
Give Ragnar a Smolkr and you will feed him for a day; Teach Ragnar how to Hunt and he will feed a Village. — Old Viking Proverb What This Guide Covers: all the Bows and all the Arrows, understanding what they do, and how to use them raw damage numbers aiming over long range the fastest ways to level up Ranged Combat on Ragnar or Aska Ranged Combat Perks and the makings of a great Hunter Why Use A Ranged Weapon? Ranged Weapons AKA Bows are used by Hunters, Archers, Watchmen, and Militia with Ranged Combat training. In combat, using a Bow will let us weaken or fully dispatch certain weaker enemies, giving the Health Bars of un-Armored an extra layer of protection by removing potential melee damage before it is dealt. It also evens the advantage ranged enemies have over us. When hunting, using a Bow will let us hit, wound, and ensure the kill on Smolkrs, Fennr, and potentially even Wulfar. I haven't been able to slay a Bear before it got into melee range but I also haven't really tried. We need to hunt, not necessarily for the Meat (as Fish is a lot easier to get in all four seasons) but for the Bone Fragments (which we need to make most of our arrows so we can keep hunting), and most importantly Leather Scraps, Leather Hides, Pelts, and Heavy Pelts. The Leather and Pelts are necessary in order to not fully be disabled during Wintertime as Linen offers no valuable resistance against the Winter's Blizzards. Hides and Pelts are absolutely necessary but they're cannot be directly looted before we properly get a foothold into the Iron Age. However, if one has an exorbitant amount of Leather Scraps, one can create Leather Hides like that. Those crafted Hides can then be used to make most of the best Clothing and early Armor that we need to survive and thrive during the first two Winters. In conclusion, we need Ranged Weapons mostly for Hunters and we need Hunters to gather Leather Scraps ad nauseam in so that our Leatherworkers and Weavers can produce enough good Clothing for everyone to survive, continue working, and thrive during the coldest Wintertime. And with the intro out of the way, it's time to talk about... Bows Bows are responsible for determining the base damage of our attack, as well as how high we have to aim when shooting over long distances. The better the bow, the closer to our target we can shoot and expect to hit. We currently have four Bows in the game, and they accurately cover the technological eras we go through. The Flimsy BowWe don't even need a Workbench to craft this bow. It has the lowest damage, the lowest durability, and according to most, the worst performance of all the Bows. When scatter-shooting it deals between 1-2 damage, and when using perfect aim, it deals 3 damage The latter part is due to several factors: people new to the game aren't used to aiming at a long distance and the Flimsy Bow needs to be pointed the highest up in order to successfully hit a target that's 20-30 tiles away from the Bowman veteran players starting new games will have difficulty re-adapting to the Flimsy Bow due to the above stated reason, making the bow feel "weird" and "unplayable" aiming with a both a null or low Ranged Combat Proficiency and Wood Arrows makes the reticle sharpening take forever and people incorrectly attribute this sluggishness to the bow itself The Flimsy Bow, especially when paired with Wood Arrows, is a very difficult weapon to use when hunting in heavily forested areas (as aiming takes a lot of time and we need to aim so high up that it is difficult to pay attention to the target while doing so), as well as at night or during bad weather when visibility conditions are low. Regardless of how it feels and how it performs at long range while hunting, after small adjustment period of trial and error, the Flimsy Bow is perfect for early training against static targets such as Archery Range Targets or Barracks Dummies over any range longer than four tiles. The Simple BowDuring the first couple of years, this will most likely be the bow with the highest overall production and use, both from us, and from Villagers. When scatter-shooting it deals between 3-5 damage, and when using perfect aim, it deals 6 damage. It also has a higher durability, lowering the frequency of Hunters having to run back to the Warehouse for a bow replacement. Long distance shooting