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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=152680</id>
		<title>v0.31 Talk:Adventurer mode</title>
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		<updated>2011-08-29T09:36:24Z</updated>

		<summary type="html">&lt;p&gt;Hugna: /* Getting stuck in a fortress? Come on! */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
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Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
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It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
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It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
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I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
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== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
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::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
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== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
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== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
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== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::There is a workaround... well, kind of. By replacing DEFAULT_SITE_TYPE and LIKES_SITE (latter could be an overkill) from CAVE_DETAILED to CITY in raw's &amp;quot;default_entity.txt&amp;quot; you can supply every dorf's civilization with human architector, who '''can''' design functioning shops and whistles (having bad habit of building things above the ground though)&lt;br /&gt;
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== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
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== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
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== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
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Now DF .31.13, (alt-move, a, enter) lets you jump into river for a swim, and similarly climb out. --[[User:TomiTapio|TomiTapio]] 14:20, 16 September 2010 (UTC)&lt;br /&gt;
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==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
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==Adventure Mode Combat==&lt;br /&gt;
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or how to kill everything.&lt;br /&gt;
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'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
&lt;br /&gt;
 large dagger: Short sword long sword scimitar two-handed sword&lt;br /&gt;
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 large dagger: small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
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 Short swords: are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
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 Long sword: it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
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 Scimitar: ok this is just as good as the short sword but with the ability to slap with the side of the blade.&lt;br /&gt;
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 Two-handed: sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
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'''Axes'''&lt;br /&gt;
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ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
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 battle axe:  a bigger and heavier axe.&lt;br /&gt;
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 great axe: bigger and better than the battle axe.&lt;br /&gt;
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 halberd: the oddball of the axes it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
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'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
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spear: a poor anti-group weapon but a great single enemy weapon as it is extreamly fast and can each successful hit has a large chance to stun the enemy and sense it is a piercing weapon it slides through armor like a hot arrow through a tub of lard therefor  giving you an essentially unstoppable weapon .&lt;br /&gt;
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 pike: it stabs a little deeper and uses pike skill but is the same thing essentially.&lt;br /&gt;
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'''hammers''' &lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons their weight is the main factor. &lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
 war hammer: with skill to can put nice holes in heads.&lt;br /&gt;
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 mace: has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
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 maul: a bigger mace,now hit stuff harder.&lt;br /&gt;
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 flail: mace on a chain,hit them not you.&lt;br /&gt;
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 morning star: spiked ball on a chain cuts as it smashes.&lt;br /&gt;
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'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
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 whip: shatters the bone,bruise the flesh.&lt;br /&gt;
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 pick: goes in deep,rips organs ,shatters bones. fear the miners.&lt;br /&gt;
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 scourge: tears muscle,breaks bones.&lt;br /&gt;
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--[[User:Funk|Funk]] edited by nightwatcher&lt;br /&gt;
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== Worldgen for Adventurers ==&lt;br /&gt;
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It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
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I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
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Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
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You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
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Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
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--Anonymous July 30, 2010&lt;br /&gt;
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== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
 &lt;br /&gt;
I definitely agree.  I've spent around half an hour trying to 'g'et prickleberries etc, starving to death while my human (who only started with copper spear and dagger, apparently due to hitting 'play now') merrily ignites everything. Getting a waterskin is nearly impossible, as there are no towns for miles in every direction from my starting place.  I'm not sure if this is a bug or not, but none of this really basic stuff is covered here.&lt;br /&gt;
* drink/lick the blood spatters off your clothes, for survival. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
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== Small Bugs - Conversations, Other little niggles ==&lt;br /&gt;
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What's the wiki's policy on minor bugs? I found that in adventurer mode, asking peasants their profession makes them reply &amp;quot;I am a .&amp;quot;, presumably because they have no job.  Should I post that here, or is that too small? I can imagine the list getting full quick otherwise.&lt;br /&gt;
&lt;br /&gt;
Ah - and apparently you can hold two things in one hand - although you need to juggle your inventory round to do it.  Weird.&lt;br /&gt;
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== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
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== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
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Does this mean that the companion limit has been decreased? &lt;br /&gt;
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--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;br /&gt;
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*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)&lt;br /&gt;
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&lt;br /&gt;
*The number of followers you can get is determined by your notoriety; when you first start out you'll only be able to get two warriors to join your band, but once you get some tasks under your belt and slay a dragon or two you can have upward of fifteen. More may be possible but I sort of figured 15 was enough and stopped there. [[Special:Contributions/72.230.201.43|72.230.201.43]] 20:41, 14 November 2010 (UTC)&lt;br /&gt;
*I am not able to get more than 19 companions, even after slaying lots of megabeasts. 19 seems to be the absolute maximum --[[User:Blur|Blur]] 13:32, 21 December 2010 (UTC)&lt;br /&gt;
*I once had 20 companions (I had to page down with * on the {{K|c}}ompanions screen to see my 20th guy). When one of them died during a raid on a bandit camp, I went to a fortress for a replacement and was surprised to find soldiers giving me the &amp;quot;With a band so large&amp;quot; line, even after reporting my success! At first I thought I had somehow lowered my fame by completing one of my earlier leftover &amp;quot;kill the bandit&amp;quot; quests I got from a peasant after accepting a &amp;quot;slay the dragon&amp;quot; quest from a lord. On a later adventurer I managed to get 4 companions without completing any quests or doing anything else that would increase my fame, and then I theorized that what really happened was that I had accidentally exploited a bug regarding companions leaving and re-joining. With this new adventurer, I raided a bandit camp with 2 companions and found myself hopelessly outnumbered and outgunned. One got knocked unconscious with a bruised brain, the other was still standing but severely cut up, likely to bleed out shortly (he was &amp;quot;Pale&amp;quot;). I turned tail and ran, intending to get some new companions from the nearby fortress. Because they were still alive, I knew I'd have to ditch my current companions to be able to pick up new companions. By the time I was far away enough from the site to {{K|T}}ravel, the cut-up guy was off my companions list, and the other guy was still unconscious, meaning he wouldn't follow me in travel mode. I get to the fortress with 0 companions, pick up 2 new ones, and head back to the camp, approaching from the same side I had previously fled from. As I approached the center of the camp, I started getting announcements of my previous companions still fighting the bandits. When I got within visual range, not only did I see they had recovered (with massive scars, but no longer suffering from concussion or blood loss), they still had the &amp;quot;companion&amp;quot; character (instead of the usual &amp;quot;U&amp;quot; for non-allied humans). I checked the {{K|c}}ompanions list, and sure enough, all 4 were listed. Although I wasn't paying attention, I think something similar happened with the earlier adventurer with 20 companions, although it did not involve {{K|T}}ravel. It was probably when I slept at a fortress, when I woke up one of my companions was outside the fortress walls. I then wandered to the middle of the fortress looking for more companions, moving far enough from the wall that the outside companion disappeared off my companions list, but still tried following me, making his way around the fortress edge. After gathering up my maximum of 19 companions, I headed for the fortress doors, where I met up with that other companion who had been outside, bringing my number of companions to 20. If my theory about how this bug works is correct, there may be no limit to how many companions you can have. The two exploit methods I stumbled on by accident probably aren't very reliable though, as the first depends on luck and the second could leave you with some severely crippled companions. I've thought up some methods to test, but they also slightly rely on luck to work:&lt;br /&gt;
:1) Sleep in a town/hamlet, and hope you wake up before your companions (perhaps sleeping while they are Drowsy and you are not will help?). {{K|T}}ravel as soon as you wake up, get replacement companions from a fortress, return to the hamlet to see if you can still get your original companions back.&lt;br /&gt;
:2) Find a fortress near a river. Stop traveling on the riverbank opposite the fortress, swim across, enter fortress, pick up new companions (by the time you reach the fortress, you should be far enough from the river that your companions are off the list), return to the river and see if your old companions are still hanging out, {{K|T}}ravel to get your full group across the river to wherever you're going next.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:MightyJAK|MightyJAK]] 18:30, 24 March 2011 (UTC)&lt;br /&gt;
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== &amp;quot;&amp;lt;Adventurer&amp;gt; was guided by forces unknown&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
That says if you check out your dead adventurer in legends.&lt;br /&gt;
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
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== tips and tricks in.31.17 ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Some vanilla .17 adventuring... this might be helpful to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. start a demigod adventurer. Buy agility and dodging. Surrounded == dead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. run away from bogeymen, leave the low-agility ones far behind.&amp;lt;br&amp;gt;&lt;br /&gt;
3. no adventurer can ever start with armor, it seems.&amp;lt;br&amp;gt;&lt;br /&gt;
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4. try aimed (&amp;quot;A&amp;quot;) easy attacks, stab torso with sword. Or slash at foot/hand. Miss because bogeymen have very good dodging skills.&amp;lt;br&amp;gt;&lt;br /&gt;
5. use trees to force enemies into single file.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;C&amp;quot; change combat mode to strike instead of charge. Charging makes you trip and fall often.&amp;lt;br&amp;gt;&lt;br /&gt;
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8. one bogeyman is about as difficult as .16 's elephant/ogre/giant/marshtitan. Because of dodging skill.&amp;lt;br&amp;gt;&lt;br /&gt;
9. fighting skill may give you lots of nice counterstrikes. You might want to practice fighting with slow-moving wildlife (not camels!)&amp;lt;br&amp;gt;&lt;br /&gt;
10. &amp;quot;mortal wound&amp;quot; means internal organ bruising, not dangerous, unlike &amp;quot;CANT STAND&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11. haul bogeyman body parts to town to show off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
12. inside a crowded building, would need a &amp;quot;swap places with friendly&amp;quot; key so can move around.&amp;lt;br&amp;gt;&lt;br /&gt;
Quote from: Miko19:   You can press &amp;quot;s&amp;quot; to lay on the ground, and then you can move on the same tile as an other person is&amp;lt;br&amp;gt;&lt;br /&gt;
Oookay... crawl under the moronic humans who cower inside their houses, check.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
13. goblins and dwarven bandits are nothing compared to bogeymen. (Or my skills got really high already.)&amp;lt;br&amp;gt;&lt;br /&gt;
14. cross the rivers and streams in travel mode, not with swimming.&amp;lt;br&amp;gt;&lt;br /&gt;
15. go thank Toady for adding bandits and &amp;quot;The quest for armor&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
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16. some humans are morons and block doorways for hours on end.&amp;lt;br&amp;gt;&lt;br /&gt;
17. wear shirt, dress, dress, dress, robe for &amp;quot;protection&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
18. ask the cyan-coloured humans (who have no profession) to join you.&amp;lt;br&amp;gt;&lt;br /&gt;
19. your human companions will have a longer sight range than you, at least at night when the felines attack.&amp;lt;br&amp;gt;&lt;br /&gt;
20. wear one more dress. And two togas.&amp;lt;br&amp;gt;&lt;br /&gt;
21. the red-cross-blinking cyan @ draws you eye away from the brown, dirt-coloured @. And the companion will crawl miles and miles, matching your speed, faithfully following you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Q for quest log, z to see where the quest target is. Esc to exit quest log.&amp;lt;br&amp;gt;&lt;br /&gt;
Z, d, enter to sleep the night.&amp;lt;br&amp;gt;&lt;br /&gt;
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ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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== .31.17 peasant/hero/demigod, thoughts ==&lt;br /&gt;
About the adventurer... think of &amp;quot;peasant&amp;quot; as &amp;quot;joe average who was the worst learner in the whole county&amp;quot;. Novice in seven skills after many years of trying.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;hero&amp;quot; could be a circus strongman, strong and tough, or a tumbler (acrobat) with superior agility and above average patience and focus, adequate in eight skills due to 1-2 years of training as a teenager.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;demigod&amp;quot; is one in a thousand, competent in nine skills, perhaps a former soldier with five years of experience. Or proficient in 4.5 skills (not even a legendary in fortress mode, that soldier.)--[[User:TomiTapio|TomiTapio]] 11:43, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
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== Info on diff. between Adv Mode &amp;amp; Dwarf Mode ==&lt;br /&gt;
In adding some minor information to the Quick Start guide, I fell upon a conundrum. In that article I wanted to add a fair bit more information, but I wasn't sure that it belonged there (likely not as part of a quick start guide). Indeed, I'm not sure where to put them at all, whether they deserved their own page. I am thinking about: attributes and skills, which deserves more depth than what is necessary for dwarf mode (such as suggested skills to invest in, and the function of such skills and attributes in adventure mode); the benefits of the various races (which is not even covered in this article); probably known &amp;quot;quirks&amp;quot;, such as the virtual non-existance of &amp;quot;small&amp;quot; equipment for use by dwarves and that goblins are a source; among other things. Should they simply get their own page so they can belong specifically to an Adventure Mode category, or perhaps add an &amp;quot;In Adventure Mode&amp;quot; section to the relevant pages in order to detail those differences? &amp;lt;br&amp;gt;&lt;br /&gt;
I ask this question here since this seem to be a bit of catch all discussion area for adventure mode. Seemed better suited to it than the Quick Start discussion page, anyway.&lt;br /&gt;
: [[User:Niveras|Niveras]] 02:21, 14 November 2010 (UTC)&lt;br /&gt;
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This is weird. I thought demigods were not allowed starting companions like heroes -- I tested it with two different demigods and the townspeople consistently gave me &amp;quot;I would....rather not&amp;quot; when asked about joining before I had completed any quest, and edited the page to reflect that. Yet, someone changed the edit back saying they *always* take two companions when playing demigod. Can anyone else test?&lt;br /&gt;
Is that right? Am I subject to a bug? &lt;br /&gt;
: Anonymous, Nov 15&lt;br /&gt;
&lt;br /&gt;
::I'm the one who made that edit, I think your problem is you were trying to recruit regular townspeople; look around towns/hamets for some actual fighters, or head to a fortress and try to recruit them there.  It takes a while before you can get non-fighters to come with you, because whether they join you or not doesn't depend on how much stronger you are than them like in previous versions, but by how famous you are for being a hero, and they know they're weak and probably just cannonfodder unless you're a legend. Or at least that's my theory.  I do admit that I haven't played any Peasant-class or Hero-class adventurers yet, so I can't say there is ''no'' difference between their abilities to recruit, but I can say for sure that I can get two swordsmen before I do a quest with my demigods. [[Special:Contributions/72.230.201.43|72.230.201.43]] 19:55, 17 November 2010 (UTC)&lt;br /&gt;
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== Ghost towns? ==&lt;br /&gt;
&lt;br /&gt;
Is it a bug that I found ghost towns? Towns where there were no surviving inhabitants, but the stores are still stocked (and the items owned so I couldn't purchase anything without theft.) Was everyone just out in the fields or something?&lt;br /&gt;
&lt;br /&gt;
(Also, I found a phantom hamlet, which I'm pretty sure *is* a bug. It showed up on the world map, but not the travel map. The local map had a pointer to the town, and as I walked there I hit the center but there were no buildings or people. It was safe to sleep, though, thankfully, 'cause I'd just lost all my companions to a troll attack and the sun had gone down.)&lt;br /&gt;
&lt;br /&gt;
 -- Anonymous, November 14, 7:08 pm pacific time&lt;br /&gt;
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== Difficulty settings ==&lt;br /&gt;
&lt;br /&gt;
What exactly are the differences between Peasant, Hero, and Demigod difficulties?&lt;br /&gt;
:I am fairly sure the only difference between them are the number of points you begin with to divide among your attributes and skills. [[Special:Contributions/72.230.201.43|72.230.201.43]] 02:17, 17 November 2010 (UTC)&lt;br /&gt;
::Further testing may be needed. I've gone through a spate of demigods who died suddenly, while my current character, a peasant, has developed very well through skill training and has lived long enough to get a nearly full set of steel armor in dwarf size. I don't know if he's been plain lucky, or I'm getting better, or if there's some mitigating factor in the code that takes it easier on peasants than demigods. -Anonymous, 20 November 2010&lt;br /&gt;
:::Seconding this. At first glance, it appears that Demigod is easymode and Peasant is hardmode, but I've had similar experiences to Anonymous above. Even with good armor and high starting levels in Armor User, Shield User, and Dodger, many of my Demigods get OHKOed by the first bandit they come across, with the bandit getting a lucky shot at the brain or heart right away. I'm thinking either Demigods get sent after more skillful bandits for initial quests, or Toady programmed in a hidden &amp;quot;Luck&amp;quot; stat to be high for peasants and low for Demigods. Alternate theory: this &amp;quot;Luck&amp;quot; stat is not determined by your choice of Peasant, Hero, or Demigod, but by how many stat and skill points you actually use. In that case, making an adventurer with every skill at &amp;quot;Not&amp;quot; and every stat at &amp;quot;Very Low&amp;quot; would give you a super-lucky weakling. I think I'll test this and report back. --[[User:MightyJAK|MightyJAK]] 15:01, 24 March 2011 (UTC)&lt;br /&gt;
