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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frostedfire</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=Frostedfire"/>
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	<updated>2026-05-20T13:42:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25322</id>
		<title>40d Talk:Support</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25322"/>
		<updated>2008-08-08T05:01:28Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm looking into the possibility of creating a truly massive Army Splatter, a whole rooftop built over a large area that can be dropped with the flip of a switch. Lot of work, but if I could flatten an entire army with one pull, it'd be worth it. &lt;br /&gt;
EDIT: It seems to work. Assuming that having a roof fall on your head is still considered an instakill for, say, a Troll or something, you could do some nice things with this. [[User:Kefkakrazy|Kefkakrazy]] 04:49, 11 November 2007 (EST)&lt;br /&gt;
::WAY too much work setting up to be effective, sadly. If Toady added the ability to designate floorbuilding as a batch command, like mining and smoothing are now, it'd be fine, but as it is, building a roof big enough to be effective would be too much setup for one shot.[[User:Kefkakrazy|Kefkakrazy]] 02:00, 1 May 2008 (EDT)&lt;br /&gt;
:::Least with the latest update toady allowed us to mass-designate constructions :P --[[User:Frostedfire|Frostedfire]] 01:01, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== density of supports ==&lt;br /&gt;
&lt;br /&gt;
what grid interval do I need between supports to hold up the floor above?&lt;br /&gt;
I am trying to build a tower:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#####&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;###&amp;gt;#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;....###&amp;lt;/nowiki&amp;gt;Do I need any supports to hold up a floor on the level above?&lt;br /&gt;
Will a support stop me from building a bedroom over the whole level?&lt;br /&gt;
&lt;br /&gt;
TIA[[User:GarrieIrons|GarrieIrons]] 02:24, 5 January 2008 (EST)&lt;br /&gt;
::&lt;br /&gt;
This will work as much as anything else&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
One support could hold up the entire map if you were to dig out all the edges and the bottom level. (Which would make an awesome army killer if you think about it.) --[[User:Ikkonoishi|Ikkonoishi]] 04:35, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:... meaning that you don't need supports unless there are no walls or other things to hold up the roof. --[[User:N9103|Edward]] 06:24, 5 January 2008 (EST)&lt;br /&gt;
::At least until Toady implements a more realistic cavein model. [[User:Kefkakrazy|Kefkakrazy]] 02:00, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supports on top of supports? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to build a support, then another support on top of that one (for a sort of multi-level-high approach), or do they need to be on floors? Inquiring minds must know! [[User:G-Flex|G-Flex]] 04:22, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is not personal experience, only hearsay. I believe supports can be stacks on top of each other. Imagine the possibilities. A four z-level drop for a cavern ceiling onto goblin invaders?[[User:StrawberryBunny|StrawberryBunny]] 22:14, 7 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Graveyard&amp;diff=42535</id>
		<title>40d Talk:Graveyard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Graveyard&amp;diff=42535"/>
		<updated>2008-07-27T07:47:17Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've always seen the DF graveyard as a real graveyard, and the final resting places usually built as mausoleums. --[[User:Savok|Savok]] 08:26, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Graveyard is basically a stockpile for dead bodies. It's an undignified death, but it's necessary for the greater good and future survival of the Dwarven Race. --[[User:AlexFili|AlexFili]] 11:21, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Graveyard is &amp;lt;del&amp;gt;basically&amp;lt;/del&amp;gt; a stockpile for dead bodies.&amp;quot;&lt;br /&gt;
::True. However, we don't have anything that's like a real graveyard. There are a lot of things taken for granted and not shown: I'll stop viewing DF graveyards as more than a pile 'o bodies once you show me ≡Dwarven Feces≡. --[[User:Savok|Savok]], glad that there are no Dwarven Feces, exceptional or otherwise, in DF, at 13:33, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::maybe we could have the graveyard as a 'proper' graveyard, but in the evil zones it has a chance (or a bigger chance if we affect coffins too) of the dwarves becoming zombies or skeletons.  ''NOOOOOOOOBBLLLEESSS...'' --[[User:Frostedfire|Frostedfire]] 03:47, 27 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire&amp;diff=42146</id>
		<title>User:Frostedfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire&amp;diff=42146"/>
		<updated>2008-07-25T11:54:01Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: cleaning up my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= OH NOES! I IS N00B AT DF! =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Have no fear, your friendly (and at times sarcastic) df wikiuser frostedfire is here!  I figured those other tutorials were lacking something - decent humour.  Markavian's one is good enough but this one should be kept more current.  &lt;br /&gt;
&lt;br /&gt;
using worldgen:&lt;br /&gt;
Created in DF v0.27.176.38c.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	&lt;br /&gt;
:[TITLE:MEDIUM]	&lt;br /&gt;
:[SEED:3151525982]	&lt;br /&gt;
:[DIM:129:129]&lt;br /&gt;
runs up a world in under 3 generations ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the world is a northern-hemisphere map (ie the bottom is hot where the top is cold), with a setup that is, apart from the trees, goblins, elves, lack of humans, etc, not dissimilar to the eastern mediterranean, with a big sea to the west (with islands), a middle sea largely cut off from the big sea and a good sea on the eastern half - these can be abstracted to the seas around northern [http://en.wikipedia.org/wiki/Turkey| Turkey ].  But enough of real-world geography...&lt;br /&gt;
&lt;br /&gt;
strangely, there is a definite lack of humans around the map, with 2 large empires and adequately-populated elves, dwarves and goblins spread out over the map (although the dwarves and gobbos were packed onto the southern mountain range, none of them dared to settle on the [http://en.wikipedia.org/wiki/Ural_Mountains|&amp;quot;Urals&amp;quot;]).&lt;br /&gt;
&lt;br /&gt;
[pictures of worldgen go here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Frostedfire/adv|Histories of genocide and war: Adventure mode]]&lt;br /&gt;
&lt;br /&gt;
[[User:Frostedfire/fort|Histories of greed and suffering: Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
[[User_talk:Frostedfire|Histories of jealosy and arguement: comment on my work!]]&lt;br /&gt;
&lt;br /&gt;
[[Department_of_Dwarven_Veteran's_Affairs|Some of my previous work, and the inspiration for this page]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42154</id>
		<title>User:Frostedfire/adv</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42154"/>
		<updated>2008-07-25T11:41:06Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: oops, forgot to check minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
ok, so you did the smart thing and had a look at your world in adventure mode.  Good job.  The world I am using has been mentioned back on [[User:Frostedfire|My user page]], so go look there.&lt;br /&gt;
&lt;br /&gt;
Now comes the skills menu.  because I'm a n00b, I forgot to screenshot it but I'll get along anyway:&lt;br /&gt;
&lt;br /&gt;
===Wee-apon skills===&lt;br /&gt;
''see [[Weapon|Weapon skills]] for more info on this''&lt;br /&gt;
&lt;br /&gt;
:marksdwarf/marksman/bowman/bowelf - cross/composite bows.  This tends to also limit the ranger's initial armour to eg leather, as anything else tends to weigh the character down and you don't want to have to use it as a melee weapon (it works great as a hammer tho)&lt;br /&gt;
:swordsdwarf/man/elf - shortswords/scimitars/longswords and so on.  Can cut off limbs, get stuck in wounds, and even cause knockback.  It slices, it dices, eviscerates and decapitates!&lt;br /&gt;
:macedwarf/man/elf - ye-olde-club.  You swing, it bashes target, sends target flying if conditions are right.  smaller version of the warhammer.&lt;br /&gt;
:hammerdwarf/man/elf - big club.  remember the force commander in dawn of war?  yeah, that kind of powerful.  humans can get the maul, the highest raw-damage weapon in-game.&lt;br /&gt;
:axedwarf/man/elf - 1.  Walk up to target.  2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down).  4. ??? 5. profit.&lt;br /&gt;
:speardwarf/man/elf - da pointy stikk!  has critboost&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; like the xbow and also has highest rate of getting stuck in your target, where you can twist it in the wound to bleed/pain your enemies to death or attempt to pull it out and have another stab at the target&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Dfrost_adv_02.PNG|thumb|left|feel it HOT HOT HOT! my adventurer learns about [[fire|!!fire!!]]]]&lt;br /&gt;
&lt;br /&gt;
your avatar of [[Armok]] should now be somewhere in one of the towns in your city's empire.  If you started in a human town, you should be in their mead hall, with the [[mayor]] either nearby or upstairs on the 2nd tier.  You can tal{{k|k}} to him/her for quests involving whatever cave/goblin fort is nearby, and continue on your endless conquest of the game universe, in what shall be come to known as [[Urist|The age of Urist]] (or whatever your character's name happens to be).  I started in the middle mountain hall, which is only accessible via a river trek up from the good sea of faeries and [[unicorns]].  when you're bored running around town or the lands outside, hit {{k|T}}ravel mode, and save all that boring walking-around crap, and do it Indiana Jones style with the map overlay and the little dashed lines between points*&lt;br /&gt;
&lt;br /&gt;
[[Image:Dfrost_adv_11.PNG]]&lt;br /&gt;
&lt;br /&gt;
I started in that fort a bit to the east, there's a good probability that you'll be somewhere else, if you're even in my world seed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*note: travel mode may not have dotted lines like ''Raiders of the Lost Ark''&lt;br /&gt;
&lt;br /&gt;
In may travels to the rival mountainhomes (the geniuses had my fortress accessible from one side and kicked me off the cliff mr Bean-style, complete with the beam of light and teddy), I came upon a [[Jaguar]] that for whatever reason, was walking up and down the river.  why he was walking down somewhere that had [[carp]] in it I'll never know.  &lt;br /&gt;
&lt;br /&gt;
*enter combat mode*&lt;br /&gt;
&lt;br /&gt;
as it charges towards me, I steadfastly prepare myself for the ownage that was to come.  It launches itself at me, but I'm too fast for it.  before it hit me and sent me sprawling, I managed to mangle two of its paws, then righted myself as the weakling jaguar packed it in from a couple of small injuries.  I got to the Jaguar and resumed the carnage, sending it flying out of sight skidding along the ground to its death some distance away&lt;br /&gt;
&lt;br /&gt;
*end combat mode*&lt;br /&gt;
&lt;br /&gt;
[insert image of combat log here]&lt;br /&gt;
&lt;br /&gt;
I make a brief stint into the forests down our river system, before turning back into the mountains to find more homes.  All these fortresses were blocked off, although I found a fellow dwarf, a guard who had obviously suffered the same fate as myself.&lt;br /&gt;
&lt;br /&gt;
[insert picture of dwarf guard at bottom of 14-storey cliff here]&lt;br /&gt;
&lt;br /&gt;
===inter-character interaction===&lt;br /&gt;
&lt;br /&gt;
if you use the tal{{k|k}} menu, you can initiate friendly conversations with those who are &amp;quot;on your side&amp;quot; - that is, everyone except [[kobold|thieves]], wild animals/[insert animal here]men and [[goblin|those evil skinny fellows]].  I talked tho this dwarf and, although I didn't get to know much about his family, I found out a lot about world outside of the &amp;lt;s&amp;gt;vault&amp;lt;/s&amp;gt; mountainhomes, including some human towns far to the northwest, near the capital and the [[dark fortress|accursed towers]] a few hours walk to the Southwest.&lt;br /&gt;
&lt;br /&gt;
'''___________'''&lt;br /&gt;
&lt;br /&gt;
During my trips out of the mountainhomes, I decided to investigate that river I had seen previously travelling up.  As I investigated, I found those accursed beasts of all dwarven fortresses, [[carp|THE CARP!]]&lt;br /&gt;
&lt;br /&gt;
[image of me spotting carp here]&lt;br /&gt;
&lt;br /&gt;
As I approached the dwarf-senses kicked in, and I entered fighting mode&lt;br /&gt;
&lt;br /&gt;
[image of me entering martial trance here]&lt;br /&gt;
&lt;br /&gt;
The carp didn't take too kindly to this, and buggered off up the river.  Sensing they might be luring me into a trap, I decided to peg rocks at them instead:&lt;br /&gt;
&lt;br /&gt;
===throwing stuff===&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing things is vital to dwarf fortress.  Throwing rocks.  Throwing sandy loam. throwing body parts.  Throwing ''vomit''.  anything that can be picked up can be thrown, including [[vermin|live rats, beetles and other critters]].  when you have chosen your weapon of choice, even throwing weapons and [[coins]], a little x will appear which will tell you where your throw will be aimed.  As with [[crossbow|normal ranged weapons]], the quality of the weapon counts, and it will use the default attack for that weapon - if you {{k|t}}hrow a spear, it can stick in the [[creature|pincushion]] you're making, if you throw a *large iron dagger*, it can [[amputation|shh-liiice]] pieces off, if you throw warhammers/maces at the target you could probably play [http://en.wikipedia.org/wiki/Tiddlywinks| tiddlywinks ] with the unwitting targets.  Beware, however - if you try to [[Throw|peg stuff]], it can fly off to [[Pit|buggary]] and if you're throwing it at carp unless you skip it off the water you probably won't be able to get it back without drowning, as it will sink to the bottom of the water source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfrost_adv_17.PNG|A longnose gar gets what's coming to him&lt;br /&gt;
Image:Dfrost_adv_18.PNG|and how I did it.  a) grabbing items off ground b)choosing items for throwing c) choosing where to throw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;br /&gt;
&lt;br /&gt;
As the carp had learned of my cunning ways and were running upstream from me, I decided to try [[sneak|sneaking up on them]] and thus peg items at them from a much closer distance, where I was more likely to hit them.  As I creep up on them, I pick up some extra loam to help make short work of them...&lt;br /&gt;
&lt;br /&gt;
===Sneaking===&lt;br /&gt;
&lt;br /&gt;
It's always a good thing to learn how to {{k|S}}neak; it means you can't be seen at a good distance, which is helpful when hunting down scared animals (which would otherwise run away), or  to creep up on eg marksgobbos, who would otherwise take out most of your internal organs before you even see them.  If you get &amp;lt;2 squares (ie '''melee range''') from another creature, you will be spotted and have to fight on out-of-stealth.  Additionally, during {{k|S}}neaking you will be moving at 1/3 speed, so anyone you just dived into sneaking to escape from will move to your last known location at ''3 times'' speed, so be careful ;)&lt;br /&gt;
&lt;br /&gt;
'''__________'''&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hippo&amp;diff=33538</id>
		<title>40d:Hippo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hippo&amp;diff=33538"/>
