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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brakarg</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=Brakarg"/>
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	<updated>2026-05-13T14:34:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brakarg&amp;diff=133757</id>
		<title>User:Brakarg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brakarg&amp;diff=133757"/>
		<updated>2010-12-18T21:10:18Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: Replaced content with 'TEXT'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TEXT&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brakarg&amp;diff=133756</id>
		<title>User:Brakarg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brakarg&amp;diff=133756"/>
		<updated>2010-12-18T21:10:05Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: /* Brak Arg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXTTEXT&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brakarg&amp;diff=130024</id>
		<title>User:Brakarg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brakarg&amp;diff=130024"/>
		<updated>2010-10-22T18:17:45Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: Created page with '=Brak Arg=  I know English and Spanish so i can try to translate stuff.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Brak Arg=&lt;br /&gt;
&lt;br /&gt;
I know English and Spanish so i can try to translate stuff.&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=130023</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=130023"/>
		<updated>2010-10-22T18:13:41Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we have someone confirm if you can see the children's age, I'm pretty sure the first child in my fortress had an age displayed in his profile, Will check into soon --[[Special:Contributions/205.145.64.64|205.145.64.64]] 20:57, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:I went ahead and corrected the part about not being able to see a child's age. You can now see their age on the thoughts screen in bright letters! :P This info must have been from 40D and was copied over without checking to make sure it was still correct. --[[Special:Contributions/205.145.64.64|205.145.64.64]] 22:22, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had immigrants bringing their 2 month old CHILDREN. They were not babys and were in fact, treated like real children, despite the fact that theyre just 2 months old. --[[User:Niggy|Niggy]] 22:30, 29 May 2010 (UTC)&lt;br /&gt;
==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;br /&gt;
:I think that was in 40D as well but it should certainly be mentioned ''somewhere.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Did you know..?==&lt;br /&gt;
that if a dwarven baby's mother, a hauler/soldier, should have to battle a forgotten beast whilst carrying her newborn, and the forgotten beast should happen to 'grabs the dwarven baby by the upper left back tooth with it's left wing!', then 'releases the grip of the forgotten beast's left wing on the dwarven baby's upper left back tooth!', with the baby ending up a few squares away from the skirmish (placed 'away' from danger by it's mother, or thrown by the beast, I'm not sure..), completely uninjured, and then it's mother receives major injuries whilst wrestling with the said forgotten beast, falls unconscious, and gets captured in a cage by an otherwise friendly 'cage trap' upon hitting the deck (presumably), and then having to go through the embarrassment of being hauled through the fort to the animal stockpile, waiting for an age to get her cage built, then even longer to be released again, before beelining straight to the hospital for treatment and falling unconscious again with the job 'rest'.... then the baby will be absolutely fine? In fact, it is given freedom; not one dwarf will mind it crawling about outside the fort's walls in the underground cavern the said forgotten beast came from unattended, or up the stairs and into the main hall on its own, or just out into the corridors getting in the way of all the other dwarves. not even it's father, or two older brothers. and it will also be kept fed and watered - the little 'un 'complained of thirst/hunger lately' and 'received water/food recently' according to it's profile. interesting fact, i know. actually, the only slight problem with the whole thing is the 'cancelled job' spam; &amp;quot;*dwarven baby name*, Dwarven baby, cancels Clean Self: Too insane&amp;quot;, even though it says the little 'un is &amp;quot;quite content&amp;quot; in it's profile... ^-^  --[[User:DJ Devil|DJ Devil]] 20:30, 26 May 2010 (UTC)&lt;br /&gt;
:the little 'un has grown into a child now, his mother still in the hospital with a mangled leg. apparently no harm done, at all - it was left to crawl around to it's heart's content, and fed and watered when requested, like a semi-mobile injured dwarf. perhaps worthy of a brief note on the page?--[[User:DJ Devil|DJ Devil]] 03:22, 27 May 2010 (UTC)&lt;br /&gt;
