| SITE ANNOUNCEMENTS: | |
|---|---|
| |
DF2010:Weapon
From Dwarf Fortress Wiki
| This article is about the current version of DF. |
"Weapon" can refer to either the manufactured weapons used by dwarves and other creatures for either combat or specific labors, or natural weapons like fists and breath attacks used for creature-specific methods of combat.
Contents |
[edit] 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 Fortress Mode.
[edit] 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 always work as they may re-equip. 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.
- 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 must be either imported by either traders or invaders, or acquired from strange moods.
- 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.
- Wooden versions of melee weapons are labeled as "training weapons" and are made at a carpenter's workshop. All training weapons have a blunt attack type, even if the weapon they are based on is typically edged.
- 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 firing ability, only melee damage. A dwarf's marksmanship skill is only affected by the core quality of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a legendary bowyer is a better choice than a proficient weaponsmith.
[edit] Weapons as tools
Hunters, Woodcutters and Miners 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.
[edit] Dwarf-manufactured weapons
| Type | Size | Attack Type | Skill Used | Metal | Wood | Bone | Stone |
|---|---|---|---|---|---|---|---|
| Battle Axe | 800 | Edge | Axe | Yes | Yes | No | No |
| Crossbow (Melee) | 400 | Blunt | Hammer | Yes | Yes | Yes | No |
| Mace | 800 | Blunt | Mace | Yes | No | No | No |
| Pick | 500 | Edge | Mining | Yes | No | No | No |
| Short Sword | 300 | Edge | Sword | Yes | Yes | No | Yes |
| Spear | 400 | Edge | Spear | Yes | Yes | No | No |
| War Hammer | 400 | Blunt | Hammer | Yes | No | No | No |
[edit] Foreign weapons
| Type | Size | Attack Type | Skill Used | Metal | Wood | Bone | Stone |
|---|---|---|---|---|---|---|---|
| 2H Sword | 900 | Edge | Sword | Yes | No | No | No |
| Blowgun (Melee) | 150 | Blunt | Sword | Yes | Yes | Yes | No |
| Bow (Melee) | 300 | Blunt | Sword | Yes | Yes | No | No |
| Flail | 500 | Blunt | Mace | Yes | No | No | No |
| Great Axe | 1300 | Edge | Axe | Yes | No | No | No |
| Halberd | 1200 | Edge | Axe | Yes | No | No | No |
| Large Dagger | 200 | Edge | Dagger | Yes | No | No | No |
| Long Sword | 700 | Edge | Sword | Yes | No | No | No |
| Maul | 1300 | Blunt | Hammer | Yes | No | No | No |
| Morningstar | 500 | Blunt | Mace | Yes | No | No | No |
| Pike | 800 | Edge | Pike | Yes | No | No | No |
| Scimitar | 300 | Edge | Sword | Yes | No | No | No |
| Scourge | 300 | Edge | Whip | Yes | No | No | No |
| Whip | 100 | Blunt | Whip | Yes | No | No | No |
[edit] Ammunition
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition stockpiles. Ammunition may also refer to the stones and ballista arrows fired from siege engines: For more information about these weapons, see the siege engine article.
[edit] 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 "EDGED" attack type.
[edit] Ammunition table
| Type | Size | Skill Used | Metal | Wood | Bone |
|---|---|---|---|---|---|
| Bolt (Crossbow) | 50 | Marksman | Yes | Yes | Yes |
| Arrow (Bow) | 50 | Bowman | Yes | Yes | No |
| Blowdart (Blowgun) | 10 | Blowgunner | Yes | Yes | Yes |
[edit] 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. A short description of natural weapons and damage considerations follows.
[edit] Types of natural weapons
[edit] Striking natural weapons
The basic natural weapons, every creature has an array of basic natural weapons. 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, scratching with the nails,and kicking.
[edit] Other natural weapons
The various syndrome delivery methods fall under this category, including breath weapons, poisonous blood, 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 breath attacks section of the syndrome page.