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== Starting Armor ==&lt;br /&gt;
&lt;br /&gt;
From 31.17 and continuing in 31.18, is it correct that adventurers only start with leather clothes and never any metal armor except for a shield? - Anonymous, 18 November 2010, 3:14 UTC&lt;br /&gt;
:Having played about a dozen characters, this appears to be true. Currently you've got to find armor in shops, lairs, caves, and bandit camps. - Anonymous, 20 November 2010&lt;br /&gt;
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== Equipping ==&lt;br /&gt;
&lt;br /&gt;
I cannot find a way to equip a weapon.... And i searched all over the wiki and i still cannot find any place where it tells me how to equip a weapon. Any help??? -- Anonymous 198.53.163.246, 08:27 UTC, 28 November 2010&lt;br /&gt;
&lt;br /&gt;
:Anything held in your hands is an available weapon. Drop what's in your hands on the ground (or 'p'ut it in a container if you have one that has room) and then get your weapon -- either 'g'etting it off the ground or 'r'emoving it from a container. It will automatically go into your primary hand (depending on handedness; DF has a lot of lefties) and be used as a weapon. Then grab your shield if you use one, or offhand weapon if you're training another skill, or leave that hand empty for choking throats if you like. -- Anonymous 74.37.93.115, 28 Nov 2010&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
==This article is terrible==&lt;br /&gt;
it doesnt describe much of any of the specifics of adventure mode, its all generalized ideas on the basic concept of it, with a sprinkling of various outdated versions thrown in for &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; measure. There needs to be a section on the (Q)uest section (which even i dont really get that still, companions, basic combat strategy's, and a whole crap load of other st00f. --[[User:Dudemcman|Dudemcman]] 05:18, 3 December 2010 (UTC)&lt;br /&gt;
:Alright i'll have time to work on this page in about a week. In the meantime suggestions anybody? [[User:LightBearer|LightBearer]] 18:23, 12 December 2010 (UTC)&lt;br /&gt;
::Edit I know I said I'd be working on this by now but im still working on testing for a new jewelry page so maybe ill have time in another week...[[User:LightBearer|LightBearer]] 06:36, 20 December 2010 (UTC)&lt;br /&gt;
:::I've started to work on it, but don't hold your breath. . . [[User:Freya|Freya]] 12:56, 3 January 2011 (UTC)&lt;br /&gt;
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== Companions choose the innocent over you. ==&lt;br /&gt;
&lt;br /&gt;
In my experiences, attacking civilians will cause your companions to turn on you, but they still flash blue (i use maydays graphics, so its blue for me atleast), and try to kill you, im not sure how they react if you attack a soldier in a castle, or a town. more testing needed. --[[User:Dudemcman|Dudemcman]] 05:22, 3 December 2010 (UTC)&lt;br /&gt;
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:They still attack you. I dare you to kill a lord/lady/other royal person. Everyone'll be out to get you. --[[User:ANormalUsername1|ANormalUsername1]] 21:14, 12 December 2010 (UTC)&lt;br /&gt;
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== Backpacks ==&lt;br /&gt;
&lt;br /&gt;
It seems that if you are caught in frost wyrm breath, your backpack will be damaged and disappear. Also, removing one's backpack (in an effort to leave it outside the lair and pick it back up when exiting) causes it to disappear as well.&lt;br /&gt;
:what mod is this? also leave the backpack just inside the lair. Anything left Anywhere that is not A in a lair, B in a camp or C in a cave will disappear forever. and sign your talk [[User:LightBearer|LightBearer]] 06:03, 15 December 2010 (UTC)&lt;br /&gt;
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==Trading problem?==&lt;br /&gt;
&lt;br /&gt;
I tried to trade with clerk and sold something for 7 coins, picked up the coin traded again  but when I get things for 4 coins ten when i offer 4 coins he says &amp;quot;perchaps if you throw some more goods i can make an offer&amp;quot;what i am doing wrong?[[Special:Contributions/85.222.75.88|85.222.75.88]] 13:26, 29 January 2011 (UTC)&lt;br /&gt;
&amp;lt;br&amp;gt;I now checked and i can't buy anything! I Tried to buy spiny dogfish leather skirt (1 coin) and i gave ashen shest full of money which was worth 12 coins and he sais the same thing! [[Special:Contributions/85.222.75.88|85.222.75.88]] 14:17, 29 January 2011 (UTC)&lt;br /&gt;
:The trade screen shows weight, not value. If you're getting that message you don't have enough coins altogether. At least, I think that's your problem. [[Special:Contributions/68.42.236.142|68.42.236.142]] 23:34, 28 August 2011 (UTC)&lt;br /&gt;
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== Nobody home? ==&lt;br /&gt;
&lt;br /&gt;
Heya, I've been wandering around in the adventurer mode for ages now, and seem to come across empty 'Dark Fortresses', 'Mountain Homes' and 'Forest Retreats'. So far as I can see, only human settlements and castles are there. All the other sites, aside from lairs, caves and the occasional bandit camp, are completely void of any life or buildings whatsoever.&lt;br /&gt;
&lt;br /&gt;
12:36, 6 March 2011 (UTC)&lt;br /&gt;
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== Bandit leader ran away ==&lt;br /&gt;
&lt;br /&gt;
Playing as an &amp;quot;ambusher&amp;quot; adventurer, I seem to encounter this problem at least once per world. I take a quest to kill a bandit leader, proceed to murder all of his companions, but get spotted along the way. If instead of attacking me he runs away and I'm too slow to catch up, is there any way to find him later? The adventure log still points to the deserted camp, and my plan to stalk him through Legends mode didn't work because the current world has &amp;quot;Reveal all history&amp;quot; set to 0.&lt;br /&gt;
:If you wait a while the leader might return to his camp, or he may ambush you if you travel around near the camp. However, it's possible neither of these will happen if you really did kill every single one of his companions. If the leader only runs when all of his friends are dead, you may be able to prevent this situation by sneaking around the companions and trying to take the leader out first. If the leader has his buddies too close (meaning you'd get slaughtered if you get spotted), you could bring some companions of your own to take the heat off you. When your companions are spotted, swing around sideways to stay hidden and sneak up behind the boss. Then even if you are spotted, the leader's buddies will be too busy dealing with your buddies to be able to interfere with your 1-on-1 duel. This strategy works best with archer-type leaders, as melee leaders are likely to charge your companions first, leaving flunkies behind to cover their flank. Sorry I couldn't be more help, even when I play ambush-style I never have the problem (the leader sometimes runs, but I always catch him).--[[User:MightyJAK|MightyJAK]] 19:39, 24 March 2011 (UTC)&lt;br /&gt;
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== Wounds on Foes in Adventure? ==&lt;br /&gt;
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Recently started playing Adventure mode and am loving it really. Though I do have to say, I'm wondering if there's a way to check wounds on my opponents in battle, or if I just have to guess based on the combat logs in announcements. As a newbie to the game it's probably astounding I've made it past the 6 hour mark, but this still confuses me and the want to see the enemies gain wounds as I slowly slice them apart is all-consuming. Anyone know if I'm doing something wrong, or care to give me a tip to make it work better?&lt;br /&gt;
&lt;br /&gt;
:You can {{K|l}}ook at your enemy to see what parts of their body have been damaged and check their current status. Refer {{l|Wound|here}} to decipher the color codes. All wounds also appear on creature's {{K|d}}escription page with more details, such as whether the body part is bruised, cut apart or missing. However, the most detailed description of each wound can only be found in the log.&lt;br /&gt;
&lt;br /&gt;
== No warriors? ==&lt;br /&gt;
&lt;br /&gt;
For some reason in adventurer mode for me, no warriors seem to spawn. I've gone to fortresses, towns, and none of them have had any warriors whatsoever. This makes it very hard for me to survive the night, as you need companions to not get attacked by the bogeymen, and no one else will join you. Please help me out on this. It used to work, and it seems to be a recent problem. --Aardvarkperson 5:16 PM 3/26/2011&lt;br /&gt;
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:If you have a world with a history that's longer than 100 years or so, forts are likely to be abandoned. Try playing with a world with &amp;quot;Medium&amp;quot; history length. --[[User:Ral|Ral]] 06:28, 28 March 2011 (UTC)&lt;br /&gt;
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::I've got a world in year 1050 with no abandoned fortresses, but that may just be because the human civilizations have been very successful. On the other hand, I've also generated a world with minimum savagery set to 16, and even though humans were still pretty successful (HUGE sprawling towns and hamlets), every fortress I've explored has been infested with Lions and Rhinos.--[[User:MightyJAK|MightyJAK]] 13:57, 28 March 2011 (UTC)&lt;br /&gt;
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== Reorganization ==&lt;br /&gt;
&lt;br /&gt;
If there are no objections I will work on reorganizing and improving this article tomorrow.&lt;br /&gt;
--[[User:Ral|Ral]] 03:23, 30 March 2011 (UTC)&lt;br /&gt;
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== Many updates made ==&lt;br /&gt;
&lt;br /&gt;
Major updates and rewrite. Comments requested. --[[User:Ral|Ral]] 06:21, 6 April 2011 (UTC)&lt;br /&gt;
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== Levels of sleepiness ==&lt;br /&gt;
&lt;br /&gt;
As I played, I thought there were three main levels of sleepiness:&lt;br /&gt;
Tired, Drowsy, and Very Drowsy.&lt;br /&gt;
And then I was running a macro to walk back and forth inside some guys house (I needed to train crutch-walking) and I discovered a new level: Slumberous. On the main screen, the status is Sleep! and is flashing red an purple and on my z-screen it's Slumberous and is also red and purple. It also took my character OVER A FULL WEEK of sleeping to get less sleepy. (The script file I was running was over 200 kilobytes of 82). On the plus side, I'm now Legendary+ something crutch-walker. (I need 4600 exp for next level, and I don't know what that translates to off the top of my head) --[[User:Waladil|Waladil]] 17:59, 2 June 2011 (UTC)&lt;br /&gt;
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== Sex? ==&lt;br /&gt;
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Does gender make any difference in adventure mode?&lt;br /&gt;
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I assume you can't marry or sleep with people... (yet?)&lt;br /&gt;
[[Special:Contributions/89.242.74.114|89.242.74.114]] 12:45, 4 June 2011 (UTC)&lt;br /&gt;
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:No, it would only really matter if you used a series of hacks to get your adventure mode character into a fortress where he/she could breed or something. I suppose in theory if you just retired the adventurer and ran time by enough years by hanging around in fortress mode for a long time then maybe they could have a kid but I'm not sure if you could even find their kid. So essentially it doesn't matter. --[[User:Ral|Ral]] 19:23, 4 June 2011 (UTC)&lt;br /&gt;
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== Getting stuck in a fortress? Come on! ==&lt;br /&gt;
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Well, looks like an npc got all trappy and decided to close a hatch, and i tried EVERYTHING to open it, and it fails... so i'm pretty much stuck. Guess Toady didn't think about an open command when he made them with hatches. Unless theres a way to open them that i haven't found. Any help? --[[User:Hugna|Hugna]] 09:36, 29 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=119208</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=119208"/>
		<updated>2010-06-21T03:55:37Z</updated>

		<summary type="html">&lt;p&gt;Hugna: /* Legacy? SDL? */&lt;/p&gt;
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&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
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== Two DF2010 main pages ==&lt;br /&gt;
Why are there two DF2010 main pages? When I check the wiki, I see the one with the missing hydra heads image, and the http://df.magmawiki.com/index.php/Main_Page address, but when I check the 40d version and go back to DF2010 main page, I get Belal's tileset image and the http://df.magmawiki.com/index.php/DF2010:Main_Page address. Then, when I check the discussion page and return to the main page, it's http://df.magmawiki.com/index.php/Main_Page again. Is redirecting messed up or what? --[[Special:Contributions/109.93.118.60|109.93.118.60]] 09:37, 4 June 2010 (UTC)&lt;br /&gt;
:There is only one main page for DF2010 - the image shown on it is '''randomly selected'''. The page [[DF2010:Main Page]] is just a redirect to [[Main Page]]. --[[User:Quietust|Quietust]] 12:36, 4 June 2010 (UTC)&lt;br /&gt;
Except that one shows &amp;quot;'''28.3 out of 100 quality rating for DF2010 namespace (approximate)'''&amp;quot; and the other shows: &amp;quot;'''29.8 out of 100 quality rating for DF2010 namespace (approximate)'''&amp;quot;. Not to mention that the page that contains &amp;quot;''(Redirected from DF2010:Main Page)''&amp;quot; in the top left corner is ''http://df.magmawiki.com/index.php/DF2010:Main_Page'' It redirects to itself. Also, I get one image on the DF2010:Main_Page, and a different one one at Main_Page. When I check DF2010:Main_Page, it's the first picture again. I made sure that it isn't the same page already. Repeat the steps I mentioned in my first comment and see for yourself. It's not a redirect, those are two different pages. --[[Special:Contributions/109.93.118.60|109.93.118.60]] 17:05, 4 June 2010 (UTC)&lt;br /&gt;
::[http://df.magmawiki.com/index.php?title=DF2010:Main_Page&amp;amp;redirect=no DF2010:Main Page - Redirect page - Main Page]. It is a redirect. When you load a redirect page, it does not actually forward you to the destination page but simply displays it immediately, so the redirect's URL is still in the address bar. Either your web browser or the server itself is caching different versions of the page depending on whether or not you viewed it through the redirect.  --[[User:Quietust|Quietust]] 17:31, 4 June 2010 (UTC)&lt;br /&gt;
Well, it stopped happening after the new-version change of the main page, whatever the cause was. Thanks anyway. --[[Special:Contributions/79.101.254.106|79.101.254.106]] 19:30, 4 June 2010 (UTC)&lt;br /&gt;
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== HFS creatures ==&lt;br /&gt;
We don't seem to have any pages for them, shouldn't they have pages like normal creatures? --[[Special:Contributions/78.151.176.4|78.151.176.4]] 13:09, 11 April 2010 (UTC)&lt;br /&gt;
:Aren't they randomly generated during worldgen?--[[User:SanDiego|SanDiego]] 13:29, 11 April 2010 (UTC)&lt;br /&gt;
Oh right, didn't realise that. Thought that they were just lacking raws. --[[Special:Contributions/92.29.248.178|92.29.248.178]] 14:42, 11 April 2010 (UTC)&lt;br /&gt;
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Well, you're both right :P. They're randomly generated, and they lack raws! --[[User:612DwarfAvenue|612DwarfAvenue]] 06:20, 18 April 2010 (UTC)&lt;br /&gt;
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== Random page function ==&lt;br /&gt;
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I'm not familiar with how the Special:Random function works, but would it be possible to restrict it to random pages from particular namespaces? Getting 23a, 40d and DF2010 pages returned isn't very helpful. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
:That would require (iirc) some fairly heavy editing to the mediawiki code. We're trying to avoid modding the code because that creates problems with updating the mediawiki software to new versions. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:51, 8 April 2010 (UTC)&lt;br /&gt;
::Just a little correction, you an get to just DF2010 pages by appending &amp;quot;/DF2010&amp;quot; to the end of special random.&lt;br /&gt;
:: For example. [[Special:Random/DF2010]], [[Special:Random/Utility]], ect.&lt;br /&gt;
:: Perhaps this link might be useful as a more available link? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:19, 15 April 2010 (UTC)&lt;br /&gt;
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== DF2010 Title needs changing ==&lt;br /&gt;
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The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
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:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
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::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
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Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
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Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
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So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
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Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
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:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
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::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
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:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
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:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
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:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
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== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
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:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
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== French language wiki ==&lt;br /&gt;
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Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
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== Add a CptnDuck page? ==&lt;br /&gt;
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Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
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:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
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== Articles on Olivine and other generic stones ==&lt;br /&gt;
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There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
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:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
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:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
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:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
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:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
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:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
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:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
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::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
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:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
[[User:LogicalDash|LogicalDash]] 22:08, 5 August 2009 (UTC)&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
::Eagle's right. A roguelike game plays somewhat like Rogue and has ascii graphics. Fortress mode DF is a tactical/strategic/sandbox ascii game, not a roguelike. And isn't there general intent for it to have graphics one day, once it's out of the design stages? --Kydo 01:58, 8 April 2010 (UTC)&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
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Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
::They get archived at some point, so no need. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:33, 15 April 2010 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
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Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
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:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
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After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
::These should of course go under D for Dwarf.&lt;br /&gt;
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== Images ==&lt;br /&gt;
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So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
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== No link to World Generation? ==&lt;br /&gt;
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Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
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== Namespaces ==&lt;br /&gt;
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As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
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Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
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:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
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== Tutorials clutter ==&lt;br /&gt;
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Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
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Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
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I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