:had exactly the same happen to me again; crazy mother takes newborn into battle with her --&amp;gt; crazy mother gets injured --&amp;gt; baby crawls around with &amp;quot;cancel job; insane&amp;quot; spam --&amp;gt; is fed and watered sufficiently to not die --&amp;gt; eventually grows into a child with no problems--[[User:DJ Devil|DJ Devil]] 17:45, 29 May 2010 (UTC)&lt;br /&gt;
::From what I've read, babies don't actually attempt to DO anything unless their mom actually DIES.  At which point, they'll attempt to suicide.  If they grow into a child before they succeed, then they're fine;  otherwise, they're dead.  The &amp;quot;cancels Clean Self: Too insane&amp;quot; spam is a result of how babies are implemented - a variation of the insanity code, I gather. So if the mom isn't actually dead, they'll just wander hither and yon and wait to grow up. So go ahead and write it up - just remember to use the Shift key properly. --[[User:DeMatt|DeMatt]] 18:10, 29 May 2010 (UTC)&lt;br /&gt;
:it says on this very article that they 'Often crawl to the dining hall or attempt to harvest plants/deconstruct walls.', which i personally have never seen, but i can believe it after the galavanting those two dwarven babies did.. i shall add a brief note--[[User:DJ Devil|DJ Devil]] 02:37, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Children Jobs - Levers and Hauling stuff to the Depot==&lt;br /&gt;
&lt;br /&gt;
The page listed jobs that children do as pulling levers and taking stuff to the depot.  I don't think these are correct - I've never seen them and I have ~100 kids in my current fortress.  If they are correct, though, please put these two back in. --[[User:Kwieland|Kwieland]] 04:36, 4 June 2010 (UTC)&lt;br /&gt;
* pulling {{L|lever}}s;&lt;br /&gt;
* {{L|hauling}} items to the {{L|trade depot}};&lt;br /&gt;
:I could've told you that children didn't pull levers - I've personally confirmed that they don't do that in 40d ''or'' 23a, and it's why I put the Verify tag on it in the first place. If bringing stuff to the depot is also off-limits to children in 0.31, I'm guessing it's also that way in older versions as well. --[[User:Quietust|Quietust]] 12:34, 4 June 2010 (UTC)&lt;br /&gt;
::My experience is only 40d on.  I know they don't take stuff to the depot in 40d. After a child harvests a plant, they do get a &amp;quot;store item in stockpile&amp;quot;. I think someone may have seen that and confused the two.--[[User:Kwieland|Kwieland]] 16:51, 4 June 2010 (UTC)&lt;br /&gt;
:: also kids can deconstruct things like walls and floors. --[[User:TomiTapio|TomiTapio]] 02:01, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Swimming ==&lt;br /&gt;
&lt;br /&gt;
Do children suffer any penalties swimming in 4/7 water? You know, since they're shorter and the water may go above their heads. How about mothers carrying babies in their arms- any swimming penalties or drowning chances?&lt;br /&gt;
&lt;br /&gt;
:I don't know about 4/7, but I know 7/7 will make a mother drop their baby.--[[User:Kwieland|Kwieland]] 23:55, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Birth after death? ==&lt;br /&gt;
&lt;br /&gt;
I might be mistaken, but I'm pretty sure a baby was born after it's mother died. Because, maybe a month after a woman came with her only son, and no husband with her(probably died?) she was killed in a battle with goblins. Then, about a month after that, I noticed a baby that said she was it's mother with her son it's brother. The problem was that it was only two days old...when she had been dead for a while...is this a bug or am I maybe completely off when she died? --[[User:Ullallulloo|Ullallulloo]] 03:04, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just confirmed that the baby was born 7-8 months after his mother died, and it's listed as a child, not a baby, at one month old now. I'm not sure it was like that when it was born. It acts just like a child too. He's currently gathering plants. --[[User:Ullallulloo|Ullallulloo]] 03:18, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This bug has been reported - #2739[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2739].--[[User:Kwieland|Kwieland]] 11:36, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Triplets ==&lt;br /&gt;
&lt;br /&gt;
So one of my dwarves gave to birth 3 good for nothing babies at once.&lt;br /&gt;
&lt;br /&gt;
Announcement&lt;br /&gt;
[[File:Triplets.JPG]]&lt;br /&gt;
&lt;br /&gt;
The mother's tought:&lt;br /&gt;
[[File:Triplets1.JPG]]&lt;br /&gt;
&lt;br /&gt;
As for the father, his tought is:&lt;br /&gt;
&amp;quot;He became a parent of triplets recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also the mother, having 2 arms can carry 3 babies.--[[User:Brakarg|Brakarg]] 18:13, 22 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=129986</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=129986"/>
