v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Weapon

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Exceptional|00:05, 23 November 2010 (UTC)}}{{av}}{{Buggy}}
+
{{av}}
 +
{{elven}}
  
"Weapon" can refer to either the manufactured weapons used by dwarves and other creatures for either [[combat]] or specific [[labor]]s, or natural weapons like fists, horns and [[syndrome|breath attacks]] used for creature-specific methods of combat.
+
Weapons are used by military dwarves and certain other humanoids in {{l|combat}}.
  
<!-- Do we really need to use top-level headings? -->
+
Hunters, Woodcutters and Miners also use weapons for their work and if need be will also fight using them. Hunters seem to be limited to crossbows while miners and woodcutters use picks and axes respectively.
=Manufactured weapons=
 
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in [[Dwarf fortress mode|Fortress Mode]]. For notes on how to create weapons see [[Metalsmith's forge]].
 
  
==Notes about manufactured weapons==
+
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 v-i screen. This does not work always, they may re-equip. Another option is to remove any weapons and shields listed on their military equip screen. This too does not work always. At least "left-handedness" seems to not pose a problem.
*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 with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.
 
*Weapons and ammunition with the "foreign" attribute (item being rarer than Common in the entity file) must be either imported by either [[trade]]rs or [[invader]]s, or acquired from [[strange mood]]s.
 
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a [[bone]] spear, for example, a fey [[bone carver]] may produce one from a single [[rainbow trout]] bone.
 
*Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. <s>All</s> Battle axe, Spear, and Short Sword training weapons can be constructed in dwarf fortress mode.
 
*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.  
 
  
*The size for a weapon is its volume in cm<sup>3</sup>.
+
Using weapons is much more effective than unarmed combat- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided he wears no armor.
*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). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.
 
*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).
 
  
===Weapons as tools===
+
There are many different types of weapons;
[[hunter|Hunters]], [[wood cutter|Woodcutters]] and [[miner|Miners]] use weapons for their [[labor|work]] and if need be will also [[combat|fight]] using them. Hunters seem to be limited to [[crossbow|crossbows]] while miners and woodcutters use [[pick|picks]] and [[battle axe|axes]] respectively.
 
  
==Dwarf-manufactured weapons==
+
{| class="wikitable"
 
+
|-
{| class="wikitable" border="border"
 
 
! Type
 
! Type
 
! Size
 
! Size
! Attack
+
! Attack Type*
! [[Attack type]]
 
! Contact Area
 
! Penetration
 
! Velocity
 
! Skill Used
 
! Hands Used
 
! [[Weaponsmith|Metal]]
 
! [[Bowyer|Wood]]
 
! [[Bowyer|Bone]]
 
! [[Stone crafter|Obsidian]]
 
|- valign="top"
 
|rowspan="3"| Battle Axe
 
|rowspan="3"| 800
 
| Hack || Edge || 40000 || 6000 || 1.25x
 
|rowspan="3"| Axe
 
|rowspan="3"| Multigrasp?
 
|rowspan="3"| Yes
 
|rowspan="3"| No
 
|rowspan="3"| No
 
|rowspan="3"| No
 
|-
 
| Flat slap || Blunt || 40000 || (6000) || 1.25x
 
|-
 
| Pommel strike || Blunt || 100 || (1000) || 1x
 
 
|-
 
|-
| Crossbow (Melee)
+
| 2H Sword
| 400
+
| 900
| Bash || Blunt || 10000 || (4000) || 1.25x
+
| Edge
| Hammer
 
| Singlegrasp?
 
| Yes
 
| Yes
 
| Yes
 
| No
 
 
|-
 
|-
| Mace
+
| Battle Axe
 
| 800
 
| 800
| Bash || Blunt || 20 || (200) || 2.0x
+
| Edge
| Mace
 
| Singlegrasp
 
| Yes
 
| No
 
| No
 
| No
 
 
|-
 
|-
| Pick
+
| Blowgun
| 500
+
| 150
| Strike || Edge || 100 || 4000 || 2.0x
+
| Blunt**
| Mining
 
| Singlegrasp
 
| Yes
 
| No
 
| No
 
| No
 
|- valign="top"
 
|rowspan="4"| Short Sword
 
|rowspan="4"| 300
 
| Slash || Edge || 20000 || 4000 || 1.25x
 
|rowspan="4"| Sword
 
|rowspan="4"| Singlegrasp
 
|rowspan="4"| Yes
 
|rowspan="4"| No
 
|rowspan="4"| No
 
|rowspan="4"| Yes
 
 
|-
 
|-
| Stab || Edge || 50 || 2000 || 1.0x
+
| Bow
|-
+
| 300
| Flat slap || Blunt || 20000 || (4000) || 1.25x
+
| Blunt**
|-
 