		<updated>2008-07-19T15:36:05Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: had some wit in the text, thought it a candidate for {{d for dwarf}} template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Hippo|symbol=H|color=rgb(192, 192, 192)|&lt;br /&gt;
bones=12|chunks=12|meat=12|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any tropical river or lake&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Hippos seem to be peaceful, friendly and not very intelligent [[river]] [[creatures]] with a strong tendency to make loud noises while... reproducing. But this is not quite correct. Every [[dwarf]] who was courageous enough to settle near the ever growing colonies of the hippos will soon describe them as the monstrous beasties they are: stealthy, bloodthirsty killers who will assassinate every innocent dwarf on sight!&lt;br /&gt;
&lt;br /&gt;
== Bloody Rites of the Hippos ==&lt;br /&gt;
&lt;br /&gt;
Hippos travel through their territory as a swarm, harmless to most other animals. When they meet similar semi-intelligent groups like [[immigrants]] or [[Siege|invaders]], suddenly an individual Hippo's blood thirst awakens. After the herd massacres whoever they stumble across, this warlord hippo (who is given a cool name) will fight any humanoid lifeforms to death, actively supported by the brave rest of the herd.&lt;br /&gt;
&lt;br /&gt;
== How to fight Hippos ==&lt;br /&gt;
&lt;br /&gt;
In one word: Don't. Unless you have a strong army of Spear- and Marksdwarves, Hippos will pulverize your dwarves. Just set up long lines of [[spike]]d Hippo [[traps]] or dig [[channel|channels]] around your entrance. The biggest problem is [[water]]. Dwarves will drink the pesky stuff if there is no [[alcohol]], making themselves living targets with a &amp;quot;drown me&amp;quot; sign on them.&lt;br /&gt;
&lt;br /&gt;
== How to fight Hippos in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
So you've discovered a river! Good for you! Hippos are one of the good reasons to not throw off those clothes and go skinny dipping just like that. They may, at first, appear like they are horses drowning. Don't be a hero and dive in after them, you want to make sure first. Then, if you aren't accompanied by numerous bowmen or crossbowmen, and they are indeed hippos, it would be a good time to leave. Otherwise you can attack them, but don't be too sure you'll win.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HIPPO]&lt;br /&gt;
	[NAME:hippo:hippos:hippo]&lt;br /&gt;
	[TILE:'H'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[IVORY]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:400]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[MAXAGE:40:50]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:5][CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_BRACKISHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_BRACKISHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4981</id>
		<title>40d:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4981"/>
		<updated>2008-07-01T07:10:58Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; width:80%; margin-bottom: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center;&amp;quot; | [[Image:Rated D for Dwarf.PNG]]&lt;br /&gt;
| style=&amp;quot;padding: 0.25em 0.5em; width: 100%;&amp;quot; | This article has been rated D for Dwarf.  It includes or may include witty humour, in-jokes related to the game proper, and references to the [http://www.bay12games.com/cgi-local/ultimatebb.cgi| Bay12 forums ].  If you miss some of the references, don't worry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=The Aquatic Doombringer&amp;lt;br&amp;gt;&amp;lt;font style=&amp;quot;font-weight: normal;&amp;quot;&amp;gt;otherwise known as&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt; Carp|symbol=&amp;amp;#x03b1;|color=rgb(0, 128, 128)|bones=3|fat=1|skin=1|skulls=1|chunks=3|meat=3|biome= * [[Temperate]] freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
* [[Tropical]] freshwater [[river]]&lt;br /&gt;
* Tropical freshwater lake}}&lt;br /&gt;
&lt;br /&gt;
'' &amp;quot;I think I made fish too hardcore&amp;quot; ''--[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
These little monsters are challenging [[elephant]]s for the post of King of Beasts. Not only because they can drag a fully grown [[dwarf]] into the [[water]] and nibble him to death, but also because they can stare at your [[fisherdwarf]] and send them staggering back into a [[cliff]]. To make things worse, [[Ambusher|hunters]] will unload their whole [[quiver]]s on them, oblivious to nearby [[animal]]s walking on land. Carps will however die after the first winter if you are lucky enough to have a map which freezes. Alternatively, try draining all the [[river]]s and lakes to air-drown the fish (but be wary not to water-drown your [[dwarves]] in the process).&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
&lt;br /&gt;
The carp's status as a cold-blooded dwarf killer is no doubt due to the fact that [[Toady One]] simply used a default bite attack for the carp (as with most of the new beings in v0.27.169.33a).  The carp, half the size of a dwarf, has a bite attack which inflicts 1-6 damage points.  Compared to the strength of a dwarven punch (1-2 damage points), it is easy to see that it is simply an oversight and will be fixed some time in the future.&lt;br /&gt;
&lt;br /&gt;
The carp's propensity to attack [[creatures]] outside of its element and its ability to scare away dwarves it could never really reach is better classifiable as a bug. The same could be said about the hunters ability to target and attack them.&lt;br /&gt;
&lt;br /&gt;
Carp also used to gain attributes from skill increases. Previously, innate swimmers gained attributes as they gained swim skill. This has been changed, and innate swimmers no longer gain swimming skill (or stat increases) as of 0.27.169.33b.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
If you are new to DF, then there is only one thing to do if you come across a river full of carp and you don't want your dwarves to die... Run. Run and never look back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_CARP]&lt;br /&gt;
	[NAME:carp:carp:carp]&lt;br /&gt;
	[TILE:224][COLOR:3:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:protruding mouths]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:carp fry:carp fry]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Карп]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10021</id>
		<title>40d:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10021"/>
		<updated>2008-07-01T07:09:58Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: grammatical fix, and found another appropriate spot for my old dwarf template.  If I find 8 more pages can I get it back?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; width:80%; margin-bottom: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center;&amp;quot; | [[Image:Rated D for Dwarf.PNG]]&lt;br /&gt;
| style=&amp;quot;padding: 0.25em 0.5em; width: 100%;&amp;quot; | This article has been rated D for Dwarf.  It includes or may include witty humour, in-jokes related to the game proper, and references to the [http://www.bay12games.com/cgi-local/ultimatebb.cgi| Bay12 forums ].  If you miss some of the references, don't worry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Unicorn|symbol=U|color={{COLOR:7:0:1}}|butcher=no|bones=9|fat=5|skin=yes|skulls=1|chunks=9|meat=9|biome= * Good [[taiga]]&lt;br /&gt;
* Good [[Temperate]]/[[Tropical]] [[forest]]&lt;br /&gt;
* Good [[Temperate]]/[[Tropical]] shrubland}}&lt;br /&gt;
&lt;br /&gt;
A preliminary report suggests that, at least in Adventure Mode, these [[creatures]] may have taken the initiative to become the new King of Beasts (at least as far as DF is concerned).  While the mighty [[elephant]]s appear to have had their aggressive tendencies curbed somehow, the unicorn, once as equally peaceful when undisturbed, now appears to have become a predator, attacking peasants, [[Child|children]] and [[elf|elves]] without any warning and, apparently, without any provocation.  Wildlife preservationist groups warn players to not be hasty and that not all elves are trustworthy sources of information, but this reporter isn't going to be visiting any more joyful forests anytime soon (at least, not without some good old fashioned [[metal]] around). &lt;br /&gt;
&lt;br /&gt;
In Fortress mode, it appears that the unicorn does not actively seek to murder [[dwarves]] without provocation, but it is possible that something will cause them to go on a rampage.&lt;br /&gt;
&lt;br /&gt;
Unicorns are considered [BUTCHERABLE_NONSTANDARD], meaning you can only butcher them if they are captured and tamed.  This means that wild unicorns that are killed will rot away so you cannot get [[meat]] or [[fat]] from them. Unicorns cannot be tamed unless you manually mod it's game data files to include: [PET] or [PET_EXOTIC].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:UNICORN]&lt;br /&gt;
	[NAME:unicorn:unicorns:unicorn]&lt;br /&gt;
	[TILE:'U'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[PREFSTRING:horns]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:HEAD_HORN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF][MOUNT]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:HEAD_HORN:stab:stabs:1:6:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[DIURNAL][GOOD]&lt;br /&gt;
	[BIOME:FOREST_TAIGA]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unicorns&amp;diff=42941</id>
		<title>Unicorns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unicorns&amp;diff=42941"/>
		<updated>2008-07-01T07:04:03Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: people might be stupid enough to search for/link up unicornS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Unicorn]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27528</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27528"/>
		<updated>2008-06-20T14:30:32Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: /* Starving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --[[User:AlexFili|AlexFili]] 04:17, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
&lt;br /&gt;
Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
&lt;br /&gt;
Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Childrens' accounts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
:His parents has no money, really. So, he has only three pennies he got hardworking in the fields, harvesting...--[[User:Dorten|Dorten]] 05:04, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Necessary for nobles? ==&lt;br /&gt;
&lt;br /&gt;
It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). [[User:G-Flex|G-Flex]] 04:25, 16 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42153</id>
		<title>User:Frostedfire/adv</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42153"/>
		<updated>2008-06-20T14:17:51Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: couple small fixes; part II coming soon...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; width:80%; margin-bottom: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center;&amp;quot; | [[Image:Rated D for Dwarf.PNG]]&lt;br /&gt;
| style=&amp;quot;padding: 0.25em 0.5em; width: 100%;&amp;quot; | This article has been rated D for Dwarf.  It includes or may include witty humour, in-jokes related to the game proper, and references to the [http://www.bay12games.com/cgi-local/ultimatebb.cgi| Bay12 forums ].  If you miss some of the references, don't worry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ok, so you did the smart thing and had a look at your world in adventure mode.  Good job.  The world I am using has been mentioned back on [[User:Frostedfire|My user page]], so go look there.&lt;br /&gt;
&lt;br /&gt;
the world is a northern-hemisphere map (ie the bottom is hot where the top is cold), with a setup that is, apart from the trees, goblins, elves, lack of humans, etc, not dissimilar to the eastern mediterranean, with a big sea to the west (with islands), a middle sea largely cut off from the big sea and a good sea on the eastern half - these can be abstracted to the seas around northern [http://en.wikipedia.org/wiki/Turkey| Turkey ].  But enough of real-world geography...&lt;br /&gt;
&lt;br /&gt;
strangely, there is a definite lack of humans around the map, with 2 large empires and adequately-populated elves, dwarves and goblins spread out over the map (although the dwarves and gobbos were packed onto the southern mountain range, none of them dared to settle on the [http://en.wikipedia.org/wiki/Ural_Mountains|&amp;quot;Urals&amp;quot;].  I chose a dwarf for this run from mafol tholest, although you could choose your own hero to fight with.&lt;br /&gt;
&lt;br /&gt;
[pictures of worldgen go here]&lt;br /&gt;
&lt;br /&gt;
Now comes the skills menu.  because I'm a n00b, I forgot to screenshot it but I'll get along anyway:&lt;br /&gt;
&lt;br /&gt;
===Wee-apon skills===&lt;br /&gt;
''see [[Weapon|Weapon skills]] for more info on this''&lt;br /&gt;
&lt;br /&gt;
:marksdwarf/marksman/bowman/bowelf - cross/composite bows.  This tends to also limit the ranger's initial armour to eg leather, as anything else tends to weigh the character down and you don't want to have to use it as a melee weapon (it works great as a hammer tho)&lt;br /&gt;
:swordsdwarf/man/elf - shortswords/scimitars/longswords and so on.  Can cut off limbs, get stuck in wounds, and even cause knockback.  It slices, it dices, eviscerates and decapitates!&lt;br /&gt;
:macedwarf/man/elf - ye-olde-club.  You swing, it bashes target, sends target flying if conditions are right.  smaller version of the warhammer.&lt;br /&gt;
:hammerdwarf/man/elf - big club.  remember the force commander in dawn of war?  yeah, that kind of powerful.  humans can get the maul, the highest raw-damage weapon in-game.&lt;br /&gt;
:axedwarf/man/elf - 1.  Walk up to target.  2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down).  4. ??? 5. profit.&lt;br /&gt;
:speardwarf/man/elf - da pointy stikk!  has critboost&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; like the xbow and also has highest rate of getting stuck in your target, where you can twist it in the wound to bleed/pain your enemies to death or attempt to pull it out and have another stab at the target&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Dfrost_adv_02.PNG|thumb|left|feel it HOT HOT HOT! my adventurer learns about [[fire|!!fire!!]]]]&lt;br /&gt;
&lt;br /&gt;
your avatar of [[Armok]] should now be somewhere in one of the towns in your city's empire.  If you started in a human town, you should be in their mead hall, with the [[mayor]] either nearby or upstairs on the 2nd tier.  You can tal{{k|k}} to him/her for quests involving whatever cave/goblin fort is nearby, and continue on your endless conquest of the game universe, in what shall be come to known as [[Urist|The age of Urist]] (or whatever your character's name happens to be).  I started in the middle mountain hall, which is only accessible via a river trek up from the good sea of faeries and [[unicorns]].  when you're bored running around town or the lands outside, hit {{k|T}}ravel mode, and save all that boring walking-around crap, and do it Indiana Jones style with the map overlay and the little dashed lines between points*&lt;br /&gt;
&lt;br /&gt;
[[Image:Dfrost_adv_11.PNG]]&lt;br /&gt;
&lt;br /&gt;
I started in that fort a bit to the southeast, there's a good probability that you'll be somewhere else, if you're even in my world seed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*note: travel mode may not have dotted lines like ''Raiders of the Lost Ark''&lt;br /&gt;
&lt;br /&gt;
In may travels to the rival mountainhomes (the geniuses had my fortress accessible from one side and kicked me off the cliff mr Bean-style, complete with the beam of light and teddy), I came upon a [[Jaguar]] that for whatever reason, was walking up and down the river.  why he was walking down somewhere that had [[carp]] in it I'll never know.  &lt;br /&gt;
&lt;br /&gt;
*enter combat mode*&lt;br /&gt;
&lt;br /&gt;
as it charges towards me, I steadfastly prepare myself for the ownage that was to come.  It launches itself at me, but I'm too fast for it.  before it hit me and sent me sprawling, I managed to mangle two of its paws, then righted myself as the weakling jaguar packed it in from a couple of small injuries.  I got to the Jaguar and resumed the carnage, sending it flying out of sight skidding along the ground to its death some distance away&lt;br /&gt;
&lt;br /&gt;
*end combat mode*&lt;br /&gt;
&lt;br /&gt;
[insert image of combat log here]&lt;br /&gt;
&lt;br /&gt;
I make a brief stint into the forests down our river system, before turning back into the mountains to find more homes.  All these fortresses were blocked off, although I found a fellow dwarf, a guard who had obviously suffered the same fate as myself.&lt;br /&gt;
&lt;br /&gt;
[insert picture of dwarf guard at bottom of 14-storey cliff here]&lt;br /&gt;
&lt;br /&gt;
===inter-character interaction===&lt;br /&gt;
&lt;br /&gt;
if you use the tal{{k|k}} menu, you can initiate friendly conversations with those who are &amp;quot;on your side&amp;quot; - that is, everyone except [[kobold|thieves]], wild animals/[insert animal here]men and [[goblin|those evil skinny fellows]].  I talked tho this dwarf and, although I didn't get to know much about his family, I found out a lot about world outside of the &amp;lt;s&amp;gt;vault&amp;lt;/s&amp;gt; mountainhomes, including some human towns far to the northwest, near the capital and the [[dark fortress|accursed towers]] a few hours walk to the Southwest.&lt;br /&gt;
&lt;br /&gt;
'''___________'''&lt;br /&gt;
&lt;br /&gt;
During my trips out of the mountainhomes, I decided to investigate that river I had seen previously travelling up.  As I investigated, I found those accursed beasts of all dwarven fortresses, [[carp|THE CARP!]]&lt;br /&gt;
&lt;br /&gt;
[image of me spotting carp here]&lt;br /&gt;
&lt;br /&gt;
As I approached the dwarf-senses kicked in, and I entered fighting mode&lt;br /&gt;
&lt;br /&gt;
[image of me entering martial trance here]&lt;br /&gt;
&lt;br /&gt;
The carp didn't take too kindly to this, and buggered off up the river.  Sensing they might be luring me into a trap, I decided to peg rocks at them instead:&lt;br /&gt;
&lt;br /&gt;
===throwing stuff===&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing things is vital to dwarf fortress.  Throwing rocks.  Throwing sandy loam. throwing body parts.  Throwing ''vomit''.  anything that can be picked up can be thrown, including [[vermin|live rats, beetles and other critters]].  when you have chosen your weapon of choice, even throwing weapons and [[coins]], a little x will appear which will tell you where your throw will be aimed.  As with [[crossbow|normal ranged weapons]], the quality of the weapon counts, and it will use the default attack for that weapon - if you {{k|t}}hrow a spear, it can stick in the [[creature|pincushion]] you're making, if you throw a *large iron dagger*, it can [[amputation|shh-liiice]] pieces off, if you throw warhammers/maces at the target you could probably play [http://en.wikipedia.org/wiki/Tiddlywinks| tiddlywinks ] with the unwitting targets.  Beware, however - if you try to [[Throw|peg stuff]], it can fly off to [[Pit|buggary]] and if you're throwing it at carp unless you skip it off the water you probably won't be able to get it back without drowning, as it will sink to the bottom of the water source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfrost_adv_17.PNG|A longnose gar gets what's coming to him&lt;br /&gt;
Image:Dfrost_adv_18.PNG|and how I did it.  a) grabbing items off ground b)choosing items for throwing c) choosing where to throw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;br /&gt;
&lt;br /&gt;
As the carp had learned of my cunning ways and were running upstream from me, I decided to try [[sneak|sneaking up on them]] and thus peg items at them from a much closer distance, where I was more likely to hit them.  As I creep up on them, I pick up some extra loam to help make short work of them...&lt;br /&gt;
&lt;br /&gt;
===Sneaking===&lt;br /&gt;
&lt;br /&gt;
It's always a good thing to learn how to {{k|S}}neak; it means you can't be seen at a good distance, which is helpful when hunting down scared animals (which would otherwise run away), or  to creep up on eg marksgobbos, who would otherwise take out most of your internal organs before you even see them.  If you get &amp;lt;2 squares (ie '''melee range''') from another creature, you will be spotted and have to fight on out-of-stealth.  Additionally, during {{k|S}}neaking you will be moving at 1/3 speed, so anyone you just dived into sneaking to escape from will move to your last known location at ''3 times'' speed, so be careful ;)&lt;br /&gt;
&lt;br /&gt;
'''__________'''&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_atom_smasher&amp;diff=42624</id>
		<title>40d Talk:Dwarven atom smasher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_atom_smasher&amp;diff=42624"/>
		<updated>2008-06-14T11:45:55Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: New page: ==smasher and demons== surely that has been confirmed already? that demons will break the drawbridge? --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==smasher and demons==&lt;br /&gt;
surely that has been confirmed already? that demons will break the drawbridge? --[[User:Frostedfire|Frostedfire]] 07:45, 14 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42151</id>
		<title>User:Frostedfire/adv</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42151"/>
		<updated>2008-06-04T11:53:41Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: added sneaking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D}}&lt;br /&gt;
&lt;br /&gt;
ok, so you did the smart thing and had a look at your world in adventure mode.  Good job.  The world I am using has been mentioned back on [[User:Frostedfire|My user page]], so go look there.&lt;br /&gt;
&lt;br /&gt;
the world is a northern-hemisphere map (ie the bottom is hot where the top is cold), with a setup that is, apart from the trees, goblins, elves, lack of humans, etc, not dissimilar to the eastern mediterranean, with a big sea to the west (with islands), a middle sea largely cut off from the big sea and a good sea on the eastern half - these can be abstracted to the seas around northern [http://en.wikipedia.org/wiki/Turkey| Turkey ].  But enough of real-world geography...&lt;br /&gt;
&lt;br /&gt;
strangely, there is a definite lack of humans around the map, with 2 large empires and adequately-populated elves, dwarves and goblins spread out over the map (although the dwarves and gobbos were packed onto the southern mountain range, none of them dared to settle on the [http://en.wikipedia.org/wiki/Ural_Mountains|&amp;quot;Urals&amp;quot;].  I chose a dwarf for this run from mafol tholest, although you could choose your own hero to fight with.&lt;br /&gt;
&lt;br /&gt;
[pictures of worldgen go here]&lt;br /&gt;
&lt;br /&gt;
Now comes the skills menu.  because I'm a n00b, I forgot to screenshot it but I'll get along anyway:&lt;br /&gt;
&lt;br /&gt;
===Wee-apon skills===&lt;br /&gt;
''see [[Weapon|Weapon skills]] for more info on this''&lt;br /&gt;
&lt;br /&gt;
:marksdwarf/marksman/bowman/bowelf - cross/composite bows.  This tends to also limit the ranger's initial armour to eg leather, as anything else tends to weigh the character down and you don't want to have to use it as a melee weapon (it works great as a hammer tho)&lt;br /&gt;
:swordsdwarf/man/elf - shortswords/scimitars/longswords and so on.  Can cut off limbs, get stuck in wounds, and even cause knockback.  It slices, it dices, eviscerates and decapitates!&lt;br /&gt;
:macedwarf/man/elf - ye-olde-club.  You swing, it bashes target, sends target flying if conditions are right.  smaller version of the warhammer.&lt;br /&gt;
:hammerdwarf/man/elf - big club.  remember the force commander in dawn of war?  yeah, that kind of powerful.  humans can get the maul, the highest raw-damage weapon in-game.&lt;br /&gt;
:axedwarf/man/elf - 1.  Walk up to target.  2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down).  4. ??? 5. profit.&lt;br /&gt;
:speardwarf/man/elf - da pointy stikk!  has critboost&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; like the xbow and also has highest rate of getting stuck in your target, where you can twist it in the wound to bleed/pain your enemies to death or attempt to pull it out and have another stab at the target&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Dfrost_adv_02.PNG|thumb|left|feel it HOT HOT HOT! my adventurer learns about [[fire|!!fire!!]]]]&lt;br /&gt;
&lt;br /&gt;
your avatar of [[Armok]] should now be somewhere in one of the towns in your city's empire.  If you started in a human town, you should be in their mead hall, with the [[mayor]] either nearby or upstairs on the 2nd tier.  You can tal{{k|k}} to him/her for quests involving whatever cave/goblin fort is nearby, and continue on your endless conquest of the game universe, in what shall be come to known as [[Urist|The age of Urist]] (or whatever your character's name happens to be).  I started in thei middle mountain hall, which is only accessible via a river trek up from the good sea of faeries and [[unicorns]].  when you're bored running around town or the lands outside, hit {{k|T}}ravel mode, and save all that boring walking-around crap, and do it Indiana Jones style with the map overlay and the little dashed lines between points*&lt;br /&gt;
&lt;br /&gt;
[[Image:Dfrost_adv_11.PNG]]&lt;br /&gt;
&lt;br /&gt;
I started here, there's a good probability that you'll be somewhere else, if at all in my world seed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*note: travel mode may not have dotted lines like ''Raiders of the Lost Ark''&lt;br /&gt;
&lt;br /&gt;
In may travels to the rival mountainhomes (the geniuses had my fortress accessible from one side and kicked me off the cliff mr Bean-style, complete with the beam of light and teddy), I came upon a [[Jaguar]] that for whatever reason, was walking up and down the river.  why he was walking down somewhere that had [[carp]] in it I'll never know.  &lt;br /&gt;
&lt;br /&gt;
*enter combat mode*&lt;br /&gt;
&lt;br /&gt;
as it charges towards me, I steadfastly prepare myself for the ownage that was to come.  It launches itself at me, but I'm too fast for it.  before it hit me and sent me sprawling, I managed to mangle two of its paws, then righted myself as the weakling jaguar packed it in from a couple of small injuries.  I got to the Jaguar and resumed the carnage, sending it flying out of sight skidding along the ground to its death some distance away&lt;br /&gt;
&lt;br /&gt;
*end combat mode*&lt;br /&gt;
&lt;br /&gt;
[insert image of combat log here]&lt;br /&gt;
&lt;br /&gt;
I make a brief stint into the forests down our river system, before turning back into the mountains to find more homes.  All these fortresses were blocked off, although I found a fellow dwarf, a guard who had obviously suffered the same fate as myself.&lt;br /&gt;
&lt;br /&gt;
[insert picture of dwarf guard at bottom of 14-storey cliff here]&lt;br /&gt;
&lt;br /&gt;
===inter-character interaction===&lt;br /&gt;
&lt;br /&gt;
if you use the tal{{k|k}} menu, you can initiate friendly conversations with those who are &amp;quot;on your side&amp;quot; - that is, everyone except [[kobold|thieves]], wild animals/[insert animal here]men and [[goblin|those evil skinny fellows]].  I talked tho this dwarf and, although I didn't get to know much about his family, I found out a lot about world outside of the &amp;lt;s&amp;gt;vault&amp;lt;/s&amp;gt; mountainhomes, including some human towns far to the northwest, near the capital and the [[dark fortress|accursed towers]] a few hours walk to the Southwest.&lt;br /&gt;
&lt;br /&gt;
'''___________'''&lt;br /&gt;
&lt;br /&gt;
During my trips out of the mountainhomes, I decided to investigate that river I had seen previously travelling up.  As I investigated, I found those accursed beasts of all dwarven fortresses, [[carp|THE CARP!]]&lt;br /&gt;
&lt;br /&gt;
[image of me spotting carp here]&lt;br /&gt;
&lt;br /&gt;
As I approached the dwarf-senses kicked in, and I entered fighting mode&lt;br /&gt;
&lt;br /&gt;
[image of me entering martial trance here]&lt;br /&gt;
&lt;br /&gt;
The carp didn't take too kindly to this, and buggered off up the river.  Sensing they might be luring me into a trap, I decided to peg rocks at them instead:&lt;br /&gt;
&lt;br /&gt;
===throwing stuff===&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing things is vital to dwarf fortress.  Throwing rocks.  Throwing sandy loam. throwing body parts.  Throwing ''vomit''.  anything that can be picked up can be thrown, including [[vermin|live rats, beetles and other critters]].  when you have chosen your weapon of choice, even throwing weapons and [[coins]], a little x will appear which will tell you where your throw will be aimed.  As with [[crossbow|normal ranged weapons]], the quality of the weapon counts, and it will use the default attack for that weapon - if you {{k|t}}hrow a spear, it can stick in the [[creature|pincushion]] you're making, if you throw a *large iron dagger*, it can [[amputation|shh-liiice]] pieces off, if you throw warhammers/maces at the target you could probably play [http://en.wikipedia.org/wiki/Tiddlywinks|tiddlywinks] with the unwitting targets.  Beware, however - if you try to [[Throw|peg stuff]], it can fly off to buggary and if you're throwing it at carp unless you skip it off the water you probably won't be able to get it back without drowning, as it will sink to the bottom of the water source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfrost_adv_17.PNG|A longnose gar gets what's coming to him&lt;br /&gt;
Image:Dfrost_adv_18.PNG|and how I did it.  a) grabbing items off ground b)choosing items for throwing c) choosing where to throw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;br /&gt;
&lt;br /&gt;
As the carp had learned of my cunning ways and were running upstream from me, I decided to try [[sneak|sneaking up on them]] and thus peg items at them from a much closer distance, where I was more likely to hit them.  As I creep up on them, I pick up some extra loam to help make short work of them...&lt;br /&gt;
&lt;br /&gt;
===Sneaking===&lt;br /&gt;
&lt;br /&gt;
It's always a good thing to learn how to {{k|S}}neak; it means you can't be seen at a good distance, which is helpful when hunting down scared animals (which would otherwise run away), or  to creep up on eg marksgobbos, who would otherwise take out most of your internal organs before you even see them.  If you get &amp;lt;2 squares (ie '''melee range''') from another creature, you will be spotted and have to fight on out-of-stealth.  Additionally, during {{k|S}}neaking you will be moving at 1/3 speed, so anyone you just dived into sneaking to escape from will move to your last known location at ''3 times'' speed, so be careful ;)&lt;br /&gt;
&lt;br /&gt;
'''__________'''&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dfrost_adv_11.PNG&amp;diff=42328</id>
		<title>File:Dfrost adv 11.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dfrost_adv_11.PNG&amp;diff=42328"/>
		<updated>2008-06-04T11:47:43Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: The world according to my dwarf, and what he's heard of from other dwarves.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world according to my dwarf, and what he's heard of from other dwarves.&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dfrost_adv_02.PNG&amp;diff=42327</id>
		<title>File:Dfrost adv 02.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dfrost_adv_02.PNG&amp;diff=42327"/>
		<updated>2008-06-04T10:06:02Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: new file, in keeping with my image linking rules so as not to impede on anyone else's eg bloodline uploads.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;new file, in keeping with my image linking rules so as not to impede on anyone else's eg bloodline uploads.&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Df_02.PNG&amp;diff=42326</id>
		<title>File:Df 02.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Df_02.PNG&amp;diff=42326"/>
		<updated>2008-06-04T10:02:49Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: Feel it HOT! HOT! HOT!  A fresh character learns about fire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel it HOT! HOT! HOT!  A fresh character learns about [[fire]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Throw&amp;diff=42325</id>
		<title>Throw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Throw&amp;diff=42325"/>
		<updated>2008-06-04T09:59:33Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: for people linking up throwing stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Thrower]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire/fort&amp;diff=42324</id>
		<title>User:Frostedfire/fort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire/fort&amp;diff=42324"/>
		<updated>2008-06-04T09:21:05Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: New page: Wait up!  It's not like I've finished the adventure mode page yet...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wait up!  It's not like I've finished the adventure mode page yet...&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27964</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27964"/>
		<updated>2008-06-04T08:32:53Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: /* Captives */  - oops, got sig code wrong way around&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
: They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
: I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
&lt;br /&gt;
20 tentacle demons,&lt;br /&gt;
5 daemons.&lt;br /&gt;
&lt;br /&gt;
Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captives ==&lt;br /&gt;
&lt;br /&gt;
what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27963</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27963"/>
		<updated>2008-06-04T08:28:36Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: /* Captives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
: They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
: I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
&lt;br /&gt;
20 tentacle demons,&lt;br /&gt;
5 daemons.&lt;br /&gt;
&lt;br /&gt;
Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captives ==&lt;br /&gt;
&lt;br /&gt;
what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:dunno, think they just go around babbling or somesuch :\ ~~----&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24862</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24862"/>
		<updated>2008-06-03T13:13:25Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: /* Natural Selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
&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;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 23.130.23a ==&lt;br /&gt;
&lt;br /&gt;
We had much more info on armor in the [http://archive.dwarffortresswiki.net/index.php/Armor old wiki]. Could someone with an account there bring the relevant bits over? [[User:VengefulDonut|VengefulDonut]] 11:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Edit: Ported over most information; change anything that isn't correct.--[[User:Richards|Richards]] 13:06, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 06 2007&lt;br /&gt;
&lt;br /&gt;
:In the old versions, the materials of the armor pieces were irrelevant, regardless of the fact that the lowest armor level is called &amp;quot;leather&amp;quot;.  Leather and chain wearers would wear any kind of legging or boot, and a plate wearer would wear even a pig tail helm, if they happened to come across one, showing no preference for better material types or quality.  Has this changed, or does the table in this article contain some wrong assumptions?--[[User:Maximus|Maximus]] 02:42, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall that 'light' materials like cloth, shell, and bone effectively 'downgraded' armor by one level, weighed half as much, and were 50% of the maximum effectiveness per their type. However! I can see right now in my current fortress a steel cap is 78 pounds and a cave spider silk cap is 13 pounds. This shows not all old information is correct. &lt;br /&gt;
&lt;br /&gt;
Furthermore, bone and shell doesn't become a 'lighter' class. Shell Gauntlets require Chain or above to be assigned, and Turtle Bone Greaves go un-used until a dwarf is set to Plate.&lt;br /&gt;
&lt;br /&gt;
However, I /can/ confirm from this very fortress I'm looking at right now, that dwarves assigned to leather went to pick up and wear Leather Helms. Unless, that is, they already have metal Caps. I'm looking at a marksdwarf right now assigned to wear Leather who has a Steel Cap, a pig tail hood (they all have hoods), and no helm. Everybody else has a leather helm.&lt;br /&gt;
&lt;br /&gt;
I should note my fortress has no metal helms lying around, nor does it have spare metal caps, so I'm unable to verify that dwarves set to Leather wouldn't wear metal Helms or preferentially choose caps (they'd probably choose /either/ Metal Caps or Leather Helms if given a choice). However, I'm pretty sure they would not. Therefore, it is my understanding that they make a distinction between different material types. --[[User:Stromko|Stromko]] 03:22 (PST), January 07 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Hmm it states here that dwarves can wear BOTH shields and bucklers, however in soldiering screen you can select EITHER shield OR buckler, but NOT both. Does this part of article apply to Adv. mode only? Could someone verify, please? --[[User:Digger|Digger]] 18:21, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would guess the trick is to tell them to use bucklers first, waiting til they pick one up, then telling them to use shields, at which point they'll pick up a shield without dropping the buckler first. Like how you can get dwarves to wear a leather armour, chain mail, and plate on top all at the same time if you set them to leather, then chain, then plate. [[User:Furiousfish|Furiousfish]] 20:54, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Natural Selection ==&lt;br /&gt;
&lt;br /&gt;
Being a bit of a nooblet, and not having much war in any of my fortresses, I'm confused as to how armor selection works. &lt;br /&gt;
&lt;br /&gt;
Would I be correct if I said &amp;quot;Setting a dwarf to wear Plate armor will cause him to grab plate whenever and wherever possible, but substitute leather, chain, or bone wherever no plate is available. So, for example, if my metalsmiths never make helms, but my leatherworker has caps and helms galore, they'll wear plate armor and a leather helm. Right?  If so, this should probably be mentioned. --[[User:Shadow archmagi|Shadow archmagi]] 19:24, 28 February 2008 (EST)&lt;br /&gt;
:I've found that a dwarf set to wear plate will grab the best available armor. More puzzling is that they will sometimes stack armor; IE dwarves wearing plate mail and chain mail at the same time. However, I never keep a stock of leather armor, so I wouldn't know if it can be used in conjunction with metal armor.--[[User:Eurytus|Eurytus]] 22:29 21 April 2008 (EDT)&lt;br /&gt;
::The dwarves seem to be notorious for pulling on a full suit of armour ie chain-then-plate, there's a reason a fort I made (whose metal industry relies on eg [[coal]] and [[lignite]]) is making all chain-mail, crossbows and shields to defend against gobbo raids ;)  --[[User:Frostedfire|Frostedfire]] 09:13, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gloves ==&lt;br /&gt;
My military is set to wear Leather armor, but they don't take leather gloves. High boots, leggings, armor and helmets are used OK. Is the article data incorrect?--[[User:Dorten|Dorten]] 04:51, 15 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42150</id>
		<title>User:Frostedfire/adv</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42150"/>
		<updated>2008-06-03T12:46:49Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D}}&lt;br /&gt;
&lt;br /&gt;
ok, so you did the smart thing and had a look at your world in adventure mode.  Good job.  The world I am using has been mentioned back on [[User:Frostedfire|My user page]], so go look there.&lt;br /&gt;
&lt;br /&gt;
the world is a northern-hemisphere map (ie the bottom is hot where the top is cold), with a setup that is, apart from the trees, goblins, elves, lack of humans, etc, not dissimilar to the eastern mediterranean, with a big sea to the west (with islands), a middle sea largely cut off from the big sea and a good sea on the eastern half - these can be abstracted to the seas around northern [http://en.wikipedia.org/wiki/Turkey| Turkey ].  But enough of real-world geography...&lt;br /&gt;
&lt;br /&gt;
strangely, there is a definite lack of humans around the map, with 2 large empires and adequately-populated elves, dwarves and goblins spread out over the map (although the dwarves and gobbos were packed onto the southern mountain range, none of them dared to settle on the [http://en.wikipedia.org/wiki/Ural_Mountains|&amp;quot;Urals&amp;quot;].  I chose a dwarf for this run from mafol tholest, although you could choose your own hero to fight with.&lt;br /&gt;
&lt;br /&gt;
[pictures of worldgen go here]&lt;br /&gt;
&lt;br /&gt;
Now comes the skills menu.  because I'm a n00b, I forgot to screenshot it but I'll get along anyway:&lt;br /&gt;
&lt;br /&gt;
===Wee-apon skills===&lt;br /&gt;
''see [[Weapon|Weapon skills]] for more info on this''&lt;br /&gt;
&lt;br /&gt;
:marksdwarf/marksman/bowman/bowelf - cross/composite bows.  This tends to also limit the ranger's initial armour to eg leather, as anything else tends to weigh the character down and you don't want to have to use it as a melee weapon (it works great as a hammer tho)&lt;br /&gt;
:swordsdwarf/man/elf - shortswords/scimitars/longswords and so on.  Can cut off limbs, get stuck in wounds, and even cause knockback.  It slices, it dices, eviscerates and decapitates!&lt;br /&gt;
:macedwarf/man/elf - ye-olde-club.  You swing, it bashes target, sends target flying if conditions are right.  smaller version of the warhammer.&lt;br /&gt;
:hammerdwarf/man/elf - big club.  remember the force commander in dawn of war?  yeah, that kind of powerful.  humans can get the maul, the highest raw-damage weapon in-game.&lt;br /&gt;
:axedwarf/man/elf - 1.  Walk up to target.  2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down).  4. ??? 5. profit.&lt;br /&gt;
:speardwarf/man/elf - da pointy stikk!  has critboost&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; like the xbow and also has highest rate of getting stuck in your target, where you can twist it in the wound to bleed/pain your enemies to death or attempt to pull it out and have another stab at the target&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;br /&gt;
&lt;br /&gt;
[picture of your possession of your chosen character go here]&lt;br /&gt;
&lt;br /&gt;
your avatar of [[Armok]] should now be somewhere in one of the towns in your city's empire.  If you started in a human town, you should be in their mead hall, with the [[mayor]] either nearby or upstairs on the 2nd tier.  You can tal{{k|k}} to him/her for quests involving whatever cave/goblin fort is nearby, and continue on your endless conquest of the game universe, in what shall be come to known as [[Urist|The age of Urist]] (or whatever your character's name happens to be).  I started in thei middle mountain hall, which is only accessible via a river trek up from the good sea of faeries and [[unicorns]].  when you're bored running around town or the lands outside, hit {{k|T}}ravel mode, and save all that boring walking-around crap, and do it Indiana Jones style with the map overlay and the little dashed lines between points*&lt;br /&gt;
&lt;br /&gt;
*note: travel mode may not have dotted lines like ''Raiders of the Lost Ark''&lt;br /&gt;
&lt;br /&gt;
In may travels to the rival mountainhomes (the geniuses had my fortress accessible from one side and kicked me off the cliff mr Bean-style, complete with the beam of light and teddy), I came upon a [[Jaguar]] that for whatever reason, was walking up and down the river.  why he was walking down somewhere that had [[carp]] in it I'll never know.  &lt;br /&gt;
&lt;br /&gt;
*enter combat mode*&lt;br /&gt;
&lt;br /&gt;
as it charges towards me, I steadfastly prepare myself for the ownage that was to come.  It launches itself at me, but I'm too fast for it.  before it hit me and sent me sprawling, I managed to mangle two of its paws, then righted myself as the weakling jaguar packed it in from a couple of small injuries.  I got to the Jaguar and resumed the carnage, sending it flying out of sight skidding along the ground to its death some distance away&lt;br /&gt;
&lt;br /&gt;
*end combat mode*&lt;br /&gt;
&lt;br /&gt;
[insert image of combat log here]&lt;br /&gt;
&lt;br /&gt;
I make a brief stint into the forests down our river system, before turning back into the mountains to find more homes.  All these fortresses were blocked off, although I found a fellow dwarf, a guard who had obviously suffered the same fate as myself.&lt;br /&gt;
&lt;br /&gt;
[insert picture of dwarf guard at bottom of 14-storey cliff here]&lt;br /&gt;
&lt;br /&gt;
===inter-character interaction===&lt;br /&gt;
&lt;br /&gt;
if you use the tal{{k|k}} menu, you can initiate friendly conversations with those who are &amp;quot;on your side&amp;quot; - that is, everyone except [[kobold|thieves]], wild animals/[insert animal here]men and [[goblin|those evil skinny fellows]].  I talked tho this dwarf and, although I didn't get to know much about his family, I found out a lot about world outside of the &amp;lt;s&amp;gt;vault&amp;lt;/s&amp;gt; mountainhomes, including some human towns far to the northwest, near the capital and the [[dark fortress|accursed towers]] a few hours walk to the Southwest.&lt;br /&gt;
&lt;br /&gt;
'''___________'''&lt;br /&gt;
&lt;br /&gt;
During my trips out of the mountainhomes, I decided to investigate that river I had seen previously travelling up.  As I investigated, I found those accursed beasts of all dwarven fortresses, [[carp|THE CARP!]]&lt;br /&gt;
&lt;br /&gt;
[image of me spotting carp here]&lt;br /&gt;
&lt;br /&gt;
As I approached the dwarf-senses kicked in, and I entered fighting mode&lt;br /&gt;
&lt;br /&gt;
[image of me entering martial trance here]&lt;br /&gt;
&lt;br /&gt;
The carp didn't take too kindly to this, and buggered off up the river.  Sensing they might be luring me into a trap, I decided to peg rocks at them instead:&lt;br /&gt;
&lt;br /&gt;
===throwing stuff===&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing things is vital to dwarf fortress.  Throwing rocks.  Throwing sandy loam. throwing body parts.  Throwing ''vomit''.  anything that can be picked up can be thrown, including [[vermin|live rats, beetles and other critters]].  when you have chosen your weapon of choice, even throwing weapons and [[coins]], a little x will appear which will tell you where your throw will be aimed.  As with [[crossbow|normal ranged weapons]], the quality of the weapon counts, and it will use the default attack for that weapon - if you {{k|t}}hrow a spear, it can stick in the [[creature|pincushion]] you're making, if you throw a *large iron dagger*, it can [[amputation|shh-liiice]] pieces off, if you throw warhammers/maces at the target you could probably play [http://en.wikipedia.org/wiki/Tiddlywinks|tiddlywinks] with the unwitting targets.  Beware, however - if you try to [[Throw|peg stuff]], it can fly off to buggary and if you're throwing it at carp unless you skip it off the water you probably won't be able to get it back without drowning, as it will sink to the bottom of the water source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dfrost_adv_17.PNG|A longnose gar gets what's coming to him&lt;br /&gt;
Image:Dfrost_adv_18.PNG|and how I did it.  a) grabbing items off ground b)choosing items for throwing c) choosing where to throw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dfrost_adv_18.PNG&amp;diff=42302</id>
