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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ghostbird</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=Ghostbird"/>
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	<updated>2026-05-15T04:23:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Graphite&amp;diff=153590</id>
		<title>v0.31 Talk:Graphite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Graphite&amp;diff=153590"/>
		<updated>2011-10-11T12:54:03Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: Possible mistake in RAW file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Raw seems to be wrong===&lt;br /&gt;
It has a comment about brimstone being a better name. That shouldn't be in the raw of graphite. Can anyone verify whether this is really a mistake of Toady, or a mistake of the one who posted the raw?&amp;lt;br/&amp;gt;&lt;br /&gt;
--12:54, 11 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_design&amp;diff=149272</id>
		<title>v0.31 Talk:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_design&amp;diff=149272"/>
		<updated>2011-05-15T19:15:59Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* 40d stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
==Attribute==&lt;br /&gt;
&lt;br /&gt;
I don't get the new attribute system yet - this still needs touching up by someone other than me. Rest should still be good. --[[User:Retro|Retro]] 00:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==40d stuff==&lt;br /&gt;
&lt;br /&gt;
There seems to be a bunch of old-version info in here, like not being able to assign dogs to elite warriors, and talking about training up shield user and wresting (as opposed to dodging). I haven't gotten an advanced enough military yet to test or verify anything, but surely someone has? --[[User:Zombiejustice|Zombiejustice]] 18:00, 12 April 2010 (UTC)&lt;br /&gt;
:Crap, that's my mistake then. I went through and reviewed the old article and changed a bunch of stuff, but I didn't think of the skill name changes and missed the dog bit. I'll go revise a bit. --[[User:Retro|Retro]] 18:13, 12 April 2010 (UTC)&lt;br /&gt;
::You should also mention all the bugs in the version that is likely to be &amp;quot;current&amp;quot; for quite some time. The &amp;quot;individual combat drill&amp;quot; bug can easily kill a fortress if the only dwarf with a high level of Masonry/Farming/Brewing/Mechanics ends up crippled by it. Official training is too risky to undertake now, due to all the bugs; better to hunt wild animals for training purposes. --[[User:Tatterdemalian|Tatterdemalian]] 14:15, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the siege part is 40d. I just trained up my siege dwarves to 3 legendary operators + 3 reserves (ranging from novice to competent) and a legendary siege engineer who can quickly build loads of masterwork parts + ammunition. In less than 3 years. The page gives a duration of about 10 years for such an industry.&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Ghostbird|Ghostbird]] 16:24, 15 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_design&amp;diff=149269</id>
		<title>v0.31 Talk:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_design&amp;diff=149269"/>
		<updated>2011-05-15T16:24:27Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* 40d stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
==Attribute==&lt;br /&gt;
&lt;br /&gt;
I don't get the new attribute system yet - this still needs touching up by someone other than me. Rest should still be good. --[[User:Retro|Retro]] 00:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==40d stuff==&lt;br /&gt;
&lt;br /&gt;
There seems to be a bunch of old-version info in here, like not being able to assign dogs to elite warriors, and talking about training up shield user and wresting (as opposed to dodging). I haven't gotten an advanced enough military yet to test or verify anything, but surely someone has? --[[User:Zombiejustice|Zombiejustice]] 18:00, 12 April 2010 (UTC)&lt;br /&gt;
:Crap, that's my mistake then. I went through and reviewed the old article and changed a bunch of stuff, but I didn't think of the skill name changes and missed the dog bit. I'll go revise a bit. --[[User:Retro|Retro]] 18:13, 12 April 2010 (UTC)&lt;br /&gt;
::You should also mention all the bugs in the version that is likely to be &amp;quot;current&amp;quot; for quite some time. The &amp;quot;individual combat drill&amp;quot; bug can easily kill a fortress if the only dwarf with a high level of Masonry/Farming/Brewing/Mechanics ends up crippled by it. Official training is too risky to undertake now, due to all the bugs; better to hunt wild animals for training purposes. --[[User:Tatterdemalian|Tatterdemalian]] 14:15, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the siege part is 40d. I just trained up my siege dwarves to 3 legendary operators + 3 reserves (ranging from novice to competent) and a legendary siege engineer who can quickly build loads of masterwork parts + ammunition. In 3 years.&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Ghostbird|Ghostbird]] 16:24, 15 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_design&amp;diff=149268</id>
		<title>v0.31 Talk:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_design&amp;diff=149268"/>
		<updated>2011-05-15T16:24:11Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* 40d stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
==Attribute==&lt;br /&gt;
&lt;br /&gt;
I don't get the new attribute system yet - this still needs touching up by someone other than me. Rest should still be good. --[[User:Retro|Retro]] 00:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==40d stuff==&lt;br /&gt;
&lt;br /&gt;
There seems to be a bunch of old-version info in here, like not being able to assign dogs to elite warriors, and talking about training up shield user and wresting (as opposed to dodging). I haven't gotten an advanced enough military yet to test or verify anything, but surely someone has? --[[User:Zombiejustice|Zombiejustice]] 18:00, 12 April 2010 (UTC)&lt;br /&gt;
:Crap, that's my mistake then. I went through and reviewed the old article and changed a bunch of stuff, but I didn't think of the skill name changes and missed the dog bit. I'll go revise a bit. --[[User:Retro|Retro]] 18:13, 12 April 2010 (UTC)&lt;br /&gt;
::You should also mention all the bugs in the version that is likely to be &amp;quot;current&amp;quot; for quite some time. The &amp;quot;individual combat drill&amp;quot; bug can easily kill a fortress if the only dwarf with a high level of Masonry/Farming/Brewing/Mechanics ends up crippled by it. Official training is too risky to undertake now, due to all the bugs; better to hunt wild animals for training purposes. --[[User:Tatterdemalian|Tatterdemalian]] 14:15, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the siege part is 40d. I just trained up my siege part to 3 legendary operators + 3 reserves (ranging from novice to competent) and a legendary siege engineer who can quickly build loads of masterwork parts + ammunition. In 3 years.&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Ghostbird|Ghostbird]] 16:24, 15 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_design&amp;diff=149267</id>
		<title>v0.31 Talk:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_design&amp;diff=149267"/>
		<updated>2011-05-15T16:23:28Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* 40d stuff */  Added part on siege.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
==Attribute==&lt;br /&gt;
&lt;br /&gt;
I don't get the new attribute system yet - this still needs touching up by someone other than me. Rest should still be good. --[[User:Retro|Retro]] 00:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==40d stuff==&lt;br /&gt;
&lt;br /&gt;
There seems to be a bunch of old-version info in here, like not being able to assign dogs to elite warriors, and talking about training up shield user and wresting (as opposed to dodging). I haven't gotten an advanced enough military yet to test or verify anything, but surely someone has? --[[User:Zombiejustice|Zombiejustice]] 18:00, 12 April 2010 (UTC)&lt;br /&gt;
:Crap, that's my mistake then. I went through and reviewed the old article and changed a bunch of stuff, but I didn't think of the skill name changes and missed the dog bit. I'll go revise a bit. --[[User:Retro|Retro]] 18:13, 12 April 2010 (UTC)&lt;br /&gt;
::You should also mention all the bugs in the version that is likely to be &amp;quot;current&amp;quot; for quite some time. The &amp;quot;individual combat drill&amp;quot; bug can easily kill a fortress if the only dwarf with a high level of Masonry/Farming/Brewing/Mechanics ends up crippled by it. Official training is too risky to undertake now, due to all the bugs; better to hunt wild animals for training purposes. --[[User:Tatterdemalian|Tatterdemalian]] 14:15, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the siege part is 40d. I just trained up my siege part to 3 legendary operators + 3 reserves (ranging from novice to competent) and a legendary siege engineer who can quickly build loads of masterwork parts + ammunition. In 3 years.&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheating&amp;diff=148910</id>
		<title>v0.31:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cheating&amp;diff=148910"/>
		<updated>2011-05-08T19:56:01Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Instructions for use: */  Added notice that Notepad++ is a windows only program, to avoid confusion in users of other OSs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:58, 11 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
'''Cheating''' is altering the game to make dwarf fortress easier. This is distinctly different from [[exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Raw Editing=&lt;br /&gt;
&lt;br /&gt;
For making modifications to a newly generated world, edit the raw files located in the '''dwarffortress/raw/objects''' folder ''before'' generating the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[saved game folder]] for that world.&lt;br /&gt;
&lt;br /&gt;
The most common use of editing raw files is to get free items, such as {{L|gem}}s, {{L|adamantine}}, or {{L|flux}}. &lt;br /&gt;
&lt;br /&gt;
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.&lt;br /&gt;
&lt;br /&gt;
However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable as attempting to play worlds generated before the deletion will cause an error. &lt;br /&gt;
&lt;br /&gt;
[[Shaostoul%27s Guide]] contains several cut &amp;amp; paste examples for editing raw files specifically for the purpose of cheating. &lt;br /&gt;
&lt;br /&gt;
==Creature Token Modifications==&lt;br /&gt;
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more.&lt;br /&gt;
&lt;br /&gt;
===Instructions for use:===&lt;br /&gt;
# Open creature_standard.txt&lt;br /&gt;
# Find dwarven (or other creature) stats, which ought to resemble the sets below.&lt;br /&gt;
# Delete those stats and replace with the new set.&lt;br /&gt;
# Done.&lt;br /&gt;
&lt;br /&gt;
*[http://notepad-plus-plus.org/ Notepad++] is recommended for altering raw files on Windows.&lt;br /&gt;
&lt;br /&gt;
===Speedy Dwarves===&lt;br /&gt;
Getting bored with slow dwarves?&lt;br /&gt;
&lt;br /&gt;
Go into the creature_standard file and add the [SPEED:1] in somewhere in the top section of the entry.(or SPEED:0 if you're up to some psychedelic light speed traveling)&lt;br /&gt;
&lt;br /&gt;
This will make your dwarves do the majority of their actions '''''super''''' fast, including moving, digging and workshop actions.&lt;br /&gt;
&lt;br /&gt;
This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would.&lt;br /&gt;
To avoid this, add [SPEED:3] instead.  Even [SPEED:100] is ridiculously fast.&lt;br /&gt;
(Warning, editing this in may cause the game to crash or freeze for a few seconds. {{Verify}})&lt;br /&gt;
&lt;br /&gt;
===No Needs Dwarves===&lt;br /&gt;
&lt;br /&gt;
Not wanting to care for your dwarves? simply add [NO_EAT], [NO_SLEEP], and [NO_DRINK] to your dwarves' raws and never care for them again. (Warning when editing [NO_SLEEP], because sometimes dwarves will rest and just never wake up{{Verify}})&lt;br /&gt;
&lt;br /&gt;
As an added bonus, try adding [NOFEAR], [NOBREATHE], [NOSTUN], [NONAUSEA], [NOPAIN], [NO_DIZZINESS], [NO_FEVERS], and [NOEXERT] as well.&lt;br /&gt;
&lt;br /&gt;
(Warning, editing this may cause the game to crash.{{Verify}})&lt;br /&gt;
&lt;br /&gt;
Other potential problems include but are not limited to unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate_accident|assisted in such endeavors]].&lt;br /&gt;
&lt;br /&gt;
* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.&lt;br /&gt;
&lt;br /&gt;
===Pets for everyone===&lt;br /&gt;
Ever want Cave dragons, Giant cave spiders, or even Helmet snakes for pets?&amp;lt;br /&amp;gt;&lt;br /&gt;
Simply add [PET] and [COMMON_DOMESTIC] to the creature of your choice then generate a new world. Enjoy killing the local elephant population with your army of Giant cave spiders.&lt;br /&gt;
Also if you want them to not be caged, cut out their raw file and transfer it to the bottom part of the creature_domestic.txt file and change the [FANCIFUL] token into the [NATURAL] token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1]&lt;br /&gt;
&lt;br /&gt;
===Tinkering with the Dwarven Soul===&lt;br /&gt;
By messing with the soul of a dwarf, you can drastically increase attributes and learning rates.  Below is notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  You can also utilize this code with the Castes, if you want to specify what parts of your society get what.  The most easily adjustable portion of the castes is with the Males and Females.&lt;br /&gt;
&lt;br /&gt;
