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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, horns 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 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.
- 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 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.
- Training weapons are all wooden, and all made at the carpenter's workshop. All 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 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.
- The size for a weapon is it's volume in cm^3 (mL). The contact area represents the area of contact of the weapon. The penetration only matters for edges weapons and is how deep the weapon goes.
[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 | Attack Type | Contact Area | Penetration | Velocity | Skill Used | Metal | Wood | Bone | Obsidian |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Battle Axe | 800 | Hack | Edge | 40000 | 6000 | 1.25x | Axe | Yes | No | No | No |
| Flat slap | Blunt | 40000 | (6000) | 1.25x | |||||||
| Pommel strike | Blunt | 1000 | (1000) | 1x | |||||||
| Crossbow (Melee) | 400 | Bash | Blunt | 10000 | (4000) | 1.25x | Hammer | Yes | Yes | Yes | No |
| Mace | 800 | Bash | Blunt | 20 | (200) | 2.0x | Mace | Yes | No | No | No |
| Pick | 500 | Strike | Edge | 100 | 4000 | 2.0x | Mining | Yes | No | No | No |
| Short Sword | 300 | Slash | Edge | 20000 | 4000 | 1.25x | Sword | Yes | No | No | Yes |
| Stab | Edge | 50 | 2000 | 1.0x | |||||||
| Flat slap | Blunt | 20000 | (4000) | 1.25x | |||||||
| Pommel strike | Blunt | 1000 | (1000) | 1.0x | |||||||
| Spear | 400 | Stab | Edge | 20 | 10000 | 1.0x | Spear | Yes | No | No | No |
| Shaft bash | Blunt | 10000 | (6000) | 1.25x | |||||||
| War Hammer | 400 | Bash | Blunt | 10 | (200) | 2.0x | Hammer | Yes | No | No | No |
[edit] Training Weapons
All training weapons must be made of wood at the carpenter's workshop.
| Type | Size | Attack | Attack Type | Contact Area | Penetration | Velocity | Skill Used |
|---|---|---|---|---|---|---|---|
| Training Axe | 800 | Hack | Blunt | 30000 | (6000) | 1.25x | Axe |
| Flat slap | Blunt | 30000 | (6000) | 1.25x | |||
| Pommel strike | Blunt | 100 | (1000) | 1.0x | |||
| Training Sword | 300 | Slash | Blunt | 20000 | (4000) | 1.25x | Sword |
| Stab | Blunt | 50 | (2000) | 1.0x | |||
| Flat slap | Blunt | 20000 | (4000) | 1.25x | |||
| Pommel strike | Blunt | 100 | (1000) | 1.0x | |||
| Training Spear | 400 | Stab | Blunt | 200 | (10000) | 1.0x | Spear |
| Shaft bash | Blunt | 10000 | (6000) | 1.25x |
[edit] Foreign weapons
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a strange mood, out of any material. 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.
| Type | Size | Attack | Attack Type | Contact Area | Penetration | Velocity | Skill Used | Used by |
|---|---|---|---|---|---|---|---|---|
| 2H Sword | 900 | Slash | Edge | 100000 | 8000 | 1.25x | Sword | Goblin, Human |
| Stab | Edge | 50 | 4000 | 1.0x | ||||
| Flat slap | Blunt | 100000 | (8000) | 1.25x | ||||
| Pommel strike | Blunt | 100 | (1000) | 1.0x | ||||
| Blowgun (Melee) | 150 | Bash | Blunt | 10000 | (4000) | 1.25x | Sword | Subterranean animal peoples |
| Bow (Melee) | 300 | Bash | Blunt | 10000 | (4000) | 1.25x | Sword | Elf, Goblin, Human, Kobold |
| Flail | 500 | Bash | Blunt | 200 | (4000) | 2.5x | Mace | Goblin, Human |
| Great Axe | 1300 | Hack | Edge | 60000 | 8000 | 1.25x | Axe | Goblin, Human |
| Flat slap | Blunt | 60000 | (8000) | 1.25x | ||||
| Pommel strike | Blunt | 100 | (1000) | 1.0x | ||||
| Halberd | 1200 | Slash | Edge | 20000 | 8000 | 1.25x | Axe | Goblin, Human |
| Stab | Edge | 50 | 2000 | 1.0x | ||||
| Shaft bash | Blunt | 20000 | (6000) | 1.25x | ||||
| Dagger (Large) | 200 | Slash | Edge | 1000 | 800 | 1.25x | Dagger | Goblin, Kobold |
| Stab | Edge | 5 | 1000 | 1.0x | ||||
| Pommel strike | Blunt | 20 | (600) | 1.0x | ||||
| Long Sword | 700 | Slash | Edge | 60000 | 6000 | 1.25x | Sword | Elf, Goblin, Human |
| Stab | Edge | 50 | 3000 | 1.0x | ||||
| Flat slap | Blunt | 60000 | (6000) | 1.25x | ||||
| Pommel strike | Blunt | 100 | (1000) | 1.0x | ||||
| Maul | 1300 | Bash | Blunt | 100 | (6000) | 2.0x | Hammer | Goblin, Human |
| Morningstar | 500 | Bash | Edge | 10 | 500 | 2.0x | Mace | Goblin, Human |
| Pommel strike | Blunt | 50 | (1000) | 1.0x | ||||
| Pike | 800 | Stab | Edge | 20 | 12000 | 1.0x | Pike | Goblin, Human |
| Shaft bash | Blunt | 10000 | (6000) | 1.25x | ||||
| Scimitar | 300 | Slash | Edge | 20000 | 4000 | 1.25x | Sword | Goblin, Human |
| Stab | Edge | 50 | 2000 | 1.0x | ||||
| Flat slap | Blunt | 20000 | (4000) | 1.25x | ||||
| Pommel strike | Blunt | 50 | (1000) | 1.0x | ||||
| Scourge | 300 | Lash | Edge | 10 | 50 | 2.0x | Whip | Goblin |
| Whip | 100 | Lash | Blunt | 1 | (10) | 5.0x | Whip | Goblin, Human |
[edit] Arena Testing
Testing of weapons (15 dwarfs vs 15 dwarfs combats) shows, that in v0.31.12 best dwarven-made weapon against humanoids is silver war hammer. Even in match 15x(steel armor+silver war hammer) VS 15x(adamantine armor+adamantine battle axe) hammerdwarves was a winner with less than 50% casualties(most of it is one-strike kills). But in battles against megabeasts 6 silver hammerdwarves was barely able to scratch bronze collossus(attacks was glancing away) due to bronze being 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).
[edit] Ammunition
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition stockpiles, sometimes in quivers. 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 "EDGE" attack type.
[edit] Ammunition table
| Type | Size | Contact Area | Penetration | Skill Used | Craftable | Used by |
|---|---|---|---|---|---|---|
| Bolt (Crossbow) | 150 | 2 | 2000 | Crossbowman | Yes (metal, wood, bone) | Dwarf, Goblin, Human |
| Arrow (Bow) | 150 | 2 | 2000 | Bowman | No | Elf, Goblin, Human, Kobold |
| Blowdart (Blowgun) | 20 | 1 | 50 | Blowgunner | No |
[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. (Even if one mods the attacks out, the creature will push as an attack.) A short description of natural weapons and damage considerations follows.
[edit] Types of natural weapons
[edit] 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.
[edit] 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 breath attacks section of the syndrome page.