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|rowspan="2"| Spear
 
|rowspan="2"| 400
 
| Stab || Edge || 20 || 10000 || 1.0x
 
|rowspan="2"| Spear
 
|rowspan="2"| Singlegrasp
 
|rowspan="2"| Yes
 
|rowspan="2"| No
 
|rowspan="2"| No
 
|rowspan="2"| No
 
|-
 
| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
 
|-
 
|-
| War Hammer
+
| Crossbow
 
| 400
 
| 400
| Bash || Blunt || 10 || (200) || 2.0x
+
| Blunt**
| Hammer
 
| Singlegrasp
 
| Yes
 
| No
 
| No
 
| No
 
|}
 
 
 
==Training Weapons==
 
 
 
All training weapons must be made of [[Wood|wood]] at the [[Carpenter's workshop|carpenter's workshop]].
 
 
 
{| class="wikitable" border="border"
 
|-
 
! Type
 
! Size
 
! Attack
 
! [[Attack type]]
 
! Contact Area
 
! Penetration
 
! Velocity
 
! Skill Used
 
|- valign="top"
 
|rowspan="3"| Training Axe
 
|rowspan="3"| 800
 
| Hack || Blunt || 30000 || (6000) || 1.25x
 
|rowspan="3"| Axe
 
|-
 
| Flat slap || Blunt || 30000 || (6000) || 1.25x
 
 
|-
 
|-
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|rowspan="4"| Training Sword
 
|rowspan="4"| 300
 
| Slash || Blunt || 20000 || (4000) || 1.25x
 
|rowspan="4"| Sword
 
|-
 
| Stab || Blunt || 50 || (2000) || 1.0x
 
|-
 
| Flat slap || Blunt || 20000 || (4000) || 1.25x
 
|-
 
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
|rowspan="2"| Training Spear
 
|rowspan="2"| 400
 
| Stab || Blunt || 200 || (10000) || 1.0x
 
|rowspan="2"| Spear
 
|-
 
| Shaft bash || Blunt || 10000 || (6000) || 1.25x
 
|}
 
 
==Foreign weapons==
 
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a [[Strange mood|strange mood]], out of any material. They may also be acquired from other races through trade or looting. [[Elf|Elves]] construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the ''Used by'' column is in no way all the weapons that race can make.
 
 
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit.
 
 
{| class="wikitable" border="border"
 
|-
 
! Type
 
! Size
 
! Attack
 
! [[Attack type]]
 
! Contact Area
 
! Penetration
 
! Velocity
 
! Skill Used
 
! Used by
 
! Hands Used
 
|- valign="top"
 
|rowspan="4"| 2H Sword
 
|rowspan="4"| 900
 
| Slash || Edge || 100000 || 8000 || 1.25x
 
|rowspan="4"| Sword
 
|rowspan="4"| [[Goblin]], [[Human]]
 
|rowspan="4"| Multigrasp
 
|-
 
| Stab || Edge || 50 || 4000 || 1.0x
 
|-
 
| Flat slap || Blunt || 100000 || (8000) || 1.25x
 
|-
 
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
| Blowgun (Melee)
 
| 150
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Sword
 
| Subterranean animal peoples
 
| Singlegrasp?
 
|- valign="top"
 
| Bow (Melee)
 
| 300
 
| Bash || Blunt || 10000 || (4000) || 1.25x
 
| Sword
 
| [[Elf]], Goblin, Human, [[Kobold]]
 
| Singlegrasp?
 
|- valign="top"
 
 
| Flail
 
| Flail
 
| 500
 
| 500
| Bash || Blunt || 200 || (4000) || 2.5x
+
| Blunt
| Mace
 
| Goblin, Human
 
| Singlegrasp
 
|- valign="top"
 
|rowspan="3"| Great Axe
 
|rowspan="3"| 1300
 
| Hack || Edge || 60000 || 8000 || 1.25x
 
|rowspan="3"| Axe
 
|rowspan="3"| Goblin, Human
 
|rowspan="3"| Multigrasp
 
 
|-
 
|-
| Flat slap || Blunt || 60000 || (8000) || 1.25x
+
| Great Axe
 +
| 1300
 +
| Edge
 
|-
 
|-
| Pommel strike || Blunt || 100 || (1000) || 1.0x
+
| Halberd
|- valign="top"
+
| 1200
|rowspan="3"| Halberd
+
| Edge
|rowspan="3"| 1200
 
| Slash || Edge || 20000 || 8000 || 1.25x
 
|rowspan="3"| Axe
 
|rowspan="3"| Goblin, Human
 
|rowspan="3"| Multigrasp
 
 
|-
 
|-
| Stab || Edge || 50 || 2000 || 1.0x
+
| Large Dagger
 +
| 200
 +
| Edge
 
|-
 
|-
| Shaft bash || Blunt || 20000 || (6000) || 1.25x
+
| Long Sword
|- valign="top"
+
| 700
|rowspan="3"| Dagger (Large)
+
| Edge
|rowspan="3"| 200
 
