猎人狩猎时能获得标靶矮人技能，但樵夫砍树并不能获得矮人斧手技能。矿工在采矿时能获得采矿技能，这个技能本身并不是军事技能，但在用鸭嘴锄战斗时会被当作武器技能。用武器工作的矮人不会把同一把武器当作军事武器来用，而是会丢下手中用作工具的武器，去捡另一把武器加入战斗。BUG #1451 矮人一次只能携带一把作为工具的武器：例如，兼任樵夫与猎人的矮人每次都要先丢下战斧，再捡起十字弩，然后才能开始狩猎。
This includes most wild 动物s, siege-mounts, thieves, kobolds, etc. Leather/bone armor helps against animal attacks, not against metal weapons.
It may also include some semi-megabeasts and 巨兽s, depending on specifics.
- recommended weapon: any spear 4
- other choices: any sharp weapon
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Other sharp weapons can easily remove head or limbs, which also stuns the target, which then allows that quick killing blow we are looking for - one two, one two. 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! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice. (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 archive total pulping blow 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.
Usually showing up only during a siege or ambush. 品质 has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.
- recommended weapon: steel sword 2
- other choices: steel pick, 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 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 almost 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 iron or worse 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.
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate 3
- recommended weapon: any mace (silver or steel slightly preferable), iron axe 5
- other choices: any warhammer
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job. Silver and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.
However, often the undead are too big for maces or hammers to do much damage or too numerous to rely on slow but final approach - in which case, iron axes do best in creating minimal body parts while still mangling fairly often and successfully downsizing them. Cutting off the head, neck or lower body will always kill, after all.
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too (though not so for iron axes).
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.
This category consists of the rare "not like anything else" creature, the type you get when you breach the 洞窟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 "don't feel pain" tag, including 泰坦s, 遗忘猛兽s, 青铜巨像es, Iron man, and 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. 青铜巨像), 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.
Now, all that said, overall, if you had to choose one "least worst" weapon, it would probably have to be... the steel axe. It has no true counters5, no enemy it cannot ever defeat - while spear falls to iron men and mace/hammer 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 colossi and big beasts.
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.
From here down, there are tables of values pulled from the game code, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.
Insert obligatory "math warning" here.
|Type||Size||Attack||Attack type||Contact Area||Penetration||Velocity||Skill Used||Hands
Note that although the 鹤嘴锄 is a foreign weapon, it can be produced by dwarves and is therefore considered native.BUG #680
- 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. If you cancel the work by v-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 铁 weapon can defeat a grand master 摔跤手, 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 cm3.
- 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).
- Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a 武器匠 at a forge, while wood and bone crossbows are made by a 弩匠 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.
- 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.
All training weapons must be made of 木材 at the carpenter's workshop.
|Type||Size||Attack||Attack type||Contact Area||Penetration||Velocity||Skill Used|
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, 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.
|Type||Size||Attack||Attack type||Contact Area||Penetration||Velocity||Skill Used||Used by||Hands Used|
|2H Sword||900||Slash||Edge||100000||8000||1.25×||Sword||哥布林, 人类||Multi-grasp|
|吹管 (Melee)||150||Bash||Blunt||10000||(4000)||1.25×||Sword||Subterranean animal people||Single-grasp?|
|弓 (Melee)||300||Bash||Blunt||10000||(4000)||1.25×||Sword||精灵, 哥布林, 人类, Kobold||Single-grasp?|
|Great Axe||1300||Hack||Edge||60000||8000||1.25×||Axe||哥布林, 人类||Multi-grasp|
|刺剑 (Large)||200||Slash||Edge||1000||800||1.25×||Dagger||哥布林, Kobold||Single-grasp|
|Long Sword||700||Slash||Edge||60000||6000||1.25×||Sword||精灵, 哥布林, 人类||Single-grasp|
|Stone axe||400||Hack||Edge||800||400||1.25x||Axe||Player in adventurer mode||Single-grasp|
|Carving knife||150||Slash||Edge||800||600||1.25x||Dagger||Non-warrior NPCs in adventurer mode||Single-grasp|
|Boning knife||50||Slash||Edge||500||300||1.25x||Dagger||Non-warrior NPCs in adventurer mode||Single-grasp|
|Slicing knife||150||Slash||Edge||900||700||1.25x||Dagger||Non-warrior NPCs in adventurer mode||Single-grasp|
|Meat cleaver||300||Hack||Edge||800||400||1.25x||Axe||Non-warrior NPCs in adventurer mode||Single-grasp|
|Carving fork||150||Stab||Edge||1||100||1.25x||Dagger||Non-warrior NPCs in adventurer mode||Single-grasp|
Some rare entities have their own 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 moods 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.
