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Difference between revisions of "Monster slayer"
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− | + | {{dftext|This visitor has come to slay beasts.|7:1}} | |
− | Monster slayers are less helpful than they might initially seem. Allowing these visitors to regularly rampage through your caverns will occasionally produce free meat, bone, and | + | '''Monster slayers''' are [[visitor]]s that will visit and [[petition]] to stay in order to slay [[creature]]s in your [[cavern]]s. They begin arriving to your fortress after you have first breached into any cavern layer, regardless of whether the fort has any [[locations]]. |
+ | |||
+ | Their above-ground counterparts are the [[beast hunter]]s. | ||
+ | |||
+ | ==Behaviour== | ||
+ | |||
+ | Monster hunters arrive with their own [[weapon]]s and [[armor]], as well as some degree of basic [[combat skill]]. If you accept their service, they will live among your dwarves like regular citizens, although they will spend all of their time either loitering around [[meeting hall]]s or prowling any breached caverns on your map they have access to, searching for cavern creatures to fight. Monster slayers cannot be assigned any labors, will not haul anything, and cannot be given orders or controlled by burrows or other means. | ||
+ | |||
+ | Monster slayers are less helpful than they might initially seem. Allowing these visitors to regularly rampage through your caverns will occasionally produce free [[meat]], [[bone]], and [[hide]]s, but they are sloppy in their work - because you can't direct them to kill particular units, they'll often wipe out half a pack of [[troglodyte]]s while ignoring the other half entirely, and they will rush headlong into battle with that [[giant cave spider]] you'd been hoping to cage and farm. They are also often poorly suited to life in combat; some may arrive who hate all things military and panic at the first sign of violence, while others have ineffectual skills which will inevitably end with them being killed by the monsters they're supposed to be hunting. Consider exiling monster slayers who seem like they're destined for tantrums, or arrange "accidents" for them if they happen to be carrying interesting equipment. [[Steel]] is steel, after all. | ||
+ | |||
+ | ==Considerations== | ||
Leaving caverns open is always an invitation to trouble, and monster slayers only reduce this risk slightly. Be sure to keep whatever access routes they use well-guarded with [[trap]]s, [[door]]s, and dwarven guards in order to intercept the [[jabberer]] or [[cave dragon]] that will inevitably slip on in. Also, be aware that closing off that cavern without sealing in some wandering monster slayers will take some effort on your part; barricading them in their bedrooms while they sleep until they've all safely left the cavern is pretty much the only way (unless you don't mind leaving them to fight to the death down below). Finally, don't even think about playing with monster slayers until you have a functional [[hospital]] up and running. Both the slayers and the civilians that play around down there are at risk of injury at any time. Strongly consider keeping the caverns walled off until you have a proper medical facility in place. Worst case scenario, you leave your poor slayers wandering bored around your [[tavern]] for a few years. There are far worse things in life. | Leaving caverns open is always an invitation to trouble, and monster slayers only reduce this risk slightly. Be sure to keep whatever access routes they use well-guarded with [[trap]]s, [[door]]s, and dwarven guards in order to intercept the [[jabberer]] or [[cave dragon]] that will inevitably slip on in. Also, be aware that closing off that cavern without sealing in some wandering monster slayers will take some effort on your part; barricading them in their bedrooms while they sleep until they've all safely left the cavern is pretty much the only way (unless you don't mind leaving them to fight to the death down below). Finally, don't even think about playing with monster slayers until you have a functional [[hospital]] up and running. Both the slayers and the civilians that play around down there are at risk of injury at any time. Strongly consider keeping the caverns walled off until you have a proper medical facility in place. Worst case scenario, you leave your poor slayers wandering bored around your [[tavern]] for a few years. There are far worse things in life. | ||
+ | |||
+ | ==See also== | ||
+ | *[[Beast hunter]] | ||
{{Category|Occupation}} | {{Category|Occupation}} |
Revision as of 15:02, 16 December 2018
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
This page contains information only relevant to DF 0.44.01 and newer. Most or all of this information does not apply to previous versions. Older saves from previous versions in the DF2014 release cycle are still compatible with this version. |
This visitor has come to slay beasts.
Monster slayers are visitors that will visit and petition to stay in order to slay creatures in your caverns. They begin arriving to your fortress after you have first breached into any cavern layer, regardless of whether the fort has any locations.
Their above-ground counterparts are the beast hunters.
Behaviour
Monster hunters arrive with their own weapons and armor, as well as some degree of basic combat skill. If you accept their service, they will live among your dwarves like regular citizens, although they will spend all of their time either loitering around meeting halls or prowling any breached caverns on your map they have access to, searching for cavern creatures to fight. Monster slayers cannot be assigned any labors, will not haul anything, and cannot be given orders or controlled by burrows or other means.
Monster slayers are less helpful than they might initially seem. Allowing these visitors to regularly rampage through your caverns will occasionally produce free meat, bone, and hides, but they are sloppy in their work - because you can't direct them to kill particular units, they'll often wipe out half a pack of troglodytes while ignoring the other half entirely, and they will rush headlong into battle with that giant cave spider you'd been hoping to cage and farm. They are also often poorly suited to life in combat; some may arrive who hate all things military and panic at the first sign of violence, while others have ineffectual skills which will inevitably end with them being killed by the monsters they're supposed to be hunting. Consider exiling monster slayers who seem like they're destined for tantrums, or arrange "accidents" for them if they happen to be carrying interesting equipment. Steel is steel, after all.
Considerations
Leaving caverns open is always an invitation to trouble, and monster slayers only reduce this risk slightly. Be sure to keep whatever access routes they use well-guarded with traps, doors, and dwarven guards in order to intercept the jabberer or cave dragon that will inevitably slip on in. Also, be aware that closing off that cavern without sealing in some wandering monster slayers will take some effort on your part; barricading them in their bedrooms while they sleep until they've all safely left the cavern is pretty much the only way (unless you don't mind leaving them to fight to the death down below). Finally, don't even think about playing with monster slayers until you have a functional hospital up and running. Both the slayers and the civilians that play around down there are at risk of injury at any time. Strongly consider keeping the caverns walled off until you have a proper medical facility in place. Worst case scenario, you leave your poor slayers wandering bored around your tavern for a few years. There are far worse things in life.