still requires us to aim high but there's a very distinct height difference between the Flimsy Bow and the Simple Bow. Since this is, on average, the Bow we'll be hunting with the most while leveling up our Ranged Combat, this is the Bow we'll be the most familiar with using, making all future Bows feel "off", even though they are technically more performant. Especially after reaching Ranged Combat 25, it's best to practice up to 100 shots on a Target or Dummy, from alternating and increasing ranges in order to properly master this Bow, preferably with Bone Tipped Arrows if enough can be crafted without hindering Hunters. The LongbowAlthough it doesn't require any Metal Parts in its creation, the Longbow does require Wood Shafts, which require a Carpenter. In turn, the Carpenter requires tools that do need Metal Parts, making this Bow an indirect Iron Age weapon. The Longbow boasts more damage than the Simple Bow, with damage between 5-7 when scatter-shooting and 8 damage when perfect aiming. While more damage is nice, the boost in damage isn't as high as when going from Flimsy to Simple. There's also the point of adjusting to the new long distance aiming height. While we once more get to aim lower, and thus track the target better when doing so, it can prove uncomfortable to get over the Simple Bow muscle memory aiming. There is usually a point where the industry is doing well enough that Longbows can be mass produced. By that time, our Ranged Combat is usually way higher than 25 so the faster aiming time and the higher damage make adjusting to the Longbow easier. Based on the world seed, and the availability of Draugar weapons, there's a tendency to "skip" this Bow and I can understand why that is - the durability difference doesn't matter that much when Simple Bows can be mass produced, the damage difference becomes less and less relevant when gaining more and more levels in Ranged Combat, and adjusting to the new aim (again) isn't always fun. The Ancient Bow, ReforgedThe highest durability, the highest damage, and the same crafting material cost as the Longbow. By the time we consistently get enough Draugar Bows to fully research this weapon, we should have no issue mass producing it for ourselves as well as all our Hunters and Watchmen. The Reforged Ancient Bow deals betwen 7-9 damage when scatter-shooting (which at high Ranged Combat levels we're more and more likely to do) and 10 damage when perfect aiming. By this point, it's not about the damage, it's about the flex of seeing the best bow in everyone's hands. Aiming with this bow is great, regardless of Ranged Combat Proficiency level. We have to aim much lower, about halfway between the Simple Bow's height and the target's position. This means that while aiming at the Simple Bow's height, we can hit targets from farther away, as long as we have sight of them, making this more useful when it comes to pulling stationary targets. And now that we've covered Bows, we should really have a proper look at... Arrows One cannot use a Bow without Arrows or Arrows without a Bow. Apart from the expected damage and durability, the quality of an Arrow also dictates, just like with Bows, how high we have to aim when shooting long distance (although this height difference is considerably smaller than that of Bows), and how much the aiming reticle closes in on the target. The durability of an Arrow is arguably more important than that of a Bow, as based on this value, we can reuse the same Arrow several times as long as we find it and retrieve it. Wood ArrowsWe all have to start somewhere and chances are, unless we scout an early Shipwreck, Graveyard, or Wulfar Den we'll be starting from here. The Wood Arrow has damage values of 3-4 and a durability of 3. We can craft these on the fly, without needing a Workbench, as long as we have the Feathers and the Sticks. The size of the default aiming reticle on while perfectly aiming is incredibly large, making these Arrows incredibly unreliable at long range for all but the most skilled of Bowmen. As far as starter arrows go, they do their intended job. Their damage is considerably too low to ensure a hunting kill by themselves, but they're the best option when it comes to training Ranged Combat up to 25 and ensuring that the Proficiency itself will supply the damage component. In order to