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40d:Weapon

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Revision as of 02:22, 25 April 2010 by Briess (talk | contribs)
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This article is about an older version of DF.

Template:Human

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 Template:L, Template:L, Template:L, 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 types of weapons cannot be used by dwarves in Fortress mode, such as Template:Ls, 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 Template:L just fine.

In Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a Template:L 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

Dwarves with relevant Template:Ls can create weapons using an appropriate Template:L and Template:L. Template:L and Template:L crossbow bolts and Template:L short swords can be created at the Template:L. (Metal) bolts and melee weapons can be created at a Template:L (or the Template:L). Crossbows can be made at a Template:L. Dwarves can only create weapons they themselves can wield, with the occasional exception of Template:L.

Most weapons can be made of a single bar of Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, or Template:L. (Short swords can also be made from obsidian, with a Template:Len handle.) The rare exception is a Template:L, 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 Template:Ls. These are the Template:L, the Template:L, the Template:L, Template:L, and the Template:L.

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 Template:L carries a Template:L 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 Template:L. 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 Template:L carries a Template:L at all times. The drawback is that picks are mediocre weapons (see Template:L) 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 Template:Ls tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as Template:Ls or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims. Piercing weapons such as Template:Ls 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 Template:Ls 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: Template:L)

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

Name Damage Damage Type Skill Used Crit. Boost
Template:L 110 Slash Axe None
Template:L(melee only)† 70 Bludgeon Hammer None
Template:L 120 Bludgeon Mace None
Template:L 70 Pierce Mining 2
Template:L 100 Slash Sword 1
Template:L 100 Pierce Spear 2
Template:L 120 Bludgeon Hammer None

Other weapons

(Main article: Template:L)

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

Name Damage Damage Type Skill Used Crit. Boost
Template:L† (melee) 20 Bludgeon Sword None
Template:L† (melee) 40 Bludgeon Sword None
Template:L 70 Slash Dagger 1
Template:L 130 Bludgeon Mace None
Template:L 150 Slash Axe None
Template:L 140 Slash Axe None
Template:L* † 120 Slash Sword 1
Template:L 160 Bludgeon Hammer None
Template:L* 120 Bludgeon Mace None
Template:L 120 Pierce Pike 2
Template:L* 100 Slash Sword 1
Template:L 30 Gore Whip/Lasher None
Two-handed sword‡ 140 Slash Sword 1
Template:L 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

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

Name Damage Damage Type Notes
Template:L 100 Pierce Invaders' weapon
Template:L 10 Pierce Invaders' weapon
Template:L 100 Pierce Dwarf & Invaders' weapon


Trap weapon statistics

(See Template:L for more information.)

Name Damage Damage type Number of hits Critical boost Wood?
Template:L 220 Slash 1 None No
Template:L 150 Pierce 1 2 Yes
Template:L 100 Pierce 3 1 Yes
Template:L 120 Slash 3 None No
Template:L 150 Pierce 1 2 Yes
This trap component is a screw and can also be used in Template:Ls.
This trap component is a spike and can also be used in Template:L.
(This data has been compiled from raw/objects/item_trapcomp.txt)

Damage calculation

Weapons and Template:Ls 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 Template:L and Template:L.

Type Criticals Weapons and Traps
Slash Sever Limbs Template:L, Template:L, Template:L, Template:L, Template:L
Pierce Organ damage Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L
Bludgeon Break bones Template:L, Template:L, unloaded Template:L or Template:L or Template:L, Template:L, Template:L, Template:L, Template:L, stone-fall Template:L
Gore Heavy Bleeding and Pain(?) Template:L, Template:L
Burn Extreme Pain Special Template:L(Attack)
Heat Ignition of target Special Template:L(Attack)
Cold Freezing/Frostbite Special Template:L(Attack)

Material damage modifiers

Dwarves can only make metal weapons out of Template:L, Template:L, Template:L, Template:L, Template:L, Template:L or Template:L, the only so-called "weapons-grade" metals in the game. (Short swords can also be made from one Template:L plus one Template:L for a Template:Len handle.) The exceptions are from elves, who commonly trade wooden weapons, and a Template:L from a Template:L, 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 %
Template:L 500
Template:L and Template:L 133
Template:L 100
Template:L and Template:L 75
Template:L 66
All other materials† (Template:L, Template:L, Template:L, 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 Template:L 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.

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 - + *
Template:L Ø - + *
Template:L2 Ø - + *
Template:L Ø - + *
Template:L3 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 Template:L
3) Currentlyv0.28.181.40d, Template:L 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 Template:L quality items have additional modifiers above and beyond "masterpiece" level.)

Template:L items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there.

(Note that for crossbows and bows, the quality and material of the Template:L 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.


See Also: