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{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}
 
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:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''
 
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''
[[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] ([[wood|wooden]] and [[bone]] crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.
 
  
: (* No "wooden handle" is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)
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[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in combat against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, despite the fact that most weapons in the game (with the exception of swords and maces) would have wooden handles in real life, a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords).
Graphically, each weapon's color palette will change according to the material used to make them, though this is currently the case with only dwarves. With [[kobold]]s, [[human]]s and [[goblin]]s, all wielded weapons will appear as steel-made. A slight exception to this is [[elves]], where they can also appear with grown wood weapons.
 
  
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons, which can be seen in the items tab after clicking on a creature, although their sprite will not reflect this. This is because only dwarves, humans, elves, goblins and kobolds currently have dedicated sprites to resemble what they're wearing and wielding.
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== Basics ==
  
== Basics ==
 
 
=== Native vs. foreign ===
 
=== Native vs. foreign ===
 
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves).  These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.
 
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves).  These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.
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=== Types of weapons ===
 
=== Types of weapons ===
 
{{main|Attack types}}
 
{{main|Attack types}}
Mechanically, all weapon attacks are separated into "edge" and "blunt" types, although these can be further split into four practical categories:
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From another point of view, there are four categories: slashing, piercing, crushing, and ranged.
*Slashing
 
*Piercing
 
*Crushing
 
*Ranged
 
 
 
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)
 
 
 
====Slashing weapons====
 
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''
 
 
 
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor will usually prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.
 
 
 
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a "slashing" weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the "Jack of all trades, master of none" weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that.  Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.
 
 
 
====Crushing weapons====
 
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also  [[flail]]s, [[maul]]s, [[whip]]s)''
 
  
Also known as "blunt" or "bludgeoning" weapons, these work by concentrating their force behind a tiny, blunt point, (notably, war hammers have half the contact area of spears), smashing right through armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.
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Slashing weapons, like [[short sword]]s and [[battle axe]]s, work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage.
  
====Piercing weapons====
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Piercing weapons, like [[spear]]s and [[pick]]s, work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, giving their wielder further leverage on the target.
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''
 
  
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses.  
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Crushing weapons, like [[war hammer]]s and [[mace]]s, work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often "give in" to it and fall unconscious very quickly. Attacks against such helpless targets will take the form of perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.
  
====Ranged weapons====
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Ranged weapons [[crossbow]]s, [[bow]]s, and [[blowgun]]s — are effectively piercing weapons which work at a distance. When used in melee combat as bludgeons, crossbows produce blunt weapon damage. Bows used in melee are treated like extremely weak swords. There exists one more kind of weapon: the so-called training weapon. Training weapons are all wooden, and are made at the [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They do little blunt impact damage, due to the poor [[material science|material properties]] of wood. While every weapon is actually safe to use in sparring, the primary purpose of training weapons in fortress mode is to allow your dwarves to train before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''
 
  
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Bows and crossbows both do extremely bad blunt damage over a contact area 100 times as wide as a war hammer, meaning it's far less likely for them to get through armor than such weapons.
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=== Types of targets ===
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One can divide the types of foes they will meet into three categories: first, organic and unarmored (or poorly-armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), and [[semi-megabeast]]s and [[megabeast]]s besides the [[bronze colossus]]. Weapons that deal slashing damage work best and quickest against these types of enemies, severing whole body parts and leaving them severely incapacitated.
  
====Training weapons====
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Second, organic and armored enemies, like [[ambush]]ers and [[siege]]rs. The way [[armor]] works, slashing blows that are countered by a piece of armor are converted into generally less-effective blunt damage; the best weapons against these kinds of enemies are piercing weapons, which punch through armor and damage their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower. 
  
There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].
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The third, and most dangerous, type of enemies are inorganic enemies (or ones that [[No Pain|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, and depending on the material they are made of, may be very difficult to slash at (although a forgotten beast made of, for instance, mud is laughably easy to kill). Against these enemies, crushing weapons are the best, because the wielders can chip at their targets until they collapse from cumulative damage.
  
 
=== Weapon skill ===
 
=== Weapon skill ===
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Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.
 
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.
  
Once a dwarf has reached "Great" skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].
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Once a dwarf has reached "Great" skill in a certain weapon, they become weapon lords for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].
  
 
=== Attachment ===
 
=== Attachment ===
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.
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A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.
  
