武器
- 本页所讨论的仅包括人造武器。关于天生武器,请参见天生武器。
本页面所称的武器(Weapon),指任何专门用来在战斗中向对手挥舞的物品。在要塞模式,武器可用一块金属条锭*在锻造间打造(包括所有金属武器,连同金属弩,以及25支一组的箭矢),可用一根木头或骨头在弩匠工坊制作(木制和骨制弩,以及25支一组的木箭,5支一组的骨箭),也可用一块黑曜石加一根木头在手艺工坊制作(仅包括黑曜石短剑*)。
- (*大多数非木制武器不需要所谓的“木制把手”,仅有的例外是黑曜石制作的短剑。所有金属武器,包括金属短剑,在生产中不需要任何木料。)
基本信息
自产武器与异族武器
在要塞模式,武器可分为两类:你能生产的武器,和你不能生产的武器。在锻造间,武器匠能锻造七种自产武器。另外,也有十四种异族武器,能从外敌士兵手中缴获,也能从商队处购得。(需注意,由于一些漏洞,有几种异族武器在矮人手中实际上是不可用的。)这些异族武器可能会要求你的矮人运用他们不熟悉的技能,无法大批量购买,而且材料和品质参差不齐。和其他武器一样,它们在交易时较为昂贵。如果能得到一件高品质(见下文品质章节)的异族武器,它们还是值得一用的。由于对其他种族来说,这些武器很常见,若你需要与手持这类武器的敌人交战,了解它们的属性便颇为重要。
武器类别
游戏机制上,所有的武器攻击都被分为“刃击”与“钝击”类型。而在实践中,又可更细分为四类:
- 劈砍
- 戳刺
- 锤打
- 远程
(矮人文明的自产武器,即矮人能自己制造的武器,将首先列出。异族武器,即必须从敌人尸体上缴获或者交易得到的武器,以斜体列在括号中。矮人能用许多种异族武器,但但高品质的异族武器比较稀有。)
劈砍武器
此类武器的作用方式,是将力道集中于其利刃上,以在敌人身上割出创口,或将其肢体、首级完全斩下。当肢体的粗细小于武器的刃长,就很可能被斩断。对于体型不特别巨大,也不着盔甲的敌人来说,劈砍武器的杀伤效率是最高的。但对着甲敌人就没那么有效了,因为盔甲能阻挡切割,将劈砍转化为较弱的钝击伤害。斩断肢体的一个好处在于,被斩下的肢体不再能作为攻击目标,因此矮人就能将攻击集中在更关键的部位。
短剑通常来说,不如战斧有效。尽管归类为“劈砍”武器,对战斗数据的分析显示,短剑也能用来进行戳刺和钝击(后者来自于剑柄尾端)。而在每一种攻击类型上,短剑的效果都不如别的武器,这就使得短剑成了一种“样样都行,样样不精”的武器。不过,在对付身穿重甲的敌人时,相比战斧,短剑偶尔能做出的戳刺攻击或许能让它稍具优势。另外,如果有黑曜石(再加一些多余的木材)的话,不通过常规的金属产业链就能生产一些黑曜石短剑。
锤打武器
又称为“钝器”或“钝击武器”,此类武器的作用方式,是将力道集中于一团巨大的质量之后,通过挥打,在敌人的盔甲上砸出凹陷,击折其下的骨头。由于骨折会造成极度疼痛,活着的、能感觉到痛苦的生物通常会“屈服”(give in)于痛苦,很快昏迷倒地。而对昏迷倒地的敌人的攻击,则总是精准有力地命中头部,常常能造成致命的脑损伤。即便如此,对于无甲敌人,钝器还是不如劈砍武器杀得快。
戳刺武器
此类武器的作用方式,是将力道集中于尖端,从而穿透盔甲,刺伤内部器官。这种武器经常会卡在敌人身体里,导致使用者在攻击之间,不得不花费宝贵的时间把武器重新拔出来。
远程武器
此类武器实际上就是远距离使用的,轻质的戳刺武器。当敌人与使用者近距离交战,使用者就不得不把此类武器当作近战武器使用。十字弩造成钝击武器*的伤害(使用锤手技能),而近战中的弓被视为一种极弱的剑*。
(等效武器的材料与远程武器的材料相同。)
此外还有一种更宽泛的武器类别,即所谓的“训练武器”。训练武器是木制的,在木匠工坊制作。训练用战斧、短矛、短剑可在要塞模式中制造。此类武器造成钝击伤害,但伤害很低,这是由于木材的材料属性很差。尽管在演习中,所有武器都是安全的,训练武器的主要作用是让矮人在有金属工业之前就开始训练。这些武器也可以用在实战演习中(比如殴打被缴械的哥布林等),以延长演习的时间。最后,这些武器也可交由警卫使用,以降低执法行动的伤亡率。
武器技能
每一种武器都有与之相关的军事技能。矮人的武器相关技能等级越高,他在战斗中使用这些武器就更有效,能用战锤巧妙击打在关键位置,或用枪矛精准地穿心扎肺。武器技能越高,矮人在战斗中就越强。
一旦矮人在某种武器上到达了“伟大”(Great)等级,就会成为那一种武器的[武器]之主。他们会以此头衔在状态页列出,会变得喜爱战斗,也不再会抱怨长期的巡逻任务。武器技能可通过如下方式训练:与敌人战斗、观看演示、战斗演习。而若你不让矮人持盾,一间危险室(danger room)能极快地提升战斗技能。注意,这样做对于远程矮人来说不那么有效——危险室会训练他们的近战技能、战锤技能,尽管你也许希望如此。
