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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eidako2</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-15T05:33:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Window&amp;diff=197294</id>
		<title>v0.34:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Window&amp;diff=197294"/>
		<updated>2014-03-09T20:29:00Z</updated>

		<summary type="html">&lt;p&gt;Eidako2: cut stone windows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:02, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
A '''window''' ({{key|b}}-{{key|y}}) is an item of [[furniture]] that can be constructed to form solid [[wall]]s surrounding a [[room]]. A window is not considered [[support]] for the purposes of preventing [[cave-in]]s or allowing [[door]]s to be built, but it will block the flow of [[water]]. [[Glass]] windows can be made with any type of glass at a [[glass furnace]], and are placed similarly to furniture.  Like all furniture, windows must have a floor underneath them to be built.  Alternatively, a [[gem]] window can be directly constructed (on-site, not in a workshop, by pressing {{k|b}} {{k|Y}}) from three [[jeweler's workshop|cut gems]] of any type (including cut glass and cut stone), but can't be made from large gems. If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.&lt;br /&gt;
&lt;br /&gt;
[[dwarf|Dwarves]] can get a happy [[thought]] from passing by windows, and an even happier thought if it's built of a material they like.&lt;br /&gt;
&lt;br /&gt;
[[tile attributes|Light]] from a window built into a [[cliff]] face will not illuminate a room and will not prevent [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Note that dwarves can see through windows, and (if civilian) will cancel jobs and run away from hostile creatures standing on the other side of the window.  Animals can also see through windows, detecting thieves or ambushes on the other side of a window.&lt;br /&gt;
&lt;br /&gt;
A [[noble]] may [[demand]] a window, no matter how far underground his rooms are.&lt;br /&gt;
&lt;br /&gt;
A noble's [[mandate]] to make windows will not be satisfied by building a gem window.&lt;br /&gt;
&lt;br /&gt;
A [[glass]] window's [[value]] multiplier is 25, the same as a [[statue]].  This makes glass windows a good choice for raising the value of a [[room]].&lt;br /&gt;
&lt;br /&gt;
Gem windows, on the other hand, do not receive value multipliers; a gem window's value is the sum of the value of the gems used in its construction.  For maximizing value, gems are better used for [[decoration|decorations]], even if your [[gem cutter]] and [[gem setter]] are only [[skill|dabbling]].&lt;br /&gt;
&lt;br /&gt;
Both glass windows and gem windows can be wrecked by [[building destroyer]]s.  Gem windows will be toppled rather than destroyed, leaving behind the gems they were made from.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Eidako2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Gem_cutter&amp;diff=197293</id>
		<title>v0.34:Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Gem_cutter&amp;diff=197293"/>
		<updated>2014-03-09T20:26:42Z</updated>

		<summary type="html">&lt;p&gt;Eidako2: /* Training */ cut stone windows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:21, 8 November 2010 (UTC)}}{{Skill&lt;br /&gt;
| color      = 2:1&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| profession = [[Jeweler]]&lt;br /&gt;
| job name   = [[Gem cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
| workshop   = [[Jeweler's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting. Performed at a [[jeweler's workshop]], gem cutting is the basis of the [[gem industry]], turning mildly valuable [[gem]] clusters you find as you [[mining|mine]] away rock into valuable [[decoration]]s for [[furniture]] and [[trade good]]s. It is the counterpart to [[gem setting]]; together, the two belong to the category profession of the [[Jeweler]], and indeed if a dwarf has relatively balanced skill level in both, he will be known as a Jeweler. More often then not, migrants who are skilled in gem cutting will also be similarly skilled in gem setting.&lt;br /&gt;
&lt;br /&gt;
Large amounts of mining are bound to produce dozens of rough gems, so gem cutting is a method of developing [[wealth]] quickly, [[Quickstart guide#Gemcutting and Trinkets|especially]] for new players. Cutting and encrusting with a gem more than triples the [[value]] of the rough gem, which is then multiplied by a [[quality]] modifier based on the gem setter's skill. A masterwork gem decoration is worth 40x the value of the original rough gem. &lt;br /&gt;
&lt;br /&gt;
Cutting a [[gem]] can result in a cut gem, a large gem, or a gem [[craft]]. Cut gems are the most likely, and are used by a gem setter in creating gem [[window]]s and [[encrust]]ing other objects. Large gems and gem crafts are only created occasionally, and are currently only useful for [[trade]]. The skill level of a gem cutter affects the cutting speed, and quality of large gems and gem crafts, but not the quantity of crafts produced&amp;lt;sup&amp;gt;[[DF2012 talk:Gem_cutter|1]]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Gem cutters can cut not only gems proper but regular [[stone]], [[glass]] and [[clay]] as well. Although cut stone is next to worthless, it still provides experience points, and can be used to keep a jeweler busy while you mine out a fresh batch of gems. It is also the only way to decorate with stone, and an easy way to create [[window|windows]] without [[fuel]] or [[sand]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
