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Editing v0.34:Danger room

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"Danger room" is a term used to describe a place your dwarves go to be continually poked by [[Trap#Upright Spear/Spike|upright spikes]].  This serves two purposes: first, it trains your dwarves in [[Combat_skill#Equipment_skills|Armor User skill]], [[Combat_skill#Equipment_skills|Shield User]], [[Combat skill|Dodger]], [[Combat skill|Fighter]] and to some extent also [[Combat_skill#Weapon_skills|weapons skills]] (if they manage to block attacks with them). Second, it helps keep your [[doctor]]s' skills from rusting and your [[coffin]] makers busy (rarely).
 
"Danger room" is a term used to describe a place your dwarves go to be continually poked by [[Trap#Upright Spear/Spike|upright spikes]].  This serves two purposes: first, it trains your dwarves in [[Combat_skill#Equipment_skills|Armor User skill]], [[Combat_skill#Equipment_skills|Shield User]], [[Combat skill|Dodger]], [[Combat skill|Fighter]] and to some extent also [[Combat_skill#Weapon_skills|weapons skills]] (if they manage to block attacks with them). Second, it helps keep your [[doctor]]s' skills from rusting and your [[coffin]] makers busy (rarely).
  
Danger rooms are a useful feature and a great workaround for regular [[training]] being too slow and difficult for new players to figure out. Some people consider this an [[exploit]], because it requires next to no effort to build your dwarves combat skills to legendary.{{bug|3855}}
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Danger rooms are a useful feature and a great workaround for regular training being too slow. A few people consider this an exploit, because it is incredibly effective.{{bug|3855}}
  
 
== Loadout ==
 
== Loadout ==
 
The first design challenge is to provide the proper level of lethality.  Do '''not''' use actual spears. Do '''not''' use menacing spikes even if they are made of wood. Only use training spears. Up to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster.
 
The first design challenge is to provide the proper level of lethality.  Do '''not''' use actual spears. Do '''not''' use menacing spikes even if they are made of wood. Only use training spears. Up to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster.
 
Additionally, it is *very* important to make sure that the dwarves you plan to train are indeed wearing a full set of [[armor]].  Dwarves that are not wearing armor are very likely to be skewered, fatally.  (Conversely, dwarves with armor are extremely unlikely to suffer any health problems.)  For the same reason, a corridor of tightly-closed doors before the danger room is encouraged to prevent unnecessary puppy killing.
 
  
 
== Access control ==
 
== Access control ==
The second design challenge is access control.  If you want your entire fortress to <strike>spank</strike> face these perils, then put the spikes in a major hallway.  If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go. Mind that while training spikes are mostly harmless to armored adult dwarfs, such traps are perilous for small animals, babies and children.
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The second design challenge is access control.  If you want your entire fortress to <strike>spank</strike> face these perils, then put the spikes in a major hallway.  If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go.
  
 
== Triggers ==
 
== Triggers ==
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=== Simple Minimal Manual Danger Room ===
 
=== Simple Minimal Manual Danger Room ===
  
Create a 1x4 room with each of the four tiles having upright spikes with training spears in them. A full room will of course require making 40 training spears. As always you can load each tile with fewer than 10 training spears if you need to, but the more you use the faster they train and considering that you have to use the room manually it makes sense to make the training as fast as possible. Place a door on the room and forbid pets, or pasture all the pets. (See [[#Caveats]] below.) Place a lever outside and link the lever to all four spike sets.
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Create a 1x4 room with each of the four tiles having upright spikes with training spears in them. A full room will of course require making 40 training spears. As always you can load each tile with less than 10 training spears if you need to, but the more you use the faster they train and considering that you have to use the room manually it makes sense to make the training as fast as possible. Place a door on the room and forbid pets, or pasture all the pets. (See [[#Caveats]] below.) Place a lever outside and link the lever to all four spike sets.
  
 
Equip your units with full armor, a shield, and ideally make them all wear a cloak to help protect the face. (The cloak will actually stop most of the hits to the body.) Manually order your unit(s) to move to the far tile of the room and lock the door once they're all in. (They won't all move to this tile, but they should move to within 3 tiles of it fitting them all into the room.) (It does not appear to matter if you have a multitude of dwarves packed into 4 tiles.) Add a (P)ull The Lever task to the lever and set it to (r)epeat. Leave the dwarves inside until they start to get unhappy from the long "patrol" then let them leave. This trains the Fighter and Shield skills very quickly. However, if you want to quickly train Weapon skills, make the dwarves unequip the shield before entering the room.
 