连结
矮人将一把武器用了很长时间之后,有可能会对它连结,只要制服允许,就一定会装备这一把武器。如果他连结的是一把☼钢铁钉头锤☼,这并没有什么问题。但如果他连结的武器本来是作为训练武器用的(不管是木制战斧还是铜制短矛),问题就比较大了。要回避这一陷阱,可以不要使用训练武器,在有真正的武器锻造产业之前不打造武器。发生连结的事件会触发通知(announcement)。如果矮人与武器连结了,你也可以在装备界面为他分配“特定的武器”,以强迫他舍弃连结的武器。
此外,当矮人的击杀数达到一定值,或用一把武器训练了足够长的时间,他可能会为武器命名。此时会弹出一条重要通知。这把被命名的武器不必与矮人的击杀数有关,所以传奇矮人战士有时会给训练用的武器命名。被命名的武器会出现在神器列表中,但以蓝色标出。有名字的武器相比一般武器而言,不一定表现更好。
矮人也会以同样的方式与盾牌连结或为盾牌命名。
品质和奇异心绪
武器的品质对其在战斗中的表现以及价值有重要影响。(但目前对品质与战斗之关系的认识并不充分。)
标示 | 描述 | 价值乘数 | 锋利度 | 武器命中/盔甲偏转乘数 |
---|---|---|---|---|
物品名 | — | 1× | 50% | 1× |
-物品名- | 做工良好 | 2× | 60% | 1.2× |
+物品名+ | 做工精巧 | 3× | 70% | 1.4× |
*物品名* | 品质上乘 | 4× | 80% | 1.6× |
≡物品名≡ | 卓越 | 5× | 90% | 1.8× |
☼物品名☼ | 杰作 | 12× | 100% | 2× |
独特名称 | 神器 | 120× | 100% | 3× |
«物品名» | 有装饰的 | 各异 | 各异 | 未知 |
武器锻制是一项可产生奇异心绪的技能,这意味着能得到神器级武器。神器级武器有三倍的战斗强度,而且制造所用的材料范围更广。通常来说,用河马骨头制作一把短矛是不可能的,但是陷入奇异心绪的矮人却能造一把神器级的河马骨短矛。若用的材料不合适,神器级武器并不如用普通的武器材料打造的武器好,但具体差距多少尚有争议。与其他可产生奇异心绪的技能相同,用武器锻制技能造出神器的矮人有很高的概率立刻成为传奇级武器匠。
把武器当作工具
猎人使用十字弩狩猎,樵夫用战斧砍树(在0.43.01版本之前,甚至木制训练用战斧也能用来砍木头),而矿工则用鸭嘴锄采掘。只有在持有这些武器时,矮人才能做相关工作。
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。
弹矢
十字弩和其他的远程武器需要弹药(对于十字弩来说,使用的弹药是弩矢),通常以约25支为一组于箭筒中携带。当矮人耗尽弹矢,他们会把远程武器当成战锤冲向敌人。一般建议在弹矢耗尽时命令矮人撤退——十字弩是用来射击的,不是用来打人脑袋的。
副武器
虽然听起来很酷,给矮人射手装备一把备用的短剑“以防万一”通常不起效果。因为即便佩了短剑,矮人也会毫不迟疑地挥舞着十字弩冲锋。
“最佳”武器
简单地说,矮人要塞的战斗系统极为复杂。所以,选择武器绝不只是一个“哪个武器数值最高?”的问题。如果你想知道技术上的细节,本文的后半部分(以及其他页面)会详细讨论。但在此处,将先给出一些根据研究公式或观察游戏表现所得到的规律,说明对于特定目标,哪种武器可能是“最佳”的,以及(大致上)的原因。
矮人要塞中的战斗很少是“一击定胜负”的,也从来不是把“血条”慢慢磨掉的冗长过程(“生命值”这种东西在DF里根本不存在)。你的最佳战术,是尽快将目标击晕或打残废,随后对(暂时)无力抵抗的目标送上致命一击,接着再与下一个目标交手。下文将基于此种战术给出推荐的武器。
金属相胜律
按一般规律,制造劈砍或戳刺武器的金属需要比对上的盔甲所用的金属更“好”。若如此,武器就更容易穿透盔甲。若两种金属强度相等,穿透起来就有些问题。要是武器材料更差,那问题就大了。这并不代表紫铜短矛绝对无法伤到被更高级金属盔甲保护的敌人,只是表示概率会比同等级的金属低。同样的,更高级金属的武器会渐渐开始无视低等级金属的盔甲。
另外,需要注意这一规律是一阶阶起作用的————铜对青铜/铁制的目标略弱,对钢则弱得不值一提。在选择劈砍/戳刺武器和盔甲时,都可以考虑“金属相胜律”。
(注:本节中,若两种金属强度相等,将一并置于括号中以便比较。)
- (*还有精金,但那是后期才有的东西,和其他金属不在一个重量级。并不是这里的“基础讨论”所能涉及的。)