Please note that in v31.03 of Dwarf Fortress, most of the mental attributes and Skill_Rate's learning speed is broken.  This should change after the Merge, since Toady will be able to correct bugs and fully implement the Soul system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ATT_RANGE dictates the level of effectiveness a being receives in an ability.  5,000 is the max.  Please note that the elves get &amp;quot;5,000&amp;quot; in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost.  The lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at &amp;quot;NONE&amp;quot; basically nullifies that aspect.  Don't use &amp;quot;0&amp;quot; for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  I believe that you can use negative numbers, which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.&lt;br /&gt;
&lt;br /&gt;
ATT_RATES (Default is 500:2:3:2]&lt;br /&gt;
 * ATTRIBUTE Token&lt;br /&gt;
 * cost to improve     &lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others.  The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0:0:0:0:0:0:0]                       unattainable&lt;br /&gt;
&lt;br /&gt;
0:100:200:300:400:450:500]           ---&lt;br /&gt;
&lt;br /&gt;
0:400:600:750:800:900:1100]           --&lt;br /&gt;
&lt;br /&gt;
150:600:800:900:1000:1100:1500]        -&lt;br /&gt;
&lt;br /&gt;
450:950:1150:1250:1350:1550:2250]      +&lt;br /&gt;
&lt;br /&gt;
700:1200:1400:1500:1600:1800:2500]    ++&lt;br /&gt;
&lt;br /&gt;
1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
&lt;br /&gt;
5000:5000:5000:5000:5000:5000:5000]  max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill rates is a tag that grants you a % of skill improvement.  The first number is the percentage, while the last three slots indicate decay.  Furthermore, I believe that it is capped at 5,000%. Default is 100, but creatures with Slow Learner tag will get half of that.  The skill acceleration doesn't work currently, which is believed to be a bug.  The information here is a placeholder until that is corrected.&lt;br /&gt;
&lt;br /&gt;
SKILL_RATE (Default is 100:8:8:16]&lt;br /&gt;
 * % of improvement points you get&lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
[SKILL_RATES:5000:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PHYS_ATT_CAP_PERC&lt;br /&gt;
MENT_ATT_CAP_PERC&lt;br /&gt;
&lt;br /&gt;
The default value is 200% of a dwarf's median+starting stats.  This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes.&lt;br /&gt;
&lt;br /&gt;
ex&lt;br /&gt;
[PHYS_ATT_CAP_PERC:STRENGTH:5000]&lt;br /&gt;
[MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
      [SKILL_RATES:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:ENDURANCE:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]        +++       &lt;br /&gt;
      [PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:RECUPERATION:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]              +++             &lt;br /&gt;
      [MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000]        +++         &lt;br /&gt;
      [MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:CREATIVITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:PATIENCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]           +++             &lt;br /&gt;
      [MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MEMORY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:EMPATHY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MUSICALITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:INTUITION:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:WILLPOWER:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No More skill loss===&lt;br /&gt;
Are you tired of your dwarfs having red stats after a few years? If so, try adding this mod by [http://www.bay12forums.com/smf/index.php?topic=61016.0 LordSnow] to df_folder/data/save/region/raw/objects/creature_standard.txt in the &amp;quot;dwarf&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
Phys/Ment rate default: 500&lt;br /&gt;
   [PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:AGILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:TOUGHNESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:ENDURANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:DISEASE_RESISTANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:RECUPERATION:50:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
   [MENT_ATT_RATES:ANALYTICAL_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:CREATIVITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:EMPATHY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:FOCUS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:INTUITION:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:KINESTHETIC_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemy race dies in a pink cloud===&lt;br /&gt;
Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! [[DF2010:Utilities#Runesmith|Runesmith]] can also remove species easily.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_MATERIAL:ALL]&lt;br /&gt;
      [BOILING_POINT:0]&lt;br /&gt;
      [STATE_COLOR:ALL:PINK]&lt;br /&gt;
      [STATE_NAME_ADJ:GAS:poof!]&lt;br /&gt;
&lt;br /&gt;
Warning: As with all cheats that involve the words &amp;quot;[BOILING_POINT:0]&amp;quot;, the mist created when the creature boils will be very cold. In fact, 0 DF degrees is many thousands of real-world degrees below absolute zero. Such cold temperatures will rapidly degrade weak items like cloth and leather, and may pose a danger to dwarves caught in the cloud without adequate cold weather clothing. You might have to experiment to find a temperature that will guarantee boiling without posing a danger to your dwarves.&lt;br /&gt;
&lt;br /&gt;
Note: You must add this text after all the material you want to boil is defined. To be safe, just place it at the very end.&lt;br /&gt;
&lt;br /&gt;
===All Skills Legendary===&lt;br /&gt;
Put this under Creature:Dwarf in creature_standard.txt&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
        [NATURAL_SKILL:MINING:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCUTTING:16]&lt;br /&gt;
	[NATURAL_SKILL:CARPENTRY:16]&lt;br /&gt;
	[NATURAL_SKILL:DETAILSTONE:16]&lt;br /&gt;
	[NATURAL_SKILL:MASONRY:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_FURNITURE:16]&lt;br /&gt;
	[NATURAL_SKILL:BOWYER:16]&lt;br /&gt;
	[NATURAL_SKILL:DESIGNBUILDING:16]&lt;br /&gt;
	[NATURAL_SKILL:SMELT:16]&lt;br /&gt;
	[NATURAL_SKILL:CUTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:ENCRUSTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:STONECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:METALCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:BONECARVE:16]&lt;br /&gt;
	[NATURAL_SKILL:WOOD_BURNING:16]&lt;br /&gt;
	[NATURAL_SKILL:POTTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:GLAZING:16]&lt;br /&gt;
	[NATURAL_SKILL:WEAVING:16]&lt;br /&gt;
	[NATURAL_SKILL:BREWING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILLING:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSPLANTS:16]&lt;br /&gt;
	[NATURAL_SKILL:COOK:16]&lt;br /&gt;
	[NATURAL_SKILL:PLANT:16]&lt;br /&gt;
	[NATURAL_SKILL:HERBALISM:16]&lt;br /&gt;
	[NATURAL_SKILL:FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:MECHANICS:16]&lt;br /&gt;
	[NATURAL_SKILL:WAX_WORKING:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_VERMIN:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSFISH:16]&lt;br /&gt;
	[NATURAL_SKILL:BUTCHER:16]&lt;br /&gt;
	[NATURAL_SKILL:TRAPPING:16]&lt;br /&gt;
	[NATURAL_SKILL:TANNER:16]&lt;br /&gt;
	[NATURAL_SKILL:CLOTHESMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:LEATHERWORK:16]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:16]&lt;br /&gt;
	[NATURAL_SKILL:DYER:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALTRAIN:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALCARE:16]&lt;br /&gt;
	[NATURAL_SKILL:CHEESEMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILK:16]&lt;br /&gt;
	[NATURAL_SKILL:LYE_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:SOAP_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:SHEARING:16]&lt;br /&gt;
	[NATURAL_SKILL:SPINNING:16]&lt;br /&gt;
	[NATURAL_SKILL:PRESSING:16]&lt;br /&gt;
	[NATURAL_SKILL:BEEKEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:GLASSMAKER:16]&lt;br /&gt;
	[NATURAL_SKILL:AXE:16]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:16]&lt;br /&gt;
	[NATURAL_SKILL:MACE:16]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:16]&lt;br /&gt;
	[NATURAL_SKILL:CROSSBOW:16]&lt;br /&gt;
	[NATURAL_SKILL:SHIELD:16]&lt;br /&gt;
	[NATURAL_SKILL:ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:POTASH_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGEOPERATE:16]&lt;br /&gt;
	[NATURAL_SKILL:DRESS_WOUNDS:16]&lt;br /&gt;
	[NATURAL_SKILL:DIAGNOSE:16]&lt;br /&gt;
	[NATURAL_SKILL:SURGERY:16]&lt;br /&gt;
	[NATURAL_SKILL:SET_BONE:16]&lt;br /&gt;
	[NATURAL_SKILL:SUTURE:16]&lt;br /&gt;
	[NATURAL_SKILL:CRUTCH_WALK:16]&lt;br /&gt;
	[NATURAL_SKILL:OPERATE_PUMP:16]&lt;br /&gt;
	[NATURAL_SKILL:SWIMMING:16]&lt;br /&gt;
	[NATURAL_SKILL:PERSUASION:16]&lt;br /&gt;
	[NATURAL_SKILL:NEGOTIATION:16]&lt;br /&gt;
	[NATURAL_SKILL:JUDGING_INTENT:16]&lt;br /&gt;
	[NATURAL_SKILL:APPRAISAL:16]&lt;br /&gt;
	[NATURAL_SKILL:ORGANIZATION:16]&lt;br /&gt;
	[NATURAL_SKILL:RECORD_KEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:LYING:16]&lt;br /&gt;
	[NATURAL_SKILL:INTIMIDATION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONVERSATION:16]&lt;br /&gt;
	[NATURAL_SKILL:COMEDY:16]&lt;br /&gt;
	[NATURAL_SKILL:FLATTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:CONSOLE:16]&lt;br /&gt;
	[NATURAL_SKILL:PACIFY:16]&lt;br /&gt;
	[NATURAL_SKILL:KNOWLEDGE_ACQUISITION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONCENTRATION:16]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:16]&lt;br /&gt;
	[NATURAL_SKILL:LEADERSHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:TEACHING:16]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:16]&lt;br /&gt;
	[NATURAL_SKILL:BITE:16]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:16]&lt;br /&gt;
	[NATURAL_SKILL:MISC_WEAPON:16]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reaction Additions==&lt;br /&gt;
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw.&lt;br /&gt;
&lt;br /&gt;
===Skill Practice Workshops===&lt;br /&gt;
A useful application of the new workshop/reaction setup is the Practice Workshop: loaded with no-reagent no-product reactions tied to every quality-based skill, it's an excellent way to get the most out of scarce resources and to train workers who utilize said resources (Jewelers, Craftsdwarves, etc).&lt;br /&gt;
&lt;br /&gt;
Create a new raw called building_practice_workshop in \raw\objects, and within it paste the following (ripped nigh-straight out of Lazureus' Crematorium package):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
building_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:BUILDING]&lt;br /&gt;
&lt;br /&gt;
[BUILDING_WORKSHOP:PRACTICE_WORKSHOP]&lt;br /&gt;
	[NAME:Practice Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:3]&lt;br /&gt;
	[BUILD_LABOR:MASON]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0]&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':236]&lt;br /&gt;
	[TILE:0:2:' ':236:'/']&lt;br /&gt;
	[TILE:0:3:'|':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:1:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:236:' ':227]&lt;br /&gt;
	[TILE:1:2:'|':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':236]&lt;br /&gt;
	[COLOR:1:1:0:0:1:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[TILE:2:1:201:227:187]&lt;br /&gt;
	[TILE:2:2:200:8:188]&lt;br /&gt;
	[TILE:2:3:' ':' ':' ']&lt;br /&gt;
	[COLOR:2:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:2:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:3:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:201:227:187]&lt;br /&gt;
	[TILE:3:2:200:8:188]&lt;br /&gt;
	[TILE:3:3:150:210:253]&lt;br /&gt;
	[COLOR:3:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:3:2:0:0:1:0:4:1:0:0:1]&lt;br /&gt;
	[COLOR:3:3:0:0:1:6:0:0:7:0:1]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new raw called reaction_practice_workshop, and within it paste the following:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
reaction_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:REACTION]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
[NAME:practice armorsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_ARMOR]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
[NAME:practice bonecarving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BONECARVE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
[NAME:practice bonesetting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SET_BONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
[NAME:practice bowmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BOWYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
[NAME:practice carpentry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CARPENTRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
[NAME:practice clothesmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CLOTHESMAKING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
[NAME:practice diagnosis]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DIAGNOSE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DYING]&lt;br /&gt;
[NAME:practice dying]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
[NAME:practice engraving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DETAILSTONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
[NAME:practice gem cutting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CUTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
[NAME:practice gem setting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:ENCRUSTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
[NAME:practice glassmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:GLASSMAKER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GROWING]&lt;br /&gt;
[NAME:practice growing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:PLANT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
[NAME:practice herbalism]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:HERBALISM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