not waste Feathers, it's recommended to make a single stack (20) of these, and repeatedly fire them into a Dummy or a Target from a distance until they're exhausted. Afterwards, we should be repeating the process until we get to Ranged Combat 25. If we have to hunt with Wood Arrows, we should should prioritize retrieving as many Bone Fragments (and Leather Scraps) as we possibly can in order to advance production to... Bone Tip ArrowsDesigned to pair with the Simple Bow, we will be crafting and using these Arrows en masse for the first couple of years, and perhaps longer as well. The Bone Tip Arrow has damage values of 5-6 and a durability of 4. Their damage is about 55% higher than Wood Arrows but more importantly, their durability is 33% higher. And why is durability more important than damage, you may ask. Well... On Arrow CraftingIn order to craft any bundle of 10 Arrows we need 5 Feathers. We won't have easy access to livestock early on, so the only way to get Feathers will be from Fallen Bird Nests. We, as well as our Gatherers, can find these ourselves, usually in forest areas, but only during Spring and Summer. This means that during Autumn and Winter, we will have to rely on previously stockpiled Feathers. Dedicated Feather storage is often not considered a priority early on, so more often than naught will accidentally forget about it, leaving only our Gathering Hut's storage box and its limit to dictate how many Feathers we will have in total during the off Seasons. Given that Hunters, Archers in-training, and Watchmen will using Arrows throughout the year, we will then greatly benefit from two things: A manned Warehouse with Arrow Storage so that a(t least one) teamster can gather any previously used Arrows that were left where they landed Higher durability so that we can benefit from as much re-usability from the same Arrow The size of their aiming reticle during perfect aim is considerably smaller, making long range hunting finally viable, as long as the targets are in more open areas. Iron-Tipped ArrowsIron-Tipped Arrows use Metal Parts, but unfortunately those Metal Parts are Iron Nails, which are non-recyclable. They have a damage values of 6-7 and a durability of 7. The 17% increase in damage, is embarrassing. Nevertheless, Iron-Tipped Arrows do have aspects worth covering. They have 75% more durability than the Bone Tip Arrows which means that we can travel with only 20 or 40 Arrows in our inventory and still be effective over several skirmishes and hunts before needing to resupply. Additionally, the size of their aiming reticle during perfect aim is much tighter making scatter-shooting in short range skirmishes viable, even while Ranged Combat Proficiency is still low. The Iron Nails required in their crafting substitute the Bone Fragments, meaning that if we want to mass produce these we will have to change our Hunters' and Teamsters' Tasks, while putting additional pressure on our Ore Miners, Bloomworkers, and Metalworkers. Therefore, Iron-Tipped Arrows are not considered a priority in the first couple of years for a majority of World Seeds as well as a majority of players. However, once we try them out in combat against invaders, it will be difficult to go back. Their enhanced durability also makes it more cost-effective for us to level up our Ranged Combat beyond 25 regardless of season. As soon as we can comfortably have 40 of these made, we should consider upgrading our personal quiver, while leaving the Bone Tip Arrows for mass production. Ancient Arrows, ReforgedIn 99% of cases, these will be the first Reforged item we'll be able to fully research. But we often hesitate to use them after we research. Let's see if that gut feeling is right or if we should be looking at Reforged Ancient Arrows differently. First of all, it's worth remembering that they have the same crafting cost as Iron-Tipped Arrows so they're a direct upgrade and we shouldn't be using the latter any longer once we have access to the former. They have a damage value of 8-9, 30% higher than Iron-Tipped Arrows. Although by the point we have access to these, more than 60% of our damage will be coming from Ranged Combat levels. Nevertheless, every point of damage ends up being important in both hunting and combat. Reforged Ancient Arrows also have a durability of 10. This extra durability makes them considerably more useful for us, Hunters, Archers in-training, and Ranged Militia. The amount of Feathers and Iron Nails necessary per person drops considerably. Perhaps an even better attribute than their durability, is the size of their aiming reticle during perfect aim. It is unbelievably tight, especially after going above Ranged Combat 25, making long range scatter-shooting achievable. We will be able to rain down arrows upon our prey at Legolas-levels of speed and accuracy. Where some see an invading Bear, we see a massive pincushion. Finally, Reforged Ancient Arrows also have the lowest aim over long distances, meaning that regardless of what Bow we're using (apart from the Flimsy Bow), we'll be able to keep our target in our sights. Speaking of our sights, now that we've covered the Marksman's tools, it's time we have a look at... Aiming Why is it sometimes a dot and other times a golden target? Why does the circle shrink so slowly? Why are my damage numbers varying so much? Short answer: it's because of how we aim SightsIf we've got a Bow in our hands and our sights are a golden dot with a set of small 'wings' on each side, then congratulations, the game is telling you that there's a very very small chance you'll miss your target... because it's in the "shooting fish in a barrel" range. Meanwhile, if our sight is just a simple half-transparent dot, then we're in the "everything goes" category which pretty much means that we're on our own and we'll have use our knowledge of aiming over long distances based on what Bow type we're holding and what Arrow we're knocking, as well as the distance itself. While we're hunting and supplying our Craftsmen with those early Leather Scraps, we'll also be learning how to use "everything goes" sight. The Aiming ReticleThe not-so-quickly-at-the-start shrinking circle we see is the Aiming Reticle. It's an additional insurance that if we don't want to commit to a perfect aim, we'll be hitting somewhere, anywhere, in that circle (extrapolated over distance). This means that we can pretty much "hipfire" in point-blank range and we'll hit our target. This also means that as distance increases to realistic hunting ranges, we'll have to rely more and more on the reticle being as tight as possible during perfect aim. The Aiming Reticle will quickly shrink for the first 1.5 seconds for ~50% of the way (Half-Aim), leaving the rest of the distance to be covered in almost double the time(Perfect Aim). The duration for a perfect aim was difficult to fully calculate, and it's currently assumed to be varying based on Arrow-type: Wood Arrows: 4.3s of IRL time Bone Tip Arrows: 4.2s of IRL time Iron-Tipped Arrows: 4.1s of IRL time Reforged Ancient Arrows: 4.0s of IRL time The duration difference between the Arrows is negligible in most cases. What matters most is how wide each Arrrow's perfect aim reticle is: Wood Arrow: original reticle is outside the golden sight's wings; even when aiming for the center of an Archery Range Target from default range, the final spread of 100 arrows clearly shows the lack of accuracy Bone Tip Arrow: original reticle is within the golden sight's wings; aiming for the center of an Archery Range Target from default range is reliable; aiming from one tile back is equally reliable Iron-Tipped Arrow: original reticle is comfortably within the golden sight's wings; aiming for the center of an Archery Range target from 1-2 tiles away is comfortable and reliable Reforged Ancient Arrow: original reticle closer to the center dot than it is the inner edge of golden sight's wings; aiming for the center of an Archery Range target from 2-3 tiles away is reliable Additional levels in Ranged Combat Proficiency further shrink the size of the reticle but do not affect the total time we reach the Perfect Aim. However at max level, the reticle will shrink to the size of the dot with Iron-Tipped Arrows and Reforged Ancient Arrows, meaning that at this level, while using the latter, we can achieve the accuracy of a perfect aim in under four IRL seconds. Scatter-shootingScatter-shooting refers to the process of loosing an arrow before the reticle shrinks down to its perfect aim sight. It's most useful to do this during Half-Aim. While boasting a much higher fire rate due to its reduced aim time, Scatter-Shooting has a much wider spread