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- Yes, you read that properly. Dwarf Fortress Arena Challenge!
- See, Dwarf Fortress has a nifty little feature that not too many players toy around with - the Object Testing Arena. You can create creatures, teach them to fight and give them stabby, slashy, bashy or [i]completely useless[/i] things with which to kill each other. (Un)surprisingly fun.
- So I've decided to run a tournament.
- For the first tournament I'll probably be taking sixteen (16) entrants; I'm not sure how much work this will be, or the level of interest, so I figure I'll start small. If more than sixteen people want to enter, then the first fourteen entrants or so will have guaranteed slots, and the final one or two participants will be determined battle royale style; toss every contestant fighting for it into the arena at the same time, as fairly as I can manage, and see who wins out.
- No, the winners of those slots will not get points for winning. They just get to compete.
- On the positive side, should I GET that many people interested, I'll definitely run another tournament, and it'll have more slots open.
- NB: this tournament uses a modded older version of Dwarf Fortress. Attempting to test things in vanilla DF will result in silly stuff like godly Minotaurs, since default Minotaurs now get something like Expert in all weapon skills straight off the bat, or no werewolves at all because werebeasts are... different... in DF2012.
- If you want the version I'll be using, [url=http://dl.dropbox.com/u/17084765/Ironhand%20.57%20for%20Arena.zip]here[/url].
- [u]Playable Races[/u][spoiler]Size is by mass and influences both how much damage is done - bigger characters tend to do more damage - and how easy it is to knock over opponents. Larger characters will attempt to charge at and knock smaller enemies on the ground, giving them a massive speed and damage bonus over their fallen opponents, who often spend a slow turn trying to get back up. However, with high enough dodging skills charging opponents are often avoided and sent rushing by, opening up easy attacks on their back. Small competitors can do almost as much damage as large ones with slashing and stabbing, but bashing and punching works much, much better for big characters.
- Attributes are always an absolute value, so any given dwarf will have the strength, agility, and other stats of any other. Strength is for dealing damage and improving ability to carry around armor without penalty. Agility improves speed of actions and movement, often allowing a vital first strike. Toughness is ability to resist damage and fainting from pain. Endurance is the ability to keep fighting without becoming tired and eventually passing out from exhaustion. Recuperation is ability to heal wounds somewhat over long fights.
- Both normal and special unarmed attacks are only sometimes used when an object is not being wielded, and the character will generally prefer the use of the object, especially favoring weapons with which they have higher skill. Martial trances massively boost skills to phenomenal levels for a short time but happen only when facing multiple opponents.
- Each race has a certain point value that it may use to purchase skills and items. Smaller, weaker races receive additional points to make up for their shortcomings and to represent their relative cleverness.
- [b]Gremlin[/b]
- Size: 12
- Agility++
- Strength+
- Toughness+
- Endurance+
- Unladen Speed: 1129
- Tiny: Dodging skill costs 25% less than for standard races.
- 1800 points
- May use 1-handedly: buckler, large dagger, whip
- May use 2-handedly: short sword, scourge, mace, war hammer
- [b]Dark Gnome[/b]
- Size: 18
- Agility+
- Strength++
- Unladen Speed: 1077
- Tiny: Dodging skill costs 25% less than for standard races.
- 1750 points
- May use 1-handedly: buckler, large dagger, whip
- May use 2-handedly: pick, short sword, scourge, mace, war hammer
- [b]Kobold[/b]
- Size: 25
- Agility: ++
- Strength: +
- Toughness: +
- Recuperation: +
- Unladen Speed: 1153
- Tiny: Dodging skill costs 25% less than for standard races.
- 1500 points
- May use 1-handedly: buckler, large dagger, whip, short sword, scourge
- May use 2-handedly: spear, battleaxe, pick, mace, war hammer, bow
- [b]Strangler[/b]
- Size: 40
- Strength+++
- Unladen Speed: 1029
- Has two pairs of arms and three eyes
- 1375 points
- May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear
- May use 2-handedly: battleaxe, pick, mace, war hammer, flail, long sword, crossbow, bow
- Note: Modded with [CAN_LEARN] to use skills.
- [b]Serpent Man[/b]
- Size: 50
- Agility-
- Strength++
- Toughness++
- Endurance++
- Unladen Speed: 992
- Lacks legs, but has a tail.
- Will inject paralyzing venom upon a successful skin-breaking bite.
