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Difference between revisions of "v0.31:Combat skill"

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(→‎Weapon skills: Put in Marksdwarf. Confusing name, but whatever.)
 
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{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}
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{{quality|Exceptional|20:17, 26 December 2010 (UTC)}}{{av}}
  
 
''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all "combat skills" will redirect here, at least until it becomes more clear if/how we should break them up.''
 
''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all "combat skills" will redirect here, at least until it becomes more clear if/how we should break them up.''
  
==General combat skills==
+
== General combat skills ==
 +
 
 
'''General Combat skills''' are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.
 
'''General Combat skills''' are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.
 +
* Archer - increases with the use of any ranged attack, including throwing. Its exact function is unknown, but when tested in [[arena]] mode with two dwarves, one no skill and one grand master on isolated pillars with bows, the grand master shot the no skill dwarf with far greater accuracy.
 +
* Biter - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a [[syndrome]], but some [[immigrant]]s will arrive with this skill as well, and unarmed combatants will occasionally learn a bit when they choose to bite during a combat.
 +
* Dodger - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales. In version{{v|0.31.17}} dodging became even more commonplace because unlike previous versions even creatures lying on the ground can dodge now ("scramble" and "roll").
 +
* Fighter - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly.  Its use or significance is currently not known. However, when tested in arena mode with two dwarves, one unskilled and one grand master fighter, the one with fighter skill won consistently while armed with any of the default weapons. Unarmed dwarves showed no preference.
 +
* Kicker - increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt [[attack type]].
 +
* Striker - increased by throwing punches and scratching with claws or nails in unarmed combat.
 +
* [[Wrestling|Wrestler]] - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making [[adventurer mode|adventurer]] wrestlers much more effective).
  
:* Archer
+
== Equipment skills ==
:* Biter
 
:* Dodger
 
:* Fighter
 
:* Kicker
 
:* Striker
 
:* Wrestler
 
 
 
'''Archer''' skill increases with the use of any ranged attack, including throwing. Its exact function is unknown, but when tested in {{L|arena}} mode with two dwarves, one no skill and one grand master on isolated pillars with bows, the grand master shot the no skill dwarf with far greater accuracy.
 
 
 
'''Biter''' skill increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a {{L|syndrome}}, but some {{L|immigrant}}s will arrive with this skill as well, and unarmed combatants will occasionally learn a bit, implying that they chose to bite during a combat.
 
  
'''Dodger''' aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales.
 
 
The '''Fighter''' skill increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly.  Its use or significance is currently not known. However, when tested in arena mode with two dwarves, one unskilled and one grand master fighter, the one with fighter skill won consistently while armed with any of the default weapons. Unarmed dwarves showed no preference.
 
 
'''Kicker''' skill is increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt {{L|attack type}}.
 
 
'''Striker''' skill is increased by throwing punches in unarmed combat.
 
 
'''Wrestler''' skill pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming.
 
 
==Equipment skills==
 
 
'''Equipment skills''' are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.
 
'''Equipment skills''' are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.
 +
* Armor User - related to how well a dwarf moves in [[armor]], and increases whenever a dwarf wearing armor is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather [[clothes]] count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a [[kobold]] [[thief]] or predatory animals.
 +
* Shield User - increases whenever a dwarf uses a [[shield]] or [[buckler]] to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a [[goblin]] axe to [[dragon|dragonfire]].
  
:* Armor User
+
== Weapon skills ==
:* Shield User
 
 
 
'''Armor User''' skill is related to how well a dwarf moves in {{L|armor}}, and increases whenever a dwarf wearing armor is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus) Because even leather {{L|clothes}} count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a {{L|kobold}} {{L|thief}} or predatory animals.
 
 
 
'''Shield User''' increases whenever a dwarf uses a {{L|shield}} or {{L|buckler}} to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a {{L|goblin}} axe to {{L|dragon|dragonfire}}.
 
 
 
==Weapon skills==
 
'''Weapon skills''' are associated with the use of a particular {{L|weapon}} type, even if that weapon type is "thrown {{L|vomit}}" in adventure mode. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'.
 
:* Axeman
 
:* Blowgunner
 
:* Bowman
 
:* Crossbowman
 
:* Hammerman
 
:* Knife User
 
:* Lasher
 
:* Maceman
 
:* Misc. Object User
 
:* Pikeman
 
:* Spearman
 
:* Swordsman
 
:* Thrower
 
 
 
 
 
'''Axeman''' skill allows characters to use axes, great axes, and halberds more effectively.
 
 
 
'''Blowgunner''' allows characters to use blowguns more effectively.
 
 
 
'''Bowman''' skill allows characters to use bows more effectively.
 
 
 
'''Crossbowman''' skill allows characters to use crossbows more effectively.  The dwarven version is called '''Marksdwarf'''.
 
 
 
'''Hammerman''' skill allows characters to use crossbows in melee, mauls, and war hammers more effectively.
 