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::If [[40d:Quickstart guide]] is obsolete, you should definitely remove the links to it from the front page (both &amp;quot;Your first fortress&amp;quot; and &amp;quot;Quickstart guide&amp;quot; end up there). As a new player pointed at this wiki by the game, I wasted twenty minutes trying to load in the save game (was I being unlucky, or does it simply not work with the new version?) and gave up on trying to play Dwarf Fortress, as a result. --[[User:Gritspeck|Gritspeck]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
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:I'm all for this, this is a terrible organization.  I like your plan.  Given further agreement (or at least no opposition) I say go for it.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:38, 15 April 2010 (UTC)&lt;br /&gt;
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Well, I went ahead and did my best.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:13, 28 May 2010 (UTC)&lt;br /&gt;
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:I think the frontpage would benefit from highlighting a couple well-written and important pages as well. A &amp;quot;featured article,&amp;quot; perhaps. --[[User:Falldog|Falldog]] 01:16, 6 June 2010 (UTC)&lt;br /&gt;
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::I think it does highlight important pages. See the blue boxes. A 'featured article' would (further) clutter the front page while not being of any value to viewers of the front page or users of this wiki in general. --[[User:Nahno|Nahno]] 17:33, 6 June 2010 (UTC)&lt;br /&gt;
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::: Let me rephrase. The main page would benefit from the inclusion of links to the most often used reference pages (like the stone summary and the metal summary) than the section on &amp;quot;Playing Dwarf Fortress.&amp;quot; It is redundant as there is already a Newbie section and an Advanced tutorials section. I think we agree about that. --[[User:Falldog|Falldog]] 21:22, 7 June 2010 (UTC)&lt;br /&gt;
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== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
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==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What happened to the link to the dev changelog? ==&lt;br /&gt;
&lt;br /&gt;
There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;br /&gt;
:-That's a link I used almost daily. While I realize I'm an idiot for not just bookmarking it, it is a little disconcerting for it to :be gone. Either way, I've always thought it was one of the most relevant links on the main page—it let's you know where the game :project is at ''right now''.&lt;br /&gt;
:Wow, forgot sig and indent. I'm amazing. :P ----[[User:Njero|Njero]] 01:03, 8 April 2010 (UTC)&lt;br /&gt;
Found the template in question, figured there was no reason for the changelog link not to be there so I put it back; it seemed like it was removed by mistake anyway. Also renamed the link to the release information so there wouldn't be two links entitled &amp;quot;changelog.&amp;quot; --[[User:Untelligent|Untelligent]] 02:22, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Announcements Hider==&lt;br /&gt;
The announcement-hiding script on Briess's page no longer works--it's checking the contents of an id that no longer exists. Replacing the conditional with collapseTable(0) works, but sidesteps the original intent of the conditional, which I presume is to display the options if they've changed since last visit. Does that functionality still apply? While we're at it, is it possible to assign a named value to the collapsible table, so that it can be collapsed without referring to its position relative to other collapsible tables (which breaks the hider script on certain skins)? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==How will merging/splitting topics work for backward compatibility linking==&lt;br /&gt;
I got thinking about this when helping work on the military pages, we're branching this out into squads/military/schedule/etc. because of how much more complex things have suddenly got with the military system. It was a natural direction to take things. What's the correct way to handle backward compatibility links in this situation? And now that I'm thinking about it, how about page merging? If we decide to merge anything how will that be handled? [[User:Doctorzuber|Doctorzuber]] 03:59, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Game object date boxes ==&lt;br /&gt;
&lt;br /&gt;
These boxes on  the creature pages need some kind of text formatting to stop them expanding to far. Just an example try the [[dog|dog]] page. --[[User:AKAfreaky|AKAfreaky]] 12:54, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Carrying over saved games? ==&lt;br /&gt;
&lt;br /&gt;
Hi, is it possible to carry over savegames from one version to the next, and if so, how do I do this? Thanks [[User:EddyP|EddyP]] 10:27, 13 April 2010 (UTC)&lt;br /&gt;
:It is possible - go to the /data folder and just copy the file called &amp;quot;save&amp;quot; to the /data folder in the new DF. You'll then have to edit the raws in each region folder (inside the save folder) to match the new raws in the main /raw folder (or just copy them over). --[[User:AKAfreaky|AKAfreaky]] 20:22, 13 April 2010 (UTC)&lt;br /&gt;
::As long as the &amp;quot;different versions&amp;quot; are within the same &amp;quot;generation&amp;quot; of Dwarf Fortress (i.e. 0.21 thru 0.23, 0.27 thru 0.28, or 0.31), this'll work. If you actually try to copy a saved game from 0.28.101.40d to 0.31.xx, expect it to fail in a very spectacular way. --[[User:Quietust|Quietust]] 20:51, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quote wrong on main page==&lt;br /&gt;
The quote on the main page comes up with something to the effect that you cannot milk creatures.  This was true for 40d, but not for the most recent edition.--[[User:Kwieland|Kwieland]] 12:23, 21 April 2010 (UTC)&lt;br /&gt;
: ''&amp;quot;The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined scheduling.&amp;quot;'' &lt;br /&gt;
: Is this really intended to be a main page quote? I thought the main pages quotes were usually . . . funny. [[User:Doctorzuber|Doctorzuber]] 02:38, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Your ad here, free!&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What's up with another ad space on the bottom of every page? We're getting to a point where more ads just cause more annoyance, not more profit. {{unsigned|213.157.252.41}}&lt;br /&gt;
:There are ads? Where? *turns off adblock* OH HOLY CRAP *quickly turns adblock back on* Yeah, if there are more ads than page it kinda defeats the point doesn't it? [[User:Volatar|Volatar]] 14:00, 5 May 2010 (UTC)&lt;br /&gt;
::The ad stuff is trying to get a baseline for different types of ads. We're hoping the button ads perform well enough that we can get rid of the larger banner ads. In 5 or so days the number of ads will decrease depending on what we find. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 20:31, 5 May 2010 (UTC)&lt;br /&gt;
::Also, the &amp;quot;free&amp;quot; part is that ads with no bids can be obtained freely, but that'll disappear in the next few days as the ads establish a page view trend. (Which is why in 5 or so days we'll be getting rid of some ads.) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 20:33, 5 May 2010 (UTC)&lt;br /&gt;
:::Good enough. Thanks for the explanation! {{unsigned|213.157.252.41}}&lt;br /&gt;
&lt;br /&gt;
::There are ads?? *switches to IE* oh, yeah, ads.. *switches back to opera* --[[Special:Contributions/92.202.79.42|92.202.79.42]] 11:48, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The wiki currently has 3 articles. &amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming this has something to do with the recent namespace thing? --[[Special:Contributions/217.132.92.69|217.132.92.69]] 10:27, 6 May 2010 (UTC)&lt;br /&gt;
:Haha, yes, I'll get right on that. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:04, 6 May 2010 (UTC)&lt;br /&gt;
::Looks like someone beat me too it. :( [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:05, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
I really like how the bar is counting down to zero. Keep templating, rawing and tableing all you want, eventually you will have to face the truth: to make a helpful wiki you need to ''play'' the game and add ''content''. --[[Special:Contributions/68.161.167.37|68.161.167.37]] 02:09, 9 May 2010 (UTC)&lt;br /&gt;
:What are you objecting to?  Someone said it would be a good idea to know &amp;quot;how close to 'complete' the wiki is&amp;quot;, we did that.  If you don't like it then you don't have to look at it.  I'd also like to ask why you think you have such a right to critisize others work after your... 3 edits?  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:26, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Legacy? SDL? ==&lt;br /&gt;
Could someone explain the difference between the legacy and SDL releases? Seems that information ought to be around here somewhere. Can't seem to find it if it is. --[[User:Doctorzuber|Doctorzuber]] 00:12, 21 June 2010 (UTC)&lt;br /&gt;
:From my guess, Legacy is the old version (without SDL), and the SDL... well you get it. --[[User:Hugna|Hugna]] 03:55, 21 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=119009</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=119009"/>
		<updated>2010-06-18T22:47:24Z</updated>

		<summary type="html">&lt;p&gt;Hugna: /* Ban required */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Captcha ==&lt;br /&gt;
&lt;br /&gt;
The wiki system is set up to autoconfirm a user after 3 days of existence as a registered user.  Once that's done, you'll never have to enter a captcha again. (also, it's not possible, even as an admin / bureaucrat to manually add a user to the autoconfirmed group, sorry) --[[User:Briess|Briess]] 07:37, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
I'm on IRC nearly every waking moment. --[[User:Briess|Briess]] 20:13, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==[[Template:ArticleVersion]]==&lt;br /&gt;
''Two dozen'' consecutive edits? &amp;quot;Preview&amp;quot; just not a possibility?--[[User:Albedo|Albedo]] 20:14, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== cv ==&lt;br /&gt;
So, forgive my continuing ignorance, but once the changeover happens, &amp;quot;cv&amp;quot; will then become whatever version 2010 is, right? And if so, how do we then distinguish between redirects appropriate only to the 40d legacy articles (which are currently being &amp;quot;corrected&amp;quot; using CV) and those that should go to the then truly &amp;quot;current version&amp;quot; 2010 articles?--[[User:Albedo|Albedo]] 21:45, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search terms and redirects ==&lt;br /&gt;
&lt;br /&gt;
 So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. Emi&lt;br /&gt;
Hi. I'm ''sure'' what you meant was to ask ''&amp;quot;Why did you delete that?&amp;quot;'', and not presume to lecture me about how redirects work.  And my response would be - ''&amp;quot;Why did you create it?&amp;quot;''   Because I didn't &amp;quot;change&amp;quot; it, I ''deleted'' it - and there's a difference, and a difference in the reasoning behind each.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gold bars&amp;quot; is not really a term to link from, just not appropriate for a page title.  It's not a term likely to be typed in to the search window, nor is it a wiki-article title in game terms. [[Gold]] is a perfectly valid (and existing) search term, and [[bars]] are as well, but not in the sense of &amp;quot;gold bars&amp;quot;, unless you are [[construction|constructing]] horizontal or vertical bars from a single '''[[bar]]''' of [[gold]] (&amp;quot;bars&amp;quot; of gold being distinct from a &amp;quot;bar&amp;quot; of gold, for better or worse).  And it's not usually a policy to create redirects, even Search redirects, based on erroneous understandings of the layout of the wiki.  (If so, &amp;quot;silver bars&amp;quot;, &amp;quot;copper bars&amp;quot;, &amp;quot;bismuth bronze battle axe&amp;quot; and &amp;quot;narrow giant cave spider silk trousers&amp;quot; could all be included by some well meaning user based on one User's example - and that's more work than I want. Or any Admin.)  More, &amp;quot;gold bars&amp;quot; is plural, which breaks yet another rule.  So why, pray, do we need it in the first place?  Lastly, if &amp;quot;gold bars&amp;quot; ''were'' a valid search or redirect term, I would think it should redirect to either &amp;quot;bar&amp;quot;, the item (to clarify what a &amp;quot;bar&amp;quot; is, gold or not), or &amp;quot;gold&amp;quot; (the [[material]], to address that aspect), rather than [[metal]], which doesn't address the actual term, but is only a generally related umbrella article - but that confusion gets back to the reason I deleted it in the first place.  I didn't even notice it was you that had created that page, but if I had I would have asked you this before deleting it.  So... since we're here, why ''did'' you see a need to create it in the first place?&lt;br /&gt;
&lt;br /&gt;
And while we're on the subject, you seem to be fairly enthusiastic about redirecting every game term to cv:game term - even if they are NOT version specific. You may want to slow down before hitting every last one, since things like [[acronym]]s and such will then have to be tracked down and returned to mainspace existence.  Several in the long, long list on [[:Category:Obsolete]] seem more than a bit suspect, but I suppose now that it's done only the new version will prove them so or not. --[[User:Albedo|Albedo]] 02:47, 27 March 2010 (UTC)&lt;br /&gt;
 I agree that it's maybe a silly redirect, however, right now I am making sure &lt;br /&gt;
 these redirects all work properly&lt;br /&gt;
Use some discretion. I saw a page marked N(ew), and it didn't belong. If you recognize it as &amp;quot;silly&amp;quot;, then don't go to the trouble to perpetuate it.   And allow me to make something else clear that you should understand. Before you replace a page that Admin has deleted, you should ask them &amp;quot;why?&amp;quot; first. Thanks so much for your understanding on that last point.--[[User:Albedo|Albedo]] 03:07, 27 March 2010 (UTC)&lt;br /&gt;
 Discretion only slows down serializable tasks like the one I was doing. It's much easier to follow the &lt;br /&gt;
 same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect&lt;br /&gt;
So you are going to cover all those &amp;quot;silly&amp;quot; redirects that require it? Reassuring to hear - so long as someone has it covered, no problem then.--[[User:Albedo|Albedo]] 03:18, 27 March 2010 (UTC)&lt;br /&gt;
 Also, because there's no real reason not to have most of these redirects, it's silly to bother  &lt;br /&gt;
 checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my &lt;br /&gt;
 word is law&amp;quot; attitude, I'm not sure this is a place I want to be.&lt;br /&gt;
If that were the case, I would have simply acted high-handed and slapped you and not explained my reasoning - but we both know I didn't, so I'm left wondering why you even mention it. Meanwhile, I'm still waiting for ''your'' reason for replacing the page that an Admin deleted rather than asking them why they did it. Even if you ''were'' Admin, do you think that is a good approach to the situation?--[[User:Albedo|Albedo]] 03:24, 27 March 2010 (UTC)&lt;br /&gt;
 I didn't notice that you had deleted it until after I had recreated it. &lt;br /&gt;
I see.&lt;br /&gt;
 I ask again if you use either of those other communication methods...&lt;br /&gt;
 it's much easier to work these things out in real time.&lt;br /&gt;
No, sorry. And as Admin of this wiki, I feel it's important to use this format to work these things out. Which (I hope) we've now done. Readya later.--[[User:Albedo|Albedo]] 17:45, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot edit request ==&lt;br /&gt;
&lt;br /&gt;
Could you change all of the non-namespace-specific article links in template pages to use [[template:L]]? This is going to be a problem soon. [[User:VengefulDonut|VengefulDonut]] 11:43, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EmiBot's Standing Orders ==&lt;br /&gt;
Will it do that daily/hourly? B/c new pages are flying up without it. I agree it's overly long, and I thought about that, but it'll only be long for these first few days, until the immediate flurry has calmed a bit, then we back off. Right now, it's amateur hour out there, so any help is a good thing in those directions.  (No automatic fixes? Urgh -that's a LOT of manual...) :P --[[User:Albedo|Albedo]] 20:08, 2 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, I find myself waiting on an answer to my question while you focus on your own agenda - still waiting, thanks.--[[User:Albedo|Albedo]] 21:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Deletion Template==&lt;br /&gt;
I explained my reasoning on the talk page, but in short: (1)The mod is not at all notable.  (I am not willing to claim a notable mod would not deserve a page on its own, but this is a mod that adds 4 creatures and no one talks about - hardly deserving of a page).  (2) There is only one relevant piece of information about this mod - where it can be found.  (3) The page doesn't even include that information, and is thus useless.  (4) A link to the mod on DFFD or its forum thread, and a very short blurb (&amp;quot;adds 4 new mega beasts&amp;quot;) should be added to a general mod page if the mod is going to have a presence on the wiki. --[[User:Squirrelloid|Squirrelloid]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:Ah, sure, i can do that.  I honestly just took a stab in the dark that deletion was the right template, and didn't actually know there were options... la la la? --[[User:Squirrelloid|Squirrelloid]] 06:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Template:Alloy3]] ==&lt;br /&gt;
&lt;br /&gt;
I wasn't sure who to mention this to, and I apologize if it has already been noted, but this template is in use on 40d pages while the link built into the template for [[construction]] links to the &amp;quot;2010&amp;quot; namespace. Not sure what the best way to fix it would be, as I assume that the template will continue to be used. --[[User:Soy|Soy]] 16:10, 5 April 2010 (UTC)&lt;br /&gt;
:Thanks for looking into that! However, it looks like this is going to be an issue with a lot of the existing templates that are used across both versions. I think I see what your fix does and if I get some free time this evening I would be happy to try to update what I can find unless you can think of any negative impact it would have. -- [[User:Soy|Soy]] 19:32, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==nm==&lt;br /&gt;
Yeah, I spoke before I read his talk page.  And I remembered it as CMD.  And he's right in that that's how it &amp;quot;should&amp;quot; be - the fact that it's not how it is in-game just an awkward DF reality. Altho', I see it as a style issue, not a coding issue.--[[User:Albedo|Albedo]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
 I probably still would have argued for Cmd with a redirect from CMD.&lt;br /&gt;
That's not an issue to take up over one page - that's a global style issue, and would change the established, existing guidelines on [[Dwarf_Fortress_Wiki:Community_Portal]]. (Not that I wouldn't mind seeing some change, but (unsurprisingly) mine are style-based critiques.) --[[User:Albedo|Albedo]] 02:39, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== JS ==&lt;br /&gt;
&lt;br /&gt;
Thanks! :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:39, 9 April 2010 (UTC)&lt;br /&gt;
== IRC ==&lt;br /&gt;
my firewall is dumb on windows, so I can't get on IRC, and I don't want to spend 3 hours figuring it out :( --[[User:Briess|Briess]] 04:42, 12 April 2010 (UTC)&lt;br /&gt;
:It is.  It took me about a day to figure out how to unblock port 80 &amp;gt;&amp;lt; --[[User:Briess|Briess]] 06:12, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ban required ==&lt;br /&gt;
&lt;br /&gt;
Please ban [[Special:Contributions/74.222.1.40|74.222.1.40]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Thank you very much =)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gretings --[[User:Used|Used]] 08:12, 16 June 2010 (UTC)&lt;br /&gt;
:Also [[Special:Contributions/121.205.89.153|121.205.89.153]]. --[[User:Quietust|Quietust]] 16:23, 16 June 2010 (UTC)&lt;br /&gt;
::Even better: semi-protect [[Dwarf Fortress Wiki talk:Centralized Discussion‎]] so that only logged-in users can edit it. --[[User:Quietust|Quietust]] 16:25, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Easiest of all: just go to [[Dwarf Fortress Wiki:Spamreport‎]] and ban all of the bots listed. Whenever another one shows up, I'll let you know. --[[User:Quietust|Quietust]] 21:52, 18 June 2010 (UTC)&lt;br /&gt;
:Personally, i would've gone for a template that marks an ip, or user. Maybe like it being called UserReport, or Report, and then people could do the template thing to report a user. Not sure how that could be coded in, but it could allow administrators to be more warned and prepared to provide a look at the ip. To be honest, all these spambots are just strange. Also, deja vu, i could've sworn this happened in the exact same way before. Maybe another wiki... --[[User:Hugna|Hugna]] 22:47, 18 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carpenter&amp;diff=117960</id>
		<title>40d:Carpenter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carpenter&amp;diff=117960"/>
		<updated>2010-06-11T02:39:12Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Carpenter&lt;br /&gt;
| profession = {{L|Woodworker}}&lt;br /&gt;
| job name   = Carpentry&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Wood based {{L|construction}}&lt;br /&gt;
* Any work in the Carpenter's Workshop&lt;br /&gt;
| workshop = * {{L|Carpenter's workshop|Carpenter's Workshop}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Carpenters''' produce items out of {{L|wood}}. On '''wood-scarce maps''', their main use is to build {{L|bed}}s, as every other essential item in the game can be made from other materials.  However, on '''{{L|Forest}}''' maps or maps where wood is more common, they can be used to produce essential {{L|bin}}s and {{L|barrel}}s, and all manner of other {{L|furniture}} except statues. They can also create structures such as {{L|wall}}s and {{L|stair}}cases, which is very useful on maps where most {{L|stone}} is locked away under an {{L|aquifer}}.&lt;br /&gt;
&lt;br /&gt;
To employ a carpenter, create a task at a {{L|carpenter's workshop}} or designate a construction.&lt;br /&gt;
&lt;br /&gt;
Some players ignore carpentry, since all wood only has a {{L|Value#Material_multipliers|material multiplier}} of 1 (the lowest possible), and the {{L|value}} will never amount to much.  But {{L|wealth}} is only one consideration - all beds are built by carpenters, and all dwarfs need a bed - and a high-quality bed can give happy {{L|thought}}s, which become more valuable than gold sooner or later.  That's a guaranteed happy thought to every dwarf every day (well, every night, but same diff).&lt;br /&gt;