		<updated>2010-10-21T20:56:56Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: /* Triplets */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we have someone confirm if you can see the children's age, I'm pretty sure the first child in my fortress had an age displayed in his profile, Will check into soon --[[Special:Contributions/205.145.64.64|205.145.64.64]] 20:57, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:I went ahead and corrected the part about not being able to see a child's age. You can now see their age on the thoughts screen in bright letters! :P This info must have been from 40D and was copied over without checking to make sure it was still correct. --[[Special:Contributions/205.145.64.64|205.145.64.64]] 22:22, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had immigrants bringing their 2 month old CHILDREN. They were not babys and were in fact, treated like real children, despite the fact that theyre just 2 months old. --[[User:Niggy|Niggy]] 22:30, 29 May 2010 (UTC)&lt;br /&gt;
==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;br /&gt;
:I think that was in 40D as well but it should certainly be mentioned ''somewhere.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Did you know..?==&lt;br /&gt;
that if a dwarven baby's mother, a hauler/soldier, should have to battle a forgotten beast whilst carrying her newborn, and the forgotten beast should happen to 'grabs the dwarven baby by the upper left back tooth with it's left wing!', then 'releases the grip of the forgotten beast's left wing on the dwarven baby's upper left back tooth!', with the baby ending up a few squares away from the skirmish (placed 'away' from danger by it's mother, or thrown by the beast, I'm not sure..), completely uninjured, and then it's mother receives major injuries whilst wrestling with the said forgotten beast, falls unconscious, and gets captured in a cage by an otherwise friendly 'cage trap' upon hitting the deck (presumably), and then having to go through the embarrassment of being hauled through the fort to the animal stockpile, waiting for an age to get her cage built, then even longer to be released again, before beelining straight to the hospital for treatment and falling unconscious again with the job 'rest'.... then the baby will be absolutely fine? In fact, it is given freedom; not one dwarf will mind it crawling about outside the fort's walls in the underground cavern the said forgotten beast came from unattended, or up the stairs and into the main hall on its own, or just out into the corridors getting in the way of all the other dwarves. not even it's father, or two older brothers. and it will also be kept fed and watered - the little 'un 'complained of thirst/hunger lately' and 'received water/food recently' according to it's profile. interesting fact, i know. actually, the only slight problem with the whole thing is the 'cancelled job' spam; &amp;quot;*dwarven baby name*, Dwarven baby, cancels Clean Self: Too insane&amp;quot;, even though it says the little 'un is &amp;quot;quite content&amp;quot; in it's profile... ^-^  --[[User:DJ Devil|DJ Devil]] 20:30, 26 May 2010 (UTC)&lt;br /&gt;
:the little 'un has grown into a child now, his mother still in the hospital with a mangled leg. apparently no harm done, at all - it was left to crawl around to it's heart's content, and fed and watered when requested, like a semi-mobile injured dwarf. perhaps worthy of a brief note on the page?--[[User:DJ Devil|DJ Devil]] 03:22, 27 May 2010 (UTC)&lt;br /&gt;
:had exactly the same happen to me again; crazy mother takes newborn into battle with her --&amp;gt; crazy mother gets injured --&amp;gt; baby crawls around with &amp;quot;cancel job; insane&amp;quot; spam --&amp;gt; is fed and watered sufficiently to not die --&amp;gt; eventually grows into a child with no problems--[[User:DJ Devil|DJ Devil]] 17:45, 29 May 2010 (UTC)&lt;br /&gt;
::From what I've read, babies don't actually attempt to DO anything unless their mom actually DIES.  At which point, they'll attempt to suicide.  If they grow into a child before they succeed, then they're fine;  otherwise, they're dead.  The &amp;quot;cancels Clean Self: Too insane&amp;quot; spam is a result of how babies are implemented - a variation of the insanity code, I gather. So if the mom isn't actually dead, they'll just wander hither and yon and wait to grow up. So go ahead and write it up - just remember to use the Shift key properly. --[[User:DeMatt|DeMatt]] 18:10, 29 May 2010 (UTC)&lt;br /&gt;
:it says on this very article that they 'Often crawl to the dining hall or attempt to harvest plants/deconstruct walls.', which i personally have never seen, but i can believe it after the galavanting those two dwarven babies did.. i shall add a brief note--[[User:DJ Devil|DJ Devil]] 02:37, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Children Jobs - Levers and Hauling stuff to the Depot==&lt;br /&gt;
&lt;br /&gt;
The page listed jobs that children do as pulling levers and taking stuff to the depot.  I don't think these are correct - I've never seen them and I have ~100 kids in my current fortress.  If they are correct, though, please put these two back in. --[[User:Kwieland|Kwieland]] 04:36, 4 June 2010 (UTC)&lt;br /&gt;
* pulling {{L|lever}}s;&lt;br /&gt;
* {{L|hauling}} items to the {{L|trade depot}};&lt;br /&gt;
