- 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.
Difference between revisions of "40d:Crossbowman"
(correcting based on earlier testing, will retest later.) |
LegacyCWAL (talk | contribs) m |
||
Line 3: | Line 3: | ||
Increasing Marksman skill requires a successful hit upon a target, with "live targets" granting more experience than an [[archery target]]{{verify}}. Higher skill grants better accuracy and higher rate of fire. An archery range is only used by [[military]] dwarves that are off duty, and they will only use [[wood]] or [[bone]] bolts during practice. | Increasing Marksman skill requires a successful hit upon a target, with "live targets" granting more experience than an [[archery target]]{{verify}}. Higher skill grants better accuracy and higher rate of fire. An archery range is only used by [[military]] dwarves that are off duty, and they will only use [[wood]] or [[bone]] bolts during practice. | ||
− | A '''marksdwarf''' who is forced into melee will use the [[ | + | 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 30-40 bolts. Immigrating [[trapper]]s often arrive with Novice Marksdwarf skill, though will only bring a crossbow and bolts if they also have [[ambusher]] skill. (Ambushers you bring with you will also bring a crossbow and bolts, regardless of their marksdwarf skill.) | [[Immigrant|Immigrating]] marksdwarves bring their own crossbows and 30-40 bolts. Immigrating [[trapper]]s often arrive with Novice Marksdwarf skill, though will only bring a crossbow and bolts if they also have [[ambusher]] skill. (Ambushers you bring with you will also bring a crossbow and bolts, regardless of their marksdwarf skill.) |
Revision as of 21:57, 4 February 2009
Armed with crossbows and deal pierce damage from afar. A bolt does a fine job at piercing the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as magma men. 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.
Increasing Marksman skill requires a successful hit upon a target, with "live targets" granting more experience than an archery target[Verify]. Higher skill grants better accuracy and higher rate of fire. An archery range is only used by military dwarves that are off duty, and they will only use wood or bone bolts during practice.
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 30-40 bolts. Immigrating trappers often arrive with Novice Marksdwarf skill, though will only bring a crossbow and bolts if they also have ambusher skill. (Ambushers you bring with you will also bring a crossbow and bolts, regardless of their marksdwarf skill.)
Miner | |||||||
---|---|---|---|---|---|---|---|
Woodworker | |||||||
Stoneworker | |||||||
Ranger | |||||||
Farmer |
Brewer · Butcher · Cheese maker · Cook · Dyer · Grower · Herbalist · Lye maker · Milker · Miller · Potash maker · Soaper · Tanner · Thresher · Wood burner | ||||||
Fishery worker | |||||||
Metalsmith | |||||||
Jeweler | |||||||
Craftsdwarf | |||||||
Engineer | |||||||
Administrator | |||||||
Military |
| ||||||
Social |
| ||||||
Other/Peasant | |||||||
Unused |