash || Dagger || 1
+
| [[Short sword]] || 100 || Slash || Sword || 1
 
|-
 
|-
| [[Flail]] || 130 || Bludgeon || Mace || None
+
| [[Spear]] || 100 || Pierce || Spear || 2
 
|-
 
|-
| [[Great axe]]‡ || 150 || Slash || Axe || None
+
| [[War hammer]] || 120 || Bludgeon || Hammer || 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
 
|-
 
|-
| [[Long sword]]† || 120 || Slash || Sword || 1
+
| [[Other weapon#Blowgun|Blowgun]]† (melee) || 20 || Bludgeon || Sword || None
 
|-
 
|-
| [[Mace]] || 120 || Bludgeon || Mace || None
+
| [[Bow]]† (melee) || 40 || Bludgeon || Sword || None
 
|-
 
|-
| [[Maul]]‡ || 160 || Bludgeon || Hammer || None
+
| [[Other weapon#Large dagger|Large dagger]] || 70 || Slash || Dagger || 1
 
|-
 
|-
| [[Morningstar]] || 120 || Bludgeon || Mace || None
+
| [[Flail]] || 130 || Bludgeon || Mace || None
 
|-
 
|-
| [[Pick]] || 70 || Pierce || Mining || 2
+
| [[Other weapon#Great axe|Great axe]]|| 150 || Slash || Axe || None
 
|-
 
|-
| [[Pike (Weapon)|Pike]]‡{{verify}} || 120 || Pierce || Pike || 2
+
| [[Other weapon#Halberd|Halberd]]|| 140 || Slash || Axe || None
 
|-
 
|-
| [[Scimitar]] || 100 || Slash || Sword || 1
+
| [[Long sword]]* † || 120 || Slash || Sword || 1
 
|-
 
|-
| [[Scourge]] || 30 || Gore || Whip || None
+
| [[Other weapon#Maul|Maul]]|| 160 || Bludgeon || Hammer || None
 
|-
 
|-
| [[Short Sword]] || 100 || Slash || Sword || 1
+
| [[Morningstar]]* || 120 || Bludgeon || Mace || None
 
|-
 
|-
| [[Spear]] || 100 || Pierce || Spear || 2
+
| [[Other weapon#Pike|Pike]]|| 120 || Pierce || Pike || 2
 
|-
 
|-
| [[Two handed sword]]‡ || 140 || Slash || Sword || 1
+
| [[Other weapon#Scimitar|Scimitar]]* || 100 || Slash || Sword || 1
 
|-
 
|-
| [[War hammer]] || 120 || Bludgeon || Hammer || None
+
| [[Scourge]] || 30 || Gore || Whip/Lasher || None
 
|-
 
|-
| [[Whip]] || 20 || Gore || Whip || None
+
| Two-handed sword‡ || 140 || Slash || Sword || 1
 
|-
 
|-
| colspan=5 | &dagger; ''Dwarves wield weapon two-handed'' <br> &Dagger; ''Dwarves cannot wield weapon (too large)''
+
| [[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''
  
==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
+
! Name !! Damage !! Damage Type !! Notes
 
|-
 
|-
| [[Arrow]] || 100 || Pierce
+
| [[Arrow]] || 100 || Pierce || Invaders' weapon
 
|-
 
|-
| [[Blowdart]] || 10 || Pierce
+
| [[Other weapon#Blowgun|Blowdart]] || 10 || Pierce || Invaders' weapon
 
|-
 
|-
| [[Bolt]] || 100 || Pierce  
+
| [[Bolt]] || 100 || Pierce || Dwarf & Invaders' weapon
 
|}
 
|}
  
  
 +
===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?
 
|-
 
|-
| [[Giant axe blade]] || 220 || Slash || 1 || None || No
+
| [[Trap component#Giant axe blade|Giant axe blade]] || 220 || Slash || 1 || None || No
 
|-
 
|-
| [[Enormous corkscrew]]&dagger; || 150 || Pierce || 1 || 2 || Yes
+
| [[Enormous corkscrew]]|| 150 || Pierce || 1 || 2 || Yes
 
|-
 
|-
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes
+
| [[Trap component#Spiked ball|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]]&Dagger; || 150 || Pierce || 1 || 2 || Yes
+
| [[Menacing spike]]|| 150 || Pierce || 1 || 2 || Yes
 
|-
 
|-
| 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.''
+
| 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)''
  