[NAME:practice leatherworking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:LEATHERWORK]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MASONRY]&lt;br /&gt;
[NAME:practice masonry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MASONRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
[NAME:practice mechanics]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MECHANICS]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
[NAME:practice metalcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:METALCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
[NAME:practice metalsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_FURNITURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MINING]&lt;br /&gt;
[NAME:practice mining]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MINING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
[NAME:practice siege engineering]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SIEGECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SIEGE_OPERATION]&lt;br /&gt;
[NAME:practice siege operation]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SIEGEOPERATE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
[NAME:practice stonecrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:STONECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SURGERY]&lt;br /&gt;
[NAME:practice surgery]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SURGERY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SUTURING]&lt;br /&gt;
[NAME:practice suturing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SUTURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
[NAME:practice weaponsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_WEAPON]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAVING]&lt;br /&gt;
[NAME:practice weaving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WEAVING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
[NAME:practice woodcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WOODCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
[NAME:practice wound dressing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[PRODUCT:100:0:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DRESS_WOUNDS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lastly, paste the following to their respective spots in the dwarf section of entity_default, and you're done:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_BUILDING:PRACTICE_WORKSHOP]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DYING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GROWING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MASONRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MINING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_OPERATION]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SURGERY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SUTURING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Easy Entity Editing==&lt;br /&gt;
&lt;br /&gt;
Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries. You may add more by using the format: [PERMITTED_REACTION:(reaction)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       &lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_EMERALD]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SAPPHIRE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_RUBY_STAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WOOD]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Gems===&lt;br /&gt;
Fill in the name of a gem from the inorganic_stone_gem file and paste this in the reaction_smelter file to make your smelter spew out gems.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(gem name here)]&lt;br /&gt;
[NAME:make (gem name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:(gem name {from raws})]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note: You can change the skill used and the workshop, but make sure to keep it in the correct reaction file.&lt;br /&gt;
For convenience, here are all the precious gems in the game.&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
[NAME: make light yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_LY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
[NAME: make faint yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_FY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_EMERALD]&lt;br /&gt;
[NAME: make emeralds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:EMERALD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY]&lt;br /&gt;
[NAME: make rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE]&lt;br /&gt;
[NAME: make sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
[NAME: make clear diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_CLEAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
[NAME: make red diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_RED]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
[NAME: make green diamond]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_GREEN]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
[NAME: make blue diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLUE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
[NAME: make yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_YELLOW]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
[NAME: make black diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLACK]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY_STAR]&lt;br /&gt;
[NAME: make star rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
[NAME: make star sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Adamantine===&lt;br /&gt;
To get free adamantine wafers, add this to your reaction_smelter.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:create adamantine wafers]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For adamantine thread it would be:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
[NAME:create adamantine thread]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:THREAD:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:15000]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Flux, Sand, and Ore===&lt;br /&gt;
Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer Or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with. &lt;br /&gt;
&lt;br /&gt;
None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Metal===&lt;br /&gt;
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag.&lt;br /&gt;
to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickel silver respectively.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(metal name here)]&lt;br /&gt;
[NAME:create (metal name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:(metal name {from raws})][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These cheats do not require a new world (because they only modify existing reactions), and allow smelters to create steel and adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
===Create Wood===&lt;br /&gt;
To create wood for free, Add this to reaction_smelter. (don't forget the wood type. Like OAK, PINE, TOWER_CAP, or FUNGIWOOD.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_WOOD]&lt;br /&gt;
[NAME:create wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Food===&lt;br /&gt;
To create food for free, add this to '''reaction_smelter'''. Fair warning, this will NOT allow you to grow these plants if you have not already discovered/obtained them. If you cannot get sun berries or similar through trade or gathering, you won't be able to plant the seeds and grow crops from them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
[NAME:create plump helmets]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
[NAME:create cave wheat]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
[NAME:create wild strawberries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
[NAME:create prickle berries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SWEET_PODS]&lt;br /&gt;
[NAME:create sweet pods]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:POD_SWEET:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
[NAME:create pig tail grass]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;BR /&amp;gt;&lt;br /&gt;
... and this to '''entity_default'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SWEET_PODS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Water===&lt;br /&gt;
This reaction will allow your Dwarves to draw water from the rock. Unfortunately, it will not allow them to part the Red Sea - for that, you'll need lots of {{L|screw pump}}s, but that's another story...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_WATER]&lt;br /&gt;
        [NAME:make water]&lt;br /&gt;
        [BUILDING:SMELTER:NONE]&lt;br /&gt;
        [REAGENT:rock:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]&lt;br /&gt;
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bucket]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Memory Hacking=&lt;br /&gt;
Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. At present, tools that have been adapted to DF2010 include [[Utilities#Reveal|Reveal]], which allows you to see the whole map (though be warned- it also releases [[Hidden Fun Stuff]]) and [[Utilities#DFHack|DFhack]], a versatile tool which includes, among other things, a liquids hack that lets you place [[water]] or [[magma]] of a depth you choose into a square and &amp;quot;dfprospector,&amp;quot; which tells you what minerals are available on the map.&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weapon_token&amp;diff=148909</id>
		<title>v0.31:Weapon token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weapon_token&amp;diff=148909"/>
		<updated>2011-05-08T19:50:52Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: fixed grammatical error &amp;quot;...in mL or cm^3 cubed.&amp;quot; is a six dimensional value. Corrected to &amp;quot;...in mL or cubic cm.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:42, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
These tokens can only be placed within an ITEM_WEAPON object definition, most do not function in armor objects.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Name of the weapon. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJECTIVE&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| Adjective of the weapon, e.g. the &amp;quot;large&amp;quot; in &amp;quot;large copper dagger&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Volume of weapon in mL or cubic cm. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEIGHT&lt;br /&gt;
| &lt;br /&gt;
| Unknown, unused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOOT_FORCE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Crossbow with both force and maxvel set to 99999999~ pierces through adamantine with lead bolts. If maxvel just sets maximum speed, piercing is determined by force.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOOT_MAXVEL&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL&lt;br /&gt;
| &lt;br /&gt;
*Skill token&lt;br /&gt;
| The skill to determine effectiveness in melee with this weapon. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RANGED&lt;br /&gt;
| &lt;br /&gt;
*Skill token&lt;br /&gt;
*Ammo item token&lt;br /&gt;
| Makes this a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWO_HANDED&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Creatures under this size (in cm^3) must use the weapon two-handed. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINIMUM_SIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value) &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_STONE&lt;br /&gt;
|&lt;br /&gt;
| Allows this weapon to be made from sharp stones (i.e. {{L|obsidian}}) plus a wood log.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINING&lt;br /&gt;
|&lt;br /&gt;
| Restricts this weapon to being made of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_SIZE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Number of bar units needed for forging, as well as the amount gained from melting. No weapons currently have a correct MATERIAL_SIZE by default{{version|0.31.12}}. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
*attacktype:BLUNT or EDGE&lt;br /&gt;
*contact_area:value&lt;br /&gt;
*penetration_size:value&lt;br /&gt;
*verb2nd:string&lt;br /&gt;
*verb3rd:string&lt;br /&gt;
*noun:string&lt;br /&gt;
*velocity_multiplier:value&lt;br /&gt;
| You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=148272</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=148272"/>
		<updated>2011-05-01T13:58:11Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Fortresses */  Added possibility of civilization control taken over by a Demonic entity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:19, 17 April 2011 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the {{L|Adventure mode quick start|Adventure Mode Quickstart Guide}}.&lt;br /&gt;
:''See {{L|Adventure Mode quick reference}} to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''adventurer mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) who starts out somewhere in one of your generated worlds. You can receive {{L|quest}}s, venture into the wilderness to find {{L|cave}}s, shrines, lairs, abandoned towers, and other {{L|Site|towns and settlements}}. You can even visit your abandoned {{L|fortress}}es and find whatever riches were left to be guarded by the {{L|creature}}s that sealed their fate.&lt;br /&gt;
&lt;br /&gt;
Unlike {{L|fortress mode}}, adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for fortress mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=World Selection=&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token (which are elf, dwarf, and human in unmodded raws) but as of the current version 0.31.25 only human civilizations have towns, NPC fortresses, or shops. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under &amp;quot;Dwarven Fortresses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
&lt;br /&gt;