How one cuts gems without a chisel or any other tool is a source of much study. The predominant theory is that dwarven teeth, sharpened and conditioned by years of eating the tough flesh of [[plump helmet|plump helmets]], function as a crude cutting tool hard enough to cut diamonds. This is followed by polishing the gem using the tough fibers of their beards, just as it's used to smooth surfaces.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Eidako2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Eidako2&amp;diff=197292</id>
		<title>User talk:Eidako2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Eidako2&amp;diff=197292"/>
		<updated>2014-03-09T20:24:24Z</updated>

		<summary type="html">&lt;p&gt;Eidako2: /* Old account */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Old account ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming you're [[User:Eidako]] - do you want your old username back? I can probably get Briess to reset your password, even if your old account doesn't have an email address associated with it. (If it does have an email address that's usable, you can use [[Special:PasswordReset]] to reset it yourself - it might require logging out first, but it should send an email to you with further instructions) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:04, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That is my old account and as far as I can tell it doesn't have an email account linked to it, but it's not a big deal; I only make small edits once in a blue moon and don't care about attribution. Thanks though. ~ [[User:Eidako2|Eidako2]] ([[User talk:Eidako2|talk]]) 20:24, 9 March 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Eidako2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mason%27s_workshop&amp;diff=196804</id>
		<title>v0.34:Mason's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mason%27s_workshop&amp;diff=196804"/>
		<updated>2014-02-21T20:12:20Z</updated>

		<summary type="html">&lt;p&gt;Eidako2: /* Notes */ clay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:56, 31 July 2010 (UTC)}}{{workshop|name=Mason's workshop|key=m|job=Masonry&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Armor stand]]s&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Throne]]s&lt;br /&gt;
* [[Coffin]]s&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Floodgate]]s&lt;br /&gt;
* [[Hatch cover]]s&lt;br /&gt;
* [[Grate]]s&lt;br /&gt;
* [[Cabinet]]s&lt;br /&gt;
* [[Coffer]]s&lt;br /&gt;
* [[Statue]]s&lt;br /&gt;
* [[Table]]s&lt;br /&gt;
* [[Weapon rack]]s&lt;br /&gt;
* [[Quern]]s&lt;br /&gt;
* [[Millstone]]s&lt;br /&gt;
* [[Slab]]s&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Mason's workshop''' is where [[mason]]s create [[stone]] objects, such as [[block]]s, [[statue]]s, and [[furniture]].  [[Quern]]s, [[slab]]s and [[millstone]]s can only be made at this workshop.&lt;br /&gt;
&lt;br /&gt;
The workshop can be made out of any building material and requires the Masonry [[labor]]. &lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
&lt;br /&gt;
'''Mason's Workshop'''&lt;br /&gt;
&lt;br /&gt;
*{{K|a}} Construct [[rock]] [[Armor stand]]&lt;br /&gt;
*{{K|b}} Construct [[rock]] [[Block]]s&lt;br /&gt;
*{{K|c}} Construct [[rock]] [[Throne]]&lt;br /&gt;
*{{K|p}} Construct [[rock]] [[Coffin]]&lt;br /&gt;
*{{K|d}} Construct [[rock]] [[Door]]&lt;br /&gt;
*{{K|l}} Construct [[rock]] [[Floodgate]]&lt;br /&gt;
*{{K|H}} Construct [[rock]] [[Hatch cover]]&lt;br /&gt;
*{{K|G}} Construct [[rock]] [[Grate]]&lt;br /&gt;
*{{K|f}} Construct [[rock]] [[Cabinet]]&lt;br /&gt;
*{{K|h}} Construct [[rock]] [[Coffer]]&lt;br /&gt;
*{{K|u}} Construct [[rock]] [[Statue]]&lt;br /&gt;
*{{K|Alt+s}} Construct [[rock]] [[Slab]]&lt;br /&gt;
*{{K|t}} Construct [[rock]] [[Table]]&lt;br /&gt;
*{{K|w}} Construct [[rock]] [[Weapon rack]]&lt;br /&gt;
*{{K|q}} Construct [[rock]] [[Quern]]&lt;br /&gt;
*{{K|m}} Construct [[rock]] [[Millstone]] &lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Construct [[rock]] [[block]]s, which can be stored in [[bin]]s.  This frees up storage space.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*As it is cheap to build a Mason's workshop, it can be useful to temporarily make one in any area where you have lots of stone you need to get rid of (e.g. future stockpile space) and then dismantle it when you are through.&lt;br /&gt;
*[[Clay]] boulders can not be used in place of stone.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Eidako2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Clay&amp;diff=196803</id>
		<title>v0.34:Clay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Clay&amp;diff=196803"/>
		<updated>2014-02-21T20:08:24Z</updated>

