v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Archery

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{migrated article}}
+
{{Quality|Exceptional|01:08, 4 February 2015 (UTC)}}
{{Quality|Unrated}}
 
{{Skill
 
| color      = 0:0
 
| skill      = Archer
 
| profession = [[Military]]
 
| job name  = None
 
| tasks      = *Using any ranged weapon in combat
 
| attributes = Unknown
 
}}
 
 
{{av}}
 
{{av}}
[[File:dwarf_archer.jpg|thumb|229px|right|A dwarf archer.<br><small>''Art by Artigas''</small>]]'''Archery''' is the [[combat skill]] associated with all ranged combat, as well as the name given to using ranged weapons in general. Its exact function is unknown, except that it has been shown to decrease the probability of an enemy dodging a ranged attack. It serves as the ranged counterpart of the Fighter skill.
+
{{category|military}}
 +
{{category|skills}}
  
In terms of weapons, archery encompasses the [[crossbow]], the [[bow]], the [[blowgun]] and anything a creature has [[Thrower|thrown]] at another. Out of these, the crossbow is the only one available to [[Dwarf|dwarves]] outside of [[trading]], looting hostiles, [[strange mood]]s or [[modding]]; as such, this skill will be most relevant to your [[Crossbowman|marksdwarves]].
+
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.
 +
 
 +
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.
 +
 
 +
In terms of weapons this naturally encompasses the [[crossbow]], the [[bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]].  
  
 
==Archery==
 
==Archery==
In order to engage in archery, a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a target. For further information, see the [[archery target]] page.
 
  
Dwarves will fire at targets 25 tiles away and are able to engage targets that are up to 3 z-levels up or down without any loss in firing distance.{{verify}}<!-- Easily tested in the Object Testing Arena, maybe Fortress mode will give a different result. -->
+
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[target|target]]. For further information, see the [[archery target]] page.
  
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k-|m|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.
+
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.<!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. -->
  
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k-|m|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.
+
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.
  
A living target can be selected from the {{k|s}}[[squad|quad]] menu by selecting the squad(s) you wish to have attack and then selecting the attac{{k|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{k|r}}ectangle, or selecting a number of targets through a {{k|l}}ist. Note that if your dwarves don't have the required ammunition, quiver, or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.
+
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.
 +
 
 +
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.
  
 
===Subsections of Archery===
 
===Subsections of Archery===
 
----
 
----
[[Crossbow]] [[Ammunition|Ranged Ammunition]] [[Equipment#Quivers|Quivers]] [[Archery target|Archery Target]] [[Crossbowman]] [[Ambusher|Hunters]] [[Ranger]]
+
[[Crossbow]] -- [[Ammunition|Ranged Ammunition]] -- [[Equipment#Quivers|Quivers]] -- [[Archery target|Archery Target]] -- [[Crossbowman]] -- [[Ambusher|Hunters]] -- [[Ranger]]
  
 
===Effects of Skill Leveling===
 
===Effects of Skill Leveling===
 
----
 
----
Higher skills in the bowman, crossbowman, or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill, a dwarf must fire at something; if it misses a target, it will gain the same amount of experience points just as if it had been hit.
+
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.
  
 
<!-- Copied and reworded from [[Crossbowman]] References 40d data! -->
 
<!-- Copied and reworded from [[Crossbowman]] References 40d data! -->
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts, which provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.
+
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.
  
 
==Value in the Military==
 
==Value in the Military==
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They can fire through allies without hitting them, allowing them to support friendly warriors from behind. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.
+
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.
  
 
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.
 
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.
  
Archers will use their bows, or other ranged weapons, as melee weapons if they run out of ammunition, although regardless of having ammunition or not, they will prefer to run towards the enemy anyway. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.  
+
Archers will use their bows or other ranged weapons for melee combat in close quarters. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.  
  
 
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.
 
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.
  
 
==[[Known bugs and issues|Issues with Archery]]==
 
==[[Known bugs and issues|Issues with Archery]]==
* the current version removes the ability to assign ammo to squads - both ammo and quivers are automatically assigned to a dwarf with a ranged weapon assigned. You can tell that this has happened by checking the squad's/dwarf's equipment from the squad sidebar and seeing a quiver slot (to the left of backpack) and ammo slot (to the left of the quiver).
+
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.
* It can be tricky to get dwarves to pickup ammo. This seems to be related to how squad equipment recipes are created and assigned. The default marksdwarf recipe seems to work for most people. If you deleted it, try the following:
+
* The way weapons get assigned is bugged. {{Bug|535}}  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.
** create a new equipment recipe. Include leather armor, cap, mittens (not gloves), boots, etc. Assign the ranged weapon of your choice. Save the recipe.
+
* If archers don't equip ammo a remedy may be lowering their dedicated ammo counts. This is done by going into military screen: {{k|m}}, ammunition: {{k|f}} and lowering ammo counts for all squads by pressing NUM MINUS. 50 bolts are more than enough.
** delete the current squad. Create a new squad and select the ranged equipment plan you created.
+
* If an archery target is enabled to training a squad but no one of the squad is willing to use it, you can encourage them by disabling all their labors and stationing them near the target. When they come close, remove the "station" order. This issue happens more often to untrained archers.
* if you assign the squad to train at a barracks they will do melee training using the ranged weapons as clubs. Instead, assign them to the barracks for everything except training and to an archery range for training
+
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat.
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat. Fully enclose towers and battlements with a roof and ensure your archers cannot path to attempt melee combat, even through climbing.
 
  
 
=See also=
 
=See also=
Line 59: Line 55:
 
{{Skills}}
 
{{Skills}}
 
{{Category|Military}}
 
{{Category|Military}}
{{category|skills}}
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 2 hidden categories: