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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Geekwad</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-05T23:10:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Geekwad&amp;diff=28032</id>
		<title>User:Geekwad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Geekwad&amp;diff=28032"/>
		<updated>2007-11-22T22:50:29Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: small edits, preparing to continue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sirep Turotratheg Shagthoelbusbel Thrithur, bronze colosus =&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an masterfully designed image of a dwarf and a bronze colosus by Id Eturtath.  The bronze colosus is striking down the dwarf.''&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an exceptionally designed image of a dwarf by Id Eturtath.  The dwarf is falling.''&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an exceptionally designed image of a bronze colosus and a dwarf by Id Eturtath.  The bronze colosus is making a plaintive gesture.  The dwarf is laughing.''&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an masterfully designed image of a bronze colosus by Id Eturtath.  The bronze colosus is falling.''&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an exceptionally designed image of a bronze colosus by Id Eturtath.  The bronze colosus is withering away.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I did not know whether to expect a caravan, or an army.  The last group of elves had met a very mysteriously end as they left here a year earlier.  One of their donkeys suddenly went berserk, and slew them all.  I had to expend a bone bolt to put the animal down, but of course the trade that the elves had been hauling out more than made up for that expense.  As such, I was feeling magnanimous, and did not send a bill to the elven queen.&lt;br /&gt;
&lt;br /&gt;
These kinds of things happen in dangerous parts of the world like the area outside my fortress.  This is no place for a delicate elf, and I mean to make them understand that.  Even if it takes a heroic saga of mysteries to convey the point.  But, some do not care for my diplomatic way of phrasing things, and to those I must speak more forcefully.  I was preparing for the possibility of such conversation in the early spring of 1056.&lt;br /&gt;
&lt;br /&gt;
There is only one approach to my fortress; from the south.  I posted my Champions and their squads across the narrow pass to wait for news of the elves' decision.  Troops or traders?  As it happened, they would be escorting a peaceful party of merchant elves to a specially designed &amp;quot;trade depot&amp;quot;.  The same one their colleagues had visited a year prior.&lt;br /&gt;
&lt;br /&gt;
I could have lowered the bridges, but instead I made the merchants traverse the army-slowing maze of channels between the pass and my depot.  They gingerly picked their way through the fields of rock fall traps that carpet the maze.  It was small of me considering what was in store for them, but they just bugged me.  They fopped their way across the narrow bridge that provides the only access to the trade depot and began to unload.&lt;br /&gt;
&lt;br /&gt;
The first wretched bag of rat weed that hit the gleaming marble floor was accompanied by a grating roar.  With the flick of my finger I had retracted the bridge that was their only escape.  They blinked uncomprehendingly, then continued to unload.  I had tried to terrorize last year's group, but it proved pointless.  They are too stupid.&lt;br /&gt;
&lt;br /&gt;
The depot that was their new permanent home was perched on a pillar, in a deep pit carved by my truly legendary miners -- ahh, you've heard of them, I can see it in your expression.  Yes, it's true, they dug it in only one day.  Even though I bid them dig it so deep, the bottom could not be seen from the depot.  Half as deep would have been sufficient, it was purely for dramatic effect.  My flair for drama may well have saved the entire city of Noblogem.&lt;br /&gt;
&lt;br /&gt;
The elves were locked down to cure.  (I find it takes about three months to properly cure an elf.)  There would be no invasion this spring.  I took my military off alert, and they made their way back back to our deep halls.  Had I let them loiter on the great plaza between the depots and the headframe, they may have seen her coming a hundred miles off.  But that is the domain of the sun, and I am as good to my men as I am cruel to my enemies.&lt;br /&gt;
&lt;br /&gt;
Instead, the first warning was sounded by a miner in our deepest shafts.  The roots of the mountain were shaking.  Our magma priests assured me it was not the familiar pulse of our lifeblood.  My chief engineer swore vile oaths it was not caused by his great works.&lt;br /&gt;
&lt;br /&gt;
I had a suspicion.  My grandfather told me long tales about defending his fortress against a Titan, and of how the ground shook when it fell, down to his deepest halls.  The tales of others told me a less glorious tale.  He used a stream of peasants, one at a time, to tire the godling into unconsciousness.  Then he sent the entire fortress to tear it limb from limb.&lt;br /&gt;