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.
+
== 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.
 +
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 114: Line 178:
 
|  [[Adamantine]] || 500
 
|  [[Adamantine]] || 500
 
|-
 
|-
|  [[Steel]] and &dagger;[[Obsidian]] || 133
+
|  [[Steel]] and [[Obsidian]]|| 133
 
|-
 
|-
 
|  [[Iron]] || 100
 
|  [[Iron]] || 100
Line 122: Line 186:
 
|  [[Copper]] || 66
 
|  [[Copper]] || 66
 
|-
 
|-
| &dagger;All other materials ([[wood]], [[silver]], etc.) || 50
+
| All other materials† ([[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.''
 +
|-
 +
|}
 +
 
 +
=== 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''' ||  || || '''-''' || || ||'''+'''  || || *||  || ||'''≡''' || || ||☼
 
|-
 
|-
 
|}
 
|}
  
== Item quality ==
+
: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.)''
 +
 
 +
=== 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|0.27.130.23a}}
+
----
[[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:'''
  
* Item Name : Basic crafted weapon - x1.0 damage
+
:* [[Soldier]]
* -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:Items]]
+
{{Category|Weapons}}
[[Category:Military]]
+
{{Category|Items}}
[[Category:Traps]]
+
{{Category|Military}}
[[Category:Weapons]]
+
{{Category|Traps}}
 +
{{Category|Weapons| }}

Latest revision as of 19:31, 27 May 2018

This article is about an older version of DF.

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 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[edit]

Some types of weapons cannot be used by dwarves in Fortress mode, such as bows, 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 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.

Manufacture[edit]

Dwarves with relevant skills can create weapons using an appropriate workshop and raw material. 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 equivalent). Crossbows can be made at a bowyer's workshop. 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. (Short swords can also be made from obsidian, with a wooden handle.) The rare exception is a strange mood, which can produce a weapon from almost anything.

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 traps. These are the menacing spike, the large, serrated disc, the spiked ball, enormous corkscrew, and the giant axe blade.

Use in Fortress mode[edit]

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[edit]

Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt. 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[edit]

These have been taken from /raw/objects/item_weapon.txt:

Melee Weapons[edit]

Dwarf weapons[edit]

(Main article: Dwarf weapon)

In Fortress mode, these are the only weapons dwarves can manufacture themselves.

Name Damage Damage Type Skill Used Crit. Boost
Battle axe 110 Slash Axe None
Crossbow(melee only)† 70 Bludgeon Hammer None
Mace 120 Bludgeon Mace None
Pick 70 Pierce Mining 2
Short sword 100 Slash Sword 1
Spear 100 Pierce Spear 2
War hammer 120 Bludgeon Hammer None

Other weapons[edit]

(Main article: Other weapon)

(Note - dwarves can not use these in fortress mode unless marked with an *)

Name Damage Damage Type Skill Used Crit. Boost
Blowgun† (melee) 20 Bludgeon Sword None
Bow† (melee) 40 Bludgeon Sword None
Large 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
Maul 160 Bludgeon Hammer None
Morningstar* 120 Bludgeon Mace None
Pike 120 Pierce Pike 2
Scimitar* 100 Slash Sword 1
Scourge 30 Gore Whip/Lasher None
Two-handed sword‡ 140 Slash Sword 1
Whip 20 Gore Whip/Lasher None

Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode (v-p-s-m))
Dwarves cannot wield weapon (too large)
* Can be worn in fortress mode

Missile ammunition statistics[edit]

These have been taken from /raw/objects/item_ammo.txt:

Name Damage Damage Type Notes
Arrow 100 Pierce Invaders' weapon
Blowdart 10 Pierce Invaders' weapon
Bolt 100 Pierce Dwarf & Invaders' weapon


Trap weapon statistics[edit]

(See Trap Weapon for more information.)

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.
(This data has been compiled from raw/objects/item_trapcomp.txt)

Damage calculation[edit]

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 target's 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 blowdart, 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[edit]

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 wooden 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.

Material Damage %
Adamantine 500
Steel and Obsidian 133
Iron 100
Bronze and Bismuth bronze 75
Copper 66
All other materials† (wood, silver, glass, 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[edit]

Toady has 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[edit]

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.

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
Other1 Ø - + *
Copper Ø - + *
Bronze2 Ø - + *
Iron Ø - + *
Steel3 Ø - + *
Notes:
1) includes bone, silver, wood, glass, and any other material not listed (except obsidian3). 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[edit]

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.


See Also: