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Weapons and armor improve your gnomes' ability to defend themselves against the myriad threats they encounter. Armor in particular protects against bleeding wounds and the risk of losing limbs in battle. In the Uniform tab of the Military window, you can specify the weapons and armor that your gnomes should equip.

This page covers the equipment progression in Gnomoria and provides detailed statistics on the effectiveness of equipment made from various materials.

Weapon Formula would go: Item Type > Metal damage multiplier > vs armor type

Axe (100 slash) x Copper multiplier (1) vs copper armor (blocks 68.3333 damage) = 31 damage

Copper armor has a value of 950 so a copper axe would take 30 hits to destroy it.


Equipment ProgressionEdit

The wiki has been updated with new armor values since 0.9.6 with another e-mail correspondence from RoboB0b dated 02/03/14. See the discussion page for the original e-mails.

The material a weapon or armor is made of directly influences its stats and also its worth; the latter in turn attracts harder enemies. Metal equipment in particular increases a kingdom's Total Worth by a significant amount and this should be kept in mind when controlling Worth.

Armor and weapons both use the same progression. Ordered from worst to best, the current progression is:

  • Wood, Stone or Bone***
  • Leather
    • Yak, Badger, Monitor Lizard & Emu Leather
    • Bear Leather
    • Ogre Leather
    • Two-Headed Ogre Leather
  • Silver, Gold, Rose Gold, Platinum (these precious metals are unsuited for to combat)
  • Tin
  • Copper, Malachite*
  • Bronze
  • Iron, Lead**
  • Steel
  • Malachite is similar to Copper but is green in color and cannot be smelted with Tin into Bronze.
    ** Lead is similar to Iron but incurs penalties to Slashing and Piercing damage, and a bonus to Blunt damage.
    *** The values for Wooden armor and Stone weaponry are currently unknown.

Detailed StatisticsEdit

Material Blocks Sustains Damage
Multiplier
Damage
Modifiers
Base
Value
Bone Shirt Slash 5

Pierce 1 Blunt 5 Heat 10

200 n/a
Skull Helmet Slash 68.33333

Pierce 36.66666 Blunt 5 Heat 10

425 n/a
Non-bear Leather* Slash 5

Pierce 36.66666 Blunt 68.33333 Heat 10

425 n/a
Silver
Gold
Rose Gold
Platinum
Slash 68.33333

Pierce 36.66666 Blunt 5 Heat 10

425 Silver 0.75

Other 0.50

50
100
100
200
Tin Slash 68.33333

Pierce 36.66666 Blunt 5 Heat 10

425 0.5 2
Bear Leather Slash 5

Pierce 36.66666 Blunt 68.33333 Heat 10

950 n/a
Copper
Malachite
Slash 68.33333

Pierce 36.66666 Blunt 5 Heat 10

950 1 2
4
Ogre Leather Slash 10

Pierce 70 Blunt 130 Heat 10

1800 n/a
Bronze Slash 130

Pierce 70 Blunt 10 Heat 10

1800 1.9 5
Lead Slash 233.33333

Pierce 126.66666 Blunt 20 Heat 10

3200 3.4 Slash -20%
Pierce -20%
Blunt +25%
2
Iron Slash 233.33333

Pierce 126.66666 Blunt 20 Heat 10

3200 3.4 10
Two-headed
Ogre Leather
Slash 40

Pierce 200 Blunt 360 Heat 10

4800 n/a
Steel Slash 360

Pierce 200 Blunt 40 Heat 10

4800 5.2 30
  • This includes yak, alpaca, emu, honey badger and monitor lizard leather.

QualityEdit

Weapons and armours of higher quality tiers work better than their lower tier counterparts. Using non-weapon items in combat, e.g. rocks, is fairly ineffective compared to even the lowest tier weapons and armours. The exact mechanic remains hidden but Gnomes understand this tiered system and when drafted will use the best weapon and armor available, if the uniform assigned to them allows for it. However if they are holding a non-weapon item when given an attack order or an enemy is spotted with "Defend Gnomes" active they will not equip a regular weapon and instead jump right into the fight.

Note that items can become legendary with repeated use in addition to being able to be crafted that way. Combined with gnomes not reaching for a regular weapon before a combat this can lead to having a legendary wheelbarrow!