&lt;br /&gt;
I was going to carve a more glorious image in history.  There was no escape from our box canyon.  Not for elves, not for us, and by the Blood of Armok, not for Titans.  If a titan would come, we would meet it with our greatest Champions, and we would show it what a real gods fight like.&lt;br /&gt;
&lt;br /&gt;
Ah, but a titan is a thing of flesh and blood.  A titan tires.  A titan '''bleeds'''.&lt;br /&gt;
&lt;br /&gt;
''The bronze colossus Sirep Turotratheg has come!''&lt;br /&gt;
&lt;br /&gt;
She was ... She was beautiful!  Nothing half as fine has otherwise crossed these eyes.  She was a masterful bronze statue endowed with life.  I saw her, and I loved her.  I don't know why she came to me, and I did not know if any of us would survive it, but I shouted my thanks to her from my tower across the battlefield.&lt;br /&gt;
&lt;br /&gt;
She brushed aside fully grown pine and larch as though they were blades of longland grass.  My squads were still assembling in the depths, but I had forgotten them.  I watched her from my tower, entranced.  My room quaked with her footfalls.  She carved a path through maybe thirty traps in my maze without only a single dent.  Then, before my captivated eyes, the dent flowed and reformed.  She was perfect again.&lt;br /&gt;
&lt;br /&gt;
I tore myself from the spell.  I would not be worthy of her visit by hiding behind fortifications.  A tiny wave of my wrist, and the main gates of the fortress fall open.  But rather than a great roaring wave of Dwarf, the courtyard contains only a Clerk and a mule.&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Geekwad&amp;diff=28031</id>
		<title>User:Geekwad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Geekwad&amp;diff=28031"/>
		<updated>2007-11-21T02:47:50Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: Half done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sirep Turotratheg Shagthoelbusbel Thrithur, bronze colosus =&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an masterfully designed image of a dwarf and a bronze colosus by Id Eturtath.  The bronze colosus is striking down the dwarf.''&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an exceptionally designed image of a dwarf by Id Eturtath.  The dwarf is falling.''&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an exceptionally designed image of a bronze colosus and a dwarf by Id Eturtath.  The bronze colosus is making a plaintive gesture.  The dwarf is laughing.''&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an masterfully designed image of a bronze colosus by Id Eturtath.  The bronze colosus is falling.''&lt;br /&gt;
&lt;br /&gt;
''Engraved on the wall is an exceptionally designed image of a bronze colosus by Id Eturtath.  The bronze colosus is withering away.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I did not know whether to expect a caravan, or an army.  The last group of elves had met a very mysteriously end as they left here a year earlier.  One of their donkeys suddenly went berserk, and slew them all.  I had to expend a bone bolt to put the animal down, but of course the trade that the elves had been hauling out more than made up for that expense.  As such, I was feeling magnanimous, and did not send a bill to the elven queen.&lt;br /&gt;
&lt;br /&gt;
These kinds of things happen in dangerous parts of the world like the area outside my fortress.  This is no place for a delicate elf, and I mean to make them understand that.  Even if it takes a heroic saga of mysteries to convey the point.  But, some do not care for my diplomatic way of phrasing things, and to those I must speak more forcefully.  I was preparing for the possibility of such conversation. in the early spring of 1056.&lt;br /&gt;
&lt;br /&gt;
There is only one approach to my fortress; from the south.  I posted my Champions and their squads across the narrow pass to wait for news of the elves' decision.  As it happened, they would be escorting a peaceful party of merchant elves to a specially designed &amp;quot;trade depot&amp;quot;.  The same one their colleagues had visited a year prior.&lt;br /&gt;
&lt;br /&gt;
I could have lowered the bridges, but instead I made the merchants traverse the army-slowing maze of channels between the pass and my depot.  They gingerly picked their way through the fields of rock fall traps that carpet the maze.  It was small of me considering what was in store for them, but they just bugged me.  Then they fopped their way across the narrow bridge that provides the only access to the trade depot and began to unload.&lt;br /&gt;
&lt;br /&gt;
The first wretched bag of rat weed that hit the gleaming marble floor was accompanied by a grating roar.  With the flick of my finger I had retracted the bridge that was their only escape.  They blinked uncomprehendingly, then continued to unload.  I had tried to terrorize last year's group, but it proved pointless.  They are too stupid.&lt;br /&gt;