&lt;br /&gt;
It is notable that shields are both lighter weight than furniture, and also worth half again as much (25r weight and 15☼ base value for shields). This can come in handy if, for instance, you have a legendary carpenter but no skilled masons or craftsdwarves and are desperate for trading items.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bauxite&amp;diff=117958</id>
		<title>v0.31:Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bauxite&amp;diff=117958"/>
		<updated>2010-06-11T02:34:09Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stonelookup/0}}{{av}}{{Quality|Exceptional|02:34, 11 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bauxite''' used to be the only {{L|magma-safe}} {{L|stone}}. Thus, it used to be highly valuable as being the only practical source of magma-safe {{L|mechanism}}s to be used in {{L|floodgate}}s. However, nowadays, dwarves have a wide selection of hard to melt rocks, and bauxite is no longer nearly as unique. &lt;br /&gt;
&lt;br /&gt;
Some older players might still prefer to use it for the sake of nostalgia, though, and its pleasing dark red color makes it look like the walls are always dripping with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
In real life, bauxite is an ore of {{L|aluminum}}, but the technology required to extract it is beyond the level possessed by dwarves.&lt;br /&gt;
&lt;br /&gt;
Bauxite can also contain {{l|sapphire}} and/or {{l|ruby}}.&lt;br /&gt;
&lt;br /&gt;
==Real-Life Information==&lt;br /&gt;
Bauxite is a stone comprised primarily of the minerals Aluminum minerals gibbsite (Aluminum Hydroxide: Al(OH)&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;), boehmite (Aluminum Oxide-Hydroxide: AlO(OH)), and diaspore (Aluminum Oxide-Hydroxide: AlO(OH)) (none of which are individually present in Dwarf Fortress). Bauxite forms by the weathering and mineralization of various aluminum-rich soils or clays. Despite the correspondence in game, corundum, the mineral that makes up {{L|ruby}} and {{L|sapphire}} (Aluminum Oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;) does not form in bauxite.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=117957</id>
		<title>v0.31:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=117957"/>
		<updated>2010-06-11T02:27:25Z</updated>

		<summary type="html">&lt;p&gt;Hugna: &amp;quot;This is useful when&amp;quot; removed. It was an unfinished sentence containing only 4 words. If a sentence was to follow, it would need to be finished.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Cleaning&lt;br /&gt;
| specialty  = none&lt;br /&gt;
| profession = none&lt;br /&gt;
| job name   = Cleaning&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Clean&lt;br /&gt;
}}&lt;br /&gt;
{{Quality|Exceptional|22:20, 9 June 2010 (UTC)}}&lt;br /&gt;
'''Cleaning''' is a type of {{l|labor}} used by dwarves in order to clean tiles. In order for dwarves to use this {{L|skill}}, they must enabled inside the labor menu's Other Jobs tab. Cleaning is automatically enabled.&lt;br /&gt;
&lt;br /&gt;
Though your dwarves are able to clean your fortress, they cannot clean anything outside, making it easy for them to track anything inside. However, only {{L|blood}} can be tracked around. {{L|Rain}} is able to clean anything outside, but does not clean the entire map, only cleans squares rain has hit. Most of the time, your dwarves will constantly track in blood, and never clean it up, and also leave {{L|mud}} lying about the fortress if water is within the fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves with the Cleaning skill enabled will also occasionally clean themselves, using whatever they can that can be used to clean themselves with, including water and soap. &lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jail&amp;diff=115831</id>
		<title>v0.31 Talk:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jail&amp;diff=115831"/>
		<updated>2010-05-28T21:42:19Z</updated>

		<summary type="html">&lt;p&gt;Hugna: /* Chains versus Ropes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No talk about chains? ==&lt;br /&gt;
&lt;br /&gt;
I know ropes are part of restraints, but chains are too. I don't see them inside it all. Oh and nice work. Looks better than my version. --[[User:Hugna|Hugna]] 19:51, 28 May 2010 (UTC)&lt;br /&gt;
:&amp;quot;The best choice of restraint is therefore a good strong metal chain.&amp;quot; They're there. :P --[[User:DeMatt|DeMatt]] 19:55, 28 May 2010 (UTC)&lt;br /&gt;
::I realized the second i looked below cages. Another stupid action by me i guess. Sorry. --[[User:Hugna|Hugna]] 19:56, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Chains versus Ropes==&lt;br /&gt;
:&amp;quot;Ropes, being made of plant fiber and therefore weaker than metal chains, can sometimes be broken by strong dwarves, thus letting them escape and wreak more havoc.&amp;quot;&lt;br /&gt;
Has this '''ever''' been true? The only events I've seen were tantruming prisoners '''destroying''' their restraints, but that's just because the restraint was a building, so a chain wouldn't be any stronger than a rope (and not even the metal would matter - tin, steel, and adamantine would be equally vulnerable). --[[User:Quietust|Quietust]] 20:53, 28 May 2010 (UTC)&lt;br /&gt;
::I've only has one dwarf tantrum while chained to a copper chain, and he never broke it, however, i cannot verify the rope part myself. Assuming, it is possible to wear out a rope much much faster than a chain, so if this was realistic, i'd assume a rope would break on the 4th or 5th guy chained to it. So it may need verification. Most of everyone says it can break on the forums, so me and Matt went by that. --[[User:Hugna|Hugna]] 21:42, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jail&amp;diff=115814</id>
		<title>v0.31 Talk:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jail&amp;diff=115814"/>
		<updated>2010-05-28T19:56:07Z</updated>

		<summary type="html">&lt;p&gt;Hugna: /* No talk about chains? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No talk about chains? ==&lt;br /&gt;
&lt;br /&gt;
I know ropes are part of restraints, but chains are too. I don't see them inside it all. Oh and nice work. Looks better than my version. --[[User:Hugna|Hugna]] 19:51, 28 May 2010 (UTC)&lt;br /&gt;
:&amp;quot;The best choice of restraint is therefore a good strong metal chain.&amp;quot; They're there. :P --[[User:DeMatt|DeMatt]] 19:55, 28 May 2010 (UTC)&lt;br /&gt;
::I realized the second i looked below cages. Another stupid action by me i guess. Sorry. --[[User:Hugna|Hugna]] 19:56, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jail&amp;diff=115812</id>
		<title>v0.31 Talk:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jail&amp;diff=115812"/>
		<updated>2010-05-28T19:51:44Z</updated>

		<summary type="html">&lt;p&gt;Hugna: No talk about chains?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No talk about chains? ==&lt;br /&gt;
&lt;br /&gt;
I know ropes are part of restraints, but chains are too. I don't see them inside it all. Oh and nice work. Looks better than my version. --[[User:Hugna|Hugna]] 19:51, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Teacher&amp;diff=115520</id>
		<title>v0.31 Talk:Teacher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Teacher&amp;diff=115520"/>
		<updated>2010-05-26T20:39:06Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Teacher and Student doesn't really give any exp when teaching/learning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Teacher and Student doesn't really give any exp when teaching/learning. ==&lt;br /&gt;
&lt;br /&gt;
I had to closely look at my teacher, AND student's exp and level. And though it is one dwarf, both have 0 exp, and he has taught someone in diagnosis. He taught one of my dwarves to proficient, way beyond his novice diagnosis, and he did not obtain any experience while doing so. And he seems to be the only one with student and teacher too, so i'm assuming it constantly allows someone to teach you, regardless of skill level, and everything. More than likely, Teacher, and Student is bugged altogether. However, it does help with you have someone novice in all skills and he teaches EVERYONE to expert in a short time or something. My guess, is that student and teacher isn't fully implanted yet. --[[User:Hugna|Hugna]] 20:39, 26 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hugna&amp;diff=115507</id>
		<title>User:Hugna</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hugna&amp;diff=115507"/>
		<updated>2010-05-26T18:45:05Z</updated>

		<summary type="html">&lt;p&gt;Hugna: /* Hamlet Lensflags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Profile =&lt;br /&gt;
'''Gender''': Male&lt;br /&gt;
&lt;br /&gt;
'''Current DF Quote''': Till the Earth! (because i like making farmers)&lt;br /&gt;
&lt;br /&gt;
'''Favorite Version''': v0.28.181.40d&lt;br /&gt;
&lt;br /&gt;
I don't care much for a profile really. Besides, people would probably be bound to call me a girl with this username if they didn't know my real gender first.&lt;br /&gt;
= Current Fortress =&lt;br /&gt;
Just shows the current Fortress being used.&lt;br /&gt;
== Hamlet Lensflags (v0.31.04) ==&lt;br /&gt;
Gonna be one mother of a fortress. Pet Coffin Area, Craft Floor, Storage/Farming Floor, Mausoleum Floor, Prison Floor, Room Floor/Grand Dining Hall/Hospital Floor, Well Water Area/Starting Mine Floor, and everything below is mining, until i breach the caves, which is when i'm hiding behind nearly a hundred of traps. Don't feel like making a history and wasting wiki space.&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jail&amp;diff=115410</id>
		<title>v0.31:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jail&amp;diff=115410"/>
		<updated>2010-05-25T21:25:50Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
A jail is a type of area used by the {{l|justice}} system within your dwarven community, often referred as a prison. In order to designate areas for use with {{l|chain|chains}}, {{l|cage|cages}}, or {{l|rope|ropes}} (as are the only current things used), a {{l|restraint}} must be built ({{k|b}} + {{k|v}}), and prepared for your dwarven justice ({{k|q}} + get the X to it, {{k|r}} to size up the room space, and {{k|j}} to set it to be used for justice).&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your {{l|Sheriff}}/{{l|Captain of the guard|Captain of the Guard}}, or any {{l|fortress guard|Fortress Guard}}, will place them in one of the designated chains. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the {{l|Hammerer}} will come to give them a severe hammer beating, which will cause quite a {{l|tantrum spiral|commotion}}.&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
It's very easy to make a successful jail, that could later end in a {{l|dwarf}} becoming {{l|berserk}}, or otherwise {{l|insanity|differently insane}} if his happiness isn't in well enough check, which can lead to quite a lot of different things. However, is easily avoidable if certain conditions are met.&lt;br /&gt;
=== Keeping your prisoners manageable ===&lt;br /&gt;
As you know, they're prone to throwing a tantrum, and sometimes, able to break free from ropes, and perhaps later, lead to being a very angry dwarf. There are ways to try and keep their happiness in check. For starters, building a bed would help give them somewhere to {{l|sleep}} rather than complaining about being sleepy, aswell as adding {{l|stockpile|stockpiles}} to make sure they don't get angry over being boozeless, and hungered from waiting for {{l|food}}.{{verify}} However, annoyingly enough would be if they break free from their prison sentence by breaking their ropes. This will instead make it easier to make your jail cells have chains instead of rope, as they can't break chains. Should all else fail, there are many ways to have {{l|fun}} with them.&lt;br /&gt;
=== Giving them something to look at ===&lt;br /&gt;
Improving their {{l|Thought|happiness}} with proper management is one thing, but you should give them something else that will help improve their mood even more. If their doors were set as internal, they will be able to admire the door, giving them a happy thought, and they will even admire their own chains too. However, there are other ways of happiness. For example, you can engrave your prison, which will give them a lot more to look at, and more happy thoughts. This can help lessen their tantrums even more.&lt;br /&gt;
=== Noble in the prison ===&lt;br /&gt;
You are bound to have a {{l|noble}} sent to prison sooner or later. Should such a thing happen, you should learn what kind of noble the dwarf is. For example, you get your bookkeeper imprisoned, and he can no longer work on anything. It's easy to give him something to work with, by building a chair inside a jail cell. Should your {{l|Expedition Leader|expedition leader}}/{{l|Mayor|mayor}} be imprisoned, he will still be able to conduct the meeting, regardless if he is chained up or not. Remember, when a noble is in the prison, it's easy to figure out what to do.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jail&amp;diff=115408</id>
		<title>v0.31:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jail&amp;diff=115408"/>
		<updated>2010-05-25T21:23:02Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Oops. Accidently removed the buildings tag. Fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;br /&gt;
A jail is a type of area used by the {{l|justice}} system within your dwarven community, often referred as a prison. In order to designate areas for use with {{l|chain|chains}}, {{l|cage|cages}}, or {{l|rope|ropes}} (as are the only current things used), a {{l|restraint}} must be built ({{k|b}} + {{k|v}}), and prepared for your dwarven justice ({{k|q}} + get the X to it, {{k|r}} to size up the room space, and {{k|j}} to set it to be used for justice).&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your {{l|Sheriff}}/{{l|Captain of the guard|Captain of the Guard}}, or any {{l|fortress guard|Fortress Guard}}, will place them in one of the designated chains. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the {{l|Hammerer}} will come to give them a severe hammer beating, which will cause quite a {{l|tantrum spiral|commotion}}.&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
It's very easy to make a successful jail, that could later end in a {{l|dwarf}} becoming {{l|berserk}}, or otherwise {{l|insanity|differently insane}} if his happiness isn't in well enough check, which can lead to quite a lot of different things. However, is easily avoidable if certain conditions are met.&lt;br /&gt;
=== Keeping your prisoners manageable ===&lt;br /&gt;
As you know, they're prone to throwing a tantrum, and sometimes, able to break free from ropes, and perhaps later, lead to being a very angry dwarf. There are ways to try and keep their happiness in check. For starters, building a bed would help give them somewhere to {{l|sleep}} rather than complaining about being sleepy, aswell as adding {{l|stockpile|stockpiles}} to make sure they don't get angry over being boozeless, and hungered from waiting for {{l|food}}.{{verify}} However, annoyingly enough would be if they break free from their prison sentence by breaking their ropes. This will instead make it easier to make your jail cells have chains instead of rope, as they can't break chains. Should all else fail, there are many ways to have {{l|fun}} with them.&lt;br /&gt;
=== Giving them something to look at ===&lt;br /&gt;
Improving their {{l|Thought|happiness}} with proper management is one thing, but you should give them something else that will help improve their mood even more. If their doors were set as internal, they will be able to admire the door, giving them a happy thought, and they will even admire their own chains too. However, there are other ways of happiness. For example, you can engrave your prison, which will give them a lot more to look at, and more happy thoughts. This can help lessen their tantrums even more.&lt;br /&gt;
=== Noble in the prison ===&lt;br /&gt;
You are bound to have a {{l|noble}} sent to prison sooner or later. Should such a thing happen, you should learn what kind of noble the dwarf is. For example, you get your bookkeeper imprisoned, and he can no longer work on anything. It's easy to give him something to work with, by building a chair inside a jail cell. Should your {{l|Expedition Leader|expedition leader}}/{{l|Mayor|mayor}} be imprisoned, he will still be able to conduct the meeting, regardless if he is chained up or not. Remember, when a noble is in the prison, it's easy to figure out what to do.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jail&amp;diff=115407</id>
		<title>v0.31:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jail&amp;diff=115407"/>
		<updated>2010-05-25T21:22:05Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Added information. Stockpile information unverified. The rest should be verified.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;br /&gt;
A jail is a type of area used by the {{l|justice}} system within your dwarven community, often referred as a prison. In order to designate areas for use with {{l|chain|chains}}, {{l|cage|cages}}, or {{l|rope|ropes}} (as are the only current things used), a {{l|restraint}} must be built ({{k|b}} + {{k|v}}), and prepared for your dwarven justice ({{k|q}} + get the X to it, {{k|r}} to size up the room space, and {{k|j}} to set it to be used for justice).&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your {{l|Sheriff}}/{{l|Captain of the guard|Captain of the Guard}}, or any {{l|fortress guard|Fortress Guard}}, will place them in one of the designated chains. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the {{l|Hammerer}} will come to give them a severe hammer beating, which will cause quite a {{l|tantrum spiral|commotion}}.&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
It's very easy to make a successful jail, that could later end in a {{l|dwarf}} becoming {{l|berserk}}, or otherwise {{l|insanity|differently insane}} if his happiness isn't in well enough check, which can lead to quite a lot of different things. However, is easily avoidable if certain conditions are met.&lt;br /&gt;
=== Keeping your prisoners manageable ===&lt;br /&gt;
As you know, they're prone to throwing a tantrum, and sometimes, able to break free from ropes, and perhaps later, lead to being a very angry dwarf. There are ways to try and keep their happiness in check. For starters, building a bed would help give them somewhere to {{l|sleep}} rather than complaining about being sleepy, aswell as adding {{l|stockpile|stockpiles}} to make sure they don't get angry over being boozeless, and hungered from waiting for {{l|food}}.{{verify}} However, annoyingly enough would be if they break free from their prison sentence by breaking their ropes. This will instead make it easier to make your jail cells have chains instead of rope, as they can't break chains. Should all else fail, there are many ways to have {{l|fun}} with them.&lt;br /&gt;
=== Giving them something to look at ===&lt;br /&gt;
Improving their {{l|Thought|happiness}} with proper management is one thing, but you should give them something else that will help improve their mood even more. If their doors were set as internal, they will be able to admire the door, giving them a happy thought, and they will even admire their own chains too. However, there are other ways of happiness. For example, you can engrave your prison, which will give them a lot more to look at, and more happy thoughts. This can help lessen their tantrums even more.&lt;br /&gt;
=== Noble in the prison ===&lt;br /&gt;
You are bound to have a {{l|noble}} sent to prison sooner or later. Should such a thing happen, you should learn what kind of noble the dwarf is. For example, you get your bookkeeper imprisoned, and he can no longer work on anything. It's easy to give him something to work with, by building a chair inside a jail cell. Should your {{l|Expedition Leader|expedition leader}}/{{l|Mayor|mayor}} be imprisoned, he will still be able to conduct the meeting, regardless if he is chained up or not. Remember, when a noble is in the prison, it's easy to figure out what to do.&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Hugna&amp;diff=115373</id>
		<title>User talk:Hugna</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Hugna&amp;diff=115373"/>
		<updated>2010-05-25T17:43:09Z</updated>

		<summary type="html">&lt;p&gt;Hugna: /* Rate Script */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rate Script==&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;15:54, 25 May 2010 (UTC)&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You know, we added a &amp;quot;Rate&amp;quot; button at the top of the page, you can use that instead of manually rating and adding the timestamp. It also rules out some little things that you shouldn't really worry about :) [[User:Speed112|Speed112]] 15:54, 25 May 2010 (UTC)&lt;br /&gt;
:I know. I've been using it for a while, but i do manually rate when i think quality is way too generous, but at some points, it's hard to tell if it did deserve it or not, so i just leave it alone, add the timestamp, and so on. I didn't know that the timestamp was added while using the rate system though. --[[User:Hugna|Hugna]] 17:43, 25 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hugna&amp;diff=115063</id>
		<title>User:Hugna</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hugna&amp;diff=115063"/>
		<updated>2010-05-25T05:02:50Z</updated>

		<summary type="html">&lt;p&gt;Hugna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Profile =&lt;br /&gt;
'''Gender''': Male&lt;br /&gt;
&lt;br /&gt;
'''Current DF Quote''': Till the Earth! (because i like making farmers)&lt;br /&gt;
&lt;br /&gt;
'''Favorite Version''': v0.28.181.40d&lt;br /&gt;
&lt;br /&gt;
I don't care much for a profile really. Besides, people would probably be bound to call me a girl with this username if they didn't know my real gender first.&lt;br /&gt;
= Current Fortress =&lt;br /&gt;
Just shows the current Fortress being used.&lt;br /&gt;
== Hamlet Lensflags ==&lt;br /&gt;
Gonna be one mother of a fortress. Pet Coffin Area, Craft Floor, Storage/Farming Floor, Mausoleum Floor, Prison Floor, Room Floor/Grand Dining Hall/Hospital Floor, Well Water Area/Starting Mine Floor, and everything below is mining, until i breach the caves, which is when i'm hiding behind nearly a hundred of traps. Don't feel like making a history and wasting wiki space.&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Zinc&amp;diff=114997</id>
		<title>v0.31:Zinc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Zinc&amp;diff=114997"/>
		<updated>2010-05-25T02:43:38Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal&lt;br /&gt;
