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Editing Climber

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{{migrated article}}
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{{Quality|Superior|01:39, 24 July 2014 (UTC)}}
{{Quality|Unrated}}
 
{{av}}
 
 
{{Skill
 
{{Skill
 
| color      = 3:0
 
| color      = 3:0
 
| skill      = Climber
 
| skill      = Climber
| profession = None
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| profession = Unknown
 
| job name  = None
 
| job name  = None
 
| tasks      = None
 
| tasks      = None
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* Unknown
 
* Unknown
 
}}
 
}}
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{{av}}
  
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'''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. In [[fortress mode]], [[dwarves]] will not climb over [[wall]]s or [[tree]]s as part of normal pathing from one job to another.
  
'''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. In [[fortress mode]], [[dwarves]] will not climb over [[wall]]s or [[tree]]s as part of normal pathing from one job to another. However, they may attempt to climb if stuck in a location (for example, if they've dug themselves into an inescapable channel) or chased by an enemy.
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Climbing requires at least one free body part with the {{token|GRASP|body}} tag (usually a hand). Some creatures such as [[cat]]s and [[giant cave spider]]s have a {{token|STANCE_CLIMBER}} tag and use their {{token|STANCE_CLIMBER}} parts (legs) instead.
 
 
Climbing requires at least one free body part with the {{token|GRASP|body}} tag (usually a hand). If a creature has the {{token|CANNOT_CLIMB|creature}} tag, then it cannot climb, even if it has free grasp parts. Some creatures such as [[cat]]s and [[giant cave spider]]s have a {{token|STANCE_CLIMBER}} tag and use their {{token|STANCE_CLIMBER}} parts (legs) instead.
 
 
Starting climbing is not possible while prone, but "In flight" and "In air" statuses override proneness.
 
Starting climbing is not possible while prone, but "In flight" and "In air" statuses override proneness.
  
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== Climbing surface ==
 
== Climbing surface ==
Climbing block walls (even at floor level) and attempting to stop one's 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.)
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Climbing block walls (even at floor level) and attempting to stop flight by grabbing onto anything will improve climbing skill regardless of success.
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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.
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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 walls is impossible, but smoothed pillars can be climbed. [http://www.bay12forums.com/smf/index.php?topic=100851.msg4574863#msg4574863]  
 
Climbing smoothed natural stone walls is impossible, but smoothed pillars can be climbed. [http://www.bay12forums.com/smf/index.php?topic=100851.msg4574863#msg4574863]  
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Cast [[ice]] is easily climbed, even when 'straight' (smoothed) or carved into [[fortification]]s.  
 
Cast [[ice]] is easily climbed, even when 'straight' (smoothed) or carved into [[fortification]]s.  
  
Climbing any protruding floor (or raised drawbridge) is impossible. [http://www.bay12forums.com/smf/index.php?topic=100851.msg4970315#msg4970315]
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Climbing any protruding floor is impossible. [http://www.bay12forums.com/smf/index.php?topic=100851.msg4970315#msg4970315]
  
 
Climbing saplings to gain 1 Z-level is possible.
 
Climbing saplings to gain 1 Z-level is possible.
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z+0 →g█__
 
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 (or more technically, the air above it.) No tile may be held from the bottom, with the sole exception of tree branches.
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Goblins don't get in, dwarves don't get out. This works because you can't hold onto the side of a floor tile (or more technically, the air above it.) No tile may be held from the bottom, with the sole exception of tree branches.
  
Don't try to substitute overhanging walls or fortifications for the floors; they ''can'' be climbed from 1 level below!
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Don't try to substitute the floors for walls or fortifications:
 
{{diagram|spaces=yes|
 
{{diagram|spaces=yes|
 
z+2  →→↘
 
z+2  →→↘
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z+0 →↖█→g
 
z+0 →↖█→g
 
}}
 
}}
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they'll climb diagonally upwards and over.
  
A two-tile overhanging wall, however, is a safe overhang:
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This, however, is a safe overhang:
 
{{diagram|spaces=yes|
 
{{diagram|spaces=yes|
 
z+2  __ __
 
z+2  __ __
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z+0 →→g█_
 
z+0 →→g█_
 
}}
 
}}
The fortification acts as the 2nd overhanging tile. Note that the roof, above the lower floor tile, prevents archers from jumping off the wall and charging the enemy, and protects them from flying creatures.
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The roof prevents archers from jumping off the wall and charging the enemy.
 
 
Safe miminalist bars:
 
{{diagram|spaces=yes|
 
z+2
 
z+1    ‼_
 
z+0 →→g█_
 
}}
 
Because the bar is a building, it has no grabbable surface area on the side to lift one up by, though beware enemy archers. Additional fire-safety can be granted by using ash bars.
 
  
 
Creatures cannot jump up z-levels. They ''can'' jump straight through fortifications while hanging on the side, although not necessarily will always.{{bug|8160}}
 
Creatures cannot jump up z-levels. They ''can'' jump straight through fortifications while hanging on the side, although not necessarily will always.{{bug|8160}}
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z+0 →↖█→g
 
z+0 →↖█→g
 
}}
 
}}
 
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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.
Lastly, always be wary of [[tree]]s;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, therefore it follows that a paved road around your walls, or digging out the [[Tree#Growing_trees|z-level below the area]], are effective ways of holding back the wooden menace.
 
  
 
== Adventurer mode ==
 
== Adventurer mode ==
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==Bugs==
 
==Bugs==
  
* Dwarves climb trees and refuse to climb down until they die of thirst.{{bug|9252}}{{bug|11284}} With timely intervention, they can be saved by cutting down the tree or building stairs alongside a branch.
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* Dwarves climb trees and refuse to climb down until they die of thirst.{{bug|9252}} With timely intervention, they can be saved by cutting down the tree or building stairs alongside a branch.
* Adventurers can be mostly unable to climb if they woke up stunned.{{bug|8543}} Work around is to wait an hour after waking up stunned.
 
  
 
{{skills}}
 
{{skills}}
 
{{Category|Fortress defense}}
 
{{Category|Fortress defense}}

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