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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alfador</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alfador"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Alfador"/>
	<updated>2026-05-24T23:57:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=77371</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=77371"/>
		<updated>2010-04-01T15:29:29Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=77370</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=77370"/>
		<updated>2010-04-01T15:27:28Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=77366</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=77366"/>
		<updated>2010-04-01T15:19:14Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Created page with 'It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortres…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=36327</id>
		<title>Template:Current/version</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=36327"/>
		<updated>2008-07-24T14:28:02Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0.28.181.39e&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the most recent version (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to the most recent version.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37463</id>
		<title>Template:Current/lastupdate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37463"/>
		<updated>2008-07-24T14:27:55Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;24th July 2008&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the date that the latest version was released. (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to that date.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37462</id>
		<title>Template:Current/lastupdate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37462"/>
		<updated>2008-07-23T15:56:39Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;23rd July 2008&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the date that the latest version was released. (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to that date.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=36326</id>
		<title>Template:Current/version</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=36326"/>
		<updated>2008-07-23T15:56:15Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0.28.181.39d&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the most recent version (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to the most recent version.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38010</id>
		<title>Talk:Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38010"/>
		<updated>2008-03-25T15:27:34Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to add quotes:&lt;br /&gt;
* Go to the line of the last quote.&lt;br /&gt;
* Add a line immediately after it (this should be before the closing }} brackets)&lt;br /&gt;
* type &amp;quot;|&amp;amp;lt;!--YOUR-QUOTE-NUMBER--&amp;amp;gt;YOUR-QUOTE-HERE&amp;quot; on that line&lt;br /&gt;
:(The quote number is not functionally necessary, but it allows keeping track of how many quotes there are without counting)&lt;br /&gt;
* Look at the first line of the template&lt;br /&gt;
:It should look something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|37}}|{{#expr: ({{rand2|10}}+27)}} }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Adjust the number that is in the place of the 37 to reflect the number of quotes in the list.&lt;br /&gt;
*Adjust the number that is in the place of the 27 to reflect ten less than the number of quotes in the list. (in this case..  27)&lt;br /&gt;
:The purpose of the first number is to choose a random element from the list of quotes.&lt;br /&gt;
:The second lets us pick from among the last ten quotes in the list.&lt;br /&gt;
*Preview your reply to make sure nothing is broken (or someone will be able to see it on the main page before it gets fixed)&lt;br /&gt;
*Profit!&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:34, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For what it's worth, the nowiki formatting around square bracketed 'B' in the Toady quote about boats was simply in the interests of quoting accuracy; the original word was not capitalized and I still have that kind of formatting in my heart from college paper citations. --[[User:Alfador|Alfador]] 12:16, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah. It looked to me like a weird, failed boats/bloats pun. I don't think it really matters; you can change it back if you like. --[[User:Savok|Savok]] 17:19, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thank you! And done. --[[User:Alfador|Alfador]] 11:27, 25 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36535</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36535"/>
		<updated>2008-03-25T15:26:24Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Reverted to dewikified bracketed capital 'B' in the interests of quoting accuracy--original 'b' was lower case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|28}}|{{#expr: ({{rand2|10}}+18)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;I mean, how dangerous can an elephant be, anyway?&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;Beware of the Elephant's greatest evolutionary trait: [http://archive.dwarffortresswiki.net/index.php/Talk:Elephant#Stealth_Elephants Stealth].&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Evaporation&amp;diff=19086</id>
		<title>40d Talk:Evaporation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Evaporation&amp;diff=19086"/>
		<updated>2008-03-24T16:18:11Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some questions: If you have a fort in a cold climate, will water never evaporate (i.e., no hot season=no evaporation)? Will outdoor lakes and ponds refill over time with rainwater? [[User:Schm0|Schm0]] 10:09, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I personally have yet to find a map with both rain and a hot season.  My first fort had a hot season and it lost all its lakes (depth 7) in a single season, while all the rest of my forts so far have had neither hot seasons, nor rain.  I can say that &amp;quot;murky pools&amp;quot; will not refill durring winter when things freeze.--[[User:Draco18s|Draco18s]] 10:37, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Magma also appears to evaporate if at depth 1.  It leaves no residue. --[[User:Doctorlucky|Doctorlucky]] 02:51, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's probably handwaved with the magma eating into the rock floor and fusing with it, so any residue is indistinguishable from said floor. --[[User:Alfador|Alfador]] 12:18, 24 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38008</id>
		<title>Talk:Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38008"/>
		<updated>2008-03-24T16:16:53Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to add quotes:&lt;br /&gt;
* Go to the line of the last quote.&lt;br /&gt;
* Add a line immediately after it (this should be before the closing }} brackets)&lt;br /&gt;
* type &amp;quot;|&amp;amp;lt;!--YOUR-QUOTE-NUMBER--&amp;amp;gt;YOUR-QUOTE-HERE&amp;quot; on that line&lt;br /&gt;
:(The quote number is not functionally necessary, but it allows keeping track of how many quotes there are without counting)&lt;br /&gt;
* Look at the first line of the template&lt;br /&gt;
:It should look something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|37}}|{{#expr: ({{rand2|10}}+27)}} }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Adjust the number that is in the place of the 37 to reflect the number of quotes in the list.&lt;br /&gt;
*Adjust the number that is in the place of the 27 to reflect ten less than the number of quotes in the list. (in this case..  27)&lt;br /&gt;
:The purpose of the first number is to choose a random element from the list of quotes.&lt;br /&gt;
:The second lets us pick from among the last ten quotes in the list.&lt;br /&gt;
*Preview your reply to make sure nothing is broken (or someone will be able to see it on the main page before it gets fixed)&lt;br /&gt;
*Profit!&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:34, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
For what it's worth, the nowiki formatting around square bracketed 'B' in the Toady quote about boats was simply in the interests of quoting accuracy; the original word was not capitalized and I still have that kind of formatting in my heart from college paper citations. --[[User:Alfador|Alfador]] 12:16, 24 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36532</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36532"/>
		<updated>2008-03-20T16:28:58Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|28}}|{{#expr: ({{rand2|10}}+18)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;I mean, how dangerous can an elephant be, anyway?&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;Beware of the Elephant's greatest evolutionary trait: [http://archive.dwarffortresswiki.net/index.php/Talk:Elephant#Stealth_Elephants Stealth].&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30041</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30041"/>
		<updated>2008-03-20T15:27:49Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Can water or magma flow through fortifications?==&lt;br /&gt;
Can water or magma flow through fortifications?--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
::I did so, too. But after some time the magma melted the fortification away and the imps could pass through unhindered again.--[[User:Doub|Doub]] 13:42, 12 March 2007 (EST)&lt;br /&gt;
::: Use [[bauxite]]. --[[User:Koltom|Koltom]] 01:20, 14 March 2008 (EDT)&lt;br /&gt;
::::Possible alternative: Will fortifications melt if they are carved instead of constructed? Perhaps instead of mining out the last tile before fleeing, the dwarf could carve a fortification in the obsidian. It's conceivable that that tile, being one of the original tube liners, could be magma-proof by fiat. --[[User:Alfador|Alfador]] 11:27, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open questions ==&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*At what angle can one shoot through fortifications?&lt;br /&gt;
&lt;br /&gt;
*some people claim that you can shoot at attackers from one z level above (thats true for sure), but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;br /&gt;
:Yes, it works great. I think they can shoot down more than 1 z-level but I can't confirm this.[[User:Moonman|Moonman]] 10:47, 11 March 2008 (EDT)&lt;br /&gt;
::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)&lt;br /&gt;
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.--[[User:TimE|TimE]] 05:37, 20 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39100</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39100"/>
		<updated>2008-03-17T15:32:40Z</updated>

		<summary type="html">&lt;p&gt;Alfador: minor grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exploratory mining is the process of mining large areas in order to obtain resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Knowing them and deciding on their priority will help you find the most suitable pattern.&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process. Exploratory mining is a work intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor low priority. The labor factor is the fraction of stone dug out of an area, and as such, it's a percentage, between 0 and 100%.&lt;br /&gt;
&lt;br /&gt;
=== Scarcity ===&lt;br /&gt;
&lt;br /&gt;
''Scarcity'' is the amount of desired material present in the rock layer. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it. Scarcity is determined by the types of materials you're after. Single tiles are the scarcest, followed by small clusters, veins and large clusters. For the classification of your desired material, see the [[gem]] and [[stone]] articles. Underground features are about as scarce as large clusters.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the amount of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immadiately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it. Visibility is represented by the fraction of visible tiles in the excavated area. Visibility is always a priority, but it tends to decrease in priority as scarcity decreases, because there are more tiles that need to be dug out, and not just seen.&lt;br /&gt;
&lt;br /&gt;
=== Reusability ===&lt;br /&gt;
&lt;br /&gt;
Exploratory mining leaves behind a monotonous, repeating landscape. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Reusability is subjective, and it depends on the desired layout. Reusability is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls. Reusability is a priority for a small fortress.&lt;br /&gt;
&lt;br /&gt;
== What you are looking for ==&amp;lt;!-- needs a better section name --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ore]] occurs in three forms, depending on the kind:&lt;br /&gt;
&lt;br /&gt;
* Large cluster: An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.&lt;br /&gt;
* Vein: A sinuous line of the material crosses the block.&lt;br /&gt;
* Small cluster: A sprinkle of 5 to 10 adjacent tiles. Multiple small clusters of different materials may be in the same block.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 ░ = Not mined, not visible&lt;br /&gt;
 ▒ = Not mined, visible (wall)&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': 100% of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, really need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1/3 (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, this method achieves a visibility to labor ratio of 3:1, which, among those with 100% visibility, is second only to a diagonal design. In all ways, it it more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is the most efficient for those with 100% visibility but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
................&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
................................&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Large clusters and up, as the large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot.&lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20145</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20145"/>
		<updated>2008-03-14T15:56:47Z</updated>

		<summary type="html">&lt;p&gt;Alfador: sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Dwarves are considered '''children''' for their first twelve years. They learn how to become a dwarf through living in and participating in dwarven society with no formal schools, apprenticeships or other formal learning; even parenting seems quite minimal.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may have children on rare occasions. Children who immigrate to your fortress might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
Your dwarves may also give birth to children, but whether there is a way to influence this, is unknown. Some fortresses seem to have a higher fertility rate than others.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
Children may not be assigned any labors, but perform some activities without any intervention:&lt;br /&gt;
&lt;br /&gt;
* socialising, through arranging [[party|parties]] in [[meeting hall]]s;&lt;br /&gt;
* [[harvest|harvesting]] [[crops]], if the 'All dwarves harvest' order is on;&lt;br /&gt;
* removing [[construction]]s (such as walls, floors, ramps);&lt;br /&gt;
* pulling [[lever]]s;&lt;br /&gt;
* [[hauling]] items to the [[trade depot]];&lt;br /&gt;
* eating, drinking, and sleeping as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]].&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Children seem to eat and drink with similar preferences to adult dwarves, including a preference for [[alcohol]] over plain water. &lt;br /&gt;
&lt;br /&gt;
==Kidnapping==&lt;br /&gt;
Children are also the target of [[goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap the young dwarf in a sack. Like stolen objects, children who are removed from the map are lost forever.&lt;br /&gt;
&lt;br /&gt;
==Moods==&lt;br /&gt;
[[Strange mood]]s affect children in the same way as adults. [[Experience]] gained through a strange mood will lead to the dwarf having legendary skill in either [[woodcrafting]], [[bone carving]] or [[stonecrafting]], depending on the artifact made.&lt;br /&gt;
&lt;br /&gt;
==Adulthood==&lt;br /&gt;
At the age of twelve, children become adult [[dwarf|dwarves]]. While most then become unskilled peasants, those who have successfully completed a strange mood other than possession will become legendary [[craftsdwarf|Craftsdwarves]]; those who help in harvesting plants throughout childhood may have built up sufficient experience points in the [[grower]] skill to become Planters. &lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst. This is aimed to be fixed at a later update.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19760</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19760"/>
		<updated>2008-03-03T16:58:35Z</updated>

