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Difference between revisions of "Archery"

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{{Quality|Exceptional|01:08, 4 February 2015 (UTC)}}
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{{migrated article}}
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{{Skill
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| color      = 0:0
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| skill      = Archer
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| profession = [[Military]]
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| job name  = None
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| tasks      = *Using any ranged weapon in combat
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| attributes = Unknown
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}}
 
{{av}}
 
{{av}}
{{category|military}}
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[[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|skills}}
 
 
 
'''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]].  
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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==
 
==Archery==
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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.
  
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.
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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. -->
 
 
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 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.
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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.
  
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.
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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.
  
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.
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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.
  
 
===Subsections of Archery===
 
===Subsections of Archery===
 
----
 
----
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]
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[[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 even as if it had been hit.
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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.
  
 
<!-- 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 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.
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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.
  
 
==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 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.
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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.
  
 
[[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.
  
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[Crossbow]]s train the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.
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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.
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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]]==
* 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.
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* 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).
* 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.
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* 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:
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Often the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}
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** 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.
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** 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.
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* 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.
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* 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=
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{{Skills}}
 
{{Skills}}
 
{{Category|Military}}
 
{{Category|Military}}
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{{category|skills}}

Latest revision as of 20:25, 25 December 2023

Skill: Archer
Association  
Profession Military
Job Title Archer
Labor None
Tasks
  • Using any ranged weapon in combat
Workshop
None
Attributes

Unknown

This article is about the current version of DF.
Note that some content may still need to be updated.

A dwarf archer.
Art by Artigas

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.

In terms of weapons, archery encompasses the crossbow, the bow, the blowgun and anything a creature has thrown at another. Out of these, the crossbow is the only one available to dwarves outside of trading, looting hostiles, strange moods or modding; as such, this skill will be most relevant to your marksdwarves.

Archery[edit]

In order to engage in archery, a dwarf needs five things: a ranged weapon; a quiver and ammunition; proper labor/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]

Assignment of ranged weapons is done through the military equipment screen (m-e). If you only have a few ranged weapons, military squads get first pick, and then hunters can choose from the leftovers. Squads can be assigned a particular type of weapon, but hunters cannot be controlled so finely.

Assignment of ammunition is done through the military ammunition screen (m-f) for both military squads and hunters. Ammunition must match the weapon: bolts for crossbows, arrows for bows.

A living target can be selected from the squad menu by selecting the squad(s) you wish to have attack and then selecting the attack target. You can then select a single target with the cursor, a number of targets by enabling selection by rectangle, or selecting a number of targets through a list. 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[edit]


CrossbowRanged AmmunitionQuiversArchery TargetCrossbowmanHuntersRanger

Effects of Skill Leveling[edit]


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.

Firing at live targets gives much more experience points than firing on inanimate archery targets. 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.

Value in the Military[edit]

Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by melee weapons or by 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-levels than the target intended. Archery targets 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 fortifications and over empty spaces although their usefulness is thwarted by proper armor and tactics.

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 hammerman skill while bows and blowguns use the 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.

Issues with Archery[edit]

  • 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).
  • 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:
    • create a new equipment recipe. Include leather armor, cap, mittens (not gloves), boots, etc. Assign the ranged weapon of your choice. Save the recipe.
    • delete the current squad. Create a new squad and select the ranged equipment plan you created.
  • 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. Fully enclose towers and battlements with a roof and ensure your archers cannot path to attempt melee combat, even through climbing.

See also[edit]

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

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Spoken
Scholar

Other/Peasant
Unused