		<title>File:Dfrost adv 18.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dfrost_adv_18.PNG&amp;diff=42302"/>
		<updated>2008-06-03T12:34:04Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: how to throw stuff, doesn't include grabbing pebbles off the ground though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how to throw stuff, doesn't include grabbing pebbles off the ground though.&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dfrost_adv_17.PNG&amp;diff=42301</id>
		<title>File:Dfrost adv 17.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dfrost_adv_17.PNG&amp;diff=42301"/>
		<updated>2008-06-03T12:08:23Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: I hit a longnose gar from the water's edge.  Did some damage too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hit a longnose gar from the water's edge.  Did some damage too&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Frostedfire&amp;diff=22716</id>
		<title>User talk:Frostedfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Frostedfire&amp;diff=22716"/>
		<updated>2008-06-03T11:43:02Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;...* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]]&lt;br /&gt;
--[[User:Savok|Savok]] 19:14, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:thanks for the intro Savok&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire&amp;diff=42145</id>
		<title>User:Frostedfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire&amp;diff=42145"/>
		<updated>2008-06-03T11:41:44Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: linked up a long-orphaned page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= OH NOES! I IS N00B AT DF! =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Have no fear, your friendly (and at times sarcastic) df wikiuser frostedfire is here!  I figured those other tutorials were lacking something - decent humour.  Markavian's one is good enough but this one should be kept more current.  &lt;br /&gt;
&lt;br /&gt;
using worldgen:&lt;br /&gt;
Created in DF v0.27.176.38c.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	&lt;br /&gt;
:[TITLE:MEDIUM]	&lt;br /&gt;
:[SEED:3151525982]	&lt;br /&gt;
:[DIM:129:129]&lt;br /&gt;
runs up a world in under 3 generations ;)&lt;br /&gt;
&lt;br /&gt;
[[User:Frostedfire/adv|Histories of genocide and war: Adventure mode]]&lt;br /&gt;
&lt;br /&gt;
[[User:Frostedfire/fort|Histories of greed and suffering: Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
[[User_talk:Frostedfire|Histories of jealosy and arguement: comment on my work!]]&lt;br /&gt;
&lt;br /&gt;
[[Department_of_Dwarven_Veteran's_Affairs|Some of my previous work, and the inspiration for this page]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31807</id>
		<title>40d:Department of Dwarven Veteran's Affairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31807"/>
		<updated>2008-06-03T11:37:58Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: fixed for humour tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Fortress/Royal Guard&lt;br /&gt;
| quarters=Decent Bedroom&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=&lt;br /&gt;
| tomb=Tomb (if you want one for them)&lt;br /&gt;
| stands=1 &lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* [[Siege|Goblins]]&lt;br /&gt;
* [[Elf|The Green Party]]&lt;br /&gt;
* [[Murder|Accidents]]&lt;br /&gt;
| function=&lt;br /&gt;
* Assist the [[Sheriff]]&lt;br /&gt;
* Dupe nobles into thinking they safe here and not 2&amp;quot; away from dying&lt;br /&gt;
* Killing [[Goblin|Child snatchers]]&lt;br /&gt;
* Living off the government&lt;br /&gt;
* Sparring practice&lt;br /&gt;
* Retirement for mangled champions, to stop death-by-tantrum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Department of Dwarven Veteran's Affairs (also known as the Fortress/Royal Guard), is an organisation dedicated to helping those brave dwarves that have become injured to the point of combat ineffectiveness, and are also relatively unskilled (so putting them into the [[Craftsdwarf's workshop]] to make +goblin bone bolts+ until the end of time is out of the question).  They are usually &amp;lt;s&amp;gt;relieved of&amp;lt;/s&amp;gt; promoted up from their military duties due to [[Baron|Some snooty noble]] turning up and wanting to be all protected (until, of course, said noble makes one-too-many demands and find themselves in the [[Chasm|dwarven departure lounge]]).&lt;br /&gt;
&lt;br /&gt;
These dwarves who have sustained their injuries in whatever way (through physical combat, goblin snipers, [[Elves|Hippies]], sparring matches, [[Carp|The watery menace]] or otherwise), may be promoted through the military menu.  The fortress guard itself doesn't do much, apart from telling the various nobles that he is not in danger of [[Goblin_Child_Snatcher|assassination]], assisting the [[Sheriff]] (now [[Captain of the guard]]) in [[Justice|intoxicating sober dwarves]] and spending all their spare time [[Military#Training / Sparring|Sparring]].  The sparring can be a problem, in that some dwarves may receive a speedy recovery (you know the ones), but has trained himself up to an elite level - which prohibits his removal from the  payrolls of DDVA.  Thus active dwarves that can spend their time better [[Hauling|Pulling levers]], are now only assisting with some engraver who is too busy smashing something other than a [[bridge]] over a [[Chasm]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1216</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1216"/>
		<updated>2008-06-03T11:36:17Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: new quote regarding weaponmaster lashers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 auto; border-spacing: 1em&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.}}&lt;br /&gt;
{{Quote Box|&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;}}&lt;br /&gt;
{{Quote Box|Toady has created a masterpiece!}}&lt;br /&gt;
{{Quote Box|Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?}}&lt;br /&gt;
{{Quote Box|Do these +narrow chimpanzee leather trousers+ make me look fat?}}&lt;br /&gt;
{{Quote Box|This wiki menaces with spikes of bread.}}&lt;br /&gt;
{{Quote Box|I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.}}&lt;br /&gt;
{{Quote Box|&amp;quot;This is why artificial intelligences won't be taking over the world within the next ten years or so: NORMAL people don't have to be TOLD not to milk a cow that's on fire!&amp;quot;&amp;lt;br&amp;gt; - [[Sowelu ]]}}&lt;br /&gt;
{{Quote Box|Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...}}&lt;br /&gt;
{{Quote Box|&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot;&amp;lt;br&amp;gt; - [[Toady One]]}}&lt;br /&gt;
{{Quote Box|&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.&amp;lt;br&amp;gt;-[[Toady One]]}}&lt;br /&gt;
{{Quote Box|How to Control your Pets: It's no coincidence that 'kittens' rhymes with 'mittens'...}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!}}&lt;br /&gt;
{{Quote Box|Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].}}&lt;br /&gt;
{{Quote Box|Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]}}&lt;br /&gt;
{{Quote Box|[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!}}&lt;br /&gt;
{{Quote Box|[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;
{{Quote Box|[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!}}&lt;br /&gt;
{{Quote Box|[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].}}&lt;br /&gt;
{{Quote Box|Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].}}&lt;br /&gt;
{{Quote Box|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;
{{Quote Box|Dev Notes''':''' Stopped booze food from melting, even though it probably should}}&lt;br /&gt;
{{Quote Box|&amp;quot;It was a funny bug -- it would just pick the first living unit in the civilization's list, regardless of what their qualifications were, drag them out of their town, and have them show up at your fortress, without actually letting them be the king.&amp;quot; -[[Toady One]]}}&lt;br /&gt;
{{Quote Box|Wolf cancels Breathe: Interrupted by &amp;lt;br&amp;gt;≡Ash Bolt≡.}}&lt;br /&gt;
{{Quote Box| Who knew bridges could be such incredible killing machines?}}&lt;br /&gt;
{{Quote Box|Breeding is difficult when your genitalia fell off years ago.}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.}}&lt;br /&gt;
{{Quote Box|“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;
{{Quote Box|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;
{{Quote Box|&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;
{{Quote Box|Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.}}&lt;br /&gt;
{{Quote Box|Booze does all the work in forts. Dwarves are just booze exoskeletons.}}&lt;br /&gt;
{{Quote Box|My unconscious and bleeding [[mayor]] just mandated the construction of some goods.}}&lt;br /&gt;
{{Quote Box|Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.}}&lt;br /&gt;
{{Quote Box|&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;
{{Quote Box|&amp;quot;Dwarves are strange creatures who balance out at &amp;quot;happy&amp;quot; because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;quot;&amp;lt;br&amp;gt;-[[shadow_archmagi]]}}&lt;br /&gt;
{{Quote Box|Here we have a link to amusing quotes and important advice in the [[Main Page/Quote Archive|Quote Archive]], all of which are more important and/or funny than this one.}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|I can just imagine a wagon throwing a tantrum and tossing all its contents at people.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King}}&lt;br /&gt;
{{Quote Box|'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.}}&lt;br /&gt;
{{Quote Box|If in doubt, [[fluid|flood]] the fort!}}&lt;br /&gt;
{{Quote Box|Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.}}&lt;br /&gt;
{{Quote Box|Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;}}&lt;br /&gt;
{{Quote Box|Only you can prevent fortress fires.}}&lt;br /&gt;
{{Quote Box|On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''}}&lt;br /&gt;
{{Quote Box|'Leader' Igëratìr, Clerk has created Razuk Lanzil, an Obsidian Crown!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-&amp;quot;I think the leader business is getting to his head!}}&lt;br /&gt;
{{Quote Box|If cow cheese is made from cow's milk, what is dwarven cheese made of?}}&lt;br /&gt;
{{Quote Box|&amp;quot;Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.&amp;quot;}}&lt;br /&gt;
{{Quote Box|The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...}}&lt;br /&gt;
{{Quote Box|M.C. Hammerer.&amp;lt;br&amp;gt;&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;What? B-but I didn't-&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;&amp;quot;CAN'T TOUCH THIS!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;&amp;quot;CAN'T TOUCH THAT!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;Etc...}}&lt;br /&gt;
{{Quote Box|&amp;quot;What happened in 1048?&amp;quot; &amp;lt;br /&amp;gt;&amp;quot;&amp;lt;i&amp;gt;Jreengus&amp;lt;/i&amp;gt; occurred.&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;Well, that goblin master lasher was nice to my dwarf, in a way - he handed the guy a ballgag before the lashings began...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:N9103&amp;diff=32666</id>
		<title>User talk:N9103</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:N9103&amp;diff=32666"/>
		<updated>2008-06-03T11:26:57Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: /* Comments/Opinions/Rants Welcome Here */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Persona Grata ==&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] - Bad Edit Finder&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] - Formatting Helper&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Fedor|Fedor]] - PreGen Enthusiast ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Comments/Opinions/Rants Welcome Here ==&lt;br /&gt;
&lt;br /&gt;
:I need help promoting my new [[User:Frostedfire|User page]].  Atm has the adventures of my hammerdwarf, bashing jaguars, grizzlies, a wolf pack, stoning longnose gar and carp, those same carp coming after me and freezing in the river overnight, some [[goblins|grots]] getting knocked around, and my final demise at the hands of a grot with a fetish for S&amp;amp;M.  He was nice in a way, he did hand me a ball-gag before the lashings began.  I needs help getting it popular enough to get it on the main page, along with the planned fortress tutorial ;)  --[[User:Frostedfire|Frostedfire]] 07:26, 3 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Problems/Mistakes/Corrections ==&lt;br /&gt;
&amp;lt;small&amp;gt;Forgive me for the occasional slip up. Just make a note here of where I managed to screw up, so that I may endeavor to learn from my mistakes.--[[User:N9103|N9103]] 15:54, 23 December 2007 (EST)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing too troublesome, but on the system reqs page you made a somewhat false statement in that you said that a dedicated single core was faster then a dual core- while I understand where this comes from, all of Intels Core2 line are more powerful on even a single core then their entire P4 line including the 3.4 GHz prescott. AMD's are likely the same though I cannot know for sure. Also, two processors with the exact same specs in terms of speed, ect ect, the dual will still win due to larger Cache and the ability to run excess processes on a seperate core. --[[User:Darkone|Darkone]] 20:42, 12 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Being that I don't have a single core comparable to my current dual core, I'll take your word on this matter, though I disagree, to the extent that it matters.&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Calculus&amp;diff=42300</id>
		<title>User talk:Calculus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Calculus&amp;diff=42300"/>
		<updated>2008-06-03T11:15:17Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: New page: you mentioned I should start a tounge-in-cheek version of df - well I have - working under 176.38c :D --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;you mentioned I should start a tounge-in-cheek version of df - well I have - working under 176.38c :D --[[User:Frostedfire|Frostedfire]] 07:15, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Spoiler&amp;diff=24265</id>
		<title>Template:Spoiler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Spoiler&amp;diff=24265"/>
		<updated>2008-06-03T11:10:40Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: oops, saved to the wrong file :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #fbfbfb; border: 1px solid #aaa; border-left: 10px solid #ff0000; width:80%; margin-bottom: 800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center;&amp;quot; | [[Image:Spoiler_be3406.png]]&lt;br /&gt;
| style=&amp;quot;padding: 0.25em 0.5em; width: 100%;&amp;quot; | This article contains '''massive spoilers'''.  If you do not wish to have your game experience spoiled, press the Back button in your browser and do not scroll down!&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]][[Category:Warnings]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Spoiler&amp;diff=24264</id>
		<title>Template:Spoiler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Spoiler&amp;diff=24264"/>
		<updated>2008-06-03T11:09:23Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: A &amp;quot;this page is tongue-in-cheek&amp;quot; template.  Thanks for whoever made the spoiler page and saved me some style rules ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; width:80%; margin-bottom: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center;&amp;quot; | [[Image:Rated D for Dwarf.PNG]]&lt;br /&gt;
| style=&amp;quot;padding: 0.25em 0.5em; width: 100%;&amp;quot; | This article has been rated D for Dwarf.  It includes or may include witty humour, in-jokes related to the game proper, and references to the [http://www.bay12games.com/cgi-local/ultimatebb.cgi| Bay12 forums ].  If you miss some of the references, don't worry.&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]][[Category:Warnings]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Rated_D_for_Dwarf.PNG&amp;diff=42299</id>