		<summary type="html">&lt;p&gt;Alfador: grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that fated your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark.  The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high [[weapon]] [[skill]] (except bows and crossbows) and also an above novice [[armor]] and/or [[Armor#Shields and Bucklers|shield]] [[skill]], you'll start out with [[armor]] and/or [[Armor#Shields and Bucklers|shield]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Don't pick up items with $ signs; that's theft, which is punishable by death.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So, in order to change [[weapons]], you would {{k|d}}rop your current [[weapon]] and then either {{k|g}}et the new [[weapon]] or {{k|r}}emove the new [[weapon]] from the [[backpack]]. Once you have equipped the new [[weapon]], {{k|g}}et your old [[weapon]] and it will be tucked away safely in your [[backpack]]. [[Armor#Shields and Bucklers|Shields]] work the same way.&lt;br /&gt;
&lt;br /&gt;
Note that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a [[quest]], you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the [[Site map|local map]]. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also probably the best (and only?) way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even [[vomit]] if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a [[creature]] by hitting it, you just need to walk towards the [[creature]]. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever [[weapon]] he holds. If he is holding no [[weapon]], he will bash with his [[Armor# Shields and Bucklers|shield]]. If he has neither a weapon nor a [[Armor# Shields and Bucklers|shield]], he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary [[skills]]! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thristy, and drowsy, make sure your [[waterskin]] is always filled(fresh [[water]] at the [[Temple|temples]]), you carry 1-2 stacks[5] of food, and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh [[water]] can be found sometimes at [[Temple|temples]] and always in [[River|rivers]]. [[Water]] from [[Murky pool|pools]] is not considered fresh [[water]]. &lt;br /&gt;
&lt;br /&gt;
In order to obtain [[water]], you need a [[waterskin]]. Unless you are an [[elf]], you will start with a full one at the beginning of the game, but you can also buy additional ones in the [[Site|towns]].&lt;br /&gt;
&lt;br /&gt;
Move right next to the [[water]] source and press {{k|I}} (capital 'i', that is) to interact in a complex manner with an item. You will be shown your [[inventory]]. Select your [[waterskin]] by pressing the letter shown to its left. If the [[inventory]] is so long that the [[waterskin]] is not shown, you may need to press {{k|/}} or {{k|*}} on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the [[water]]. Simply select one choice by pressing the letter to its left and the remaining free space in the [[waterskin]] will be filled with [[water]].&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill [[Waterskin|waterskins]] that are inside of [[Backpack|backpacks]]. You need to {{k|r}}emove it from the [[backpack]] first. Also note that you can't put [[Waterskin|waterskins]] you are holding directly into the [[backpack]] (it is not accepted as a container for that purpose). First, {{k|d}}rop the [[waterskin]] and then {{k|g}}et it again. It should be put inside the [[backpack]] automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a [[Site map]] for a longer time will you first feel thirst and later hunger. A normal random [[encounter]] usually never last long enough to even generate thirst. Searching a [[quest]] [[cave]] can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the [[quest]] monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient shield user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation(decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact(and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor(in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly succesfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit &amp;quot;l&amp;quot; and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. limestone) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank.&lt;br /&gt;
&lt;br /&gt;
In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spearcatchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=30085</id>
		<title>40d Talk:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=30085"/>
		<updated>2008-02-29T17:02:36Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm pretty sure bone in refuse piles underground lasts a LOT longer, if not indefinitely.  This makes it helpful to have one place above ground that accepts everything, and then another underground that only collects bones for carving.  Can anyone verify this?  I don't want to put this information in the article in case it just SEEMS like a lot longer to me because my games run at 10fps. --Gotthard 08:56, 29 November 2007 (EST)&lt;br /&gt;
:I use that underground refuse for bones,skulls and shells and never saw any bone to dissapear on any 'underground' tile in at least 8 years. A refuse pile is not needed (except to actually deliver the bones there in the first place). 'Inside' but 'above ground' refuse stockpiles don't help bones to last longer at all.--[[User:Another|Another]] 09:47, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, all refuse left above ground disappear at season changes (at least bones/shells/chunks, not sure about the limbs and corpses)&lt;br /&gt;
I'm interested in following - how much bones will the corpse leave, if it lacks limbs. It seems to me, that a goblin corpse will generate 6 bone stack in any case. In this case: you kill a goblin - you get 6 bones, but if you tear his legs before killing him, you'll get two bones for legs, and six for body. Can anyone verify and clear this out?--[[User:Dorten|Dorten]] 04:17, 11 January 2008 (EST)&lt;br /&gt;
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:From experience in past forts, I seem to remember each limb loss reduced the &amp;quot;main&amp;quot; stack by one.--[[User:Maximus|Maximus]] 18:09, 11 January 2008 (EST)&lt;br /&gt;
::In my current fort, I just had a bunch of goblins met a bunch of *large steel serrated disks*, so I had a LOT of limbs and a LOT of corpses. Some time passed. I have a LOT of &amp;quot;goblin bone&amp;quot;s and  a LOT of &amp;quot;goblin bone[6]&amp;quot;s. not a single &amp;quot;goblin bone[2]&amp;quot; (or [3/4/5]). Will investigate further, cause they could be just stripped of ALL their bones &amp;gt;;)--[[User:Dorten|Dorten]] 00:19, 4 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== butcher goblins ==&lt;br /&gt;
Does butchering goblin or elven corpses work? I also failed to butcher the corpse of a cat killed by goblins though it was right next to the butcher and the horse next to it was butchered (the cat was a pet). --[[User:Koltom|Koltom]] 18:17, 28 February 2008 (EST)&lt;br /&gt;
:Depending on the creature tags, some creatures cannot be butchered, and pet-like creatures usually can only be butchered live. If they die in battle they cannot be butchered (but you can still use the bones after they rot). --[[User:Alfador|Alfador]] 12:02, 29 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=19378</id>
		<title>40d Talk:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=19378"/>
		<updated>2008-02-22T23:43:08Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've noticed this page doesn't list how many bars are required to make an anvil. Anyone who knows offhand? Seems like it'd be useful info. [[User:MOOMANiBE|MOOMANiBE]] 17:37, 22 February 2008 (EST)&lt;br /&gt;
:3. --[[User:Alfador|Alfador]] 18:43, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So is it possible to easily procure an anvil within the first 1-2 years? because if it is, then I'm going to ditch it on the embark screen and spend those 1000pts on turtles.&lt;br /&gt;
:Thats a lot of turtles. Get dogs instead. Imagine a swarm of pooches descending on a goblin fortress, taking no prisoners, and leaving no goblin child behind! --[[User:Ikkonoishi|Ikkonoishi]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
:In my experience the first dwarven caravan brings one.  However they will charge you dearly for it (~1000$), moreso if the anvil is steel (~3000$). Prices are from memory. [[User:Anonymousphrase|Anonymousphrase]] 15:51, 4 November 2007 (EST)&lt;br /&gt;
:: The caravan has a high chance of bringing one, it is not certain. --[[User:Soyweiser|Soyweiser]] 09:27, 8 November 2007 (EST)&lt;br /&gt;
:::Dearly yes, but a well made stack of food will cover the cost of a steel one so it's not hard to buy out the caravan. I had one caravan turn up with two steel anvils and a stack of plump helmet (5). Seems that was all they could carry :( --10:21, 8 November 2007 (EST)&lt;br /&gt;
::::True, but that does take some planning. I never got enough cash (what is the correct dwarven word, the value word...) to buy the anvil in the first year, but I'm stupid and focus on creating goblets, and making enough beds etc for my dwarfs. --[[User:Soyweiser|Soyweiser]] 13:57, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have created a zinc anvil (value 200). Is this a bug?&lt;br /&gt;
&lt;br /&gt;
I'd definitely been left high and dry by the first dwarven caravan before.  Took me three long years before I was finally able to get my hands on an anvil!&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:DaveLawson|DaveLawson]] ([[User talk:DaveLawson|talk]]•[[Special:Contributions/DaveLawson|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
::Anvil (100) made of zinc (x2) with no quality modifier (x1). 100 x2 x1 =&amp;gt; 200. Looks right to me. [[User:VengefulDonut|VengefulDonut]] 12:29, 14 February 2008 (EST)&lt;br /&gt;
::Oh! Wait a minute. You aren't supposed to be able to make anvils out of zinc. What version are you using? I remember there was a bug where dwarves would use a different metal than the one assigned in the task, letting even pig iron be used to make stuff. [[User:VengefulDonut|VengefulDonut]] 12:31, 14 February 2008 (EST)&lt;br /&gt;
:::Heh, I'd like to have an archive of that version; I want a bismuth anvil. XD --[[User:Alfador|Alfador]] 11:55, 15 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37685</id>
		<title>40d Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37685"/>
		<updated>2008-02-22T17:10:55Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Experimentation==&lt;br /&gt;
Ran a small experiment on whether or not relationships are affected by social skills.  I assigned the original dwarves various social skills at various levels, and let them sit in a meeting area until the traders came in the fall, no labor assigned.  The skills assigned were:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: Proficient Comedian/Proficient Conversationalist&lt;br /&gt;
Dwarf 2: Proficient Liar/Proficient Intimidator&lt;br /&gt;
Dwarf 3: Proficient Judge of Intent&lt;br /&gt;
Dwarf 4: Conversationalist/Comedian&lt;br /&gt;
Dwarf 5: Novice Comedian/Novice Flatterer/Novice Consoler/Novice Pacifier&lt;br /&gt;
Dwarf 6: Control (nothing)&lt;br /&gt;
Dwarf 7: Control&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: 1 lover (Dwarf 5), 2 friends (4, 3).  Personality types: Likes art, dislikes intellectual conversation, guarded in relationships.&lt;br /&gt;
&lt;br /&gt;
Dwarf 2: 1 lover (3), 0 friends.  Personality types: Calm demeanor, Quick to anger, Comfortable in social situations, Relaxed, Not given to flights of fancy, no more work than necessary, given to procrastination.&lt;br /&gt;
&lt;br /&gt;
Dwarf 3: 1 lover (2), 2 friends (1, 5).  Personality types: Overindulges, Can handle stress, Prefers familiar routines, Does not go out of way to help others, Not easily moved to pity, very disorganized, strong sense of duty.&lt;br /&gt;
&lt;br /&gt;
Dwarf 4: 2 friends (6, 1).  Personality types: Slow to anger, often feels discouraged, thrillseeker, not easily moved to pity, lacks confidence, disorganized, thinks through every alternative and consequence before acting,&lt;br /&gt;
&lt;br /&gt;
Dwarf 5: 1 lover (1), 1 friend (3).  Personality types: Calm demeanor, can handle stress, not a risk-taker, candid and sincere in dealings with others, disorganized.&lt;br /&gt;
&lt;br /&gt;
Dwarf 6: 1 friend (4). Personality types: Thrillseeker, Art-lover, Tends not to openly express emotion, slow to trust others, very willing to compare herself favorably with others, not easily moved to pity, does the first thing that comes to mind.&lt;br /&gt;
&lt;br /&gt;
Dwarf 7: 0 friends.  Personality types: Slow to anger, cracks easily under pressure, tends to avoid crowds, unassertive, relaxed, art-lover, prefers familiar routines, trusting, guarded in relationships with others, very rarely does more work than necessary, takes time when making decisions.&lt;br /&gt;
&lt;br /&gt;
In order to do this, I classified the skills into three rough categories - beneficial, harmful, and neutral.  Beneficial included comedian, conversationalist, flatterer and pacifier.  Harmful included liar and intimidator, and neutral included judge of intent and negotiator.&lt;br /&gt;
&lt;br /&gt;
Some things I noticed from this experiment: There is a definite increase in the number of friends that dwarves with social skills have over the controls, with the exception of the one dwarf with harmful skills.  However, even this dwarf had a lover - the one who had high judge of intent.  Perhaps judge of intent is necessary to establish a positive relationship with a liar or intimidator?  Furthermore, the two dwarves that ended up with the most relationships were those who had the most negative personality traits in regard to social situations among those who had social skills.&lt;br /&gt;
&lt;br /&gt;
Furthermore, there seemed to be very little influence in personality types on friend-making.  The friendships between 3/5 and 6/4 were the only two that shared any personality types, and those do not seem to be particularly applicable to the situation at hand.  It's also worth noting that the only dwarf comfortable in social situations, #2, also only had the one lover - likely due to problems brought about by his social skills.&lt;br /&gt;
 &lt;br /&gt;
I will run some more tests to try to flesh out these findings more.  Anybody else willing to join in? [[User:Some1else|Some1else]] 11:22, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Grudges are definately rare. In my fortress with 150 dwarves, only two have a grudge between themselves.[[User:ThVaz|ThVaz]]&lt;br /&gt;
&lt;br /&gt;
:''I classified the '''personality types''' into three rough categories - beneficial, harmful, and neutral.'' You mean skills? -- [[User:Zaratustra|Zaratustra]] 17:11, 19 February 2008 (EST)&lt;br /&gt;
:: Yes.  Yes I did.  Edited to fix that. [[User:Some1else|Some1else]] 18:02, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Idea: Social skills generally wouldn't cause increases in physical stats, you'd think... but something like Liar or Intimidator might train up toughness and agility because the dwarf would need to quickly learn how to dodge punches and slaps. :D --[[User:Alfador|Alfador]] 12:10, 22 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11212</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11212"/>
		<updated>2008-02-20T16:28:48Z</updated>