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement.  The weapon in question may have no kills associated with it (legendary dwarves occasionally name their weapons while training with them).  Once named, the weapon will appear in the artifact list, albeit in blue.  It is unknown if named weapons perform better than unnamed weapons.  Dwarves may also become attached to shields and name them in the same way.
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In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement.  The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them.  Once named, the weapon will appear in the artifact list, albeit in blue.  It is unknown if named weapons perform better than unnamed weapons.  Dwarves may also become attached to shields and name them in the same way.
  
 
=== Quality and strange moods ===
 
=== Quality and strange moods ===
The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]].
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The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].
  
 
{{DF2014:Item quality/Table}}
 
{{DF2014:Item quality/Table}}
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=== Secondary weapons ===
 
=== Secondary weapons ===
 
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.
 
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword "just in case" doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.
 
=== "Best" weapon choices ===
 
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''"What is the weapon with the biggest number?"'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work "best" against certain targets, and what don't, and (basically) why.
 
 
''Dwarf Fortress'' combat is rarely "one-shot", nor is it a long process of whittling away a huge pile of "hit points" (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.
 
 
==== Superior metal rule ====
 
As a general rule, if a weapon slashes or pierces, it wants to be made from a "better" metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.
 
 
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel.
 
 
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)
 
 
* [[steel]], the clear best*
 
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other
 
* [[copper]], a distant third
 
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)
 
 
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a "basic" discussion.)
 
: (** There are some "X weapon vs Y armor" situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. "Roughly equivalent" is a good rule of thumb.)
 
 
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the "superior metal" rule, especially since everything except adamantine has essentially equal density when it comes to bolts due to their max velocity and force. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.
 
 
==== vs. unarmored ====
 
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.
 
 
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.
 
 
* recommended weapon: any sharp weapon
 
 
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Axes have 60% the penetration and swords 40% of the penetration of spears, but much larger areas, which leads to much more bleeding and more chance of pulping. In theory, all edged weapons follow the "superior metal" rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver!  (However, see "vs. undead", below.)
 
 
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.
 
 
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.
 
 
And the bonus lesson here is... armor your military.
 
 
==== vs. [[armor]]ed ====
 
 
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.
 
 
* recommended weapon: steel spear
 
* other choices: any steel sharp weapon, any warhammer or pick
 
 
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.
 
 
Steel spears are the only edged weapon that can consistently pierce armor. Unless held by an extremely strong dwarf or made of adamantine, a sword will have difficulty getting through a breastplate, and an axe '''never''' will.
 
 
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having "superior metal" will make the battle much like removing enemy armor. 
 
 
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)
 
 
Blunt weapons work on flexible chain just as well as against an unarmored opponent, and can deform solid armor (which is everything "not chain") to land a killing blow. Warhammers are superior to maces in penetrating solid, "non-chain" armor and breaking bones.
 
 
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target, even with steel.
 
 
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate <sup>[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]</sup>
 
 
==== vs. [[undead]] ====
 
 
* recommended weapon: mace or war hammer if you want to have a single corpse, axe if you want effiency.
 
* other choices: sword will do a fine job.
 
 
u/MrNorrelDoesHisPart:
 
 
"Maces did indeed perform the best in terms of creating the smallest number of additional reanimated opponents. They always scored perfectly and thus don’t have a margin of error. Axes produced the largest number of additional reanimated opponents, and spears produced relatively few reanimated body parts...(However) Axes and spears tie for fastest and maces come a distant third. Although it is true that an axe is much messier than a mace, it seems that an axe’s greater killing ability more than compensates for this problem. Maces thus appear to be the best choice when cleanliness is a priority but the worst choice when combat efficiency is important."
 
 
*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.
 
 
War hammers can be preferable to maces when fighting living enemies that you don't want to resurrect. Killing a living enemy with a war hammer will usually result in a mangled corpse just like in the case of maces, but a war hammer will deal more damage due to its superior ability to penetrate outer layers and damage internal organs and bones, as well as better ability to stun enemies. An axe can still kill unarmored living creatures faster, but it will cut off limbs and head which can later resurrect. Resurrected body parts are often easy to kill, even for unarmed dwarves (although sometimes they are significantly stronger, such as a resurrected neck killing multiple dwarves), but can generate job cancellation spam and unhappy thoughts from being attacked by the dead. Also, resurrected body parts may need to be killed many times before they are mangled, even when using maces or war hammers.
 