|name=Zinc&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|nickel silver}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|brass}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Sphalerite}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}{{av}}{{Quality|Fine|02:43, 25 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Zinc''' is an uncommon, low-value {{l|metal}} primarily useful in the creation of alloys - specifically, {{l|brass}} and {{l|nickel silver}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Z-level&amp;diff=114996</id>
		<title>v0.31 Talk:Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Z-level&amp;diff=114996"/>
		<updated>2010-05-25T02:40:00Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Two pages explaining z-levels okay?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Two pages explaining z-levels okay? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering. I mean, i'm not sure why we'd need two but, i'd like to know before i do anything. I was gonna give it a timestamp, but i just need to know this first. --[[User:Hugna|Hugna]] 02:40, 25 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Z-axis&amp;diff=114995</id>
		<title>v0.31:Z-axis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Z-axis&amp;diff=114995"/>
		<updated>2010-05-25T02:34:28Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Same as the other one. Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|02:34, 25 May 2010 (UTC)}}&lt;br /&gt;
''(If you're looking for information on the {{key|z}} key, see {{L|Status}} screen)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third axis is known in math as the '''z-axis'''.  It measures &amp;quot;up and down&amp;quot; distances.  A '''z-level''' is one layer of the map that can be viewed at a time.  Changing z-levels is done with the {{k|&amp;lt;}} (up) and {{k|&amp;gt;}} (down) keys.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== 3 dimensions ==&lt;br /&gt;
&lt;br /&gt;
It's easy to think of a graph with an x-axis and a y-axis, right?&lt;br /&gt;
&lt;br /&gt;
In the Dwarf Fortress map view, traveling east or west moves you along the x-axis, and traveling north or south moves you along the y-axis. Traveling higher or deeper moves you along the z-axis.&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png]]&lt;br /&gt;
&lt;br /&gt;
The z-axis, as you can see, is perpendicular to both the x-axis and the y-axis to create a 3D coordinate system, which is what Dwarf Fortress is based in.&lt;br /&gt;
&lt;br /&gt;
Thus, objects described with only two axes are two-dimensional, whilst objects with depth measured along the z-axis are three-dimensional.&lt;br /&gt;
&lt;br /&gt;
The z-axis is believed to be in part of the game engine that calculates accuracy of weapons based on where dwarves are, how missiles fly, and other similar considerations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To move up and down, use {{k|&amp;lt;}} and {{k|&amp;gt;}} (which are {{k|shift}}{{k|,}} and {{k|shift}}{{k|.}} in most keyboard layouts).  You can also move up and down using the numpad with {{k|shift}}{{k|5}} and {{k|ctrl}}{{k|5}}, which is especially convenient for players who use the numpad for horizontal navigation.&lt;br /&gt;
&lt;br /&gt;
== Keeping track of where you are ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, the right-hand margin shows your location on the z-axis.  Blue is above ground, brown is below ground, and the bright spot in the middle (yellow or cyan) shows the current level. This reflects the elevation profile for the spot the cursor is currently over. Moving up or down will not change the position of the bright marker, but will instead shift the whole bar under it. The number at the top shows how many levels above or below the surface the spot currently is. The number at the bottom is the total elevation of the current level.&lt;br /&gt;
&lt;br /&gt;
== Boundaries between layers ==&lt;br /&gt;
&lt;br /&gt;
There are effectively two parts to z-layers - the layer itself (the z-level where stuff happens, things exist and dwarfs work), and the boundary* ''between'' those layers/levels.  These &amp;quot;boundaries&amp;quot; are just that - boundaries - they have no thickness, dwarfs and items are never found there, and nothing ever happens there - but they act as barriers between adjacent layers.&lt;br /&gt;
&lt;br /&gt;
:''(* The word &amp;quot;boundary&amp;quot; is not an in-game term. You will never see a boundary, only see the effects when one is pierced, giving access, desired or undesired, between levels.    You can think of the &amp;quot;boundary&amp;quot; as the &amp;quot;floor&amp;quot;, but that's not perfectly accurate in all situations - but close enough to start.)''&lt;br /&gt;
&lt;br /&gt;
So you have something like this...&lt;br /&gt;
&lt;br /&gt;
 Level 0 &lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 LEVEL-1&lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 LEVEL-2&lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 LEVEL-3&lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 (etc...)&lt;br /&gt;
&lt;br /&gt;
...where each line is the boundary between the level above and below it.&lt;br /&gt;
&lt;br /&gt;
The barrier is invisible - you only see the different layers.  But once pierced, creatures and items can move/fall through a boundary, and {{L|miasma}} and {{L|flow|fluids}} can pass through as well.  With some actions, you remove just a layer, and with some you also pierce the boundary.&lt;br /&gt;
&lt;br /&gt;
{{L|Mining}} is simply tunneling - you dig out the stuff of the level itself, and never touch the upper or lower boundary.  Tunnels, rooms, and even up {{L|stairs}} exist on single z-levels.  (Downstairs or up/down stairs pierce the lower boundary.)&lt;br /&gt;
&lt;br /&gt;
When you dig a {{L|ramp}}, you pierce the barrier ''above'' you into the z-level above the level you are on. ''(The ramp is on the lower level only, but is also visible from the upper.)''  &lt;br /&gt;
&lt;br /&gt;
When you dig a down-{{L|stairs|stair}} or a {{L|channel}}, you pierce the barrier ''below'' the level you are on.  ''(Note that an upstairs does ''not'' (usually) pierce the layer above it, but requires a down-stair to to pierce the boundary above it to provide a path between levels. &lt;br /&gt;
&lt;br /&gt;
Boundaries also act as &amp;quot;support&amp;quot; for {{L|building}}, {{L|construction}}s, and natural formations above them.  If you completely {{L|channel}} out around something, and there is no &amp;quot;layer&amp;quot; supporting it either from above or below, it will {{L|collapse}}.&lt;br /&gt;
&lt;br /&gt;
In open space, the boundaries have already been removed.  {{L|Constructions}}, such as {{L|floor}}s or {{L|wall}}s can replace boundaries between levels, re-sealing them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- needs categories --&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''See also:''&lt;br /&gt;
:* {{L|water}}&lt;br /&gt;
:* {{L|magma}}&lt;br /&gt;
:* {{L|flood}}ing&lt;br /&gt;
:* {{L|miasma}}&lt;br /&gt;
:* [http://mkv25.net/dfma DF Map Archive] - a community site for sharing maps, lets visitors browse vertically through z-levels in exported maps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Basics FAQ}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Z-axis&amp;diff=114994</id>
		<title>40d:Z-axis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Z-axis&amp;diff=114994"/>
		<updated>2010-05-25T02:32:18Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Looks more worthy for a Exceptional than a Fine. Adding quality timestamp with the change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|02:32, 25 May 2010 (UTC)}}&lt;br /&gt;
''(If you're looking for information on the {{key|z}} key, see {{L|Status}} screen)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third axis is known in math as the '''z-axis'''.  It measures &amp;quot;up and down&amp;quot; distances.  A '''z-level''' is one layer of the map that can be viewed at a time.  Changing z-levels is done with the {{k|&amp;lt;}} (up) and {{k|&amp;gt;}} (down) keys.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== 3 dimensions ==&lt;br /&gt;
&lt;br /&gt;
It's easy to think of a graph with an x-axis and a y-axis, right?&lt;br /&gt;
&lt;br /&gt;
In the Dwarf Fortress map view, traveling east or west moves you along the x-axis, and traveling north or south moves you along the y-axis. Traveling higher or deeper moves you along the z-axis.&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png]]&lt;br /&gt;
&lt;br /&gt;
The z-axis, as you can see, is perpendicular to both the x-axis and the y-axis to create a 3D coordinate system, which is what Dwarf Fortress is based in.&lt;br /&gt;
&lt;br /&gt;
Thus, objects described with only two axes are two-dimensional, whilst objects with depth measured along the z-axis are three-dimensional.&lt;br /&gt;
&lt;br /&gt;
The z-axis is believed to be in part of the game engine that calculates accuracy of weapons based on where dwarves are, how missiles fly, and other similar considerations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To move up and down, use {{k|&amp;lt;}} and {{k|&amp;gt;}} (which are {{k|shift}}{{k|,}} and {{k|shift}}{{k|.}} in most keyboard layouts).  You can also move up and down using the numpad with {{k|shift}}{{k|5}} and {{k|ctrl}}{{k|5}}, which is especially convenient for players who use the numpad for horizontal navigation.&lt;br /&gt;
&lt;br /&gt;
== Keeping track of where you are ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, the right-hand margin shows your location on the z-axis.  Blue is above ground, brown is below ground, and the bright spot in the middle (yellow or cyan) shows the current level. This reflects the elevation profile for the spot the cursor is currently over. Moving up or down will not change the position of the bright marker, but will instead shift the whole bar under it. The number at the top shows how many levels above or below the surface the spot currently is. The number at the bottom is the total elevation of the current level.&lt;br /&gt;
&lt;br /&gt;
== Boundaries between layers ==&lt;br /&gt;
&lt;br /&gt;
There are effectively two parts to z-layers - the layer itself (the z-level where stuff happens, things exist and dwarfs work), and the boundary* ''between'' those layers/levels.  These &amp;quot;boundaries&amp;quot; are just that - boundaries - they have no thickness, dwarfs and items are never found there, and nothing ever happens there - but they act as barriers between adjacent layers.&lt;br /&gt;
&lt;br /&gt;
:''(* The word &amp;quot;boundary&amp;quot; is not an in-game term. You will never see a boundary, only see the effects when one is pierced, giving access, desired or undesired, between levels.    You can think of the &amp;quot;boundary&amp;quot; as the &amp;quot;floor&amp;quot;, but that's not perfectly accurate in all situations - but close enough to start.)''&lt;br /&gt;
&lt;br /&gt;
So you have something like this...&lt;br /&gt;
&lt;br /&gt;
 Level 0 &lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 LEVEL-1&lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 LEVEL-2&lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 LEVEL-3&lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 (etc...)&lt;br /&gt;
&lt;br /&gt;
...where each line is the boundary between the level above and below it.&lt;br /&gt;
&lt;br /&gt;
The barrier is invisible - you only see the different layers.  But once pierced, creatures and items can move/fall through a boundary, and {{L|miasma}} and {{L|flow|fluids}} can pass through as well.  With some actions, you remove just a layer, and with some you also pierce the boundary.&lt;br /&gt;
&lt;br /&gt;
{{L|Mining}} is simply tunneling - you dig out the stuff of the level itself, and never touch the upper or lower boundary.  Tunnels, rooms, and even up {{L|stairs}} exist on single z-levels.  (Downstairs or up/down stairs too, but they pierce the lower boundary.)&lt;br /&gt;
&lt;br /&gt;
When you dig a {{L|ramp}}, you pierce the barrier ''above'' you into the z-level above the level you are on. ''(The ramp is on the lower level only, but is also visible from the upper.)''  &lt;br /&gt;
&lt;br /&gt;
When you dig a down-{{L|stair}} or a {{L|channel}}, you pierce the barrier ''below'' the level you are on.  ''(Note that an upstairs does ''not'' (usually) pierce the layer above it, but requires a down-stair to to pierce the boundary above it to provide a path between levels.  A down-stair alone does not provide a complete path to the lower level. An upstair dug directly below another upstair '''does'' pierce the boundary between them, and turns the upper up-stair into an up/down stair.  See {{L|stairs}} for a complete discussion.)''&lt;br /&gt;
&lt;br /&gt;
Boundaries also act as &amp;quot;support&amp;quot; for {{L|building}}, {{L|construction}}s, and natural formations above them.  If you {{L|channel}} out completely around something, and there is no &amp;quot;layer&amp;quot; supporting it either from above or below, it will {{L|collapse}}.&lt;br /&gt;
&lt;br /&gt;
In open space, the boundaries have already been removed.  {{L|Constructions}}, such as {{L|floor}}s or {{L|wall}}s, can replace boundaries between levels, re-sealing them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- needs categories --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This page needs pictures showing the visual differences between height levels --&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''See also:''&lt;br /&gt;
:* {{L|water}}&lt;br /&gt;
:* {{L|magma}}&lt;br /&gt;
:* {{L|flood}}ing&lt;br /&gt;
:* {{L|miasma}}&lt;br /&gt;
:* [http://mkv25.net/dfma DF Map Archive] - a community site for sharing maps, lets visitors browse vertically through z-levels in exported maps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Basics FAQ}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aluminum&amp;diff=114977</id>
		<title>40d:Aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aluminum&amp;diff=114977"/>
		<updated>2010-05-24T21:47:13Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Aluminum|color=7:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Native aluminum}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 40&lt;br /&gt;
}}{{av}}{{Quality|Exceptional|21:47, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Aluminum''' is a {{L|metal}} found as an {{L|ore}} in small clusters of {{L|native aluminum}}. Most modern aluminum production is artificial and requires electricity, so the rarity of this metal in the Dwarf Fortress universe makes it extremely valuable.  It has the same {{L|material value}} as {{L|platinum}}, making it useful to put in {{L|Noble|nobles'}} rooms to increase {{L|Room|room quality}}, and has an incredibly light weight. It is not usable for {{L|Weapon|weaponry}} or {{L|armor}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Champion&amp;diff=114949</id>
		<title>v0.31:Champion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Champion&amp;diff=114949"/>
		<updated>2010-05-24T20:13:54Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Champion&lt;br /&gt;
| function=&lt;br /&gt;
*Instructs military dwarves&lt;br /&gt;
| arrival=&lt;br /&gt;
*Appointed by the {{L|Baron}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''This page is about the noble-appointed position and its room requirements. For more information on the military side of a champion, see {{l|Soldier}}.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}{{Quality|Fine|20:13, 24 May 2010 (UTC)}}&lt;br /&gt;
{{Category|Elected Nobles}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Champion&amp;diff=114948</id>
		<title>v0.31 Talk:Champion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Champion&amp;diff=114948"/>
		<updated>2010-05-24T20:12:18Z</updated>

		<summary type="html">&lt;p&gt;Hugna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Redirect change? ==&lt;br /&gt;
&lt;br /&gt;
Basically, i was thinking this could be changed to a redirect towards the [http://df.magmawiki.com/index.php/DF2010:Soldier DF2010:Soldier] page. You see, both 40d, and DF2010 has mention of heroes on both pages, however, 40d is the only one as a redirect to it's soldier page. Considering everything else, it would have more information if Champion would be redirected to it's corresponding page, however, with all the people who worked on this page, i'd rather post a discussion before something like this were to occur. Would any of you agree with this change? --[[User:Hugna|Hugna]] 19:57, 24 May 2010 (UTC)&lt;br /&gt;
: The thing is, in this version, a champion is not the same as just a skilled soldier.  It is now a noble position, so it would probably not be appropriate to make this a redirect to soldier --[[User:Briess|Briess]] 20:05, 24 May 2010 (UTC)&lt;br /&gt;
:: I assumed it was still a position that makes them useless for civilian duties and nothing more at this point. Thanks for the answer. --[[User:Hugna|Hugna]] 20:12, 24 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Champion&amp;diff=114945</id>
		<title>v0.31 Talk:Champion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Champion&amp;diff=114945"/>
		<updated>2010-05-24T19:57:57Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Redirect change?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Redirect change? ==&lt;br /&gt;
&lt;br /&gt;
Basically, i was thinking this could be changed to a redirect towards the [http://df.magmawiki.com/index.php/DF2010:Soldier DF2010:Soldier] page. You see, both 40d, and DF2010 has mention of heroes on both pages, however, 40d is the only one as a redirect to it's soldier page. Considering everything else, it would have more information if Champion would be redirected to it's corresponding page, however, with all the people who worked on this page, i'd rather post a discussion before something like this were to occur. Would any of you agree with this change? --[[User:Hugna|Hugna]] 19:57, 24 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alluvial_layer&amp;diff=114941</id>
		<title>v0.31:Alluvial layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alluvial_layer&amp;diff=114941"/>
		<updated>2010-05-24T19:48:36Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|19:48, 24 May 2010 (UTC)}}&lt;br /&gt;
Several minerals and gems are specified to occur within '''alluvial layers'''. However, the current version of Dwarf Fortress does not consider '''any''' layer &amp;quot;alluvial&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If such layers were encountered, they would contain small clusters of any of...&lt;br /&gt;
:*{{L|native gold}}&lt;br /&gt;
:*{{L|native platinum}}&lt;br /&gt;
:*{{L|cassiterite}}&lt;br /&gt;
:*jade {{L|gem}}s (blue, lavender, pink, white, and green)&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone Layers}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Alligator&amp;diff=114940</id>
		<title>23a:Alligator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Alligator&amp;diff=114940"/>
		<updated>2010-05-24T19:45:29Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Looks to have been either copied from 40d version (reason for redlinks), or 40d copied it (has no redlinks). Will need fixing, so changing it to Fine, and adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Alligator|symbol=A|color=2:0:0|bones=9|fat=4|skin=Yes|skulls=1|chunks=9|meat=9|biome= * {{L|Temperate}} freshwater {{L|swamp}}&lt;br /&gt;
* Temperate freshwater {{L|marsh}}&lt;br /&gt;
* {{L|Tropical}} freshwater swamp&lt;br /&gt;
* Tropical freshwater marsh}}&lt;br /&gt;
{{av}}{{Quality|Fine|19:45, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Slightly smaller than its cousin, the {{L|Saltwater crocodile}}, the '''Alligator''' is a potentially dangerous foe. You may want to assign a dog (preferrably a war dog) to your valuable foragers and woodcutters if one appears on your map.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, a novice adventurer can usually kill one as long as they don't grab you.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alligator&amp;diff=114939</id>
		<title>40d:Alligator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alligator&amp;diff=114939"/>
		<updated>2010-05-24T19:42:47Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp. Quality looks a bit too generous though, but no change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Alligator|symbol=A|color=2:0:0|bones=9|fat=4|skin=Yes|skulls=1|chunks=9|meat=9|biome= * {{L|Temperate}} freshwater {{L|swamp}}&lt;br /&gt;
* Temperate freshwater {{L|marsh}}&lt;br /&gt;
* Temperate freshwater {{L|river}}&lt;br /&gt;
* Temperate brackishwater river&lt;br /&gt;
* {{L|Tropical}} freshwater swamp&lt;br /&gt;
* Tropical freshwater marsh&lt;br /&gt;
* Tropical freshwater river&lt;br /&gt;
* Tropical brackishwater river}}&lt;br /&gt;
{{av}}{{Quality|Exceptional|19:42, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Slightly smaller than its cousin, the {{L|Saltwater crocodile}}, the '''Alligator''' is a potentially dangerous foe. You may want to assign a dog (preferrably a war dog) to your valuable foragers and woodcutters if one appears on your map.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, a novice adventurer can usually kill one as long as they don't grab you. They are very effective wrestlers.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ballista_arrow&amp;diff=114938</id>
		<title>v0.31:Ballista arrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ballista_arrow&amp;diff=114938"/>
		<updated>2010-05-24T19:40:30Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:40, 24 May 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Ballista arrows are created at a {{L|siege workshop}} and used as ammunition by a {{L|ballista}}. Wooden ballista arrows are made using one log, and (presumably) more powerful ones can be made using one log plus a metal {{L|ballista arrowhead}} from the {{L|forge}}.&lt;br /&gt;
'''See also:''' {{L|Siege engine}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ammo]]&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bronze&amp;diff=114683</id>
		<title>v0.31:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bronze&amp;diff=114683"/>
		<updated>2010-05-24T05:43:11Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Bronze|color=6:4:0|color1=7:3:0|color2=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 {{L|tin}} {{L|bar}}&lt;br /&gt;
* 1 {{L|copper}} {{L|bar}}&lt;br /&gt;
- or -&lt;br /&gt;
* 1 {{L|cassiterite}}&lt;br /&gt;
* 1 {{L|copper}} {{L|ore}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 5&lt;br /&gt;
}}{{av}}{{Quality|Fine|05:43, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bronze''' is an alloy of tin and copper. Bronze produces better weapons than pure {{L|iron}}. Bronze can also be used to make {{L|furniture}} and ''other objects'' at a {{L|metalsmith's forge}}.&lt;br /&gt;
&lt;br /&gt;
Bronze can be made using one of the following recipes:&lt;br /&gt;
&lt;br /&gt;
*{{L|Tin}} bar + {{L|Copper}} bar&lt;br /&gt;
*{{L|Cassiterite}} + {{L|Native copper}} or {{L|Malachite}} or {{L|Tetrahedrite}}&lt;br /&gt;
&lt;br /&gt;