| Slash || Edge || 1000 || 800 || 1.25x
 
|rowspan="3"| Dagger
 
|rowspan="3"| Goblin, Kobold
 
|rowspan="3"| Singlegrasp
 
 
|-
 
|-
| Stab || Edge || 5 || 1000 || 1.0x
+
| Mace
|-
+
| 400
| Pommel strike || Blunt || 20 || (600) || 1.0x
+
| Blunt
|- valign="top"
 
|rowspan="4"| Long Sword
 
|rowspan="4"| 700
 
| Slash || Edge || 60000 || 6000 || 1.25x
 
|rowspan="4"| Sword
 
|rowspan="4"| Elf, Goblin, Human
 
|rowspan="4"| Singlegrasp
 
|-
 
| Stab || Edge || 50 || 3000 || 1.0x
 
|-
 
| Flat slap || Blunt || 60000 || (6000) || 1.25x
 
 
|-
 
|-
| Pommel strike || Blunt || 100 || (1000) || 1.0x
 
|- valign="top"
 
 
| Maul
 
| Maul
 
| 1300
 
| 1300
| Bash || Blunt || 100 || (6000) || 2.0x
+
| Blunt
| Hammer
 
| Goblin, Human
 
| Multigrasp
 
|- valign="top"
 
|rowspan="2"| Morningstar
 
|rowspan="2"| 500
 
| Bash || Edge || 10 || 500 || 2.0x
 
|rowspan="2"| Mace
 
|rowspan="2"| Goblin, Human
 
|rowspan="2"| Singlegrasp
 
 
|-
 
|-
| Pommel strike || Blunt || 50 || (1000) || 1.0x
+
| Morningstar
|- valign="top"
+
| 500
|rowspan="2"| Pike
+
| Edge
|rowspan="2"| 800
 
| Stab || Edge || 20 || 12000 || 1.0x
 
|rowspan="2"| Pike
 
|rowspan="2"| Goblin, Human
 
|rowspan="2"| Multigrasp
 
 
|-
 
|-
| Shaft bash || Blunt || 10000 || (6000) || 1.25x
+
| Pick
|- valign="top"
+
| 500
|rowspan="4"| Scimitar
+
| Edge
|rowspan="4"| 300
 
| Slash || Edge || 20000 || 4000 || 1.25x
 
|rowspan="4"| Sword
 
|rowspan="4"| Goblin, Human
 
|rowspan="4"| Singlegrasp
 
 
|-
 
|-
| Stab || Edge || 50 || 2000 || 1.0x
+
| Pike
 +
| 800
 +
| Edge
 
|-
 
|-
| Flat slap || Blunt || 20000 || (4000) || 1.25x
+
| Scimitar
 +
| 300
 +
| Edge
 
|-
 
|-
| Pommel strike || Blunt || 50 || (1000) || 1.0x
 
|- valign="top"
 
 
| Scourge
 
| Scourge
 
| 300
 
| 300
| Lash || Edge || 10 || 50 || 2.0x
+
| Edge
| Whip
 
| Goblin
 
| Singlegrasp
 
|- valign="top"
 
| Whip
 
| 100
 
| Lash || Blunt || 1 || (10) || 5.0x
 
| Whip
 
| Goblin, Human
 
| Singlegrasp
 
|}
 
 
 
==Quality Level==
 
Weapons have a to-hit bonus based on quality, however there is no bonus for any quality level under masterwork.
 
{{v0.31:Item quality/Table}}
 
 
 
==Weapon Material Quality==
 
 
 
{{v0.31 material metal table head}}
 
 
 
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes= <br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0
 
}}
 
 
 
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215
 
}}
 
 
 
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156
 
}}
 
 
 
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156
 
}}
 
 
 
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189
 
}}
 
 
 
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145
 
}}
 
 
 
 
 
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333
 
}}
 
 
 
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |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=Wood|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000
 
}}
 
 
 
{{v0.31 material metal table row|name=Shell|color={{Tile|/|7:1}}<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
 
}}
 
 
 
|}
 
*''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 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. 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''': 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 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''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.
 
 
 
*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.
 
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.
 
 
 
 
 
:'''Stress''' - Force per area = F/A
 
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus
 
 
 
So...
 
:Explanations!
 
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)
 
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material
 
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point
 
:Implications to Dwarf Fortress Combat
 
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)
 
::Higher yield means that it takes more stress to deform
 
::Lower elasticity means that it will deform less when stress is applied
 
 
 
'''Preliminary Combat Testing & Analysis'''
 
 
 
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry.
 