:I could've told you that children didn't pull levers - I've personally confirmed that they don't do that in 40d ''or'' 23a, and it's why I put the Verify tag on it in the first place. If bringing stuff to the depot is also off-limits to children in 0.31, I'm guessing it's also that way in older versions as well. --[[User:Quietust|Quietust]] 12:34, 4 June 2010 (UTC)&lt;br /&gt;
::My experience is only 40d on.  I know they don't take stuff to the depot in 40d. After a child harvests a plant, they do get a &amp;quot;store item in stockpile&amp;quot;. I think someone may have seen that and confused the two.--[[User:Kwieland|Kwieland]] 16:51, 4 June 2010 (UTC)&lt;br /&gt;
:: also kids can deconstruct things like walls and floors. --[[User:TomiTapio|TomiTapio]] 02:01, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Swimming ==&lt;br /&gt;
&lt;br /&gt;
Do children suffer any penalties swimming in 4/7 water? You know, since they're shorter and the water may go above their heads. How about mothers carrying babies in their arms- any swimming penalties or drowning chances?&lt;br /&gt;
&lt;br /&gt;
:I don't know about 4/7, but I know 7/7 will make a mother drop their baby.--[[User:Kwieland|Kwieland]] 23:55, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Birth after death? ==&lt;br /&gt;
&lt;br /&gt;
I might be mistaken, but I'm pretty sure a baby was born after it's mother died. Because, maybe a month after a woman came with her only son, and no husband with her(probably died?) she was killed in a battle with goblins. Then, about a month after that, I noticed a baby that said she was it's mother with her son it's brother. The problem was that it was only two days old...when she had been dead for a while...is this a bug or am I maybe completely off when she died? --[[User:Ullallulloo|Ullallulloo]] 03:04, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just confirmed that the baby was born 7-8 months after his mother died, and it's listed as a child, not a baby, at one month old now. I'm not sure it was like that when it was born. It acts just like a child too. He's currently gathering plants. --[[User:Ullallulloo|Ullallulloo]] 03:18, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This bug has been reported - #2739[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2739].--[[User:Kwieland|Kwieland]] 11:36, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Triplets ==&lt;br /&gt;
&lt;br /&gt;
So one of my dwarves gave to birth 3 good for nothing babies at once.&lt;br /&gt;
&lt;br /&gt;
Announcement&lt;br /&gt;
[[File:Triplets.JPG]]&lt;br /&gt;
&lt;br /&gt;
The mother's tought:&lt;br /&gt;
[[File:Triplets1.JPG]]&lt;br /&gt;
&lt;br /&gt;
As for the father, his tought is:&lt;br /&gt;
&amp;quot;He became a parent of triplets recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also the mother, having 2 arms can carry 3 babies.&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Triplets1.JPG&amp;diff=129985</id>
		<title>File:Triplets1.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Triplets1.JPG&amp;diff=129985"/>
		<updated>2010-10-21T20:54:09Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: What a mother thinks of after having 3 babies at once.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What a mother thinks of after having 3 babies at once.&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Triplets.JPG&amp;diff=129984</id>
		<title>File:Triplets.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Triplets.JPG&amp;diff=129984"/>
		<updated>2010-10-21T20:53:17Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: Three times the food cost.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Three times the food cost.&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crundle&amp;diff=129671</id>
		<title>v0.31 Talk:Crundle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crundle&amp;diff=129671"/>
		<updated>2010-10-16T20:20:45Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys, I'm looking at the raws, and I see that the description of the Crundle mentions its horns, but the code for horns doesn't appear in the raw code. Or have I missed something here? [[User:Coaldiamond|-Coaldiamond]] 01:59, 20 April 2010 (UTC)&lt;br /&gt;
* It seems the great horned crundle indeed has no horns. --[[User:Samthere|Samthere]] 02:27, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Crundle is clearly an reptile species, so perhaps Crundle's horns are leathery, just like horns of Chamaeleo johnstoni(Also known as Ruwenzori Three-Horned Chameleon). Thus, not &amp;quot;droping&amp;quot; horns when slaughtered.&lt;br /&gt;
:Sometimes i happen to see crundles with &amp;quot;His left horn is gone.&amp;quot; when i decide to kill them to improve my fps.&lt;br /&gt;
&lt;br /&gt;
== Crundles are very weak. ==&lt;br /&gt;
&lt;br /&gt;
Just a untrained dog can kill them in 1v1 combat.--[[User:Brakarg|Brakarg]] 18:21, 14 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crundle&amp;diff=129473</id>
		<title>v0.31 Talk:Crundle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crundle&amp;diff=129473"/>
