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: ''For complex, multi-tile configurations, see [[trap design]].''
 
: ''For complex, multi-tile configurations, see [[trap design]].''
  
[[File:caged_skunk_preview.png|right]]'''Traps''' are a relatively quick and easy method of 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. Traps can be built from the {{k|b}}uild->{{k|t}}raps menu. Most traps need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (more [[skill]]ed mechanics take less time to build 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 on a vacant [[floor]] (natural or constructed). Traps will block the passage of [[caravan]] wagons.
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[[File:stone_fall_trap.png|thumb|230px|right|Real inconspicuous.]]'''Traps''' are a relatively quick and easy method of 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. Traps can be built from the {{k|b}}uild->{{k|T}}raps/Levers menu. Most traps need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (more [[skill]]ed mechanics take less time to build 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 on a vacant [[floor]] (natural or constructed). Traps will block the passage of [[caravan]] wagons.
  
 
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of [[thief|thieves]], flying creatures and other [[Forgotten beast|occasional]] [[Titan|fun]] [[Demon|surprises]]. Any [[unconscious]] creature will trigger traps, including your own dwarves. Conscious dwarves do not set off self-triggered traps.
 
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of [[thief|thieves]], flying creatures and other [[Forgotten beast|occasional]] [[Titan|fun]] [[Demon|surprises]]. Any [[unconscious]] creature will trigger traps, including your own dwarves. Conscious dwarves do not set off self-triggered traps.
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=== Stone-fall trap ===
 
=== Stone-fall trap ===
[[File:DFwikiStonefallTrap.png|thumb|right|Stone-fall trap, the one on the left is loaded, while the one on the right is not]]
 
 
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, but can break a bone, which gives you more than enough time and advantage to finish them off with [[military]]. The [[density|weight]] of the stone used in the trap affects the amount of damage the trap does, but it can be difficult to get your dwarves to use heavier stones, like [[galena]] or [[cinnabar]], when loading the traps.  Patient micromanaging from the {{k|z}}/stock menu and/or using {{k|f}}orbid often does the trick.
 
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, but can break a bone, which gives you more than enough time and advantage to finish them off with [[military]]. The [[density|weight]] of the stone used in the trap affects the amount of damage the trap does, but it can be difficult to get your dwarves to use heavier stones, like [[galena]] or [[cinnabar]], when loading the traps.  Patient micromanaging from the {{k|z}}/stock menu and/or using {{k|f}}orbid often does the trick.
  
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Before you write off stone-fall traps as worse versions of weapon traps (see next), note that weapon traps require you to have previously made, [[goblinite|found]], or [[caravan|traded]] for [[weapon]]s, making them more of an option somewhat later in the game. A stone-fall trap only requires a mechanism and a stone.
 
Before you write off stone-fall traps as worse versions of weapon traps (see next), note that weapon traps require you to have previously made, [[goblinite|found]], or [[caravan|traded]] for [[weapon]]s, making them more of an option somewhat later in the game. A stone-fall trap only requires a mechanism and a stone.
  
*Shortcut {{k|b}} {{k|t}} {{k|t}}
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*Shortcut {{k|b}} {{k|T}} {{k|s}}
 
*Components used: [[mechanism]] and an ordinary [[stone]]
 
*Components used: [[mechanism]] and an ordinary [[stone]]
 
*Appearance: {{Raw Tile|^|7:1}} = ready, {{Raw Tile|^|7:0}} = no stone loaded
 
*Appearance: {{Raw Tile|^|7:1}} = ready, {{Raw Tile|^|7:0}} = no stone loaded
  
 
=== Weapon trap ===
 
=== Weapon trap ===
[[File:DFwikiCorridorWithTraps.png|thumb|right|Two serrated disc traps]]
 
 
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature steps on the trap. They contain between one and ten weapons, and can inflict grievous injuries. However, it takes time for the trap's weapons to trigger; enemies who move quickly across the trap may survive unscathed, as the weapons will not hit a creature which has moved off the trap.
 
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature steps on the trap. They contain between one and ten weapons, and can inflict grievous injuries. However, it takes time for the trap's weapons to trigger; enemies who move quickly across the trap may survive unscathed, as the weapons will not hit a creature which has moved off the trap.
  
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Weapon traps do not require 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 a kill will result in the victim getting stuck in the mechanism and cause the trap to jam (use {{k|t}} to check the trap), requiring a dwarf to remove the body. Whenever a trap jams, a mechanic will ''automatically'' attempt to clean it if they have a [[path]], 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.
 