&lt;br /&gt;
The depot that was their new permanent home was perched on a pillar, in a deep pit carved by my truly legendary miners -- ahh, you've heard of them, I can see it in your expression.  Yes, it's true, they dug it in only one day.  Even though I bid them dig it so deep, the bottom could not be seen from the depot.  Half as deep would have been sufficient, it was purely for dramatic effect.  My flair for drama may well have saved the entire city of Noblogem.&lt;br /&gt;
&lt;br /&gt;
The elves were locked down to cure.  (I find it takes about three months to properly cure an elf.)  There would be no invasion this spring.  I took my military off alert, and they made their way back back to our deep halls.  Had I let them loiter on the great plaza between the depots and the headframe, they may have seen her coming a hundred miles off.  But that is the domain of the sun, and I am as good to my men as I am cruel to my enemies.&lt;br /&gt;
&lt;br /&gt;
Instead, the first warning was sounded by a miner in our deepest shafts.  The roots of the mountain were shaking.  Our magma priests assured me it was not the familiar pulse of our lifeblood.  My chief engineer swore vile oaths it was not caused by his great works.&lt;br /&gt;
&lt;br /&gt;
I had a suspicion.  My grandfather told me long tales about defending his fortress against a Titan, and of how the ground shook when it fell, down to his deepest halls.  The tales of others told me a less glorious tale.  He used a stream of peasants, one at a time, to tire the godling into unconsciousness.  Then he sent the entire fortress to tear it limb from limb.&lt;br /&gt;
&lt;br /&gt;
I was going to carve a more glorious image in history.  There was no escape from our box canyon.  Not for elves, not for us, and by the Blood of Armok, not for Titans.  If a titan would come, we would meet it with our greatest Champions, and we would show it what a real gods fight like.&lt;br /&gt;
&lt;br /&gt;
Ah, but a titan is a thing of flesh and blood.  A titan tires.  A titan '''bleeds'''.&lt;br /&gt;
&lt;br /&gt;
''The bronze colossus Sirep Turotratheg has come!''&lt;br /&gt;
&lt;br /&gt;
She was ... I am sorry.  I am overcome by the memory.  She was beautiful.  Nothing half as fine has otherwise crossed these eyes.  She was a masterful bronze statue endowed with life.  I saw her, and I loved her.  I was utterly rocked by emotions I only knew the names of.  I don't know why she came to me, and I did not know if I would survive it, but I shouted my thanks to her from my tower across the battlefield.&lt;br /&gt;
&lt;br /&gt;
She brushed aside trees as though they were blades of grass.  My squads were still assembling in the depths.  I watched her from my tower, entranced.  My room quaked with her footfalls.  She carved a path through maybe thirty traps in my maze without only a single dent.  Then, before my captivated eyes, the dent flowed and reformed.  She was perfect again.&lt;br /&gt;
&lt;br /&gt;
I tore myself from the spell.  A tiny wave of my wrist, and the main gates of the fortress fall open.  But rather than a great roaring wave of Dwarf, the courtyard contains only a Clerk and a mule.&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress&amp;diff=28020</id>
		<title>40d Talk:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress&amp;diff=28020"/>
		<updated>2007-11-20T23:22:44Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: New page: ''Noblogem and the surrounding lands have been made a county.''  It may have coincided with breaking 400,000 created wealth.  --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Noblogem and the surrounding lands have been made a county.''  It may have coincided with breaking 400,000 created wealth.  --[[User:Geekwad|Geekwad]] 18:22, 20 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27797</id>
		<title>40d Talk:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27797"/>
		<updated>2007-11-19T22:13:50Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: New page: = Copper makes silver coins? =  When I mint copper coins and then check the currency display, I find they are counted as silver. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Copper makes silver coins? =&lt;br /&gt;
&lt;br /&gt;
When I mint copper coins and then check the currency display, I find they are counted as silver. --[[User:Geekwad|Geekwad]] 17:13, 19 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10832</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10832"/>
		<updated>2007-11-19T19:19:50Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: /* Combat Immigrants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone {{verify}} that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18069</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18069"/>
		<updated>2007-11-19T19:14:18Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.{{Verify}} --[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10062</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10062"/>