		<summary type="html">&lt;p&gt;Alfador: harvested the plump helmets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5110</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5110"/>
		<updated>2008-02-18T17:16:21Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=19376</id>
		<title>40d Talk:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=19376"/>
		<updated>2008-02-15T16:55:34Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So is it possible to easily procure an anvil within the first 1-2 years? because if it is, then I'm going to ditch it on the embark screen and spend those 1000pts on turtles.&lt;br /&gt;
:Thats a lot of turtles. Get dogs instead. Imagine a swarm of pooches descending on a goblin fortress, taking no prisoners, and leaving no goblin child behind! --[[User:Ikkonoishi|Ikkonoishi]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
:In my experience the first dwarven caravan brings one.  However they will charge you dearly for it (~1000$), moreso if the anvil is steel (~3000$). Prices are from memory. [[User:Anonymousphrase|Anonymousphrase]] 15:51, 4 November 2007 (EST)&lt;br /&gt;
:: The caravan has a high chance of bringing one, it is not certain. --[[User:Soyweiser|Soyweiser]] 09:27, 8 November 2007 (EST)&lt;br /&gt;
:::Dearly yes, but a well made stack of food will cover the cost of a steel one so it's not hard to buy out the caravan. I had one caravan turn up with two steel anvils and a stack of plump helmet (5). Seems that was all they could carry :( --10:21, 8 November 2007 (EST)&lt;br /&gt;
::::True, but that does take some planning. I never got enough cash (what is the correct dwarven word, the value word...) to buy the anvil in the first year, but I'm stupid and focus on creating goblets, and making enough beds etc for my dwarfs. --[[User:Soyweiser|Soyweiser]] 13:57, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have created a zinc anvil (value 200). Is this a bug?&lt;br /&gt;
&lt;br /&gt;
I'd definitely been left high and dry by the first dwarven caravan before.  Took me three long years before I was finally able to get my hands on an anvil!&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:DaveLawson|DaveLawson]] ([[User talk:DaveLawson|talk]]•[[Special:Contributions/DaveLawson|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
::Anvil (100) made of zinc (x2) with no quality modifier (x1). 100 x2 x1 =&amp;gt; 200. Looks right to me. [[User:VengefulDonut|VengefulDonut]] 12:29, 14 February 2008 (EST)&lt;br /&gt;
::Oh! Wait a minute. You aren't supposed to be able to make anvils out of zinc. What version are you using? I remember there was a bug where dwarves would use a different metal than the one assigned in the task, letting even pig iron be used to make stuff. [[User:VengefulDonut|VengefulDonut]] 12:31, 14 February 2008 (EST)&lt;br /&gt;
:::Heh, I'd like to have an archive of that version; I want a bismuth anvil. XD --[[User:Alfador|Alfador]] 11:55, 15 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Experience&amp;diff=26353</id>
		<title>40d Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Experience&amp;diff=26353"/>
		<updated>2008-02-06T17:21:04Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Until experience points have been re-verified, this page should be marked as having been copied from the old Wiki.  I don't know how to do that and am too tired to research it right now.&lt;br /&gt;
&lt;br /&gt;
I will add that I intend to re-verify experience fairly soon.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:52, 14 November 2007 (EST)&lt;br /&gt;
:Done [[User:VengefulDonut|VengefulDonut]] 09:42, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since I had a pile of Adamantine around, I decided to do the Extraction experiment.  It took a dwarf who had never extracted adamantine before 17 iterations to reach novice.  That makes it more than 29 and at most 32 xp per action.  I expect that it's a 30xp task, like so many others. [[User:Doctorlucky|Doctorlucky]] 05:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've now taken the dwarf to named level (Strand Extractor) with exactly 37 tasks, so it's 30xp. [[User:Doctorlucky|Doctorlucky]] 18:14, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Heh. On the Real Wiki, it's right about now that you'd be shot down for doing primary research! [[User:Runspotrun|Runspotrun]] 14:17, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Then we're the exact opposite of them: primary research is 99% of what we post. (The rest being essentially divine scripture--verifiably from the creator of the subject of our wiki.) --[[User:Alfador|Alfador]] 12:21, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...but 27% of the time when Legendary+5, based off of a random d20 roll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
27% on a d20?  You mean like rolling a 5.4 and below?  I'm curious how one can roll higher than a 5 and lower than a 6 on an integer-numbered die.--[[User:Draco18s|Draco18s]] 17:41, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Rather easy when you consider that more than one test should be done and 27% ends up being the average. Odds are that if the game actually uses a d20 roll, then the programmed average is 25% with 2% margin of error in the experiment, well within acceptable margin. --[[User:N9103|Edward]] 18:20, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It is not calculated from a d20 roll.  It is calculated from rolls of a d5, d10, d15, d20, d25, and potentially a d3.  And a quite complicated formula.  At least it was back in the 2D version.  Gory details in the [http://archive.dwarffortresswiki.net/index.php/Item_Quality archive].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:24, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mining and legendary +1,+2, ect. ==&lt;br /&gt;
&lt;br /&gt;
Do miners get any bonus for reaching legendary +1-5? --[[User:Heliopios|Heliopios]] 14:55, 1 December 2007 (EST)&lt;br /&gt;
:a legendary+5 will be faster than a legendary, but I don't know if that is just because of the 5 stat bumps that all classes get for moving from legendary to legendary+5.  I may look into it, but no promises.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:53, 3 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=13197</id>
		<title>40d Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=13197"/>
		<updated>2008-01-23T16:34:50Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a chasm in a mountainous area near a volcano which was in fact cylindrical, not shaped like a river at all. It was basically a bore of empty space all the way to the bottom-most level, which consisted of the # chasm squares. In that respect, it looked much like a volcano bore but generally a bit smaller. There were variations in width on different levels of it as well. This led to open cave floor around it on some levels where troglodytes, iron men, giant cave swallows, and caveswallowmen frolicked about. --[[User:Janus|Janus]] 08:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh, how about that.  They're certainly more interesting than they used to be.--[[User:Draco18s|Draco18s]] 14:54, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Sounds like a magma vent minus the magma. I have a game going in a grassland a few region squares away from a volcano. When I first started the game, I got a message that part of the cavern had collapsed and it zoomed to the magma vent. The vent itself was as you describe--a roughly cylindrical sinkhole of varying widths that went all the way to the bottom. Only in my case, it was full of magma up to the surface, and at lower depths, fire imps, magma men and fire snakes could be seen (Apparently, magma is transparent.) Maybe the game treats magma vents as localized chasms full of magma? --[[User:RedKing|RedKing]] 16:43, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That's probably how it was formed, using the same algorithm as a magma vent, but it does appear to be intentional. Perhaps it is indeed meant to be a dead magma vent. That same map has the main volcano magma vent a short distance away. The magma vent was of course shown on the local map when choosing the map location, but the circular chasm was not.&lt;br /&gt;
::As for the collapse message when starting on a map with a magma vent, that appears to be due to a bug where a body of water is generated in the middle of it. This water instantly creates a solid block of obsidian with no support, which then collapses. Magma is semi-liquid, and fireproof monsters like those you mention will swim freely through it. --[[User:Janus|Janus]] 17:06, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually there are two variants of the chasm, a chasm vent/pit and a chasm/river star like chasm (encountered this one twice, and it really fucked up the level). Perhaps we should works this into the article. Perhaps we should ad screenshots. I sadly have no save with the star river like chasm anymore (abandoned those). --[[User:Soyweiser|Soyweiser]] 18:45, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm playing a fortress right now with the same type of &amp;quot;pit&amp;quot; chasm.  I'll see if I can get a shot of it to add to the page. --[[User:Sk128234|Sk128234]] 19:08, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Are the surface chasms visible from the map when selecting the site? It would be great to get a screenshot of that for the page to look similarly to the volcano page. --[[User:JPolito|JPolito]] 02:26, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They're not visible until you actually embark.  Same thing for kobold caves.  However, if they reach the surface at all, you can see every single tile they contain right away.--[[User:Maximus|Maximus]] 15:05, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't think that chasms are the only things that can produce 20+ cliffs. I have a fortress now that is right on the edge of a massive cliff.--[[User:Zonhin|Zonhin]] 19:39, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a pretty oddly shaped chasm, or at least i think i do.  It starts from the corner of the map in a river like shape, then it splits off into 5 smaller 'fingers.'  I've mined alot of the rock around it; it has a wide assortment of metals, gems, and stone i havent seen anywhere else on the map.--[[User:Hiho216|Hiho216]] 00:58, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apparently, you have a chasm that got the same code as a river source/delta, as that creates the same sort of 'fingers.'--[[User:Alfador|Alfador]] 11:34, 23 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34508</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34508"/>
		<updated>2008-01-11T17:27:07Z</updated>

		<summary type="html">&lt;p&gt;Alfador: noble extermination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from the [[elves]]. Caged animals do not require food or nourishment as of .33g. The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[Animal Training]] labor enabled will train dogs in a [[kennel]] to become [[hunting dog]]s and [[war dog]]s.&lt;br /&gt;
Vermin and other animals can also be tamed. A tame animal has the tag (Tame) after its name and is safe to be released into the fortress. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals. Dragons and other megabeasts may also be tamed, but this requires a [[Dungeon master]].&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
An indefinite number of creatures can be fitted in a single cage. You can lock together some animals to 1.) facilitate breeding, 2.) reduce traffic and therefore reduce [[lag]].&lt;br /&gt;
&lt;br /&gt;
If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by [q]). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (but is not ''assigned'' to the cage, so if the cage isn't behind forbidden doors, your dwarves will immediately free it).&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas might be defined from cages for the enjoyment of your dwarves.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Imaginative methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a chasm; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Alternative execution''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast (which will remain hostile even when tamed) in its quarters and release the beast.&lt;br /&gt;
&lt;br /&gt;
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (The cage must be opened for this to work, as animals in cages do not drown. I don't currently know whether magma will melt non-magma-resistant cages along with it's owner.)&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts).&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]] [[Category:Version 0.27.169.33g]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18079</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18079"/>
		<updated>2008-01-10T17:03:12Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.{{Verify}} --[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elves and Animals ==&lt;br /&gt;
&lt;br /&gt;
Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14277</id>
		<title>40d:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14277"/>
		<updated>2008-01-01T17:27:27Z</updated>