Any race with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token is playable in adventure mode. In an unmodded game this means {{L|Dwarves}}, {{L|Elves}}, and {{L|Human|Humans}}. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the {{L|Entity_token#Gameplay|INDIV_CONTROLLABLE}} token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a {{L|Martial trance|martial trance}} when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as longswords) must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.&lt;br /&gt;
&lt;br /&gt;
If no civilization for the given race exists in a world, you won't be able to play as that race except perhaps as a human outsider.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
&lt;br /&gt;
{{L|Attribute|Attributes}} are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''' - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
*'''Agility''' - This attribute is directly related to a character's Speed and is also used in combat skills.&lt;br /&gt;
*'''Toughness''' - Reduces physical damage. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''' - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling.&lt;br /&gt;
*'''Recuperation''' - Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.&lt;br /&gt;
*'''Disease Resistance''' - Reduces the risk of disease. It isn't clear how useful this currently is in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a lesser extent. &lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are useful for adventure-mode-applicable skills, but some are totally useless.&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''' - Useful for certain crafting skills, the only one currently being Knapping.&lt;br /&gt;
*'''Focus''' - Affects Archer, Ambusher, Observer.&lt;br /&gt;
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.&lt;br /&gt;
*'''Creativity''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.&lt;br /&gt;
*'''Intuition''' - Only helps with Observer.&lt;br /&gt;
*'''Patience''' - Currently useless.&lt;br /&gt;
*'''Memory''' - Appears to be useless.&lt;br /&gt;
*'''Linguistic Ability''' - Currently useless because adventurers don't have social skills.&lt;br /&gt;
*'''Spatial Sense''' - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
*'''Musicality''' - Completely useless as of yet.&lt;br /&gt;
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping, &lt;br /&gt;
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}&lt;br /&gt;
*'''Social Awareness''' - Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting {{L|skill}}s, as well as ones not available at character creation, can be improved through use in game.&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see {{L|Combat skill}}. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill.&lt;br /&gt;
&lt;br /&gt;
Because these tend to take a bit longer to increase in game, it makes sense to put some points into one at the beginning.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).&lt;br /&gt;
&lt;br /&gt;
*'''Axeman''' - allows characters to use axes, great axes, and halberds more effectively.&lt;br /&gt;
*'''Bowman''' - skill allows characters to use bows more effectively.&lt;br /&gt;
*'''Crossbowman''' - allows characters to use crossbows more effectively.  The dwarven version is called '''Marksdwarf'''.&lt;br /&gt;
*'''Hammerman''' - allows characters to use crossbows in melee, mauls, and war hammers more effectively.&lt;br /&gt;
*'''Knife User''' - allows characters to use large daggers and knives more effectively.&lt;br /&gt;
*'''Lasher''' - allows characters to use whips and scourges more effectively.&lt;br /&gt;
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.&lt;br /&gt;
*'''Pikeman''' - allows characters to use pikes more effectively.&lt;br /&gt;
*'''Spearman''' - allows characters to use spears more effectively.&lt;br /&gt;
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.&lt;br /&gt;
&lt;br /&gt;
=== General Combat ===&lt;br /&gt;
&lt;br /&gt;
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''Shield User''' - Ability to block attacks with shields. Starting with skill in this means that the adventurer will start with a shield.&lt;br /&gt;
*'''Armor User''' - Related to how well an adventurer moves in armor, and increases whenever an adventurer wearing armor is attacked. A higher level of this skill reduces the encumbrance penalties of armor, allowing up to normal speed movement when wearing full steel plate. Unfortunately, starting with this skill does not provide any starting armor.&lt;br /&gt;
*'''Dodger''' - Ability to dodge out of the way of attacks.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat and Improvised Weapons ===&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''Wrestler''' - Ability to grapple, restrain, &amp;quot;takedown&amp;quot;, throw opponents, etc. Can be raised very easily in game.&lt;br /&gt;
*'''Striker''' - Punching ability.&lt;br /&gt;
*'''Kicker''' - Kicking ability.&lt;br /&gt;
*'''Biter''' - Biting ability.&lt;br /&gt;
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc.&lt;br /&gt;
*'''Misc. Object User''' - Ability to beat things to death with their own severed body parts, basically. Also somewhat more commonly used for shield bashing.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''{{L|Observer}}''' - Helps one to notice things like ambushes and enemies who are &amp;quot;sneaking&amp;quot; (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''{{L|Swimmer}}''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''{{L|Ambusher}}''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things. There is only one skill currently available in an unmodified game.&lt;br /&gt;
&lt;br /&gt;
*'''Knapper''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
There is also Butchering, but you can't allocate points to that at creation time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Common UI Concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving Around ==&lt;br /&gt;
&lt;br /&gt;
=== Local Movement ===&lt;br /&gt;
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for a step&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Sneak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.  &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lay down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around.&lt;br /&gt;
&lt;br /&gt;
=== Fast Travel ===&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a hamlet is on the east side of the map. The regional map is displayed on the far right.]] &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
See the {{L|Map legend}} for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking &amp;quot;X&amp;quot;.  When seeking out a quest, move in the direction of the quest site until the blinking &amp;quot;X&amp;quot; is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.&lt;br /&gt;
&lt;br /&gt;
While in the fast travel screen you can:&lt;br /&gt;
&lt;br /&gt;
* {{k|c}} - Display/hide clouds/weather&lt;br /&gt;
* {{k|m}} - Display/hide the regional map on the right&lt;br /&gt;
* {{k|Q}} - Display the Quest log&lt;br /&gt;
* {{k|Z}} - Display the sleep menu&lt;br /&gt;
&lt;br /&gt;
Other commands are not available until you exit fast travel with {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Status and Information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the Game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Searching and Manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Managing Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck in your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/Dropping Things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} to scroll the list if the list is too long to fit on the screen.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers. If an item you want to wear does not show up as an option then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.&lt;br /&gt;
&lt;br /&gt;
After acquiring {{L|armor}} from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See {{L|Armor}} for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as {{L|Weapon}}s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapon}}s or {{L|shield}}s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the {{L|Armor#Shields and Bucklers|shield}} with the right hand.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to &amp;quot;use&amp;quot; commands in other games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Time and Weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date/Time&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. When in the fast travel screen you can just look at the bar along the top to see where the sun is an estimate the time, but in local travel mode you'll have to use the {{k|W}} command.&lt;br /&gt;
&lt;br /&gt;
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day.  &lt;br /&gt;
&lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. Weather is, to some extent, directly viewable on the fast travel screen. Temperature is important because if it happens to drop below freezing while you're swimming through water, you're dead instantly. Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.&lt;br /&gt;
&lt;br /&gt;
Weather can also reduce visibility.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of 31.17, the need to eat and drink has been removed pending further changes.&lt;br /&gt;
&lt;br /&gt;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (a vulture, say, or a racoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} then {{k|Enter}}&lt;br /&gt;
| Wrestle an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{L|Combat}} is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Melee Attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
Attacking a creature with {{k|A}} will allow you to make an aimed attack. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. Don't be afraid to try Trickier attacks, especially against easier enemies. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Depending on the situation, it may be worth trying to take even a &amp;quot;Difficult&amp;quot; shot at the head. Severing limbs can also be effective even if not fatal, so if you have any Easy and Square attacks against limbs it may be worth taking them because, if a limb is chopped off, it will stun the opponent possibly making a followup shot to the head much easier. Removing a weapon arm can leave an opponent with no offensive ability, and removing a leg or foot can make it very difficult for them to escape or chase after you.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and Unarmed Attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: {{L|Wrestling}}''&lt;br /&gt;
&lt;br /&gt;
'''{{L|Wrestling}}''' (grappling) can be performed by standing next to an enemy and pressing {{k|Shift}}+{{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc, see {{L|Wrestling}}.&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|Shift}}+{{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{{L|Weapon}}s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}}&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except travel mode), you can press {{k|Shift}}+{{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting at really tight spaces, you might want to switch it off.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.&lt;br /&gt;
&lt;br /&gt;
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:&lt;br /&gt;
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.&lt;br /&gt;
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.&lt;br /&gt;
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as &amp;quot;in 123 Urist McSucker founded Boatmurdered&amp;quot;. This can be selected repeatedly to reveal multiple facts about the area.&lt;br /&gt;
*'''Capital''' - Ask where the capital of the current civilization is. As with the '''Surroundings''' topic, a random bit of the capitol's history will also be given.&lt;br /&gt;
*'''Service''' - Ask for a [[#Quests|quest]].&lt;br /&gt;
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as &amp;quot;How I long for some excitement in my life..&amp;quot;.&lt;br /&gt;
*'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like Surroundings this can also reveal bits of information about history such as &amp;quot;Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Flames of Burninating the Dragon.&amp;quot;&lt;br /&gt;
*'''Report success/accomplishments''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Basically everyone is telepathic and doesn't want to hear the same story again.&lt;br /&gt;
*'''Goodbye''' - End the conversation.&lt;br /&gt;
&lt;br /&gt;
Sometimes other options may also appear. Experiment with them and see what happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to Join and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)&lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and shops.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building.&lt;br /&gt;
&lt;br /&gt;
Once you find a building, step through the door.  It should have multiple U's, each of which is a human.&lt;br /&gt;
&lt;br /&gt;
=== Fortresses ===&lt;br /&gt;
&lt;br /&gt;
Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|&amp;gt;}}, and walk toward the direction of the fortress.&lt;br /&gt;
&lt;br /&gt;
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.&lt;br /&gt;
&lt;br /&gt;
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will be have as any human lord.&lt;br /&gt;
&lt;br /&gt;
=== Other Sites ===&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of version .25, only humans have civilization sites.&lt;br /&gt;
&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in {{L|Fortress mode}}!&lt;br /&gt;
&lt;br /&gt;
Goblins live in {{L|obsidian}} towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
In human towns (not hamlets or castles), you can find {{L|building|shops}}.  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.&lt;br /&gt;
&lt;br /&gt;
Due to some limitations, there are only &amp;quot;human town&amp;quot; shopkeepers in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences.&lt;br /&gt;
&lt;br /&gt;
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.'''&lt;br /&gt;
&lt;br /&gt;