Bronze has a {{L|value}} of 5 and uses the same ingredients as {{L|fine pewter}} (which also has a value of 5). If you find yourself short of {{L|tin}}, use this metal to make your objects of art instead of using fine pewter.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{category|metals}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bismuth_bronze&amp;diff=114682</id>
		<title>v0.31:Bismuth bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bismuth_bronze&amp;diff=114682"/>
		<updated>2010-05-24T05:42:44Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Bismuth bronze|color=6:6:1|color1=7:3:0|color2=6:4:0|color3=5:5:1&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 {{L|Tin}}&lt;br /&gt;
* 2 {{L|Copper}}&lt;br /&gt;
* 1 {{L|Bismuth}}&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 6&lt;br /&gt;
}}{{av}}{{Quality|Fine|05:42, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bismuth bronze''' has the exact same weapon and armor properties as regular {{L|bronze}}.  It can be used to make all {{L|furniture}} and other objects.  Bismuth bronze is 20% more {{L|value|valuable}} than {{L|bronze}} - 3 times more {{L|value|valuable}} (6) than its component parts - and is colored differently.&lt;br /&gt;
&lt;br /&gt;
Bismuth bronze is made with the following recipe:&lt;br /&gt;
&lt;br /&gt;
* 1 {{L|tin}} {{L|bar}} + 2 {{L|copper}} bars + 1 {{L|bismuth}} bar (not {{L|ore}}s)&lt;br /&gt;
&lt;br /&gt;
Because of these proportions, bismuth bronze is produced in lots of 4 bars at a time.  While the ores must be smelted normally, only 1 additional fuel is needed to produce those 4 bars of bismuth bronze from the 4 bars noted above.  (Or in a magma smelter, none at all.)&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Anatomy&amp;diff=114681</id>
		<title>v0.31:Anatomy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Anatomy&amp;diff=114681"/>
		<updated>2010-05-24T05:29:55Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|05:29, 24 May 2010 (UTC)}}&lt;br /&gt;
This page contains a list of all the body parts in the game.&lt;br /&gt;
&lt;br /&gt;
==Head==&lt;br /&gt;
&lt;br /&gt;
*Hair&lt;br /&gt;
*Eyes&lt;br /&gt;
:Eyes, while not essential for life, are annoying to lose.  The loss of one or both eyes alone will not cause death, but may have other adverse effects. If both eyes are lost then the creature will lose its vision.&lt;br /&gt;
:*Eyelids&lt;br /&gt;
::These can be damaged and Toady believes that eyes will be washed with soap if they cannot be washed by the eyelids due to injury.&lt;br /&gt;
*Brain&lt;br /&gt;
:Any damage to the brain will likely result in death.&lt;br /&gt;
&lt;br /&gt;
==Upper Body==&lt;br /&gt;
&lt;br /&gt;
*Lungs&lt;br /&gt;
:Damage to one or both lungs can be sustained, but will cause difficulty of breath and may result in a loss of speed.  Major damage will cause death.&lt;br /&gt;
*Heart&lt;br /&gt;
:Major damage to the heart will cause death.&lt;br /&gt;
*Stomach&lt;br /&gt;
:It's bad if it's damaged.&lt;br /&gt;
*Liver&lt;br /&gt;
:Used for processing alcohol.  Dwarven livers are much stronger than human livers and have never been damaged by alcohol.  The loss of a liver is a terrible thing for a dwarf.  (Actual effects of a lost liver seem to be nil, but correct this if that's wrong)&lt;br /&gt;
*Guts&lt;br /&gt;
:Under pressure.&lt;br /&gt;
*Arms&lt;br /&gt;
:*Upper Arms&lt;br /&gt;
:*Lower Arms&lt;br /&gt;
:*Hands&lt;br /&gt;
::*Fingers&lt;br /&gt;
:::*Nails&lt;br /&gt;
&lt;br /&gt;
==Lower Body==&lt;br /&gt;
&lt;br /&gt;
*Legs&lt;br /&gt;
:*Upper Legs&lt;br /&gt;
:*Lower Legs&lt;br /&gt;
:*Feet&lt;br /&gt;
::*Toes&lt;br /&gt;
:::*Nails&lt;br /&gt;
::::These will grow and become unkempt if not taken care of.  This is done automatically by dwarves.&lt;br /&gt;
&lt;br /&gt;
==Skin==&lt;br /&gt;
First protective layer.&lt;br /&gt;
&lt;br /&gt;
==Fat==&lt;br /&gt;
Fat can be gained or lost depending on how much a creature eats and how much it works.  It will melt if heated to a high enough temperature.  This is a layer below the skin and above the muscle.&lt;br /&gt;
&lt;br /&gt;
==Muscle==&lt;br /&gt;
This layer is under the fat.&lt;br /&gt;
&lt;br /&gt;
==Arteries==&lt;br /&gt;
If damaged, heavy bleeding will likely result in death.  They appear to contain several gallons of blood.&lt;br /&gt;
&lt;br /&gt;
==Nerves==&lt;br /&gt;
If damaged, the body part they are connected to will become useless or less effective.&lt;br /&gt;
&lt;br /&gt;
==Tendons==&lt;br /&gt;
If destroyed, the limbs they connect will be useless.&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ammunition&amp;diff=114680</id>
		<title>v0.31:Ammunition</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ammunition&amp;diff=114680"/>
		<updated>2010-05-24T05:29:11Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|05:29, 24 May 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ammunition''', or '''ammo''' for short, is the generic term for a projectile fired from a range or siege weapon. Ammunition is stored in bins in a ammo stockpile ({{K|p}},{{K|a}}).&lt;br /&gt;
&lt;br /&gt;
Current types of ammunition include:&lt;br /&gt;
&lt;br /&gt;
*{{L|Other_weapon#Arrow|Arrows}} (fired from a {{L|Other_weapon#Bow|bow}})&lt;br /&gt;
*{{L|Crossbow#Bolt|Bolts}} (fired from a {{L|crossbow}})&lt;br /&gt;
*{{L|Ballista arrow|Ballista arrows}} (fired from a {{L|ballista}})&lt;br /&gt;
*{{L|Stone|Stones}} (fired from a {{L|catapult}})&lt;br /&gt;
*{{L|Other_weapon#dart|Blowdarts}} (fired from {{L|Other_weapon#Blowgun|blowgun}})&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Ammo|*}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=114679</id>
		<title>v0.31:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=114679"/>
		<updated>2010-05-24T04:29:00Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|04:29, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Anvils are required to build {{L|forge}}s, either conventional or {{L|magma forge|magma powered}}. At least one is absolutely required if your fortress intends to do ''any'' metalworking whatsoever, including {{L|weaponsmith}}ing, {{L|armorsmith}}ing, {{L|blacksmith}}ing and {{L|Metal crafter|metal crafting}}.  &lt;br /&gt;
&lt;br /&gt;
Smithing an anvil uses the blacksmithing skill.&lt;br /&gt;
&lt;br /&gt;
Since the only way to &amp;lt;i&amp;gt;make&amp;lt;/i&amp;gt; an anvil is with a metalsmith's forge, your first anvil must be sourced from outside of your colony, either before embark or by later trading. Anvils require one {{L|metal}} {{L|bar}} to be {{L|smith}}ed at a forge - once you have one to begin with. As this is an infinite loop, the origins of the first anvil are hard to discern [[#Anvil_Origins?|*]].&lt;br /&gt;
&lt;br /&gt;
== Acquiring an Anvil ==&lt;br /&gt;
&lt;br /&gt;
A standard (no quality) iron anvil is included by default in {{L|starting build|starting equipment}}, arriving with your dwarves in your {{L|wagon}}. If you choose not to bring an anvil, you are refunded the 100 point cost, to be used for other purchases of items or skills.  You will then have to {{L|trade}} for your first anvil with the dwarven (autumn) or {{L|human}} {{L|caravan}}s that usually (but not always!) carry one or more {{L|iron}} anvils (at a cost of 100☼), and/or {{L|steel}} anvils. If this fails the first time around, you may also request one from the {{L|dwarven liaison}} or {{L|human}} {{L|guild representative}}, if you are willing to pay an increased price to guarantee that at least one anvil arrives with next year's caravan. &lt;br /&gt;
&lt;br /&gt;
Once you have an anvil and have built a {{L|forge}}, {{L|smith}}ing an anvil requires one bar of metal. &lt;br /&gt;
&lt;br /&gt;
Tearing down a forge retrieves the anvil used to build it, which can then be stored, traded, {{L|melt}}ed, or re-used to build another forge.&lt;br /&gt;
&lt;br /&gt;
== Anvil Properties == &lt;br /&gt;
&lt;br /&gt;
Anvils may be made of {{L|iron}}, {{L|steel}} or {{L|adamantine}}. Rarely, dwarves in {{L|strange mood}}s will make anvils out of other metals, and these can be used in any forge.  The material used does not seem to affect the performance of the forge.  Neither does the anvil's quality. &lt;br /&gt;
&lt;br /&gt;
Anvils are considered {{L|furniture}} and will be stored in a furniture {{L|stockpile}} if not utilized in a forge.&lt;br /&gt;
&lt;br /&gt;
== Anvil Origins? ==&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
:* One theory of the anvils origin is that a dwarf struck by a {{L|strange mood}} made one of {{L|stone}} or {{L|bone}}. Another more radical theory put forward by dwarven philosopher [[Urist]] McPhilosopher is that the first one was made of {{L|wood}} in a similar manner. This was deemed a heresy and he was later sentenced to be hammered for being an {{L|elf}} sympathizer by an angry {{L|mayor}} who had a strange fondness for {{L|glass}}.&lt;br /&gt;
&lt;br /&gt;
:* Recently unearthed documents seem to indicate that the anvil was the first major tool produced by the earliest dwarven societies.  It is generally accepted that humans first created the plow, and oral histories record that the first accomplishment of the elves was the domestication of forest animals.&amp;lt;br/&amp;gt;There are questions regarding the implications of this revelation, however.  Skeptics question how the anvil was created without a hammer, how the metal was shaped, and what social, cultural, or environmental pressures could have required the invention of what is, when reduced to its most basic nature, a flat surface used to position objects scheduled to be struck repeatedly.&amp;lt;br/&amp;gt;Dwarven scholars suggest that the first anvils were made of stone, not metal, and were little more than flattened stone blocks, chipped with flint or obsidian.  This possibility has sparked an interest among dwarf nerds in attempting to recreate stone anvil replicas, but such enterprises are generally regarded with indifference by dwarven society at large.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bronze&amp;diff=114678</id>
		<title>40d:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bronze&amp;diff=114678"/>
		<updated>2010-05-24T04:26:15Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Bronze|color=6:4:0|color1=6:0|color2=7:0&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 {{L|tin}} {{L|bar}}&lt;br /&gt;
* 1 {{L|copper}} {{L|bar}}&lt;br /&gt;
- or -&lt;br /&gt;
* 1 {{L|cassiterite}}&lt;br /&gt;
* 1 {{L|copper}} {{L|ore}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Armor|Block}}% 75&lt;br /&gt;
* {{L|Damage}}% 75&lt;br /&gt;
* {{L|Material value}} 5&lt;br /&gt;
}}{{av}}{{Quality|Fine|04:26, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bronze''' is a manufactured {{L|metal}} that does not occur naturally. Bronze bars can be used to make reasonable {{L|weapon}}s and {{L|armor}} that are 75% effective compared to {{L|iron}}. Bronze can also be used to make {{L|furniture}} and ''other objects'' at a {{L|metalsmith's forge}}.&lt;br /&gt;
&lt;br /&gt;
Bronze cannot be smelted from a single [[ore]]; it must be [[smelt]]ed using one of the following recipes:&lt;br /&gt;
&lt;br /&gt;
*{{L|Tin}} + {{L|Copper}}&lt;br /&gt;
*{{L|Cassiterite}} + {{L|copper}} {{L|ore}} (like {{L|malachite}})&lt;br /&gt;
&lt;br /&gt;
Bronze has a {{L|value}} of 5 and uses the same ingredients as {{L|fine pewter}} (which also has a value of 5). If you find yourself short of {{L|tin}}, use this metal to make your objects of art instead of using fine pewter.&lt;br /&gt;
&lt;br /&gt;
Another advantage of bronze is that, from ores, it only requires 1 fuel to smelt 2 bars of bronze.  This is the best fuel:product ratio of any weapon-grade metal in the game*.  This can be key in the early game, or on fuel-scarce maps, and/or if time is a critical factor.&lt;br /&gt;
&lt;br /&gt;
:''(* of silver, copper, bronze, bismuth bronze, iron or steel.)''&lt;br /&gt;
&lt;br /&gt;
==See Also:==&lt;br /&gt;
:* {{L|Bismuth Bronze}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{category|metals}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=114677</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=114677"/>
		<updated>2010-05-24T04:22:48Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|04:22, 24 May 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more convenient, to ''stop'', too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|hoary marmot|marmot}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|giant eagle}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your speed just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home to the {{L|butcher's shop}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow, which functions similarly to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://www.bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://www.bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://www.bay12games.com/dwarves/mantisbt/view.php?id=110]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Attribute&amp;diff=114676</id>
		<title>v0.31:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Attribute&amp;diff=114676"/>
		<updated>2010-05-24T04:17:41Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|04:17, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which impact its performance at various tasks.  These attributes are split into physical factors associated with the body and mental factors associated with a creature's soul.&lt;br /&gt;
&lt;br /&gt;
Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.&lt;br /&gt;
&lt;br /&gt;
==Body Attributes==&lt;br /&gt;
===Strength===&lt;br /&gt;
* unbelievably strong&lt;br /&gt;
* mighty&lt;br /&gt;
* very strong&lt;br /&gt;
* strong&lt;br /&gt;
&lt;br /&gt;
* weak&lt;br /&gt;
* very weak&lt;br /&gt;
* unquestionably weak&lt;br /&gt;
* unfathomably weak&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
* amazingly agile&lt;br /&gt;
* extremely agile&lt;br /&gt;
* very agile&lt;br /&gt;
* agile&lt;br /&gt;
&lt;br /&gt;
* clumsy&lt;br /&gt;
* quite clumsy&lt;br /&gt;
* totally clumsy&lt;br /&gt;
* abysmally clumsy&lt;br /&gt;
&lt;br /&gt;
Agility seems to increase movement speed&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
* basically unbreakable&lt;br /&gt;
* incredibly tough&lt;br /&gt;
* quite durable&lt;br /&gt;
* tough&lt;br /&gt;
&lt;br /&gt;
* flimsy&lt;br /&gt;
* very flimsy&lt;br /&gt;
* remarkably flimsy&lt;br /&gt;
* shockingly fragile&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
* absolutely inexhaustible&lt;br /&gt;
* indefatigable&lt;br /&gt;
* very slow to tire&lt;br /&gt;
* slow to tire&lt;br /&gt;
&lt;br /&gt;
* quick to tire&lt;br /&gt;
* very quick to tire&lt;br /&gt;
* extremely quick to tire&lt;br /&gt;
* truly quick to tire&lt;br /&gt;
&lt;br /&gt;
===Disease Resistance===&lt;br /&gt;
* virtually never sick&lt;br /&gt;
* almost never sick&lt;br /&gt;
* very rarely sick&lt;br /&gt;
* rarely sick&lt;br /&gt;
&lt;br /&gt;
* susceptible to disease&lt;br /&gt;
* quite susceptible to disease&lt;br /&gt;
* really susceptible to disease&lt;br /&gt;
* stunningly susceptible to disease&lt;br /&gt;
&lt;br /&gt;
===Recuperation===&lt;br /&gt;
* possessed of amazing recuperative powers&lt;br /&gt;
* incredibly quick to heal&lt;br /&gt;
* quite quick to heal&lt;br /&gt;
* quick to heal&lt;br /&gt;
&lt;br /&gt;
* slow to heal&lt;br /&gt;
* very slow to heal&lt;br /&gt;
* really slow to heal&lt;br /&gt;
* shockingly slow to heal&lt;br /&gt;
&lt;br /&gt;
==Soul Attributes==&lt;br /&gt;
===Analytical Ability===&lt;br /&gt;
*awesome intellectual powers&lt;br /&gt;
*great analytical abilities&lt;br /&gt;
*a sharp intellect&lt;br /&gt;
*a good intellect&lt;br /&gt;
&lt;br /&gt;
*poor analytical abilities&lt;br /&gt;
*very bad analytical abilities&lt;br /&gt;
*a lousy intellect&lt;br /&gt;
*a stunning lack of analytical ability&lt;br /&gt;
&lt;br /&gt;
===Memory===&lt;br /&gt;
*an astonishing memory&lt;br /&gt;
*an amazing memory&lt;br /&gt;
*a great memory&lt;br /&gt;
*a good memory&lt;br /&gt;
&lt;br /&gt;
*an iffy memory&lt;br /&gt;
*a poor memory&lt;br /&gt;
*a really bad memory&lt;br /&gt;
*little memory to speak of&lt;br /&gt;
&lt;br /&gt;
===Creativity===&lt;br /&gt;
*a boundless creative imagination&lt;br /&gt;
*great creativity&lt;br /&gt;
*very good creativity&lt;br /&gt;
*good creativity &lt;br /&gt;
&lt;br /&gt;
*meager creativity&lt;br /&gt;
*poor creativity&lt;br /&gt;
*lousy creativity&lt;br /&gt;
*next to no creative talent&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
*uncanny intuition&lt;br /&gt;
*great intuition&lt;br /&gt;
*very good intuition&lt;br /&gt;
*good intuition&lt;br /&gt;
&lt;br /&gt;
*bad intuition&lt;br /&gt;
*very bad intuition&lt;br /&gt;
*lousy intuition&lt;br /&gt;
*horrible intuition&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
*unbreakable focus&lt;br /&gt;
*a great ability to focus&lt;br /&gt;
*very good focus&lt;br /&gt;
*the ability to focus&lt;br /&gt;
&lt;br /&gt;
*poor focus&lt;br /&gt;
*quite poor focus&lt;br /&gt;
*really poor focus&lt;br /&gt;
*the absolute inability to focus&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
*an unbreakable will&lt;br /&gt;
*an iron will&lt;br /&gt;
*a lot of willpower&lt;br /&gt;
*willpower&lt;br /&gt;
&lt;br /&gt;
*little willpower&lt;br /&gt;
*a large deficit of willpower&lt;br /&gt;
*next to no willpower&lt;br /&gt;
*absolutely no willpower&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
*absolutely boundless patience&lt;br /&gt;
*a deep well of patience&lt;br /&gt;
*a great deal of patience&lt;br /&gt;
*a sum of patience&lt;br /&gt;
&lt;br /&gt;
*a shortage of patience&lt;br /&gt;
*little patience&lt;br /&gt;
*very little patience&lt;br /&gt;
*no patience at all&lt;br /&gt;
&lt;br /&gt;
===Spatial Sense===&lt;br /&gt;
*a stunning feel for spatial relationships&lt;br /&gt;
*an amazing spatial sense&lt;br /&gt;
*a great feel for the surrounding space&lt;br /&gt;
*a good spatial sense&lt;br /&gt;
&lt;br /&gt;
*a questionable spatial sense&lt;br /&gt;
*poor spatial senses&lt;br /&gt;
*an atrocious spatial sense&lt;br /&gt;
*no sense for spatial relationships&lt;br /&gt;
&lt;br /&gt;
===Kinesthetic Sense===&lt;br /&gt;
*an astounding feel for the position of own body&lt;br /&gt;
*a great kinesthetic sense&lt;br /&gt;
*a very good sense of the position of own body&lt;br /&gt;
*a good kinesthetic sense&lt;br /&gt;
&lt;br /&gt;
*a meager kinesthetic sense&lt;br /&gt;
*a poor kinesthetic sense&lt;br /&gt;
*a very clumsy kinesthetic sense&lt;br /&gt;
*an unbelievably atrocious sense of the position of own body&lt;br /&gt;
&lt;br /&gt;
===Linguistic Ability===&lt;br /&gt;
*an astonishing ability with languages and words&lt;br /&gt;
*a great affinity for language&lt;br /&gt;
*a natural inclination toward language&lt;br /&gt;
*a way with words&lt;br /&gt;
&lt;br /&gt;
*a little difficulty with words&lt;br /&gt;
*little linguistic ability&lt;br /&gt;
*very little linguistic ability&lt;br /&gt;
*difficulty with words and language&lt;br /&gt;
&lt;br /&gt;
===Musicality===&lt;br /&gt;
*an astonishing knack for music&lt;br /&gt;
*a great musical sense&lt;br /&gt;
*a natural ability with music&lt;br /&gt;
*a feel for music&lt;br /&gt;
&lt;br /&gt;
*an iffy sense for music&lt;br /&gt;
*little natural inclination toward music&lt;br /&gt;
*next to no natural musical ability&lt;br /&gt;
*absolutely no feel for music at all&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
*an absolutely remarkable sense of others' emotions&lt;br /&gt;
*a great sense of empathy&lt;br /&gt;
*a very good sense of empathy&lt;br /&gt;
*an ability to read emotions fairly well&lt;br /&gt;
&lt;br /&gt;
*poor empathy&lt;br /&gt;
*a very bad sense of empathy&lt;br /&gt;
*next to no empathy&lt;br /&gt;
*the utter inability to judge others' emotions&lt;br /&gt;
&lt;br /&gt;
===Social Awareness===&lt;br /&gt;
*a shockingly profound feel for social relationships&lt;br /&gt;
*a great feel for social relationships&lt;br /&gt;
*a very good feel for social relationships&lt;br /&gt;
*a good feel for social relationships&lt;br /&gt;
&lt;br /&gt;
*a meager ability with social relationships&lt;br /&gt;
*a poor ability to manage or understand social relationships&lt;br /&gt;
*a lack of understanding of social relationships&lt;br /&gt;
*an absolute inability to understand social relationships&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Aquifer&amp;diff=114675</id>
		<title>v0.31:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Aquifer&amp;diff=114675"/>
		<updated>2010-05-24T03:57:26Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|03:57, 24 May 2010 (UTC)}}&lt;br /&gt;
An '''aquifer''' is a subterranean layer of {{l|water}}-bearing rock or {{l|soil}}. Attempts to mine through them will result in the mined-out squares immediately filling with {{l|water}}, effectively halting excavation at or below their level. This, in conjunction with the fact that they are often located in areas rich in {{l|loam}}, and {{l|sand}}, makes it difficult to find great quantities of {{l|stone}} in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a {{L|sedimentary layer|sedimentary layer}} such as sandstone, it may be possible to tunnel down through deposits of ore such as magnetite. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a utility like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, it is possible to create a wall of obsidian between your working area and the {{l|water}}-bearing rock or {{l|soil}}. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The cave-in method===&lt;br /&gt;
If there are enough layers above the aquifer, then letting non aquifer rock fall into the aquifer layer gives an area of dig-able rock. This requires at least 2 natural dry layers. If multiple aquifer layers are to be breached, things get more complicated. First {{l| channel}} out the area of aquifer that will be replaced. Then dig out all connecting floors and walls to the block that will fall (build a  support to hold it until you are ready for collision). A {{l| burrow}} may be useful to assign unnecessary dwarves to a safe area. When everyone is clear, de-construct the support with a lever. (If you forgot to bring stone, then you may instead build a constructed floor to support it, designate it to be destroyed, and have a {{l|hospital}} standing ready in case the unlucky one survives.)&lt;br /&gt;
&lt;br /&gt;
After the collapse, do not dig out the outer edge of the fallen rock.&lt;br /&gt;
&lt;br /&gt;
This does not work with {{l| wood}} walls  since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''There is a bug that may prevent this method from working, collapsed layers may turn into the aquifer layer type that the layer lands on.&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
&lt;br /&gt;
If you are playing in a freezing or very cold landscape, basically, where it snows in winter and instantly freezes water, you can dig out a 3x3 hole in the ground using channels, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with an up/down staircase - the incoming water will freeze after a few moments. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath. If there are two aquifer levels, for example, you can just make a larger initial hole, and make a smaller one for the level after. &lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
