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	<updated>2026-05-02T23:24:17Z</updated>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43278</id>
		<title>40d:Defense guide</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43278"/>
		<updated>2008-07-29T17:27:10Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: /* Lever room */  - Grammar Nazi!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Protecting your fortress from intruders is a complex task. There's a variety of threats to consider, and many ways to counter them. &lt;br /&gt;
&lt;br /&gt;
=General Guidelines=&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong distinction between inside and outside. This usually corresponds to underground and surface, but not always. Each point of contact needs to be hardened against attack. Don't make more entrances than necessary. If there is a useless opening, wall it off.&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' One wall may not be enough. With the existence of door-destroying and bow-wielding attackers, a double wall between the inside and the outside is essential to fend off the worst assaults. The choke points between the circles are where you build traps and doors. Station troops between the walls. &lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up. Plan on being [[siege]]d by hordes of [[goblin]] archers, [[troll]]s, [[kobold]] master thieves, [[giant eagle]]s, angry [[elephants]], and a [[bronze colossus]] all at once. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet.&lt;br /&gt;
&lt;br /&gt;
=Threats=&lt;br /&gt;
&lt;br /&gt;
==Wild animals==&lt;br /&gt;
The first, and easiest, threat you will have to deal with is the local wildlife. [[Animal]]s are easily excluded by the humble [[door]] or [[hatch]], even if it's not [[forbidden]]. [[Elephant]]s are not nearly as aggressive as they were in the days of [[Boatmurdered]]. The main threat from animals are those that steal items, like [[raccoon]]s or eat your food, like [[bear]]s.&lt;br /&gt;
&lt;br /&gt;
With [[cage]] [[trap]]s and an [[animal trainer]] (or [[Dungeon master]]) animals can be useful. Dwarves love [[zoo]]s, merchants will gladly take your caged animals, and they provide a [[food]] source in times of need. &lt;br /&gt;
&lt;br /&gt;
==Thieves &amp;amp; snatchers==&lt;br /&gt;
Any creature with a career title of [[thief]] or master thief has a few nasty abilities. First, they are invisible until spotted by your dwarves or tame [[animal]]s. When spotted, there's an [[alert]] message, either &amp;quot;Protect the hoard!&amp;quot; or &amp;quot;Protect the children!&amp;quot; depending on the type of thief. Second, they can open [[forbidden]] [[door]]s. Not just for themselves either, the door stays open until a military dwarf &amp;quot;secures&amp;quot; the door, allowing any random creature to walk in. This can be a nasty surprise for players who aren't expecting it. Third, they bypass your [[trap]]s. Thankfully, they don't disarm them the way they neutralize doors. This trap avoidance isn't perfect, there's some element of luck involved, and kobold thieves seem to be a lot better at it than goblins. A thief caught in a cage trap will be revealed automatically, even if no dwarf is in sight of the trap. Last of all, they make dangerous prisoners. Unlike military captives, thieves will break free and attack if you attempt to transfer or [[pit]] them.&lt;br /&gt;
&lt;br /&gt;
==Ambushes==&lt;br /&gt;
An [[ambush]] is a small number of enemies (less than ten) that are invisible until spotted, like thieves, but somewhat easier to detect. The alert message is &amp;quot;An ambush! Curse them!&amp;quot; They skulk around the outside of your fortress, looking for a target of opportunity. They will often attack [[caravan]]s as they move to your depot. Ambushers have random weapons, and typically have a leader (with a career title of &amp;quot;guard&amp;quot;) with a different weapon from the rest. &lt;br /&gt;
&lt;br /&gt;
If you have [[woodcutter]]s or [[hunter]]s roaming the surface, they are likely to be the first to encounter the ambush. This can provide a kind of early alert system, but you'll lose a few of them.&lt;br /&gt;
&lt;br /&gt;
==Sieges==&lt;br /&gt;
''See [[Siege]]''&lt;br /&gt;
&lt;br /&gt;
A siege is a large number of attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot; While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. A siege can be lead by a leader figure, often a master warrior. Goblin siegers sometimes bring along creatures such as [[troll]]s or [[beak dog]]s.&lt;br /&gt;
&lt;br /&gt;
==Enemy archers==&lt;br /&gt;
Attackers with [[bow]]s or [[crossbow]]s are much, much more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Advanced techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
==Building destroyers==&lt;br /&gt;
Some creatures have BUILDINGDESTROYER [[creature tokens]] in the data files. This gives them the fearful capacity of tearing apart your doors and bridges. Trolls have this ability, as do some megabeasts. This doesn't allow creatures to knock down constructed walls. &lt;br /&gt;
&lt;br /&gt;
==Flying animals==&lt;br /&gt;
Currently, the only flying creatures are wild animals, like the [[giant eagle]]. Be aware. &lt;br /&gt;
&lt;br /&gt;
==Megabeasts==&lt;br /&gt;
A [[megabeast]] appears alone, with an alert message that mentions the beast by name. These creature are quite powerful. Approach with caution. &lt;br /&gt;
&lt;br /&gt;
==Death from below==&lt;br /&gt;