		<summary type="html">&lt;p&gt;Eidako2: /* Ceramics */ catapults, stone-fall traps, mason's workshop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:18, 10 November 2010 (UTC)}}{{soillookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of [[soil]] that can be found in Dwarf Fortress. [[Aquifer]]s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
==Ceramics==&lt;br /&gt;
Five different soil types are classified as clay - [[clay]], [[clay loam]], [[sandy clay]], [[silty clay]], and [[fire clay]]. Each of these can be gathered for use in [[Ceramic industry|Ceramics]]. If your [[embark]] site has at least one type of clay, it will be shown as ''Clay'' or ''Shallow Clay'' in the embark screen's biome viewer.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a [[kiln]] or [[magma kiln]] and behaves similarly to most material production, but includes elements similar to [[glass]] production. In order to gather clay, a [[activity zone#Clay Collection|gathering zone]] must first be designated, much like with [[sand]]; however, gathering clay creates a clay &amp;quot;boulder&amp;quot; (the same as raw stone) and does not require a bag. These clay boulders are stored in a Stone stockpile and may be used to build [[workshop]]s and [[construction]]s, but constructed clay floors '''cannot''' be used in place of natural soil. As with sand, clay can be gathered indefinitely from a single tile.&lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, [[block|bricks]], [[statue]]s, [[hive]]s and [[Finished goods|craft]]s. Small pots, called [[jug]]s, function similar to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel. &lt;br /&gt;
&lt;br /&gt;
Clay can also be used in Jewelcrafting like any other stone or ore, allowing for an infinite source of materials for practicing cutting gems with. However, clay can not be fired from a [[catapult]], loaded into a [[stone-fall trap]], or used in place of stone at a [[mason's workshop]].&lt;br /&gt;
&lt;br /&gt;
Before an [[earthenware]] pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a [[kiln]] and requires either a unit of [[ash]] or a unit of [[cassiterite]] ([[tin]] ore), plus a unit of fuel. [[Stoneware]] and [[porcelain]] pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
When an underground plant ([[tree|trees]], [[shrub|shrubs]], [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
&lt;br /&gt;
Occasionally it is possible to cultivate clay by channeling down into the lowest normal layer of the cavern, revealing a &amp;quot;[[Semi-molten rock|magma flow]]&amp;quot; above a floor [[semi-molten rock]] (and a [[ramp]] on the level below, if the square had not previously been revealed).  If a [[floor]] is constructed over the flow, then deconstructed, a natural floor of clay or [[sand]] may be left behind.  In some cases this may be the sole domestic source of clay for a fortress.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* It is possible to carve clay just like any other stone, but unlike other stones, carved clay never gains carving descriptions -- &amp;quot;Round Cut Clay&amp;quot; does not exist, instead it's simply &amp;quot;Clay.&amp;quot;  This Clay is, however, treated in all respects like a normal gem and can be used to encrust the standard materials.{{Bug|5275}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Eidako2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trap&amp;diff=196802</id>
		<title>v0.34:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trap&amp;diff=196802"/>
		<updated>2014-02-21T20:00:44Z</updated>

		<summary type="html">&lt;p&gt;Eidako2: /* Stone-fall Trap */ economic stone, clay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:10, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For information on trapping [[vermin]], see [[animal trap]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike [[soldier]]s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (ranks in this [[skill]] reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them. Traps will block the passage of caravan wagons.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile{{verify}}, with the possible exception of [[thief|thieves]], flying creatures and other occasional &amp;lt;s&amp;gt;nasty&amp;lt;/s&amp;gt; fun surprises.  Any unconscious creature will trigger traps, including your own dwarves.&lt;br /&gt;
&lt;br /&gt;
Note that only dwarves with the mechanic labor enabled will reload traps (cage, stone or weapon). In combat situations, [[mechanic]]s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Main:Urist|Urist McSuicide]] from deciding to reload a trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a Mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe [[burrow]] until any threats have been dealt with.  If a cage trap has captured something while forbidden and left alone for an extended period of time (nearly a year or longer) the caged individual escapes and and you will get the announcement &amp;quot;Something has emptied a cage!&amp;quot; Once put into a stockpile or claimed this will prevent the captured individual from escaping.&lt;br /&gt;
&lt;br /&gt;
It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the {{K|t}} query.&lt;br /&gt;
Deconstructing a trap leaves the components used in its creation on the ground around the tile.  Traps destroyed by hostile action may return damaged objects.&lt;br /&gt;