		<updated>2007-11-19T03:25:04Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: /* Not 100? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not 100? ==&lt;br /&gt;
&lt;br /&gt;
I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10061</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10061"/>
		<updated>2007-11-19T00:50:00Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: /* Not 100? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not 100? ==&lt;br /&gt;
&lt;br /&gt;
I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10060</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10060"/>
		<updated>2007-11-18T22:14:44Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: Not 100?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not 100? ==&lt;br /&gt;
&lt;br /&gt;
I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3447</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3447"/>
		<updated>2007-11-18T01:57:22Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: economy can be started now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nobles are dwarves that have special duties in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[Room#Room_grades|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
These are nobles you can appoint through the Nobles &amp;amp; Administrators Screen.&lt;br /&gt;
&lt;br /&gt;
* [[Expedition leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]]. Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&amp;lt;br /&amp;gt;Note that if there is no obvious candidate for Expedition Leader, it is chosen randomly. Additionally, if your Expedition Leader is slain and you do not choose a new one, a random dwarf will be volunteered for the job after about half a season.&lt;br /&gt;
** [[Mayor]]: Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s. Is replaced every couple of years.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: Utilizes the [[appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
** Upgrades to [[Hamlet broker]] after 20 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Village broker]] after 50 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Town broker]] after 80 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[City broker]] after 100?? dwarfs.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* [[Outpost manager]]: Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
** Upgrades to [[Hamlet manager]] after 20 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Village manager]] after 50 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Town manager]] after 80 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[City manager]] after 100?? dwarfs.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
** Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
** [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
There is substantial overlap between the expedition leader and the outpost broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in immigration waves and cannot be appointed by the player.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for animals and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
* [[Philosopher]]: Has no labor options turned on, but has no requirements and makes no mandates.&lt;br /&gt;
* [[Baron]]: Activates dwarven economy ''and'' does not appear in the current version.  Or does he?  http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=001984&lt;br /&gt;
* [[King]]: Little is known about the King at this point.&lt;br /&gt;
* [[Hammerer]]: He will enforce the law with his mighty hammer&lt;br /&gt;
* [[Tax collector]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15687</id>
		<title>40d:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15687"/>
		<updated>2007-11-17T20:42:09Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: A correction and a verification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;The dungeon master ponders fell beasts and treasure.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dungeon master is a [[noble]] and, like the [[expedition leader]], is not a position that can be replaced by the player. S/he arrives as an immigrant and is not elected. The dungeon master is suspected to arrive in a fortress' first immigrant wave after reaching a population of 50.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dungeon master also arrives with skills from both the metalsmith and ranger groups, this reflects how the presence of this noble allows taming of exotic animals&amp;lt;!-- and production of electrum coins {{verify}} -- I have minted electrum coins w/out a Dungeon Master in .33b and was able to tame new large animals after he arrived in .33a.  ~~~~ --&amp;gt;. These skills are:&lt;br /&gt;
*Animal trainer&lt;br /&gt;
*Animal caretaker&lt;br /&gt;
*Furnace operator&lt;br /&gt;
*Metal crafter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Requires: &lt;br /&gt;
*Office&lt;br /&gt;
*Quarters&lt;br /&gt;
*Dining Room&lt;br /&gt;
*Burial Chamber&lt;br /&gt;