==== Selling and buying with money ====&lt;br /&gt;
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for all of the shop's money (will be 9000☼ if you have not yet bought from or sold to that shop)&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer all of your money&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. One turn after the trade session ends, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most commonly giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Adventure (Quest) log (tasks, map, et cetera...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a quest, press {{K|Q}} to look at them (this screen is called the Adventure Log).  The world map is on the left, with your current location highlighted by a blinking &amp;quot;O&amp;quot;, while on the right is the list of your quests.  You can select a quest and press {{K|z}} to find the location of the quest site: the blinking &amp;quot;O&amp;quot; will move to the quest site, with a green line drawing the path you need to take.  Pressing {{K|m}} will tell you the species of the monster you're supposed to kill.  You can also use the arrow keys to move the &amp;quot;O&amp;quot; around to examine the surrounding terrain and sites.&lt;br /&gt;
&lt;br /&gt;
Note that once you complete a quest that you can report your success to ''any'' human.  Once you tell one human, everyone in the same civilization will know about it.  The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.&lt;br /&gt;
&lt;br /&gt;
If you're having trouble finding the site on the fast travel map for some reason, exit quick travel mode by pressing {{K|&amp;gt;}}.  In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side.  At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and &amp;quot;TSK&amp;quot; to the right of the direction indicating an unfinished quest at that site. You can then go back into fast travel mode and head in that direction.&lt;br /&gt;
&lt;br /&gt;
Once you get to the quest site, you'll be unable to enter it when using quick travel mode.  Attempting to do so will give the message &amp;quot;You cannot travel through the [site]&amp;quot;.  You must exit quick travel mode by pressing {{K|&amp;gt;}} and move the rest of the way using the normal movement mode.  The box in the upper left-hand corner will tell you the direction to go.  When you complete the quest the &amp;quot;TSK&amp;quot; will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show &amp;quot;Report Death of ...&amp;quot; instead of &amp;quot;Kill ...&amp;quot;.  You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you &amp;quot;You cannot travel until you leave this site&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
These are the only reactions possible in an unmodified game though others can be added through modding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
===How do I get past NPCs which are in my way?===&lt;br /&gt;
Press {{K|s}} to sit, then move to crawl between their legs.  Once you're done press {{K|s}} to stand again.&lt;br /&gt;
&lt;br /&gt;
===How do I find an entrance to the underworld?===&lt;br /&gt;
As of version 0.31.17, quest monsters no longer live in caves, so you can't find caves by asking for quests.  Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the location of a cave.  If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again.&lt;br /&gt;
&lt;br /&gt;
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.&lt;br /&gt;
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
===How can I obtain armor as quickly as possible?===&lt;br /&gt;
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, et al, with that civ):&lt;br /&gt;
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.&lt;br /&gt;
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.&lt;br /&gt;
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.&lt;br /&gt;
* Pick companions with good equipment so you can &amp;quot;inherit&amp;quot; it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;powerleveling&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I increase my skills and attributes? (powerleveling)===&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills, very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[DF2010:Attribute#Skills_and_associated_attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small relatively harmless animal and wrestle with it over and over again. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and this will not injure the animal so you can do it infinitely with the same one. Wrestling will increase Endurance as well as other stats.&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit and let it attack you to raise your defensive skills. If you have metal armor then a small animal like a gopher can't do any real damage to you even if it hits. Also change your {{K|C}}ombat preferences to &amp;quot;stand ground&amp;quot; to increase the amount of shield blocking you do, unless you want more dodging practice than shield practice. &lt;br /&gt;
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Being able to throw objects at creatures, while not terribly devastating (In fact, it used to be. In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head. We can only hope the wambler survived.), can still come in handy. Since throwing also raises your archery skill, you can improve your aim with bows and crossbows by throwing, but it is also possible to improve bow/crossbow skills without wasting ammunition.&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor in front of it. If bolts or arrows hit a wall that has a floor (or ground) in front of it on the same z-level the ammunition will be destroyed, however ''ammunition that falls at least one z-level after hitting a wall will remain intact.'' So, you just need to find something like a hill inside a castle, stand on the hill, then shoot at the wall on the same z-level that you're on. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then go pick up the arrows and fire them at the wall from the hill again, ad infinitum. You can also stand next to a wall that's at least 2 z-levels high, then shoot up a z-level at the wall by hitting {{k|&amp;lt;}} after you hit {{k|f}}. How ever you decide to do it, the key is that the arrow needs to be able to fall at least one z-level after it hits a wall in order to remain intact. Using a macro will speed this up greatly.&lt;br /&gt;
*'''Ambushing and Swimming''' - When approaching a camp or other site, you may want to use {{k|S}} to sneak in and loot any loose items first. While it's very slow, you can sneak over large distances instead of using fast travel in order to increase your sneaking skill (Ambushing). It's also possible to sneak and swim at the same time, so training these things can be combined. Just make sure you '''start with at least Novice in swimming''' or you will find it practically impossible to train swimming.&lt;br /&gt;
*'''Observer''' - You can't really powerlevel this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. The only apparent way to train this skill currently appears to be sleeping or walking around in the wilderness, repeatedly getting ambushed. Running away from the ambush, if you can, will probably allow you to repeat this cycle faster if you live.&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - Sharpening rocks with {{k|x}} will improve your Knapping skills, but more importantly, raising these skills with raise your Spatial Sense and Kinesthetic Sense attributes which help with a number of other skills. This can be combined with throwing, using a macro, to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
===I managed to escape but my limbs are chopped off. Now what?===&lt;br /&gt;
&lt;br /&gt;
It's just a fleshwound!&lt;br /&gt;
&lt;br /&gt;
Unfortunately (as of .25) there's currently no way to get them back, but as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
As of version .25 you can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
=== How do I keep my companions from running off after random wildlife? ===&lt;br /&gt;
&lt;br /&gt;
As of version 31.25, in unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the '''&amp;lt;nowiki&amp;gt;[AT_PEACE_WITH_WILDLIFE]&amp;lt;/nowiki&amp;gt;''' to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.&lt;br /&gt;
&lt;br /&gt;
Animals.... You either love them and they love you, or they must die a horrible death right now.&lt;br /&gt;
&lt;br /&gt;
=Version Changes=&lt;br /&gt;
&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '&amp;gt;' downstairs symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast {{k|T}}ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds(use all skill points) granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns have only bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.31.17 ==&lt;br /&gt;
When generating an adventurer you now have points to assign to {{L|attribute}}s as well as to skills.  You can reduce unwanted attributes down to 1 to get more points for other attributes.&lt;br /&gt;
&lt;br /&gt;
The travel-mode map is now more zoomed-in than before.  To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.&lt;br /&gt;
&lt;br /&gt;
The bar at the top of the travel-mode screen shows the position of the sun, giving you an easy indication of how much daylight is left.&lt;br /&gt;
&lt;br /&gt;
You become sleepy during travel mode. You can choose to sleep or wait for a specific time using (by default) {{k|shift}}+{{k|Z}}.  If you sleep outside during the night you can be ambushed by bogeymen or a myriad of other night monsters.  Sleeping inside a building (including the temples and lairs of vanquished monsters) will protect you from this. Ambushes will also not be initiated when you are staying on a beach or mountain, but ones that have already started will continue even if you enter such an area.&lt;br /&gt;
&lt;br /&gt;
There are now hamlets (Æ and æ) and castles (○) in addition to towns (+) (NOTE: those symbols are how they appear in the world map (fully zoomed-out)).  When in a town or hamlet clusters of buildings will be marked as ▐ in the mini-map in the lower-left hand corner.  Only towns have shops, which appear as yellow ▐ in both the travel map and the mini-map.&lt;br /&gt;
&lt;br /&gt;
You can get quests from any person in a town/hamlet, and from any soldier in a castle after you've gained enough reputation from completing a few quests.  Quests to kill titans, dragons and hydras you can only get from leaders found in castles, and only after you've gained a lot of reputation.&lt;br /&gt;
&lt;br /&gt;
The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.&lt;br /&gt;
&lt;br /&gt;
Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Adventure Mode quick reference]]&lt;br /&gt;
*[[DF2010:Adventure mode quick start|quick start guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ghostbird&amp;diff=146171</id>
		<title>User:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ghostbird&amp;diff=146171"/>
		<updated>2011-04-17T15:49:21Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Fortresses */  Added start of new fortress story&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu (Ashbelches), an ancient gila monster riding a giant rat. Nonu Ashbelches had become the law-giver of the goblin civilization after defeating the goblin lieutenant Osnun Liehaunt exactly one milennium earlier. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill all but one of the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. In the meantime, the last troll ran around hitting everything within sight and being attacked by all animals and berserk dwarves, getting bruised all over until a berserk dwarf's lucky shot ended his rampage. Amid all this a single miserable legendary engraver was running along the walls, masterfully sketching every gruesome detail of what happened into the rock, recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
=== Cloudycopper ===&lt;br /&gt;
 Embark: Salt water, aquifer, igneous extrusive rock, volcano. &lt;br /&gt;
==== Magma is a harsh Mistress ====&lt;br /&gt;
&lt;br /&gt;
I Embarked on the single volcano in my world, situated on an uninhabited island in the middle of the ocean. The start went rather well, and I designed and prepared a magma trap as a welcome committee for my enemies. The main hall of my fortress was build against the south-eastern wall of the volcano's magma pipe. I dug a channel and filled it with magma from the volcano. Since this was my first attempt with magma, I had misunderstood how unpressurised magma worked. It soon spilled out of the channel and started to flood my fortress. I managed to wall it off, but not before losing my entire supply of booze to the flood. Since I had yet to find the aquifer, which I had hoped to rely on for water, the entire fortress quickly died of thirst and tantrums.&lt;br /&gt;
&lt;br /&gt;
=== Reclaim ===&lt;br /&gt;
&lt;br /&gt;
//TODO&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== New Experience ===&lt;br /&gt;
&lt;br /&gt;
The last version of DF2 I had played was 0.31.16. The current version took me a while to get used to. My first three adventurers died of a common cause. Bogeymen, even a demigod level adventurer proved no match for them.&lt;br /&gt;
&lt;br /&gt;
=== Fourth Adventurer ===&lt;br /&gt;
&lt;br /&gt;
With my fourth adventurer I adopted the habit of staying overnight inside buildings. When I made it to a human hamlet and killed a cougar for them. I then went on to kill an elven bandit for them, which went rather badly. After firing from ambush at the elf for a while I noticed that he simply pulled out the bolts and dropped them. A wolf happened to pass, the elf charged it and killed it very quickly despite the fact that I had repeatedly perforated all of his leg muscles and his right hand. A wandering human swordsman passed, and discovered me. Then the elf saw me as well, charged me and killed me with a single flick of his whip.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Based on: ====&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