&lt;br /&gt;
Traps can be deconstructed by pressing {{k|t}}  to view the trap (or {{k|q}}, although the name of the trap will not be displayed until it is flagged for removal), followed by {{k|x}} to remove it.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril.  The weight of the stone used in the trap affects the amount of damage the trap does, but it's quite difficult to get your dwarves to use heavier stones, like galena, when loading the traps.&lt;br /&gt;
&lt;br /&gt;
Stone-fall traps respect [[economic stone]] restrictions and can not be loaded with [[clay]] at all.&lt;br /&gt;
&lt;br /&gt;
*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
*Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
*Appearance: {{Raw Tile|^|7:1}} = ready, {{Raw Tile|^|7:0}} = no stone loaded&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They contain between one and ten weapons, and tend to be much more reliable for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, note that weapon traps require you to have previously made [[weapon]]s, making them more of an option somewhat later in the game. Any weapon can be used, including human weapons, training weapons, bows, traded weapons and weapons recovered from dead goblins. Think of it as fair retribution when goblins are sliced to pieces by their own axes!&lt;br /&gt;
&lt;br /&gt;
You can also use the corkscrews that are normally used in [[screw pump]]s, or menacing spikes that are normally used in spike traps, or any of three specialist trap only weapons:&lt;br /&gt;
&lt;br /&gt;
[[Metalsmith's forge]]&lt;br /&gt;
*menacing &amp;lt;metal&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;metal&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;metal&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;metal&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;metal&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
[[Carpenter's workshop]]&lt;br /&gt;
*menacing &amp;lt;wooden&amp;gt; spike&lt;br /&gt;
*spiked &amp;lt;wooden&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;wooden&amp;gt; corkscrew&lt;br /&gt;
&lt;br /&gt;
[[Glass furnace]]&lt;br /&gt;
*menacing &amp;lt;glass&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;glass&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;glass&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;glass&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;glass&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
Don't know which to make? -&amp;gt; '''Detailed [[Trap component]] information'''&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage. This can also be ''very'' messy if the trap is loaded with cutting weapons, often creating an explosion of blood and dismembered body parts. Using blunt weapons reduces the mess somewhat, and you may wish to strategically place a [[User:Uristocrat/Dwarven_Bathtub | Dwarven Bathtub]] nearby.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically after an unknown period of time. However, there is a 50% chance that the victim will get stuck in the mechanism and cause the trap to jam (use {{k|t}} to check the trap), requiring a dwarf to remove the body. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body (or forbidding the trap's mechanism in advance) may be necessary to save him from the victim's friends. Note that weapon traps will only jam if they ''directly'' kill the creature - if they instead inflict a mortal wound and cause the creature to bleed out, they will not jam.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The quality of your chosen mechanism matters[http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214]. At this point you will get a list of all stockpiled weapons in your fortress. {{k|+}}{{k|-}} will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap; you can e{{k|x}}pand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered (10 large serrated disks normally results in the unfortunate triggering creature leaving with &amp;lt;strike&amp;gt;fewer limbs than&amp;lt;/strike&amp;gt; none of the limbs and several more torn apart organs than it came in with). When happy with your weapon selection press {{k|d}} to set the trap.&lt;br /&gt;
&lt;br /&gt;
The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favour if the trapped tile happens to be surrounded by pits.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
*Components used: [[mechanism]] and whatever [[weapon]]s you want, limit 10.&lt;br /&gt;
*Appearance: {{Raw Tile|^|4:1}} = ready, {{Raw Tile|^|4:0}} = jammed or out of ammo&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps are different from the other trap types in that they do not directly kill or injure invaders. Instead, they capture the creature that triggers them in a [[cage]]. Despite the unfortunate lack of violence, this is still very effective as it completely neutralizes the target so that it can be dealt with later. After a creature is captured, it's stored in an animal [[stockpile]] if the current standing order is set ({{K|o}}-{{K|a}}). The trap will then be reset by hauling an empty cage to the trap's location. This is done ''automatically'', as in, during a siege, by any dwarf with the [[Mechanic]]s labor enabled. Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