and also deals less damage than when Perfect Aiming. The damage difference between a Scatter-shot and a Perfect Aim shot can be as high as 5. This makes scatter-shooting much more appealing at high levels of Ranged Combat, especially when using both the Reforged Ancient Bow and Arrows. The higher the Ranged Combat Proficiency and the better the arrow used, the more efficient a Half-Aimed shot becomes as both of the former factors affect a greater distance being covered in the same 1.5 IRL seconds. Half-Aim shooting also uses up on average 2.5 times less Stamina per shot than a Perfect Aim does. Regardless of all of these many benefits, it's still recommended to use Perfect Aim when training or hunting over... Long Range [WIP] 引用自 Hexblithe:Hi Friend, This chapter is going to hopefully have a lot of gifs showing some good height indicators for some long ranges. It's a pretty ambitious project I will be struggling with video capture and video to gif conversion. In the meantime, please believe me when I tell you that there's absolutely nothing in this chapter of the guide that you won't be able to figure out yourself. You'll need an Archery Range or a Barracks, uninterrupted line of sight for 15-20 ground tiles away from the central target / dummy, and as many arrows as you can carry. I suggest marking the line with either a Short Flimsy Fence right in front of you, or a Flimsy Arch around you. See where your arrows fly and keep adjusting your aim until you strike true. Make a note of that angle, and keep at it! Thanks for all y'all's patience and sorry for the inconvenience! (WIP) Establishing the effective distance of an Archery Range. (WIP) The advantages and disadvantages of going even further. (WIP) The maximum effective range for training (WIP) Using the Flimsy Bow from max effective range... and why we shouldn't - Wood Arrow - Bone Tip Arrow - Iron-Tipped Arrow - Reforged Ancient Arrow (WIP) Using the Simple Bow from max effective range - Wood Arrow - Bone Tip Arrow - Iron-Tipped Arrow - Reforged Ancient Arrow Using the Longbow from max effective range - Wood Arrow - Bone Tip Arrow - Iron-Tipped Arrow - Reforged Ancient Arrow Using the Reforged Ancient Bow from max effective range - Wood Arrow - Bone Tip Arrow - Iron-Tipped Arrow - Reforged Ancient Arrow On Hunting SmolkrSmolkrs are very curious creatures! Crouching down and staying crouched will make them very interested to see what's happening over there so they'll likely stop whatever they're doing (including running away from us) in order to go bipedal and have a better look. We can crouch-walk and, even more importantly, crouch aim. A curious Smolkr is a much easier target to hit. Happy Hunting! Not A One-Size-Fits-All FormulaUltimately, every hunt will be different. Visibility and reach will be greatly affected by nighttime, the weather, the environment, the topography. While it would be amazing if this range formula could be easily applied to any range, we don't have that comfort. Everytime we spot our next pray in the distance, we will have to guess, math, aim, and hope. But before we properly hunt, we should be looking at... Ranged Combat Proficiency The Ranged Combat Proficiency gives us damage and accuracy. We like both of those. Next Chapter. Well, okay, I guess we could have more in-depth look at how things work. The DamageFor every 5 points of Ranged Combat we have, our damage increases by, on average, 4. When using a Simple Bow and Bone Tip Arrows, this damage increase is closer to a 3.5. When using both the Reforged Ancient Bow and Arrows, the damage increase is closer to a 4.5 and higher. This means that on average, for every 25 points of Ranged Combat Proficiency, we're looking at a damage boost of 14 to 18. This damage is consistent regardless of Scatter-Shooting at Half-Aim or Perfect Aim shooting. On average, for every 25 points of Ranged Combat, we can consider that our original damage is getting a 100% boost. Not too shabby... The AccuracyAll that damage won't be doing anything if we don't get to hit though. The boost in accuracy is incredibly linear so unless we were to document our aiming reticle at both the start and the end of each training session, we wouldn't be able to easily observe any difference. However, the difference is definitely there. The comfort granted by higher accuracy does little