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Editing Live training

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*generally not dangerous
 
*generally not dangerous
 
*infinite training
 
*infinite training
*little oversight needed, since both sides don't do much damage
+
*little oversight needed, since both sides doesn't do much damage
 
*easy to set up for marksdwarves
 
*easy to set up for marksdwarves
 
 
'''Cons''':
 
'''Cons''':
 
*endgame only, you don't get a colossus before 80 dwarves
 
*endgame only, you don't get a colossus before 80 dwarves
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*may be dangerous to dwarves with a low dodging skill
 
*may be dangerous to dwarves with a low dodging skill
 
*limitation on quality material weapons => dwarf may tend to favor a poor weapon
 
*limitation on quality material weapons => dwarf may tend to favor a poor weapon
*trains mostly offensive skills, although Dodger as well
+
*trains mostly offense skills, although Dodger as well
 
*melee may be seen as an exploit
 
*melee may be seen as an exploit
 
*the colossus will eventually be "pulped" by any attacks that are able to bypass their natural toughness
 
*the colossus will eventually be "pulped" by any attacks that are able to bypass their natural toughness
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Using one or several imprisoned [[necromancer]]s to train your dwarves with a controlled stream of [[undead]].
 
Using one or several imprisoned [[necromancer]]s to train your dwarves with a controlled stream of [[undead]].
  
You must first catch one or several necromancers, or use a friendly necromancer, then dump them in a small space (if possible 1x1) surrounded by [[window]]s or [[fortification]]s (so they can animate what is around without being murdered by a dwarf), to make an animation room. You can replace the necromancer with an animating [[evil]] biome or a [[demonic fortress]], but necromancers raise undead faster, and can be moved anywhere you like. As a bonus, add raising [[bridge]]s or [[floodgate]]s to block the necro's view and stop the reanimation on command. Then drop whatever pile of [[body parts]] you don't need and want your necromancer to animate.  
+
You must first catch one or several necromancers, or use a friendly necromancer, then dump him/them in a small space (if possible 1x1) surrounded by [[window]]s or [[fortification]]s (so he can animate what is around without being murdered by a dwarf), make an animation room. You can replace the necromancer with an animating [[evil]] biome or a [[demonic fortress]], but necromancers raise undead faster and can be moved anywhere you like. As a bonus, add raising [[bridge]]s or [[floodgate]]s to block the necro's view and stop the reanimation on command.
 +
 
 +
Then drop whatever pile of [[body parts]] you don't need and want your necromancer to animate.  
  
 
*'''Pros''':
 
*'''Pros''':
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**requires little oversight
 
**requires little oversight
 
**trains every skill
 
**trains every skill
**controllable training aspects: difficulty level, depending on corpse (from dropping llama [[wool]] to dropping a [[cave dragon]] corpse) and number of corpses animated
+
**controllable training aspects : difficulty level, depending on corpse (from dropping llama [[wool]] to dropping a [[cave dragon]] corpse) and number of corpses animated
 
*'''Cons''':
 
*'''Cons''':
 
**can be dangerous, actually danger is proportional to your oversight and difficulty level
 
**can be dangerous, actually danger is proportional to your oversight and difficulty level
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Set the training on a non-lethal pit trap consisting of a 2x2 or 3x3 retracting bridge, or a series of grates, all linked to a lever and on top of a 1z-deep pit. Fill the ground under the bridge with cage traps.
 
Set the training on a non-lethal pit trap consisting of a 2x2 or 3x3 retracting bridge, or a series of grates, all linked to a lever and on top of a 1z-deep pit. Fill the ground under the bridge with cage traps.
  
Set a military dwarf fully armored in metal, without any weapons against a wild giant cave spider. Wild GCS webs the still-conscious dwarf, wild GCS attempts a bite to the head, but fails to penetrate metal armor, dwarf gains armor user skill. Repeat a hundred times. You may want to find a way of harvesting silk for your [[loom]]s as well.
+
Set a military dwarf fully armored in metal, without any weapons against a wild giant cave spider. Wild GCS webs the still-conscious dwarf, wild GCS attempts a bite to the head but fails to penetrate metal armor. Dwarf gains armor user skill. Repeat a hundred times. You may want to find a way of harvesting silk for your [[loom]]s as well.
  
 
When you want to stop the training, pull the lever. Bridge or grates go down, dwarf and spider fall 1 z-level and get stunned, one or both get caged and separated.
 
When you want to stop the training, pull the lever. Bridge or grates go down, dwarf and spider fall 1 z-level and get stunned, one or both get caged and separated.

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