- (**在一些“X武器对Y盔甲”的比较中,铁有时会略胜一筹,但也有一些情况青铜反而比铁好————但都是在很有限的情况下。通常说“大致相等”没有什么问题。)
钝器不遵从此规律,而是“越重越强”。下详。
远程攻击(对矮人来说,主要是十字弩,但对敌人来说也包括弓箭)也是戳刺攻击,而且受“金属相胜律”影响更大。看着廉价弩矢如何从敌人的盔甲上轻轻弹开是很令人沮丧的。
vs. unarmored
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.
vs. armored
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
vs. 不死族
- 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.
vs. others
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.
Final verdict
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.
Technical
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.
Weapons
Native weapons
Type | Size | Attack | Attack type | Contact Area | Penetration | Velocity | Skill Used | Hands Used |
Metal | Wood | Bone | Obsidian |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Battle Axe | 800 | Hack | Edge | 40000 | 6000 | 1.25× | Axe | one | Yes | No | No | No |
Flat slap | Blunt | 40000 | (6000) | 1.25× | ||||||||
Pommel strike | Blunt | 100 | (1000) | 1.0× | ||||||||
十字弩 (Melee) | 400 | Bash | Blunt | 10000 | (4000) | 1.25× | Hammer | two | Yes | Yes | Yes | No |
钉头锤 | 800 | Bash | Blunt | 20 | (200) | 2.0× | Mace | one | Yes | No | No | No |
鹤嘴锄 (foreign) | 500 | Strike | Edge | 100 | 4000 | 2.0× | Mining | one | Yes | No | No | No |
Short Sword | 300 | Slash | Edge | 20000 | 4000 | 1.25× | Sword | one | Yes | No | No | Yes |
Stab | Edge | 50 | 2000 | 1.0× | ||||||||
Flat slap | Blunt | 20000 | (4000) | 1.25× | ||||||||
Pommel strike | Blunt | 100 | (1000) | 1.0× | ||||||||
短矛 | 400 | Stab | Edge | 20 | 10000 | 1.0× | Spear | one | Yes | No | No | No |
Shaft bash | Blunt | 10000 | (6000) | 1.25× | ||||||||
War Hammer | 400 | Bash | Blunt | 10 | (200) | 2.0× | Hammer | one | Yes | No | No | No |
Note that although the 鹤嘴锄 is a foreign weapon, it can be produced by dwarves and is therefore considered native.BUG #680
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 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.
