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{{Quality|Exceptional|04:39, 17 May 2015 (UTC)}}
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{{av}}
 
 
{{Skill
 
{{Skill
 
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| color      = 2:0
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* Train large animal
 
* Train large animal
 
* Train small animal
 
* Train small animal
| workshop = [[Vermin catcher's shop]]
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| workshop = [[Kennel]]
 
| attributes =
 
| attributes =
 
* Agility
 
* Agility
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* Empathy
 
* Empathy
 
}}
 
}}
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{{av}}
  
 
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].
 
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].
  
The Pets/Livestock tab of the citizen information menu ({{k|u}}) has a list of all animals that belong to your civilization, and are tame, trained, or trainable. Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked with the "Overall Training" button in the lower right corner of the "Pets/Livestock" tab. There is no way to tame a specific type of vermin.
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The Animal [[status]] tab ({{k|z}} - {{k|Enter}}) has a list of all animals that are tame, trained, or trainable (and that belong to your civilization). Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked in the second sub-tab in "Animals" tab. There is no way to tame a specific type of vermin.
  
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. Taming vermin instead requires a [[vermin catcher's shop]].
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An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. It's a bit counterintuitive, but only taming vermin requires a [[kennel]].
  
 
== Domesticating wild animals ==
 
== Domesticating wild animals ==
 
=== Capture ===
 
=== Capture ===
[[File:animal_train_comic.png|thumb|200px|right|The butchers have it worse, they gotta 'obtain' the dogs' leather.<br><small>Art by p3ach_tea</small>]]In order to train an animal, you must first have an animal to train, so before you can do any training, you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]] or biomes, if your fortress overlaps multiple [[region]]s.
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In order to train an animal, you must first have an animal to train, so before you can do any training, you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]], or biomes if your fortress overlaps multiple [[region]]s.
  
 
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive, capturing passing creatures is a little easier; on the other hand, you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.
 
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive, capturing passing creatures is a little easier; on the other hand, you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.
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|}
 
|}
  
Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Activity zone#Animal training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{k|u}} to open the citizen information screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use the whistle icon to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.
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Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Activity zone#Animal training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{k|z}} to open the status screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use {{k|t}} to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.
  
 
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).
 
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).
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A notable exception from "training levels" are animals which are a member of a species your civilization already has domesticated. Only a few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.
 
A notable exception from "training levels" are animals which are a member of a species your civilization already has domesticated. Only a few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.
  
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult-to-train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that {{token|GRAZER|c}}animals need a pasture to survive, and will die if left to linger in a cage for too long.
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Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult-to-train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that <tt>[GRAZER]</tt> animals need a pasture to survive, and will die if left to linger in a cage for too long.
  
 
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet values of less than 100 are easy to train, those with values of 100+ take some effort and a few years to train well, and creatures with pet values of 1000+ such as [[dragon]]s are very slow to train.
 
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet values of less than 100 are easy to train, those with values of 100+ take some effort and a few years to train well, and creatures with pet values of 1000+ such as [[dragon]]s are very slow to train.
  
Adult trained animals will slowly revert to their wild origins over time, and must be permanently scheduled for training (through the animal [[status]] menu) to ensure they remain friendly, through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].
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Adult trained animals will slowly revert to their wild origins over time and must be permanently scheduled for training (through the animal [[status]] menu) to ensure they remain friendly through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].
  
 
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.
 
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.
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=== Taming children ===
 
=== Taming children ===
Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully tamed population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.
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Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully domesticated population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.
  
Animals born from a partially-trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this "inherited" training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.
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Animals born from a partially trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this "inherited" training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.
  
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be permanently tamed, and once the young animal grows up the opportunity for this will no longer be available.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a fully tame population at the cost of removing a source of experience from your trainers.
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Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be domesticated, and once the young animal grows up the opportunity for domestication will no longer be available.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a domesticated population at the cost of removing a source of experience from your trainers.
  
Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live birth, or by laying and incubating [[egg]]s. Child-bearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated: The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> The resultant children will have the taming status of their mother when they were ''laid'', not hatched.
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Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live births or by laying and incubating [[egg]]s. Child-rearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated. The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> The resultant children will have the taming status of their mother when they were ''laid'', not hatched.
  
Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s and [[hydra]]s. Previously [[dragon]]s could not be tamed, however with the release of the steam version, they were given the {{token|CHILD}} token and are now considered adults at age 10, thus allowing [[dragon]]s to be fully tamed by a fortress.
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Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s, [[dragon]]s and [[hydra]]s.
  