for our training time. It will however let us hunt more, faster, as well as stand our ground in combat more confidently. The stamina saved by only having to Half-Aim makes a world of difference. The time saved on increasingly accurate Half-Aiming is also a godsend. And if we want to benefit from all that the Ranged Combat Proficiency provides, we should have a look at... Leveling Up Ranged Combat While our would-be Hunters and Watchmen are in-training, or even while the Archery Range is in construction, there are a few tips we can use in order to make it easier for us to get ahead in the Hunting game. The Pre-Iron Age CapWe can train our Ranged Combat Proficiency up to level 25 at the un-Improved Archery Range, or even at the un-Improved Barracks (as long as we fire from far enough away). As previously mentioned, the extra accuracy and damage will help greatly when Hunting and so it's always recommended to train early, hit the cap, and only then see what fuzzy riches or even fuzzier dangers the forests and their meadows hold. What Counts For Leveling UpWhen it comes to leveling up, Ranged Combat Proficiency only looks at two things: a confirmation that the target was hit the actual range that the target was hit from The amount of raw experience gained on a hit depends on the range the target was hit from. I Can Go The DistanceThe distance between an Archery Range Target and the default firing spot is just over 4 ground tiles. From this distance we need to hit the target with, on average, 31 Arrows to go from level 1 to 2. As levels go up, so will the number of hits necessary for each level, especially after level 25. Going farther away from the Archery Range Target while still confirming the hit will grant more experience and therefore require less hits to level up. The maximum distance seems to be at 20 ground tiles away from the Archery Range Target (so roughly 15 ground tiles away from the Archery Range). From this distance, we need to the target with, on average 7 arrows, to go from level 1 to 2. The coefficients for distance and experience gained appear to be equal. The experience bonus does not increase beyond this range, not even if we manage to secure a hit from 50 ground tiles away. Suddenly all of the information from the previous chapter makes a lot more sense, huh... Hipfire Training vs Half-Aim Training vs Perfect Aim Training Since it's the number of hits dictate how quickly we level up and not the damage of each hit, then it makes sense to stay at the default distance of the archery range and spamfire. That can be a valid strategy early on, but the more levels we gain, the more times we need to hit per level. After level 25, we'll end up needing an inventory full of arrows and a macro while we AFK-levelup, only to come back ever so often and reload on arrows. Half-Aim Training tries to make the best of both worlds. We get as much range our Bow and Arrows will give us while still having the taget within the Half-Aim reticle. We hit considerably faster than having to Perfect Aim, and we get the benefit of seeing our progress as we get to take a couple of steps back and increase the range ever so slightly every 5 levels or so. Yes, this method is fast, and it is fun. It's also recommended to do for the first 5-10 levels when upgrading to a new Bow or switching out Arrows. However, the Perfect Aim training is the most efficient when considering both ammo durability and low production rates, as well as the most immersive Hunting conditions. We will not be close to our target while Hunting. Unless it's Wulvar, our target will not be coming towards us while Hunting. To create the healthiest aiming habits, we use the Perfect Aim method! But regardless of which of the methods we end up using, leveling up after 25 slows down hard. Leveling up after 50 even more so. We need something to boost our experience gain, something like... a multiplier. And where else to get the best Ranged Combat Proficiency multiplier than... The Air Runestone We're gonna need a lot of Fish Oil... Okay, we're no longer in 'beginner-friendly' waters. Although the Air Runestone itself doesn't need any Iron Age tech to build, it does greatly benefit from being fueled with Fish Oil over Resin. And for Fish Oil we need a Cooking House... and a looot of Fish Blubber (here's hoping we've got a shoreline