- 1300 points
- May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer
- May use 2-handedly: flail, long sword, crossbow, bow
- [b]Soldier Ant Woman[/b]
- Size: 50
- Agility++
- Strength++
- Endurance++
- Unladen Speed: 1018
- Insect-proportioned body with two pairs of arms
- Will bite in unarmed combat
- 1300 points
- May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer
- May use 2-handedly: flail, long sword, crossbow, bow
- [b]Dwarf[/b]
- Size: 60
- Agility: -
- Strength: +
- Toughness: ++
- Endurance+
- Unladen Speed: 952
- Sometimes enter Martial Trance when facing superior numbers
- 1200 points
- May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer
- May use 2-handedly: maul, great axe, flail, long sword, crossbow
- [b]Elf[/b]
- Size: 60
- Agility: +
- Recuperation: +
- Toughness-
- Unladen Speed: 1048
- 1200 points
- May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer, long sword, flail
- May use 2-handedly: two-handed sword, halberd, pike, bow
- [b]Goblin[/b]
- Size: 60
- Strength: +
- Endurance: ++
- Recuperation: +
- Unladen Speed: 996
- 1200 points
- May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer
- May use 2-handedly: maul, great axe, flail, long sword, bow, crossbow
- [b]Human[/b]
- Size: 70
- Strength+
- Unladen Speed: 977
- 1200 points
- May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer, long sword, flail
- May use 2-handedly: two-handed sword, maul, halberd, great axe, pike, bow, crossbow
- [b]Molemarian[/b]
- Size: 90
- Agility-
- Toughness++
- Endurance+
- Recuperation+
- Unladen Speed: 956
- Do not feel pain
- Centuar-like body with two arms and four legs
- 775 points
- May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer, long sword, flail.
- May use 2-handedly: two-handed sword, maul, halberd, great axe, pike, bow, crossbow
- Note: Modded with [CAN_LEARN] to use skills.
- [b]Tigerman[/b]
- Size: 130
- Agility-
- Strength+
- Toughness+
- Unladen Speed: 952
- 925 points
- May use 1-handedly: buckler, shield, and all melee weapons.
- May use 2-handedly: bow, crossbow
- [b]Werewolf[/b]
- Size: 110
- Strength-
- Endurance++
- Recuperation++
- Unladen Speed: 1000
- 925 points
- May use 1-handedly: buckler, shield, and all melee weapons.
- May use 2-handedly: bow, crossbow
- [b]Minotaur[/b]
- Size: 200
- Agility--
- Strength++
- Unladen Speed: 941
- Will gore with horns in combat
- 675 points
- May use 1-handedly: buckler, shield, and all melee weapons.
- May use 2-handedly: bow, crossbow
- [b]Troll[/b]
- Size: 230
- Agility--
- Toughness++
- Strength+
- Recuperation+
- Endurance-
- Unladen Speed: 936
- Will gore with tusks and horns in combat
- 625 points
- May use 1-handedly: buckler, shield, and all melee weapons.
- May use 2-handedly: bow, crossbow
- [b]Yeti[/b]
- Size: 270
- Agility--
- Strength+
- Endurance--
- Unladen Speed: 917
- 575 points
- May use 1-handedly: buckler, shield, and all melee weapons.
- May use 2-handedly: bow, crossbow
- Note: Modded with [CAN_LEARN] to use skills.[/spoiler]
- [u]Skills[/u]
- [spoiler]The first level of each skill costs the purchase price, and each subsequent level n costs n times the original price, in addition to the price of the previous levels purchased to make it available. For example, if level one of a skill costs 5, level two will cost 10, level 3 15, etc. To actually buy level 3 of that skill from 0 would cost 5+10+15 = 30. Up to level 14 may be purchased in any skill. All weapon skills also give an innate parrying ability when the correct weapon is wielded in addition to improving accuracy and damage dealt. Remember to save some points for buying equipment.
