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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=159604</id>
		<title>v0.31 Talk:Adventurer mode</title>
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		<summary type="html">&lt;p&gt;Kittenykat: Undo revision 159596 by 70.162.88.143 (talk) - Inappropriate&lt;/p&gt;
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&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;
&lt;br /&gt;
 large dagger: small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
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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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
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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;
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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;
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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;
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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;
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::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;
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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;
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(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;
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 -- Anonymous, November 14, 7:08 pm pacific time&lt;br /&gt;
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== Difficulty settings ==&lt;br /&gt;
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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;
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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;
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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;
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: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;
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==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;
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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;
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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;
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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;
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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;
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12:36, 6 March 2011 (UTC)&lt;br /&gt;
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== Bandit leader ran away ==&lt;br /&gt;
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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;
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:You can {{K|l}}ook at your enemy to see what parts of their body have been damaged and check their current status. Refer [[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;
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== No warriors? ==&lt;br /&gt;
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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;
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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;
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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;
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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;br /&gt;
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== Precious water ==&lt;br /&gt;
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I have recently tried to fill my waterskin from a brook. And it filled with 1800 units of water at once! Thank goodness in .25 adventurer doesn't need to drink, for if i had to carry this around it would break my back. I wonder if this is a bug? But I found some good use for it: since every item is worth at shops at least one dwarfbuck, I was able to sell water from the waterskin for 1800¤! And then i walked five steps to the brook and refilled it again. I guess this may be a good source of money. --[[Special:Contributions/95.221.130.130|95.221.130.130]] 11:13, 22 October 2011 (UTC)&lt;br /&gt;
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== Getting steel armor in Adventurer mode ==&lt;br /&gt;
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I've heard people say &amp;quot;get your companions killed and grab their armor&amp;quot;, but so far I've only seen human fort with human soldier, which use iron armor in human (&amp;quot;large&amp;quot; for dwarf) size. Shops only sell iron ones too.&lt;br /&gt;
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So how do I get steel armor, or better, &amp;quot;large&amp;quot; steel armor for human adventurer?&lt;br /&gt;
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Also, is there any penalty for wearing the wrong sized armor?&lt;br /&gt;
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:Alas, humanity don't know steel. And you can't wear garments of improper size at all. So to obtain best armor you have to start as a dwarf. --[[Special:Contributions/93.175.6.75|93.175.6.75]] 19:15, 10 November 2011 (UTC)&lt;br /&gt;