 
==Animal AI==
 
==Animal AI==
If a trained animal is "stray", that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for [[Attack|dwarven]] defense, but they can be used as arrow fodder to keep the enemy entertained while you're bunkering in. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.
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If a trained animal is "stray", that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for [[Attack|dwarven]] defense but they can be used as arrow fodder to keep the enemy entertained while you're bunkering in. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.
  
A pet or work animal, if not assigned to a pasture, will alternate between following its owner and visiting [[meeting area]]s. Should their owner die, the animal may instead be seen alternating between meeting areas and visiting the site of their death (even if their body is no longer there).
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A pet or work animal, if not assigned to a pasture, will alternate between following its owner and visiting [[meeting area]]s. Should their owners die, the animal may instead be seen alternating between meeting areas and vising the site of their death (even if their body is no longer there).
  
 
==Hunting/War training==
 
==Hunting/War training==
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] and a dwarf with the animal training labor enabled. Then you can go to your Pets/Livestock list and find your trainable animal. Trainable animals are those where you see either war training or hunting training icons in the middle column. If you wish you can also select a particular trainer to perform this task with the first icon in the column.
+
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] ({{k|i}}-{{k|t}}) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen ({{k|z}}-{{k|Enter}}) and find your trainable animal. Trainable animals are those where you see you can press either {{k|w}} for war training or {{k|h}} for hunting training. If you wish you can also select a particular trainer {{k|t}} to perform this task.
  
 
Some domesticated animal juveniles, such as puppies, are unable to be trained until they reach adulthood, at which point they only need hunting/war training once in their training zone.
 
Some domesticated animal juveniles, such as puppies, are unable to be trained until they reach adulthood, at which point they only need hunting/war training once in their training zone.
  
 
===Train a hunting animal===
 
===Train a hunting animal===
''This Animal hunts at will.''
+
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal and cannot be unassigned.
 
 
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned to follow a hunter and assist in the hunting process; once assigned they cannot be unassigned. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal.
 
  
 
=== Train a war animal ===
 
=== Train a war animal ===
''This Animal is waiting for conflict.''
+
Requires: An [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} (or {{token|TRAINABLE_WAR|c}}, although no such animals exist, as currently all war-trainable animals can be trained for hunting as well and are under the inclusive {{token|TRAINABLE|c}} tag), an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are assigned the same way as hunting animals ({{k|v}}-select dwarf-{{k|p}}-{{k|e}}).
  
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_WAR|c}}, an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.
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War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.
  
Like hunting animals, they can be assigned to individual dwarves the same way, and cannot be unassigned; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting. Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.
+
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting. Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.
  
 
== Bonding ==
 
== Bonding ==
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== Trainable war/hunting animals ==
 
== Trainable war/hunting animals ==
The following creatures can be trained into war or hunting animals once they are tamed. Bigger animals ''tend'' to be stronger in combat. For comparison, an average adult dwarf is size 60,000.
+
The following creatures can be trained into war or hunting animals once they are tamed.
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! Animal
 
! Animal
 
! Size (cm³)
 
! Size (cm³)
! Pet value
 
 
! Notes
 
! Notes
 
|-
 
|-
 
|[[Bobcat]]
 
|[[Bobcat]]
 
|8,000
 
|8,000
|75
+
|Too small +
|Too small
 
 
|-
 
|-
 
|[[Mandrill]]
 
|[[Mandrill]]
 
|20,000
 
|20,000
|50
 
 
|^
 
|^
 
|-
 
|-
 
|[[Lynx]]
 
|[[Lynx]]
 
|25,000
 
|25,000
|75
+
|^ +
|^
 
 
|-
 
|-
 
|[[Ocelot]]
 
|[[Ocelot]]
 
|25,000
 
|25,000
|100
+
|^ +
|^
 
 
|-
 
|-
 
|[[Dog]]
 
|[[Dog]]
 
|30,000
 
|30,000
|30
 
 
|^ ♪
 
|^ ♪
 
|-
 
|-
 
|[[Cheetah]]
 
|[[Cheetah]]
 
|50,000
 
|50,000
|200
+
|^ ♪ +
|^ ♪
 
 
|-
 
|-
 
|[[Leopard]]
 
|[[Leopard]]
 
|50,000  
 
|50,000  
|100
+
|^ ♪ +
|^ ♪
 
 
|-
 
|-
 
|[[Jaguar]]
 
|[[Jaguar]]
 
|75,000
 
|75,000
|100
+
|† ♪ +
|† ♪
 
 
|-
 
|-
 
|[[Gorilla]]
 
|[[Gorilla]]
 
|150,000
 
|150,000
|500
+
|† +
|†
 
 
|-
 
|-
 
|[[Giant bat]]
 