		<summary type="html">&lt;p&gt;Alfador: /* Processing */ Added worth of adamantine wafers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
{{Metal|color=#0FF|bgcolor=#0CC|name=Adamantine|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 500&lt;br /&gt;
* [[Armor|Block]]% 500&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is by far the most rare and valuable [[metal]] in the game. It can only be found in small amounts in mountainous areas. Care should be taken if it is found, since digging down several levels through it will lead you to the demon pits. After you reach the [[Glowing pits|pits]], a horde of demons will eventually be loosed on your fortress. These demons are very powerful and can wipe out even a mature, heavily defended fortress.&lt;br /&gt;
&lt;br /&gt;
Discovery of adamantine will also bring the attention of the [[King]], who will immigrate to your fortress once news of your discovery reaches him. If you have not otherwise met the criteria for attracting the King, he will arrive &amp;quot;disguised as a peasant.&amp;quot; His requirements appears to be the same in any case, so be prepared!&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
To start in a location which has adamantine (and the accompanying demon pits), you must start on a mountain tile ({{Raw Tile|∆|#FFFFFF|#000000}},{{Raw Tile|∆|#808080|#000000}},{{Raw Tile|▲|#FFFFFF|#000000}},{{Raw Tile|▲|#C0C0C0|#000000}},{{Raw Tile|▲|#808080|#000000}},{{Raw Tile|▲|#00FFFF|#000000}},{{Raw Tile|^|#FFFFFF|#000000}},{{Raw Tile|^|#808080|#000000}},{{Raw Tile|^|#00FFFF|#000000}}) or volcano tile ({{Raw Tile|^|#FF0000|#000000}}) in the Region map. The adamantine and pits will be located somewhere within the Local map of that region. It is more likely to be found on a Local map square which also shows as mountain.{{verify}} The adamantine will occupy only one Local square, though the demon pits may extend beyond it. Finding it can be very difficult without [[cheating]].&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. Adamantine strands are worth 1800 [[Currency|monies]] each, while the raw adamantine is worth 750.  &lt;br /&gt;
&lt;br /&gt;
Subsequent processing of the strands requires no adamantine-specific skills or labor permissions. Adamantine strands are processed into adamantine wafers at any [[smelter]]. Adamantine wafers are worth 1500 [[Currency|monies]] each--curiously, less than the strands they are smelted from. Adamantine wafers are treated much like [[bar]]s of other metal, and can be forged into a variety of useful items. Adamantine strands may also be woven into cloth using the Weave Metal Cloth task in a [[loom]].&lt;br /&gt;
&lt;br /&gt;
Raw adamantine may also be processed into [[stone]] goods in the same way as other economic stone.  In its raw form, it has a [[Item value|value multiplier]] of x250 (as opposed to adamantine metal, which is x300).  Raw adamantine blocks are worth 1250 monies.&lt;br /&gt;
&lt;br /&gt;
Adamantine items are incredibly light: they weigh about 2.5% as much as an equivalent article crafted from iron.&lt;br /&gt;
&lt;br /&gt;
Adamantine is so valuable that a special message pops up when you discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=23164</id>
		<title>40d:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=23164"/>
		<updated>2008-01-01T17:26:10Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Removed information about magma requirement.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is about the mountain feature. You may be looking for the [[Activity_zone#Pit.2FPond|pit/pond designation]] for activity zones.''&lt;br /&gt;
&lt;br /&gt;
A '''glowing pit''' is an small impassable chasm, usually found near or within [[adamantine]] deposits deep in the earth. There is one glowing pit per mountain ''[[region]]'', so finding it is a crapshoot without [[cheating]]. They are sometimes surrounded by mysterious rooms. These are very dangerous regions that can cause the destruction of even a well prepared fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
If you dig deep enough in the right place, perhaps following that vein of glorious [[adamantine]], you might break into a peculiar chamber with strange glowing pits at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[Image:000008 - Peculiar chamber.png]]&lt;br /&gt;
&lt;br /&gt;
Because pre-existing architecture shows up as an asset of your outpost, you can check the {{k|z}} status screen as soon as you strike the earth; demon pits will typically show up as 4000 [[Currency|monies]] of total wealth.&lt;br /&gt;
&lt;br /&gt;
Usually, there will be chained and caged [[humanoid]]s, body parts, upright spears and pikes, ash and charcoal, and horrifying engravings in this room. '''These are a warning.''' If you do not take drastic measures such as rewalling the chamber to seal it, the glowing pits will unleash a horde of [[demon]]s upon your fortress.&lt;br /&gt;
&lt;br /&gt;
The pits contain a very small amount of [[magma]], usually only enough for a handful of [[smelter]]s or [[forge]]s, but sometimes enough small deposits for a good-sized industry.&lt;br /&gt;
&lt;br /&gt;
Of course, you'll have to deal with the demons first...&lt;br /&gt;
&lt;br /&gt;
[[Image:000009 - Elf bone meal.png]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30933</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30933"/>
		<updated>2007-12-28T18:33:31Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, someone should probably put in a part talking about explosions in this article. Notably how to use them as weapons. I currently have no idea.--[[User:Smoking Gnu|Smoking Gnu]] 16:41, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried some experiments with alcohol and magma, but the booze just evaporated instead of exploding. Then the fire imps came.--[[User:Smoking Gnu|Smoking Gnu]] 16:10, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If this is true, explosions might be triggered only by fire and not temperature. Magma isn't actually on fire, it just has a tendency to ignite items whose ignition point is lower than the temperature of magma (i.e. most of 'em). If the booze boils first, it might not ignite. Though alcohol gas would create a pretty hefty explosion once you did have a spark... Great, now I have the urge to research how combustion actually works in the real world, given that certain materials might be heated to a temperature they'd burn at without igniting to oxidize. --[[User:Alfador|Alfador]] 13:33, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does eating cooked booze still count as alcohol intake for happiness, work speed, etc.? It seems to quench thirst and hunger simultaneously. --[[User:HotSake|HotSake]] 20:15, 12 December 2007 (EST)&lt;br /&gt;
:If this is true, I'm cooking all of my booze right now.--[[User:Heliopios|Heliopios]] 21:11, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fastest Growing Beer Crop? ==&lt;br /&gt;
&lt;br /&gt;
So, anyone know offhand what's the fastest crop to grow if you want to grow a LOT of alcohol really quickly?  I'm mostly interested in it for cooking, so it doesn't really have to match a dwarf's favorite beer or anything.  [[User:KiTA|KiTA]] 03:31, 28 December 2007 (EST)&lt;br /&gt;
:Plump helmets.--[[User:Heliopios|Heliopios]] 04:23, 28 December 2007 (EST)&lt;br /&gt;
:Actually, pig tails are just as fast, but yes, plump helmets are good too. It helps to grow 2 kinds though, so you can cook one kind and leave another for drinking. --[[User:Valdemar|Valdemar]] 10:20, 28 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9502</id>
		<title>40d:Starting builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9502"/>
		<updated>2007-12-20T16:46:43Z</updated>