*1 Chests&lt;br /&gt;
*1 Cabinet&lt;br /&gt;
*1 Weapon Rack&lt;br /&gt;
*1 Armor Stand&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26896</id>
		<title>40d Talk:Titan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26896"/>
		<updated>2007-11-16T18:43:10Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: New page: Was not as bad as I expected.  Received an &amp;quot;uninvited visitor&amp;quot;.  Engaged her with single wrestlers until she was over-exerted and passing out.  (Took about six.)  Then I sent 90% of my for...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Was not as bad as I expected.  Received an &amp;quot;uninvited visitor&amp;quot;.  Engaged her with single wrestlers until she was over-exerted and passing out.  (Took about six.)  Then I sent 90% of my fortress after her, and she died quickly with no further casualties. [[User:Geekwad|Geekwad]] 13:43, 16 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Technical_tricks&amp;diff=22790</id>
		<title>40d Talk:Technical tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Technical_tricks&amp;diff=22790"/>
		<updated>2007-11-07T01:19:55Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: New page: == Economy toggle == Can the dwarven economy be started in the present version?  There are strings in the binary that make me think so, but I haven't been able to activate it. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Economy toggle ==&lt;br /&gt;
Can the dwarven economy be started in the present version?  There are strings in the binary that make me think so, but I haven't been able to activate it. [[User:Geekwad|Geekwad]] 20:19, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22364</id>
		<title>40d:Metalsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22364"/>
		<updated>2007-11-07T01:18:47Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: Anvils are easier to get now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|v0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop|name=Metalsmith's Forge|key=f|job=Metalsmithing&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* 1 [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Brass]] bar&lt;br /&gt;
* [[Bronze]] bar&lt;br /&gt;
* [[Charcoal]]&lt;br /&gt;
* [[Coke]]&lt;br /&gt;
* [[Copper]] bar&lt;br /&gt;
* [[Electrum]] bar&lt;br /&gt;
* [[Iron]] bar&lt;br /&gt;
* [[Gold]] bar&lt;br /&gt;
* [[Platinum]] bar&lt;br /&gt;
* [[Silver]] bar&lt;br /&gt;
* [[Steel]] bar&lt;br /&gt;
* [[Tin]] bar&lt;br /&gt;
|production=&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Ballista arrowhead]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[Bolts]]&lt;br /&gt;
* [[Boots]]&lt;br /&gt;
* [[Bucket]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Chain mail]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Crafts]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Flask]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Gauntlets]]&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Greaves]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Large serrated disc]]&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Metal blocks]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Plate mail]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[decorations|Studded goods]]&lt;br /&gt;
* [[Adamantine wafers]] (Magma Forge only)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' turns [[metal bar]]s into various weapons, armors, furniture, siege ammunition, [[trap]] components, and other objects.  To build a forge, you must have one [[block]] and an [[anvil]].  If you embark without preparing carefully, you will start with one iron anvil.  If you lose it or start without an anvil, you can often trade for one.&lt;br /&gt;
&lt;br /&gt;
It takes one unit of [[charcoal]] or [[coke]] to produce items on a forge, unless you use a [[magma forge]].&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from copper, iron, bronze, steel, and silver, for one metal bar each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* War Hammer&lt;br /&gt;
* Short Sword&lt;br /&gt;
* Spear&lt;br /&gt;
* Mace&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of silver.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from copper, iron, bronze, and steel. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* Plate Mail (3 metal bars)&lt;br /&gt;
* Chain Mail (2 metal bars)&lt;br /&gt;
* Greaves (2 metal bars)&lt;br /&gt;
* Leggings&lt;br /&gt;
* Helm&lt;br /&gt;
* Cap&lt;br /&gt;
* Gauntlets&lt;br /&gt;
* Boots&lt;br /&gt;
* Shield&lt;br /&gt;
* Buckler&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from copper, iron, bronze, steel, gold, silver, brass, tin, and platinum -- in short, all metals except for pig iron. You can forge:&lt;br /&gt;
&lt;br /&gt;
* Cage&lt;br /&gt;
* Chain (1 metal bar)&lt;br /&gt;
* Animal Trap (1 metal bar) (metalsmith must have [[trapping]] labor must be enabled as well)&lt;br /&gt;
* Bucket (1 metal bar)&lt;br /&gt;
* Barrel&lt;br /&gt;
* Armor Stand&lt;br /&gt;
* Metal Blocks (1 metal bar)&lt;br /&gt;