- Fighting (generally improves all physical combat, generates opportunity-strikes for melee targeting)
- Cost: 15
- Archery (generally improves all ranged combat, especially accuracy)
- Cost: 10
- Axe (used for battle axe, halberd, and great axe)
- Cost: 30
- Sword (used for short sword, long sword, and two handed sword)
- Cost: 30
- Knife (used for large dagger)
- Cost: 30
- Mace (used for mace and flail)
- Cost: 30
- Hammer (used for hammer and maul)
- Cost: 30
- Spear (used for spear)
- Cost: 30
- Pike (used for pike)
- Cost: 30
- Lash (used for whip and scourge)
- Cost: 30
- Bow (used only in ranged combat with bow, for melee get sword skill)
- Cost: 30
- Crossbow (used only in ranged combat with crossbow, for melee get hammer skill)
- Cost: 30
- Misc. Object (used for picks, shield bashing, and stabbing with ranged ammunition)
- Cost: 25
- Wrestling (in unarmed combat: holding enemies in place, choking, breaking joints)
- Cost: 5
- Striking (fists)
- Cost: 10
- Kicking (feet/tail)
- Cost: 10
- Biting (used for both goring and biting attacks)
- Cost: 10
- Dodging (improves the chance to leap away from charges avoid incoming attacks, even when prone)
- Cost: 20
- Shield (greatly boosts chance to deflect attacks with shield or buckler)
- Cost: 20
- Armor (helps avoid armor speed penalty, may be unnecessary with enough strength)
- Cost: 5[/spoiler]
- [u]Equipment[/u]
- [spoiler]Each type of equipment has a set value which is then multiplied by whatever material you choose to get the equipment made out of. All weapons are available in metal, and bows/crossbows also come in wood. Armor is available in metal, wood, and leather, depending on what type of armor it is. Shields are not available in leather. Characters may have a single one-handed weapon, a single two-handed weapon, two one-handed weapons, a one-handed weapon and shield, a shield alone (not recommended), or go entirely unarmed so that they may use wrestling and their special melee attack, if any. The number of hands used for each weapon varies by race.
- Materials
- Material Choice (Price multiplier) Description
- Cowhide Leather (0.75x) low-weight, very poor stopping power
- Oakwood (0.75x) low-weight, very poor edge, very poor stopping power
- Copper (1x) high-weight, mediocre edge, mediocre stopping power
- Silver (1.5x) very high-weight, poor edge, poor stopping power. good for bludgeoning weapons
- Iron (2x) medium-weight, good edge, good stopping power
- Bronze (2x) high-weight, good edge, good stopping power
- Platinum (2.5x) extremely high-weight, very poor edge, poor stopping power. excellent for bludgeoning weapons
- Steel (5x) medium-weight, very good edge, very good stopping power
- Adamantine (12x) extremely low-weight, exceptional edge, exceptional stopping power
- [u]Weapons[/u]
- Note that bashing-type weapons are somewhat more expensive because they are effective using heavy materials such as copper or silver that can be purchased cheaply. However, the ideal material for bashing weapons is platinum, unless of course you can afford slade. Avoid using adamantine bashing weapons. All weapons may be sold back at half price in future rounds.
- Large dagger (cheap cutting weapon for small characters that slices through unarmored flesh extremely well)
- Cost: 90
- Whip (unsharpened weapon that has the potential to cause a great deal of pain to unarmored and armored targets alike. functions like a long flail with small chunks of metal along its length)
- Cost: 140
- Scourge (sharpened whip that can cut unarmored flesh to ribbons with ease, but is somewhat less effective against armor)
- Cost: 120
- Short sword (small sword that is used for both slashing and stabbing, allowing it to sever limbs and hit internals. performs poorly against armored targets)
- Cost: 100
- Long sword (large sword that is used for both slashing and stabbing)
- Cost: 110
- Two-handed sword (very large sword that only tall creatures can wield. both slashing and stabbing)
- Cost: 120
- Battleaxe (heavy weapon that can sunder unarmored flesh with terrifying ease. largely ineffective against heavily armored opponents)
- Cost: 90
- Great axe (massive axe with a long handle. surprisingly ineffective against heavily armored opponents)
- Cost: 100
- Halberd (long, axe-like weapon that can only be used by tall creatures. Has hacking AND spear-like stabbing attacks)
- Cost: 120
- Mace (solid bashing weapon, best used with heavy metals, effective against armor, but unlikely to cause swift deaths. works well even with cheap metal)
- Cost: 180
- Flail (unwieldy but harder-hitting version of mace, best used with heavy metals, effective against armor, but unlikely to cause swift deaths. works well even with cheap metal)
- Cost: 200
- War hammer (bashing weapon with smaller contact area, best used with heavy metals, extremely effective against armor. works well even with cheap metal)
- Cost: 200
- Maul (crude, massive bashing weapon, best used with heavy metals, effective against armor, but unlikely to cause swift deaths. works well even with cheap metal)
- Cost: 170
- Spear (simple stabbing weapon, good for piercing internals if you can find a way through armor)
- Cost: 110
- Pike (very long stabbing weapon, great for hitting internals if target is not well-armored)
- Cost: 120
- Pick (Uses the misc obj. user skill. can poke holes in your opponent, often even through armor)
- Cost: 100
- Bow (very poor in melee, fires high-velocity projectiles. arrows tend to cause tremendous pain, but are poor at finishing off targets. comes with 40 ammo of same material held in another hand. manager may request less ammo if they choose, to avoid weight issues)
- Cost: 150
- Crossbow (very poor in melee, fires high-velocity projectiles. bolts tend to cause tremendous pain, but are poor at finishing off targets. slightly superior to bows. comes with 40 ammo of same material held in another hand. manager may request less ammo if they choose, to avoid weight issues)
- Cost: 160
- [u]Shields[/u]
- Note that the material used to make your shield does not impact block rate; an oak shield blocks just as well as a steel one. The material used will affect the damage you deal when bashing with your shield, and may provide some protection to the shield hand itself.