==== Use ====&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
'''Bonus:''' Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
==== Diagram ====&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ghostbird&amp;diff=145823</id>
		<title>User:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ghostbird&amp;diff=145823"/>
		<updated>2011-04-14T21:37:47Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: Moved the talk page to here, since I had written it as intended for this page. (I couldn't create my own page yet.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu (Ashbelches), an ancient gila monster riding a giant rat. Nonu Ashbelches had become the law-giver of the goblin civilization after defeating the goblin lieutenant Osnun Liehaunt exactly one milennium earlier. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill all but one of the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. In the meantime, the last troll ran around hitting everything within sight and being attacked by all animals and berserk dwarves, getting bruised all over until a berserk dwarf's lucky shot ended his rampage. Amid all this a single miserable legendary engraver was running along the walls, masterfully sketching every gruesome detail of what happened into the rock, recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== New Experience ===&lt;br /&gt;
&lt;br /&gt;
The last version of DF2 I had played was 0.31.16. The current version took me a while to get used to. My first three adventurers died of a common cause. Bogeymen, even a demigod level adventurer proved no match for them.&lt;br /&gt;
&lt;br /&gt;
=== Fourth Adventurer ===&lt;br /&gt;
&lt;br /&gt;
With my fourth adventurer I adopted the habit of staying overnight inside buildings. When I made it to a human hamlet and killed a cougar for them. I then went on to kill an elven bandit for them, which went rather badly. After firing from ambush at the elf for a while I noticed that he simply pulled out the bolts and dropped them. A wolf happened to pass, the elf charged it and killed it very quickly despite the fact that I had repeatedly perforated all of his leg muscles and his right hand. A wandering human swordsman passed, and discovered me. Then the elf saw me as well, charged me and killed me with a single flick of his whip.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Based on: ====&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
==== Use ====&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
'''Bonus:''' Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
==== Diagram ====&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_crab&amp;diff=145822</id>
		<title>v0.31 Talk:Magma crab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_crab&amp;diff=145822"/>
		<updated>2011-04-14T21:36:02Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: Question about behaviour of Magma Crab.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know why magma crabs create steam explosions while they swim in the magma? I couldn't think of any solid reason. My guess is that they spit basalt as a projectile and that the projectile doesn't realise it's magma safe, and evaporates.--[[User:Ghostbird|Ghostbird]] 21:36, 14 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=145733</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=145733"/>
		<updated>2011-04-13T20:17:03Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Flow through Diagonal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralizing flow section to make it a little clearer. --[[User:Arhm|Arhm]] 05:08, 25 July 2010 (UTC)&lt;br /&gt;
: I'm not certain that statement is true, I'll have to check that one. Rivers do fill to z - 1, until you place a dam. Once you've built the dam the river fills to z - 0. But you're not describing a river. I'm thinking it will fill back to z - 0 like a blocked river. --[[User:Doctorzuber|Doctorzuber]] 07:41, 25 July 2010 (UTC)&lt;br /&gt;
:: I went ahead and verified this. Just one more quirky behavior of water. Not sure I agree with your wording. I find it to be a bit ambiguous, but I don't feel like editing it just now. --[[User:Doctorzuber|Doctorzuber]] 08:09, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Unpressurised magma does not behave like this, though one may expect it. Unpressurised magma flowing trough a diagonal will still fill the same z-level to 7/7. Yes, it was [[Fun]].&lt;br /&gt;
--[[User:Ghostbird|Ghostbird]] 20:17, 13 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A theory section perhaps ? ==&lt;br /&gt;
&lt;br /&gt;
Explaining [http://i576.photobucket.com/albums/ss208/kanddak/flowflowchart.png this] diagram from [http://www.bay12forums.com/smf/index.php?topic=32453.0 this] thread. --[[User:Arhm|Arhm]]&lt;br /&gt;
&lt;br /&gt;
: You're in the theory section. Discussion pages are routinely used for theories and questions. --[[User:Doctorzuber|Doctorzuber]] 07:33, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pressure Never Pushes Fluid Up ==&lt;br /&gt;
&lt;br /&gt;
To my knowledge, it really doesn't. A bit of fluid at level Z will never, due to pressure alone, move to a level higher than Z, right? It can cause the level of fluid to rise in some distance place which looks to the user like 'pushing fluid up', but calling it that does not help demystify (har) and explain how pressure actually works. [[Special:Contributions/98.255.32.212|98.255.32.212]] 10:25, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== River ended, is that considered a dam? ==&lt;br /&gt;
&lt;br /&gt;
I have a map where a river ended, you know where it branches out and then stops, is this considered a dam?--[[Special:Contributions/96.248.39.87|96.248.39.87]] 14:55, 4 December 2010 (UTC)&lt;br /&gt;
:This is not the rivers end, it is its source area as rivers tend to end into bigger bodies of water like oceans or lakes... The area is handled like an aquifer, so refer to those rules. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:178.25.109.106|178.25.109.106]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::Actually, it probably generates water even more rapidly than an aquifer - if you've ever played 40d and embarked with one of those &amp;quot;waterfalls from nowhere&amp;quot;, then that's what &amp;quot;river source&amp;quot; tiles are like. --[[User:Quietust|Quietust]] 02:48, 5 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145699</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145699"/>
		<updated>2011-04-12T19:35:15Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: Added first four adventures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu (Ashbelches), an ancient gila monster riding a giant rat. Nonu Ashbelches had become the law-giver of the goblin civilization after defeating the goblin lieutenant Osnun Liehaunt exactly one milennium earlier. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill all but one of the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. In the meantime, the last troll ran around hitting everything within sight and being attacked by all animals and berserk dwarves, getting bruised all over until a berserk dwarf's lucky shot ended his rampage. Amid all this a single miserable legendary engraver was running along the walls, masterfully sketching every gruesome detail of what happened into the rock, recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=== New Experience ===&lt;br /&gt;
&lt;br /&gt;
The last version of DF2 I had played was 0.31.16. The current version took me a while to get used to. My first three adventurers died of a common cause. Bogeymen, even a demigod level adventurer proved no match for them.&lt;br /&gt;
&lt;br /&gt;
=== Fourth Adventurer ===&lt;br /&gt;
&lt;br /&gt;
With my fourth adventurer I adopted the habit of staying overnight inside buildings. When I made it to a human hamlet and killed a cougar for them. I then went on to kill an elven bandit for them, which went rather badly. After firing from ambush at the elf for a while I noticed that he simply pulled out the bolts and dropped them. A wolf happened to pass, the elf charged it and killed it very quickly despite the fact that I had repeatedly perforated all of his leg muscles and his right hand. A wandering human swordsman passed, and discovered me. Then the elf saw me as well, charged me and killed me with a single flick of his whip.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Based on: ====&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
==== Use ====&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
'''Bonus:''' Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
==== Diagram ====&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145693</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145693"/>
		<updated>2011-04-12T18:28:57Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Final siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu (Ashbelches), an ancient gila monster riding a giant rat. Nonu Ashbelches had become the law-giver of the goblin civilization after defeating the goblin lieutenant Osnun Liehaunt exactly one milennium earlier. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill all but one of the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. In the meantime, the last troll ran around hitting everything within sight and being attacked by all animals and berserk dwarves, getting bruised all over until a berserk dwarf's lucky shot ended his rampage. Amid all this a single miserable legendary engraver was running along the walls, masterfully sketching every gruesome detail of what happened into the rock, recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Based on: ====&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
==== Use ====&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
'''Bonus:''' Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
==== Diagram ====&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145687</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145687"/>
		<updated>2011-04-12T16:11:44Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Dwarven Washer Reactor */  Added more structural layout to the inventions section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu, a gila monster riding a giant rat. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill all but one of the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. In the meantime, the last troll ran around hitting everything within sight and being attacked by all animals and berserk dwarves, getting bruised all over until a berserk dwarf's lucky shot ended his rampage. Amid all this a single miserable legendary engraver was running along the walls, masterfully sketching every gruesome detail of what happened into the rock, recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Based on: ====&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
==== Use ====&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
'''Bonus:''' Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
==== Diagram ====&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145686</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145686"/>
		<updated>2011-04-12T16:07:59Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Final siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu, a gila monster riding a giant rat. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill all but one of the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. In the meantime, the last troll ran around hitting everything within sight and being attacked by all animals and berserk dwarves, getting bruised all over until a berserk dwarf's lucky shot ended his rampage. Amid all this a single miserable legendary engraver was running along the walls, masterfully sketching every gruesome detail of what happened into the rock, recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
Based on:&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
'''Bonus:''' Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145682</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145682"/>
		<updated>2011-04-12T15:06:20Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Final siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu, a gila monster riding a giant rat. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill all but one of the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. In the meantime, the last troll ran around hitting everything within sight and being attacked by all animals and berserk dwarves, he was bruised all over but sustained no dangerous injuries. Amid all this a single miserable legendary engraver was running along the walls, masterfully sketching every gruesome detail of what happened into the rock, recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
Based on:&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
'''Bonus:''' Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145681</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145681"/>
		<updated>2011-04-12T15:00:14Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Final siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu, a gila monster riding a giant rat. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill all but one of the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. In the meantime, the last troll ran around hitting everything within sight and being attacked by all animals and berserk dwarves, he was bruised all over but sustained no dangerous injuries. The last thing I could do was put my engravers to work, to ensure that as much as possible of the gruesome fate of this place was recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
Based on:&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
'''Bonus:''' Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145680</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145680"/>