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== Traders Stealing Stuff? ==&lt;br /&gt;
&amp;lt;del&amp;gt;So, I just traded for some items and, being new, accidentally left the shop.  When I came back after realizing my blunder, I found the item I purchased to be owned by the shop again!  Filthy traders be stealin' my stuff!  Also, I know it's the right shop because I found all the items I sold there.  Bug or am I just an idiot at the wrong shop (somehow)?&amp;lt;/del&amp;gt; &lt;br /&gt;
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Turns out I'm an idiot.  The items I purchased were hidden down the list and I wasn't aware I could scroll it.  :/  [[User:Valaramech|Valaramech]] 17:42, 14 November 2011 (UTC)&lt;br /&gt;
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== Sneak + Wrestle = Win? (with story) ==&lt;br /&gt;
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So I was in a fight with a master swordsman and my skills were far below his. The fight went on so long, it fell to nighttime and we were both tired (I assume he was too...). He managed to stab my upper right arm &amp;gt;several&amp;lt; times, but otherwise he couldn't penetrate my armor. He kept rolling and dodging my attacks, but an unfortunate roll slammed him into a tree and it gave me an opportunity to stab both his feet. He managed to get up and responded by another stab in my right arm, my weapon being dropped. I turned and ran and was about 20 tiles away when the excitement of the battle (we're talking 300+ turns of combat!) made me turn back. At this point, I noticed that I was able to sneak somehow (obstructed view?) from less than 20 tiles away, and knew I couldn't beat him in my current condition, without my sword.&lt;br /&gt;
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I snuck up to him, and with Novice Wrestler skill, I grabbed and broke both his arms without a single fail or &amp;quot;adjust grip&amp;quot; or being spotted. Even with his weapons disabled, I broke my sneak and tried to strike him with my shield hand (complete fail), he turns around and bites my wounded right arm, and I finally fall unconscious. Before I come to, he spends about a half-dozen turns kicking me in the head and body, giving me some serious wounds. I break distance, drop shield, pick up sword with my good arm, approach him LIKE A BOSS without fear, stabbed his lower body (fell to the ground), upper body (falls unconscious), then a slash to the head decapitated him.&lt;br /&gt;
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The good: I gained a ton of skills experience from just one fight, and an epic one at that.&lt;br /&gt;
The bad: It was night and attempting to get to town got me torn apart by bogeymen. :(&lt;br /&gt;
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Anyway, my swordsman skill as being Proficient was clearly not a match for my opponent and I missed over 95% of all attacks, but a Novice in wrestling while sneaking had literally given a 100% success rate. I should've kept going and strangled him. My question is, is wrestling while ambushing (I was a Legendary Ambusher, of course) bugged to be no-fail? I don't like wrestling since I'd rather be a Legendary Swordsman rather than a Legendary Wrestler who uses a sword. [[Special:Contributions/72.189.39.24|72.189.39.24]] 16:36, 30 November 2011 (UTC)&lt;br /&gt;
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== Infections? ==&lt;br /&gt;
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I suspect that the answer is no, but is there any way to combat infection in Adventurer once you've already been infected? It's quite disappointing to be walking around for weeks with several broken/smashed apart appendages that simply refuse to heal.&lt;br /&gt;
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== Elf Traders In Human Towns? ==&lt;br /&gt;
&lt;br /&gt;
While looking for a nice sword I came upon these elven miscreants in the shops. Another thing I found odd, was they were selling human goods. I let the world generate 10000 years if that makes any difference. Is this common?&lt;/div&gt;</summary>
		<author><name>Kittenykat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=159603</id>
		<title>v0.31 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=159603"/>
		<updated>2012-01-28T18:55:30Z</updated>

		<summary type="html">&lt;p&gt;Kittenykat: /* Fully Automated Training */ diagram needed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swimming training ==&lt;br /&gt;
&lt;br /&gt;
The page text says that &amp;quot;[t]raining your little ones just requires a place of constantly or temporarily 4-6/7 water. To keep them there you can use military orders or make rooms like a meeting hall.&amp;quot; However, I have found that filling a room with water and then making it a meeting hall does ''not'' work for swimming training -- dwarves with no swimming skill refuse to enter the room. And I don't want to draft my initial 7 dwarves into the military yet, since they have so much civilian work to do getting my fortress built.&lt;br /&gt;
&lt;br /&gt;
One approach that should work, though I have not yet tested it, would be to get idle dwarves into a meeting hall, lock the doors, and then have Urist McLeverpuller empty a carefully-measured reservoir into the room.&lt;br /&gt;
&lt;br /&gt;
:Yeah, that works (at least in 40d), but in 40d they don't really gain swimming experience all that fast.  It took quite a while even to get to novice - like months of game time.  Don't know if it is the same now or not.&lt;br /&gt;