		<summary type="html">&lt;p&gt;Alfador: furance -&amp;gt; furnace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Starting builds''' are different strategies that you can choose when starting a new game in [[fortress mode]]. This page gives advice on the different gameplay elements that vary the flow of your game based on your goals. These include; choosing a ''fortress site'', possible ''starting builds''- such as who and what to take with you, and ''challenge builds''- starting builds aimed at providing new challenges that you can set for yourself if you're finding the game too easy.&lt;br /&gt;
&lt;br /&gt;
== Fortress Site ==&lt;br /&gt;
Each fortress site offers particular challenges and opportunities; the starting builds below should be adjusted depending on what sort of fortress you envision ... and what it will take to stay alive where you're going!&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Most dwarven fortresses are founded along the edges of mountain ranges on sites that combine abundant ore and access to the outside world.  Magma and rare metals lure settlers here, but [[goblins]], [[chasm]] dwellers, and even [[giant eagle]]s are potent threats.&lt;br /&gt;
&lt;br /&gt;
Trees and plants do not grow at high elevations, so you'll want to include non-mountainous areas to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Other consideration is elevation range.  The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area.  The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).&lt;br /&gt;
&lt;br /&gt;
Be sure to include a stream on the map; running water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and lakes will often be frozen year-round and your dwarves may quickly die of exposure.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
=== Wooded Plains (with trees and plants) ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  &lt;br /&gt;
&lt;br /&gt;
Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, fewer hostile fortresses and caves, and (unless frozen) more abundant water.  There are even (rare) magma vents.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is lack of rock to mine.  Fewer elevations means fewer exploitable z-levels.  The first few levels below the surface are almost always soil, peat, loam, clay, or sand, none of which offers much (or any) gems, ore, or building material.  An [[aquifer]], if present, may bar all access to stone until you freeze, pump out, or find a way through the water.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren (few or no trees and plants) ===&lt;br /&gt;
Treeless (or near-treeless) biomes are challenging sites for a fortress:  you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as glaciers are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  Deserts and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
=== Ocean Side ===&lt;br /&gt;
An interesting combination of a few of the above locations, beaches are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a river.&lt;br /&gt;
There is also a likelihood that the settlement will fall between two biomes, potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the ocean is full of amphibious zombie whales.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Builds ==&lt;br /&gt;
Many of the quantities suggested end in a &amp;quot;1&amp;quot; or a &amp;quot;6&amp;quot;; this is to maximize the number of [[barrels]] you start with, since most foodstuffs fit five to a barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the [[wood]] you harvest in the early game for beds and other necessities.&lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
On most (but not all) sites, you'll want to get food, brew drink, mine, make wood and stone items, and trade.  Whatever additional skills you purchase, be sure to cover these.  If you need more points to buy skills (and it's a good idea to buy lots of skills), remove a battle axe.&lt;br /&gt;
&lt;br /&gt;
* 2 miners&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either a herbalist/grower, or a fisherdwarf, or a hunter.  The first gets you lots of brewable plants on maps with plants, the second gets you food and bones on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be carefull), and the third gets you meat and bones on maps with animals.  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and broker; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade crafts, and such&lt;br /&gt;
* 20 units of drink:  [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]] are all good.  [[dwarven wine]] you'll get through brewing.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of booze for each one brewed at a [[still]].&lt;br /&gt;
* 5 turtles - they get you bones and shells&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 dogs - to guard against thieves and help kill intruders.&lt;br /&gt;
* (optional) other kinds of seeds and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Rapid Expansion''' ===&lt;br /&gt;
A plan for quick growth followed up by heavy immigration works well both as an early game strategy and as an assist for a late game foundation.  Starting off with the anvil is also much less troublesome if you drop both battleaxes and make your own picks too.  Don't worry though, you'll be digging out cavernous villas in no time, and cheaply too, with this build.  Food and stone will be in abundance and you'll have excellent worker time utilization. And due to the early metalworking and distributed skills your dwarves have, soon you'll have powerful steel-armored warrior workers that'll form the bedrock of a city guard.&lt;br /&gt;
&lt;br /&gt;
Always build a Woodburning furnace, Smelter and Metalsmith shop first, and take apart that wagon for extra logs. Either burn those logs into charcoal, or smelt coal into fuel, and then make your tools.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
By dropping both picks and axes you'll be able to afford a lot of useful skills, and you'll be able to get a metalsmithing shop running within the first seconds of your game, so no precious time is lost. Your Dwarves are divided largely into two groups, your laborers (Butcher, Baker and candle--er, Brewer) and your craftsdwarves.  Essentially a Bluecollar/Whitecollar divide to set up a nice class war later. Also, by having such wide assortments of skills, your dwarves will get lots of attribute bonuses and become extremely capable fighters by the time you need to worry about that.&lt;br /&gt;
&lt;br /&gt;
Laborers are given mining and growing skills with some extra to cover food production.  The Ranger is the oddball, but will spend his early days gathering plants and hauling items, so fits here. Your first order of business with them is to dig that top later out quickly and get some farms started and fully stocked.  Then, as they grow, you can go back to digging out the rest of the base.&lt;br /&gt;
&lt;br /&gt;
* The Baker: +5 Mining, +3 Cooking, +2 Growing.&lt;br /&gt;
* The Brewer: +5 Mining, +3 Brewing, +2 Growing.&lt;br /&gt;
* The Butcher: +5 Mining, +1 Butchering, +1 Leatherworking, +1 Tanning, +2 Growing.  Make some bags for sand and the Quarry Bushes and a butcher's shop before the Ranger starts his hunts.&lt;br /&gt;
&lt;br /&gt;
* The Ranger: +3 Woodcutter, +3 Carpenter, +2 Axedwarf, +1 Herbalist, +1 Ambusher. Be sure to assign a war dog or two to this guy, since he's the only one who needs to go outside. Once he gets an axe, he'll also be a competent fighter and hunter and will start with armor due to +1 ambusher.&lt;br /&gt;
&lt;br /&gt;
Craftsdwarves focus on running shops, building trade goods, and making the outpost as profitable as possible in the first year, to attract additional immigrants that can be thrown into the mines or toil in the mushroom fields. They should have very broad skill bases, but the actual choice of leader is up to you.&lt;br /&gt;
&lt;br /&gt;
* The Smithy: +1 Metalsmith, Armorsmith, Weaponsmith, Furnace Operator, Wood Burner, Stone Crafting, Bone Carving. This guy will cover all of your rarely needed creation skills, and make your picks and axes. After this he usually ends up making scads of stone crafts for sale. Glassworking, gem cutting, and potash making are good as well, and even with novice in all areas you'll build fast enough for these rare items.&lt;br /&gt;
* The Foreman: +3 Building Design, +3 Mechanic, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.  Building design and mechanical work is extremely quick work, so instead give him nobleman skills to spend the rest of his work hours on. These are extremely useful in the long-term.&lt;br /&gt;
* The Freemason: +5 Masonry. It seems a bit silly to give him just one primary skill,  but Masons are usually working 24 hours a day on all variety of stone doors, chairs and tables.&lt;br /&gt;
&lt;br /&gt;
There's a variation if you want a more 'compact' design of those last two:&lt;br /&gt;
&lt;br /&gt;
* The Construction Worker: +5 Masonry, +3 Mechanic, +2 Building Design.&lt;br /&gt;
* The Lazy Boss: +3 Fishing, +3 Fish Cleaning, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.&lt;br /&gt;
&lt;br /&gt;
This is not as useful or safe, as Fishing is a time-intensive skill, so it takes him away from his recordkeeping job for extended periods and a Carp might kill him.  It also forces your Mason to get behind on Queues every time someone needs a trap build or a workshop set up.  Halting book-keeping doesn't slow down any production, so the original stat-spread can work out better.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
The only thing you need is your anvil, a few stones and bars of metal, everything else is optional. A point of contention is the Iron Axe you'll be making, as some may prefer it to be steel. Steel Bars cost 150, which is three times the cost of iron, and only provide a small damage bonus and no chopping speed bonus. If you start in an area with [[Limestone]] or [[Chalk]] you'll soon be able to smelt Steel with your functioning metalsmith shop anyway.  If you're on a map without trees, well, I suppose you don't need the axe at all.  But in that case you'd be better off taking the picks, dropping the anvil, and buying a few hundred logs.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Anvil]] - this is what makes it all possible, and helps you get started faster.&lt;br /&gt;
* 3 [[Copper|Copper bars]] - these cost 10 each, and will be your picks. Three for the price of one, literally.&lt;br /&gt;
* 1 [[Iron|Iron bar]] - this costs 50, and will be your axe.  The 40 extra is worth it for the damage increase you get over copper or bronze.&lt;br /&gt;
* 2 [[Bituminous coal]] or [lLog]]s - you can smelt two coal into 4 fuel for the cost of 2 logs. Inexpensive at 3 each, one can afford to bring more.&lt;br /&gt;
* 4 cheap stone - any sort works, such as inexpensive [[granite]]. You'll use these to make your first three buildings.&lt;br /&gt;
&lt;br /&gt;
That's what you need to get started, but this is a guide for the items on your list. This build does not require or recommend bringing plump helmets due to their cost. Instead, encourage your dwarves to eat the turtles and meat out of the barrels and cook wine biscuits.  Your farms will be running amazingly quickly anyway, and for half the cost of a single helmet you can make feed several dwarves on baked beer. You'll get enough seeds from brewing the [[plump helmets]] soon enough.&lt;br /&gt;
&lt;br /&gt;
* 26 of [[Dwarven wine|Wine]], [[Dwarven rum|Rum]], [[Dwarven beer|Beer]] and [[Dwarven ale|Ale]]&lt;br /&gt;
* 36 of [[rock nut]]s, [[Plump helmet spawn]] and [[Pig tail]] [[seeds]]&lt;br /&gt;
* 11 [[turtle]]s - these hilarious little dudes are way better than the meat you usually set out with, what with all the bones they leave. I use these as 'before farming' rations and build up a good supply of bone bolts. Shells are also valuable to have around.&lt;br /&gt;
* 1 of each other 2 cost meat, for extra empty barrels. &lt;br /&gt;
* 2 [[Dogs]] - preferably war dogs or hunting dogs. Assign these to your Ranger. Bring a pair so you can make more dogs.&lt;br /&gt;
* 1 [[Horse]] - they're relatively inexpensive and will help you begin breeding horses faster, as you are nearly always getting a horse with your wagon. Livestock are a valuable commodity for meat and bones, and you want as many of these as possible 'emergency rations' on hand.&lt;br /&gt;
* 4 [[Leather]] - you need leather bags to process [[quarry bush]]es and to gather sand for glass. Four will be enough, and you can get it for only 20.&lt;br /&gt;
&lt;br /&gt;
If you do it exactly as written, you will end up with a few points left over. Grab some extra food or upgrade one of your copper bars to an actual copper pick, if you want a faster start. These foodstuffs will last a very long time if managed properly, so get your farms going and start preparing for next year now.&lt;br /&gt;
&lt;br /&gt;
=== Metalbashing/Glassworking ===&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials.  Magma is ideal but large coal seams or a forest will also suffice.  A site with either limestone or chalk means nearly unlimited steel.  Any site with &amp;quot;sand&amp;quot; (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Failing these, any place with lots of rock, trees, and preferably sand will work fine.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
Unless you're trying a low-skills challenge, each dwarf should get the maximum possible number (currently 10) of skill boosts; remove a battle axe to free up needed points.  Individual preferences can be mighty handy; if you have a dwarf who likes steel, clear glass, crossbows, siege engine parts, or something else equally interesting, he's an ideal candidate for matching skills.&lt;br /&gt;
&lt;br /&gt;
* A Carpenter/Leader:  Points into Carpenter, Wood Cutter, and a bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal thoughts/preferences.&lt;br /&gt;
* A Mason/Mechanic:  Points into Mason, Building Designer, and Mechanic.  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster trap-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to Wrestling gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist (assumes the site has at least some plants):  This dwarf will gather the plant material you need to brew drinks.  Points into Grower and Herbalist.  Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/Cook:  This dwarf is responsible for keeping your community fed and liquored up.  Points into Grower, Brewer, and (optionally) Cook.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal goblets, stone mugs, handwear, footwear, mechanisms, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
==== Items (all starts) ====&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, sweet pod seeds, pig tail seeds, and cave wheat seeds will diversify your meals and drinks and let you set up for clothes-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
===== Items (fast start) =====&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
===== Items (moderate start) =====&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which normally takes about 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* 1 [[battle axe]] (at present, steel is the only option)&lt;br /&gt;
* few or no logs, unless the map has no trees&lt;br /&gt;
* with the points you save by not bringing an anvil, buy logs, bars of base metals you expect your site to lack, and (if needed) coal (for fuel and coke) and/or dolomite (for flux).&lt;br /&gt;
&lt;br /&gt;
===== Items (slow start) =====&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  You can survive without them, but it's a lot cheaper to buy logs to make barrels than to bring more drink.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Free Equipment ===&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill get some leather armor for free. Dwarves who start with only military skills get a weapon for free; for example, a dwarf with Ambusher, Marksdwarf, Armor Use, Shield Use, and Wrestler as initial skill choices will show up for your fortress wearing leather armor and carrying a crossbow and bolts. Dwarves with a mix of military and civilian skills can get the free armor from ambusher, but not the free weapons. Social skills count as civilian skills for this purpose.&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
== Challenge builds ==&lt;br /&gt;
&lt;br /&gt;
If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.&lt;br /&gt;
&lt;br /&gt;
=== Hermit ===&lt;br /&gt;
&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Outcast ===&lt;br /&gt;
 &lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them.&lt;br /&gt;
&lt;br /&gt;
=== Roughing it ===&lt;br /&gt;
&lt;br /&gt;
* No picks&lt;br /&gt;
&lt;br /&gt;
Don't [[dig]] or build at all. Bring no [[pick]]s, and don't ask for them in [[Trade depot|trade]]. Watch as the more &amp;quot;weather-averse&amp;quot; dwarves slowly go mad.&lt;br /&gt;
&lt;br /&gt;
=== Gone to the dogs ===&lt;br /&gt;
&lt;br /&gt;
* One [[pick]]&lt;br /&gt;
* A ton of [[animals]]&lt;br /&gt;
&lt;br /&gt;
Replace the starting equipment with an equal value in [[dog]]s or [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
=== ASPCA ===&lt;br /&gt;
&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Luddite ===&lt;br /&gt;
&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
=== City-States ===&lt;br /&gt;
&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
===Wooden Town===&lt;br /&gt;
