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Climber
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Profession | Unknown | |
Job Title | Climber | |
Labor | None | |
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v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Climber is a skill which allows a creature to climb. Higher levels improve the chances of successfully stopping the "In flight" status (falling, jumping or being knocked back) by holding onto something and decrease the chance of losing hold when climbing.
To climb a surface, it must be able to be held from the side. Floors cannot be climbed. Surfaces, with the exception of tree branches, cannot be held from beneath.
Trees and 1 z-level tall cliffs and buildings are always safe to climb. Unskilled climbers will often lose hold when attempting to climb walls (not trees) while "In air" - at least 1 z-level above floor.
Climbing requires at least one free body part with [GRASP] tag (usually hand). Some creatures such as cats and giant cave spiders have a [STANCE_CLIMBER] tag and use [STANCE] parts (legs) instead. Starting climbing is not possible while prone, but "In flight" and "In air" statuses override proneness.
Climbing speed does not depend on stats or skills. Some creatures (notably giant cave spiders) can climb as fast as they walk.
In fortress mode, dwarves will not climb over walls or trees as part of normal pathing from one job to another.
Climbing surface
Climbing block walls (even at floor level) and attempting to stop flight by grabbing onto anything will improve climbing skill regardless of success.
Climbing trees, rough-hewn natural stone, soil, or constructions made of raw material is easiest and is worth 5 exp when attempting to grab while flying.
Climbing block walls is harder, but possible, and is worth 5 exp when climbing and 10 exp when attempting to grab while flying.
Climbing smoothed natural stone is impossible.
Climbing any protruding floor is impossible.
Climbing safety (--Diagrams may need polishing--)
Non-climbable walls are as easy as putting a floor jutting out on the side you don't want creatures climbing from.
z | + | 1 | _ | _ | _ | |||
z | + | 0 | → | g | █ | _ | _ |
Goblins don't get in, dwarves don't get out. This works because you can't hold onto the side of a floor tile. No tile may be held from the bottom, with the sole exception of tree branches.
Don't try to substitute the floors for walls or fortifications:
z | + | 2 | → | → | ↘ | |||
z | + | 1 | ↗ | █ | _ | █ | ↙ | |
z | + | 0 | → | ↖ | █ | → | g |
They'll climb diagonally upwards and over.
This, however, is a safe overhang:
z | + | 2 | _ | _ | _ | _ | ||||
z | + | 1 | █ | █ | _ | █ | █ | |||
z | + | 0 | → | → | g | █ | _ | _ | _ |
Any combination of floors/fortifications/walls works for the top, as long as they protrude out at least two tiles.
Safe minimalist fortifications:
z | + | 2 | _ | _ | ||||
z | + | 1 | ╬ | _ | _ | |||
z | + | 0 | → | → | g | █ | _ |
The roof prevents archers from jumping off the wall and charging the enemy.
Creatures cannot jump up z-levels. They can jump straight through fortifications while hanging on the side, although not necessarily will always.Bug:8160
Potentially unsafe:
z | + | 2 | _ | _ | _ | |||
z | + | 1 | → | ╬ | ↘ | |||
z | + | 0 | → | ↖ | █ | → | g |
Lastly, always be wary of trees. It goes without saying that they are the enemy of dwarfkind. Trees can be used by invaders as siege towers to leap onto your walls. A paved road around your walls is an effective way of holding back the wooden menace.
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