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{{Royalty}}
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{{Royalty}}{{infobox main|weapon|
{{Infobox main|weapon
 
 
| name = Axe
 
| name = Axe
| image = Axe.png
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| image = Axe.png|Axe
 
| type = Equipment
 
| type = Equipment
 
| type2 = Weapons
 
| type2 = Weapons
| tech level = Medieval
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| description = "An advanced form of one of mankind's oldest weapons, the war axe is a short blade attached to a shaft. The simple, ancient design concentrates cutting power generated from strong overhand swings."
| description = An advanced form of one of mankind's oldest weapons, the war axe is a short blade attached to a shaft. The simple, ancient design concentrates cutting power generated from strong overhand swings.
 
 
| class = Medieval
 
| class = Medieval
 
| mode = Melee
 
| mode = Melee
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| meleeattack1type = poke
 
| meleeattack1type = poke
 
| meleeattack1part = Handle
 
| meleeattack1part = Handle
| meleeattack1cool = 2
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| meleeattack1cool = 2.0
 
| meleeattack1ap = 13
 
| meleeattack1ap = 13
 
| meleeattack2dmg = 15
 
| meleeattack2dmg = 15
 
| meleeattack2type = cut
 
| meleeattack2type = cut
 
| meleeattack2part = Edge
 
| meleeattack2part = Edge
| meleeattack2cool = 2
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| meleeattack2cool = 2.0
 
| meleeattack2ap = 22
 
| meleeattack2ap = 22
 
| MeleeWeaponAverageDPS = 6.71
 
| MeleeWeaponAverageDPS = 6.71
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 3
 
| skill 1 level = 3
| has quality = True
 
 
}}
 
}}
The '''Axe''' is a [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that primarily deals sharp damage.
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The '''Axe''' is a [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that deals primarily sharp damage. Although it is classified as a blunt type weapon, as confirmed by "weapon pairs" in Ideology DLC.  
 
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==Acquisition==
'''Note:''' Although classified by the [[Ideoligion]] Weapon Preferences{{IdeologyIcon}} as a 'Melee Blunt' weapon along with weapons that predominantly deal blunt damage, its primary attack deal sharp damage. It is unknown if this categorization is a bug or intended behavior.
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Axes are only available with the Royalty DLC active. Crafting an axe requires [[Research#Smithing|Smithing]] to be researched and a crafting skill of 3. It requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
 
 
== Acquisition ==
 
Axes can be crafted at either a [[fueled smithy|fueled]] or [[electric smithy]] once the [[research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
 
  
 
Alternatively, axes can be purchased from any combat supplier or war merchant and found on [[raider]]s and some [[Empire]] pawns.
 
Alternatively, axes can be purchased from any combat supplier or war merchant and found on [[raider]]s and some [[Empire]] pawns.
  
 
== Analysis ==
 
== Analysis ==
The axe is roughly equal to the [[gladius]] - they both have the same material cost, and same research cost. However, axes are strictly inferior than a [[knife]] of the same quality and material.
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The axe appears to be inferior to its direct competitor, the [[gladius]], in every way. Both weapons require the same amount of materials, have the same crafting skill and research requirements, and have the same cooldown (the one combat advantage the gladius has over the [[longsword]]).  
 
 
This oddity comes from the [[melee verb selection]] system, introduced in 1.1. Each weapon has multiple attacks, or ''verbs'', with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" {{DPS}} of 7.23, rather than the gladius' 7.13 or axe's 6.75.
 
 
 
In addition, knives are just as likely as axes to do ''Cut'' damage, so there is no advantage of the axe's damage type. The axe has 4% more {{AP}}, however, this is unlikely to matter for any reasonable enemy you'll encounter. If armor was that much of a concern, then you would use a [[mace]] instead.
 
  
A potential use is for [[ideoligion]]{{IdeologyIcon}} with the Melee Blunt set as Noble weapons, providing a sharp-type weapon option that grants mood buffs instead of penalties.  
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However, the gladius does more damage per strike, has a better [[DPS]], has higher AP, and weighs less. The only advantage Axes have is that their work to make is slightly less - only {{Ticks/minutes|{{Q|Axe|Work To Make}}}} vs {{Ticks/minutes|{{Q|Gladius|Work To Make}}}} for the Gladius, which in turn slightly reduces the Axe's [[market value]], however neither difference is likely to ever be important when crafting.  
  
{{Weapon Stats Table}}
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An axe of higher [[quality]] will have a better DPS and may have better AP than a gladius of the same material, and a [[plasteel]] Axe will outperform a [[steel]] gladius in DPS and be only slighly worse in AP. Thus, it can be worth keeping axes of good materials and/or high qualities, but they should never be crafted for combat use unless a specific aesthetic is preferred over effectiveness.  
  
== Styles ==
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Generally, an axe is superior in DPS to a longsword of 2 quality levels below itself but inferior to one of only 1 quality level below, for example a Legendary Steel Axe has higher DPS than an Excellent Steel Longsword, but lower DPS to a Masterwork Steel Longsword. The axe has AP superior to longswords of 3 quality levels below itself. Thus, besides in attack cooldown (a property shared by the gladius, which is superior to the axe), all but the very best quality and material axes are inferior to almost all longswords, and all axes are inferior to longswords of good material and quality.
{{Ideology|section=1}}
 
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
 
  
<gallery>
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Situationally superior to the mace, of equal material & quality, due to its ability to inflect bleeding status effects.
Axe.png|Base variant
 
HoraxianAxe.png|Horaxian{{AnomalyIcon}}
 
</gallery>
 
  
== Version history ==
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==Steel Axe Quality table==
* [[Royalty DLC]] Release - Added.
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{| class="wikitable sortable"
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.
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|-
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! Quality !! Melee DPS !! Melee AP
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|-
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| Awful || 5.36 || 16%
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|-
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| Poor || 6.04 || 18%
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|-
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| Normal || 6.71 || 20%
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|-
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| Good || 7.38 || 22%
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|-
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| Excellent || 8.05 || 24%
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|-
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| Masterwork || 9.72 || 29%
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|-
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| Legendary || 11.06 || 33%
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|}
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==Version History==
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*Royalty Initial Release - Added.
  
{{Nav|weapon|wide}}
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[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
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{{nav|weapon|wide}}
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Axes]]
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[[Category:Weapons]]
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[[Category:Equipment]]
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[[Category:Royalty]]

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