There are threats below the surface as well as above. If you breach a [[chasm]], underground [[river]] or lake, wild [[animal]]s and hostile [[humanoid]]s will occasionally emerge to attack your dwarves. They rarely attack in numbers, and can usually be defeated by ordinary traps and doors. &lt;br /&gt;
&lt;br /&gt;
Underground threats may be more common in future versions. Underground roads may allow other [[civilization]]s to siege you from below. {{version|0.28.181.39c}}&lt;br /&gt;
&lt;br /&gt;
=Elements=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
The core of any defense plan is the soldiers. A [[sparring|trained]], [[weapon|armed]], and [[armor]]ed [[military]] is the only way to bring the fight to the enemy. Keeping them in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s. &lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaption]] in your military. You can use an [[archery target]] this way, too. &lt;br /&gt;
&lt;br /&gt;
==Doors and hatches==&lt;br /&gt;
The most obvious way to keep any enemy out is with a [[door]].  You can [[forbid]] doors to keep [[humanoid]] enemies out, and your dwarves in. Outer doors can be closed against animals, to keep beloved [[pet]]s from wandering into enemy fire. A [[floor hatch]] is just a vertical door.&lt;br /&gt;
&lt;br /&gt;
==Walls==&lt;br /&gt;
Constructing walls around your entrance is an essential part of fortress defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To protect against that, build fortifications. &lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
Fortifications block movement, and allow some missiles to pass through. Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no miss chance if the firer is adjacent to the fortification. Keep your marksdwarves close and keep enemies away. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. &lt;br /&gt;
&lt;br /&gt;
==Moats and bridges==&lt;br /&gt;
A retractable [[bridge]] over a [[moat]] is an almost airtight defense. The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire. There are two important things to remember: Always build the bridge to raise towards the ''inside''. The [[lever]] has to be pulled by a civilian, not a soldier. &lt;br /&gt;
&lt;br /&gt;
The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an escape rout out of your moat, make sure is leads to the outside, and is barred by a door (at least). &lt;br /&gt;
&lt;br /&gt;
A moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow area. &lt;br /&gt;
&lt;br /&gt;
A drawbridge without a moat is just a big remote control door. This doesn't work with retracting bridges!&lt;br /&gt;
&lt;br /&gt;
==Remote control doors==&lt;br /&gt;
If you link a [[lever]] to a door, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. It's unknown if thieves can open a door once it's linked. &lt;br /&gt;
&lt;br /&gt;
A [[floodgate]] can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves. &lt;br /&gt;
&lt;br /&gt;
A [[hatch cover]] can also be used this way. &lt;br /&gt;
&lt;br /&gt;
As mentioned, a drawbridge works as a door&lt;br /&gt;
&lt;br /&gt;
You can use automate a door by using a [[pressure plate]] instead of a lever, but there are many complications there. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
The most reliable way to stop intruders is lots of [[trap]]s. A thief's trap avoidance is subject to chance. A line of traps can wipe out an ambushes entirely, and inflict a lot of damage on a siege. &lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to your fort's defenses at the same time. Surround every intersection and stairway. &lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
A very strong type of trap. Maybe even too strong. Currently, even a wooden or glass [[cage]] can hold indefinitely any creature, even trolls and megabeasts. Also, a cage trap never fails. A large creature can shrug off damage from a stone or weapon trap, but nothing can escape from a cage. Use cage traps as your outermost traps to catch the occasional wandering animal. A wounded [[elephant]] or [[unicorn]] in your front courtyard is not good at all. &lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
The gold standard of traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
Using [[crossbow]]s in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]]. &lt;br /&gt;
&lt;br /&gt;
==Guard animals==&lt;br /&gt;
[[Chain]]ed animals are sentries, not fighters. Most animals aren't strong enough to take more than one goblin warrior. Enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, a cat is fine. Don't use something useful, like a war dog. Put animals in narrow corridors, in places where enemy archers can't see them. &lt;br /&gt;
&lt;br /&gt;
===Meeting hall as defense===&lt;br /&gt;
You can use a meeting hall [[zone]] to attract animals to a given area. This makes a pretty poor defense in general, but in the very early game, it's a way to defend your wagon and stockpiles from thieving animals. Remove the zone later, or it attracts idle dwarves and children. &lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Siege engines==&lt;br /&gt;
[[Siege engine]]s are not very useful in the current version. Catapults are only useful for training and stone disposal. Ballistas are deadly, but fire expensive ammunition, and hit both friend and foe alike. &lt;br /&gt;
&lt;br /&gt;
Remember that [[siege operator]]s are civilians. Fortunately, siege engines can fire through fortifications, just like normal projectiles. &lt;br /&gt;
&lt;br /&gt;
==Turrets==&lt;br /&gt;
Build a tower specifically to post archers on. This lets you open fire before the enemy approaches your gates. A turret can be attached to your walls, or separate, so that the only access is from the tunnels below. Carve fortifications on the second or third floor, so your dwarves can fire out. For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], and [[dining room]] in or near the turret. &lt;br /&gt;