 
==== vs. Undead Megabeast and other large fleshy creature ====
 
 
** recommend weapon: if has access to steel: large army with steel spears.
 
** recommend weapon: if has access to adamantine: adamantine axe.
 
** not recommend weapon: anything inferior than steel.
 
 
The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to adamantine, only the ones armored with steel spear has a chance of winning. The squads with axe, mace and sword stand no fighting chance.
 
 
With an adamantine weapon however, axe and sword outperforms spear. Even one grandmaster axe dwarf with an adamantine axe stands a chance to defeat the undead cyclops.
 
 
==== vs. others ====
 
This category consists of the rare "not like anything else" creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention. 
 
 
* recommended weapon: (varies)
 
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip
 
 
There are many different types here, and no one approach works for all.  Some are merely gigantic but (more or less) "normal", but many are non-organic, and most enjoy the "[[No Pain|don't feel pain]]" tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron man|iron men]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the "superior metal" rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.
 
 
(* although a forgotten beast made of, for instance, "mud" is laughably easy to kill)
 
 
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.
 
 
==== Final verdict ====
 
Now, all that said, overall, if you had to choose one "least worst" weapon, it would probably have to be... the </u>steel short sword</u>. It has no true counters, no enemy it cannot ever defeat - while axes falls to iron men and copper armor and maces/hammers/spears falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossuses and big beasts, and maces and hammers will always be effective no matter what they're made of.
 
 
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-"unusual" targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel > iron > bronze > copper > silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.
 
 
= Technical =
 
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.
 
 
Insert obligatory "math warning" here.
 
  
 
== Weapons ==
 
== Weapons ==
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{| class="wikitable" border="border"
 
{| class="wikitable" border="border"
 
! Type
 
! Type
! Graphic
 
 
! Size
 
! Size
 
! Attack
 
! Attack
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! Velocity
 
! Velocity
 
! Skill Used
 
! Skill Used
! Hands<br>Used
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! Hands Used
 
! [[Weaponsmith|Metal]]
 
! [[Weaponsmith|Metal]]
 
! [[Bowyer|Wood]]
 
! [[Bowyer|Wood]]
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|- valign="top"
 
|- valign="top"
 
|rowspan="3"| [[battle axe|Battle Axe]]
 
|rowspan="3"| [[battle axe|Battle Axe]]
|rowspan="3"| [[File:battle_axe_sprite.png]]
 
 
|rowspan="3"| 800
 
|rowspan="3"| 800
 
| Hack || Edge || 40000 || 6000 || 1.25×
 
| Hack || Edge || 40000 || 6000 || 1.25×
 
|rowspan="3"| Axe
 
|rowspan="3"| Axe
|rowspan="3"| one
+
|rowspan="3"| Singlegrasp
 
|rowspan="3"| Yes
 
|rowspan="3"| Yes
 
|rowspan="3"| No
 
|rowspan="3"| No
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|-
 
|-
 
| [[Crossbow]] (Melee)
 
| [[Crossbow]] (Melee)
| [[File:crossbow_sprite.png]]
 
 
| 400
 
| 400
 
| Bash || Blunt || 10000 || (4000) || 1.25×
 
| Bash || Blunt || 10000 || (4000) || 1.25×
 
| Hammer
 
| Hammer
| two
+
| Singlegrasp?
 
| Yes
 
| Yes
 
| Yes
 
| Yes
Line 227: Line 102:
 
|-
 
|-
 
| [[Mace]]
 
| [[Mace]]
| [[File:mace_sprite.png]]
 
 
| 800
 
| 800
 
| Bash || Blunt || 20 || (200) || 2.0×
 
| Bash || Blunt || 20 || (200) || 2.0×
 
| Mace
 
| Mace
| one
+
| Singlegrasp
 
| Yes
 
| Yes
 
| No
 
| No
Line 238: Line 112:
 
|-
 
|-
 
| [[Pick]] (foreign)
 
| [[Pick]] (foreign)
| [[File:pickaxe_sprite.png]]
 
 
| 500
 
| 500
 
| Strike || Edge || 100 || 4000 || 2.0×
 
| Strike || Edge || 100 || 4000 || 2.0×
 
| Mining
 
| Mining
| one
+
| Singlegrasp
 
| Yes
 
| Yes
 
| No
 
| No
Line 249: Line 122:
 
|- valign="top"
 
|- valign="top"
 
|rowspan="4"| [[short sword|Short Sword]]
 
|rowspan="4"| [[short sword|Short Sword]]
|rowspan="4"| [[File:short_sword_sprite.png]]
 