* Door&lt;br /&gt;
* Floodgate&lt;br /&gt;
* Statue&lt;br /&gt;
* Cabinet&lt;br /&gt;
* Chest&lt;br /&gt;
* Throne&lt;br /&gt;
* Sarcophagus&lt;br /&gt;
* Table&lt;br /&gt;
* Weapon Rack&lt;br /&gt;
* Bin (As of v22.121.23a)&lt;br /&gt;
&lt;br /&gt;
All metal furniture requres 3 [[bars]] to forge except for chains, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege Equipment]] can be forged from copper, iron, bronze, and steel.  Only one piece of siege equipment can be forged: the [[ballista]] arrowhead, which requires 3 metal bars.  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete ballista bolt.  It is also possible to make pure wooden ballista bolts at the siege workshop, which are assumed to do less damage.  The [[siege engines]] themselves are also built at the siege workshop, out of three siege engine parts made of wood.&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap|Trap Components]] can be forged from copper, iron, bronze, and steel. They are:&lt;br /&gt;
&lt;br /&gt;
* Giant Axe Blade&lt;br /&gt;
* Enormous Corkscrew&lt;br /&gt;
* Spiked Ball&lt;br /&gt;
* Large Serrated Disc&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 bars of metal to forge.&lt;br /&gt;
&lt;br /&gt;
== Other Objects ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all metals except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* Crafts&lt;br /&gt;
* Goblet&lt;br /&gt;
* Toy&lt;br /&gt;
* Instrument&lt;br /&gt;
* Flask&lt;br /&gt;
* Minted Coins&lt;br /&gt;
* Stud an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decorations]] (such as [[Jeweler's Workshop|encrusting with gems]] or [[Craftsdwarf's Workshop|decorating with bone]]), you cannot specify which object to stud: the smithy will generally take the nearest available object and stud it.&lt;br /&gt;
&lt;br /&gt;
In addition, 3 bars of either iron or steel can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All furniture except chains and animal traps; anvils&lt;br /&gt;
* [[Skills#Metal_Crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Skills#Weaponsmith|Weaponsmith]]: All weapons and ammunition except for [[Crossbow|crossbows]]; [[Trap|trap components]]; [[siege equipment]]?&lt;br /&gt;
* [[Skills#Bowyer|Bowyer]]: [[Crossbow|Crossbow]]&lt;br /&gt;
* [[Skills#Armorsmith|Armorsmith]]:  All armor&lt;br /&gt;
* [[Skills#Trapper|Trapper]]: [[Animal Trap|Animal traps]]&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category: Workshops]]&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11481</id>
		<title>40d Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11481"/>
		<updated>2007-11-06T22:05:14Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: /* Stone method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Toady mentioned somewhere that, at the moment, only subterrainian water sources can grow towercaps. He then explicitly mentioned underground rivers and lakes, but would an aquifer work as well? If so, given the scarcity of underground water sources, this would provide another bonus to having an aquifer.[[User:Thexor|Thexor]] 20:10, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I don't believe they count.  AFAIK, it applies only to standing water. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
== notes from nov1 version ==&lt;br /&gt;
&lt;br /&gt;
this is a cleaned-up chat log from #bay12games on Nov 01 11:07 (PST).  Pasting it here until the information works its way in to the wiki page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; VeryInky: you seem to be the aquifer expert.  have you found a way to get around them without magma?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; [[Pump|Pumps]]. But pumps require stone. If you have access to stone, the aquifer shouldn't be that much of a problem.  The key draining the aquifer square, then building floodgate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; so the aquifer has a finite amount of water in it, unlike brooks and rivers?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Unlimited.  It's an infinite water source.  It's been sort of fixed in the new version, so getting past the aquifer is much easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; what changed to make it easier? don't see it on the dev_notes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Non dirt squares no longer automatically refill.  IN other words, it's now possible to make a wall and block the aquifer.  So you can build deeper; wasn't possible before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; ah ok, thanks much :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; It's none the less MUCH easier with magma. Dig channels until you reach the aquifer, then divert magma into it. It turns into solid obsidian and you can just continue on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; i wasn't aware you could build pumps solely with stone.  don't you need the [[enormous corkscrew|screw thing]], made out of metal or wood?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Requires a stone, but you can make the screw and pipes out of wood.&lt;br /&gt;