		<title>File:Rated D for Dwarf.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Rated_D_for_Dwarf.PNG&amp;diff=42299"/>
		<updated>2008-06-03T10:50:50Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: used in the new &amp;quot;rated D for dwarf&amp;quot; template, regarding using witty lines and humour.  {{Rated D}} everywhere you are  or simply trying to be) funny!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;used in the new &amp;quot;rated D for dwarf&amp;quot; template, regarding using witty lines and humour.  {{Rated D}} everywhere you are  or simply trying to be) funny!&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42149</id>
		<title>User:Frostedfire/adv</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42149"/>
		<updated>2008-06-03T10:29:40Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D}}&lt;br /&gt;
&lt;br /&gt;
ok, so you did the smart thing and had a look at your world in adventure mode.  Good job.  The world I am using has been mentioned back on [[User:Frostedfire|My user page]], so go look there.&lt;br /&gt;
&lt;br /&gt;
the world is a northern-hemisphere map (ie the bottom is hot where the top is cold), with a setup that is, apart from the trees, goblins, elves, lack of humans, etc, not dissimilar to the eastern mediterranean, with a big sea to the west (with islands), a middle sea largely cut off from the big sea and a good sea on the eastern half - these can be abstracted to the seas around northern [http://en.wikipedia.org/wiki/Turkey| Turkey ].  But enough of real-world geography...&lt;br /&gt;
&lt;br /&gt;
strangely, there is a definite lack of humans around the map, with 2 large empires and adequately-populated elves, dwarves and goblins spread out over the map (although the dwarves and gobbos were packed onto the southern mountain range, none of them dared to settle on the [http://en.wikipedia.org/wiki/Ural_Mountains|&amp;quot;Urals&amp;quot;].  I chose a dwarf for this run from mafol tholest, although you could choose your own hero to fight with.&lt;br /&gt;
&lt;br /&gt;
[pictures of worldgen go here]&lt;br /&gt;
&lt;br /&gt;
Now comes the skills menu.  because I'm a n00b, I forgot to screenshot it but I'll get along anyway:&lt;br /&gt;
&lt;br /&gt;
===Wee-apon skills===&lt;br /&gt;
''see [[Weapon|Weapon skills]] for more info on this''&lt;br /&gt;
&lt;br /&gt;
:marksdwarf/marksman/bowman/bowelf - cross/composite bows.  This tends to also limit the ranger's initial armour to eg leather, as anything else tends to weigh the character down and you don't want to have to use it as a melee weapon (it works great as a hammer tho)&lt;br /&gt;
:swordsdwarf/man/elf - shortswords/scimitars/longswords and so on.  Can cut off limbs, get stuck in wounds, and even cause knockback.  It slices, it dices, eviscerates and decapitates!&lt;br /&gt;
:macedwarf/man/elf - ye-olde-club.  You swing, it bashes target, sends target flying if conditions are right.  smaller version of the warhammer.&lt;br /&gt;
:hammerdwarf/man/elf - big club.  remember the force commander in dawn of war?  yeah, that kind of powerful.  humans can get the maul, the highest raw-damage weapon in-game.&lt;br /&gt;
:axedwarf/man/elf - 1.  Walk up to target.  2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down).  4. ??? 5. profit.&lt;br /&gt;
:speardwarf/man/elf - da pointy stikk!  has critboost&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; like the xbow and also has highest rate of getting stuck in your target, where you can twist it in the wound to bleed/pain your enemies to death or attempt to pull it out and have another stab at the target&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;br /&gt;
&lt;br /&gt;
[picture of your possession of your chosen character go here]&lt;br /&gt;
&lt;br /&gt;
your avatar of [[Armok]] should now be somewhere in one of the towns in your city's empire.  If you started in a human town, you should be in their mead hall, with the [[mayor]] either nearby or upstairs on the 2nd tier.  You can tal{{k|k}} to him/her for quests involving whatever cave/goblin fort is nearby, and continue on your endless conquest of the game universe, in what shall be come to known as [[Urist|The age of Urist]] (or whatever your character's name happens to be).  I started in thei middle mountain hall, which is only accessible via a river trek up from the good sea of faeries and [[unicorns]].  when you're bored running around town or the lands outside, hit {{k|T}}ravel mode, and save all that boring walking-around crap, and do it Indiana Jones style with the map overlay and the little dashed lines between points*&lt;br /&gt;
&lt;br /&gt;
*note: travel mode may not have dotted lines like ''Raiders of the Lost Ark''&lt;br /&gt;
&lt;br /&gt;
In may travels to the rival mountainhomes (the geniuses had my fortress accessible from one side and kicked me off the cliff mr Bean-style, complete with the beam of light and teddy), I came upon a [[Jaguar]] that for whatever reason, was walking up and down the river.  why he was walking down somewhere that had [[carp]] in it I'll never know.  &lt;br /&gt;
&lt;br /&gt;
*enter combat mode*&lt;br /&gt;
&lt;br /&gt;
as it charges towards me, I steadfastly prepare myself for the ownage that was to come.  It launches itself at me, but I'm too fast for it.  before it hit me and sent me sprawling, I managed to mangle two of its paws, then righted myself as the weakling jaguar packed it in from a couple of small injuries.  I got to the Jaguar and resumed the carnage, sending it flying out of sight skidding along the ground to its death some distance away&lt;br /&gt;
&lt;br /&gt;
*end combat mode*&lt;br /&gt;
&lt;br /&gt;
[insert image of combat log here]&lt;br /&gt;
&lt;br /&gt;
I make a brief stint into the forests down our river system, before turning back into the mountains to find more homes.  All these fortresses were blocked off, although I found a fellow dwarf, a guard who had obviously suffered the same fate as myself.&lt;br /&gt;
&lt;br /&gt;
[insert picture of dwarf guard at bottom of 14-storey cliff here]&lt;br /&gt;
&lt;br /&gt;
===inter-character interaction===&lt;br /&gt;
&lt;br /&gt;
if you use the tal{{k|k}} menu, you can initiate friendly conversations with those who are &amp;quot;on your side&amp;quot; - that is, everyone except [[kobold|thieves]], wild animals/[insert animal here]men and [[goblin|those evil skinny fellows]].  I talked tho this dwarf and, although I didn't get to know much about his family, I found out a lot about world outside of the &amp;lt;s&amp;gt;vault&amp;lt;/s&amp;gt; mountainhomes, including some human towns far to the northwest, near the capital and the [[dark fortress|accursed towers]] a few hours walk to the Southwest.&lt;br /&gt;
&lt;br /&gt;
'''___________'''&lt;br /&gt;
&lt;br /&gt;
During my trips out of the mountainhomes, I decided to investigate that river I had seen previously travelling up.  As I investigated, I found those accursed beasts of all dwarven fortresses, [[carp|THE CARP!]]&lt;br /&gt;
&lt;br /&gt;
[image of me spotting carp here]&lt;br /&gt;
&lt;br /&gt;
As I approached the dwarf-senses kicked in, and I entered fighting mode&lt;br /&gt;
&lt;br /&gt;
[image of me entering martial trance here]&lt;br /&gt;
&lt;br /&gt;
The carp didn't take too kindly to this, and buggered off up the river.  Sensing they might be luring me into a trap, I decided to peg rocks at them instead:&lt;br /&gt;
&lt;br /&gt;
===throwing stuff===&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing things is vital to dwarf fortress.  Throwing rocks.  Throwing sandy loam. throwing body parts.  Throwing ''vomit''.  anything that can be picked up can be thrown, including [[vermin|live rats, beetles and other critters]].  when you have chosen your weapon of choice, even throwing weapons and [[coins]], a little x will appear which will tell you where your throw will be aimed.  As with [[crossbow|normal ranged weapons]], the quality of the weapon counts, and it will use the default attack for that weapon - if you {{k|t}}hrow a spear, it can stick in the [[creature|pincushion]] you're making, if you throw a *large iron dagger*, it can [[amputation|sch-lice]] pieces, off, if you throw warhammers/maces at the target you could probably play [http://en.wikipedia.org/wiki/Tiddlywinks|tiddlywinks] with the unwitting targets.  Beware, however - if you try to peg stuff, it can fly off to buggary and if you're throwing it at carp unless you skip it off the water you probably won't be able to get it back without drowning.&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42148</id>
		<title>User:Frostedfire/adv</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42148"/>
		<updated>2008-06-03T10:28:45Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: expanded with part II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ok, so you did the smart thing and had a look at your world in adventure mode.  Good job.  The world I am using has been mentioned back on [[User:Frostedfire|My user page]], so go look there.&lt;br /&gt;
&lt;br /&gt;
the world is a northern-hemisphere map (ie the bottom is hot where the top is cold), with a setup that is, apart from the trees, goblins, elves, lack of humans, etc, not dissimilar to the eastern mediterranean, with a big sea to the west (with islands), a middle sea largely cut off from the big sea and a good sea on the eastern half - these can be abstracted to the seas around northern [http://en.wikipedia.org/wiki/Turkey| Turkey ].  But enough of real-world geography...&lt;br /&gt;
&lt;br /&gt;
strangely, there is a definite lack of humans around the map, with 2 large empires and adequately-populated elves, dwarves and goblins spread out over the map (although the dwarves and gobbos were packed onto the southern mountain range, none of them dared to settle on the [http://en.wikipedia.org/wiki/Ural_Mountains|&amp;quot;Urals&amp;quot;].  I chose a dwarf for this run from mafol tholest, although you could choose your own hero to fight with.&lt;br /&gt;
&lt;br /&gt;
[pictures of worldgen go here]&lt;br /&gt;
&lt;br /&gt;
Now comes the skills menu.  because I'm a n00b, I forgot to screenshot it but I'll get along anyway:&lt;br /&gt;
&lt;br /&gt;
===Wee-apon skills===&lt;br /&gt;
''see [[Weapon|Weapon skills]] for more info on this''&lt;br /&gt;
&lt;br /&gt;
:marksdwarf/marksman/bowman/bowelf - cross/composite bows.  This tends to also limit the ranger's initial armour to eg leather, as anything else tends to weigh the character down and you don't want to have to use it as a melee weapon (it works great as a hammer tho)&lt;br /&gt;
:swordsdwarf/man/elf - shortswords/scimitars/longswords and so on.  Can cut off limbs, get stuck in wounds, and even cause knockback.  It slices, it dices, eviscerates and decapitates!&lt;br /&gt;
:macedwarf/man/elf - ye-olde-club.  You swing, it bashes target, sends target flying if conditions are right.  smaller version of the warhammer.&lt;br /&gt;
:hammerdwarf/man/elf - big club.  remember the force commander in dawn of war?  yeah, that kind of powerful.  humans can get the maul, the highest raw-damage weapon in-game.&lt;br /&gt;
:axedwarf/man/elf - 1.  Walk up to target.  2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down).  4. ??? 5. profit.&lt;br /&gt;
:speardwarf/man/elf - da pointy stikk!  has critboost{{tm}} like the xbow and also has highest rate of getting stuck in your target, where you can twist it in the wound to bleed/pain your enemies to death or attempt to pull it out and have another stab at the target&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;br /&gt;
&lt;br /&gt;
[picture of your possession of your chosen character go here]&lt;br /&gt;
&lt;br /&gt;
your avatar of [[Armok]] should now be somewhere in one of the towns in your city's empire.  If you started in a human town, you should be in their mead hall, with the [[mayor]] either nearby or upstairs on the 2nd tier.  You can tal{{k|k}} to him/her for quests involving whatever cave/goblin fort is nearby, and continue on your endless conquest of the game universe, in what shall be come to known as [[Urist|The age of Urist]] (or whatever your character's name happens to be).  I started in thei middle mountain hall, which is only accessible via a river trek up from the good sea of faeries and [[unicorns]].  when you're bored running around town or the lands outside, hit {{k|T}}ravel mode, and save all that boring walking-around crap, and do it Indiana Jones style with the map overlay and the little dashed lines between points*&lt;br /&gt;
&lt;br /&gt;
*note: travel mode may not have dotted lines like ''Raiders of the Lost Ark''&lt;br /&gt;
&lt;br /&gt;
In may travels to the rival mountainhomes (the geniuses had my fortress accessible from one side and kicked me off the cliff mr Bean-style, complete with the beam of light and teddy), I came upon a [[Jaguar]] that for whatever reason, was walking up and down the river.  why he was walking down somewhere that had [[carp]] in it I'll never know.  &lt;br /&gt;
&lt;br /&gt;
*enter combat mode*&lt;br /&gt;
&lt;br /&gt;
as it charges towards me, I steadfastly prepare myself for the ownage that was to come.  It launches itself at me, but I'm too fast for it.  before it hit me and sent me sprawling, I managed to mangle two of its paws, then righted myself as the weakling jaguar packed it in from a couple of small injuries.  I got to the Jaguar and resumed the carnage, sending it flying out of sight skidding along the ground to its death some distance away&lt;br /&gt;
&lt;br /&gt;
*end combat mode*&lt;br /&gt;
&lt;br /&gt;
[insert image of combat log here]&lt;br /&gt;
&lt;br /&gt;
I make a brief stint into the forests down our river system, before turning back into the mountains to find more homes.  All these fortresses were blocked off, although I found a fellow dwarf, a guard who had obviously suffered the same fate as myself.&lt;br /&gt;
&lt;br /&gt;
[insert picture of dwarf guard at bottom of 14-storey cliff here]&lt;br /&gt;
&lt;br /&gt;
===inter-character interaction===&lt;br /&gt;
&lt;br /&gt;
if you use the tal{{k|k}} menu, you can initiate friendly conversations with those who are &amp;quot;on your side&amp;quot; - that is, everyone except [[kobold|thieves]], wild animals/[insert animal here]men and [[goblin|those evil skinny fellows]].  I talked tho this dwarf and, although I didn't get to know much about his family, I found out a lot about world outside of the &amp;lt;s&amp;gt;vault&amp;lt;/s&amp;gt; mountainhomes, including some human towns far to the northwest, near the capital and the [[dark fortress|accursed towers]] a few hours walk to the Southwest.&lt;br /&gt;
&lt;br /&gt;
'''___________'''&lt;br /&gt;
&lt;br /&gt;
During my trips out of the mountainhomes, I decided to investigate that river I had seen previously travelling up.  As I investigated, I found those accursed beasts of all dwarven fortresses, [[carp|THE CARP!]]&lt;br /&gt;
&lt;br /&gt;
[image of me spotting carp here]&lt;br /&gt;
&lt;br /&gt;
As I approached the dwarf-senses kicked in, and I entered fighting mode&lt;br /&gt;
&lt;br /&gt;
[image of me entering martial trance here]&lt;br /&gt;
&lt;br /&gt;
The carp didn't take too kindly to this, and buggered off up the river.  Sensing they might be luring me into a trap, I decided to peg rocks at them instead:&lt;br /&gt;
&lt;br /&gt;