&lt;br /&gt;
The pumping method uses multiple pumps to keep an area dry long enough to smooth or {{l|wall}} off the edges, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a moderately sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You WILL get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider:&amp;lt;br /&amp;gt;   &lt;br /&gt;
- flowing water will cause parents to drop their infants, leading to job cancellations and occasionally &amp;lt;s&amp;gt;hilarity&amp;lt;/s&amp;gt; tragedy.&amp;lt;br /&amp;gt;&lt;br /&gt;
- mechanical {{l|power}} may come in handy, but dwarf power works just fine and is much more easily portable.  &amp;lt;br /&amp;gt;&lt;br /&gt;
- channels can sometimes be used in place of walls, causing water produced by by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below&amp;lt;br /&amp;gt;&lt;br /&gt;
- yes, this method may take a while.   &lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
&lt;br /&gt;
By editing the the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, it is possible to remove all aquifers from the world.  Make sure you do this before creating a new world to play on.  Some might regard this method as cheating, however, so use it at your own risk.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=114673</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=114673"/>
		<updated>2010-05-24T03:55:27Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|03:55, 24 May 2010 (UTC)}}&lt;br /&gt;
An '''aquifer''' is a subterranean layer of {{L|water}}-bearing rock or {{L|soil}}. Attempts to mine through them will result in the mined-out squares immediately filling with {{L|water}}, effectively halting excavation at or below their level. This, in conjunction with the fact that they are often located in areas rich in {{L|loam}}, and {{L|sand}}, makes it difficult to find great quantities of {{L|stone}} in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Aquifers often follow the landscape, higher levels below hills, and dropping to lower levels in valleys.&lt;br /&gt;
&lt;br /&gt;
Be aware that a single aquifer layer will have water on that level ''plus'' the next level down, occupying 2 levels altogether.  A two-layer aquifer will occupy those two plus the next level down, totaling 3 levels, and so on.  That lowest level is leaking from above, not from the sides, but the water is still there and presents most of the same hazards for mining.&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers are found in soil layers and some porous rock layers. They often span several rock layers.&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*{{L|Soil|sandy clay loam}}&lt;br /&gt;
*{{L|Soil|silty clay loam}}&lt;br /&gt;
*{{L|Soil|loam}}&lt;br /&gt;
*{{L|Soil|sandy loam}}&lt;br /&gt;
*{{L|Soil|silt loam}}&lt;br /&gt;
*{{L|Soil|loamy sand}}&lt;br /&gt;
*{{L|Soil|silt}}&lt;br /&gt;
*{{L|sand}}&lt;br /&gt;
*{{L|Soil|yellow sand}}&lt;br /&gt;
*{{L|Soil|white sand}}&lt;br /&gt;
*{{L|Soil|black sand}}&lt;br /&gt;
*{{L|Soil|red sand}}&lt;br /&gt;
*{{L|Soil|peat}}&lt;br /&gt;
*{{L|Soil|pelagic clay}}&lt;br /&gt;
*{{L|Calcareous ooze}}&lt;br /&gt;
*{{L|Soil|siliceous ooze}}&lt;br /&gt;
*{{L|sandstone}}&lt;br /&gt;
*{{L|conglomerate}}&lt;br /&gt;
*Puddingstone&lt;br /&gt;
Layers which CAN'T contain aquifers&lt;br /&gt;
*{{L|Soil|clay}}&lt;br /&gt;
*{{L|Soil|silty clay}}&lt;br /&gt;
*{{L|Soil|sandy clay}}&lt;br /&gt;
*{{L|Soil|clay loam}}&lt;br /&gt;
*{{L|siltstone}}&lt;br /&gt;
*{{L|mudstone}}&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
'''Rule #1''' - Never dig &amp;quot;up&amp;quot; to find an aquifer, unless you are prepared for the subsequent flood. There will be '''no''' &amp;quot;damp stone&amp;quot; warning when digging up into an aquifer!&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways. Firstly, much more of your equipment will likely be made from {{L|wood}}, especially early on, so it may help to be in a heavily forested area. Once you've established your {{L|fortress}} a bit, you will also be able to {{L|trade}} for {{L|stone}} and {{L|metal}}s if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it sometimes possible to find some amount of stone above the aquifer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately below the aquifer will result in patches of 'damp stone,' which will {{L|flood}} if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The speed method===&lt;br /&gt;
For multilayer aquifers, if your {{L|miner}}s dig fast enough more than one aquifer layer can be pierced. As of version .40c, one aquifer can drain into another. This allows work to be done from a layer down, but does not successfully pierce through all aquifer layers completely.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a {{L|sedimentary layer}} such as {{L|sandstone}}, it may be possible to tunnel down through deposits of {{L|ore}} such as {{L|magnetite}}. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a {{L|Utilities|utility}} like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of {{L|magma}}, you can create your own {{L|obsidian}} caissons.  The water from the aquifer is not pressurized, so it is safe to dig {{L|channel}}s in aquifer;  then you cover them with magma to create patches of obsidian, and stop the flow of magma with more water.  You can now dig inside the patch without it flooding, but leave borders!  Don't remove &amp;lt;em&amp;gt;all&amp;lt;/em&amp;gt; the obsidian.&lt;br /&gt;
&lt;br /&gt;
The outcome when magma meets water seems to depend somewhat on the height of the magma and water and greatly on the number of magma and water squares.  In equal numbers open water usually seems to win, advancing against the magma when an obsidian square is dug away, but aquifers seem a little less potent.  One thing that works is to keep digging out obsidian until the water square is exhausted.&lt;br /&gt;
&lt;br /&gt;
Unlike normal exploratory mining, once you have created an obsidian barrier against the aquifer on one level, you cannot dig that out, even though it is not &amp;quot;damp stone&amp;quot;.  If you do, you will have breached the aquifer again, and must either seal that leak or pump the water out.  If you must go down through multiple levels, each level will shrink the area because of these borders, so be sure to channel larger areas than you think you need.  (On the bright side, the &amp;quot;level below an aquifer&amp;quot; is gone once you fill that level with obsidian - but only directly under what you created.)&lt;br /&gt;
&lt;br /&gt;
===The magma vent method===&lt;br /&gt;
Magma {{L|vent}}s have a dry area around it that may allow you to get past the aquifer with minimal effort. Just outside the magma is always a layer of obsidian, which is one of the many stones unable to hold aquifer water. Just beyond this obsidian will be a layer of the surrounding soil or rock which has been dried by the {{L|magma vent}}. Depending on the exact layout of your magma vent, you may be able to dig straight down next to it, or you may have to dig around a bit to find a workable path.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
*With a visible magma shaft, any tile that is not touching the magma on its Z-level (by edge or corner) is safe from magma, even if there is magma directly above it. &lt;br /&gt;
*Any tile which is not marked as damp is safe from the aquifer, even if there is a damp tile next to it. (This is ''not'' true if you have used the magma/obsidian method, above!)&lt;br /&gt;
*To find the water-safe tiles, you can dig down {{L|stair}}cases on the floor above, which reveal the tile below. These can later be covered up by constructed {{L|floor}}s, if you want.&lt;br /&gt;
**'''Warning:''' Do not dig up staircases on the aquifer layer until you know the tile is safe from water.  Digging an up staircase creates an open tile, which can fill with water and render adjacent squares unsafe.&lt;br /&gt;
*The dried tiles are the same type as the surrounding aquifer, so an aquifer-filled {{L|sand}} layer can be used for gathering sand, if it touches the magma vent.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
It is possible to {{L|pump}} the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than most methods and can be done anywhere.  It's possible to build {{L|wall}}s on the levels with aquifers to stop water. It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
There is an example of how to get through an aquifer with pumps here:  http://mkv25.net/dfma/movie-120-aquifercmv&lt;br /&gt;
Note that this method will not work with the current version, as it is no longer possible to pump an infinite amount of water into one tile.  It can be modified, however, by placing channels behind the pumps so that the water drains back into the aquifer.  It is also no longer possible to operate the pumps with a waterwheel built in the aquifer.  This can be resolved by hooking up your pumps to another source of power, or by setting the pumps to be manually operated.  The latter option will require quite a few dwarfs with nothing better to do but operate pumps.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Waterwheels will start generating power in aquifer tiles if the water is disturbed via another channel into the 'pool' or a manually-started pump for a few moments, as the 'motion' has started. it can then be used as additional power for the pumps.&lt;br /&gt;
&lt;br /&gt;
It is possible to expand this method to breach multiple z-levels. Just make sure your {{L|room}} on the next level down has a minimum of room allowed for this design. For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump them out one at a time from at least three sides (into another section when necessary, you only need one dry at a time), and building {{L|wall}}s on the outer edges. As you pump out additional sections, you can connect them, digging through the dividing dirt walls and building a wall between the two sections you've already built to complete the water-proofing. As a note, pumps can't pump if you build a wall in the space they're pumping from(though floor-grates work fine), which is why it is necessary to either pump from all four sides, or to dig out the space to rewall.&lt;br /&gt;
&lt;br /&gt;
===The ice method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*9 pieces of material suitable for crafting {{L|Wall|Walls}} and {{L|floor}}s.&lt;br /&gt;
*1 {{L|Carpenter}} or {{L|Mason}} (depending on your wall's building material of choice)&lt;br /&gt;
*1 {{L|Miner}} (using multiple miners runs the danger of one miner digging a channel on the floor another is standing on!*)[Fixed in .33f]&lt;br /&gt;
*A map which freezes&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
#Dig channels in a 5x5 square.&lt;br /&gt;
#Dig stairs on the outside of the square to allow access to the next level.&lt;br /&gt;
#Carefully dig channels underneath all the other channels and build another stair down.&lt;br /&gt;
#Continue down in this way until you're right above the water table.&lt;br /&gt;
#Dig channels around a central square.&lt;br /&gt;
#Wait for the water to freeze.&lt;br /&gt;
#The outer-most {{L|block}}s of {{L|ice}} on the aquifer level will prevent the inner block from being damp.&lt;br /&gt;
#Dig a central set of stairs which will allow you to go through the aquifer level and access the levels below.&lt;br /&gt;
#If the map will warm up, make sure to surround the stairwell on the aquifer level with walls.&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
Diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - {{L|grate}}&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - up stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
&lt;br /&gt;
Surface level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermediate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCCX&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level + 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CC&amp;gt;CF&amp;lt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWXWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The cave-in method=== &lt;br /&gt;
If you cause the soil layers above the aquifer to cave-in on the aquifer layer, the caved-in layers above the aquifer will become mineable. Note that you must cave in entire blocks, not just floors.&lt;br /&gt;
&lt;br /&gt;
showcase on 2 levels with aquifer: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Aquifier cavein 1level.jpg&lt;br /&gt;
Image:Aquifier cavein 2level.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Differing biomes===&lt;br /&gt;
If your local area has more than one {{L|biome}}, you may be able to dig down in one biome to bridge under an aquifer in another. This won't work if the aquifer is present in all {{L|biome}}s, of course, but it may be useful in the case of a surprise aquifer that was not marked on the region selection screen.&lt;br /&gt;
&lt;br /&gt;
===Changes in elevation===&lt;br /&gt;
Aquifers can follow the surface terrain, staying X-number of levels below the surface, instead of existing on one flat level. By digging a tunnel straight into a lower hillside (and letting the water pour out initially), you can access an area &amp;quot;below&amp;quot; the same aquifer present in an upper level.  Treat the flowing water as above, by smoothing, pumping, or letting it flow somewhere.&lt;br /&gt;
&lt;br /&gt;
In a sufficiently steep {{L|mountain}}, the higher elevations may have no aquifer, even if the entire region appears to have one on the Embark screen.&lt;br /&gt;
&lt;br /&gt;
In areas with extreme changes in elevation, be they hills or cliffs, it's possible that the areas above and below the aquifer will be accessible by directly digging into the hillside or cliff. In locations like this, one can build a fortress that enjoys the benefits of having an aquifer with little or none of the hassle of getting through the aquifer to access stone. To find areas like this, look for high elevation cliffs on the embark screen.&lt;br /&gt;
&lt;br /&gt;
===Caves===&lt;br /&gt;
If your embark location happens to contain a {{L|cave}}, it may provide a pre-made path through the aquifer, as the cave's walls will not leak water (unless they are dug away).&lt;br /&gt;
&lt;br /&gt;
===Cheating===&lt;br /&gt;
There are also different 3rd party {{L|utility|utilities}} that can get you through aquifers in a variety of creative and painless ways - if that's okay by you, go for it.  Try Tweak, among others.&lt;br /&gt;
&lt;br /&gt;
== Advantages of aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area {{L|underground}} but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing {{L|well}}s a simpler task, as well as ensuring easy access to subterranean water supplies. Also, just as water will flow endlessly ''out''  of an aquifer if there is a way out, it will flow endlessly ''into'' an aquifer given time. If you dig a channel into an aquifer, water that runs into the channel will disappear without ever causing it to overflow.  You can power water wheels from one aquifer draining into another.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
*Tunnels dug directly below an aquifer will flood. Go down another level before you ruin all that hard work you spent getting through in the first place.&lt;br /&gt;
*Smoothing an aquifer wall will make it stop leaking water. This is especially useful when you are trying to get through with a pump. A tunnel directly below a smoothed aquifer tile will not flood. Digging through the smoothed wall tile will cause it to leak water again until you have completely dug out the tile.&lt;br /&gt;
*An aquifer wall will not leak water diagonally; it will only add water to tiles directly north/south/east/west.&lt;br /&gt;
*On an ocean {{L|island}}, the aquifer is not potable (unlike aquifers on real-life oceanic islands), so you cannot create drinking water zones from the aquifer.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=114670</id>
		<title>40d:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=114670"/>
		<updated>2010-05-24T02:48:45Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Oops. Accidental messup on quality timestamp, where i forgot to add the |. Fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|02:47, 24 May 2010 (UTC)}}&lt;br /&gt;
As your dwarves gain [[experience]] in various skills, they also gain '''attribute''' increases.  There are three dwarven attributes: Strength, Agility, and Toughness.  When a [[dwarf]] gains an attribute increase, an announcement appears: &amp;quot;[Dwarf] is more experienced.&amp;quot;  Dwarves will not gain attributes if they are doing something that does not involve a skill -- hauling, being stationed on duty (and not in combat), on break, etc.&lt;br /&gt;
&lt;br /&gt;
Dwarves which attain {{L|legendary}} skill levels are likely to have one or more attributes at a highly developed level, and will continue to gain attribute increases as they exercise their skill.  &lt;br /&gt;
&lt;br /&gt;
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.&lt;br /&gt;
&lt;br /&gt;
==The 3 attributes==&lt;br /&gt;
=== Strong ===&lt;br /&gt;
&lt;br /&gt;
Allows a dwarf to carry heavy objects without being slowed, and (presumably) increases damage. In adventure mode, having a higher level of strength will enable you to pull your {{L|weapons}} out of a wound in which they have been stuck with a lower chance of losing hold of it. It also increases your chance of successful {{L|wrestling}} moves (i.e. pulling a {{L|sword}} out of a {{L|kobold}}'s hand).&lt;br /&gt;
&lt;br /&gt;
The levels of strength are:&lt;br /&gt;
&lt;br /&gt;
* (No indicator - base strength)&lt;br /&gt;
* Strong&lt;br /&gt;
* Very Strong&lt;br /&gt;
* Extremely Strong&lt;br /&gt;
* Mighty&lt;br /&gt;
* Ultra-Mighty&lt;br /&gt;
&lt;br /&gt;
=== Agile ===&lt;br /&gt;
&lt;br /&gt;
Speeds many tasks undertaken by a dwarf, including movement, combat, digging.  (Does'' not'' speed &amp;quot;workshop&amp;quot; related tasks.{{verify}})&lt;br /&gt;
&lt;br /&gt;
The levels of agility are:&lt;br /&gt;
*(No indicator - base agility) --  speed 1000&lt;br /&gt;
*Agile -- speed 1098&lt;br /&gt;
*Very Agile -- speed 1219&lt;br /&gt;
*Extremely Agile -- speed 1369&lt;br /&gt;
*Unbelievably Agile -- speed 1562&lt;br /&gt;
*Perfectly Agile -- speed 1818&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;speed&amp;quot; values are what is shown in [[Adventure Mode]].  If you choose to modify the game to make dwarves faster, you must use numbers lower than 1000 (e.g., [SPEED:700]) in {{L|creature_standard.txt}}.  See {{L|speed}} for more details.&lt;br /&gt;
&lt;br /&gt;
=== Tough ===&lt;br /&gt;
&lt;br /&gt;
Makes a dwarf both harder to injure and capable of making more combat moves before getting tired.  Also increases the time before a dwarf succumbs to thirst, hunger, suffocation, and drowning. Reduces the chance of falling unconscious due to pain.  Also decreases the amount of bedrest needed to heal from wounds.&lt;br /&gt;
&lt;br /&gt;
The levels of toughness are:&lt;br /&gt;
* (No indicator - base toughness)&lt;br /&gt;
* Tough&lt;br /&gt;
* Very Tough&lt;br /&gt;
* Extremely Tough&lt;br /&gt;
* Unbelievably Tough&lt;br /&gt;
* Superdwarvenly Tough&lt;br /&gt;
&lt;br /&gt;
Races other than dwarves will have different race-appropriate descriptors for the top toughness level (Superhumanly, Superelvenly, or Supergoblinly).&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
Attribute increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
The specific attribute gained is selected randomly, and specific skills have no relationship to which attributes are gained - any skill can bestow any attribute equally.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
There are several good guides at how to quickly level up your {{L|dwarves}} in the military section, most notably the {{L|Sparring}} article and the {{L|Cross-training}} article.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
!  2&lt;br /&gt;
| 4500&lt;br /&gt;
|-&lt;br /&gt;
!  3 &lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
!  4&lt;br /&gt;
| 11000&lt;br /&gt;
|-&lt;br /&gt;
!  5&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
!  6&lt;br /&gt;
| 19500&lt;br /&gt;
|-&lt;br /&gt;
!  7&lt;br /&gt;
| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This presumably keeps going, following the formula: Y=1750X+250X&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (Experience needed = 1750*level + 250*level squared) &lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=114669</id>
		<title>40d:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=114669"/>
		<updated>2010-05-24T02:47:52Z</updated>

		<summary type="html">&lt;p&gt;Hugna: No change required for quality. Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork02:47, 24 May 2010 (UTC)}}&lt;br /&gt;
As your dwarves gain [[experience]] in various skills, they also gain '''attribute''' increases.  There are three dwarven attributes: Strength, Agility, and Toughness.  When a [[dwarf]] gains an attribute increase, an announcement appears: &amp;quot;[Dwarf] is more experienced.&amp;quot;  Dwarves will not gain attributes if they are doing something that does not involve a skill -- hauling, being stationed on duty (and not in combat), on break, etc.&lt;br /&gt;
&lt;br /&gt;
Dwarves which attain {{L|legendary}} skill levels are likely to have one or more attributes at a highly developed level, and will continue to gain attribute increases as they exercise their skill.  &lt;br /&gt;
&lt;br /&gt;
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.&lt;br /&gt;
&lt;br /&gt;
==The 3 attributes==&lt;br /&gt;
=== Strong ===&lt;br /&gt;
&lt;br /&gt;
Allows a dwarf to carry heavy objects without being slowed, and (presumably) increases damage. In adventure mode, having a higher level of strength will enable you to pull your {{L|weapons}} out of a wound in which they have been stuck with a lower chance of losing hold of it. It also increases your chance of successful {{L|wrestling}} moves (i.e. pulling a {{L|sword}} out of a {{L|kobold}}'s hand).&lt;br /&gt;
&lt;br /&gt;
The levels of strength are:&lt;br /&gt;
&lt;br /&gt;
* (No indicator - base strength)&lt;br /&gt;
* Strong&lt;br /&gt;
* Very Strong&lt;br /&gt;
* Extremely Strong&lt;br /&gt;
* Mighty&lt;br /&gt;
* Ultra-Mighty&lt;br /&gt;
&lt;br /&gt;
=== Agile ===&lt;br /&gt;
&lt;br /&gt;
Speeds many tasks undertaken by a dwarf, including movement, combat, digging.  (Does'' not'' speed &amp;quot;workshop&amp;quot; related tasks.{{verify}})&lt;br /&gt;
&lt;br /&gt;
The levels of agility are:&lt;br /&gt;
*(No indicator - base agility) --  speed 1000&lt;br /&gt;
*Agile -- speed 1098&lt;br /&gt;
*Very Agile -- speed 1219&lt;br /&gt;
*Extremely Agile -- speed 1369&lt;br /&gt;
*Unbelievably Agile -- speed 1562&lt;br /&gt;
*Perfectly Agile -- speed 1818&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;speed&amp;quot; values are what is shown in [[Adventure Mode]].  If you choose to modify the game to make dwarves faster, you must use numbers lower than 1000 (e.g., [SPEED:700]) in {{L|creature_standard.txt}}.  See {{L|speed}} for more details.&lt;br /&gt;