&lt;br /&gt;
===Siege engine turrets===&lt;br /&gt;
If it's big enough, build a siege engine inside a turret. The device needs to be on ground level. Only a single tile of fortifications is needed to fire through the wall. You may want to build a moat or secondary wall to keep enemies at a distance. Build the tower in line to fire parallel your outer wall or moat, where invaders tend to congregate. Since [[siege operator]]s are civilians, the &amp;quot;dwarves stay underground&amp;quot; order must be off. &lt;br /&gt;
&lt;br /&gt;
=Considerations=&lt;br /&gt;
&lt;br /&gt;
==Civilians stay underground==&lt;br /&gt;
This setting, in the [[orders and options]] menu is the easiest way to keep your non-military dwarves out of sight of the enemy. It is far from perfect, as dwarves will do the &amp;quot;entrance dance.&amp;quot; They will attempt to leave the fortress, and only cancel jobs once they reach the surface. &lt;br /&gt;
&lt;br /&gt;
It takes a truly airtight fortress to turn this setting off while there are still enemies outside. It's only safe to turn this setting off once the drawbridges and such have sealed off your fortress entirely. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it. &lt;br /&gt;
&lt;br /&gt;
* '''Screen the entrance.''' Build a simple wall around your entryway. This will keep your dwarves safe from enemy fire while doing the entrance dance. &lt;br /&gt;
&lt;br /&gt;
* '''Seal the entrance.''' Prevents the entry dance, but also blocks your soldiers, which can trap them underground. &lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can delete your stockpiles. Dwarves don't haul things if there's no [[stockpile]] to place them in. Turning off or removing [[coffin]]s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles. &lt;br /&gt;
&lt;br /&gt;
==Lever room==&lt;br /&gt;
Be careful where you place the [[lever]]s controlling your drawbridge. Or any lever at all, for that matter. Make sure that the entire path to each lever is [[underground]] or your dwarves might keep canceling the &amp;quot;pull lever&amp;quot; job. You can test this during peacetime, too. Try putting all your defense-related levers in a single room, and put a door on the entrance. Then you can lock your lever-puller inside to ensure rapid response time.&lt;br /&gt;
&lt;br /&gt;
==Trade depot==&lt;br /&gt;
Factoring in access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants do reveal ambushes, and they can arrive in the middle of a [[siege]]. &lt;br /&gt;
&lt;br /&gt;
[[Wagon]]s need a three tile wide path to the depot. You will probably want to build the depot underground, so civilian dwarves can access the depot. Wagons can't use stairs, so you need a three-tile [[ramp]], unless you can dig into the face of a cliff. &lt;br /&gt;
&lt;br /&gt;
==Airlock defenses/buffer zone==&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge and open the inner one. Once there's no enemies left in the buffer zone, your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat. &lt;br /&gt;
&lt;br /&gt;
==Civilians trapped outdoors==&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy. Having more than one entrance can be useful here, but that presents other difficulties.  &lt;br /&gt;
&lt;br /&gt;
==Branching corridors==&lt;br /&gt;
Enemies will take the most direct path to your fortress. You can use this to your advantage. Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
This isn't a perfectly reliable method, but surprisingly effective. &lt;br /&gt;
&lt;br /&gt;
===AI abuse===&lt;br /&gt;
Taking advantage of pathfinding AI is a whole guide in itself. Try leaving a door un-forbidden during an attack. When the bad guys approach the door, forbid it, and the enemy will wander off. Unlock it again, and they turn around and head back towards the door again. You can get enemies to march back and forth over a set of traps this way. This might count as an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
===Roach motel===&lt;br /&gt;
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. &lt;br /&gt;
&lt;br /&gt;
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a [[pit]]/pond. That way, you can &amp;quot;reload&amp;quot; a new bait animal. &lt;br /&gt;
&lt;br /&gt;
==Water sources==&lt;br /&gt;
Access to [[water]] can be important. Wounded dwarves need water, so if there's not an underground water source, you'll loose valuable soldiers to thirst. Try to have a [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available. &lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
==3 Bridges==&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of some advanced defensive construction tactics to deal with vile forces of &amp;quot;any&amp;quot; size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31928</id>
		<title>40d Talk:Baron</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31928"/>
		<updated>2008-07-29T01:54:48Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a Baron (and Hammerer and Tax Collector) arrive when my population was exactly 80 and when my population was capped in the init.txt file at 80.  I'm confident that the requirement of 100 people is wrong.  [[User:Bouchart|Bouchart]] 13:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Likewise, my current fortress has 134 people and 1.5M in created wealth, but no baron.  I'm reasonably certain this must be some sort of weighted random arrival. --[[User:Sebbekai|Sebbekai]] 18:22, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oops, I killed the consort ==&lt;br /&gt;