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 nothing should be taken as word of law yet.
 
 
 
{| {{prettytable}}
 
|- bgcolor="#999999"
 
!
 
! Best
 
! Better
 
! Good
 
! Fair
 
! Poor
 
! Terrible
 
! Notes
 
 
 
 
|-
 
|-
| Armor
+
| Short Sword
| Adamantine
+
| 300
| Steel
+
| Edge
| Iron
 
| Bronze, Bismuth Bronze
 
| Copper
 
|
 
|
 
 
 
 
|-
 
|-
| Edged Weapons
+
| Spear
| Adamantine  <p>(worst for missiles)
+
| 400
| Steel
+
| Edge
| Iron
 
| Bronze, Bismuth Bronze
 
| Copper
 
| Silver
 
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.
 
 
|-
 
|-
| Blunt Weapons
+
| War Hammer
| Steel, Silver
+
| 400
| Copper, Bismuth Bronze, Bronze, Iron
+
| Blunt
| ---
 
| ---
 
| ---
 
| Adamantine
 
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.
 
 
 
|}
 
 
 
Cross refrencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.
 
 
 
 
 
==Arena Testing==
 
 
 
Testing of weapons (15 dwarves vs 15 dwarves combats) shows that, in v0.31.12, the best dwarven-made weapon against humanoids is the [[silver]] war hammer.
 
Even in 15x(steel armor+silver war hammer) versus 15x(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted - axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.
 
 
 
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).
 
 
 
More arena tests are available in the [[Main:Military testing|Military testing]] article.
 
 
 
==Ammunition==
 
 
 
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition [[stockpile]]s, sometimes in quivers. Ammunition may also refer to the [[stone]]s and [[ballista]] arrows fired from siege engines: For more information about these weapons, see the [[siege engine]] article.
 
 
 
===Notes about ammunition===
 
 
 
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress.
 
 
 
*All ammunition has the "EDGE" attack type.
 
 
 
===Ammunition table===
 
 
 
{| class="wikitable" border="border"
 
 
|-
 
|-
! Type
+
| Whip
! Size
+
| 100
! Contact Area
+
| Blunt
! Penetration
 
! Skill Used
 
! Craftable
 
! Used by
 
|-
 
| Bolt (Crossbow)
 
| 150
 
| 2
 
| 2000
 
| Crossbowman
 
| Yes ([[Weaponsmith|metal]], [[Wood crafter|wood]], [[Bone carver|bone]])
 
| [[Dwarf]], [[Goblin]], [[Human]]
 
|-
 
| Arrow (Bow)
 
| 150
 
| 2
 
| 2000
 
| Bowman
 
| No
 
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]
 
|-
 
| Blowdart (Blowgun)
 
| 20
 
| 1
 
| 50
 
| Blowgunner
 
| No
 
|  
 
 
|}
 
|}
 
+
:<nowiki>*</nowiki>Most edge weapons (and others) have a secondary, albeit less common attack, such as with a sword striking with the pommel (bash).
==Weapon-Dwarf Relationships==
+
:<nowiki>**</nowiki> Weapons melee attack only. Ammunition uses edge.
Dwarves can become attached to a weapon, even a low quality weapon, which can make it difficult or impossible to get them to upgrade later. 
+
There are also three training weapons, a wooden sword, axe, and spear. Each is designed for use in sparring.
 
 
In addition, the game tracks kills not only by entity but also by weapon.  A weapon that has racked up enough kills might be named by its wielder.  When this happens the game will pause and bring up a dialog box, similar to discovering a new cavern.  Once named, the weapon will appear in the artifact list, albeit in blue.
 
 
 
=Natural weapons=
 
 
 
Natural weapons are incredibly varied, but may be divided into a few basic types. Every creature in the game has natural weapons of one sort or another. (Even if one mods the attacks out, the creature will '''push''' as an attack.) A short description of natural weapons and damage considerations follows.
 
 
 
==Types of natural weapons==
 
 
 
===Striking natural weapons===
 
Every creature has basic natural weapons, most commonly biting and kicking. Damage done by these weapons depends greatly on the respective size of the combatants and the strength and striking/kicking/biting skill of the attacker.
 
 
 
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', goring with the '''horns''', scratching with the '''nails''', and '''kicking'''.
 
 
 
===Other natural weapons===
 
The various [[syndrome]] delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the [[syndrome]] page. For specific information on breath weapons, see the [[Syndrome#Breath_attacks|breath attacks]] section of the syndrome page.
 
 
 
==Bugs==
 
* Equipping weapons/armor on military is erratic{{Bug|535}}
 
 
 
==See also==
 
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril
 
 
 
{{Category|Weapons}}
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: