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.

Difference between revisions of "v0.34:Crossbowman"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Redirected page to DF2012:Combat skill)
 
(→‎Training: Added minor update on the effects of leveling Crossbowman skill)
 
(9 intermediate revisions by 5 users not shown)
Line 1: Line 1:
#REDIRECT [[DF2012:Combat skill]]
+
{{quality|Exceptional|14:12, 10 June 2012 (UTC)}}{{av}}
 +
Dwarves or other creatures armed with [[crossbow]]s, or bows, can pierce targets from a long distance. A dwarf '''crossbowman''', or marksdwarf, will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it.
 +
 
 +
While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]]. Functionally, bows work by the same laws.
 +
 
 +
A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow.
 +
 
 +
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts.  Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill.  (See [[Ambusher]] for more details.)
 +
 
 +
==Training==
 +
Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. Increasing the crossbowman skill requires firing upon a target (hitting is not required), with "live targets" granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.
 +
 
 +
==See also==
 +
[[Archery]]
 +
 
 +
{{Skills}}
 +
{{Category|Skills}}
 +
{{Category|Military}}

Latest revision as of 21:06, 14 October 2012

This article is about an older version of DF.

Dwarves or other creatures armed with crossbows, or bows, can pierce targets from a long distance. A dwarf crossbowman, or marksdwarf, will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) hurts range, rather than helping it.

While doing decent general damage, a bolt does a fine job at piercing the internal organs of a creature, which can possibly cause organ failure, instant death, unconsciousness or crippling of any size target. This is of limited use against creatures without internal organs, such as magma men, but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a wrestling dwarf may grab the bolt and twist it in the wound. Functionally, bows work by the same laws.

A marksdwarf who is forced into melee will use the hammerdwarf skill to bash enemies with their crossbow.

Immigrating marksdwarves bring their own crossbows and a quiver with 30-40 bolts. Immigrating rangers often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have ambusher skill. (See Ambusher for more details.)

Training[edit]

Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. Increasing the crossbowman skill requires firing upon a target (hitting is not required), with "live targets" granting much more experience than an archery target. The difference is huge, on the order of ~67 bolts fired (~7.5 experience/shot) in practice vs. 17 bolts fired (30 experience/shot) against live enemies in order to achieve novice rank.

See also[edit]

Archery

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

Administrator
Military
General
Weapon
Other
Social
Broker
Other

Other/Peasant
Unused