&lt;br /&gt;
The consort was making mandates I could not satisfy, so he had to go. This has caused some kind of problem though... my fortress will not upgrade to a county so I can get the king. I am considering killing my baroness as well, and attempting to reset the whole situation. Any suggestions? --[[User:Wafl|Wafl]] 01:15, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Kiilll them! Kiiilll them! Kiiilllll them alllll! --[[User:Savok|Savok]] 09:52, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hammerer and tax collector ==&lt;br /&gt;
&lt;br /&gt;
Do the hammerer and tax collector always arrive along with the Baron? --[[User:Strangething|Strangething]] 18:26, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Don't think that its Always the case but it seems to frequently be the case for me; all of my forts that I allow nobles they tend to show up together. --Silver&lt;br /&gt;
&lt;br /&gt;
==Peasant King==&lt;br /&gt;
&lt;br /&gt;
I got the [[King]] as a peasant due to discovering [[Adamantine]]. I don't appear to be getting a Baron, tax collector, hammerer or a royal guard. Is this a bug? -[[User:Rushyo|Rushyo]] 21:54, 28 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Corpse&amp;diff=43840</id>
		<title>40d Talk:Corpse</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Corpse&amp;diff=43840"/>
		<updated>2008-07-28T23:20:39Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: New page: Shame you can't use corpses as fertiliser. -~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shame you can't use corpses as fertiliser. -[[User:Rushyo|Rushyo]] 19:20, 28 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12070</id>
		<title>40d:Millstone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12070"/>
		<updated>2008-07-28T22:19:17Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Millstone|key=M|job=[[Miller|Milling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Millstone]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Dwarven wheat flour]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Longland flour]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain [[plant]]s to make [[flour]] and [[dye]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]] that supplies it with 10 power units. If none is available, a [[quern]] can be used instead. Before they can be placed as a building, you must first build the millstone at a [[Mason's Workshop]].&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
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{|&lt;br /&gt;
|+ '''Basic windmill design'''&lt;br /&gt;
! Level 0&lt;br /&gt;
! Level 1&lt;br /&gt;
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Here, the windmill is built &amp;quot;hanging&amp;quot; on top of the millstone. You can build walls around the millstone if you like, but they're not required. Once the windmill is built, the access stairwell can be deconstructed. Since the windmill is &amp;quot;hanging&amp;quot; in midair, removing the millstone will cause the windmill to fall down.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, the whole operation can be shifted down one level, so the windmill is built on a stable surface on the ground level and the millstone is underground.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''Stylish windmill design'''&lt;br /&gt;
! Level -2&lt;br /&gt;
! Level -1&lt;br /&gt;
! Level 0&lt;br /&gt;
|-&lt;br /&gt;
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Level -2 has the millstone built beside a gear assembly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level -1 has a vertical axle built over the gear assembly (first remove the floor by designating a channel). You can skip this level if you want a millstone right below the surface, or you can repeat it multiple times to take power deep inside the mountain.&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 0 has the windmill (the center tile is above the vertical axle).&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43276</id>
		<title>40d:Defense guide</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43276"/>
		<updated>2008-07-28T02:17:18Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: /* Sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Protecting your fortress from intruders is a complex task. There's a variety of threats to consider, and many ways to counter them. &lt;br /&gt;
&lt;br /&gt;
=General Guidelines=&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong distinction between inside and outside. This usually corresponds to underground and surface, but not always. Each point of contact needs to be hardened against attack. Don't make more entrances than necessary. If there is a useless opening, wall it off.&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' One wall may not be enough. With the existence of door-destroying and bow-wielding attackers, a double wall between the inside and the outside is essential to fend off the worst assaults. The choke points between the circles are where you build traps and doors. Station troops between the walls. &lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up. Plan on being [[siege]]d by hordes of [[goblin]] archers, [[troll]]s, [[kobold]] master thieves, [[giant eagle]]s, angry [[elephants]], and a [[bronze colossus]] all at once. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet.&lt;br /&gt;
&lt;br /&gt;
=Threats=&lt;br /&gt;
&lt;br /&gt;
==Wild animals==&lt;br /&gt;
