The Death-danger Room
Howdy, just found some interesting things and wanted to share, so lets see.
The danger room, oh how the olden days were. Danger rooms were a very VERY effective way to train your dwarven military, however, at least in my opinion were way too much and i'm glad they got tuned out, as it did bring me out of the game seeing that type of training, though.... it's a singleplayer game so honestly play as you like.
The death room, many dwarves died in the making of this fine piece of machinery.... if you can call it that. First off before explaining i'll state this, the most effective way to train military is just send em to some kobolds' then maybe some gobbos' as they grow, and you'll have beasts in time. However, the death room is by no means obsolete, if used correctly, (CORRECTLY) it can be a great asset for your dwarves.
My death room design is simple so honestly do what you like, BUT, here are the main concepts to follow. You must have a doctor very near by to prevent infection and..... workplace accidents. Fill up your traps to the brim with wooden training spears, if we are damaging ourselves we mine as well make a profit. Now, lets begin with it, so you setup the room, now what.
This is NOT a machine like process, it requires you to watch. Make sure you fully armor up your dwarves otherwise like a poor soul who wandered in... their throat will be slit and they will die in about 2 frames.... is the least and most pleasant way an unarmored dwarf will be killed by a death room. We need mail, leggings, cloak, maybe hood, helm, greaves, shield, breastplate, and high boots.
I would not recommend sending a bare recruit in unless they have very good stats. Dabbling can be totally fine as long as it is in armor and shield use, I prefer however to bring a teacher/armor user on my embark to both have them survive and train my boys. Next, I HIGHLY advise you to not do more than 1 unit, this process requires focus on your trained dwarves, and honestly 1 good dwarf is all you need, which I love to death. The devs have done a great job with the training system, even though this is almost 100% not expected by the devs I do love the risk and reward aspect that has come out of making a danger room into a death room. Makes it less like piece of ♥♥♥♥ mechanic and more of an actual training room.
So, you have your dwarf armored, and your lever puller ready. Lock those doors, assign your dwarf to defend the burrow in the room, Pull that lever, and you will immediately
see damage on your dwarf almost 100%, BUT don't worry, and definitely don't take that seriously injured tag as a truth.
You'll likely see tears and some overall... bad stuff, this is what you wana look out for. If you see a tear on your dwarfs neck, this is your warning that you should be careful how far you push your dwarf. One of the best ways however to see the limit of your dwarf is when they drop their shield, I usually will always stop after 2 more hits when their shield drops, if and only if they don't look like they are on deaths edge. (bleeding profusely or for a long time, or a bruising of the eye) typically if you armor correctly you should never have any eye shots nor any bad wounds.
If your dwarf drops their shield early on, just watch, this does to be honest take some experience to get used to, so I would take an embark to experiment yourself.
If my dwarf is a rookie and they drop their shield early on, i'll usually keep em going for another 3 or 4 hits, maybe a level. If they are more experienced however, I will do at the very least 1 level before I pull them out.
I have never seen a broken bone or any severing on my dwarves from this training, if they got to that point their throat was already slit. Remember though, be careful how far you push, this is a death room, not a danger room.
Now, let's say you get it to work and you figure it all out first try. The benefits of this are almost exactly like a danger room minus rest time, the skills are uh...nice to gain, but the stat increase in strength, endurance, and toughness, is unbelievably great for the time invested. I would recommend choosing someone who is not slow to recover, but as shown above my legend Nish, on exactly year 102's summit, still with very VERY sub optimal training times (I got bored or was focusing on other things) and slow recovery, add in some kobalt and gobbo raids. Nish compared to another soldier I made AT embark, Kulet and lover of Nish (remember this its important later on ;) ), and trained along side her minus death room with better recover(base recovery stat) and base normal stats, was.... night and day.
My boy Kulet... bless his heart, while fighting 73 ogres and 2 cave dragons with his own cave dragon Dorro, and Nish the protagonist of this story, add in a few new recruits, Died to another cave dragon, compare this to Nish... she slayed a cave dragon, AND took out more ogres than the whole team combined. Oh also there were goblins.... they didn't really match up well against my warhammers though.
Nish came back, no injuries, grieving the loss of her lover Kulet... yeah they embarked together and trained together.... truly a sad day for my dwarf and the fortress whole.
Is this necessary, nah, the training system as long as you do a few kobold raids is way more than enough, but if you really want to make a strong leader fast, the death room plus raids will give you a warrior that no other can compare. Sure.... he or she has no teeth.... maybe smashed ears and nose.
Nish.... wasn't the prettiest rose, they were however a great lover and godly warrior.
Anyways, the summary, its dangerous, this is not a danger room, this is a DEATH room.
If you do this wrong you might just kill a promising recruit, however, I recommend this to all very high level units as this does nothing but good for them, Nish at a certain point just dodged everything and their armor skill was so good that they only got bruised when.... sleeping in the death room.... you heard it right. It's a great system for finishing off high level units, and a risk and reward to create legends.... So use this at your own risk... or you know.... save and load.
All in all, I am quite infatuated with the risk and reward, if I wanted something to be an actual mechanic this is how I would want it. After all it takes risks to create legends, and Nish truly is a god to this day...... Don't look down.
(Ps. I actually couldn't take Kulet's death without physically feeling pain, so for those who want the ending. They live on stronger than ever.)
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3295649970
More Dwarf Fortress guilds
- All Guilds
- Force Militia to Equip Boots+Gauntlets
- Infinite Steel (Leggings Exploit)
- Turn Obsidian into Sand
- Making Artificial Volcanoes and Magma Landmines
- How to Create Squads
- Red's Waterwheel'd Power'd Wells.
- Monster slayer guide for your fortress
- Make Dwarf Therapist work with new versions of DF
- Libraries tutorial
- Dwart Fortress Trke Rehber