Weapon traps do not require 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 a kill will result in the victim getting stuck in the mechanism and cause the trap to jam (use {{k|t}} to check the trap), requiring a dwarf to remove the body. Whenever a trap jams, a mechanic will ''automatically'' attempt to clean it if they have a [[path]], 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.
  
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 favor if the trapped tile happens to be surrounded by pits.
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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.
  
*Shortcut: {{k|b}} {{k|t}} {{k|o}}
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*Shortcut: {{k|b}} {{k|T}} {{k|w}}
 
*Components used: [[mechanism]] and whatever [[weapon]]s you want, limit 10.
 
*Components used: [[mechanism]] and whatever [[weapon]]s you want, limit 10.
 
*Appearance: {{Raw Tile|^|4:1}} = ready, {{Raw Tile|^|4:0}} = jammed or out of ammo
 
*Appearance: {{Raw Tile|^|4:1}} = ready, {{Raw Tile|^|4:0}} = jammed or out of ammo
  
 
=== Cage trap ===
 
=== Cage trap ===
[[File:DFwikiCageTrap.png|thumb|right|Cage trap, the one on the left is loaded, while the one on the right is not]]
 
 
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.
 
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.
  
'''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely; in fact, even submersion in water 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.
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'''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.
  
'''Magma''' can be used to 'clean' magma-safe sprung cage traps and cages that are built or stockpiled, removing non-magma safe materials (and creatures) from the cage. Non-magma safe cages are destroyed as well.
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'''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. Some creatures are nimble enough to avoid setting off traps, or even escape it completely once triggered. A webbed cage trap '''will''' capture nearly anything ([[Fun|including even your own dwarves]]); 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.
 
 
'''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 [[Trapavoid#Creatures_who_avoid_traps|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. Some creatures are nimble enough to avoid setting off traps, or even escape it completely once triggered. A webbed cage trap '''will''' capture nearly anything ([[Fun|including even your own dwarves]]); 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.
 
  
 
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 any animal training zone. See [[Animal trainer]] for more on training animals.
 
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 any animal training zone. See [[Animal trainer]] for more on training animals.
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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.
 
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.
  
*Shortcut: {{k|b}} {{k|t}} {{k|g}}
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*Shortcut: {{k|b}} {{k|T}} {{k|c}}
 
*Components used: [[mechanism]] and a [[cage]].
 
*Components used: [[mechanism]] and a [[cage]].
 
*Appearance: {{Raw Tile|^|2:1}} = ready, {{Raw Tile|^|2:0}} = no cage
 
*Appearance: {{Raw Tile|^|2:1}} = ready, {{Raw Tile|^|2:0}} = no cage
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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.
 
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.
  
To release a creature from a cage, build the cage ({{k|b}} {{k|r}}) {{k|g}}) 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.
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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.
  
 
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.
 
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.
  
 
=== Upright spear/spike ===
 
=== Upright spear/spike ===
[[File:DFwikiRetractedSpikes.png|thumb|right|two retracted upright spikes]]
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The previous 3 types of 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.  Unlike the other traps, the spike trap ''does not discriminate between friend or foe'' – when the spears/spikes spring up, ''any'' creature on that tile will be subject to possible impalement by them.  Note that this trap only does damage [[Time|at the exact moment]] that the spikes spring up – once up, they do nothing (unless something falls on them from a height) until they come up again.
 
The previous 3 types of 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.  Unlike the other traps, the spike trap ''does not discriminate between friend or foe'' – when the spears/spikes spring up, ''any'' creature on that tile will be subject to possible impalement by them.  Note that this trap only does damage [[Time|at the exact moment]] that the spikes spring up – once up, they do nothing (unless something falls on them from a height) until they come up again.
  
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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.
 
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.
  
*Shortcut: {{k|b}} {{k|t}} {{k|u}}
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*Shortcut: {{k|b}} {{k|T}} {{k|S}}
 
*Components used: 1-10 spears or spikes, plus further [[mechanism]]s for linking to triggers.
 
*Components used: 1-10 spears or spikes, plus further [[mechanism]]s for linking to triggers.
 
*Appearance: {{Raw Tile|{{!}}|0:1}} = extended, {{Raw Tile|.|7:0}} = retracted
 
*Appearance: {{Raw Tile|{{!}}|0:1}} = extended, {{Raw Tile|.|7:0}} = retracted
  
 
== Mechanism quality ==
 
== Mechanism quality ==
[[File:mechanism_sprite_x2.png|right]]All of the above traps other than Upright Spear use mechanisms in their construction. The quality of the mechanism used will impact 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.
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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.
  
 
==Trap management==
 
==Trap management==

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