'''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely; in fact, even submersion in water or magma appears to have no effect on caged creatures.  It is possible for dwarves to bring [[water]] to cages, but this will only occur if you have someone friendly also locked in the cage - like a dwarf child snatched by a goblin. See below for how to remove things from a cage.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps will not capture every creature in the game''', so you ''will'' need alternative defenses - [[titan]]s and [[forgotten beast]]s (as well as certain other types of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it.  A webbed cage trap '''will''' capture nearly anything; the only creatures it cannot capture are those immune to both cage traps and webbing, such as a web-spinning forgotten beast or a dwarf from your fortress on a Collect Webs job.&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the [[trapping]] labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at the [[kennel|kennels]]. See [[Animal trainer]] for more on training animals.&lt;br /&gt;
&lt;br /&gt;
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves ''only'' load empty cages into traps.  One way to remove the seeds and make the cage usable again is to {{K|d}}ump them. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
*Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
*Appearance: {{Raw Tile|^|2:1}} = ready, {{Raw Tile|^|2:0}} = no cage&lt;br /&gt;
&lt;br /&gt;
The material a cage is made affects indirectly the speed at which it is assembled into the trap. Heavier cages take longer to assemble. The more skilled a dwarf is in the [[Mechanics]] skill, the less time he takes to assemble the cage.&lt;br /&gt;
&lt;br /&gt;
With exception to the latter, cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that [[elf]] merchants will get angry if the cage is wooden).  A glass terrarium is just as strong as a steel cage. Cage [[quality]], however, can be important: due to a bug, creatures can eventually escape from [[artifact]] cages, but not from lower-quality cages (presumably the opposite of the intended behaviour).{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
To release a creature from a cage, build the cage ({{k|b}} {{k|j}}) and use {{k|q}} to unassign it.  You can also simply assign the creature to a pasture or pit. To release a hostile creature (or wild animal) safely from a cage, build the cage and link the cage to a [[lever]] that can be remotely triggered. If you have many cages you need to empty out quickly see [[Mass pitting]].  Cages have no current limit to the amount of beasts you can put in them, so you can build one cage and assign all the beasts to that cage.  Typical caveats of dealing with wild/hostile animals apply.&lt;br /&gt;
&lt;br /&gt;
As with most traps, if a dwarf goes to sleep or is knocked unconscious over a cage trap, it will be triggered and the dwarf will be trapped. Unlike usual creatures, a caged dwarf can starve or die from dehydration.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
&lt;br /&gt;
Weapon traps trigger when a hostile creature steps on them.  An upright spear/spike trap is different -- it must be triggered externally to cause the spears or spikes to spring up or to recede back down.  When the spears/spikes spring up, ''any'' creature on the tile will be subject to possible impalement.&lt;br /&gt;
&lt;br /&gt;
Placing the upright spear/spike trap does not require a mechanism, and it does not require the Mechanic labor.  It only requires 1 to 10 [[Weapon|spears]] or [[Trap component|spikes]].  Linking it to a [[lever]] or a [[pressure plate]] will require a mechanism and must be performed by a Mechanic.  Without such a link, the trap will not operate.&lt;br /&gt;
&lt;br /&gt;
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need some way to cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage. Note, however, that if any enemies survive the fall they may gain [[DF2012:Exploit#Shaft_of_Enlightenment|ridiculous weapon skills]].{{bug|6397}}&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|T}} {{k|S}}&lt;br /&gt;
*Components used: 1-10 spears or spikes, plus further [[mechanism]]s for linking to triggers.&lt;br /&gt;
*Appearance: {{Raw Tile|{{!}}|0:1}} = extended, {{Raw Tile|.|7:0}} = retracted&lt;br /&gt;
&lt;br /&gt;
==Mechanism Quality==&lt;br /&gt;
&lt;br /&gt;
All of the above traps other than Upright Spear use mechanisms in their construction.  The quality of the mechanism used impacts weapon traps beyond their value however, in weapon traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands.  Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create [[trap design|even more elaborate traps]] with imaginative use of pits, [[pressure plate]]s, [[lever]]s, [[grate]]s, [[support]]s, [[water]], and/or [[magma]], creating sacrificial altars (blood for the Blood God!) and whatever else you can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing way. If you make a trap that kills 10 or so goblins that only works once and you have to rebuild it, wasting time you don't have during a [[siege]], then you're &amp;lt;s&amp;gt;not trying hard enough&amp;lt;/s&amp;gt; having too much [[fun]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Trap design]]&lt;br /&gt;