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 this forum post.
The following table shows approximately how many dwarves should be able to use each weapon one- or two-handed (see 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.
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.
|Battle Axe||42500||47500||1/49 (0)||10/49 (11/49)||38/49|
|鹤嘴锄||42500||47500||1/49 (0)||10/49 (11/49)||38/49|
|Training Axe||42500||47500||1/49 (0)||10/49 (11/49)||38/49|
|Training Spear||42500||47500||1/49 (0)||10/49 (11/49)||38/49|
|2H Sword||62500||77500||32/49 (ALL)||14/49 (0)||3/49 (0)|
|连枷||42500||47500||1/49 (0)||10/49 (11/49)||38/49|
|Great Axe||62500||77500||32/49 (ALL)||14/49 (0)||3/49 (0)|
|斧枪||62500||77500||32/49 (ALL)||14/49 (0)||3/49 (0)|
|Long Sword||52500||57500||11/49 (0)||7/49 (18/49)||31/49|
|大槌||62500||77500||32/49 (ALL)||14/49 (0)||3/49 (0)|
|Pike||62500||77500||32/49 (ALL)||14/49 (0)||3/49 (0)|
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.
||40||21.4||350||700||152||100||200||164||Only available as artifact weapons.|
||1||0.50||200||200||100||115||130||100||Only available as artifact weapons.|
||1||0.50||10||10||50000||25||25||50000||Material data added for comparison.|
||3||2.67||1000||1000||2222||35||35||114||Only available for Short Swords.|
||10||2.6||1000||1000||2222||33||33||113||Only available as trap components.|
||5||2.6||1000||1000||2222||33||33||113||Only available as trap components.|
||2||2.6||1000||1000||2222||33||33||113||Only available as trap components.|
- 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/cm3, which is the raw value divided by 103
- Impact yield: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
- Impact fracture: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
- 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 103 (i.e., kPa).
- Shear fracture: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
- 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)
- 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
- 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 Strain at yield is the amount of deformation (bending) that occurs at the yield point.
Yield strength combined with strain at yield 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, while lower strain at yield means that it will deform less when stress is applied.
Combat formulae 战斗公式
Penetration is poorly understood, but most of the rest of combat is fairly well understood.
First, you need to calculate your weapon's momentum.
Melee Weapon Momentum: M = Skill * Size * Str * Vel / (106 * (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
- Attacking a prone opponent in melee doubles momentum.
近战武器动量： M = Skill * Size * Str * Vel / (106 * (1 + i_Size/(w_density*w_size) )
- 矮人近战动量： M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )
Ranged Weapon Momentum: M = (w_density*w_size)/105 * min(105*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)
- Bow and Crossbow Momentum: M = (w_density*150)/105 * min(105/(w_density*3), 20)
- If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03
- If 20 is larger because the ammunition is density 1667 or larger, M = 50
- Blowgun Momentum: M = (w_density*20)/105 * min(105/(w_density*4), 100)
- If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02
- If 100 is larger because the ammunition is density 251 or more, M = 5
远程武器动量： M = (w_density*w_size)/105 * min(105*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)
- 弓和十字弩的动量: M = (w_density*150)/105 * min(105/(w_density*3), 20)
- 如果由于发射物的密度小于等于1666而导致20更小的话，M = w_density*3/100 = w_density*0.03
- 如果由于发射物的密度大于等于1667而导致20更大的话，M = 50
- 吹管动量: M = (w_density*20)/105 * min(105/(w_density*4), 100)
- 如果由于发射物的密度小于等于250而导致100更小的话, M = w_density/50 = w_density*0.02
- 如果由于发射物的密度大于等于251而导致100更大的话, M = 5
- M is the momentum.
- Skill is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.
- Str is the creature's strength (e.g. 1250 for the average dwarf)
- Vel is the weapon's velocity modifier if present (e.g. 1.25x, 2x)
- Size is the average creature size (e.g. 60000 for dwarves)
- i_Size is the specific creature's size
- Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.
- F is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025
- w_density is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons
- w_size is the weapon's size for melee weapons, or the ammunition's size for ranged weapons
- SHOOT_FORCE is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.
- SHOOT_MAXVEL is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.
