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Difference between revisions of "40d:Ambusher"

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m (added about dogs)
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| color      = rgb(0,128,0)
 
| color      = rgb(0,128,0)
 
| skill      = Ambusher
 
| skill      = Ambusher
| speciality = Hunter
+
| speciality = [[Hunter]]
 
| profession = [[Ranger]]
 
| profession = [[Ranger]]
 
| job name  = Hunting
 
| job name  = Hunting
Line 12: Line 12:
 
As an ambusher gets closer to his prey, there is a greater and greater chance he will be spotted and stop ambushing.  The ambusher's chances improve as her skill improves.
 
As an ambusher gets closer to his prey, there is a greater and greater chance he will be spotted and stop ambushing.  The ambusher's chances improve as her skill improves.
  
You can assign hunting dogs to hunters, as they will sneak just as the hunter. War dogs die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.
+
You can assign [[hunting dog]]s to [[hunter]]s, as they will sneak just as the hunter. [[War dog]]s die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.
  
 
Dwarves can hunt with any [[weapon]] or even unarmed, but a [[crossbow]] is the most sensible choice, due to its range.
 
Dwarves can hunt with any [[weapon]] or even unarmed, but a [[crossbow]] is the most sensible choice, due to its range.
  
You should consider training them with maces and in wrestling in order for them to defend themselves. This is since a hunter will fight to the death even if he runs out of bolts. Without bolts, he must fight with the butt of the crossbow which is counted as a weak hammer. Wrestling is his last resort if the hunter drops his crossbow in the fight. Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapatiated.
+
You should consider training them with [[mace]]s and in wrestling in order for them to defend themselves. This is since a hunter will fight to the death even if he runs out of [[bolt]]s. Without bolts, he must fight with the butt of the crossbow which is counted as a weak [[hammer]]. Wrestling is his last resort if the hunter drops his crossbow in the fight. Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapatiated.
  
A hunter picks a mark which he pursues. Upon killing the mark, a hunter will carry it home to the butchery. A hunter may kill other creatures that are closer to them than the fleeing mark he is intent on catching. This happens frequently with crossbows due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside'(corpses count as refuse). If you do this and have a good system of stockpiles, availible dwarf haulers and a map free of menacing critters(the hunters should accomplish this just fine), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses.
+
A hunter picks a mark which he pursues. Upon killing the mark, a hunter will carry it home to the [[butchery]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching. This happens frequently with crossbows due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (the hunters should accomplish this just fine), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses.
  
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very very fast. Animals upon being butchered explode into chunks, meat, skin, bones, fat and skull, and the clutter will make the butcher work many many many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat(food). Bones and skulls can be salvaged even from rotting corpses.
+
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very very fast. Animals upon being butchered explode into [[chunk]]s, [[meat]], [[skin]], [[bone]]s, [[fat]] and [[skull]], and the clutter will make the [[butcher]] work many many many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat ([[food]]). Bones and skulls can be salvaged even from rotting corpses.
  
If you don't have a good stocking and hauling system, you will not get more than half of the kill, and the craftsdwarf unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.
+
If you don't have a good stocking and hauling system, you will not get more than half of the kill, and the [[craftsdwarf]] unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.
  
 
Dwarves who enter the game with at least 'Ambusher' rank in the ambushing skill will each get normal-quality extra equipment instead of the normal equipment carried by other dwarves. All of this equipment is worn at once.
 
Dwarves who enter the game with at least 'Ambusher' rank in the ambushing skill will each get normal-quality extra equipment instead of the normal equipment carried by other dwarves. All of this equipment is worn at once.
[[Immigration|Immigrating]] hunter dwarves and dwarves who start with 3 ranks of ambushing(18 points) will get these benefits.
+
[[Immigration|Immigrating]] hunter dwarves and dwarves who start with 3 ranks of ambushing (18 points) will get these benefits.
  
They start out with a crossbow made of Bismuth Steel, Bronze, Copper or Iron.
+
They start out with a crossbow made of [[Bismuth bronze]], [[Bronze]], [[Copper]] or [[Iron]].
In addition they recieve a steel cap, and a silk giant silk or cloth quiver containing 30 iron bolts.
+
In addition they recieve a [[steel]] [[cap]], and a giant spider [[silk]] or cloth [[quiver]] containing 30 iron bolts.
They recieve leather armor, leather leggings, a leather helm, and leather high boots. The default shoes will be replaced by the boots.
+
They recieve [[leather]] [[armor]], leather [[leggings]], a leather [[helm]], and leather [[high boot]]s. The default [[shoes]] will be replaced by the boots.
  
 
In [[Adventure Mode|adventure mode]], ambusher is skilled up by {{key|S}}neaking and walking about.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile [[creatures]] not to attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of [[experience]] in ambushing with every step.  Presently, smashing a creature's [[skull]] in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.
 
In [[Adventure Mode|adventure mode]], ambusher is skilled up by {{key|S}}neaking and walking about.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile [[creatures]] not to attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of [[experience]] in ambushing with every step.  Presently, smashing a creature's [[skull]] in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.

Revision as of 10:34, 22 July 2008

Skill: Ambusher
Association  
Profession Ranger
Job Title Ambusher
Labor Hunting
Tasks
  • Hunt
Workshop
None

Dwarves assigned to hunt automatically use the ambusher skill while hunting outside of the fortress, allowing them to sneak silently upon their prey. Dwarves using the ambush skill move slower, but cannot be seen by enemies. As an ambusher gets closer to his prey, there is a greater and greater chance he will be spotted and stop ambushing. The ambusher's chances improve as her skill improves.

You can assign hunting dogs to hunters, as they will sneak just as the hunter. War dogs die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.

Dwarves can hunt with any weapon or even unarmed, but a crossbow is the most sensible choice, due to its range.

You should consider training them with maces and in wrestling in order for them to defend themselves. This is since a hunter will fight to the death even if he runs out of bolts. Without bolts, he must fight with the butt of the crossbow which is counted as a weak hammer. Wrestling is his last resort if the hunter drops his crossbow in the fight. Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapatiated.

A hunter picks a mark which he pursues. Upon killing the mark, a hunter will carry it home to the butchery. A hunter may kill other creatures that are closer to them than the fleeing mark he is intent on catching. This happens frequently with crossbows due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' (corpses count as refuse). If you do this and have a good system of stockpiles, available dwarf haulers and a map free of menacing critters (the hunters should accomplish this just fine), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses.

The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very very fast. Animals upon being butchered explode into chunks, meat, skin, bones, fat and skull, and the clutter will make the butcher work many many many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat (food). Bones and skulls can be salvaged even from rotting corpses.

If you don't have a good stocking and hauling system, you will not get more than half of the kill, and the craftsdwarf unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.

Dwarves who enter the game with at least 'Ambusher' rank in the ambushing skill will each get normal-quality extra equipment instead of the normal equipment carried by other dwarves. All of this equipment is worn at once. Immigrating hunter dwarves and dwarves who start with 3 ranks of ambushing (18 points) will get these benefits.

They start out with a crossbow made of Bismuth bronze, Bronze, Copper or Iron. In addition they recieve a steel cap, and a giant spider silk or cloth quiver containing 30 iron bolts. They recieve leather armor, leather leggings, a leather helm, and leather high boots. The default shoes will be replaced by the boots.

In adventure mode, ambusher is skilled up by Sneaking and walking about. This will greatly reduce your speed just as it does in dwarf mode, but will cause hostile creatures not to attack you. Until you unSneak or someone spots you, you will gain a small amount of experience in ambushing with every step. Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.

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