Training 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 |
---|---|---|---|---|---|---|---|
Training Axe | 800 | Hack | Blunt | 30000 | (6000) | 1.25× | Axe |
Flat slap | Blunt | 30000 | (6000) | 1.25× | |||
Pommel strike | Blunt | 100 | (1000) | 1.0× | |||
Training Sword | 300 | Slash | Blunt | 20000 | (4000) | 1.25× | Sword |
Stab | Blunt | 50 | (2000) | 1.0× | |||
Flat slap | Blunt | 20000 | (4000) | 1.25× | |||
Pommel strike | Blunt | 100 | (1000) | 1.0× | |||
Training Spear | 400 | Stab | Blunt | 200 | (10000) | 1.0× | Spear |
Shaft bash | Blunt | 10000 | (6000) | 1.25× |
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.
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 |
Stab | Edge | 50 | 4000 | 1.0× | |||||
Flat slap | Blunt | 100000 | (8000) | 1.25× | |||||
Pommel strike | Blunt | 100 | (1000) | 1.0× | |||||
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? |
连枷 | 500 | Bash | Blunt | 200 | (4000) | 2.5× | Mace | 哥布林, 人类 | Single-grasp |
Great Axe | 1300 | Hack | Edge | 60000 | 8000 | 1.25× | Axe | 哥布林, 人类 | Multi-grasp |
Flat slap | Blunt | 60000 | (8000) | 1.25× | |||||
Pommel strike | Blunt | 100 | (1000) | 1.0× | |||||
斧枪 | 1200 | Slash | Edge | 20000 | 8000 | 1.25× | Axe | 哥布林, 人类 | Multi-grasp |
Stab | Edge | 50 | 2000 | 1.0x | |||||
Shaft bash | Blunt | 20000 | (6000) | 1.25× | |||||
刺剑 (Large) | 200 | Slash | Edge | 1000 | 800 | 1.25× | Dagger | 哥布林, Kobold | Single-grasp |
Stab | Edge | 5 | 1000 | 1.0× | |||||
Pommel strike | Blunt | 20 | (600) | 1.0× | |||||
Long Sword | 700 | Slash | Edge | 60000 | 6000 | 1.25× | Sword | 精灵, 哥布林, 人类 | Single-grasp |
Stab | Edge | 50 | 3000 | 1.0× | |||||
Flat slap | Blunt | 60000 | (6000) | 1.25× | |||||
Pommel strike | Blunt | 100 | (1000) | 1.0× | |||||
大槌 | 1300 | Bash | Blunt | 100 | (6000) | 2.0× | Hammer | 哥布林, 人类 | Multi-grasp |
流星锤 | 500 | Bash | Edge | 10 | 500 | 2.0× | Mace | 哥布林, 人类 | Single-grasp |
Pommel strike | Blunt | 50 | (1000) | 1.0× | |||||
Pike | 800 | Stab | Edge | 20 | 12000 | 1.0× | Pike | 哥布林, 人类 | Multigrasp |
Shaft bash | Blunt | 10000 | (6000) | 1.25× | |||||
短弯刀 | 300 | Slash | Edge | 20000 | 4000 | 1.25× | Sword | 哥布林, 人类 | Single-grasp |
Stab | Edge | 50 | 2000 | 1.0× | |||||
Flat slap | Blunt | 20000 | (4000) | 1.25× | |||||
Pommel strike | Blunt | 50 | (1000) | 1.0× | |||||
散鞭 | 300 | Lash | Edge | 10 | 50 | 2.0× | Whip | 哥布林 | Single-grasp |
长鞭 | 100 | Lash | Blunt | 1 | (10) | 5.0× | Whip | 哥布林, 人类 | Single-grasp |
Stone axe | 400 | Hack | Edge | 800 | 400 | 1.25x | Axe | Player in adventurer mode | Single-grasp |
Slap | Blunt | 800 | 400 | 1.25x | |||||
Strike | Blunt | 20 | 400 | 1.0x | |||||
Carving knife | 150 | Slash | Edge | 800 | 600 | 1.25x | Dagger | Non-warrior NPCs in adventurer mode | Single-grasp |
Stab | Edge | 4 | 800 | 1.0x | |||||
Strike | Blunt | 15 | 400 | 1.0x | |||||
Boning knife | 50 | Slash | Edge | 500 | 300 | 1.25x | Dagger | Non-warrior NPCs in adventurer mode | Single-grasp |
Stab | Edge | 2 | 400 | 1.0x | |||||
Strike | Blunt | 10 | 200 | 1.0x | |||||
Slicing knife | 150 | Slash | Edge | 900 | 700 | 1.25x | Dagger | Non-warrior NPCs in adventurer mode | Single-grasp |
Stab | Edge | 3 | 900 | 1.0x | |||||
Strike | Blunt | 15 | 400 | 1.0x | |||||
Meat cleaver | 300 | Hack | Edge | 800 | 400 | 1.25x | Axe | Non-warrior NPCs in adventurer mode | Single-grasp |
Clap | Blunt | 800 | 400 | 1.25x | |||||
Strike | Blunt | 20 | 400 | 1.0x | |||||
Carving fork | 150 | Stab | Edge | 1 | 100 | 1.25x | Dagger | Non-warrior NPCs in adventurer mode | Single-grasp |
Strike | Blunt | 15 | 400 | 1.0x |
Special variations
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.