&lt;br /&gt;
:: Make a burrow within a room which is nothing but water and force them in this way? Will they refuse then? Needs testing.... [[User:Djsmiley2k|Djsmiley2k]]&lt;br /&gt;
&lt;br /&gt;
It doesn't appear swimming training is even remotely easy anymore.  I ordered my military into a chamber, flooded it, and they were swept up in 5-6 level water.  They gained a tiny bit of swimming experience, but then absolutely would not move further, so they got no further experience.  It would be grueling leveling up swimming for your dwarves this way, since you'd have to empty and reflood chambers every single time you wanted them to gain even a little bit of experience.  Maybe someone has a better, or at least better-explained, way.  [[User:Dkarrde|Dkarrde]]&lt;br /&gt;
&lt;br /&gt;
==Isn't it ironic==&lt;br /&gt;
&lt;br /&gt;
That an article about Swimmer starts with '''Drowning'''?--[[User:Kwieland|Kwieland]] 01:40, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== utility ==&lt;br /&gt;
&lt;br /&gt;
Can a skilled swimmer use any other skills in water? Do hunters hunt waterlife, do trappers or mechanics place traps, can ballista fire underwater? Other than the attribute gain and reducing the risk of drowing, how can this skill be used? [[User:Uzu Bash|Uzu Bash]] 20:25, 15 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:when I assigned my military to kill a deer, one of the squad members followed the deer into the water. The deer lived, but the he drowned. might have helped if he was a novice swimmer.&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
I had an adventure pass out underwater twice and live.  The character was an adequate swimmer, but began to drown due to 'extreme pain'.  Once it went down to a red coloured pain the character could swim normally again.&lt;br /&gt;
*Possibly adventurers don't need to breathe while unconscious? I had a companion suffer a broken upper spine resulting in the 'Winded' status. He gave in to pain, stayed passed out for a LONG time, and when he came to he immediately suffocated.--[[User:MightyJAK|MightyJAK]] 19:49, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== water preference toggle ==&lt;br /&gt;
&lt;br /&gt;
What effect does this have, if any? [[User:Uzu Bash|Uzu Bash]] 01:22, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== most recent edit by 209.184.114.93==&lt;br /&gt;
&amp;quot;..encases you in ice and ''leaves your frozen corpse'' as a valuable find for archeologists.&amp;quot; Is this a joke, or is your corpse actually preserved? I thought it was replaced by a solid block of ice, ala the dwarven atom smasher...--[[User:MightyJAK|MightyJAK]] 17:01, 19 April 2011 (UTC)&lt;br /&gt;
:In Fortress mode, digging out the tile will reveal the original contents. --[[User:Quietust|Quietust]] 19:57, 19 April 2011 (UTC)&lt;br /&gt;
::Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had ''cryogenic'' freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --[[User:MightyJAK|MightyJAK]] 20:46, 19 April 2011 (UTC)&lt;br /&gt;
:::With Toady's new update for reanimation of the dead, cryogenics is closer then you'd think...&lt;br /&gt;
&lt;br /&gt;
== Swimming speed in Adventurer Mode ==&lt;br /&gt;
Is it just me or does swimming speed actually surpass land speed at legendary? or at least it seems to do so for me with my peasant adventurer... Note, his base land speed is only around 730 or so. - TrueWolves&lt;br /&gt;
&lt;br /&gt;
This ended up happening with all my adventurer's by legendary, their swimming speed passes their land speed (To rather scary effect with a Superelvenly agile elf with legendary swimming) - TrueWolves&lt;br /&gt;
&lt;br /&gt;
== Fully Automated Training ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm new to DF, would it be possible for there to be a image of this in action? Or better explanation. Must involve pumps?--[[Special:Contributions/78.146.188.24|78.146.188.24]] 01:35, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded, I would greatly appreciate if anyone could be so kind as to add a diagram to this section of the article, please! :) --[[User:Kittenykat|Kittenykat]] 00:34, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::After some trial and error I came up with this working design: [http://i.imgur.com/XgDpU.png] (I don't know how to make diagrams, so took a screenshot, tileset and all.)&lt;br /&gt;
&lt;br /&gt;
::Key points: 1) Pump intake has to be done through a U-bend with floor grates on the pool side, because wall grates are buggy and don't stop dwarves from being pulled through. Due to the way pressure is implemented, water doesn't actually rise on the other side, so a second pump is needed. &lt;br /&gt;
::2) The water flow has to be throttled so it almost never raises above 3 on the walkable ledge; neglecting this would at best kill FPS, and at worst stop everything from working due to overflooding. The zigzagged corridor on the middle level does exactly this: note the 7-&amp;gt;5-&amp;gt;0 water level decrease. &lt;br /&gt;
::3) The meeting area has to be accessed from above (here via a ramp) to avoid spilling. Between it and the pump I've put a row of wall grates (should also help FPS, because the pump output tile does quite often cross the 3-4 depth boundary). &lt;br /&gt;
&lt;br /&gt;