|[[Giant bat]]
 
|200,000
 
|200,000
|750
 
 
|♪ Hunting only
 
|♪ Hunting only
 
|-
 
|-
 
|[[Giant cave swallow]]
 
|[[Giant cave swallow]]
 
|200,000
 
|200,000
|700
 
 
|♪ Hunting only
 
|♪ Hunting only
 
|-
 
|-
 
|[[Grizzly bear]]
 
|[[Grizzly bear]]
 
|200,000
 
|200,000
|500
+
|† ♪ +
|† ♪
 
 
|-
 
|-
 
|[[Lion]]
 
|[[Lion]]
 
|200,000  
 
|200,000  
|200
+
|† ♪ +
|† ♪
 
 
|-
 
|-
 
|[[Tiger]]
 
|[[Tiger]]
 
|225,000
 
|225,000
|200
+
|† ♪ +
|† ♪
 
 
|-
 
|-
 
|[[Giant bobcat]]
 
|[[Giant bobcat]]
 
|256,320
 
|256,320
|500
+
|☼ +
|☼
 
 
|-
 
|-
 
|[[Giant mandrill]]
 
|[[Giant mandrill]]
 
|341,800
 
|341,800
|500
 
 
|☼
 
|☼
 
|-
 
|-
 
|[[Giant lynx]]
 
|[[Giant lynx]]
 
|377,750
 
|377,750
|500
+
|☼ +
|☼
 
 
|-
 
|-
 
|[[Giant ocelot]]
 
|[[Giant ocelot]]
 
|377,750
 
|377,750
|500
+
|☼ +
|☼
 
 
|-
 
|-
 
|[[Polar bear]]
 
|[[Polar bear]]
 
|400,000
 
|400,000
|500
+
|☼ +
|☼
 
 
|-
 
|-
 
|[[Giant cheetah]]
 
|[[Giant cheetah]]
 
|560,000
 
|560,000
|200
+
|☼ ♪ +
|☼ ♪
 
 
|-
 
|-
 
|[[Giant leopard]]
 
|[[Giant leopard]]
 
|560,000  
 
|560,000  
|100
+
|☼ ♪ +
|☼ ♪
 
 
|-
 
|-
 
|[[Giant jaguar]]
 
|[[Giant jaguar]]
 
|750,000
 
|750,000
|100
+
|☼ ♪ +
|☼ ♪
 
 
|-
 
|-
 
|[[Gigantic panda]]
 
|[[Gigantic panda]]
 
|1,160,900
 
|1,160,900
|1,000
+
|☼ ‼ +
|☼ ‼
 
 
|-
 
|-
 
|[[Giant grizzly bear]]
 
|[[Giant grizzly bear]]
 
|1,700,000
 
|1,700,000
|500
+
|☼ ♪ +
|☼ ♪
 
 
|-
 
|-
 
|[[Giant lion]]
 
|[[Giant lion]]
 
|1,700,000  
 
|1,700,000  
|200
+
|☼ ♪ +
|☼ ♪
 
 
|-
 
|-
 
|[[Giant tiger]]
 
|[[Giant tiger]]
 
|1,900,000  
 
|1,900,000  
|200
+
|☼ ♪ +
|☼ ♪
 
 
|-
 
|-
 
|[[Rhinoceros]]
 
|[[Rhinoceros]]
 
|3,000,000
 
|3,000,000
|500
+
|☼ ♪ ‼ +
|☼ ♪ ‼ ≈ War only
 
 
|-
 
|-
 
|[[Giant polar bear]]
 
|[[Giant polar bear]]
 
|3,268,000
 
|3,268,000
|500
+
|☼ +
|☼
 
 
|-
 
|-
 
|[[Jabberer]]
 
|[[Jabberer]]
 
|4,500,000
 
|4,500,000
|1,500
 
 
|☼
 
|☼
 
|-
 
|-
 
|[[Elephant]]
 
|[[Elephant]]
 
|5,000,000
 
|5,000,000
|500
+
|☼ ‼ +
|☼ ‼
 
 
|-
 
|-
 
|[[Cave dragon]]
 
|[[Cave dragon]]
 
|15,000,000
 
|15,000,000
|10,000
+
|☼ `
|☼
 
 
|-
 
|-
 
|[[Roc]]
 
|[[Roc]]
 
|20,000,000
 
|20,000,000
|10,000
 
 
|☼ ♪ [[Megabeast]]
 
|☼ ♪ [[Megabeast]]
 
|-
 
|-
 
|[[Giant rhinoceros]]
 
|[[Giant rhinoceros]]
 