The Quality Modifiers for Weapons (Damage) and Armor (Armor Health) are:

Quality Multiplier
Poor 0.9
Average 1.0
Fine 1.1
Superior 1.2
Masterful 1.4
Legendary 1.8

WeaponsEdit

Different weapons have different attacks and/or defensive moves as well as different damage types. Piercing, slashing and blunt damages are better suited against certain materials over others. Slashing can sever limbs, piercing has a higher chance to cause bleeding and blunt based weapons have a chance to knock enemies back (and hopefully off cliffs).

In the Uniform Tab of the Military window, you can specify what weapon you want in each hand. There are 2-handed variants for each weapon that have a lower attack rate but do more damage. (eg. You can't carry a claymore and a shield at once.)

Different weapons have different attack and defense moves. Attacks have an attack type and damage. Different materials have different resistances to damage. Attacks can have multiple damage types and they do them in order. Claymores do both damage types in a single swing and swords have 2 attacks and do damage based on which one is used. The gnome will pick the best attack vs what he's hitting. Shields are just another weapon. All weapons have attack and defense moves. Shields have bash and can defend against all attack types. An attack that is defended against does no damage. 2 handed weapons have a lower attack rate but twice the damage. Dual wielding gives you two attacks.

Slashing damage is the most effective against dirt golems.

List of 1-handed weaponsEdit

Produced at Resources needed Damage Type Skill Base Damage
Obsidian Sword Masonry 1x Block, 1x Hilt Slash/Pierce Sword Slash 162 Pierce 238
Obsidian Axe Masonry 1x Block, 1x Haft Slash Axe Slash 238
Obsidian Hammer Masonry 1x Block, 1x Haft Blunt Hammer Blunt 340
Stone Sword Masonry 1x Block, 1x Hilt Slash/Pierce Sword Slash Pierce 70
Stone Hand Axe Masonry 1x Block, 1x Haft Slash Axe Slash 70
Stone Hammer Masonry 1x Block, 1x Haft Blunt Hammer Blunt 70
Sword Weaponsmith 1x Sword blade, 1x Hilt Slash/Pierce Sword Slash 68.33 Pierce 100
Hand axe Weaponsmith 1x Hand axe head, 1x Haft Slash Axe Slash 100
Hammer Weaponsmith 1x Hammer head, 1x Haft Blunt Hammer Blunt 125
Wooden Shield* Carpenter 3x Wooden Plank Blunt+Daze+Knockback Shield Blunt 50
Shield* Weaponsmith 1x Shield boss, 1x Shield backing Blunt+Daze+Knockback Shield Blunt 100
Torch** Carpenter 1x Stick, 1x Coal Blunt/Heat Sword Blunt Heat 12.5
Pickaxe Blacksmith 1x Pickaxe head, 1x Haft Pierce Hammer Pierce 60
Felling axe Blacksmith 1x Felling axe head, 1x Haft Slash Axe Slash 30
Improvised weapon*** n/a n/a Blunt Brawling
Unarmed n/a n/a Bite (Pierce)
Kick/Punch (Blunt)
Fighting Punch Blunt 15 - Kick Blunt 25 - Bite (P)
Unarmed Prosthetic n/a n/a Bite (Pierce)
Kick/Punch (Blunt)
Fighting Punch 15% damage of Hammer of same metal composition - Kick 25% damage
  • Shields are considered weapons with primarily defensive moves. Gnomes will shield bash enemies causing them to be dazed and knocked back.
    ** Torches will light up a larger area than without one and have some heat damage attacks.
    *** Improvised weapons can be nearly anything a gnome is carrying at the time or whatever is nearby. A table, chair, bar or log for instance. Brawling does blunt damage and depends on the size of the item being used.