Start on any treeless map and make everything that can out of wood. Stone may only be used for crafts to trade and things which cannot be made from wood e.g. mechanisms. Metal can be smelted into bars but these bars must be traded away with no further refinement. This will mean your only defense will be [[marksdwarf|marksdwarves]] with wooden bolts or traps Alternatively start on a map with an [[aquifer]] and do not tunnel beneath it but build all buildings from stone.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves on a Diet ===&lt;br /&gt;
&lt;br /&gt;
==== Fishing Village ====&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
==== Carnivore ====&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
==== Vegetarian or vegan ====&lt;br /&gt;
&lt;br /&gt;
* No meat or fish&lt;br /&gt;
* Vegans - no cheese, leather, silk, or shell&lt;br /&gt;
&lt;br /&gt;
A fairly easy challenge. Take no meat and buy no meat. Butcher no animals. Gut no fish. To make your dwarves vegan, use no animal products like the [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
==== IOGT / AA ====&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
=== Hunting Party ===&lt;br /&gt;
&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
=== Immigration and Customs Enforcement ===&lt;br /&gt;
&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Siege ===&lt;br /&gt;
&lt;br /&gt;
Start in the middle of a goblin fortress. See how long you can survive, and how many goblins you can kill.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfsicles ===&lt;br /&gt;
&lt;br /&gt;
Select a map region in the northern extremities (or another very cold area), where water is frozen for much or all of the year. All construction that can be undertaken with stone must use [[ice]], instead. Be sure to bring plenty of [[Plump helmet|Plump Helmets]] for brewing drinks!&lt;br /&gt;
&lt;br /&gt;
For an insane challenge, forbid yourself from digging in any material that can yield resources other than ice.&lt;br /&gt;
&lt;br /&gt;
===This. Is. SPARTAAAA===&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and wrestling. All other dwarves are 'helots' and shouldn't be given any skills - they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. You should forbid the use of gold and silver; the making of crafts; and the smoothing of walls or any other task that make your fortress 'beautiful'. &lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail nor plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
Any dwarf that drops his shield should be executed.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]&lt;br /&gt;
&lt;br /&gt;
=== The Mad Butcher ===&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Start with a normal build except:&lt;br /&gt;
   * One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
   * buy minimal food&lt;br /&gt;
   * bring as many puppies or kittens as possible&lt;br /&gt;
3. Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
6. At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
8. As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
9. See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Add your challenges! ===&lt;br /&gt;
&lt;br /&gt;
Challenges are fun! Add some!&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=14530</id>
		<title>40d Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=14530"/>
		<updated>2007-12-19T16:38:22Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone found any yet?&lt;br /&gt;
&lt;br /&gt;
:I've heard so, yes.  I forget which talk page it was on.--[[User:Draco18s|Draco18s]] 22:52, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It isn't anywhere on the wiki, if a search for &amp;quot;adamantine&amp;quot; would show it. --[[User:Savok|Savok]] 22:54, 1 November 2007 (EDT)&lt;br /&gt;
::Cancel that. You can't find it by searching for &amp;quot;adamantine&amp;quot; but &amp;quot;addy&amp;quot; gave me [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 this forum thread]. --[[User:Savok|Savok]] 22:56, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adamantine Confirmed for Brawl- Er, Fortress ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3&lt;br /&gt;
&lt;br /&gt;
Not only have Adamantine veins been found, mildly disturbing variations of the demon pits, demon-free mini-pits, and the demons themselves are also mentioned. Striking Adamantine no longer appears to result in an inevitable game-over condition, but breaching a 'peculiar chamber' and not sealing it off afterward can quickly result in a destroyed fortress for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
Also, apparently there are occasionally crazy people down there.&lt;br /&gt;
&lt;br /&gt;
Wait, Savok already posted this.&lt;br /&gt;
&lt;br /&gt;
Oh well.&lt;br /&gt;
&lt;br /&gt;
== Where to find it ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176&lt;br /&gt;
&lt;br /&gt;
In the above thread, Toady mentions the pits (and therefore adamantium) are located on every map tile which is displayed as a mountain. He then notes that it might only place them on mountain squares in the local map as well, but that he wasn't sure. So, that detail needs verification. Also, from testing out about a dozen volcano tiles (using reveal.exe) I found adamantine and the pits on every one. So, I've assumed that volcano tiles count as mountains for pit placement. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This seems to be generally true, but not absolutely true. I found a volcano in a desert on a completely flat map, and there was no adamant. Perhaps there is a depth requirement. --[[User:Qalnor|Qalnor]]&lt;br /&gt;
&lt;br /&gt;
:Was this on an actual volcano tile, or just an adjacent tile with a magma vent? --[[User:Janus|Janus]] 02:11, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::It was on an actual volcano tile. I probably can find it this evening if you'd like me to snag the seed so you can see for yourself. --[[User:Qalnor|Qalnor]] 15:36, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old info ==&lt;br /&gt;
&lt;br /&gt;
I also ported over parts of the old adamantine info which seemed to still be correct for this version, and trimmed out the bits which no longer seemed to be true. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
:There now only seems to be one labor directly related to adamantine, and that is Strand Extraction. Presumably weaving, smelting to wafers, and forging with the wafers now use the relevant &amp;quot;normal&amp;quot; skills but perhaps with a penalty to speed. I have not yet found adamantine, so if anybody has succeeded in analyzing its use, please correct the information in the wiki! --[[User:Alfador|Alfador]] 00:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, since I've been playing around with adamatine in 33a and 33b for a little while now, I've edited the page a fair bit.  In particular, I've eliminated the Old Info section, wrapping that into the main body where it's correct, and eliminating it where it's not.  I further added notes about treating the ore as a stone, since the value is a little different (I've got an Adamantine Ashery due to the ore not being an economic stone in 33a).  I mentioned the apparent relationship between discovering adamantine and the King arriving.  I removed the &amp;quot;ver&amp;quot; tag and replaced it with normal text, since it was forcing the page into the &amp;quot;outdated info&amp;quot; category, and I think we're now accurate to 33b.  The only thing we still need to check is whether magma version of shops are still needed to handle the processing.  (A magma clothier's shop... hmmm). [[User:Doctorlucky|Doctorlucky]] 04:02, 19 November 2007 (EST)&lt;br /&gt;
::Since apparently someone has verified that magma smelters are not needed to make wafers, can we take this to be a concession from Toady due to magma not being available in all mountain tiles that adamantine is? --[[User:Alfador|Alfador]] 11:38, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demon pit image ==&lt;br /&gt;
&lt;br /&gt;
I believe that's just a magma vent, which may or may not contain adamantine, though there's bound to be some somewhere in a mountain range. --[[User:Maximus|Maximus]], 20 November 2007&lt;br /&gt;
&lt;br /&gt;
:I moved the above comment from the edit summary[http://www.dwarffortresswiki.net/index.php?title=Adamantine&amp;amp;diff=10287&amp;amp;oldid=10117]. It is an example of where adamantine can be found, and where one person found it. I think it's useful on this article, so I'll put it back with a caption explaining it's an example. --[[User:Turgid Bolk|Turgid Bolk]] 13:23, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, I'm not going to nix your edit, I'll leave that decision up to you or others. But I have to say I don't really see that image as being remotely useful without a lot more context than 'this is an example'. What exactly is it an example of? What information is actually being provided? I can't really see how the image generates anything except confusion because it happens to be a magma square. --[[User:Qalnor|Qalnor]] 17:09, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The image doesnt seem helpful as is. Perhaps with a world seed and a little more explanation [[User:VengefulDonut|VengefulDonut]] 18:34, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless a demon pit can always be found to the east of a magma tile, the image is misleading.  The text in the Location section is more accurate, though it needs some more verifying and fleshing out.--[[User:Maximus|Maximus]] 18:46, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::All good points. I removed the image again. Maybe we can get a more helpful image at some point. --[[User:Turgid Bolk|Turgid Bolk]] 13:30, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Standardized spelling ==&lt;br /&gt;
&lt;br /&gt;
I just want to point out, despite it being definitively spelled [[Adamantine]] consistently in Dwarf Fortress, people still will spell it &amp;quot;adamantium&amp;quot; or &amp;quot;adamantite,&amp;quot; presumably due to previous experience with Marvel Comics or World of Warcraft, respectively. (At least those are the places where ''I've'' seen those alternative spellings.) --[[User:Alfador|Alfador]] 14:15, 23 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Region&amp;diff=2051</id>
		<title>40d Talk:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Region&amp;diff=2051"/>
		<updated>2007-12-18T17:01:53Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I know it's not very helpful yet, but I noticed the change to Mirthful / Joyous Wilds and thought there might be other changes, and reeeeally want to get back to finding a spot for my new fortress. Have fun! [[User:Alfador|Alfador]] 20:58, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So... what's the real difference between good and evil alignments? I mean, they alter the wildlife, sure. But it makes it sound like there's a whole &amp;quot;good versus evil&amp;quot; thing going on. --[[User:Penguinofhonor|Penguinofhonor]] 20:07, 14 November 2007 (EST)&lt;br /&gt;
:At the moment, there isn't a real difference except to alter the wildlife. Admittedly, the wildlife in evil areas DOES tend to be meaner, like undead versions of normal animals, and goblin towers, and the like. But good areas can be plenty hostile too--those unicorns are BASTARDS. --[[User:Alfador|Alfador]] 12:01, 18 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hydra&amp;diff=28245</id>
		<title>40d:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hydra&amp;diff=28245"/>
		<updated>2007-12-17T20:15:11Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Explicit mention of skull bug other than in creature template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Hydra|symbol=H|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|skulls=1|skin=Yes|}}&lt;br /&gt;
&lt;br /&gt;
Seven necks, seven heads, seven mouths, one skull.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HYDRA]&lt;br /&gt;
 	[NAME:hydra:hydras:hydra]&lt;br /&gt;
 	[TILE:'H'][COLOR:2:0:0]&lt;br /&gt;
 	[MODVALUE:50]&lt;br /&gt;
 	[FANCIFUL]&lt;br /&gt;
 	[MEGABEAST]&lt;br /&gt;
 	[GENPOWER:5]&lt;br /&gt;
 	[FREQUENCY:5]&lt;br /&gt;
 	[PETVALUE:10000]&lt;br /&gt;
 	[GRASSTRAMPLE:50]&lt;br /&gt;
 	[BONECARN][PET_EXOTIC]&lt;br /&gt;
 	[BUILDINGDESTROYER:2]&lt;br /&gt;
 	[NOFEAR]&lt;br /&gt;
 	[LIKES_FIGHTING]&lt;br /&gt;
 	[PREFSTRING:seven heads]&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
 	[SIZE:20]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[FAT:10]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[BIOME_ANY_LAND]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
 	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31826</id>
		<title>40d Talk:Department of Dwarven Veteran's Affairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31826"/>
		<updated>2007-12-17T16:47:44Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Genius! A masterwork idea! [[User:Noctis|Noctis]] 09:49, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This is destined to be deleted.  I'm not sure why anyone goes to the trouble of writing a creative work in this space.  Should be moved to the author's page.  --[[User:Geofferic|Geofferic]] 19:04, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hilarious! You should start your own section of these under your author page. A tongue in cheek guide to dwarf fortress. [[User:Calculus|Calculus]] 19:06, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You shoulda seen the old wiki - before the agents of [http://www.wikipedia.org ''poo-taaa-tooo, PO-TA-TO!''] turned up and made it uniformatted.  Good example would be discussing the old-skool lumberjack &amp;quot;cutting &amp;lt;s&amp;gt;himself&amp;lt;/s&amp;gt; down trees&amp;quot; :P --[[User:Frostedfire|Frostedfire]] 02:48, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The author page - that's the one linked to by my signature isn't it?&lt;br /&gt;
&lt;br /&gt;
This fine article and this discussion gave me idea about a &amp;quot;shadow&amp;quot; wiki. For most popular topics - make a default serious article (as is now for most topics) and make a clearly marked, unified style links at the top of some pages to &amp;quot;shadow&amp;quot; variants that would state basically the same things as the original but in a creative tongue in cheek words. Of course only &amp;quot;shadow&amp;quot; article should be allowed to wiki-link to other &amp;quot;shadow&amp;quot; articles.--[[User:Another|Another]] 04:15, 14 December 2007 (EST)&lt;br /&gt;
:Not a shadowed wiki, but instead a flavored wiki. It would be as easy as linking to [[Flavor:article]] instead of the normal article. --[[User:Ikkonoishi|Ikkonoishi]] 11:04, 14 December 2007 (EST)&lt;br /&gt;
::Or even merely a template like the spoiler template, that simply says &amp;quot;Information on this particular article is meant purely for humor value and should not be taken seriously. (However accurate it may in fact be.)&amp;quot;--[[User:Alfador|Alfador]] 11:28, 14 December 2007 (EST)&lt;br /&gt;
::This would be nice. I liked the old [[elephant]] article with all the humor and stuff, and it would fit perfectly in a flavored version of this wiki. --[[User:Penguinofhonor|Penguinofhonor]] 15:16, 15 December 2007 (EST)&lt;br /&gt;
:::The new [[Carp]] article ought to be fodder for that sort of page. --[[User:Alfador|Alfador]] 11:47, 17 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31824</id>
		<title>40d Talk:Department of Dwarven Veteran's Affairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31824"/>
		<updated>2007-12-14T16:28:47Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Genius! A masterwork idea! [[User:Noctis|Noctis]] 09:49, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This is destined to be deleted.  I'm not sure why anyone goes to the trouble of writing a creative work in this space.  Should be moved to the author's page.  --[[User:Geofferic|Geofferic]] 19:04, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hilarious! You should start your own section of these under your author page. A tongue in cheek guide to dwarf fortress. [[User:Calculus|Calculus]] 19:06, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You shoulda seen the old wiki - before the agents of [http://www.wikipedia.org ''poo-taaa-tooo, PO-TA-TO!''] turned up and made it uniformatted.  Good example would be discussing the old-skool lumberjack &amp;quot;cutting &amp;lt;s&amp;gt;himself&amp;lt;/s&amp;gt; down trees&amp;quot; :P --[[User:Frostedfire|Frostedfire]] 02:48, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The author page - that's the one linked to by my signature isn't it?&lt;br /&gt;
&lt;br /&gt;
This fine article and this discussion gave me idea about a &amp;quot;shadow&amp;quot; wiki. For most popular topics - make a default serious article (as is now for most topics) and make a clearly marked, unified style links at the top of some pages to &amp;quot;shadow&amp;quot; variants that would state basically the same things as the original but in a creative tongue in cheek words. Of course only &amp;quot;shadow&amp;quot; article should be allowed to wiki-link to other &amp;quot;shadow&amp;quot; articles.--[[User:Another|Another]] 04:15, 14 December 2007 (EST)&lt;br /&gt;
:Not a shadowed wiki, but instead a flavored wiki. It would be as easy as linking to [[Flavor:article]] instead of the normal article. --[[User:Ikkonoishi|Ikkonoishi]] 11:04, 14 December 2007 (EST)&lt;br /&gt;
::Or even merely a template like the spoiler template, that simply says &amp;quot;Information on this particular article is meant purely for humor value and should not be taken seriously. (However accurate it may in fact be.)&amp;quot;--[[User:Alfador|Alfador]] 11:28, 14 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24837</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24837"/>
		<updated>2007-12-13T16:48:32Z</updated>