		<updated>2011-04-12T14:41:36Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Dwarven Washer Reactor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu, a gila monster riding a giant rat. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. The last thing I could do was put my engravers to work, to ensure that as much as possible of the gruesome fate of this place was recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
Based on:&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
'''Bonus:''' Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145679</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145679"/>
		<updated>2011-04-12T14:40:14Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Founding and building. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an area with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu, a gila monster riding a giant rat. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. The last thing I could do was put my engravers to work, to ensure that as much as possible of the gruesome fate of this place was recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
Based on:&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
Bonus: Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145678</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145678"/>
		<updated>2011-04-12T14:39:27Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: Added invention: Dwarven Washer Reactor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an embark with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu, a gila monster riding a giant rat. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. The last thing I could do was put my engravers to work, to ensure that as much as possible of the gruesome fate of this place was recorded for a future visitor.&lt;br /&gt;
&lt;br /&gt;
== Inventions ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Washer Reactor ===&lt;br /&gt;
&lt;br /&gt;
A variation on the Dwarven Water Reactor. Delivers less power than a DWR but it is safer for dwarves, especially the part that gets drained by the pump.&lt;br /&gt;
'''Note:''' lower z-level must be build (partially) into an aquifer, preferably with only the northern part (when oriented as shown in the diagram) in the aquifer.&lt;br /&gt;
&lt;br /&gt;
Based on:&lt;br /&gt;
* Aquifers absorb water&lt;br /&gt;
* Behaviour of pressure's lazy model when using underflows.&lt;br /&gt;
&lt;br /&gt;
This guarantees that while the northern part is always pretty dangerous up to 7/7 flowing water on the upper z-level, the southern part will, even when not being drained, never fill beyond 7/7 on the lower z-level. Because the southern part is constantly being drained by the pump, the water level is fairly low on that side. Any dwarf that falls or walks into the washer will be washed and flushed to the southern low water zone. If you normally channelled out the lower level, as you should do to dig into an aquifer, they can then use the ramps to climb to the southern floor on the upper z-level which is connected to your fortress.&lt;br /&gt;
Because the water level of the southern part is dependent on the amount of drain the pump provides, this system becomes more safe when multiple pumps and wheels are placed alternating, creating a larger washer.&lt;br /&gt;
&lt;br /&gt;
Bonus: Designate the southern lower z-level as a meeting zone to automatically clean your dwarves and train their swimming skill.&lt;br /&gt;
&lt;br /&gt;
   Upper        Lower         '''Key:'''&lt;br /&gt;
   Level        Level&lt;br /&gt;
 &lt;br /&gt;
   #####        #####      &amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;    = '''Screw Pump'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   ##&amp;lt;font color=&amp;quot;#0C0&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;##        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#3F3&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#      #    = '''Wall''' &lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;#        #&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;#&lt;br /&gt;
   #&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;#        #####&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=145677</id>
		<title>v0.31:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=145677"/>
		<updated>2011-04-12T14:18:07Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: /* Dam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|13:08, 22 June 2010 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount time and effort - often for little or no practical benefit.  They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in {{L|adventure mode}}. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. A {{L|chasm}}, underground {{L|river}}, or {{L|hidden fun stuff}} can ensure the fortress is occupied. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable.&lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Zero.  They will sleep through '''anything'''.&lt;br /&gt;
&lt;br /&gt;
==Alphabet Cages==&lt;br /&gt;
Use captured monsters in cages to spell messages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  Vowels are hard to come by.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely none whatsoever. (easy reminders in case you're too lazy to use notes?)&lt;br /&gt;
&lt;br /&gt;
==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be {{L|Fun}}.  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheel.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very {{L|Fun}}.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a {{L|pump}} stack, preferably powered by a {{L|windmill}} or {{L|water wheel}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love {{L|waterfall}}s. Putting a waterfall in your {{L|meeting hall}} will give your dwarves good {{L|thought}}s, although it can significantly lower frame rate&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter {{L|climate}} so it does not freeze.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarf Bonus: Use {{L|magma}}. It does not freeze, even in a freezing climate!&lt;br /&gt;
&lt;br /&gt;
=={{L|Ballista}} Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bolt Recovery Operation==&lt;br /&gt;
One curious property of Dwarven Physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing.  The trick is in separating the stacks of bolts into individual bolts without destroying them, for which EliDupree found this trick:&lt;br /&gt;
&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
  ∙++++@∙+++++++++&lt;br /&gt;
  ∙+∙∙∙┼∙+++++++++++++++&lt;br /&gt;
  ∙+∙g∙┼∙++++++++++++++@&lt;br /&gt;
  ∙+∙∙∙┼∙+++++++++++++++&lt;br /&gt;
  ∙+++++∙+++++++++&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
&lt;br /&gt;
The @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) with &amp;quot;cotton candy&amp;quot; bolts. The @ at the left is a single Perfectly Agile soldier with orders to patrol up and down, with little delays at the top and bottom. The &amp;quot;g&amp;quot; at the left is a goblin standing on a pillar (I pitted it from the z-level above.)&lt;br /&gt;
&lt;br /&gt;
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves shoot their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate.  The hardest part is getting the marksdwarves to shoot from exactly the right spot.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  Even in .18 or worlds generated with high mineral availability, you can do this to generate &amp;quot;cotton candy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Break the Dam==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
'''Downside:''' Before you had goblins at the gates.  Now you have goblins on the roof.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See {{L|dam}}, or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarf Bonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
=={{l|Danger room|Danger Room}}==&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': High.  Trains combat skills very quickly, assuming you don't kill anyone.&lt;br /&gt;
&lt;br /&gt;
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
*MegaDwarfBonus: Use adamantine spikes! On the plus side, you have a thriving coffin industry going now.&lt;br /&gt;
&lt;br /&gt;
==Day Care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low &amp;lt;s&amp;gt;but annoying&amp;lt;/s&amp;gt;, burrows make this a snap now. You may have to micromanage to get every child into the room, and it'll be a hassle to get the grown ones out without releasing all of them. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Protecting the children may be more trouble than it's worth.&lt;br /&gt;
&lt;br /&gt;
==Doberman Bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
*Bonus: Train all dogs inside as war dogs when they mature.  &lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus:  Make it a Bear Trap. &lt;br /&gt;
*MegaDwarfBonus: Combine with a drowning chamber and carp trap.&lt;br /&gt;
*MegaDwarfBonus:  Make it a Rhino Trap.&lt;br /&gt;
*SadisticDwarfBonus:  Make it a Panda Trap.&lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize lava.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize trained fish.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Edit the raw and do both!&lt;br /&gt;
&lt;br /&gt;
=={{L|Computing|Dwarfputer}} Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible {{L|megaprojects}} dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a {{L|noble}}, complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few &amp;quot;security rooms&amp;quot; (with barracks, ammunition store, ration cache, armory, etc) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Disco Ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., {{L|ruby|rubies}}, {{L|sapphire}}s, and {{L|emerald}}s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Alternating {{L|alunite}} and {{L|obsidian}} tiles to make a 'dance floor'.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
&lt;br /&gt;
*Megadwarf Bonus: Caged &amp;quot;Dancers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Labor Camp (aka Dwarkuta)==&lt;br /&gt;
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build the giant digging machines. They don't actually have to dig anything.&lt;br /&gt;
&lt;br /&gt;
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.&lt;br /&gt;
&lt;br /&gt;
Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.&lt;br /&gt;
&lt;br /&gt;
Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.&lt;br /&gt;
&lt;br /&gt;
Step 3. Rain fire: Use your imagination. Try using magma, if possible.&lt;br /&gt;
&lt;br /&gt;
Step 4. Unleash the horde: Attack!&lt;br /&gt;
&lt;br /&gt;
Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use a ballista.&lt;br /&gt;
&lt;br /&gt;
Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Step 7. Raise hell: Exactly what it says on the tin.&lt;br /&gt;
&lt;br /&gt;
Step 8. Freedom!&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: In Adventure mode, create a character named Mason or Reznov and lead the prisoners to freedom.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many {{L|nether-cap}}s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to Medium&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None except pretty colored barrels&lt;br /&gt;
&lt;br /&gt;
==Emergency Destruct Stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic {{L|Carp}}.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
Station some soldiers at the bottom of a shallow {{L|Activity_zone#Pit/Pond|pit}} and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.  Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.  (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|h}} to hide the cage and its contents, then going to {{k|z}}-Stocks-Weapons, finding the '''H'''idden weapon and marking it for '''D'''umping (and unforbidding it), then using {{k|d}}-{{k|b}}-{{k|H}} to un-hide everything.)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution.  Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or {{l|Fun}} if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A {{L|farming|greenhouse}} is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Much higher in DF2010, since this is the only way to farm without mud. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, {{L|sun berry|sun berries}} can be brewed into valuable {{L|Sunshine}}, and {{L|whip vine}}s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
&lt;br /&gt;
==Hammer of {{L|Armok}}==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting, or any other single-tile collapse mechanism. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles length from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Fill it with booze and add a detonator.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more {{L|fun}}, make one out of some exotic material, like {{L|glass}}, {{L|ice}}, {{L|gold}}, or {{L|soap}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;I dinna say we wurren't crazy!&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by [http://www.irregularwebcomic.net/1455.html Irregular Webcomic].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative, due to the insane amounts of space it takes up.&lt;br /&gt;
&lt;br /&gt;
==It's A TRAP!==&lt;br /&gt;
It seems that {{L|trap}}s are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Sieges will be instantaneous, and if you use cage traps, your {{L|arena}} will never want for combatants, including all those pesky wild animals you no longer need to hunt for.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.  &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the {{L|Nobles |Best and Brightest}} for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Design it so that it can return OR send all of your nobility on the voyage.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. {{L|Trap}}s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in {{L|adventure mode}}.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain {{L|cave}}s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need {{L|metal}} (or {{L|glass}}) {{L|screw pump}}s to make it work, {{L|magma-safe}} floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma Highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is Fun.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus:Put the coffin at least 20 floors down.&lt;br /&gt;