 
|rowspan="4"| 300
 
|rowspan="4"| 300
 
| Slash || Edge || 20000 || 4000 || 1.25×
 
| Slash || Edge || 20000 || 4000 || 1.25×
 
|rowspan="4"| Sword
 
|rowspan="4"| Sword
|rowspan="4"| one
+
|rowspan="4"| Singlegrasp
 
|rowspan="4"| Yes
 
|rowspan="4"| Yes
 
|rowspan="4"| No
 
|rowspan="4"| No
Line 266: Line 138:
 
|- valign="top"
 
|- valign="top"
 
|rowspan="2"| [[Spear]]
 
|rowspan="2"| [[Spear]]
|rowspan="2"| [[File:spear_sprite.png]]
 
 
|rowspan="2"| 400
 
|rowspan="2"| 400
 
| Stab || Edge || 20 || 10000 || 1.0×
 
| Stab || Edge || 20 || 10000 || 1.0×
 
|rowspan="2"| Spear
 
|rowspan="2"| Spear
|rowspan="2"| one
+
|rowspan="2"| Singlegrasp
 
|rowspan="2"| Yes
 
|rowspan="2"| Yes
 
|rowspan="2"| No
 
|rowspan="2"| No
Line 279: Line 150:
 
|-
 
|-
 
| [[war hammer|War Hammer]]
 
| [[war hammer|War Hammer]]
| [[File:war_hammer_sprite.png]]
 
 
| 400
 
| 400
 
| Bash || Blunt || 10 || (200) || 2.0×
 
| Bash || Blunt || 10 || (200) || 2.0×
 
| Hammer
 
| Hammer
| one
+
| Singlegrasp
 
| Yes
 
| Yes
 
| No
 
| No
Line 294: Line 164:
 
=== Details ===
 
=== Details ===
 
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped.  
 
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped.  
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage due to the [[Material science#Attack Momentum|momentum formula]]
+
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor.  
 +
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.
 
* The size for a weapon is its volume in cm<sup>3</sup>.
 
* The size for a weapon is its volume in cm<sup>3</sup>.
 
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.
 
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). The game does not distinguish between "piercing" and "slashing" attacks, despite this page using those terms often--the only difference is that piercing weapons have small contact area and slashing ones have large contact area. Penetration tends to be the same between either, but large contact area makes it much more difficult for weapons to get through armor--armor that a spear can barely pierce would require '''400 times''' as much momentum for an axe to pierce.
+
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.
* The velocity is a direct multiplier on the attack's [[Material science#Attack Momentum|momentum]] - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).
+
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.
+
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.
+
* Dwarves will never select a pick for a weapon if allowed "individual choice." You must specify picks as part of their uniform or on the individual equip screen if you wish to utilize them as weapons.
  
 
=== Training weapons ===
 
=== Training weapons ===
Line 308: Line 179:
 
|-
 
|-
 
! Type
 
! Type
! Graphic
 
 
! Size
 
! Size
 
! Attack
 
! Attack
Line 318: Line 188:
 
|- valign="top"
 
|- valign="top"
 
|rowspan="3"| Training Axe
 
|rowspan="3"| Training Axe
|rowspan="3"| [[File:training_axe_sprite.png]]
 
 
|rowspan="3"| 800
 
|rowspan="3"| 800
 
| Hack || Blunt || 30000 || (6000) || 1.25×
 
| Hack || Blunt || 30000 || (6000) || 1.25×
Line 328: Line 197:
 
|- valign="top"
 
|- valign="top"
 
|rowspan="4"| Training Sword
 
|rowspan="4"| Training Sword
|rowspan="4"| [[File:training_sword_sprite.png]]
 
 
|rowspan="4"| 300
 
|rowspan="4"| 300
 
| Slash || Blunt || 20000 || (4000) || 1.25×
 
| Slash || Blunt || 20000 || (4000) || 1.25×
Line 340: Line 208:
 
|- valign="top"
 
|- valign="top"
 
|rowspan="2"| Training Spear
 
|rowspan="2"| Training Spear
|rowspan="2"| [[File:training_spear_sprite.png]]
 
 
|rowspan="2"| 400
 
|rowspan="2"| 400
 
| Stab || Blunt || 200 || (10000) || 1.0×
 
| Stab || Blunt || 200 || (10000) || 1.0×
Line 349: Line 216:
  
 
=== Foreign weapons ===
 
=== Foreign weapons ===
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance. '''The game will not stop you from doing this''', so be wary about it.
+
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit.  Do not equip two-handed swords with a shield, for instance.
  