|24,000,000
 
|24,000,000
|500
+
|☼ ♪ ‼ +
|☼ ♪ ‼ ≈ War only
 
 
|-
 
|-
 
|[[Dragon]]
 
|[[Dragon]]
 
|25,000,000
 
|25,000,000
|10,000
+
|☼ ` [[Megabeast]]
|☼ [[Megabeast]]
 
 
|-
 
|-
 
|[[Giant elephant]]
 
|[[Giant elephant]]
 
|40,000,000
 
|40,000,000
|500
+
|☼ ‼ +
|☼ ‼
 
 
|}
 
|}
  
: ☼ — ''Recommended choice for armies due to their great size.''<!-- size ≥ trolls (250k) -->
+
:☼ — ''Recommended choice for armies due to their great size.''<!-- size ≥ trolls (250k) -->
: † — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''
+
:† — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''
: ^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''
+
:^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''
: ♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''<!-- spd ≥ 50 kph or flight -->
+
:♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''<!-- spd ≥ 50 kph or flight -->
: ‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''
+
:‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''
: — ''Possesses the {{token|MEANDERER}} token, which severely slows their movement speed. Will likely fall behind any moving squad and miss offensive combat situations due to it.''
+
:+ — ''Possesses the {{token|MEANDERER}} token, which severely slows their movement speed. Will likely miss most combat situations due to it.''
: — ''Offspring are born adults and cannot be fully tamed. They also grow extremely slowly.''
+
:` — ''Offspring are born adults and cannot be fully tamed.''
: [[Megabeast]]s  — ''While extremely powerful, megabeasts are currently hostile to all military dwarves, regardless of training level.''{{bug|10731}}
+
:[[Megabeast]]s  — ''While extremely powerful, megabeasts are currently hostile to all military dwarves, regardless of training level.''{{bug|10731}}
  
Remember to keep a breeding pair out of harm's way if you want more of a particular animal, in case the ones in service die.
+
Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die.
  
 
==Training water creatures==
 
==Training water creatures==
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]</span></sup> Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of the more interesting bugs in the game: [[ghost]] trainers.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=127659 3]</span></sup> It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.
+
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]</span></sup> Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of more interesting bugs in the game: [[ghost]] trainers.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=127659 3]</span></sup> It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.
  
 
==Training hostile creatures==
 
==Training hostile creatures==
  
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves. A creature will also be hostile if it becomes an enemy of your civilization, for instance if it killed one of your dwarves before. The rule of thumb is: if it has a [[name]], it's hostile, don't release it from its cage.
+
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves. A creature will also be hostile if it becomes an enemy of civilization, for instance if it killed one of your dwarves before. The rule of thumb is: if it has a [[name]], it's hostile, don't release it from its cage.
  
 
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts <s>amusingly</s> disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.
 
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts <s>amusingly</s> disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.
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==Taming vermin==
 
==Taming vermin==
  
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a vermin catcher's shop. Unlike animals, vermin do not have training levels - they are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization, like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.
+
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a kennel. Unlike animals, vermin do not have training levels - they are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization, like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.
  
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin, so they will rarely be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.
+
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin, so they will rarely be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame cave spiders don't spin webs. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.
  
 
==Taming intelligent creatures==
 
==Taming intelligent creatures==
Line 376: Line 337:
 
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might not be possible to view the creature's thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves, and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.
 
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might not be possible to view the creature's thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves, and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.
  
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war and then assign them to one of your dwarves, they will obtain a [[name]]. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.
+
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war, and then assign them to one of your dwarves, they will obtain a name. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.
  
 
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending on how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.
 
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending on how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.
Line 387: Line 348:
 
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}
 
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}
 
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}
 
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}
* Creatures lacking the {{token|CHILD}} tag are impossible to tame. {{bug|7983}} You can work around this by adding {{token|CHILD|c|X}} to the raws for that animal. Replace X with years creature is a child.
+
* Creatures lacking {{token|CHILD}} tag are impossible to tame. {{bug|7983}} You can work around this by adding {{token|CHILD|c|X}} to the raws for that animal. Replace X with years creature is a child.
 
* [[Megabeast]]s and active [[squad]]s attack each other on sight, regardless of the former's training level, making [[dragon]]s, [[hydra]]s and [[roc]]s unusable without excessive micromanaging.{{bug|10731}}
 
* [[Megabeast]]s and active [[squad]]s attack each other on sight, regardless of the former's training level, making [[dragon]]s, [[hydra]]s and [[roc]]s unusable without excessive micromanaging.{{bug|10731}}
  
 
{{skills}}
 
{{skills}}

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