*Megabonus:Build it in a volcano if possible, and put the coffin at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the {{L|screw pump|pumps}} to use {{L|magma-safe}} pipes and screws in their construction. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those {{L|iron}} or {{L|steel}} pumps and {{L|bauxite}} {{L|floodgate}}s. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but also {{L|Fun}}. &lt;br /&gt;
&lt;br /&gt;
==Mass Cage Recycling System==&lt;br /&gt;
Dig out a room and another room of the same size above that. In the upper room channel out at least 6 openings into the lower room which are spaced exactly 2 tiles away from each other. Build floor hatches and place them over all of the openings. Place one big animal stockpile over the room such that every tile in the stockpile is adjacent (orthogonally and diagonally) to one of the hatches. Disable empty cages on the stockpile. Create '''one''' large pit zone that covers all of the openings such that all of them are part of the same pit. Disable all other animal stockpiles except for one empty-cage-only stockpile somewhere.&lt;br /&gt;
&lt;br /&gt;
The top level should look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
=========&lt;br /&gt;
=c==c==c=&lt;br /&gt;
=========&lt;br /&gt;
=========&lt;br /&gt;
=c==c==c=&lt;br /&gt;
=========&lt;br /&gt;
&lt;br /&gt;
= is Stockpile, c is Hatch&lt;br /&gt;
One pit zone covers all six hatch openings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Close the lower room off, fill it with traps, your military, turn it into a flood chamber, an arena, a 50 z-level pit, put a live dragon in it, or whatever sadistic sort of thing you want. Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below and with all cages directly adjacent to pits creatures can be dumped in instantly without having to be lead around preventing most types of creatures from escaping. A mass of dwarves will pile into the room, pit the creatures at the about same time, and haul the empty cages off.&lt;br /&gt;
&lt;br /&gt;
'''Warning!''' &amp;quot;Thief&amp;quot; type creatures, flyers, or large creatures like titans will escape before being pitted. If in doubt, build the cage manually or have sufficient military hanging around the top stockpile area.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very easy. Requires basic digging and very little time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. &lt;br /&gt;
   &lt;br /&gt;
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.&lt;br /&gt;
&lt;br /&gt;
==Mega/Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an {{L|Aquifer}}, although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.&lt;br /&gt;
&lt;br /&gt;
=={{L|Obsidian}} factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than {{L|flux}} and 3 times as valuable as ordinary stone, making it ideal for your {{L|mason}}s and {{L|stone crafter}}s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.&lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version .40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the Damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Spike a goblin on every trap!&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single {{L|support}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
=={{L|Swimming}} pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain {{L|swimming}} skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
&lt;br /&gt;
==Town Destroyer==&lt;br /&gt;
Start your fortress in an area with an existing settlement{{verify}}. Create a channel all the way around it, then dig out everything on the Z-level below and watch it obliterate itself (and probably your frame rate).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to medium. It's not hard, just very time-consuming.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very low. Unless of course this is a goblin settlement and you want to get rid of them/want revenge for a previous fortress.&lt;br /&gt;
&lt;br /&gt;
==Underground Forest==&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater Statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium&lt;br /&gt;
&lt;br /&gt;
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.&lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her. &lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
&amp;lt;li&amp;gt;N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
Prevents {{L|cave adaptation}}. It's like the greenhouse, only instead of a farm, it's a {{L|meeting hall}} or {{L|barracks}}. Since you can't build {{L|table}}s or {{L|bed}}s outside, build the room and {{L|channel}} down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very {{L|Fun}} once {{L|goblin}} archers become involved.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus:Utilize trained fish.&lt;br /&gt;
&lt;br /&gt;
==Wildlife Overpass==&lt;br /&gt;
A bridge from one side of the river to the other so that the endless hordes of camels aren't battering at your doors trying to reach the other side via the underworld instead.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Extremely Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
*Bonus:  Trap it to provide a regular supply of meat, bone, and goblinite.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145661</id>
		<title>User talk:Ghostbird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ghostbird&amp;diff=145661"/>
		<updated>2011-04-12T10:54:36Z</updated>

		<summary type="html">&lt;p&gt;Ghostbird: Added history of my fortress, asked for user page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do I have to do do be able to create my own user page?&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Rubbedbodice===&lt;br /&gt;
 Founded by: Gladmoon the Friendly Coincidental Arch-Palisade of Doom&lt;br /&gt;
 Embark    : Sand, clay, aquifer, chert, granite. River downhill to the north, large road passing trough the southern part of the embark, intersection of three biomes.&lt;br /&gt;
&lt;br /&gt;
==== Founding and building. ====&lt;br /&gt;
&lt;br /&gt;
I decided to embark in an embark with an aquifer but with enough z-levels above it to drop a dug out staircase into it and form a tunnel trough it.&lt;br /&gt;
I decided to dig the fortress down from one of the smaller hills that lay on the large slope down to the river that formed the embark. I removed all the ramps around the hill, to have a reasonably safe place for my farms there. Once the basics were set up, I dug down and found that I had been lucky enough to dig into a chert vein between the aquifers. There were aquifers located north-west and south-east of the fortress. This made building easier than anticipated. I noticed some valleys downhill, that seemed useful as lakes for fishing. I dug a moat in front of the gate that ended in the upper valley. I made sure to build a drawbridge across the I build a dwarven water reactor on the Z-level above the south-eastern aquifer. The advantage of such a DWR is that it always maintains a fixed water pressure and minimum amount of water. I connected the DWR to a pump stack that pumped out of another part of the same aquifer. The pump stack brought the water up beside my gate and created a waterfall into the moat. I walled in the both the upper and the lower valley. A dwarf drowned because of stupid pathing while working on this project. Since He was my first dead dwarf I decided to build him an elaborate memorial. I dug out the lower valley a bit to create a cliff protruding from the hillside into the valley. I then built up the walls of the lower valley two z-levels. The third z-level had a single opening that, through a vertical channel, drained into the north-western aquifer. The third z-level of the lower valley and the upper valley were on the same z-level. I constructed a twenty z-level high tower in the middle of the lower valley, accessible only by a tunnel from my fortress. I constructed a tomb in the cliff I dug earlier, only accessible by a tunnel that ended on the lowest z-level of the lower valley. I build a memorial to the dead dwarf on top of the cliff overlooking the lower valley and entombed him in the tomb below. I then turned on the pump stack. The water flowed trough the moat and into the higher valley, on to the lower valley. Because of the lazy pressure model and the underpass from the higher to the lower lake (both former valleys), the higher lake would fill to 7/7 water before the lower lake would fill to 1/7 and start overflowing and draining the excess water into the aquifer.&lt;br /&gt;
&lt;br /&gt;
==== Ambushes ====&lt;br /&gt;
&lt;br /&gt;
The first goblin ambush occurred. Since I had been busy constructing I had no military might at all. I locked my dwarves in the fortress and waited for the goblins to leave. A fisherdwarf who discovered the ambush died. The first ambushers hadn't left, or a second ambush occurred. This was quickly followed up by two more ambushes, and I had three ambush squads of goblins walking outside. A caravan of elves was murdered by them, as well as a group of arriving immigrants. Several dwarves died due to combinations of bad luck and terminal stupidity. During this period I constructed ten cage traps in the two wide hallway into the fortress. Most of the goblin ambushers where captured by opening the gate and closing it as soon as a few of them had run inside. Since I had no found no metal at all, I was more then happy with all their copper weapons and armour.&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Beast ====&lt;br /&gt;
&lt;br /&gt;
During the triple ambush a forgotten beast came, and joined the goblins against me. He was captured in the cage traps with the rest of the goblins.&lt;br /&gt;
&lt;br /&gt;
==== Defences ==== &lt;br /&gt;
&lt;br /&gt;
I build a wall around the pastures outside my fortress, trained some military units, dug catacombs and interred slain dwarves. Some dwarves' corpses had been inexplicably lost and I had to create memorial slabs to put their ghosts to rest. I build a large gate with drawbridge into this external wall. This drawbridge crossed the moat. I started the construction of a large DWR in the north-western aquifer and a pump stack upwards that emerged besides the new gate. I build a reservoir on top of the gate with four hatches and a second drawbridge behind the gate. I connected everything in a variation on the resettable one use pressure plate. This drowning chamber would kill the enemies for me, or so I thought.&lt;br /&gt;
&lt;br /&gt;
==== Two sieges ====&lt;br /&gt;
&lt;br /&gt;
When the first siege started, my defences where far from completed, and I prepared for another lock in and wait situation. However the two goblin squads seemed to be indecisive on what to do, and never ventured farther than 20 squares from where they entered the map. I continued building my defences but didn't allow my dwarves farther than a screen's width from my fortress, just in case. A few months later the goblins retreated, but a new siege immediately started. This time the goblins came from the other side of the map. These had brought trolls. I discovered a vital problem with my defences, the outer gate's drawbridge couldn't be raised. Luckily the enemy trolls started destroying the grates on the outside of the drawbridge, this way the enemies that had entered the pasture were trapped inside the outer walls and the trolls and others where locked outside. I used the trick of opening and swiftly closing the inner drawbridge, to capture most of the enemies in the cage traps in the entrance hall.&lt;br /&gt;
After a while the trolls left and peace returned to the fortress.&lt;br /&gt;
&lt;br /&gt;
==== Training ====&lt;br /&gt;
&lt;br /&gt;
I tried to train more military in this period. For lack of better, I equipped my military with a mixture of bone, shell and leather plus the copper caps, shields and breastplates I stripped from the captured goblins. I made all of them wield a preferred melee weapon and a preferred ranged weapon. They refused to train their ranged skills at the archery range however.&lt;br /&gt;
&lt;br /&gt;
==== Final siege ====&lt;br /&gt;
&lt;br /&gt;
This time when the siege was announced, I looked around the paused embark and noticed that this was the full force of the goblin civilization. They had even brought their highest official, the law-giver Nonu Usmdasulu, a gila monster riding a giant rat. What was truly perplexing though was the fact that at the same time, a squad of trolls had spawned beside my trade depot. Since they were so close already, the drawbridge that separated the depot and the fortress failed to raise in time, and they happily ravaged the inside of my fortress. Prompting the dwarves inside to run outside to the top of my fortress, an area outside the burrow, where they were quickly shot by the two squads of goblin archers that stood around locked outside the wall of my fortress. Another squad of trolls ran into the drowning trap at my gate. Then I discovered a problem. Trolls have no problem with swimming. They simply swam into the almost completed reservoir and climbed out trough the last hole in the ceiling, into my fortress. My military managed to kill the trolls inside the fortress, in the process dying of terminal stupidity. Noteworthy was my Hammerdwarf/Marksdwarf military commander. Equipped with shield, silver war-hammer and bone crossbow, he refused to shoot at a troll. Instead of taking shield and war-hammer, he firmly held his crossbow with both hands and beat the troll while the troll transformed him into a bloody mess. Alas so many dwarves had died at the trolls hand that the fortress descended into a tantrum spiral. The last thing I could do was put my engravers to work, to ensure that as much as possible of the gruesome fate of this place was recorded for a future visitor.&lt;/div&gt;</summary>
		<author><name>Ghostbird</name></author>
	</entry>
</feed>