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 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.
Type | Min Size
(Two-Handed) |
Min Size
(One-Handed) |
Dwarves
Can't Wield |
Dwarves Wield
Two-Handed |
Dwarves Wield
One-Handed |
---|---|---|---|---|---|
Battle Axe | 42500 | 47500 | 1/49 (0) | 10/49 (11/49) | 38/49 |
十字弩 (Melee) | 15000 | 0 | - | - | 49/49 |
钉头锤 | 32500 | 37500 | - | 1/49 | 48/49 |
鹤嘴锄 | 42500 | 47500 | 1/49 (0) | 10/49 (11/49) | 38/49 |
Short Sword | 32500 | 37500 | - | 1/49 | 48/49 |
短矛 | 5000 | 47500 | - | 11/49 | 38/49 |
War Hammer | 32500 | 37500 | - | 1/49 | 48/49 |
Training Axe | 42500 | 47500 | 1/49 (0) | 10/49 (11/49) | 38/49 |
Training Sword | 32500 | 37500 | - | 1/49 | 48/49 |
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) |
吹管 (Melee) | 15000 | 0 | - | - | 49/49 |
弓 (Melee) | 15000 | 0 | - | - | 49/49 |
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) |
刺剑 (Large) | 5000 | 27500 | - | - | 49/49 |
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) |
流星锤 | 32500 | 37500 | - | 1/49 | 48/49 |
Pike | 62500 | 77500 | 32/49 (ALL) | 14/49 (0) | 3/49 (0) |
短弯刀 | 32500 | 37500 | - | 1/49 | 48/49 |
散鞭 | 22500 | 27500 | - | - | 49/49 |
长鞭 | 22500 | 27500 | - | - | 49/49 |
材料
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.
金属 | 色彩 | 价值 | 密度 | 撞击屈服强度 | 撞击断裂强度 | 撞击弹性 | 剪切屈服强度 | 剪切断裂强度 | 剪切弹性 | 附注 |
---|---|---|---|---|---|---|---|---|---|---|
Adamantine | / |
300 | 0.200 | 5000 | 5000 | 0 | 5000 | 5000 | 0 | |
Divine metal | 300 | 1.0 | 1000 | 2000 | 0 | 1000 | 2000 | 0 | ||
Steel | / |
30 | 7.85 | 1505 | 2520 | 940 | 430 | 720 | 215 | |
Bismuth bronze | / |
6 | 8.25 | 843 | 547 | 172 | 241 | 156 | ||
Bronze | / |
5 | 8.25 | 843 | 547 | 172 | 241 | 156 | ||
Iron | / |
10 | 7.85 | 542 | 1080 | 319 | 155 | 310 | 189 | |
Copper | / |
2 | 8.93 | 245 | 770 | 175 | 70 | 220 | 145 | |
Silver | / |
10 | 10.49 | 350 | 595 | 350 | 100 | 170 | 333 | |
Platinum | / |
40 | 21.4 | 350 | 700 | 152 | 100 | 200 | 164 | Only available as artifact weapons. |
Bone | / |
1 | 0.50 | 200 | 200 | 100 | 115 | 130 | 100 | |
Wood | / |
1 | 0.50 | 10 | 10 | 1000 | 40 | 40 | 1000 | |
Shell | / |
1 | 0.50 | 200 | 200 | 100 | 115 | 130 | 100 | Only available as artifact weapons. |
Leather | / |
1 | 0.50 | 10 | 10 | 50000 | 25 | 25 | 50000 | Material data added for comparison. |
Obsidian | / |
3 | 2.67 | 1000 | 1000 | 2222 | 35 | 35 | 114 | Only available for Short Swords. |
Crystal glass | / |
10 | 2.6 | 1000 | 1000 | 2222 | 33 | 33 | 113 | Only available as trap components. |
Clear glass | / |
5 | 2.6 | 1000 | 1000 | 2222 | 33 | 33 | 113 | Only available as trap components. |
Green glass | / |
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
Explanation
- 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.