In adventurer mode, however, if your character passes the one-handed check for single-handing a multi-grasp weapon, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield). For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield.  Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.
+
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon in one hand, without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield.  Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.
  
 
{| class="wikitable" border="border"
 
{| class="wikitable" border="border"
 
|-
 
|-
 
! Type
 
! Type
! Graphic
 
 
! Size
 
! Size
 
! Attack
 
! Attack
Line 365: Line 231:
 
! Skill Used
 
! Skill Used
 
! Used by
 
! Used by
! Hands Used (average human)
+
! Hands Used
 
|- valign="top"
 
|- valign="top"
|rowspan="4"| [[Two-handed sword]]
+
|rowspan="4"| [[two-handed sword|2H Sword]]
|rowspan="4"| [[File:two_handed_sword_sprite.png]]
 
 
|rowspan="4"| 900
 
|rowspan="4"| 900
 
| Slash || Edge || 100000 || 8000 || 1.25×
 
| Slash || Edge || 100000 || 8000 || 1.25×
Line 382: Line 247:
 
|- valign="top"
 
|- valign="top"
 
| [[Blowgun]] (Melee)
 
| [[Blowgun]] (Melee)
| [[File:blowgun_sprite.png]]
 
 
| 150
 
| 150
 
| Bash || Blunt || 10000 || (4000) || 1.25×
 
| Bash || Blunt || 10000 || (4000) || 1.25×
 
| Sword
 
| Sword
 
| Subterranean [[animal people]]
 
| Subterranean [[animal people]]
| Single-grasp
+
| Single-grasp?
 
|- valign="top"
 
|- valign="top"
 
| [[Bow]] (Melee)
 
| [[Bow]] (Melee)
| [[File:bow_sprite.png]]
 
 
| 300
 
| 300
 
| Bash || Blunt || 10000 || (4000) || 1.25×
 
| Bash || Blunt || 10000 || (4000) || 1.25×
 
| Sword
 
| Sword
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]
+
| [[Elf]], Goblin, Human, [[Kobold]]
| Single-grasp
+
| Single-grasp?
 
|- valign="top"
 
|- valign="top"
 
| [[Flail]]
 
| [[Flail]]
| [[File:flail_sprite.png]]
 
 
| 500
 
| 500
 
| Bash || Blunt || 200 || (4000) || 2.5×
 
| Bash || Blunt || 200 || (4000) || 2.5×
 
| Mace
 
| Mace
| [[Goblin]], [[Human]]
+
| Goblin, Human
 
| Single-grasp
 
| Single-grasp
 
|- valign="top"
 
|- valign="top"
 
|rowspan="3"| [[great axe|Great Axe]]
 
|rowspan="3"| [[great axe|Great Axe]]
|rowspan="3"| [[File:great_axe_sprite.png]]
 
 
|rowspan="3"| 1300
 
|rowspan="3"| 1300
 
| Hack || Edge || 60000 || 8000 || 1.25×
 
| Hack || Edge || 60000 || 8000 || 1.25×
 
|rowspan="3"| Axe
 
|rowspan="3"| Axe
|rowspan="3"| [[Goblin]], [[Human]]
+
|rowspan="3"| Goblin, Human
 
|rowspan="3"| Multi-grasp
 
|rowspan="3"| Multi-grasp
 
|-
 
|-
Line 418: Line 279:
 
|- valign="top"
 
|- valign="top"
 
|rowspan="3"| [[Halberd]]
 
|rowspan="3"| [[Halberd]]
|rowspan="3"| [[File:halberd_sprite.png]]
 
 
|rowspan="3"| 1200
 
|rowspan="3"| 1200
 
| Slash || Edge || 20000 || 8000 || 1.25×
 
| Slash || Edge || 20000 || 8000 || 1.25×
 
|rowspan="3"| Axe
 
|rowspan="3"| Axe
|rowspan="3"| [[Goblin]], [[Human]]
+
|rowspan="3"| Goblin, Human
 
|rowspan="3"| Multi-grasp
 
|rowspan="3"| Multi-grasp
 
|-
 
|-
| Stab || Edge || 50 || 2000 || 1.
+
| Stab || Edge || 50 || 2000 || 1.0x
 
|-
 
|-
 
| Shaft bash || Blunt || 20000 || (6000) || 1.25×
 
| Shaft bash || Blunt || 20000 || (6000) || 1.25×
 
|- valign="top"
 
|- valign="top"
 
|rowspan="3"| [[Dagger]] (Large)
 