		<updated>2010-10-14T18:21:31Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys, I'm looking at the raws, and I see that the description of the Crundle mentions its horns, but the code for horns doesn't appear in the raw code. Or have I missed something here? [[User:Coaldiamond|-Coaldiamond]] 01:59, 20 April 2010 (UTC)&lt;br /&gt;
* It seems the great horned crundle indeed has no horns. --[[User:Samthere|Samthere]] 02:27, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Crundle is clearly an reptile species, so perhaps Crundle's horns are leathery, just like horns of Chamaeleo johnstoni(Also known as Ruwenzori Three-Horned Chameleon). Thus, not &amp;quot;droping&amp;quot; horns when slaughtered.&lt;br /&gt;
&lt;br /&gt;
== Crundles are very weak. ==&lt;br /&gt;
&lt;br /&gt;
Just a untrained dog can kill them in 1v1 combat.--[[User:Brakarg|Brakarg]] 18:21, 14 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crundle&amp;diff=129472</id>
		<title>v0.31 Talk:Crundle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crundle&amp;diff=129472"/>
		<updated>2010-10-14T18:17:09Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: /* Crundles are very weak. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys, I'm looking at the raws, and I see that the description of the Crundle mentions its horns, but the code for horns doesn't appear in the raw code. Or have I missed something here? [[User:Coaldiamond|-Coaldiamond]] 01:59, 20 April 2010 (UTC)&lt;br /&gt;
* It seems the great horned crundle indeed has no horns. --[[User:Samthere|Samthere]] 02:27, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Crundle is clearly an reptile species, so perhaps Crundle's horns are leathery, just like horns of Chamaeleo johnstoni(Also known as Ruwenzori Three-Horned Chameleon). Thus, not &amp;quot;droping&amp;quot; horns when slaughtered.&lt;br /&gt;
&lt;br /&gt;
== Crundles are very weak. ==&lt;br /&gt;
&lt;br /&gt;
Just a untrained dog can kill them in 1v1 combat.&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dragon&amp;diff=129086</id>
		<title>v0.31 Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dragon&amp;diff=129086"/>
		<updated>2010-10-10T03:59:58Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: /* Butchering returns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dragons w/ armour==&lt;br /&gt;
Can someone provide a link to any thread where dragons wearing armour have shown up, or some other proof of such an occurrence? I left the relevant information in since it seems a plausible bug, but I wouldn't mind seeing some confirmation. --[[User:Retro|Retro]] 22:35, 4 April 2010 (UTC)&lt;br /&gt;
:I've never seen or even heard of this before; but I think that it might actually be an intentional feature that Toady put in; possibly alluding to some future HFS. [[Special:Contributions/71.194.101.232|71.194.101.232]] 03:34, 10 April 2010 (UTC)&lt;br /&gt;
::It can easily be tested in the arena (I for example made a dragon wearing all adamantine armor because I had not removed those items after making my dragon slaying dwarf character. Needless to say it was VERY hard to kill) Now if you mean any dragons actually showing up in the world durning a normal fortress mode game I dunno about that ;) --[[User:Railick|Railick]] 19:29, 26 May 2010 (UTC)Railick&lt;br /&gt;
&lt;br /&gt;
Dragons are very ewasy to kill with even unexperienced troops provided they have shields. They aren't powerful in close combat, in fact, most of their attacks will glance off even against silk clothes. These problems are probably related to the general balance of combat in 0.31.x, but this should be alluded to. [[Special:Contributions/200.222.3.3|200.222.3.3]] 23:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Breeding==&lt;br /&gt;
&lt;br /&gt;
Is it possible to establish a breeding pair of dragons? This fortress is now making that its goal.&lt;br /&gt;
:Dragons have no [CHILD] token, so they will never breed. --[[User:Quietust|Quietust]] 12:43, 14 May 2010 (UTC)&lt;br /&gt;
::You can make everything breed with modding, so that should not be any problem.--[[User:Niggy|Niggy]] 15:21, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Butchering returns==&lt;br /&gt;
&lt;br /&gt;
Updated with information I got in version 0.31.11.  &lt;br /&gt;
Butchered a decapitated and mutilated dragon corpse with an accomplished butcher, not sure if that factors into returns.  &lt;br /&gt;
Didn't get any information about eyes, brain or skin.  &lt;br /&gt;
Also one scale.&lt;br /&gt;
:Well that happens if you butcher a MUTILATED CORPSE FROM A DECAPITATED DRAGON.--[[User:Brakarg|Brakarg]] 03:59, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arena Mode -- Breathing Fire ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to breathe fire manually in arena mode? (f)iring won't work..&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dragon&amp;diff=129085</id>
		<title>v0.31 Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dragon&amp;diff=129085"/>
		<updated>2010-10-10T03:59:43Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: /* Butchering returns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dragons w/ armour==&lt;br /&gt;