Implications
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.
目前对穿透的了解很少,但是对战斗剩余的其他大部分内容了解的很好。
First, you need to calculate your weapon's momentum.
首先,您需要计算您的武器的动量。
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) )
- 快速攻击会令动量减半,狂野和猛烈攻击会令动量乘以1.5
- 在近战中攻击一个俯卧的对手会令动量加倍。
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
where:
- 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.
其中:
- 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[1]
- 矮人的最小尺寸为33750,最大尺寸为93750,平均尺寸为60000。
- 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:
锐器遵循下述判定:
M >= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),
where:
- 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
其中:
- 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。 [2]
- 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,
由上述表达式可得,
- 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.
因为对于实际上可用的材料,剪切屈服和剪切断裂的值总是相差在一个数量级之内,但是A的可能的最小值为20(吹管飞镖小于矮人可装备的最小衣服/盔甲),在实践中,这意味着剪切断裂比剪切屈服终重要得多,因此你可以在不考虑剪切屈服的情况下可靠地比较武器和盔甲。剪切断裂的值对于武器和盔甲来说都是越高越好,品质也是同理。锐利程度只对武器有影响,更小的接触面积对攻击者来说是更有利的。
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.
如果判定通过,攻击动量将减少大约5%,该层被击穿/切断。之后这个过程继续到下一层,包括穿透防守者的身体。如果判定未通过,该层的攻击将变为钝器攻击。
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:
如果攻击为钝器攻击,要么由于一开始就是钝器攻击或者由于上述测试未通过而转化成的,将进行下述判定:
2 * w_size * wIY > A * a_density
where:
- a_density is the armor material's density
- wIY is the weapon's impact yield in MPa (i.e. raw value divided by 106).
其中:
- 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.
如果判定未通过,说明攻击被弹开了,说明密度更大的,尺寸更大盔甲能更好的抵抗钝器攻击,但是更大的钝器具有更大的接触面积和更高的冲击屈服,可以更好的穿透盔甲。这说明精金盔甲是游戏中完全转移攻击的最糟糕的盔甲之一,由于它极低的密度,但是这通常是错误的,因为对于实际可用的金属来说,冲击屈服的值总是至少大于10倍密度的值,因此,无论使用什么材料,大多数武器都能通过这一判定。
On success, the following test is applied:
如果判定通过的话,将进行下述判定:
M >= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,
where:
- 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).
其中:
- 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.
值得注意的是,盔甲需要有尽可能高的冲击断裂来令这一判定不能通过。盔甲同时也需要尽量低的冲击屈服(尽管武器的冲击断裂无关紧要),尽量好的品质,尽量大的接触面积。
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.
如果判定通过,攻击动量将减少大约5%,该层被击穿/切断。之后这个过程继续到下一层,包括穿透防守者的身体。如果攻击最开始为锐器攻击,那么会再次变成锐器攻击。如果判定未通过,对于锐器攻击,动量将乘以SHEAR_STRAIN_AT_YIELD/50000,对于钝器攻击,动量将乘以IMPACT_STRAIN_AT_YIELD/50000,之后攻击会变成*永久性*的钝器攻击,并传递到下一层。这说明大部分坚硬的金属盔甲将阻挡98%-99%的攻击,但是弹性盔甲,如链甲的冲击和剪切屈服应变都提高到了50000,所以不论是用什么材料做的链甲,在这一步只是乘以了1(即对动量没有任何影响,但是仍然将其转化为钝器攻击)。
Combat testing
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: [1].
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet.
Best | Better | Good | Fair | Poor | Terrible | Notes | |
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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.
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. 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.
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
- '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
See also
- Shinziril on weapons and armor by Shinziril
武器切换语言 | |||||
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远程武器 弹药 |
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 | ||||
锐器 |
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另请参见:攻击类型 • 战斗 • 战斗技能 |
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