|rowspan="3"| [[Dagger]] (Large)
|rowspan="3"| [[File:dagger_sprite.png]]
 
 
|rowspan="3"| 200
 
|rowspan="3"| 200
 
| Slash || Edge || 1000 || 800 || 1.25×
 
| Slash || Edge || 1000 || 800 || 1.25×
 
|rowspan="3"| Dagger
 
|rowspan="3"| Dagger
|rowspan="3"| [[Goblin]], [[Kobold]]
+
|rowspan="3"| Goblin, Kobold
 
|rowspan="3"| Single-grasp
 
|rowspan="3"| Single-grasp
 
|-
 
|-
Line 442: Line 301:
 
|- valign="top"
 
|- valign="top"
 
|rowspan="4"| [[long sword|Long Sword]]
 
|rowspan="4"| [[long sword|Long Sword]]
|rowspan="4"| [[FIle:long_sword_sprite.png]]
 
 
|rowspan="4"| 700
 
|rowspan="4"| 700
 
| Slash || Edge || 60000 || 6000 || 1.25×
 
| Slash || Edge || 60000 || 6000 || 1.25×
 
|rowspan="4"| Sword
 
|rowspan="4"| Sword
|rowspan="4"| [[Elf]], [[Goblin]], [[Human]]
+
|rowspan="4"| Elf, Goblin, Human
 
|rowspan="4"| Single-grasp
 
|rowspan="4"| Single-grasp
 
|-
 
|-
Line 456: Line 314:
 
|- valign="top"
 
|- valign="top"
 
| [[Maul]]
 
| [[Maul]]
| [[File:maul_sprite.png]]
 
 
| 1300
 
| 1300
 
| Bash || Blunt || 100 || (6000) || 2.0×
 
| Bash || Blunt || 100 || (6000) || 2.0×
 
| Hammer
 
| Hammer
| [[Goblin]], [[Human]]
+
| Goblin, Human
 
| Multi-grasp
 
| Multi-grasp
 
|- valign="top"
 
|- valign="top"
 
|rowspan="2"| [[Morningstar]]
 
|rowspan="2"| [[Morningstar]]
|rowspan="2"| [[File:morningstar_sprite.png]]
 
 
|rowspan="2"| 500
 
|rowspan="2"| 500
 
| Bash || Edge || 10 || 500 || 2.0×
 
| Bash || Edge || 10 || 500 || 2.0×
 
|rowspan="2"| Mace
 
|rowspan="2"| Mace
|rowspan="2"| [[Goblin]], [[Human]]
+
|rowspan="2"| Goblin, Human
 
|rowspan="2"| Single-grasp
 
|rowspan="2"| Single-grasp
 
|-
 
|-
Line 474: Line 330:
 
|- valign="top"
 
|- valign="top"
 
|rowspan="2"| [[pike (weapon)|Pike]]
 
|rowspan="2"| [[pike (weapon)|Pike]]
|rowspan="2"| [[File:pike_weapon_sprite.png]]
 
 
|rowspan="2"| 800
 
|rowspan="2"| 800
 
| Stab || Edge || 20 || 12000 || 1.0×
 
| Stab || Edge || 20 || 12000 || 1.0×
 
|rowspan="2"| Pike
 
|rowspan="2"| Pike
|rowspan="2"| [[Goblin]], [[Human]]
+
|rowspan="2"| Goblin, Human
 
|rowspan="2"| Multigrasp
 
|rowspan="2"| Multigrasp
 
|-
 
|-
Line 484: Line 339:
 
|- valign="top"
 
|- valign="top"
 
|rowspan="4"| [[Scimitar]]
 
|rowspan="4"| [[Scimitar]]
|rowspan="4"| [[File:scimitar_sprite.png]]
 
 
|rowspan="4"| 300
 
|rowspan="4"| 300
 
| Slash || Edge || 20000 || 4000 || 1.25×
 
| Slash || Edge || 20000 || 4000 || 1.25×
 
|rowspan="4"| Sword
 
|rowspan="4"| Sword
|rowspan="4"| [[Goblin]], [[Human]]
+
|rowspan="4"| Goblin, Human
 
|rowspan="4"| Single-grasp
 
|rowspan="4"| Single-grasp
 
|-
 
|-
Line 498: Line 352:
 
|- valign="top"
 
|- valign="top"
 
| [[Scourge]]
 
| [[Scourge]]
| [[File:scourge_sprite.png]]
 