Lake or a Lakeside Outpost going). M a g i cRushing to get the Air Gemstone early on is difficult. Having an Air Runestone up and going for the first 25 levels is definitely fun. Especially when doing Perfect Aim training from 20 ground tiles away. But it's also tremendous overkill. But why? What does the Air Runestone do? A Shaman active at the Air Runestone gives everyone 100% Ranged Combat Proficiency and a moderate amount of Dexterity. Sitting down at an active Air Runestone gives us the same bonus again. The Dexterity stacks. Proficiencies, however, seem to be capped at 100%. With 100% Ranged Combat Proficiency we level up about four times faster. Default distance needed 31 hits, now it needs 8. 20 ground tile distance needed 7 hits, now it need 2. The numbers will go up quickly, but yeah, it's very fun to see those first couple of levels come in when training from max range. Without the Air Runestone, leveling up past 50 is insanely slow, it's highly recommended to not attempt the latter without the help of the former. There's also one more factor that's perhaps worth mentioning and that is... Dexterity?!?引用自 Hexblithe:Okay, so... Dexterity... I think having a lot of Dexterity (Air Rune global, Air Rune sitdown, Water Rune sitdown, some extra food buff) might give extra Ranged Combat Proficiency experience. I guess it's like 10% of the Dexterity added as a flat XP number. So from 40 Dexterity, we get 4 extra XP, I think... And that's really not enough to do anything by itself but with 100% Ranged Combat Proficiency, it might, it just might shave off an attack here and there and therefore make leveling up just a bit faster. Don't go out of your way to get extra Dexterity but if you've got it handy, I guess it can't hurt... maybe! Closing ThoughtsWith a Reforged Ancient Bow, Reforged Ancient Arrows, 100% Ranged Combat Proficiency from an Active Air Runestone, and like 35 Dexterity, we need less than 4hrs to go from level 0 to level 100, using Perfect Aim training from 20 ground tiles away. There comes a point where the aiming reticle gets to be the size of the dot before four seconds and while we're still doing Half-Aim damage, that isn't at all relevant here. Therefore, we can fire faster than every 4 seconds from that point on. For the purpose of spending the least amount of time, it's recommended to have 300 Reforged Ancient Arrows in-inventory, to minimize the Arrow retrieval time. The middle target of the Improved Archery range appears to have no isses registering hits so that's the safest to hit. Once the aiming marker is set to ensure 100% accuracy over 20 ground tiles, consider lowering mouse DPI to prevent the reticle from changing its position and leading to occasional misses. For AFK leveling up, consider setting a macro at a fixed 4-second interval. With 300 Arrows, that's 20 minutes of downtime before having to retrieve the Arrows. The interval can be lowered but that also leads to less downtime so it ends up being more time efficient but less AFK efficient. Aaaanyway, we're done talking about us, let's see what we can do about... The Bowman, No Longer Retired Retired Bowman is by far the best Perk for a Hunters and Watchmen, regardless of where we are tech-wise. Retired Bowman (AKA Marksman in the Game Files)I'm a proficient archer, but I regain stamina at a slower rate. 🔷Ranged Combat +5🔷Ranged Combat +10%🔷 Ranged Combat Proficiency 100%🔶Stamina Regen. -2 We'll want 2-3 early Hunters so we'll need to summon that many Retired Bowmen, preferably before the Archery Range is even fully built. Archers in-training with this Perk need to spend less time at the Archery Range to get to Ranged Combat 25, or in their case Ranged Combat 33. This means that they can move on the Hunting Grounds much faster, making sure our Clothiers have access to those sweet sweet Leather Scraps. Since Proficiency XP multipliers unfortunately don't stack, once we get to the point where we have an active Air Runestone, Retired Bowmen will be slightly less valuable. Once maxed out, they will have 116 Ranged Combat, while other Hunters will be at their regular cap of 100. The drawback is most annoying in early training and when brining back Large items. Keeping them Well Hydrated and Energized is important. Stamina Regen. Perks like Sunrise Vigilant (Daytime), Night Shadow, Athlete, and