 
 
'''Knife User''' skill allows characters to use large daggers more effectively. There is no such thing as a small dagger in Dwarf Fortress, at least not one that can be equipped or seen.
 
 
 
'''Lasher''' skill allows characters to use whips and scourges more effectively.
 
 
 
'''Maceman''' skill allows characters to use flails, maces, and morningstars more effectively.
 
 
 
'''Misc. Object User''' allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, this skill tends to increase when dwarves tantrum and break some heads with a +Granite Throne+. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).
 
 
 
'''Pikeman''' skill allows characters to use pikes more effectively.
 
 
 
'''Spearman''' skill allows characters to use spears more effectively.
 
 
 
'''Swordsman''' skill allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.
 
 
 
'''Thrower''' skill allows characters to throw miscellaneous objects more effectively.
 
  
 +
'''Weapon skills''' are associated with the use of a particular [[weapon]] type, even if that weapon type is "thrown [[vomit]]" in adventure mode. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'.
 +
* Axeman - allows characters to use axes, great axes, and halberds more effectively.
 +
* Blowgunner - allows characters to use blowguns more effectively.
 +
* Bowman - allows characters to use bows more effectively.
 +
* Crossbowman - allows characters to use crossbows more effectively.  The dwarven version is called '''Marksdwarf'''.
 +
* Hammerman - allows characters to use mauls and war hammers more effectively, as well as crossbows in melee.
 +
* Knife User - allows characters to use large daggers and knives more effectively.
 +
* Lasher - allows characters to use whips and [http://en.wikipedia.org/wiki/Scourge scourges] more effectively.
 +
* Maceman - allows characters to use flails, maces, and morningstars more effectively.
 +
* Misc. Object User - allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, this skill tends to increase when dwarves tantrum and break some heads with a +Granite Throne+. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).
 +
* Pikeman - allows characters to use pikes more effectively.
 +
* Spearman - allows characters to use spears more effectively.
 +
* Swordsman - allows characters to use long swords, scimitars, short swords, and two-handed swords more effectively, as well as blowguns and bows in melee.
 +
* Thrower - allows characters to throw miscellaneous objects more effectively.
  
 +
==See also==
 +
* [[User:Shinziril#Skills|Outstanding research]] on several combat skills by Shinziril
  
  
 
{{skills}}
 
{{skills}}

Latest revision as of 20:41, 2 January 2012

This article is about an older version of DF.

Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all "combat skills" will redirect here, at least until it becomes more clear if/how we should break them up.

General combat skills[edit]

General Combat skills are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.

  • Archer - increases with the use of any ranged attack, including throwing. Its exact function is unknown, but when tested in arena mode with two dwarves, one no skill and one grand master on isolated pillars with bows, the grand master shot the no skill dwarf with far greater accuracy.
  • Biter - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a syndrome, but some immigrants will arrive with this skill as well, and unarmed combatants will occasionally learn a bit when they choose to bite during a combat.
  • Dodger - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales. In versionv0.31.17 dodging became even more commonplace because unlike previous versions even creatures lying on the ground can dodge now ("scramble" and "roll").
  • Fighter - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly. Its use or significance is currently not known. However, when tested in arena mode with two dwarves, one unskilled and one grand master fighter, the one with fighter skill won consistently while armed with any of the default weapons. Unarmed dwarves showed no preference.
  • Kicker - increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt attack type.
  • Striker - increased by throwing punches and scratching with claws or nails in unarmed combat.
  • Wrestler - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making adventurer wrestlers much more effective).

Equipment skills[edit]

Equipment skills are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.

  • Armor User - related to how well a dwarf moves in armor, and increases whenever a dwarf wearing armor is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather clothes count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a kobold thief or predatory animals.
  • Shield User - increases whenever a dwarf uses a shield or buckler to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a goblin axe to dragonfire.

Weapon skills[edit]

Weapon skills are associated with the use of a particular weapon type, even if that weapon type is "thrown vomit" in adventure mode. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'.

  • Axeman - allows characters to use axes, great axes, and halberds more effectively.
  • Blowgunner - allows characters to use blowguns more effectively.
  • Bowman - allows characters to use bows more effectively.
  • Crossbowman - allows characters to use crossbows more effectively. The dwarven version is called Marksdwarf.
  • Hammerman - allows characters to use mauls and war hammers more effectively, as well as crossbows in melee.
  • Knife User - allows characters to use large daggers and knives more effectively.
  • Lasher - allows characters to use whips and scourges more effectively.
  • Maceman - allows characters to use flails, maces, and morningstars more effectively.
  • Misc. Object User - allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, this skill tends to increase when dwarves tantrum and break some heads with a +Granite Throne+. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).
  • Pikeman - allows characters to use pikes more effectively.
  • Spearman - allows characters to use spears more effectively.
  • Swordsman - allows characters to use long swords, scimitars, short swords, and two-handed swords more effectively, as well as blowguns and bows in melee.
  • Thrower - allows characters to throw miscellaneous objects more effectively.

See also[edit]


Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other

Other/Peasant
Unused