===throwing stuff===&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing things is vital to dwarf fortress.  Throwing rocks.  Throwing sandy loam. throwing body parts.  Throwing ''vomit''.  anything that can be picked up can be thrown, including [[vermin|live rats, beetles and other critters]].  when you have chosen your weapon of choice, even throwing weapons and [[coins]], a little x will appear which will tell you where your throw will be aimed.  As with [[crossbow|normal ranged weapons]], the quality of the weapon counts, and it will use the default attack for that weapon - if you {{k|t}}hrow a spear, it can stick in the [[creature|pincushion]] you're making, if you throw a *large iron dagger*, it can [[amputation|sch-lice]] pieces, off, if you throw warhammers/maces at the target you could probably play [http://en.wikipedia.org/wiki/Tiddlywinks|tiddlywinks] with the unwitting targets.  Beware, however - if you try to peg stuff, it can fly off to buggary and if you're throwing it at carp unless you skip it off the water you probably won't be able to get it back without drowning.&lt;br /&gt;
&lt;br /&gt;
'''_____________'''&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42147</id>
		<title>User:Frostedfire/adv</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire/adv&amp;diff=42147"/>
		<updated>2008-06-02T09:52:55Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: first part done - later bits to come&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ok, so you did the smart thing and had a look at your world in adventure mode.  Good job.  The world I am using has been mentioned back on [[User:Frostedfire|My user page]], so go look there.&lt;br /&gt;
&lt;br /&gt;
the world is a northern-hemisphere map (ie the bottom is hot where the top is cold), with a setup that is, apart from the trees, goblins, elves, lack of humans, etc, not dissimilar to the eastern mediterranean, with a big sea to the west (with islands), a middle sea largely cut off from the big sea and a good sea on the eastern half - these can be abstracted to the seas around northern [http://en.wikipedia.org/wiki/Turkey| Turkey ].  But enough of real-world geography...&lt;br /&gt;
&lt;br /&gt;
strangely, there is a definite lack of humans around the map, with 2 large empires and adequately-populated elves, dwarves and goblins spread out over the map (although the dwarves and gobbos were packed onto the southern mountain range, none of them dared to settle on the [http://en.wikipedia.org/wiki/Ural_Mountains|&amp;quot;Urals&amp;quot;].  I chose a dwarf for this run from mafol tholest, although you could choose your own hero to fight with.&lt;br /&gt;
&lt;br /&gt;
[pictures of worldgen go here]&lt;br /&gt;
&lt;br /&gt;
Now comes the skills menu.  because I'm a n00b, I forgot to screenshot it but I'll get along anyway:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''see [[Weapon|Weapon skills]] for more info on this''&lt;br /&gt;
&lt;br /&gt;
:marksdwarf/marksman/bowman/bowelf - cross/composite bows.  This tends to also limit the ranger's initial armour to eg leather, as anything else tends to weigh the character down and you don't want to have to use it as a melee weapon (it works great as a hammer tho)&lt;br /&gt;
:swordsdwarf/man/elf - shortswords/scimitars/longswords and so on.  Can cut off limbs, get stuck in wounds, and even cause knockback.  It slices, it dices, eviscerates and decapitates!&lt;br /&gt;
:macedwarf/man/elf - ye-olde-club.  You swing, it bashes target, sends target flying if conditions are right.  smaller version of the warhammer.&lt;br /&gt;
:hammerdwarf/man/elf - big club.  remember the force commander in dawn of war?  yeah, that kind of powerful.  humans can get the maul, the highest raw-damage weapon in-game.&lt;br /&gt;
:axedwarf/man/elf - 1.  Walk up to target.  2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down).  4. ??? 5. profit.&lt;br /&gt;
:speardwarf/man/elf - da pointy stikk!  has critboost{{tm}} like the xbow and also has highest rate of getting stuck in your target, where you can twist it in the wound to bleed/pain your enemies to death or attempt to pull it out and have another stab at the target&lt;br /&gt;
&lt;br /&gt;
[picture of your possession of your chosen character go here]&lt;br /&gt;
&lt;br /&gt;
your avatar of [[Armok]] should now be somewhere in one of the towns in your city's empire.  If you started in a human town, you should be in their mead hall, with the [[mayor]] either nearby or upstairs on the 2nd tier.  You can tal{{k|k}} to him/her for quests involving whatever cave/goblin fort is nearby, and continue on your endless conquest of the game universe, in what shall be come to known as [[Urist|The age of Urist]] (or whatever your character's name happens to be).  I started in thei middle mountain hall, which is only accessible via a river trek up from the good sea of faeries and [[unicorns]].  when you're bored running around town or the lands outside, hit enter {{k|T}}ravel mode, and save all that boring walking-around crap, and do it Indiana Jones style with the map overlay and the little dashed lines between points*&lt;br /&gt;
&lt;br /&gt;
*note: travel mode may not have dotted lines like ''Raiders of the Lost Ark''&lt;br /&gt;
&lt;br /&gt;
In may travels to the rival mountainhomes (the geniuses had their fortress accessible from one side and kicked me off the cliff mr Bean-style, complete with the beam of light and teddy), I came upon a [[Jaguar]] that for whatever reason, was walking up and down the river.  why he was walking down somewhere that had [[carp]] in it I'll never know.  &lt;br /&gt;
&lt;br /&gt;
*enter combat mode*&lt;br /&gt;
&lt;br /&gt;
as it charges towards me, I steadfastly prepare myself for the ownage that was to come.  It launches itself at me, but I'm too fast for it.  before it hit me and sent me sprawling, I managed to mangle two of its paws, then righted myself as the weakling jaguar packed it in from a couple of small injuries.  I got to the Jaguar and resumed the carnage, sending it flying out of sight skidding along the ground to its death some distance away&lt;br /&gt;
&lt;br /&gt;
*end combat mode*&lt;br /&gt;
&lt;br /&gt;
[insert image of combat log here]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire&amp;diff=42144</id>
		<title>User:Frostedfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire&amp;diff=42144"/>
		<updated>2008-06-02T08:20:34Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: fixing some bits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= OH NOES! I IS N00B AT DF! =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Have no fear, your friendly (and at times sarcastic) df wikiuser frostedfire is here!  I figured those other tutorials were lacking something - decent humour.  Markavian's one is good enough but this one should be kept more current.  &lt;br /&gt;
&lt;br /&gt;
using worldgen:&lt;br /&gt;
Created in DF v0.27.176.38c.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	&lt;br /&gt;
:[TITLE:MEDIUM]	&lt;br /&gt;
:[SEED:3151525982]	&lt;br /&gt;
:[DIM:129:129]&lt;br /&gt;
runs up a world in under 3 generations ;)&lt;br /&gt;
&lt;br /&gt;
[[User:Frostedfire/adv|Histories of genocide and war: Adventure mode]]&lt;br /&gt;
&lt;br /&gt;
[[User:Frostedfire/fort|Histories of greed and suffering: Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
[[User_talk:Frostedfire|Histories of jealosy and arguement: comment on my work!]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Frostedfire&amp;diff=42143</id>
		<title>User:Frostedfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Frostedfire&amp;diff=42143"/>
		<updated>2008-06-02T08:16:58Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: New page: ==OH NOES! I IS N00B AT DF!==  Have no fear, your friendly (and at times sarcastic) df wikiuser frostedfire is here!  I figured those other tutorials were lacking something - decent humour...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OH NOES! I IS N00B AT DF!==&lt;br /&gt;
&lt;br /&gt;
Have no fear, your friendly (and at times sarcastic) df wikiuser frostedfire is here!  I figured those other tutorials were lacking something - decent humour.  Markavian's one is good enough but this one should be kept more current.  &lt;br /&gt;
&lt;br /&gt;
using worldgen:&lt;br /&gt;
Created in DF v0.27.176.38c.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	&lt;br /&gt;
:[TITLE:MEDIUM]	&lt;br /&gt;
:[SEED:3151525982]	&lt;br /&gt;
:[DIM:129:129]&lt;br /&gt;
runs up a world in under 3 generations ;)&lt;br /&gt;
&lt;br /&gt;
[[User:Frostedfire/adv|Histories of genocide and war: Adventure mode]]&lt;br /&gt;
&lt;br /&gt;
[[User:Frostedfire/fort|Histories of greed and suffering: Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
[[User_talk:Frostedfire|Histories of jealosy and arguement: comment on my work!]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sphere&amp;diff=41655</id>
		<title>40d Talk:Sphere</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sphere&amp;diff=41655"/>
		<updated>2008-05-17T07:19:58Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: gave a sorta explanation on spheres&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is a sphere?  This doesn't offer a very good explanation.  If I knew what it was, I'd add it myself.--[[User:RustyMcloon|Rusty Mcloon]] 01:19, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A sphere is a ball-shaped object foo :P&lt;br /&gt;
&lt;br /&gt;
: Really, it's just a spiritual concept/idea/etc that the &amp;quot;religion&amp;quot; revolves around.  revolving --&amp;gt; planets, which are (sorta) spherical.  In other games spheres usually refer to your magic discipline, whether you had fire spells, zombie spells or the like.  Least that's what my current definition is --[[User:Frostedfire|Frostedfire]] 03:19, 17 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30384</id>
		<title>40d Talk:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30384"/>
		<updated>2008-05-17T07:02:45Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hate mud. [[User:Schm0|Schm0]] 14:15, 1 December 2007 (EST)&lt;br /&gt;
:Me to [[User:Diabl0658|Diabl0658]] 15:10, 1 December 2007 (EST)&lt;br /&gt;
::Never understood the problem. My dwarves clean it at least once a year, just like blood and the likes... --[[User:Eagle of Fire|Eagle of Fire]] 18:01, 1 December 2007 (EST)&lt;br /&gt;
:::Uh, read [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002192 my article on the bug forum]. Mud is only cleaned indoors. If you have it outdoors, it's tracked throughout the map and expands exponentially. It has taken me two winters to successfully dry my fortress entrance. [[User:Schm0|Schm0]] 22:11, 1 December 2007 (EST)&lt;br /&gt;
:::Mud ruined my life! --[[User:Jackard|Jackard]] 06:47, 2 December 2007 (EST)&lt;br /&gt;
::::This issue is fixed as of 0.27.169.33f. Toady One has disabled mud/blood spreading for the time being.&lt;br /&gt;
:::::So much for my blood-temple to armok... --[[User:Frostedfire|Frostedfire]] 03:02, 17 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Easter_eggs&amp;diff=36338</id>
		<title>40d Talk:Easter eggs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Easter_eggs&amp;diff=36338"/>
		<updated>2008-05-13T12:27:31Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss HIDDEN FUN STUFF here instead of the forum, and leave the spoilers to the people who want to be spoiled. --[[User:Jackard|Jackard]] 21:22, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:what happens to the old stuff from 2d, like the comments about when you scroll FAR too far into the back of the mountain or back towards home? --[[User:Frostedfire|Frostedfire]] 08:27, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Oink sound==&lt;br /&gt;
I just checked that easter egg out, turns out that it always plays during the intro, it's just masked by saying the &amp;quot;quality&amp;quot; word. When you hold the title bar it just pauses the program so you can hear them separately.--[[User:Richards|Richards]] 18:49, 12 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17248</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17248"/>
		<updated>2008-05-03T08:19:42Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: fixed grammar slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
1.This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
&lt;br /&gt;
3.Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
4.What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
in reply to 3.Yer the gobbos will stuff dwarf kids into bags, tho I think the kids get outta the bags when the gobbo goes down ;).  &amp;quot;he/she is depressed at being confined.&amp;quot; --[[User:Frostedfire|Frostedfire]] 06:33, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;br /&gt;
&lt;br /&gt;
:Keep a set of bags away from dwarves who are hauling seeds.  Dwarves will use bags to carry (and hold) seeds, but only if the bags are along the route they're taking to store the seeds.  Although it might seem like it at first, they aren't actually combing your fortress looking for bags to put one seed in.  I put a bag-only stockpile along the little circuit between my sand and my glass furnaces (which is far away from any source of seeds), and have no problems.--[[User:Hobbes|Hobbes]] 11:31, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tell that to the dwarves who, immediately after I followed your suggestion, ran up four flights of stairs PAST my seed stockpile to steal the empty bag next to the glass furnace. [[User:Zaranthan|Zaranthan]] 20:10, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==leather bags==&lt;br /&gt;
i think there's a problem with using these for some tasks, like gathering sand, cos i had a bunch sitting in the workshop (no they werent tasked to be hauled)... anyone else confirm/deny this? [[User:Twiggie|Twiggie]] 20:43, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*you have a ''valid'' i-zone marked for sand collecting? (one that is placed over a tile that reads &amp;quot;X Sand&amp;quot; (not a wall) and has something other than a zero at 'sand collection (X)'?&lt;br /&gt;
*you have a dwarf with ''glassmaking'' enabled?&lt;br /&gt;
*you queued the task at a glass furnace?&lt;br /&gt;
*possibly bags sitting in the/a workshop might be ignored; they have to be on a furniture pile --[[User:Koltom|Koltom]] 09:54, 23 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29297</id>
		<title>40d Talk:Social skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29297"/>
		<updated>2008-05-03T08:15:20Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: /* Gaining Social Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After having some of his masterwork crafts stolen by rhesus macaques, my legendary stonecrafter predictably threw a tantrum. However then he went to attend a meeting with the expedition leader, who is a novice pacifier and consoler. After the meeting he calmed down, and his thoughts later showed &amp;quot;He yelled at somebody in charge lately and felt a little better afterward&amp;quot; and &amp;quot;He cried on somebody in charge lately and felt better afterward&amp;quot;. Is this what these two skills are used for? --[[User:Harakka|Harakka]] 08:07, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am sure that my mayor once became a dabbling pacifier after being yelled at. Not sure about consoler. It also depends on the yelling dwarf's personality as I saw a dwarf who &amp;quot;disliked authorities&amp;quot; with a thought like &amp;quot;He cried on somebody in charge lately but felt only worse&amp;quot;. You can probably skill your leader/mayor up by having lots of tantruming dwarves :) And a legendary pacifier would probably cheer your tantruming dwarves all the way to ecstatic in a few seconds :) --[[User:Another|Another]] 08:48, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd THINK that a consoler would either be the skill used for grieving dwarves (Don't worry, it's okay that the Boss accidentally locked your fiancee and infant child in the demonic pit chamber) or for fairly unhappy dwarves. Speculation of course, I've not had my mayor do these things yet. Of course, I have no idea what it is if pacifier is ALSO used when the mayor gets yelled at by extraordinarily unhappy dwarves. Who knows [[User:Kefkakrazy|Kefkakrazy]] 12:39, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Gaining Social Skills===&lt;br /&gt;