The first, and easiest, threat you will have to deal with is the local wildlife. [[Animal]]s are easily excluded by the humble [[door]] or [[hatch]], even if it's not [[forbidden]]. [[Elephant]]s are not nearly as aggressive as they were in the days of [[Boatmurdered]]. The main threat from animals are those that steal items, like [[raccoon]]s or eat your food, like [[bear]]s.&lt;br /&gt;
&lt;br /&gt;
With [[cage]] [[trap]]s and an [[animal trainer]] (or [[Dungeon master]]) animals can be useful. Dwarves love [[zoo]]s, merchants will gladly take your caged animals, and they provide a [[food]] source in times of need. &lt;br /&gt;
&lt;br /&gt;
==Thieves &amp;amp; snatchers==&lt;br /&gt;
Any creature with a career title of [[thief]] or master thief has a few nasty abilities. First, they are invisible until spotted by your dwarves or tame [[animal]]s. When spotted, there's an [[alert]] message, either &amp;quot;Protect the hoard!&amp;quot; or &amp;quot;Protect the children!&amp;quot; depending on the type of thief. Second, they can open [[forbidden]] [[door]]s. Not just for themselves either, the door stays open until a military dwarf &amp;quot;secures&amp;quot; the door, allowing any random creature to walk in. This can be a nasty surprise for players who aren't expecting it. Third, they bypass your [[trap]]s. Thankfully, they don't disarm them the way they neutralize doors. This trap avoidance isn't perfect, there's some element of luck involved, and kobold thieves seem to be a lot better at it than goblins. A thief caught in a cage trap will be revealed automatically, even if no dwarf is in sight of the trap. Last of all, they make dangerous prisoners. Unlike military captives, thieves will break free and attack if you attempt to transfer or [[pit]] them.&lt;br /&gt;
&lt;br /&gt;
==Ambushes==&lt;br /&gt;
An [[ambush]] is a small number of enemies (less than ten) that are invisible until spotted, like thieves, but somewhat easier to detect. The alert message is &amp;quot;An ambush! Curse them!&amp;quot; They skulk around the outside of your fortress, looking for a target of opportunity. They will often attack [[caravan]]s as they move to your depot. Ambushers have random weapons, and typically have a leader (with a career title of &amp;quot;guard&amp;quot;) with a different weapon from the rest. &lt;br /&gt;
&lt;br /&gt;
If you have [[woodcutter]]s or [[hunter]]s roaming the surface, they are likely to be the first to encounter the ambush. This can provide a kind of early alert system, but you'll lose a few of them.&lt;br /&gt;
&lt;br /&gt;
==Sieges==&lt;br /&gt;
''See [[Siege]]''&lt;br /&gt;
&lt;br /&gt;
A siege is a large number of attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot; While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. A siege can be lead by a leader figure, often a master warrior. Goblin siegers sometimes bring along creatures such as [[troll]]s or [[beak dog]]s.&lt;br /&gt;
&lt;br /&gt;
==Enemy archers==&lt;br /&gt;
Attackers with [[bow]]s or [[crossbow]]s are much, much more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Advanced techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
==Building destroyers==&lt;br /&gt;
Some creatures have BUILDINGDESTROYER [[creature tokens]] in the data files. This gives them the fearful capacity of tearing apart your doors and bridges. Trolls have this ability, as do some megabeasts. This doesn't allow creatures to knock down constructed walls. &lt;br /&gt;
&lt;br /&gt;
==Flying animals==&lt;br /&gt;
Currently, the only flying creatures are wild animals, like the [[giant eagle]]. Be aware. &lt;br /&gt;
&lt;br /&gt;
==Megabeasts==&lt;br /&gt;
A [[megabeast]] appears alone, with an alert message that mentions the beast by name. These creature are quite powerful. Approach with caution. &lt;br /&gt;
&lt;br /&gt;
==Death from below==&lt;br /&gt;
There are threats below the surface as well as above. If you breach a [[chasm]], underground [[river]] or lake, wild [[animal]]s and hostile [[humanoid]]s will occasionally emerge to attack your dwarves. They rarely attack in numbers, and can usually be defeated by ordinary traps and doors. &lt;br /&gt;
&lt;br /&gt;
Underground threats may be more common in future versions. Underground roads may allow other [[civilization]]s to siege you from below. {{version|0.28.181.39c}}&lt;br /&gt;
&lt;br /&gt;
=Elements=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
The core of any defense plan is the soldiers. A [[sparring|trained]], [[weapon|armed]], and [[armor]]ed [[military]] is the only way to bring the fight to the enemy. Keeping them in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s. &lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaption]] in your military. You can use an [[archery target]] this way, too. &lt;br /&gt;
&lt;br /&gt;
==Doors and hatches==&lt;br /&gt;
The most obvious way to keep any enemy out is with a [[door]].  You can [[forbid]] doors to keep [[humanoid]] enemies out, and your dwarves in. Outer doors can be closed against animals, to keep beloved [[pet]]s from wandering into enemy fire. A [[floor hatch]] is just a vertical door.&lt;br /&gt;
&lt;br /&gt;
==Walls==&lt;br /&gt;
Constructing walls around your entrance is an essential part of fortress defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To protect against that, build fortifications. &lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
Fortifications block movement, and allow some missiles to pass through. Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no miss chance if the firer is adjacent to the fortification. Keep your marksdwarves close and keep enemies away. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. &lt;br /&gt;