The problem is getting that stone.  A stone.&lt;br /&gt;
&lt;br /&gt;
== Unmarked Aquifer? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to have an aquifer if it was not listed on the pick an area screen? Normally if you are going to enter an area with an aquifer, I have noticed that it shows you with a band of blue at the level that it is located, and the game asks if you are sure you want to settle there. In my case, there was no aquifer listed, and I received no warning, but I cannot go below a layer of yellow sand without hitting Damp Stone (actually it is Damp Loam)&lt;br /&gt;
&lt;br /&gt;
The map does have a river, do you get Aquifer with a river automatically?&lt;br /&gt;
&lt;br /&gt;
==Stone method==&lt;br /&gt;
&lt;br /&gt;
Some maps have an aquifer that doesn't span all of the map's biomes, in which case the aquifer is easy to avoid by paying attention to where the different biomes are situated.  Is that what this section is referring to, or can there really be &amp;quot;holes&amp;quot; in an aquifer? --[[User:Peristarkawan|Peristarkawan]] 02:46, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have found rock pockets in an aquifer that were dry.  They are rare and hard to find, when they are there at all.  [[User:Geekwad|Geekwad]] 17:05, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Related threads ==&lt;br /&gt;
&lt;br /&gt;
More threads on aquifers:&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000852 aquifer pumping?]&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000865 How-to: Get past the aquifer with pumps]&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7607</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7607"/>
		<updated>2007-11-06T19:31:52Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: /* The Stone method */ Now with magma!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An aquifer is a subterranean layer of water-bearing rock.  Attempts to mine through them will result in the mined-out squares immediately filling with water, effectively halting excavation at or below their level.  This, in conjunction with the fact that they are often located in areas rich in clay, loam, and sand, makes it difficult to find great quantities of stone in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dealing with Aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways.  Firstly, much more of your equipment will likely be made from wood, especially early on, so it may help to be in a heavily forested area.  Once you've established your fortress a bit, you will also be able to trade for stone and metals if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it is by no means impossible to find stone on these maps, it is simply much rarer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will flood if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The Stone method===&lt;br /&gt;
It is apparently possible on some maps to find patches of rock on the aquifers level these can be dug through to the level below with no ill effects.  Perhaps your map includes several biomes and not all of them have aquifers.  This method is the simplest method but relies on luck and some searching, and makes it hard to plan ahead since you dont know where the rock may be. Useful for newer players but more experienced players will probably find other methods easier.&lt;br /&gt;
&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons.  The water from the aquifer is not pressurized and magma is chunky, so it is safe to dig channels in aquifer.  Though you will have to re-dig a lot of channels due to an element of chance, you can create a pool of magma on the aquifer z-level, and then pinch the pool off from the supply of magma with water.  When it cools (which you can hasten with more water) you can dig down through the middle of a 3x3 patch of obsidian without flooding.  With larger starting patches, you can dig through multiple levels of aquifer.&lt;br /&gt;
&lt;br /&gt;
===The Pump Method===&lt;br /&gt;
It is possible to pump the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than the ice method and can be done anywhere.  It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
&lt;br /&gt;
===The Ice Method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*8 pieces of material suitable for crafting [[Wall|Walls]]&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your building material of choice)&lt;br /&gt;
*1 [[Miner]]&lt;br /&gt;
*2 [[Grate|grates]]&lt;br /&gt;
*A map which freezes during winter&lt;br /&gt;
&lt;br /&gt;
steps:&lt;br /&gt;
#Dig channels in a 5x5 square, but leave the middle square un-dug.&lt;br /&gt;
#Build 2 grates so you can access the undug central square&lt;br /&gt;
#Dig stairs down a level ensuring you build&lt;br /&gt;
#Dig channels underneath all the other channels and build another down stair on the un-channeled pillar&lt;br /&gt;
#Continue down in this way until you reach the water table&lt;br /&gt;
#Wait for the water to freeze&lt;br /&gt;
#Dig down the stair again the ice will prevent water from flooding the hole dig out the ice in a 3x3 area centered on the stairs, now build walls in the 8 squares bordering the stairs&lt;br /&gt;
#You can now dig down another square to rock below the aquifier&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - grate&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
&lt;br /&gt;
First level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCGCC&lt;br /&gt;
CCGCC&lt;br /&gt;
CC&amp;gt;CC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermidiate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCxCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWxWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages of Aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area underground but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing wells a simpler task, as well as ensuring easy access to subterranean water supplies.&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_types&amp;diff=2216</id>
		<title>40d:Stone types</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_types&amp;diff=2216"/>
		<updated>2007-10-31T00:55:21Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''Metal Ores''' &lt;br /&gt;
**Hematite - iron ore&lt;br /&gt;
**Limonite - iron ore&lt;br /&gt;
**Garnierite - nickel ore&lt;br /&gt;
**Gold nuggets - gold ore&lt;br /&gt;
**Silver nuggets - silver ore&lt;br /&gt;
**Copper nuggets - copper ore&lt;br /&gt;
**Malachite - copper ore&lt;br /&gt;
**Galena&lt;br /&gt;
***silver ore (50%)&lt;br /&gt;
***lead ore&lt;br /&gt;
**Sphalerite - zinc ore&lt;br /&gt;
**Cassiterite - tin ore&lt;br /&gt;
**Platinum nuggets - platinum ore&lt;br /&gt;
**Tetrahedrite  &lt;br /&gt;
*** silver ore (20%)&lt;br /&gt;
*** copper ore&lt;br /&gt;
**Horn silver - silver ore&lt;br /&gt;
**Bismuthinite - bismuth ore&lt;br /&gt;
**Magnetite - iron ore&lt;br /&gt;
**Aluminum - aluminum ore&lt;br /&gt;
&lt;br /&gt;
*'''Economic'''&lt;br /&gt;
**Limestone - used in the making of pig iron and steel bars&lt;br /&gt;
**Dolomite - used in the making of pig iron and steel bars&lt;br /&gt;
**Chalk - used in the making of pig iron and steel bars&lt;br /&gt;
**Marble - used in the making of pig iron and steel bars&lt;br /&gt;
**Bituminous coal - used in the creation of coke&lt;br /&gt;
**Lignite - used in the creation of coke&lt;br /&gt;
**Calcite - used in the making of pig iron and steel bars&lt;br /&gt;
&lt;br /&gt;
*'''Other'''&lt;br /&gt;
**Sandstone - &lt;br /&gt;
**Siltstone -&lt;br /&gt;
**Mudstone -&lt;br /&gt;
**Shale -&lt;br /&gt;
**Claystone -&lt;br /&gt;
**Rock Salt -&lt;br /&gt;
**Conglomerate -&lt;br /&gt;
**Flint -&lt;br /&gt;
**Chert -&lt;br /&gt;
**Granite -&lt;br /&gt;
**Diorite -&lt;br /&gt;
**Gabbro - &lt;br /&gt;
**Rhyolite -&lt;br /&gt;
**Basalt -&lt;br /&gt;
**Andesite -&lt;br /&gt;
**Felsite -&lt;br /&gt;
**Obsidian -&lt;br /&gt;
**Quartzite - &lt;br /&gt;
**Slate -&lt;br /&gt;
**Phyllite -&lt;br /&gt;
**Schist -&lt;br /&gt;
**Gneiss -&lt;br /&gt;
**Cinnabar -&lt;br /&gt;
**Cobaltite -&lt;br /&gt;
**Gypsum -&lt;br /&gt;
**Talc -&lt;br /&gt;
**Jet -&lt;br /&gt;
**Puddingstone -&lt;br /&gt;
**Petrified wood -&lt;br /&gt;
**Graphite -&lt;br /&gt;
**Brimstone -&lt;br /&gt;
**Kimberlite -&lt;br /&gt;
**Realgar -&lt;br /&gt;
**Orpiment -&lt;br /&gt;
**Stibnite -&lt;br /&gt;
**Marcasite -&lt;br /&gt;
**Sylvite -&lt;br /&gt;
**Cryolite -&lt;br /&gt;
**Periclase -&lt;br /&gt;
**Ilmenite -&lt;br /&gt;
**Rutile -&lt;br /&gt;
**Chromite -&lt;br /&gt;
**Pyrolusite -&lt;br /&gt;
**Pitchblende -&lt;br /&gt;
**Bauxite -&lt;br /&gt;
**Borax -&lt;br /&gt;
**Olivine - &lt;br /&gt;
**Hornblende -&lt;br /&gt;
**Kaolinite -&lt;br /&gt;
**Serpentine -&lt;br /&gt;
**Orthoclase -&lt;br /&gt;
**[[Microcline]] -&lt;br /&gt;
**Mica -&lt;br /&gt;
**Saltpeter -&lt;br /&gt;
**Alabaster -&lt;br /&gt;
**Selenite -&lt;br /&gt;
**Satinspar -&lt;br /&gt;
**Anhydrite -&lt;br /&gt;
**Alunite -&lt;br /&gt;
**Raw adamantine -&lt;br /&gt;
**Pelagic clay -&lt;br /&gt;
**Calcareous ooze -&lt;br /&gt;
**Siliceous ooze -&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_mineral_types&amp;diff=1924</id>
		<title>List of mineral types</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_mineral_types&amp;diff=1924"/>
		<updated>2007-10-31T00:54:47Z</updated>

		<summary type="html">&lt;p&gt;Geekwad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Better page: [[Stone types]]&lt;br /&gt;
&lt;br /&gt;
Uh some of these are &amp;quot;economic&amp;quot; and some aren't. Need to sort them out&lt;br /&gt;
&lt;br /&gt;
Granite&lt;br /&gt;
&lt;br /&gt;
Limonite&lt;br /&gt;
&lt;br /&gt;
Magnetite - Economic&lt;br /&gt;
&lt;br /&gt;
Mica&lt;br /&gt;
&lt;br /&gt;
Native platinum&lt;br /&gt;
&lt;br /&gt;
Orthoclase&lt;br /&gt;
&lt;br /&gt;
Plume agate&lt;br /&gt;
&lt;br /&gt;
Sard&lt;br /&gt;
&lt;br /&gt;
Microcline&lt;br /&gt;
&lt;br /&gt;
Diorite&lt;br /&gt;
&lt;br /&gt;
Lignite - Economic&lt;br /&gt;
&lt;br /&gt;
Bituminous Coal - Economic&lt;/div&gt;</summary>
		<author><name>Geekwad</name></author>
	</entry>
</feed>