		<summary type="html">&lt;p&gt;Alfador: How good are the various types of armor, anyway?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
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&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25167</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25167"/>
		<updated>2007-12-10T17:01:49Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Hypothesis about WHY we can't plant tower-caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30924</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30924"/>
		<updated>2007-12-04T17:07:24Z</updated>

		<summary type="html">&lt;p&gt;Alfador: (sp) (sorry for the double edit, missed the apostrophe the first time round)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30923</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30923"/>
		<updated>2007-12-04T17:06:32Z</updated>

		<summary type="html">&lt;p&gt;Alfador: (sp)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What kind of damage do explosions do? I've search the raw files but cant find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14860</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14860"/>
		<updated>2007-11-28T16:35:36Z</updated>

		<summary type="html">&lt;p&gt;Alfador: /* Paul's Sand? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
= Paul's Sand? =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand, unless you grow your starting area eastward by 2 more spaces, in which case you'll get some spaces of red sand. Note that it was generated on windows XP, and may be different on another OS. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can't seem to find the sand... And I've tried extending it all the way east AND west.  What I CAN find is plenty of clay and clay loam...&lt;br /&gt;
&lt;br /&gt;
Anyone know what I'm doing wrong? [[User:KiTA|KiTA]] 15:10, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had this same problem. No sand to the east. Also, where's the cave river exactly? --[[User:DDouble|DDouble]] 01:52, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Bad news: Possibly seeds will generate slightly different worlds... ''in differently updated versions''. --[[User:Alfador|Alfador]] 11:35, 28 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=14529</id>
		<title>40d Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=14529"/>
		<updated>2007-11-23T19:15:10Z</updated>

		<summary type="html">&lt;p&gt;Alfador: (sp)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone found any yet?&lt;br /&gt;
&lt;br /&gt;
:I've heard so, yes.  I forget which talk page it was on.--[[User:Draco18s|Draco18s]] 22:52, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It isn't anywhere on the wiki, if a search for &amp;quot;adamantine&amp;quot; would show it. --[[User:Savok|Savok]] 22:54, 1 November 2007 (EDT)&lt;br /&gt;
::Cancel that. You can't find it by searching for &amp;quot;adamantine&amp;quot; but &amp;quot;addy&amp;quot; gave me [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 this forum thread]. --[[User:Savok|Savok]] 22:56, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adamantine Confirmed for Brawl- Er, Fortress ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3&lt;br /&gt;
&lt;br /&gt;
Not only have Adamantine veins been found, mildly disturbing variations of the demon pits, demon-free mini-pits, and the demons themselves are also mentioned. Striking Adamantine no longer appears to result in an inevitable game-over condition, but breaching a 'peculiar chamber' and not sealing it off afterward can quickly result in a destroyed fortress for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
Also, apparently there are occasionally crazy people down there.&lt;br /&gt;
&lt;br /&gt;
Wait, Savok already posted this.&lt;br /&gt;
&lt;br /&gt;
Oh well.&lt;br /&gt;
&lt;br /&gt;
== Where to find it ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176&lt;br /&gt;
&lt;br /&gt;
In the above thread, Toady mentions the pits (and therefore adamantium) are located on every map tile which is displayed as a mountain. He then notes that it might only place them on mountain squares in the local map as well, but that he wasn't sure. So, that detail needs verification. Also, from testing out about a dozen volcano tiles (using reveal.exe) I found adamantine and the pits on every one. So, I've assumed that volcano tiles count as mountains for pit placement. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This seems to be generally true, but not absolutely true. I found a volcano in a desert on a completely flat map, and there was no adamant. Perhaps there is a depth requirement. --[[User:Qalnor|Qalnor]]&lt;br /&gt;
&lt;br /&gt;
:Was this on an actual volcano tile, or just an adjacent tile with a magma vent? --[[User:Janus|Janus]] 02:11, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::It was on an actual volcano tile. I probably can find it this evening if you'd like me to snag the seed so you can see for yourself. --[[User:Qalnor|Qalnor]] 15:36, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old info ==&lt;br /&gt;
&lt;br /&gt;
I also ported over parts of the old adamantine info which seemed to still be correct for this version, and trimmed out the bits which no longer seemed to be true. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
:There now only seems to be one labor directly related to adamantine, and that is Strand Extraction. Presumably weaving, smelting to wafers, and forging with the wafers now use the relevant &amp;quot;normal&amp;quot; skills but perhaps with a penalty to speed. I have not yet found adamantine, so if anybody has succeeded in analyzing its use, please correct the information in the wiki! --[[User:Alfador|Alfador]] 00:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, since I've been playing around with adamatine in 33a and 33b for a little while now, I've edited the page a fair bit.  In particular, I've eliminated the Old Info section, wrapping that into the main body where it's correct, and eliminating it where it's not.  I further added notes about treating the ore as a stone, since the value is a little different (I've got an Adamantine Ashery due to the ore not being an economic stone in 33a).  I mentioned the apparent relationship between discovering adamantine and the King arriving.  I removed the &amp;quot;ver&amp;quot; tag and replaced it with normal text, since it was forcing the page into the &amp;quot;outdated info&amp;quot; category, and I think we're now accurate to 33b.  The only thing we still need to check is whether magma version of shops are still needed to handle the processing.  (A magma clothier's shop... hmmm). [[User:Doctorlucky|Doctorlucky]] 04:02, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demon pit image ==&lt;br /&gt;
&lt;br /&gt;
I believe that's just a magma vent, which may or may not contain adamantine, though there's bound to be some somewhere in a mountain range. --[[User:Maximus|Maximus]], 20 November 2007&lt;br /&gt;
&lt;br /&gt;
:I moved the above comment from the edit summary[http://www.dwarffortresswiki.net/index.php?title=Adamantine&amp;amp;diff=10287&amp;amp;oldid=10117]. It is an example of where adamantine can be found, and where one person found it. I think it's useful on this article, so I'll put it back with a caption explaining it's an example. --[[User:Turgid Bolk|Turgid Bolk]] 13:23, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, I'm not going to nix your edit, I'll leave that decision up to you or others. But I have to say I don't really see that image as being remotely useful without a lot more context than 'this is an example'. What exactly is it an example of? What information is actually being provided? I can't really see how the image generates anything except confusion because it happens to be a magma square. --[[User:Qalnor|Qalnor]] 17:09, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The image doesnt seem helpful as is. Perhaps with a world seed and a little more explanation [[User:VengefulDonut|VengefulDonut]] 18:34, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless a demon pit can always be found to the east of a magma tile, the image is misleading.  The text in the Location section is more accurate, though it needs some more verifying and fleshing out.--[[User:Maximus|Maximus]] 18:46, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::All good points. I removed the image again. Maybe we can get a more helpful image at some point. --[[User:Turgid Bolk|Turgid Bolk]] 13:30, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Standardized spelling ==&lt;br /&gt;
&lt;br /&gt;
I just want to point out, despite it being definitively spelled [[Adamantine]] consistently in Dwarf Fortress, people still will spell it &amp;quot;adamantium&amp;quot; or &amp;quot;adamantite,&amp;quot; presumably due to previous experience with Marvel Comics or World of Warcraft, respectively. (At least those are the places where ''I've'' seen those alternative spellings.) --[[User:Alfador|Alfador]] 14:15, 23 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14272</id>
		<title>40d:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14272"/>
		<updated>2007-11-22T05:32:59Z</updated>

		<summary type="html">&lt;p&gt;Alfador: value multiplier -&amp;gt; link to item value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
{{Metal|color=#0FF|bgcolor=#0CC|name=Adamantine|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 500&lt;br /&gt;
* [[Armor|Block]]% 500&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is by far the most rare and valuable [[metal]] in the game. It can only be found in small amounts in mountainous areas. Care should be taken if it is found, since digging down several levels through it will lead you to the demon pits. After you reach the [[Glowing pits|pits]], a horde of demons will eventually be loosed on your fortress. These demons are very powerful and can wipe out even a mature, heavily defended fortress.&lt;br /&gt;
&lt;br /&gt;
Discovery of adamantine will also bring the attention of the [[King]], who will immigrate to your fortress once news of your discovery reaches him. If you have not otherwise met the criteria for attracting the King, he will arrive &amp;quot;disguised as a peasant.&amp;quot; His requirements appears to be the same in any case, so be prepared!&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
[[Image:FindingAdamantine2.png||thumb|Example location of demon pits and adamantine.]]&lt;br /&gt;
&lt;br /&gt;
To start in a location which has adamantine (and the accompanying demon pits), you must start on a mountain tile ({{Raw Tile|∆|#FFFFFF|#000000}},{{Raw Tile|∆|#808080|#000000}},{{Raw Tile|▲|#FFFFFF|#000000}},{{Raw Tile|▲|#C0C0C0|#000000}},{{Raw Tile|▲|#808080|#000000}},{{Raw Tile|▲|#00FFFF|#000000}},{{Raw Tile|^|#FFFFFF|#000000}},{{Raw Tile|^|#808080|#000000}},{{Raw Tile|^|#00FFFF|#000000}}) or volcano tile ({{Raw Tile|^|#FF0000|#000000}}) in the Region map. The adamantine and pits will be located somewhere within the Local map of that region. It is more likely to be found on a Local map square which also shows as mountain.{{verify}} The adamantine will occupy only one Local square, though the demon pits may extend beyond it. Finding it can be very difficult without [[cheating]].&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. Adamantine strands are worth 1800 [[Currency|monies]] each, while the raw adamantine is worth 750.  &lt;br /&gt;
&lt;br /&gt;
Subsequent processing of the strands requires no adamantine-specific skills or labor permissions. Adamantine strands are processed into adamantine wafers at a [[magma smelter]] (a normal [[smelter]] won't work).{{verify}} Adamantine wafers are treated much like [[bar]]s of other metal, and can be forged into a variety of useful items. Adamantine strands may also be woven into cloth using the Weave Metal Cloth task in a [[loom]].&lt;br /&gt;
&lt;br /&gt;
Raw adamantine may also be processed into [[stone]] goods in the same way as other economic stone.  In its raw form, it has a [[Item value|value multiplier]] of x250 (as opposed to adamantine metal, which is x300).  Raw adamantine blocks are worth 1250 monies.&lt;br /&gt;
&lt;br /&gt;
Adamantine items are incredibly light: they weigh about 2.5% as much as an equivalent article crafted from iron.&lt;br /&gt;
&lt;br /&gt;
Adamantine is so valuable that a special message pops up when you discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25023</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25023"/>
		<updated>2007-11-21T20:18:47Z</updated>

