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v0.34:Animal trainer
Association | ||
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Profession | Ranger | |
Job Title | Animal Trainer | |
Labor | Animal training | |
Tasks | ||
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Workshop | ||
Attributes | ||
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This article is about an older version of DF. |
Animal trainer is the skill associated with the animal training labor. An animal trainer works with animals, either taming wild ones, or training certain species for war or hunting.
An animal training zone is required for all training activities.
Domesticating wild animals
Capture
In order to domesticate an animal you must first have an animal to domesticate, 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 attempt to tame, besides the 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 regions.
Wild creatures can only be captured by cage traps; 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 traps are not used in this role, but are instead used by trappers to capture live vermin, and thus surprisingly enough trappers are not involved in the trapping of actual creatures.
Just because you have a creature stowed away in your cages stockpile does not mean that it can be trained, as only creatures with the [PET] or [PET_EXOTIC] creature token can be trained. Additionally, [TRAPAVOID] creatures ignore cage traps entirely. Captured war mounts can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse these creatures may cause a loyalty cascade if you order your military to deal with the situation.Bug:6051 To make use of captured creatures that you cannot or do not want to tame, see live training and mass pitting.
Taming
Designation | Description |
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Wild | Not tamed |
Semi-wild | Semi-wild |
Trained | Trained |
-Trained- | Well-trained |
+Trained+ | Skillfully trained |
*Trained* | Expertly trained |
≡Trained≡ | Exceptionally trained |
☼Trained☼ | Masterfully trained |
Domesticated | Tame |
Once you have a captured, trainable creature trapped in a cage, you can start trying to domesticate it. You will need cage trap, an animal training zone, and some plants or meat depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin taming a wild animal, use z to open the status screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use t to set a trainer to tame it.
The trainer will bring food to the cage and interact with it, bringing it 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). Be warned: trained animals immediately become trapavoid, and will stay so if they ever go wild again, making recapture impossible.Bug:6002
The overall difficulty and time required to tame an animal is roughly proportional to its pet value. As a general guideline, animals with pet value less than a hundred are easy to train, those with values in the hundreds take some effort and a few years to train well, and creatures with pet values in the thousands such as dragons are very slow to train and almost impossible to completely domesticate.
Adult trained animals will slowly revert to their wild origins over time and must have a trainer permanently assigned to them (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, at which point the animal sporadically attacks passerby and which prompts a major 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 injured, experiencing a strange mood, do not have the necessary treats, 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.
When training animals that your civilization has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven caravan returns to the mountainhomes. This has no effect on gameplay within your fortress, but is conjectured to reduce training barriers for future fortresses established by your civilization.
Announcement | Training level in z screen |
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The dwarves of (civ) now know a few facts about (animal) training.
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A few facts |
The dwarves of (civ) have attained a general familiarity with (animal) training methods.
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General familiarity |
The dwarves of (civ) are now quite knowledgeable (animal) trainers.
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Knowledgeable |
The dwarves of (civ) are now expert (animal) trainers.
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Expert |
?
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Domesticated |
Taming children
Only animals with the [CHILD] tag can breed and have children, but any animal children that they have offer a significant perk: the possibility of eventually fully domesticating a species. Note that animals cannot get pregnant in cages (in fact, this is the only time they can't), so you'll have to move past the initial training stage to have them - ae. there is no such thing as wild fortress-born animal children.
Animals born from partially tamed parents 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 any training they're put under as pups, 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.
Animals who are born from a trained animal will inherit the mother's trained status, including the training quality. This allows procession to full domestication, as when children with a high enough taming level are tamed well enough, they may become domesticated (and will never need retraining again, unlike their mother). Interestingly, the training level of the father does not count for anything when it comes to the child, but perhaps this is unsurprising given that in Dwarf Fortress animals can breed from across the entire map, without ever even seeing each other.
Training tame animals
Tame animals can be trained for hunting or for war, for which you need a training zone (i-t) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen (z-Enter) and find your trainable animal. Trainable animals are those where you see you can press either w for war training or h for hunting training. If you wish you can also select a particular trainer t to perform this task.