&lt;br /&gt;
==Moats and bridges==&lt;br /&gt;
A retractable [[bridge]] over a [[moat]] is an almost airtight defense. The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire. There are two important things to remember: Always build the bridge to raise towards the ''inside''. The [[lever]] has to be pulled by a civilian, not a soldier. &lt;br /&gt;
&lt;br /&gt;
The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an escape rout out of your moat, make sure is leads to the outside, and is barred by a door (at least). &lt;br /&gt;
&lt;br /&gt;
A moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow area. &lt;br /&gt;
&lt;br /&gt;
A drawbridge without a moat is just a big remote control door. This doesn't work with retracting bridges!&lt;br /&gt;
&lt;br /&gt;
==Remote control doors==&lt;br /&gt;
If you link a [[lever]] to a door, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. It's unknown if thieves can open a door once it's linked. &lt;br /&gt;
&lt;br /&gt;
A [[floodgate]] can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves. &lt;br /&gt;
&lt;br /&gt;
A [[hatch cover]] can also be used this way. &lt;br /&gt;
&lt;br /&gt;
As mentioned, a drawbridge works as a door&lt;br /&gt;
&lt;br /&gt;
You can use automate a door by using a [[pressure plate]] instead of a lever, but there are many complications there. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
The most reliable way to stop intruders is lots of [[trap]]s. A thief's trap avoidance is subject to chance. A line of traps can wipe out an ambushes entirely, and inflict a lot of damage on a siege. &lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to your fort's defenses at the same time. Surround every intersection and stairway. &lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
A very strong type of trap. Maybe even too strong. Currently, even a wooden or glass [[cage]] can hold indefinitely any creature, even trolls and megabeasts. Also, a cage trap never fails. A large creature can shrug off damage from a stone or weapon trap, but nothing can escape from a cage. Use cage traps as your outermost traps to catch the occasional wandering animal. A wounded [[elephant]] or [[unicorn]] in your front courtyard is not good at all. &lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
The gold standard of traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
Using [[crossbow]]s in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]]. &lt;br /&gt;
&lt;br /&gt;
==Guard animals==&lt;br /&gt;
[[Chain]]ed animals are sentries, not fighters. Most animals aren't strong enough to take more than one goblin warrior. Enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, a cat is fine. Don't use something useful, like a war dog. Put animals in narrow corridors, in places where enemy archers can't see them. &lt;br /&gt;
&lt;br /&gt;
===Meeting hall as defense===&lt;br /&gt;
You can use a meeting hall [[zone]] to attract animals to a given area. This makes a pretty poor defense in general, but in the very early game, it's a way to defend your wagon and stockpiles from thieving animals. Remove the zone later, or it attracts idle dwarves and children. &lt;br /&gt;
&lt;br /&gt;
==Siege engines==&lt;br /&gt;
[[Siege engine]]s are not very useful in the current version. Catapults are only useful for training and stone disposal. Ballistas are deadly, but fire expensive ammunition, and hit both friend and foe alike. &lt;br /&gt;
&lt;br /&gt;
Remember that [[siege operator]]s are civilians. Fortunately, siege engines can fire through fortifications, just like normal projectiles. &lt;br /&gt;
&lt;br /&gt;
==Turrets==&lt;br /&gt;
Build a tower specifically to post archers on. This lets you open fire before the enemy approaches your gates. A turret can be attached to your walls, or separate, so that the only access is from the tunnels below. Carve fortifications on the second or third floor, so your dwarves can fire out. For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], and [[dining room]] in or near the turret. &lt;br /&gt;
&lt;br /&gt;
===Siege engine turrets===&lt;br /&gt;
If it's big enough, build a siege engine inside a turret. The device needs to be on ground level. Only a single tile of fortifications is needed to fire through the wall. You may want to build a moat or secondary wall to keep enemies at a distance. Build the tower in line to fire parallel your outer wall or moat, where invaders tend to congregate. Since [[siege operator]]s are civilians, the &amp;quot;dwarves stay underground&amp;quot; order must be off. &lt;br /&gt;
&lt;br /&gt;
=Considerations=&lt;br /&gt;
&lt;br /&gt;
==Civilians stay underground==&lt;br /&gt;
This setting, in the [[orders and options]] menu is the easiest way to keep your non-military dwarves out of sight of the enemy. It is far from perfect, as dwarves will do the &amp;quot;entrance dance.&amp;quot; They will attempt to leave the fortress, and only cancel jobs once they reach the surface. &lt;br /&gt;
&lt;br /&gt;
It takes a truly airtight fortress to turn this setting off while there are still enemies outside. It's only safe to turn this setting off once the drawbridges and such have sealed off your fortress entirely. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it. &lt;br /&gt;
&lt;br /&gt;
* '''Screen the entrance.''' Build a simple wall around your entryway. This will keep your dwarves safe from enemy fire while doing the entrance dance. &lt;br /&gt;
&lt;br /&gt;