Is it just me, or do ALL dwarves seem to be learning social skills now? It may have to do with the enhanced relationship systems in the latest release, but my dwarves have social skills now. In fact, ''every dwarf in the fortress'' is at least a Dabbling Intimidator/Consoler/Negotiator/Coversationalist/Judge of Intent/Persuader/Pacifier/Comedian.&lt;br /&gt;
&lt;br /&gt;
Sounds like my dwarves are having conversations... and that this gives them social skills. Fun!&lt;br /&gt;
&lt;br /&gt;
:And it also gets them stat upgrades for skillpoints, most of my craft/peasant hauler population spends a lot of time chatting around the tower-cap wagon, and they are all tough/agile/strong/mighty (or more than one :P) --[[User:Frostedfire|Frostedfire]] 04:15, 3 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraving&amp;diff=4920</id>
		<title>40d Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraving&amp;diff=4920"/>
		<updated>2008-04-25T13:57:52Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started a general page on engraving, mostly to point out that it appears possible to smooth tiles containing ore, since they have been placed in the category of stone now.  Haven't tried it on gems, but I'm quite giddy about being able to make an aesthetically pleasing fortress in the middle of an ore vein finally.&lt;br /&gt;
&lt;br /&gt;
:Yes, ore is now exactly the same as regular stone, so it can be smoothed just fine. Make for MUCH nicer fort designs then before. I am not 100% sure but I think gems work the same way too. --[[User:BurnedToast|BurnedToast]] 03:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note also that rewalling allows for even more aesthetic possibility. And you can extract the ore or gem from a wall and then rebuild it with less useful material.&lt;br /&gt;
:Except you can't engrave rewalls. --[[User:Squirrelloid|Squirrelloid]] 17:10, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Actually, you can - I did it accidentally when I was smoothing out a plateau for one of my round towers (the fort was called that, might as well put some round towers in :P).  Also added in a channel and they did their job before the lazy engraver could haul his arse to do his.  In time, I put up a rewall and came back later to find the top of my rewall engraved with blazing suns, dwarves etc.  Kinda confused me when I first saw it tho --[[User:Frostedfire|Frostedfire]] 09:57, 25 April 2008 (EDT)&lt;br /&gt;
I hit {{K|k}} and everything, looked at my wall, and all it said was &amp;quot;Detailed Obsidian Wall.&amp;quot; It doesn't work when I make the walls look like regular walls with lines on them or when I make them have the funky little symbols. My fortress is quite young, but I heard that the engraver can just use his imagination and stuff. What's wrong? --[[User:Penguinofhonor|Penguinofhonor]] 19:55, 14 November 2007 (EST)&lt;br /&gt;
:Hit {{K|k}} and then hit {{K|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Does the type of stone affect Dwarf happiness? Are they happier if their room contains a golden engraved wall? Or even a granite one? And what about the floor? I've just cleaned out a gold vein and I'm thinking about rewalling it into a dinning hall to take advantage of the gold floor. --[[User:Malenfant|Malenfant]] 11:34, 26 November 2007 (EST)&lt;br /&gt;
:[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000691 Draxxalon's study] suggests that the stone does have an effect. --[[User:Kingzilla|Kingzilla]] 22:24, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm doing a little studying on the architecture value of smoothing/engraving for the current tournament.  As far as I can tell, a smoothed wall is worth 8 monies, a smoothed floor is worth 6 monies, and the base value of an engraving is 10 (so an *engraving* is worth 40).  The value *DOES NOT* depend on the type of stone, you get the same bonuses even if you smooth/engrave ore.  And of course while engravings do have quality, smoothing does not. --[[User:Sowelu|Sowelu]] 17:20, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:At one point I noticed a tiny room had an astronomical rent value - turns out the walls were native aluminum (that the game never announced for some reason, and i'd smoothed them without noticing).  I mined out the ore and rewalled and the rent dropped substantially.  So I'd say ore value matters quite a bit, at least for walls --[[User:Squirrelloid|Squirrelloid]] 17:10, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quality engravings tell more history ==&lt;br /&gt;
&lt;br /&gt;
When I had my dwarves engrave the history in my story I wrote earlier, they weren't very skilled at engraving. Though my entire fortress had been burnt up by spirits of fire and attacked by goblins a couple years back, only two of thirty engravings depicted a demon and had a story along with it. There were about thirty engravings done, and only three were well-crafted. The three well-crafted included the two about demons, and one that had a fact about my mayor being elected in 1051. The rest, which were normal quality were of pointless designs and creatures never encountered. Quality plays a major role in what is shown in the engraving. I'll add a section about this, does someone know if higher qualities like masterful depict even more?--[[User:Richards|Richards]] 16:51, 24 April 2008 (EDT)&lt;br /&gt;
:I have no desire to savescum and abandon, but I do find that generic dwarf enrgavings tend to be less quality. --[[User:GreyMario|GreyMario]] 17:10, 24 April 2008 (EDT)&lt;br /&gt;
::I checked it out a few times, there's no difference in the history of masterful engravings then there were in well-crafted ones. The only exception is unskillful engravings, they don't tell anything. So it's confirmed then. --[[User:Richards|Richards]] 08:42, 25 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cat&amp;diff=13319</id>
		<title>40d:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cat&amp;diff=13319"/>
		<updated>2008-04-20T12:59:29Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: made a note about fast kitten adoption.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cat|symbol=c|color=rgb(128, 128, 128)|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|biome= Common domestic}}&lt;br /&gt;
'''Cats''' will kill [[vermin]]. They are fairly weak [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Cats cannot be assigned as [[pet]]s. Instead, they choose [[dwarves]] as owners. This requires exposure to your dwarves, so if you keep your cats [[cage]]d away from the fort they will not choose an owner. Cats choose randomly from dwarves they see over time, but have a higher probability of choosing a [[dwarf]] who &amp;quot;admires cats&amp;quot; as their owner.&lt;br /&gt;
&lt;br /&gt;
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin, and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, kittens can be butchered to provide a small neverending trickle of hides, [[bone]]s and [[meat]] for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering &amp;amp;ndash; cage them up together away from dwarves, and cage-and-butcher the kittens as they are born, lest the butcher adopt one on what was supposed to be the kitten's last voyage.&lt;br /&gt;
&lt;br /&gt;
They are, however, infamous for the catsplosion: If you are not careful, cats will be everywhere, causing your FPS to plummet, and killing them will cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CAT]&lt;br /&gt;
 	[NAME:cat:cats:cat]&lt;br /&gt;
 	[TILE:'c'][COLOR:0:0:1]&lt;br /&gt;
 	[VERMINHUNTER]&lt;br /&gt;
 	[PETVALUE:20]&lt;br /&gt;
 	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 	[CARNIVORE][NATURAL][PET]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[COMMON_DOMESTIC][BENIGN]&lt;br /&gt;
 	[PREFSTRING:aloofness]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:&lt;br /&gt;
 HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[BODYGLOSS:PAW]&lt;br /&gt;
 	[SIZE:3]&lt;br /&gt;
 	[MAXAGE:10:20]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:kitten:kittens]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10070]&lt;br /&gt;
 	[LAYERING:100]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31831</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=31831"/>
		<updated>2008-04-07T13:33:12Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: got my sig code the wrong way around ;)&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&lt;br /&gt;
:::The author page - that's the one linked to by my signature isn't it? --[[User:Frostedfire|Frostedfire]] 02:48, 14 December 2007 (EST)&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;
&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;
&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;
&lt;br /&gt;
:::I think I prefer the template idea. I could create a new namespace like [[Humor:Article]] but is it really necessary? I believe a &amp;quot;joke&amp;quot; template could do the same. --[[User:Senso|Senso]] 12:04, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&amp;lt;nowiki&amp;gt;*agrees*&amp;lt;/nowiki&amp;gt; --[[User:Savok|Savok]] 15:14, 5 February 2008 (EST)&lt;br /&gt;
&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;
&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;br /&gt;
&lt;br /&gt;
Hmm, seems this page got assigned a fate worse than death - de-linkification :( . Might take up that tounge-in-cheek idea though, maybe as a humourous version of the featured article or something.  Do I just write it in my user page? --[[User:Frostedfire|Frostedfire]] 09:33, 7 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31830</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=31830"/>
		<updated>2008-04-07T13:28:27Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: &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&lt;br /&gt;
:::The author page - that's the one linked to by my signature isn't it? --[[User:Frostedfire|Frostedfire]] 02:48, 14 December 2007 (EST)&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;
&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;
&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;
&lt;br /&gt;
:::I think I prefer the template idea. I could create a new namespace like [[Humor:Article]] but is it really necessary? I believe a &amp;quot;joke&amp;quot; template could do the same. --[[User:Senso|Senso]] 12:04, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&amp;lt;nowiki&amp;gt;*agrees*&amp;lt;/nowiki&amp;gt; --[[User:Savok|Savok]] 15:14, 5 February 2008 (EST)&lt;br /&gt;
&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;
&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;br /&gt;
&lt;br /&gt;
Hmm, seems this page got assigned a fate worse than death - de-linkification :( . Might take up that tounge-in-cheek idea though, maybe as a humourous version of the featured article or something.  Do I just write it in my user page? ~~----&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=11412</id>
		<title>40d:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=11412"/>
		<updated>2008-02-27T12:15:51Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: ...and here...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #848&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| speciality = Architect&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Building&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''building designer''' [[skill]] is used to plan [[building]]s before the actual construction can begin.&lt;br /&gt;
&lt;br /&gt;
It affects anything created with the 'architecture' [[labor]], which includes [[bridge]]s, [[smelter]]s, paved [[road]]s, [[screw pump]]s, [[windmill]]s, [[waterwheel]]s, [[support]]s, and [[trade depot]]s.  [[Dwarves]] that have high building designer skills can make [[Quality|masterpiece]] structures, which can give dwarves very happy [[thought]]s from admiring the excellently designed buildings.  Also, dismantling a masterwork structure will not cause a [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
A relatively easy way to train a dwarf's architecture skill is to build a lot of [[support]]s and tear them down again. Note that building a support also requires [[masonry]]. If you don't want to involve a mason, you need to cancel the construction of the pillars one by one once they have been designed.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem_setter&amp;diff=24252</id>
		<title>40d:Gem setter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem_setter&amp;diff=24252"/>
		<updated>2008-02-27T12:15:15Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: ...and here...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #6f6&lt;br /&gt;
| skill      = Gem Setter&lt;br /&gt;
| speciality = Gem Setter&lt;br /&gt;
| profession = Jeweler&lt;br /&gt;
| job name   = Gem setting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Encrust with ''gem name''&lt;br /&gt;
 | workshop = [[Jeweler's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gem setter''' is a dwarf with a high profession level in encrusting [[furniture]], [[Finished goods|finished goods]] or [[ammo]] with [[gem]]s. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.&lt;br /&gt;
&lt;br /&gt;
Large gems can not be used for setting as they are finished goods.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem_cutter&amp;diff=13143</id>
		<title>40d:Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem_cutter&amp;diff=13143"/>
		<updated>2008-02-27T12:14:52Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: put the skills template in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #6f6&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| speciality = Gem Cutter&lt;br /&gt;
| profession = Jeweler&lt;br /&gt;
| job name   = Gem cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
 | workshop = [[Jeweler's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gem cutter''' is a dwarf with a high profession level in cutting [[gem]]s. A high level of gem cutting allows a dwarf to cut gems faster, and results in higher quality large gems and gem crafts.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraver&amp;diff=37985</id>
		<title>40d Talk:Engraver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraver&amp;diff=37985"/>
		<updated>2008-02-27T12:06:45Z</updated>

		<summary type="html">&lt;p&gt;Frostedfire: oops forgot sig again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;This may not be desirable since a number of other valuable skills that are harder to train.  In such cases, consider [[pump operator|pump operating]] an alternative.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
what are you trying to tell us? --[[User:Koltom|Koltom]] 21:44, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Full paragraph quote:&lt;br /&gt;
::However, if engraving is a dwarf's highest skill, it is likely that if that dwarf enters and completes a [[strange mood]], then the dwarf will reach legendary status in engraving. This may not be desirable since a number of other valuable skills that are harder to train. In such cases, consider [[pump operator|pump operating]] an alternative.&lt;br /&gt;
:Makes perfect sense to me. &amp;quot;This&amp;quot; refers to conclusion of the previous sentance. Your moody engravers become legendary engravers (which im not sure is accurate for most recent vers; bears testing). So less engravers = less wasted moods. [[User:VengefulDonut|VengefulDonut]] 00:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::What's so bad about legenday engraver?  Really helps kill those sadness streaks dwarves get when friends die - &lt;br /&gt;
&lt;br /&gt;
::Quoted from the forums:&lt;br /&gt;
:::Dwarf 1:woe is me, my best friend the military champion died and he's gone and rotted away in the air :(&lt;br /&gt;
:::Dwarf 2:Hey did you see that new legendary dining room with all the masterpiece engravings and exceptional aluminium chairs and tables?&lt;br /&gt;
:::Dwarf 1:Hey was I sad before oh well I'm happy now :D&lt;br /&gt;
&lt;br /&gt;
::--[[User:Frostedfire|Frostedfire]] 07:06, 27 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Frostedfire</name></author>
	</entry>
</feed>