List of 2-handed weaponsEdit

Produced at Resources needed Damage Type Skill Base Damage
Claymore Weaponsmith 1x Claymore blade, 1x Hilt Slash/Blunt Sword Slash 84.166 Blunt 84.166
Battle axe Weaponsmith 1x Battle axe head, 1x Haft Slash Axe Slash 200
Warhammer Weaponsmith 1x Wahammer head, 1x Haft Blunt Hammer Blunt 250
Tower Shield Weaponsmith 1x Tower shield boss, 1x Shield backing Blunt+Daze+Knockback Shield Blunt 200
  • Shields are considered weapons with primarily defensive moves. Gnomes will shield bash enemies causing them to be dazed and knocked back. Tower shields have a 4x chance to block as regular shields, deal twice the damage and have a higher chance to knockback

List of ranged weaponsEdit

Produced at Resources needed Damage Type Skill Range Hands Needed Damage Done Attack Speed
Crossbow Engineer Shop 1x Crossbow bow, 1x Crossbow stock, 1x String Pierce Crossbow ~15.9 2 Hands 300 Pierce 6 Seconds
Flintlock Engineer Shop 1x Pistol barrel, 1x Pistol stock Pierce Gun ~4.9 1 Hand 150 Pierce 6 seconds
Blunderbuss Engineer Shop 1x Blunderbuss barrel, 1x Blunderbuss stock Pierce Gun ~7.9 2 Hands 600 Pierce 12 seconds

Metal ammo will start to factor in the material damage multiplier.  Since stone ammo doesn't add anything, going to copper ammo will actually double the damage of a copper range weapon and then increase proportionally from there.

Range Min-Max

Pistol 0-5

Blunderbuss 2-8

Crossbow 2-16

The "Marksgnome" perk increases weapon range by about 55%.

Weapon range calculations

Ranged weapon damage is based on the materials used in their construction and in the material used in the construction of their ammo. They cannot shoot downwards (or upwards? Needs testing) at a 45° angle or steeper -- if an enemy is one block away and one block down, an archer cannot attack him.

ArmorEdit

Armor can be either made of metal, leather or bone. The material drastically changes the effectiveness of the armor. Since Version 0.8.36 Armor slows down Gnomes who do regular jobs. A list of required materials for both types of full armor can be found here

List of metal armor itemsEdit

Metal armor is made at the Armorer.

Metal Armor Resources needed Number worn Worn on
Helmet 3x Armor Plate, 1x Padding, 1x Leather Strap 1 Head
Breastplate 4x Armor Plate, 2x Padding, 2x Leather Strap 1 Body
Pauldron 2x Armor Plate, 1x Padding, 1x Leather Strap 2 Arms
Greave 2x Armor Plate, 1x Padding, 1x Leather Strap 2 Legs
Gauntlet 1x Armor Plate, 1x Padding 2 Hands
Boot 1x Armor Plate, 1x Padding 2 Feet

List of leather armor itemsEdit

Leather armor is made at the Leatherworker. Hides in order of worst to best are:

  • other hide
  • bear hide
  • ogre hide
  • two-headed ogre hide
Leather Armor Resources needed Number worn Worn on
Leather Helm 3x leather panel, 1x padding, 1x string 1 Head
Leather Cuirass 4x leather panel, 2x padding, 2x string 1 Body
Leather Bracer 2x leather panel, 1x padding, 1x string 2 Arms
Leather Greave 2x leather panel, 1x padding, 1x string 2 Legs
Leather Glove 1x leather panel, 1x padding, 1x string 2 Hands
Leather Boot 1x leather panel, 1x padding, 1x string 2 Feet

Ammo BagsEdit

Ammo bags are available for crafting when the corresponding ranged weapon blueprint is discovered.

List of ammo bagsEdit

Resources needed Weapon Clip Size Number worn Worn on Created at
Quiver 1x Hide Crossbow 16 1 Back Leatherworker
Ammo Pouch 1x Cloth Blunderbuss, Flintlock Pistol 32 1 Back Tailor

Combat FormulasEdit

Miss

Skill level [0-100] => Miss [10% - 1%]

Max(1 - ((WeaponSkill / 100) * Focus * 0.1 + 0.9, 0.01)

Defense (this happens for all potential defensive moves, dodge, block, etc in descending skill order. Skill is modified by nimbleness and weapon attack velocity)

50% to defend when skills are even

100% to defend when defend skill doubles attack

25% to defend when attack skill doubles defend

Defend skill / (2 * Attack skill)

Damage (material modifier is how lead does more blunt damage and weapon modifier is the above numbers)

Base * MaterialMultiplier * WeaponVelocity * Nimbleness * MaterialModifier * WeaponModifier * Fitness

External LinksEdit

Gnomoria Forum - Gnome Stats/Training, Weapon Values and Armor