Springtime Vitality (Springtime) can counter the drawback. Stamina Regen. is a bit more important to Hunters than Stamina is so it's important to keep our eyes open for good combos like these. And speaking of good combos, it's time to have a look at... Best Perks & Schedule(s) For A Hunter Best Perks For A Hunter引用自 Hexblithe:This is going to be a quick overview since there is a bigger Perk Guide being actively worked on. I genuinely dislike not including all of the information in a single page but the truth is I'm going to hit the chapter character limit if I copy-paste everything from the other guide. I'll keep my notes on each Perks short, but this chapter expects you to already know what everything is, sorry. Stamina Regen. Springtime Vitality — 28% yearly uptime after the 1st Winter; it's a very good Perk to get but, it's not good enough to actively aim for Athlete — the drawback is easily countered by the Leather Waterskin and Hunters get Leather so it all makes sense; it's good enough to actively aim for Night Shadow — counters the drawback during Nighttime but the best Schedule isn't just Nighttime; still barely good enough to actively aim for Sunrise Vigilant — counters the drawback for a Daytime Hunter and later on, we will have some of those as well Stout Constitution — Insta-cleansing Cold and Sore Throat counts as a solid Stamina Regen. Perk in this Guide! Other Proficiencies Winter Huntsman — 18% yearly uptime for +10 Ranged Combat, and +25% Proficiency; not good enough to aim for unless desperate times call for desperate measures; Wildling — the 2nd best Hunter Perk! ...with the worst Perk drawback; still an instant lock-in Needs Warmth: Nocturnal Resilience — best Cold Resistance Perk, won't be able to be effective in the Winter without it; prioritize the best Clothing, Linen Gambesons, and the Simple Pelt Capes for your Hunters; this Perk is a must-have! Warmth: Cold Resilience — 2nd best Cold Resistance Perk; better than nothing but it's genuinely a very small bonus Thirst: Hydration Expert — good to have but not good enough to actively aim for Hunger: Iron Stomach — great to have, good enough to aim for, the go-to counter for Wildling's drawback Hunger: Monk Body — the drawback is risky on a Hunter but armor and friends go a long way; do not assign a solo Hunter with this Perk! Morale: Daylight Devotion — Daytime Hunters aren't optimal but with decent living conditions and a dedicated Wooden Altar spot, Hunters with this Perk could potentially work 17-hour shifts, but not in Winter Morale: Rain Dancer — not good enough to aim for but okay to have; it gives way more Morale per year than Night Shadow Health: Battle-Scarred Veteran — Bear Hunters, Unite! No, I mean it don't send solo Hunters to kill Bears! Health: Thirsty Giant — Bear Hunters with Leather Waterskins, Unite! Stamina Mighty Vigor — best Stamina Perk, potentially useful in the worst case scenario of fighting a Bear and running out of Arrows Iron Lungs — 2nd best Stamina Perk; not good enough to aim for on Hunters, but great to have Snow Strider — activates only when it Snows; that's less than 18% yearly uptime; amazing when it's enabled, dead Perk the rest of the time; not worth aiming for but it's better to have this than a Flaw. Best Schedules For A Hunter

芬纳尔在夜间休眠。处于睡眠状态的目标会静止不动,静止的目标更容易被击中。除此之外,夜间会有大量斯莫尔克迁徙,而白天则相对较少。 最佳猎人的日程安排会记录冬季夜间遇到的平均温度。强烈建议最优秀的猎人具备夜间适应能力,并穿戴可制作的最保暖衣物。 夜班猎人采用轮班制,他们开始工作的时间较晚。只有当我们需要确保木质祭坛在休闲时段可用时,才建议使用这种日程安排。 白班猎人的存在是为了维持生产链的运转。虽然他们的表现预计不如夜班猎人,但他们在保持生产齿轮转动方面发挥着自己的作用。日光虔诚猎人的优化方式简直疯狂。退休弓箭手+野人+日光虔诚+夜战韧性+雪地行者/运动员。这并非追求的目标,只是一种预案,万一真的实现了,我们就能看到这些技能效果拉满。 猎人学员是射箭场的受训者。他们每6小时进行一次休闲+睡眠,以最大化获得空气符文石 buff 的几率,并在训练期间保持精力充沛 buff 激活。 空气符文石萨满应该具备日光虔诚。他们采用相同的日程安排,因为萨满在城墙内更容易保持愉悦和温暖。 最后一个提示:为猎人设置标记时,明智的做法是不要将其放置在森林或树木繁茂区域的中央。更好的做法是将标记放置在森林边缘,并在发现猎物的所有位置重叠标记。 如果设置中央旗帜,动物很可能在旗帜范围内被猎杀,但会死于旗帜范围外。由于大多数动物大部分时间都在森林区域活动,受到攻击时它们会逃离自己喜欢的区域。这通常会导致它们死在猎人通常无法到达的空地和草地上。 ~ 完 ~ 你好,朋友!你已经看到指南的结尾了,为此我向你表示感谢。 请放心,本指南完全由人工制作,在我的任何作品中都没有使用过人工智能,将来也不会使用。这些都是我自然、原生的拼写错误、语法错误以及非母语者的表达方式。希望你喜欢这一切! 特别感谢Zendman,是你引导我深入研究,提出问题,还一直忍受我的絮叨。你就是我的“小黄鸭”! 感谢Dejna,同样给了我做这个的灵感。 感谢Sand Sailor,你们制作了这款我梦寐以求的游戏。 还要感谢你,因为你真的很棒! 时间追踪:目前34小时... 版本历史:1.0——我点击了发布指南按钮,然后就去睡觉了。 接下来计划: 1. 在“远程章节”中添加大量动图,或许再增加一个表格 2. 认真校对指南,修正错别字、语法错误等 3. 为指南的动画图标部分使用更易读的字体 干杯!如果你有任何补充说明、问题或其他反馈,欢迎留言。我非常乐意听取你的意见!
2026-02-14 19:00:18 发布在
ASKA
说点好听的...
收藏
0
0