Train a hunting animal
This requires an uncaged tame animal with [TRAINABLE] or [TRAINABLE_HUNTING], 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 (v-select dwarf-p-e) to follow a hunter and assist in the hunting process. They are intrinsically faster and more agile than a regular tamed animal, and can sneak alongside their partner, but are not as strong as a war animal and cannot be unassigned.
Train a war animal
Requires: An uncaged tame animal with [TRAINABLE] (or [TRAINABLE_WAR], although no such animals exist, as currently all war-trainable animals can be trained for hunting as well and are under the inclusive [TRAINABLE] tag), an animal training activity zone, and an animal trainer. Pastured animals can only be trained if the zone is located within their pasture.
A war animal 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 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
As animal trainers work with an animal, they may become bonded to it ("formed a bond with an animal training partner"), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer ("has lost an animal training partner to tragedy"), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.
Notes
Animal tab (z - Enter) has a list of all animals that are tame (and belong to your civilization) or are caged and can be tamed. Each animal on the list can be assigned a trainer, who will then tame (if needed) the animal, increase its tameness (if not born from tamed animals) or train it for war or hunting (if selected for hunting or training). Not all animals can be trained for war or hunting. Taming or increasing tameness requires an 'Animal Training' activity zone and food (edible plant for herbivores, meat for carnivores), which the trainer will bring to the animals. If a caged animal is fed a plant, seeds will stay in the cage. This has no effect on training, but if you later release the animal, you will need to dump the seeds from the cage before it can be reused.
Certain animals are trivial to tame (domestic animals are well known by dwarven civilizations), some are rather easy to tame (animals from Caverns aren't alien to dwarves). Other creatures will require more attention, at least until your fortress manages to get familiar with them. Which animals are known and how well can be checked in the second sub-tab in "Animals" tab. Badly trained animals can revert to a wild state, resulting in dragons rampaging through the fortress.
Only wild animals can be trained while in a cage. This means that if you want your animal trainer to provide additional lessons, 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. The Animal will eventually revert back to its wild state, at which point your trainer will train it again, safely giving your trainer experience and also more knowledge about the animal if it's exotic. (this probably won't work with grazing animals, as they'd starve to death in the cage)
Sadly, nobles cannot be trained, no matter how desperately they need it.
Trainable war/hunting animals
The following creatures can be trained into war animals or hunting animals: If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.
Animal | Size | Notes |
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Dog | 30,000 | † ♪ |
Mandrill | 20,000 | ☼ † |
Gorilla | 150,000 | ☼ † |
Grizzly bear | 200,000 | ☼ |
Polar bear | 400,000 | ☼ |
Gigantic panda | 1,160,900 | ‼ |
Elephant | 5,000,000 | ‼ |
Rhinoceros | 3,000,000 | ‼ |
Giraffe | 1,000,000 | ‼ |
Giant bat | 200,000 | ♪ Hunting only |
Giant cave swallow | 200,000 | ♪ Hunting only |
Jabberer | 4,500,000 | ☼ |
Cheetah | 50,000 | ♪ |
Leopard | 50,000 | ♪ |
Jaguar | 75,000 | ♪ |
Lion | 200,000 | † ♪ |
Tiger | 225,000 | † ♪ |
Bobcat | 8,000 | Too small |
Ocelot | 25,000 | ? |
Lynx | 25,000 | ? |
Giant bobcat | 256,320 | ♪ |
Giant ocelot | 377,750 | ♪ |
Giant lynx | 377,750 | ♪ |
Giant cheetah | 560,000 | ♪ |
Giant leopard | 560,000 | ♪ |
Giant jaguar | 750,000 | ♪ |
Giant lion | 1,700,000 | ♪ |
Giant tiger | 1,900,000 | ☼ ♪ |
Cave dragon | 15,000,000 | ☼ |
Roc | 20,000,000 | ☼ ♪ Megabeast |
Dragon | 25,000,000 | ☼ Megabeast |
☼ - These animals are a good choice for your army.
† - These animals are good choices for protecting important civilians, attacking dangerous creatures so the dwarf can escape.
♪ - These animals are good companions for hunters and marksdwarves.
‼ - These animals are a poor choice for training due to their voracious appetites for grass.
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.
Tame water creatures
It is reportedly possible to capture and tame water creatures if special care is used. But it's unknown how to butcher them. [1]
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