* '''Seal the entrance.''' Prevents the entry dance, but also blocks your soldiers, which can trap them underground. &lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can delete your stockpiles. Dwarves don't haul things if there's no [[stockpile]] to place them in. Turning off or removing [[coffin]]s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles. &lt;br /&gt;
&lt;br /&gt;
==Lever room==&lt;br /&gt;
Be careful where you place the [[lever]]s controlling your drawbridge. Or any lever at all, for that matter. Make sure that the entire path to each lever is [[underground]] or your dwarves might keep canceling the &amp;quot;pull lever&amp;quot; job. You can test this during peacetime, too. Try putting all your defense-related levers in a single room, and put a door on the entrance. Then you can lock your lever-puller inside to insure rapid response time. &lt;br /&gt;
&lt;br /&gt;
==Trade depot==&lt;br /&gt;
Factoring in access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants do reveal ambushes, and they can arrive in the middle of a [[siege]]. &lt;br /&gt;
&lt;br /&gt;
[[Wagon]]s need a three tile wide path to the depot. You will probably want to build the depot underground, so civilian dwarves can access the depot. Wagons can't use stairs, so you need a three-tile [[ramp]], unless you can dig into the face of a cliff. &lt;br /&gt;
&lt;br /&gt;
==Airlock defenses/buffer zone==&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge and open the inner one. Once there's no enemies left in the buffer zone, your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat. &lt;br /&gt;
&lt;br /&gt;
==Civilians trapped outdoors==&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy. Having more than one entrance can be useful here, but that presents other difficulties.  &lt;br /&gt;
&lt;br /&gt;
==Branching corridors==&lt;br /&gt;
Enemies will take the most direct path to your fortress. You can use this to your advantage. Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
This isn't a perfectly reliable method, but surprisingly effective. &lt;br /&gt;
&lt;br /&gt;
===Goblin control===&lt;br /&gt;
Taking advantage of pathfinding AI is a whole guide in itself. Try leaving a door un-forbidden during an attack. When the bad guys approach the door, forbid it, and the enemy will wander off. Unlock it again, and they turn around and head back towards the door again. You can get enemies to march back and forth over a set of traps this way. This might count as an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
==Water sources==&lt;br /&gt;
Access to [[water]] can be important. Wounded dwarves need water, so if there's not an underground water source, you'll loose valuable soldiers to thirst. Try to have a [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available. &lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
==3 Bridges==&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of some advanced defensive construction tactics to deal with vile forces of &amp;quot;any&amp;quot; size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Dark_gnome&amp;diff=9408</id>
		<title>40d:Dark gnome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Dark_gnome&amp;diff=9408"/>
		<updated>2008-07-28T02:15:56Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: They are more inclined to fighting, thus are stronger.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dark gnome|symbol=g|color={{COLOR:3:0:0}}|butcher=no|bones=3|chunks=7|meat=7|fat=1|skulls=1|skin=Yes|biome= * [[Mountain]]s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dark Gnomes''' are [[creatures]] that can be seen in [[mountain]] areas. They will steal [[alcohol]] and [[plant]]s related to alcohol production.&lt;br /&gt;
&lt;br /&gt;
They usually wander around in packs of 5-10. They are moderately aggressive but not very strong. While a competent [[axedwarf]] has been seen killing lone gnomes with relative ease, the gnomes might seriously wound/kill [[herbalist]]s and other unarmed [[dwarves]], especially if they attack in packs.&lt;br /&gt;
&lt;br /&gt;
The only difference between [[mountain gnome]]s and dark gnomes is that dark gnomes have the &amp;lt;code&amp;gt;[EVIL]&amp;lt;/code&amp;gt; tag instead of &amp;lt;code&amp;gt;[GOOD]&amp;lt;/code&amp;gt; and are &amp;lt;code&amp;gt;[NOCTURNAL]&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;[DIURNAL]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terrifying.PNG|Whispered tales of the black-hearted gnomes echo through this kobold cave.]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GNOME_DARK]&lt;br /&gt;
	[NAME:dark gnome:dark gnomes:dark gnome]&lt;br /&gt;
	[TILE:'g'][COLOR:3:0:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CURIOUSBEAST_GUZZLER]&lt;br /&gt;
	[GRASSTRAMPLE:0][EVIL]&lt;br /&gt;
	[PREFSTRING:ability to hold liquor]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:230:250]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:20]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[BIOME:MOUNTAIN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cage_trap&amp;diff=43820</id>
		<title>Cage trap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cage_trap&amp;diff=43820"/>
		<updated>2008-07-28T00:32:05Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: Redirecting to Trap#Cage Trap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Trap#Cage_Trap]]&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Goblin_snatcher&amp;diff=43819</id>
		<title>Goblin snatcher</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Goblin_snatcher&amp;diff=43819"/>
		<updated>2008-07-28T00:30:03Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: Redirecting to Goblin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Goblin]]&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43786</id>