- M 是动量
- Skill 是基于技能等级逐渐上升的乘数，从基础的1x到泰斗级的2x。
- Str 是生物的力量（例如，矮人的平均值为1250）
- Vel 是武器的速度乘数（例如，1.25x，2x）
- Size 是生物平均尺寸（例如，矮人的平均尺寸为60000）
- i_Size 是使用武器的生物的尺寸
- F 是“肥胖修正”（也包括肌肉） = i_Size/Size; 对于尺寸为66150的矮人，有 F=66150/60000=1.1025
- w_density 对近战武器来说是武器材料密度，对远程武器来说是发射物的密度
- w_size 对近战武器来说是武器的尺寸，对远程武器来说是发射物的尺寸
- SHOOT_FORCE 是远程武器的 SHOOT_FORCE 常量，用来决定它的最大动量
- SHOOT_MAXVEL 是远程武器的 SHOOT_MAXVEL 常量，用来决定它的最大速度，其中发射物动量 = 发射物质量 * 发射物速度。
An edged weapon undergoes the following comparison:
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),
- aSY is the armor's SHEAR_YIELD, which is based on its material
- wSY is the weapon's SHEAR_YIELD, 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
- A is attack contact area, typically between
- Sha is weapon material sharpness multiplier (1x for most metals, 1.2x for 神圣金属, 1.5x for 玻璃, 2x for 黑曜石, 10x for 精金 and 0.1x for all other materials)
- w_quality is weapon 品质 multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)
- a_quality is armor 品质 multiplier
- aSY 是盔甲的 SHEAR_YIELD, 基于制作它的材料
- wSY 是武器的 SHEAR_YIELD, 基于制作它的材料
- aSF 是盔甲的 SHEAR_FRACTURE, 基于制作它的材料
- wSF 是武器的 SHEAR_FRACTURE, 基于制作它的材料
- A 是攻击 接触面积，取武器接触面积和盔甲/层接触面积的最小值。 
- Sha 是武器材料的 锐利程度 乘数 （对大部分金属来说是1x，神圣金属是1.2x，玻璃是1.5x，黑曜石是2x，精金是10x，其他材料是0.1x）
- w_quality 是武器 品质 乘数（普通品质为1x，做工精巧为1.4x，杰作为2x，等等）
- a_quality 是盔甲 品质 乘数
Expressed in the above terms,
- 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)
- 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)
- 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) >= aSY/wSY + (A+1)*aSF/wSF
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield. In both cases, higher is better on both weapons and armor, as is quality. Sharpness only matters to the weapon, and smaller contact area is better for the attacker.
If the test is passed, 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 test is failed, the attack becomes blunt for this layer.
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:
2 * w_size * wIY > A * a_density
- a_density is the armor material's density
- wIY is the weapon's impact yield in MPa (i.e. raw value divided by 106).
- a_density 是盔甲材料密度
- wIY 是武器的冲击屈服，单位为MPa （即原始值除以106）
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:
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,
- aIF is the armor's impact fracture in MPa (i.e. raw value divided by 106)
- aIY is the armor's impact yield in MPa (i.e. raw value divided by 106).
- aIF 是盔甲的冲击断裂，单位为MPa （即原始值除以106）
- aIY 是盔甲的冲击屈服，单位为MPa （即原始值除以106）
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.
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.
In regards to edged weaponry: 精金 and 钢 take first and second place respectively, with 铁 the third best material in the game, matched by the 青铜s. Beyond that is 铜, the second worst material, and 银 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: .
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet.
|Armor||Adamantine||Steel||Iron||Bronze, Bismuth Bronze||Copper|
|Edged Weapons||Adamantine||Steel||Iron||Bronze, Bismuth Bronze||Copper||Silver||For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.|
|Ammunition||Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver||Adamantine||Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.|
|Blunt Weapons||Platinum, Slade||Steel, Silver||Copper, Bismuth Bronze, Bronze, Iron||Adamantine||All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as 神器 weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of featherwood or cork.|
Cross referencing 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.
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. v0.31.12.
Even in 15×(steel armor+silver war hammer) versus 15×(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 青铜巨像 (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 金 and 铂 (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).
For more on ranged ammunition see the forum thread Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors.
More arena tests are available in the Military testing article.
- 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
- '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
- Shinziril on weapons and armor by Shinziril
|吹管（吹箭） • 弓（弓箭） • 十字弩（弩矢）|
|钝器||连枷 • 钉头锤 • 大槌 • 训练武器 • 战锤 • 长鞭|
|另请参见：攻击类型 • 战斗 • 战斗技能|
|第一产业||养蜂业 • 农业 • 渔业 • 采集业 • 屠宰业 • 养禽业 • 采石业 • 林业|
|第二产业||酿酒业 • 制甲业 • 铸剑业 • 陶瓷业 • 精炼业 • 制成品业 • 燃料业 • 家私业 • 珠宝业 • 玻璃业 • 冶金业 • 造纸业 • 制皂业 • 纺织业|
|第三产业||军队 • 医疗 • 管理 • 贸易|