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	<updated>2026-04-05T12:16:11Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Climber&amp;diff=232126</id>
		<title>Climber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Climber&amp;diff=232126"/>
		<updated>2017-08-02T08:31:02Z</updated>

		<summary type="html">&lt;p&gt;AlBravo: /* Climbing surface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:39, 24 July 2014 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Climber&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Intuition&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Climber''' is a [[skill]] which allows a [[creature]] to climb. Higher levels improve the chances of successfully stopping the &amp;quot;In flight&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Climbing requires at least one free body part with [GRASP] tag (usually hand). Some creatures such as [[cat]]s and [[giant cave spider]]s have a {{token|STANCE_CLIMBER}} tag and use [STANCE] parts (legs) instead.&lt;br /&gt;
Starting climbing is not possible while prone, but &amp;quot;In flight&amp;quot; and &amp;quot;In air&amp;quot; statuses override proneness.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;In air&amp;quot; - at least 1 z-level above floor.&lt;br /&gt;
&lt;br /&gt;
Climbing speed does not depend on stats or skills, but is rather a type of [[gait]]. Some creatures (notably giant cave spiders) can climb as fast as they walk. Many kinds of animals are born with Legendary skill in climbing, these normally being either fliers, arboreal or species found in [[caverns]].&lt;br /&gt;
&lt;br /&gt;
== Climbing surface ==&lt;br /&gt;
Climbing block walls (even at floor level) and attempting to stop flight by grabbing onto anything will improve climbing skill regardless of success.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Climbing block walls is harder, but possible, and is worth 5 exp when climbing and 10 exp when attempting to grab while flying.&lt;br /&gt;
&lt;br /&gt;
Climbing smoothed natural stone is impossible.&lt;br /&gt;
&lt;br /&gt;
Climbing any protruding floor is impossible.&lt;br /&gt;
&lt;br /&gt;
Climbing saplings to gain 1 Z level is possible.&lt;br /&gt;
&lt;br /&gt;
== Climbing safety ==&lt;br /&gt;
Non-climbable walls are as easy as putting a floor jutting out on the side you don't want creatures climbing from.&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+1  ___&lt;br /&gt;
z+0 →g█__&lt;br /&gt;
}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Don't try to substitute the floors for walls or fortifications:&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+2  →→↘&lt;br /&gt;
z+1 ↗█_█↙&lt;br /&gt;
z+0 →↖█→g&lt;br /&gt;
}}&lt;br /&gt;
They'll climb diagonally upwards and over.&lt;br /&gt;
&lt;br /&gt;
This, however, is a safe overhang:&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+2  __ __&lt;br /&gt;
z+1  ██_██&lt;br /&gt;
z+0 →→g█___&lt;br /&gt;
}}&lt;br /&gt;
Any combination of floors/fortifications/walls works for the top, as long as they protrude out at least two tiles.&lt;br /&gt;
&lt;br /&gt;
Safe minimalist fortifications:&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+2  __&lt;br /&gt;
z+1  ╬__&lt;br /&gt;
z+0 →→g█_&lt;br /&gt;
}}&lt;br /&gt;
The roof prevents archers from jumping off the wall and charging the enemy.&lt;br /&gt;
&lt;br /&gt;
Creatures cannot jump up z-levels. They ''can'' jump straight through fortifications while hanging on the side, although not necessarily will always.{{bug|8160}}&lt;br /&gt;
&lt;br /&gt;
Potentially unsafe:&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+2 ___&lt;br /&gt;
z+1 →╬↘&lt;br /&gt;
z+0 →↖█→g&lt;br /&gt;
}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
Adventurers with a free, working grasp can climb by {{k|h}}olding an adjacent wall (possibly offset by 1 z-level above or below) or tree branches 1 z-level above. This initiates the &amp;quot;Climbing&amp;quot; status, which allows you to move in any direction relative to the wall, including straight up and down with {{k|&amp;lt;}} and {{k|&amp;gt;}} or diagonally upwards and downwards with {{k|Shift}}-direction and {{k|Ctrl}}-direction, respectively. Any movement prompts for which surface to climb to next; choosing a surface on a different z-level moves you to that z-level even if you did not move diagonally upwards or downwards to begin with. Adventurers cannot initiate climbing while on the ground (meaning you cannot prop yourself up against a wall in one final, daring stand), though you can initiate climbing while [[Swimmer|swimming]].&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|h}} (or {{k|s}}) while climbing immediately removes the &amp;quot;Climbing&amp;quot; status, causing you to fall.  Doing so 1 or 2 z-levels from the ground (or water) is typically safe, though much higher up can have [[Gravity|consequences]]. When falling or &amp;quot;In flight&amp;quot; for any other reason, passing by a graspable surface opens a menu allowing you to attempt to stop your fall by latching on to the surface.&lt;br /&gt;
&lt;br /&gt;
Climbing most walls and trees neither requires nor grants any skill in climbing. As noted above, the exceptions to this rule are climbing block walls, e.g. most walls of generated buildings, and attempting to stop your flight by grabbing on to any wall or tree. Accordingly, the quickest way to train climbing is to shimmy around the rooftop of a 2 or more z-level tall structure in a [[hamlet]] or [[town]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>AlBravo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Jump&amp;diff=231968</id>
		<title>DF2014 Talk:Jump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Jump&amp;diff=231968"/>
		<updated>2017-07-27T12:44:51Z</updated>

		<summary type="html">&lt;p&gt;AlBravo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|AlBravo}}&lt;br /&gt;
I have observed dwarves jumping from 2nd story walls during a siege in an attempt to retrieve seeds from a trade depot outside the walls.  The wall was 1 story with a floor skirting the exterior with no fortifications.  I'm not sure if this is worthy of adding to the Jump page since I was the only one to observe it.&lt;/div&gt;</summary>
		<author><name>AlBravo</name></author>
	</entry>
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