		<summary type="html">&lt;p&gt;Alfador: Edited to include magma-safe materials that were verified on the talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently, magma-safe materials are known to include [[iron]], [[steel]], [[bauxite]], and [[adamantine]], but currently it is difficult to control magma flow with floodgates since mechanisms must be made out of [[Rock|rocks]], most of which are non-magma-safe materials (Bauxite being a notable exception). [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=001614]&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
Steel has a melting point of 2710°F (1488°C), adamantine of 15000°F (8315°C). According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Other materials that might{{verify}} resist magma:&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* Nickel &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* Nickel silver &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* Iron &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* Platinum &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* Bauxite &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* Raw adamantine &amp;amp;mdash; 15000°F (8315°C)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27891</id>
		<title>40d Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27891"/>
		<updated>2007-11-21T16:44:58Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How much of this has been verified? [[User:Schm0|Schm0]] 06:16, 20 November 2007 (EST)&lt;br /&gt;
:I think it's all based on inference from raw files. I have been meaning to test bauxite or get someone else to do it, but haven't run into any or been very convincing [[User:VengefulDonut|VengefulDonut]] 10:22, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I haven't run into any Bauxite either, and I was on hunt for it.  After starting fortresses on 20+ map squares with Sediment layers, revealing it then exporting images of the layers to analyze...I haven't seen a single Bauxite deposit.  Makes me wonder if it's a bug, or if I'm that unlucky.  My theory is that Bauxite mechanisms won't melt under magma. --[[User:TheUbie|TheUbie]] 12:53, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I had the same idea :)   [[User:VengefulDonut|VengefulDonut]] 16:40, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Man I hope it's true.  Bump that number up to 35 regions with Sediment layers and no Bauxite.  Beginning to think it's a bug.  --[[User:TheUbie|TheUbie]] 04:29, 21 November 2007 (EST)&lt;br /&gt;
:::::Isn't the easiest way to test this either to make some critter drop bauxite, or mod a stone you have to being the same temperature rating and see if that survives. --[[User:Shades|Shades]] 06:51, 21 November 2007 (EST)&lt;br /&gt;
::::::Is it possible to order bauxite mechanisms from the caravan? --[[User:Alfador|Alfador]] 11:44, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Iron is definitly magma safe. I've repeatedly flooded goblins with magma, and only their iron equipment remained. Iron floodgates are not destroyed from magma either ( although their mechanisms are. ) Iron screw pumps can pump magma with no problem. IRON IS A OK.--[[User:GauHelldragon|GauHelldragon]] 05:21, 21 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raccoon&amp;diff=21015</id>
		<title>40d:Raccoon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raccoon&amp;diff=21015"/>
		<updated>2007-11-18T00:28:19Z</updated>

		<summary type="html">&lt;p&gt;Alfador: grammar cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Raccoon|symbol=r|color=#CCC|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?}}&lt;br /&gt;
&lt;br /&gt;
Raccoons are medium-sized, omnivorous animals. They live in temperate [[regions]]. Like real live raccoons, they can steal garbage and items left outside. So don't leave your [[masterpiece]] items in the open because if it gets stolen the dwarf who made that item can throw a [[tantrum]].  Raccoons will likely not attack your [[dwarves]] or your [[pet]]s unless provoked into defending themselves.  They can seriously wound or even kill a normal [[dog]]. A untrained peasant [[dwarf]] can also be wounded by a raccoon. An armed [[hunter]] or skilled dwarf can easily kill a raccoon.&lt;br /&gt;
&lt;br /&gt;
They can also be captured, tamed, and raised as food animals, or adopted as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_mist&amp;diff=26954</id>
		<title>40d:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_mist&amp;diff=26954"/>
		<updated>2007-11-17T18:57:39Z</updated>

		<summary type="html">&lt;p&gt;Alfador: wikified the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma Mist can be found over [[Magma]] vents. It is yellow in color. Magma mist has no known use as of yet. It may behave just like normal [[mist]] and please dwarves who encounter it, however it may also be deadly and useful in traps and [[defense]].&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14852</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14852"/>
		<updated>2007-11-17T18:56:03Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
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I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
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Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Rock_salt&amp;diff=26883</id>
		<title>40d Talk:Rock salt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Rock_salt&amp;diff=26883"/>
		<updated>2007-11-16T18:37:54Z</updated>

		<summary type="html">&lt;p&gt;Alfador: New page: Has anything been said about this mineral being processed/milled into a foodstuff? After all, sodium chloride has long been used for seasoning. On that note, oceanic fortresses might benef...&lt;/p&gt;
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&lt;div&gt;Has anything been said about this mineral being processed/milled into a foodstuff? After all, sodium chloride has long been used for seasoning. On that note, oceanic fortresses might benefit from an option to boil off seawater into seasoning salt at the Kitchen. Yum. --[[User:Alfador|Alfador]] 13:37, 16 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fluffy_wambler&amp;diff=26231</id>
		<title>40d Talk:Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fluffy_wambler&amp;diff=26231"/>
		<updated>2007-11-14T05:38:30Z</updated>

		<summary type="html">&lt;p&gt;Alfador: &lt;/p&gt;
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&lt;div&gt;This should not simply be deleted. Why not make this a redirect to a relevant page? --[[User:Turgid Bolk|Turgid Bolk]] 16:33, 13 November 2007 (EST)&lt;br /&gt;
:I agree. This page contains useful and interesting information, and should not be deleted. There doesn't seem to be a relevant page into which this information can be merged. Perhaps it would be worth creating a 'List of vermin' page? Either way, I'll leave it for now, and if nobody disagrees with this then I'll remove the deletion tag. --[[User:Morlark|Morlark]]&lt;br /&gt;
::I think I found [http://en.wikipedia.org/wiki/Doug_Wamble what a fluffy wambler is]. He's fluffy, right?[[User:Schm0|Schm0]] 21:35, 13 November 2007 (EST)&lt;br /&gt;
::I agree that there should be a 'List of vermin' page, with some tidbits of information on each (habitat, alignment, edibility) and that this page shouldn't be deleted until it can be made a redirect. --[[User:Alfador|Alfador]] 00:38, 14 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18745</id>
		<title>40d:Craftsdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18745"/>
		<updated>2007-11-13T21:38:11Z</updated>

		<summary type="html">&lt;p&gt;Alfador: It's called Adamantine, not Adamantite.&lt;/p&gt;
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&lt;div&gt;{{workshop|name=Craftsdwarf's Workshop|key=r|job=Craftsworking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=No Special Profession&lt;br /&gt;
|use=&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Cloth|Plant fibre cloth]]&lt;br /&gt;
* [[Shell]]&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Skull]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* Rock [[craft]]s&lt;br /&gt;
* Wood [[craft]]s&lt;br /&gt;
* Rock short [[sword]]s&lt;br /&gt;
* Wood [[bolt]]s&lt;br /&gt;
* Bone [[bolt]]s&lt;br /&gt;
* Bone [[decoration]]s&lt;br /&gt;
* Shell [[decoration]]s&lt;br /&gt;
* [[Totem]]s&lt;br /&gt;
* Plant fiber cloth [[craft]]s&lt;br /&gt;
* Silk [[craft]]s&lt;br /&gt;
* Shell [[craft]]s&lt;br /&gt;
* Bone [[craft]]s&lt;br /&gt;
* Leather [[craft]]s&lt;br /&gt;
* Bone [[armor]]&lt;br /&gt;
* Shell [[armor]]&lt;br /&gt;
* [[Adamantine]] strands&lt;br /&gt;
}}&lt;br /&gt;
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A '''Craftsdwarf's workshop''' is a [[workshop]] for any dwarves who can make [[stone]], [[bone]] or [[shell]] crafts. It can also be used to make a few things that aren't strictly crafts, such as shell [[armor]] and bone crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
Craftsworking includes several different skills:&lt;br /&gt;
*[[Bone Carving]]&lt;br /&gt;
*[[Stonecrafting]]&lt;br /&gt;
*[[Woodcrafting]]&lt;br /&gt;
*[[Metalcrafting]]{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Uses for crafts==&lt;br /&gt;
===Armor===&lt;br /&gt;
Bone and shell, like any other material other than metal used to create [[armor]], has 50% of the standard protection of iron. While poor in protection value, it is still a good start for protecting your dwarves before you get a metalsmithing operation going. It is not very usefull in the first few years since you aren't likely to be attacked by anything too powerfull but is still a preferable option over leather armor since while bearing the same protection value, leather can be used for more usefull purposes such as [[bags]] or leather [[clothing]].&lt;br /&gt;
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Making bone and shell armor can be an effective way to meet certain nobles' mandates if metal armor production is difficult.&lt;br /&gt;
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===Bolts===&lt;br /&gt;
Bone and wood [[bolts]] for crossbows can be made at a Craftdwarf's workshop; bone bolts can be made for next to nothing and when the dwarf reaches the top experience levels, bone bolts approach damage levels like that of metal ones&amp;lt;sup&amp;gt;{{verify}}&amp;lt;/sup&amp;gt;. Also, dwarves will not use metal bolts to practice, instead preferring bone and wooden bolts.&lt;br /&gt;
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===Crafts===&lt;br /&gt;
General crafts, such as idols, scepters, mugs, etc. are only good as trade items. It is a good idea to include a Craftsdwarf with both Bone Carving and Stone Crafting in your beginning party, so you can start producing ammunition and getting rid of those massive piles of rocks. A few bins of well-made trade goods are usually sufficient to buy any vital supplies from the first caravan to arrive at your fortress.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
You can create [[stone]] short [[sword]]s at the craftsdwarf's workshop out of any sharp stone.  In the unmodified game, these short swords can only be made from [[obsidian]].  These have the same damage as steel, so they are extremely useful for early traps if you can find or produce obsidian.  However, they require one unit of [[wood]] in their construction, making them mostly impractical on maps with no or little forestation.&lt;br /&gt;
&lt;br /&gt;
The weapons are described as being clubs with a sharp stone edge affixed to the side.  According to [[Toady One]], the weapons are supposed to wear very quickly but this functionality has not yet been implemented.{{version|0.27.169.33a}}&lt;br /&gt;
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{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Alfador</name></author>
	</entry>
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