Equip your units with full armor, a shield, and ideally make them all wear a cloak to help protect the face. (The cloak will actually stop most of the hits to the body.) Manually order your unit(s) to move to the far tile of the room and lock the door once they're all in. (They won't all move to this tile, but they should move to within 3 tiles of it fitting them all into the room.) (It does not appear to matter if you have a multitude of dwarves packed into 4 tiles.) Add a (P)ull The Lever task to the lever and set it to (r)epeat. Leave the dwarves inside until they start to get unhappy from the long "patrol" then let them leave. This trains the Fighter and Shield skills very quickly. However, if you want to quickly train Weapon skills, make the dwarves unequip the shield before entering the room.
  
A larger than 1x4 room may work better for training dodging but this is unverified. You can easily enlarge your danger room without constructing excessive training spears and mechanisms by installing [[statue]]s along the walls. Dwarves will dodge into statue tiles, then step back out onto the spiked floor for more "training". (Using statues can sometimes result in body parts getting lodged under/behind them, which causes endlessly failing attempts to "Place item in Tomb" stating that the item was misplaced. This only happens if you have a death in the room of course, but to avoid the issue you can deconstruct the statues, or don't use them in the first place.)
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A larger than 1x4 room may work better for training dodging but this is unverified. You can easily enlarge your danger room without constructing excessive training spears and mechanisms by installing [[statue]]s along the walls. Dwarves will dodge into statue tiles, then step back out onto the spiked floor for more "training".
  
 
=== Simple Semi-Automated Danger Room ===
 
=== Simple Semi-Automated Danger Room ===
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To activate the coinstar room, station a dwarf in the chamber, then have another dwarf {{k|P}}ull the Lever/R, trigger the pressure plate, or engage the repeater. The objects will be flung about in the chamber, hitting your dwarf repeatedly and providing 9 armor-user xp per impact and increase in all "military" stats. When training is complete, remove your trained dwarf with a station order (canceling the original station order will cause your trainee to drop any worn out clothes, which might prove deadly to future occupants).  
 
To activate the coinstar room, station a dwarf in the chamber, then have another dwarf {{k|P}}ull the Lever/R, trigger the pressure plate, or engage the repeater. The objects will be flung about in the chamber, hitting your dwarf repeatedly and providing 9 armor-user xp per impact and increase in all "military" stats. When training is complete, remove your trained dwarf with a station order (canceling the original station order will cause your trainee to drop any worn out clothes, which might prove deadly to future occupants).  
  
Training a single dwarf at a time is recommended because only the "top" unit in a stack will be hit by flying objects. This method does not train weapons, shield use, or dodging, but it quickly trains Armor User and, more importantly, increases vital stats. There are some advantages to using slightly larger objects such as cats (injuries train [[DF2012:Attribute#Willpower|willpower]] and [[hospital]] staff), however [[DF2012:Health_care#Infection|infection]]s from broken ears can prove quite deadly. See [http://www.bay12forums.com/smf/index.php?topic=117154.msg3659504#msg3659504 this thread] for more useful information (such as how to split coins from stack of 1000 to 1000 stacks of 1, passive training method and dangers of it.
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Training a single dwarf at a time is recommended because only the "top" unit in a stack will be hit by flying objects. This method does not train weapons, shield use, or dodging, but it quickly trains Armor User and, more importantly, increases vital stats. There are some advantages to using slightly larger objects (injuries train [[DF2012:Attribute#Willpower|willpower]] and [[hospital]] staff), however [[DF2012:Health_care#Infection|infection]]s from broken ears can prove quite deadly. See [http://www.bay12forums.com/smf/index.php?topic=117154.msg3659504#msg3659504 this thread] for more useful information (such as how to split coins from stack of 1000 to 1000 stacks of 1, passsive training method and dangers of it.
  
 
===Pool 'o' Fun===
 
===Pool 'o' Fun===
  
It's possible to simultaneously train [[Swimmer|swimming]] by arranging a means of flooding your danger room and locking your military within. (A depth of 4/7 is recommended, but you can fill it up to 6/7 if you <s>dare</s> want.)
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It's possible to simultaneously train [[Swimmer|swimming]] by arranging a means of flooding your danger room and locking your military within. (Depths less than 7/7 are recommended.)
  
 
== Caveats ==
 
== Caveats ==
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==Note==
 
==Note==
Keep in mind that after using the danger room for a long period of time your dwarves will eventually grow attached to a worn or wielded item. This is particularly bad when all of your military dwarves are wearing civilian clothing; try to avoid training improperly equipped soldiers unless it is an emergency.
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Keep in mind that after using the danger room(for long period of time),your dwarves will sooner or later grow attached on a item. Particularly not good when all of your military dwarves are wearing civilian clothing unless it is an utmost emergency...
  
 
{{Military}}
 
{{Military}}

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