		<title>User:Rushyo</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43786"/>
		<updated>2008-07-27T18:44:34Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Stray Kitten (Tame) has been struck down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAAAAAAAH MY CATAPULT IS FLINGING GOLD NUGGETS!&amp;quot;&lt;br /&gt;
(two days later)&lt;br /&gt;
&amp;quot;My catapult is for show really&amp;quot;&lt;br /&gt;
&amp;quot;you can tell it's for show by the way it FIRES GOLD NUGGETS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I couldn't meet his production order so my planter just got knocked unconscious and dragged for a beating [...] and now the mayor has issued THE SAME MANDATE, BUT THREE TIMES AS MUCH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My nutter has now moved on to the magma forge... and is carrying wood around whilst everyone around him is being forced to haul stone, much to their ire I imagine.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43785</id>
		<title>User:Rushyo</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43785"/>
		<updated>2008-07-27T18:43:55Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Stray Kitten (Tame) has been struck down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAAAAAAAH MY CATAPULT IS FLINGING GOLD NUGGETS!&amp;quot;&lt;br /&gt;
(two days later)&lt;br /&gt;
&amp;quot;My catapult is for show really&amp;quot;&lt;br /&gt;
&amp;quot;you can tell it's for show by the way it FIRES GOLD NUGGETS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I couldn't meet his production order so my planter just got knocked unconscious and dragged for a beating [...] and now the mayor has issued THE SAME MANDATE, BUT THREE TIMES AS MUCH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My nutter has now moved on to the Magma Furnace... and is carrying wood around whilst everyone around him is being forced to haul stone, much to their ire I imagine.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43784</id>
		<title>User:Rushyo</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43784"/>
		<updated>2008-07-27T16:39:15Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Stray Kitten (Tame) has been struck down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAAAAAAAH MY CATAPULT IS FLINGING GOLD NUGGETS!&amp;quot;&lt;br /&gt;
(two days later)&lt;br /&gt;
&amp;quot;My catapult is for show really&amp;quot;&lt;br /&gt;
&amp;quot;you can tell it's for show by the way it FIRES GOLD NUGGETS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I couldn't meet his production order so my planter just got knocked unconscious and dragged for a beating [...] and now the mayor has issued THE SAME MANDATE, BUT THREE TIMES AS MUCH&amp;quot;&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43783</id>
		<title>User:Rushyo</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43783"/>
		<updated>2008-07-27T03:08:16Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Stray Kitten (Tame) has been struck down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAAAAAAAH MY CATAPULT IS FLINGING GOLD NUGGETS!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I couldn't meet his production order so my planter just got knocked unconscious and dragged for a beating [...] and now the mayor has issued THE SAME MANDATE, BUT THREE TIMES AS MUCH&amp;quot;&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43782</id>
		<title>User:Rushyo</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43782"/>
		<updated>2008-07-27T02:55:09Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Stray Kitten (Tame) has been struck down.&lt;br /&gt;
&lt;br /&gt;
AAAAAAAAAAH MY CATAPULT IS FLINGING GOLD NUGGETS!&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43781</id>
		<title>User:Rushyo</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Rushyo&amp;diff=43781"/>
		<updated>2008-07-27T02:44:24Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: New page: The Stray Kitten (Tame) has been struck down.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Stray Kitten (Tame) has been struck down.&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Basking_shark&amp;diff=39038</id>
		<title>40d:Basking shark</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Basking_shark&amp;diff=39038"/>
		<updated>2008-07-25T14:05:14Z</updated>

		<summary type="html">&lt;p&gt;Rushyo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Basking shark|symbol=S|color={{COLOR:7:0:0}}|bones=18|fat=10|skin=Yes|skulls=1|chunks=18|meat=18|biome= * Temperate ocean}}&lt;br /&gt;
&lt;br /&gt;
The basking shark, is the second largest fish, after the whale shark. It is a slow moving and generally harmless filter feeder.&lt;br /&gt;
&lt;br /&gt;
They weigh more than giants and elephants, but are lighter than dragons.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SHARK_BASKING]&lt;br /&gt;
 	[NAME:basking shark:basking sharks:basking shark]&lt;br /&gt;
 	[TILE:'S'][COLOR:7:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
 	[MODVALUE:3]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PREFSTRING:giant open mouths]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
 	[PETVALUE:1000]&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[SIZE:18]&lt;br /&gt;
 	[MAXAGE:20:30]&lt;br /&gt;
 	[NO_DRINK]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:basking shark pup:basking shark pups]&lt;br /&gt;
 	[FAT:10]&lt;br /&gt;
 	[BIOME:OCEAN_TEMPERATE]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Rushyo</name></author>
	</entry>
</feed>