Archived from: http://dwwiki.mooo.com:8080/wiki/Category:Weapons
Weapons on the disc are divided into the following categories, each with its own skill associated with it.
Most weapons are melee weapons, that can be used in close combat without using projectiles.
Items can also be ranged weapons, sometimes in addition to being melee weapons.
Ranged weapons are divided into the following categories:
The type of a weapon can be seen by appraising it.
appraise knife - The blued Klatchian steel knife is about nine inches long and an inch wide. It is made of klatchian steel and could be used as a weapon of type dagger. It is in excellent condition.
appraise cane - The raven topped rosewood cane is about three feet long and three inches wide. It is made of wood and could be used as a weapon of type mace. It is in excellent condition.
Each weapon has one or more 'attacks' that may be used when a player strikes with it; each 'attack' has the following associated with it.
For example, a long sword might have two attacks associated with it - slashing at someone and stabbing them with the point. The former attack does slashing damage, and is easier than the latter to do. The latter attack does piercing damage and, although harder to do, causes more damage.
It should be noted that although weapons may have multiple attacks associated with them, only one attack is used per strike - a weapon with 10 attacks does not strike any more often than one with a single attack. Multiple attacks only serve to add variety to the weapon's damage, they do not make it hit any faster.
There is no way for a player to specifically view the attacks associated with a weapon, though the presence of multiple attacks could be inferred by observing the attack messages produced by the weapon over a while, thereby deducing the types of the attacks observed (eg. pierce and blunt). It should be kept in mind that there can be several attacks of the same type with different characteristics (average and maximum damage, chance to hit, etc.) produced by the same weapon.
Each weapon may have any number of special attacks associated with it; the list of special attacks is revealed on successful use of the judge command, but only for the special attacks known to the one using judge. Special attacks are attacks which require guild points to perform and consume additional action points, but can cause much more damage than a normal attack would.
As weapons are used to attack or parry, they become damaged and lose condition. This negatively affects the damage that weapon can deal out, therefore it is important to keep weapons in good condition. Weapons can be fixed in a location appropriate to the material they are made out of - metal weapons (most weapons are made of metal) are fixed in a smithy, leather ones (such as whips) are leatherworked in a tannery, and wooden weapons (staves and broomsticks) are repaired in a woodworking shop (AM Thief Guild launder room, Lancre).
Due to their shape, many weapons do not fit well into standard containers (such as backpacks). To that end, players can sheathe their weapons inscabbards when they are not using them.
Some weapons have magical effects associated with them. These can be divided into two categories:
The chance to hit an opponent with a weapon is a long and complex calculation. In terms of factors directly affected by the attacker's weapon(s), the following sections apply. Note that there are many other factors at play - for example, the opponent's dodge and/or parry prowess, how bright the room is, whether the attacker is low on fighting GP, and so on.
As indicated above, each weapon may have multiple attacks associated with it, and each attack has an an inherent difficulty rating.
When a player attempts an attack with a weapon, they are given a score as a random number. This score is then modified as follows:
The score is then compared against the difficulty rating for each attack. Any attacks that have a higher difficulty rating than the score are discarded, and an attack is randomly chosen from the remainder. If no attacks remain, then the attacker will fail to do anything for that combat round.
The to-hit chance is affected negatively by the weapon's encumberance, that is, how hard it is to swing it around. Specifically:
If the attacker is attacking with a weapon held in their off-hand, then you need additional skill to wield it without penalty. Specifically, you will incur a penalty if attacking with the off-hand and your dexterity is less than 14, with the penalty proportional to (14 - dexterity).
The attacker gets a to-hit bonus in proportion to the weapon skill appropriate to their weapon (see the categories section above).
The action point cost of an attack determines, to a certain extent, how many attacks a player can make in a combat round. The following sections detail how this cost is calculated.
Not only does weapon encumberance affect the chance to hit, but it also affects the AP cost of an attack - a more cumbersome weapon takes longer to attack with than a lighter one does. Weapon encumberance has the following action point effects:
The attacker's skills affect the action point cost as follows:
The action point cost for attacking has both maximum and minimum caps:
Therefore there are certain limits beyond which it is impossible to make a weapon attack any faster (or any slower).
The damage calculation for a weapon starts with the weapon's base damage. This is essentially a representation of how good the weapon is on its own, before any other factors have been taken into account.
The base damage of a weapon may be categorized by a minimum, average and maximum damage caused by that weapon. Weapons may fall into one of three categories as far as base damage is concerned:
You can derive a rough assessment of a weapon's average and maximum damage using the judge command.
Generally speaking, the average is the most important in terms of total damage dealt over time. However, the maximum damage becomes relevant if you're attacking an armoured opponent, or one who otherwise has protection which removes a roughly constant amount from attacks.
The reason for this is hard to explain, but easy to demonstrate. Essentially, a more variable weapon is more useful against armour because a lesser proportion of damage is removed from the 'big hits', and those have a bigger impact on the total damage dealt.
To illustrate this, consider the following example. A target wearing armour is hit by two weapons, both with the same average damage:
The armour absorbs 100hp from each strike.
Let us simulate 10 hits from weapon 1:
And now 10 hits from weapon 2:
As can be seen, the more variable weapon had the same total base damage before armour, but more of it got through.
After the base damage has been determined, the effects of enchantment and condition are factored in as follows:
Enchantment
Enchantment increases the damage caused by a weapon, via the following formula:
Extra damage = base_damage * (%enchant)/(100 + %enchant)
So, a fully enchanted weapon will do 50% more damage; a 50% enchanted weapon will do 33% more damage. Note that the absolute amount of enchantment in thaums on the weapon is irrelevant as far as damage goes - only the percentage of the maximum enchantment level for that item matters.
Condition
A weapon does damage in proportion to its condition - so a heavily damaged weapon will do very little damage. The following formula is applied:
Damage = pre_condition_damage * (condition / max_condition)
So, a weapon that is at 50% condition will only do 50% damage, one at 25% condition does 25% damage, and so on.
The weapon's damage is then combined with the relevant weapon bonus (as per the categories section above) in a geometric average to get the final weapon damage. Specifically, the following formula applies:
Total weapon damage = sqrt(damage * skill_bonus)
The total damage is capped at thrice the post-condition-and-enchantment damage; therefore insane skills for a puny weapon will not produce a particularly high damage.
Note that the consequence of the above formula is that increasing whichever is the lesser of the post-enchantment damage and the skill bonus has a bigger effect. To illustrate this, consider two examples:
The damage can be further modified by the the degree to which the attacker won the earlier to-hit calculation:
Unsharpened Spears (from rangers and trappers in the terrains)
Calling this a short spear is certainly not a misnomer, the thin shaft is barely two feet long and looks fragile. Attached to the end is a fire hardened, but unsharpened head. It could possibly be used as a weapon, but would possibly be more effective as firewood.
The unsharpened spear is about two feet long and three inches wide. It is made of wood and could be used as a weapon of type polearm.
An unsharpened spear can be sharpened with a dagger to create a sharpened spear with a variety of points.
The possible styles are acute, barbed, cornered, cuspidate, edged, fine, keen, peaked, piked, pointy, pronged, serrated, sharpened, spiked and tapered.
The sharpened spear short name will then become [style] spear.
The judge info does not change after being sharpened.
This requires a fairly low skill check in crafts.carpentry.whittling.