*[[Mass pitting]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Eidako2</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Siege_engine&amp;diff=196798</id>
		<title>v0.34:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Siege_engine&amp;diff=196798"/>
		<updated>2014-02-21T19:54:41Z</updated>

		<summary type="html">&lt;p&gt;Eidako2: economic stone, clay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}{{av}}&lt;br /&gt;
A '''siege engine''' in Dwarf Fortress is half building and half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range ''(more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista).''  A [[ballista arrow]] can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a catapult cannot harm [[dwarf|dwarves]] or [[animal trainer|tamed animals]].&lt;br /&gt;
&lt;br /&gt;
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).&lt;br /&gt;
&lt;br /&gt;
Siege engines can be made to face in any of the four cardinal directions, but they cannot be moved after placement.  They can, however, be rotated, or deconstructed back into their 3 parts (with {{k|q}}-{{k|x}}), to be moved elsewhere.  Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;[[Siege engineering]]&amp;quot; [[labor]] designated, which uses the &amp;quot;[[Siege engineer]]&amp;quot; [[skill]].  &lt;br /&gt;
&lt;br /&gt;
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  &lt;br /&gt;
&lt;br /&gt;
Ballistae require specially made [[ammo]] &amp;amp;mdash; [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]]). Catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
{{key|b}}-{{key|i}}&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''. All parts are made from any type of wood at the siege workshop. Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire and accuracy of the engine - the best are made with 3 masterwork parts. This won't make up for an untrained siege operator, but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  Dwarves with the [[Siege operator]] [[job]] will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20  degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary - ammo just flies out, never up.&lt;br /&gt;
* Catapults have a minimum range - at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Neither are affected by [[fortification]]s.&lt;br /&gt;
* [[Siege operator]]s are &amp;quot;civilians&amp;quot;, and as such they will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through a [[tree]], the tree will disappear, presumably reduced to toothpicks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will, in due time, clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen [[ambush]]es, or if you wish to move [[stone]] across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy. Operator skill has little or no effect on accuracy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  [[Cross-training|Rotating]] Legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than are ballistae.  The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate.  Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows penetrate through any unit they strike, allowing them to hit many multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.  Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.  You might train your operators on a set of catapults and defend your fortress with a set of ballistae.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. &lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬++╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«▐▄/+(~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/+(~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
:*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
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Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
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Ammo storage can be on the same level, or via [[stair]]s or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
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An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
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A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.&lt;br /&gt;
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==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stones arrives at that point.  If ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits [[stair]]s is destroyed, even if it can fall a z-level.&lt;br /&gt;
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==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Setup your catapult, as you wish to use, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
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'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Army corps of engineers|Army corps of engineers]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
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{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Eidako2</name></author>
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