 
| 300
 
| 300
 
| Lash || Edge || 10 || 50 || 2.0×
 
| Lash || Edge || 10 || 50 || 2.0×
 
| Whip
 
| Whip
| [[Goblin]]
+
| Goblin
 
| Single-grasp
 
| Single-grasp
 
|- valign="top"
 
|- valign="top"
 
| [[Whip]]
 
| [[Whip]]
| [[File:whip_sprite.png]]
 
 
| 100
 
| 100
 
| Lash || Blunt || 1 || (10) || 5.0×
 
| Lash || Blunt || 1 || (10) || 5.0×
 
| Whip
 
| Whip
| [[Goblin]], [[Human]]
+
| Goblin, Human
 
| Single-grasp
 
| Single-grasp
|- valign="top"
 
|rowspan="3"| Stone axe
 
|rowspan="3"|[[File:stone_axe_sprite.png]]
 
|rowspan="3"| 400
 
| Hack || Edge || 800 || 400 || 1.25×
 
|rowspan="3"| Axe
 
|rowspan="3"| Player in [[adventurer mode]]
 
|rowspan="3"| Single-grasp
 
|-
 
| Slap|| Blunt || 800|| 400 || 1.25×
 
|-
 
| Strike || Blunt || 20|| 400 || 1.0×
 
|- valign="top"
 
|rowspan="3"| Carving knife
 
|rowspan="3"|[[File:carving_knife_sprite.png]]
 
|rowspan="3"| 150
 
| Slash || Edge || 800 || 600 || 1.25×
 
|rowspan="3"| Dagger
 
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]
 
|rowspan="3"| Single-grasp
 
|-
 
| Stab || Edge || 4 || 800 || 1.0×
 
|-
 
| Strike|| Blunt || 15|| 400 || 1.0×
 
|- valign="top"
 
|rowspan="3"| Boning knife
 
|rowspan="3"|[[File:boning_knife_sprite.png]]
 
|rowspan="3"| 50
 
| Slash || Edge || 500 || 300 || 1.25×
 
|rowspan="3"| Dagger
 
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]
 
|rowspan="3"| Single-grasp
 
|-
 
| Stab || Edge || 2 || 400 || 1.0×
 
|-
 
| Strike|| Blunt || 10 || 200 || 1.0×
 
|- valign="top"
 
|rowspan="3"| Slicing knife
 
|rowspan="3"|[[File:slicing_knife_sprite.png]]
 
|rowspan="3"| 150
 
| Slash || Edge || 900 || 700|| 1.25×
 
|rowspan="3"| Dagger
 
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]
 
|rowspan="3"| Single-grasp
 
|-
 
| Stab || Edge || 3 || 900 || 1.0×
 
|-
 
| Strike|| Blunt || 15 || 400 || 1.0×
 
|- valign="top"
 
|rowspan="3"| Meat cleaver
 
|rowspan="3"|[[File:meat_cleaver_sprite.png]]
 
|rowspan="3"| 300
 
| Hack|| Edge || 800 || 400 || 1.25×
 
|rowspan="3"| Axe
 
|rowspan="3"| Non-warrior NPCs in [[adventurer mode]]
 
|rowspan="3"| Single-grasp
 
|-
 
| Clap || Blunt || 800 || 400 || 1.25×
 
|-
 
| Strike || Blunt || 20 || 400 || 1.0×
 
|- valign="top"
 
|rowspan="2"| Carving fork
 
|rowspan="2"| [[File:carving_fork_sprite.png]]
 
|rowspan="2"| 150
 
| Stab|| Edge || 1 || 100 || 1.25×
 
|rowspan="2"| Dagger
 
|rowspan="2"| Non-warrior NPCs in [[adventurer mode]]
 
|rowspan="2"| Single-grasp
 
|-
 
| Strike || Blunt || 15 || 400 || 1.0×
 
 
|}
 
|}
  
Line 587: Line 369:
 
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.
 
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the "base" weapon, and adding an adjective ("bulky", "large-headed", "branching", etc.) or renaming the weapon altogether ("blade", "curved sword"). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.
  
== Size ==
+
== Size==
  
 
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness.  Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}}  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough.  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.
 
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness.  Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}}  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough.  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.
  
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.
+
The following table shows approximately how many dwarves ''should be'' able to use each weapon one-or-two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.
 
 
Note that there are other factors (such as fat and muscle mass) affecting dwarf size, and e.g. [[DFHack]] {{k|Alt}}+{{k|I}} will take them into account, but (at least in adventure mode) only base height and broadness appear to determine weapon wieldability.
 