- Buckler (small shield with a blocking rate closely associated to shield skill. highly recommended for the very small races. not available in leather. unskilled blockrate of 12)
- Cost: 120
- Shield (large shield with a high blocking rate, closely associated to shield skill. those with a good shield and the skill to use it can be nearly untouchable. not available in leather. unskilled blockrate of 20)
- Cost: 240
- [u]Armor[/u]
- Both a helm and 1-2 caps may be worn simultaneously. In addition, up to 3 layers of mail armor may be worn under plate or leather body armor. Leather Armor may not be worn with plate- both are hardened, rigid pieces. Otherwise, only one piece of armor allowed per slot. As with weapons, all armor may be sold back at half price.
- [b]Head Slot[/b]
- Helm (protects the head, which can prevent you from being knocked out and from receiving blows to the brain that instantly end your life. attacks on the head have a 2% chance of finding a gap and ignoring the helmet entirely)
- Cost: 50
- Cap (partially protects the head- it only has a 75% chance of intercepting any blow to the head. may wear up to two underneath a helm, reducing the odds of through-armor hits)
- Cost: 30
- [b]Body Slot[/b]
- Mail Shirt (only available in metal. protects the upper and lower body and upper arms and legs. includes a partial hood that protects the throat, ears, and face (but not the head), as well. if you can only afford one piece of armor, this would be a good choice. may be worn under a breast plate or under leather armor. you may stack up to three mail shirts at a time. attacks have a 5% chance of finding a hole through any given mail shirt, effectively ignoring it. additional mail shirts reduce the chance of this through-armor strike drastically. ineffective against bashing weapons)
- Cost: 90
- Leather Armor (only available in leather. rigid, hardened leather that serves as cheaper alternative to breast plate. note that it has better coverage than a breast plate- it shields your upper arms and legs in addition to the entire torso. includes a partial “hood” similar to that of mail armor. reduces impact of blunt strikes to a degree)
- Cost: 80
- Breast Plate (very sturdy armor that protects only the torso. not available in leather. virtually impossible to cut through if made out of strong material, and is more effective against bludgeoning attacks than a mail shirt)
- Cost: 80
- [b]Leg Slot[/b]
- Leggings (provides protection to the lower body and entirety of the legs, not including the feet. not available in wood. ineffective against bashing weapons)
- Cost: 50
- Greaves (provides superior protection to the lower body and entirety of the legs, not including the feet, comparable to the rigidity of a breast plate. not available in leather)
- Cost: 60
- [b]Hand Slot[/b] (comes in set of two or four so all hands are covered at no extra cost)
- Gauntlets (not available in leather. protects the hands and lower arms)
- Cost: 40
- Gloves (only available in leather. protects the hands and lower arms)
- Cost: 40
- [b]Foot Slot[/b] (comes in set of two or four so all feet are covered at no extra cost)
- Low Boots (protects the feet only)
- Cost: 30
- High Boots (protects the feet and the lower legs)
- Cost: 40
- ADD CHART[/spoiler]
- [u]Winning[/u]
- If your gladiator happens to win a match, they get points equivalent to their starting points to spend on new equipment and on improving skills.
- Equipment bought for previous rounds can be sold back to the arena at half its point value; it doesn't matter if it's been used or not, bought equipment can only be sold back at half cost, and you can't sell back skill ranks.
- [u]Interest on Unspent Points[/u]
- Any points that you choose not to spend during a given round will accrue a modest 20% interest that may be spent on the following round's purchases.
- 5 points become 6 points, 500 points become 600 points. This is on top of the points you get for winning a round.
- Rules courtesy of Vox Nihili and [url=http://forums.somethingawful.com/showthread.php?threadid=3426500]his tournaments[/url] over at the SA forums. He came up with this stuff, not me, and I'm using them here with his permission.
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