&lt;br /&gt;
=== Tough ===&lt;br /&gt;
&lt;br /&gt;
Makes a dwarf both harder to injure and capable of making more combat moves before getting tired.  Also increases the time before a dwarf succumbs to thirst, hunger, suffocation, and drowning. Reduces the chance of falling unconscious due to pain.  Also decreases the amount of bedrest needed to heal from wounds.&lt;br /&gt;
&lt;br /&gt;
The levels of toughness are:&lt;br /&gt;
* (No indicator - base toughness)&lt;br /&gt;
* Tough&lt;br /&gt;
* Very Tough&lt;br /&gt;
* Extremely Tough&lt;br /&gt;
* Unbelievably Tough&lt;br /&gt;
* Superdwarvenly Tough&lt;br /&gt;
&lt;br /&gt;
Races other than dwarves will have different race-appropriate descriptors for the top toughness level (Superhumanly, Superelvenly, or Supergoblinly).&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
Attribute increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
The specific attribute gained is selected randomly, and specific skills have no relationship to which attributes are gained - any skill can bestow any attribute equally.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
There are several good guides at how to quickly level up your {{L|dwarves}} in the military section, most notably the {{L|Sparring}} article and the {{L|Cross-training}} article.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
!  2&lt;br /&gt;
| 4500&lt;br /&gt;
|-&lt;br /&gt;
!  3 &lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
!  4&lt;br /&gt;
| 11000&lt;br /&gt;
|-&lt;br /&gt;
!  5&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
!  6&lt;br /&gt;
| 19500&lt;br /&gt;
|-&lt;br /&gt;
!  7&lt;br /&gt;
| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This presumably keeps going, following the formula: Y=1750X+250X&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (Experience needed = 1750*level + 250*level squared) &lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Attack&amp;diff=114668</id>
		<title>v0.31:Attack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Attack&amp;diff=114668"/>
		<updated>2010-05-24T02:45:14Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Since there was no mention of Adventure Mode and how to attack, i've added it in, aswell as added categories. May require rerating. Also adding a quality timestamp. Retimestamp if wrong quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|02:45, 24 May 2010 (UTC)}}&lt;br /&gt;
== Dwarf Fortress Mode ==&lt;br /&gt;
:''(See the {{L|Military}} article for a full discussion of how to manipulate squads and options with your military, like arming or armouring them, among many other important concepts.  This article is for unarmed, immediate response only, the most basic concept.)''&lt;br /&gt;
&lt;br /&gt;
The military menus (plural) can be confusing at first. You should learn how they work.  But if you haven't done that, and all you want/need to do is deal with a minor target ''right now'', without any complex preparation, no armour or weapons, perhaps a {{L|thief}}, perhaps a {{L|creature}}, this is the easiest way to do it (short of relying on {{L|Kennel#Trainable_Animals|attack animals}} or {{L|trap design|complex traps}})...&lt;br /&gt;
&lt;br /&gt;
:*1) '''Pause''' the game (by hitting {{k|spacebar}}). &lt;br /&gt;
&lt;br /&gt;
:*2) In the '''{{k|n}}obles menu''', assign a &amp;quot;militia commander&amp;quot;. Select a dwarf you ''don't'' plan to use for this skirmish - maybe your Doctor, who you ''never'' want on the battlefield.  When you do that, you'll notice a new position appears at the bottom, &amp;quot;militia captain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::*2.1) Assign one of the dwarves you ''do'' want to use for this skirmish to &amp;quot;militia captain&amp;quot;. Another slot for &amp;quot;militia captain&amp;quot; will appear below that - ignore it, and {{k|Esc}} out of that menu.&lt;br /&gt;
&lt;br /&gt;
:*3) Open the '''{{k|m}}ilitary menu'''. Use the up/down arrows to highlight the &amp;quot;militia captain&amp;quot; and hit {{k|c}}reate squad. This squad, led by the dwarf you've already chosen, will be the ones you send to deal with the problem.&lt;br /&gt;
&lt;br /&gt;
::: When prompted, use the up/down arrows to highlight &amp;quot;'''no uniforms'''&amp;quot;, and hit {{k|Enter}}.  You should see the name of the squad and the captain you just assigned. &lt;br /&gt;
&lt;br /&gt;
::*3.1) Use the left/right/up/down arrows to highlight an &amp;quot;AVAILABLE&amp;quot; slot, and then choose the next dwarf you want in that squad. You can {{k|Esc}}ape to check the map and ID your dwarves and then come back to this {{k|m}}ilitary screen to finish filling in the squad.&lt;br /&gt;
&lt;br /&gt;
::*3.2) Once you have all the dwarves you want, hit {{k|u}} for &amp;quot;supplies&amp;quot;.  Use the {{k|-}}/{{k|+}} keys to select &amp;quot;'''Do not carry water'''&amp;quot;, and the {{k|/}}/{{k|*}} keys to select &amp;quot;'''Do not carry food'''&amp;quot;. (You do want fast response, and not a long-term patrol, right?)  Hit {{k|Esc}} to return the map, or {{k|p}}ositions to add some more dwarves.&lt;br /&gt;
&lt;br /&gt;
:*4) Now open the '''{{k|s}}quads sub-window'''.  &lt;br /&gt;
&lt;br /&gt;
::*4.1) Hit {{k|A}}ll (''capital'' &amp;quot;A&amp;quot;) to select all the members of that squad.&lt;br /&gt;
&lt;br /&gt;
::*4.2) Hit {{k|k}} to attack ({{k|k}}ill!) a target.  Now you have several ways to choose your target - or more than one target, depending on the method...&lt;br /&gt;
&lt;br /&gt;
:::* If you move the cursor over the target, you can hit {{k|Enter}}.&lt;br /&gt;
:::* Hit {{k|l}}ist for a list of possible targets. The actual creatures/targets will flash on the main map with their identifying letter to aid you in differentiating.&lt;br /&gt;
:::* If you have a number of targets, you can move the cursor and hit {{k|Enter}} to form the opposite corners of a (highly visible!) rectangle - all non-friendly creatures within that area will then be targeted.&lt;br /&gt;
&lt;br /&gt;
:::The squad should now be listed as assigned to &amp;quot;Kill _____&amp;quot;, flashing in red at the top of the sub-window.  Once you see that, hit {{k|Esc}}...&lt;br /&gt;
&lt;br /&gt;
:*5) ...And '''un-pause''' the game.&lt;br /&gt;
&lt;br /&gt;
:(When the deed is done, simply go into the {{k|m}}ilitary screen, select that squad, and {{k|d}}elete that squad. Since the dwarves have no equipment/weapons, they won't drop anything, and will simply find a new job and wander back to work.)&lt;br /&gt;
&lt;br /&gt;
If the target escapes from the map or otherwise becomes inaccessible, then the order to kill may be cancelled without deleting the squad. Go to {{K|s}} squad, {{K|a}} select exclusively, {{K|o}} cancel Order.&lt;br /&gt;
&lt;br /&gt;
Note that unarmed, untrained dwarves are not very impressive in their death-dealing abilities, not even against minor opponents - and one with a knife can prove to be quite dangerous. Sending four or more against a goblin/kobold thief will eventually kill the little bugger, but not before some injuries to the home team. &lt;br /&gt;
&lt;br /&gt;
For a truly safe response system, you need regular military - and to expand on this by reading and understanding the {{L|military}} and related articles.&lt;br /&gt;
== {{l|adventure mode|Adventure Mode}} ==&lt;br /&gt;
Attacks are comprived of two ways in adventure move: manual and automatic. When you bump into an enemy, you will automatically attack it, except in the times where theres more than one on the square, whereas you target the enemy you wish to hit. Manual targeting is based on the {{k|A}} key then the letter which corresponds the enemy you wish to attack, which allows more than just attacking manually. It allows you to {{l|wrestler|wrestle}} an enemy by pressing {{k|Enter}} in order to change attack modes from punching/weapon attacks, to wrestling, enabling you to choose in a list of using any body part that allows you to grab an enemy, and later being able to do more than just holding onto them. You can also use a takedown technique, that allows you to put them to the ground, plus a strangling technique, which enables you to slowly kill your enemy. It's the same as the way you attack in dwarf fortress mode: Fight to kill.&lt;br /&gt;
&lt;br /&gt;
You do not need to worry about attacking friendly targets, As auto target prevents it. It instead replaced both squares both units were on to move to their own squares, instead of attacking. Manual attacking gives a confirmation before attacking, which will also cause any other {{l|civilization}} unit to attack you, however, other civilization will remain unaffected.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bituminous_coal&amp;diff=114666</id>
		<title>v0.31:Bituminous coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bituminous_coal&amp;diff=114666"/>
		<updated>2010-05-24T02:17:41Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0|uses=&lt;br /&gt;
* Create 3 {{l|coke}} at {{l|smelter}}}}{{av}}{{Quality|Exceptional|02:17, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bituminous coal''' is found in {{l|vein}}s in {{l|sedimentary layer}}s and is one of the two mineral sources of {{l|fuel}}.  When processed at a {{l|smelter}} or {{l|magma smelter}}, one unit of bituminous coal produces 3 units of {{l|coke}}. If done at a regular {{l|smelter}}, this processing requires one pre-existing unit of fuel (either charcoal or coke), leaving a ''net'' production of 2 fuel.&lt;br /&gt;
&lt;br /&gt;
Bituminous coal is flammable, and obviously is ''not'' a {{l|fire-safe}} material.&lt;br /&gt;
&lt;br /&gt;
Bituminous coal is '''not''' the same as {{l|fuel|&amp;quot;refined coal&amp;quot; or &amp;quot;coal&amp;quot;}}, though it is directly related.&lt;br /&gt;
&lt;br /&gt;
;See also:&lt;br /&gt;
:* {{l|lignite}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambush&amp;diff=114665</id>
		<title>v0.31:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambush&amp;diff=114665"/>
		<updated>2010-05-24T02:08:05Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Someone messed up with this page's timestamp. Added | to space out, and fix the timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|01:40, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An '''ambush''' is a sudden event in [[fortress mode]] when a small force of enemy [[humanoid]]s, typically goblins, attempts to attack your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarves]] in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a cage [[trap]] or come close to your dwarves or [[pet]]s. Not all traps trigger alert, specifically [[trap|stone fall traps]] and [[weapon trap]]s do not , [[Trap#Cage_Trap|cage traps]] do. You can still detect invaders from checking your traps &amp;quot;visually&amp;quot; - if the trap killed an invader the [[corpse]] and gear will be there. An ambush is announced with the message: &amp;quot;An Ambush!  Curse them!&amp;quot;. Ambushs tend to arrive with {{L|caravan}}s but can happen any time. Note that Goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bookkeeper&amp;diff=114664</id>
		<title>v0.31:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bookkeeper&amp;diff=114664"/>
		<updated>2010-05-24T02:06:42Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Quality rating seems good. Adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|02:06, 24 May 2010 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Bookkeeper&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function=&lt;br /&gt;
* Accurate accounting of {{L|stocks}} and {{L|wealth}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper is an appointed {{L|Noble}} who updates the {{L|stocks}} and {{L|created wealth}} screens with more accurate information. The Bookkeeper needs to work in an [[office]] to do this job. The Bookkeeper uses the {{L|Record keeper}} skill, which grants the profession {{L|Clerk}}.&lt;br /&gt;
&lt;br /&gt;
The desired level of accuracy can be set in the {{key|s}}ettings menu from the {{key|n}}obles screen (when the Bookkeeper is highlighted). Above the lowest level of accuracy, the bookkeeper needs a {{L|meager office}}. He must work not only to attain an accuracy level, but also to maintain it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BOOKKEEPER]&lt;br /&gt;
	[NAME:bookkeeper:bookkeepers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:ACCOUNTING]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:180]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Clerk&amp;diff=114663</id>
		<title>v0.31:Clerk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Clerk&amp;diff=114663"/>
		<updated>2010-05-24T02:04:10Z</updated>

		<summary type="html">&lt;p&gt;Hugna: It was copied from 40d, and used as a redirect on the 40d version. Fixed this page as a redirect to the DF2010 version of Book Keeper.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Bookkeeper]]&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambush&amp;diff=114660</id>
		<title>v0.31:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambush&amp;diff=114660"/>
		<updated>2010-05-24T01:40:24Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Quality rating fine, adding quality timestamp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine01:40, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An '''ambush''' is a sudden event in [[fortress mode]] when a small force of enemy [[humanoid]]s, typically goblins, attempts to attack your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarves]] in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a cage [[trap]] or come close to your dwarves or [[pet]]s. Not all traps trigger alert, specifically [[trap|stone fall traps]] and [[weapon trap]]s do not , [[Trap#Cage_Trap|cage traps]] do. You can still detect invaders from checking your traps &amp;quot;visually&amp;quot; - if the trap killed an invader the [[corpse]] and gear will be there. An ambush is announced with the message: &amp;quot;An Ambush!  Curse them!&amp;quot;. Ambushs tend to arrive with {{L|caravan}}s but can happen any time. Note that Goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ashery&amp;diff=114659</id>
		<title>v0.31:Ashery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ashery&amp;diff=114659"/>
		<updated>2010-05-24T01:38:31Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Added information into this page. Though it's pretty low, i was hoping to be more explanatory. Placed it as fine, assuming it's worth it due to others of this nature were rated this short.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|01:38, 24 May 2010 (UTC)}}&lt;br /&gt;
{{Workshop|name=Ashery|key=y|job={{L|Potash maker|Potash Making}} or {{L|Lye maker|Lye Making}} &lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Barrel}}&lt;br /&gt;
* {{L|Bucket}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Potash maker|Potash Making}}&lt;br /&gt;
* {{L|Lye maker|Lye Making}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Ash}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Lye}}&lt;br /&gt;
* {{L|Potash}}&lt;br /&gt;
}}&lt;br /&gt;
The '''Ashery''' is used to make {{l|lye}}, aswell as making {{l|potash}} from {{l|ash}} or lye. To build an ashery, it required the following materials, and hitting the keys, {{k|b}},  {{k|w}}, and {{k|y}}, and placing a spot to build. Lye is one of the main ingredients for {{l|soap}}, which is used for {{l|cleaning}} {{l|wound|wounds}}, and the fortress, while potash is used for fertilizing {{l|farm plot|farms}}, allowing an increased output of {{l|plants}}.&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Prickle_berry&amp;diff=114628</id>
		<title>40d:Prickle berry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Prickle_berry&amp;diff=114628"/>
		<updated>2010-05-23T22:01:51Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{Crop|color=2:0:0|seed_color=2:0:0|character=:|name=Prickle berry|edible=Yes|cookable=Yes|alcohol={{L|Prickle berry wine}}|spring=1|summer=1|autumn=1|winter=1|habitat=Not freezing (dry)|uses=&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{L|Prickle berry}} grows wild, can be gathered using the {{L|plant gathering}} skill, and can be grown from gathered {{L|seed}}s in {{L|spring}}, {{L|fall|autumn}}, or {{L|winter}}.  Prickle berry can be eaten raw, {{L|cooking|cooked}}, or {{L|brewing|brewed}} to make {{L|prickle berry wine}}.&lt;br /&gt;
&lt;br /&gt;
Prickle berry is an outdoor plant, and thus can be used to start {{L|farming}} operations outside.&lt;br /&gt;
&lt;br /&gt;
*Grow time: 500&lt;br /&gt;
*Plant value: 2&lt;br /&gt;
*Drink value: 1&lt;br /&gt;
*Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron&amp;diff=114627</id>
		<title>40d:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron&amp;diff=114627"/>
		<updated>2010-05-23T22:00:42Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Rated article &amp;quot;Masterwork&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{Metal|name=Iron|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Hematite}}&lt;br /&gt;
* {{L|Limonite}}&lt;br /&gt;
* {{L|Magnetite}}&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|pig iron}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|steel}} at {{L|smelter}}&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Anvil}}s&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Magma}} proof&lt;br /&gt;
* {{L|Armor|Block}}% 100&lt;br /&gt;
* {{L|Damage}}% 100&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Iron''' is an extremely useful and desired metal.  It is the second best {{L|weapons-grade}}* metal, only slightly behind steel ''(and not including {{L|adamantine}}, which is in a category by itself)''.  Iron has a {{L|Value#Material_multipliers|material multiplier}} of 10, putting on a par with {{L|silver}} and (approximately) {{L|black bronze}}, making it good but not &amp;quot;great&amp;quot; for producing metal objects of {{L|value}}.&lt;br /&gt;
:''(* Iron is also, arbitrarily, chosen as the baseline for comparison for other metals for armour and weapons - iron is &amp;quot;100%&amp;quot;, and other metals are higher or lower than that.)''&lt;br /&gt;
&lt;br /&gt;
Iron is predominantly used to make {{L|steel}}, or to forge {{L|weapons}} and {{L|armor}} if steel production is not possible.  Iron is the most commonly used of the three metals possible* to forge {{L|anvil}}s.  Iron can also be fashioned into objects such as {{L|coins}}, {{L|furniture}}, and {{L|crafts}}, when it is not being used for more practical purposes.&lt;br /&gt;
:''(* Steel and adamantine are harder to obtain and usually put to better uses, and while increasing an anvil's value they do not improve the anvil's effectiveness.)''&lt;br /&gt;
&lt;br /&gt;
Iron {{L|bar}}s can be created from {{L|ore}} at a {{L|smelter}} by a dwarf with the {{L|furnace operating}} {{L|labor}} activated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much like in real life, Dwarf Fortress does not have one single source for iron, but instead has three different '''iron ores'''. These are:&lt;br /&gt;
*{{L|Hematite}} &lt;br /&gt;
*{{L|Magnetite}}&lt;br /&gt;
*{{L|Limonite}}&lt;br /&gt;
&lt;br /&gt;
Combined, these only occur in {{L|igneous extrusive}}* and {{L|sedimentary}}* {{L|layer}}s. Since there is no iron ore in {{L|igneous intrusive layer}}s, these minerals are never found in {{L|granite}}, {{L|diorite}}, or {{L|gabbro}},  nor in any {{L|soil}} layers (unless a vein crosses partially into one from another area block -  see {{L|vein}}.)&lt;br /&gt;
&lt;br /&gt;
:''(* {{L|Andesite}}, {{L|Basalt}}, {{L|Felsite}}, {{L|Obsidian}}, and {{L|Rhyolite}} layers are igneous extrusive, while {{L|Sandstone}}, {{L|siltstone}}, {{L|mudstone}}, {{L|shale}}, {{L|claystone}}, {{L|rock salt}}, {{L|limestone}}, {{L|conglomerate}}, {{L|dolomite}}, {{L|flint}}, {{L|chert}}, and {{L|chalk}} layers are sedimentary.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Iron bars are needed to make [[pig iron]] bars, which in turn are used to make [[steel]] bars, using the following recipes:&lt;br /&gt;
&lt;br /&gt;
:* 1 iron bar + 1 {{L|flux}} (stone) + 1 {{L|refined coal}}  = 2 {{L|pig iron}} bars&lt;br /&gt;
:* 1 iron bar + {{L|pig iron}} + 1 {{L|flux}} (stone) + 1 {{L|refined coal}} = 2 {{L|steel}} bars&lt;br /&gt;
&lt;br /&gt;
See {{L|steel}} for a complete discussion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Invading goblins (or humans) often carry iron equipment, most of which is not usable by dwarves, being either &amp;quot;narrow&amp;quot; or &amp;quot;large&amp;quot;.  After successful fortress defense, recovered arms and armor can be {{L|trade}}d, or {{L|melt}}ed into iron {{L|bar}}s - this is sometimes referred to humorously as '''goblinite''', the 4th iron ore.  This can be a reliable source of iron even when other ores are scarce.&lt;br /&gt;
&lt;br /&gt;
It is also possible to {{L|trade}} for iron or iron ores.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{category|metals}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Native_copper&amp;diff=114625</id>
		<title>40d:Native copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Native_copper&amp;diff=114625"/>
		<updated>2010-05-23T21:54:05Z</updated>

		<summary type="html">&lt;p&gt;Hugna: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{Ore|name=Native copper|tile=£|color=6:7:0&lt;br /&gt;
|uses = &lt;br /&gt;
* {{l|Ore}} of {{l|copper}}&lt;br /&gt;
* Smelting {{l|bronze}}, {{l|brass}}, {{l|trifle pewter}}, {{l|fine pewter}}, and {{l|billon}}&lt;br /&gt;
|location =&lt;br /&gt;
* Veins in {{l|Igneous extrusive layer}}s&lt;br /&gt;
* Veins in {{l|Sandstone}}&lt;br /&gt;
|properties =&lt;br /&gt;
* {{l|Economic stone}}&lt;br /&gt;
* {{l|Material value}} 2}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Native copper''' is one of the three {{l|ore}}s that can be {{l|smelt}}ed directly into {{l|copper}}, and can also be combined with other ores to create five different {{l|alloy}}s.  Native copper is found as veins in {{l|sandstone}} and in all {{l|igneous extrusive layer}}s.&lt;br /&gt;
&lt;br /&gt;
== Smelting ==&lt;br /&gt;
Copper Nuggets can be used to make a wide range of {{l|metal|metal bars}} at a {{l|smelter}}:&lt;br /&gt;
* {{l|Copper}} bars&lt;br /&gt;
* {{l|Brass}} - with {{l|sphalerite}}&lt;br /&gt;
* {{l|Bronze}} bars - with {{l|cassiterite}}&lt;br /&gt;
* {{l|Trifle pewter}} - with 2 {{l|cassiterite}}&lt;br /&gt;
* {{l|Fine pewter}} - with 3 {{l|cassiterite}}&lt;br /&gt;
* {{l|Billon}} - with {{l|native silver}}, {{l|horn silver}}, {{l|galena}}, or {{l|tetrahedrite}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Copper.jpg|Nugget, 44 grams and about 3 cm large&lt;br /&gt;
File:NatCopper.jpg|Another similar sized copper nugget&lt;br /&gt;
File:Miedź rodzima.jpg|Native copper&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;br /&gt;
{{Category|Igneous Extrusive Stone Layers}}&lt;/div&gt;</summary>
		<author><name>Hugna</name></author>
	</entry>
</feed>