Can someone provide a link to any thread where dragons wearing armour have shown up, or some other proof of such an occurrence? I left the relevant information in since it seems a plausible bug, but I wouldn't mind seeing some confirmation. --[[User:Retro|Retro]] 22:35, 4 April 2010 (UTC)&lt;br /&gt;
:I've never seen or even heard of this before; but I think that it might actually be an intentional feature that Toady put in; possibly alluding to some future HFS. [[Special:Contributions/71.194.101.232|71.194.101.232]] 03:34, 10 April 2010 (UTC)&lt;br /&gt;
::It can easily be tested in the arena (I for example made a dragon wearing all adamantine armor because I had not removed those items after making my dragon slaying dwarf character. Needless to say it was VERY hard to kill) Now if you mean any dragons actually showing up in the world durning a normal fortress mode game I dunno about that ;) --[[User:Railick|Railick]] 19:29, 26 May 2010 (UTC)Railick&lt;br /&gt;
&lt;br /&gt;
Dragons are very ewasy to kill with even unexperienced troops provided they have shields. They aren't powerful in close combat, in fact, most of their attacks will glance off even against silk clothes. These problems are probably related to the general balance of combat in 0.31.x, but this should be alluded to. [[Special:Contributions/200.222.3.3|200.222.3.3]] 23:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Breeding==&lt;br /&gt;
&lt;br /&gt;
Is it possible to establish a breeding pair of dragons? This fortress is now making that its goal.&lt;br /&gt;
:Dragons have no [CHILD] token, so they will never breed. --[[User:Quietust|Quietust]] 12:43, 14 May 2010 (UTC)&lt;br /&gt;
::You can make everything breed with modding, so that should not be any problem.--[[User:Niggy|Niggy]] 15:21, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Butchering returns==&lt;br /&gt;
&lt;br /&gt;
Updated with information I got in version 0.31.11.  &lt;br /&gt;
Butchered a decapitated and mutilated dragon corpse with an accomplished butcher, not sure if that factors into returns.  &lt;br /&gt;
Didn't get any information about eyes, brain or skin.  &lt;br /&gt;
Also one scale.&lt;br /&gt;
:Well that happens if you butcher a MUTILATED CORPSE FROM A DECAPITATED DRAGON.&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arena Mode -- Breathing Fire ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to breathe fire manually in arena mode? (f)iring won't work..&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=128398</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=128398"/>
		<updated>2010-09-30T02:28:08Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: /* &amp;quot; was guided by forces unknown&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::There is a workaround... well, kind of. By replacing DEFAULT_SITE_TYPE and LIKES_SITE (latter could be an overkill) from CAVE_DETAILED to CITY in raw's &amp;quot;default_entity.txt&amp;quot; you can supply every dorf's civilization with human architector, who '''can''' design functioning shops and whistles (having bad habit of building things above the ground though)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Now DF .31.13, (alt-move, a, enter) lets you jump into river for a swim, and similarly climb out. --[[User:TomiTapio|TomiTapio]] 14:20, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
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== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
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== priesthood ==&lt;br /&gt;
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There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
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== Companions  limited to 2? ==&lt;br /&gt;
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While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
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Does this mean that the companion limit has been decreased? &lt;br /&gt;
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--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;br /&gt;
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== &amp;quot;&amp;lt;Adventurer&amp;gt; was guided by forces unknown&amp;quot; ==&lt;br /&gt;
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That says if you check out your dead adventurer in legends.&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sleep&amp;diff=128396</id>
		<title>v0.31 Talk:Sleep</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sleep&amp;diff=128396"/>
		<updated>2010-09-30T01:21:46Z</updated>

		<summary type="html">&lt;p&gt;Brakarg: Created page with ' == Adventurer mode sleep ==  Can anyone detail how it works?'&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
== Adventurer mode sleep ==&lt;br /&gt;
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Can anyone detail how it works?&lt;/div&gt;</summary>
		<author><name>Brakarg</name></author>
	</entry>
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