 
 
Additionally, even if a creature is large enough to wield a weapon with one hand/appendage, it is still possible to wield it with both/more through [[Wrestling#Bugs|wrestling]] by first lodging it into a target, then grabbing it with a free hand/appendage, and then pulling it free.
 
  
 
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.
 
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.
{| class="wikitable sortable" border="border"
+
{| class="wikitable" border="border"
 
|-
 
|-
 
! Type
 
! Type
Line 783: Line 561:
 
==Material==
 
==Material==
  
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.
+
Weapons and armor (with a few exceptions) can only be forged from weapon grade metal (Adamantine, Steel, Iron, Silver, Bronze, Bismuth bronze, Copper, and divine metal), wood, or bone. The exceptions include Obsidian short-swords and items created during a strange mood.
  
 
{{v0.31 material metal table head}}
 
{{v0.31 material metal table head}}
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}}
 
}}
  
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164
+
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native platinum]]|notes= Only available as Artifact Weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,<br />+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164
 
}}
 
}}
  
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}}
 
}}
  
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100
+
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100
 
}}
 
}}
  
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}}
 
}}
  
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113
+
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113
 
}}
 
}}
  
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113
+
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113
 
}}
 
}}
  
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113
+
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113
 
}}
 
}}
  
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*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:
 
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with a bit more force, very light weapons tend to have less penetration.  Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup>
+
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup>
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better for blunt weapons, but ''lower'' is better for armor. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
+
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.
 
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.
 
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the most important indicator of edged strength. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
+
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.
 
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.
  
*General Term Explanations (from Wikipedia)
+
*General Term Explanations (From Wikipedia)
 
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.
 
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.
 
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.
 
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.
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== Combat formulae ==
 
== Combat formulae ==
  
Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep a blade may go through layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go through layers.
+
Penetration is poorly understood, but most of the rest of combat is fairly well understood.
  
 
First, you need to calculate your weapon's momentum.
 
First, you need to calculate your weapon's momentum.
  
Melee Weapon Momentum:  M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) ))
+
Melee Weapon Momentum:  M = Skill * Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )
 
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )
 
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )
 
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5
 
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5
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* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material
 
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material
 
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material
 
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]]
+
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between
 
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)
 
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)
 
* '''w_quality''' is weapon [[quality]]  multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)
 
* '''w_quality''' is weapon [[quality]]  multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)
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where:
 
where:
 
* '''a_density''' is the armor material's density
 
* '''a_density''' is the armor material's density
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>). {{verify}}
+
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).
  
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better.  This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.
+
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better.  This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.
  
 
On success, the following test is applied:
 
On success, the following test is applied:
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* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).
 
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).
  
Note that the armor wants as high impact fracture as possible to make this test fail.  The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.
+
Note that the armor wants as high impact yield as possible to make this test fail.  The armor also wants low impact fracture, although the weapon's impact fracture does not matter, and high quality and high contact area.
  
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again.  On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer.  This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.
+
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again.  On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer.  This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.  
  
 
== Combat testing ==
 
== Combat testing ==
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and a distant second place respectively, with [[iron]] a slightly less distant third best material in the game, nearly matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).
+
In regards to edged weaponry: [[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).
  
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].
+
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].
  
Keep in mind with how unbelievably complicated this system is very little should be taken as word of law yet.  
+
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet.  
  
{| class="wikitable"
+
{| {{prettytable}}
|-
+
|- bgcolor="#999999"
 
!  
 
!  
 
! Best
 
! Best
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| Copper
 
| Copper
 
| Silver
 
| Silver
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.
+
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.
 
|-
 
|-
 
| Ammunition
 
| Ammunition
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===Analysis===
 
===Analysis===
 +
 
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets.  {{version|0.31.12}}.
 
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets.  {{version|0.31.12}}.
  
Line 1,011: Line 790:
  
 
==Bugs==
 
==Bugs==
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}
+
*Equipping weapons/armor on military is erratic{{Bug|535}}
 
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}
 
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}
*In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for [[dwarf|dwarves]], for [[elf|elves']] and [[kobold|kobolds']] [[armor]] (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palette.
 
*The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.
 
  
 
==See also==
 
==See also==
 
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril
 
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril
 +
  
 
{{Weapons}}
 
{{Weapons}}
 
{{Industry}}
 
{{Industry}}
 
{{Category|Weapons}}
 
{{Category|Weapons}}

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