::It is best to forbid doors to the machine area during operation. The tiny pump stack in the bottom left corner is used for initial filling. --[[Special:Contributions/217.71.235.212|217.71.235.212]] 17:58, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Err... I know you're trying, and I appreciate it, but all that went right over my head. :( Though it doesn't help that I don't know what's what in your tileset image, or that I haven't worked with pumps yet.. &amp;gt;_&amp;gt;' I'll try to figure it out - however, in the meantime, a simplified diagram is still needed on the article page if anyone could be so kind as to create one! :) (P.S. I fixed your formatting and your missing signature.) --[[User:Kittenykat|Kittenykat]] 18:55, 28 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Kittenykat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=159602</id>
		<title>v0.31 Talk:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=159602"/>
		<updated>2012-01-28T18:33:59Z</updated>

		<summary type="html">&lt;p&gt;Kittenykat: /* Forts without Plaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems to be intended to be stored in hospitals and used for plaster casts, but I can't seem to get it to work. -[[User:Soronhen|Soronhen]] 04:09, 2 April 2010 (UTC)&lt;br /&gt;
:Same here. [[User:Garanis|Garanis]] 23:09, 2 April 2010 (UTC)&lt;br /&gt;
:It seems to be bugged, currently. [[User:BaronVonYiffington|BaronVonYiffington]] 23:53, 2 April 2010 (UTC)&lt;br /&gt;
::seems to work fine now&amp;lt;sup&amp;gt;(x.12)&amp;lt;/sup&amp;gt;. The article is updated to show how to store plaster bags. --[[Special:Contributions/87.215.138.2|87.215.138.2]] 03:25, 13 August 2010 (UTC)&lt;br /&gt;
== gypsum plaster ==&lt;br /&gt;
&lt;br /&gt;
so, it seems to be called gypsum plaster no matter what rock you make it out of, is this intentional? --[[Special:Contributions/68.13.196.21|68.13.196.21]] 22:47, 4 April 2010 (UTC)&lt;br /&gt;
:Obviously not intentional. Confirmed bug, anyone?[[User:The Architect|The Architect]] 06:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:When I use gypsum to make plaster, it results in an item of powder called &amp;quot;Adamantine&amp;quot;!  Worth three hundred dwarfbucks, but I can't find any use for it.  It shocked me to see it in the trade screen.&lt;br /&gt;
&lt;br /&gt;
==Powder Page==&lt;br /&gt;
Given the stocks menu category listing multiple things under Powder, should there be a disambiguation page, or at least tags on this page? The previous Powder page has been moved here rather than linked to all of the item types listed as Powders.--[[User:The Architect|The Architect]] 23:29, 8 April 2010 (UTC)&lt;br /&gt;
==Links==&lt;br /&gt;
The link for Plaster Cast needs to go to the specific section of the Healthcare page, and not just to the top of that long dissertation. Unfortunately, I just don't remember how to do that. Note that some of the other links may also need &amp;quot;doctoring&amp;quot;.[[User:The Architect|The Architect]] 06:37, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stockpile ==&lt;br /&gt;
&lt;br /&gt;
I cannot figure out what stockpile settings specify a bag of Gypsum plaster.&lt;br /&gt;
&lt;br /&gt;
They seem to fall under the 'Furniture/Siege Ammo' category, but I cannot make a stockpile that will take them to the exclusion of other furniture.  The 'Sand Bags' setting doesn't seem to affect bags of plaster, nor can I get the Material and Metal settings to just choose plaster.&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to do this?  If so please add it to the Wiki!&lt;br /&gt;
--[[User:Cubittus|Cubittus]] 13:45, 22 April 2010 (UTC)&lt;br /&gt;
:I'm not sure about a bag of gypsum plaster but gypsum plaster shows up Stones&lt;br /&gt;
::The article is updated to show how to store plaster bags. --[[Special:Contributions/87.215.138.2|87.215.138.2]] 03:26, 13 August 2010 (UTC)&lt;br /&gt;
::: There seems to be no way to store just bags of plaster and exclude empty bags as far as I can tell. Hopefully we will get an option for that in the stockpile menu in the future. --[[User:Telarin|Telarin]] 16:10, 13 August 2010 (UTC)&lt;br /&gt;
:::: As far as I see it the bags and boxes under furniture shouldn't include bags with things in, like seed bags (sand bags don't count as there is a separate option). The only explanation for filled bags to get there is if there is no stockpile that needs the contents: for instance if you didn't have a seed stockpile, seed bags could end up on a furniture stockpile. If you wanted a pile of empty bags, use 'boxes and bags' from furniture and the one for plaster would be 'gypsum plaster' from stone. If this doesn't work, it is probably bugged.&lt;br /&gt;
:::::Technically, this probably goes along with the same issue that prevents locally made Golden Salve or Gnomeblight from being stored in food stockpiles - instead, they get stored in finished goods stockpiles that accept vials. Interestingly, back in 40d and earlier, it was possible to make a plant whose liquid extract would be stored in a bag (like dwarven syrup, not like quarry bush leaves), and said bags would just get stored in furniture stockpiles. --[[User:Quietust|Quietust]] 20:49, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forts without Plaster ==&lt;br /&gt;
&lt;br /&gt;
Someone should discuss what layers plaster bearing stones can be found in, and what you can/should do if your fortress lacks any plaster stone at all. --[[User:Kittenykat|Kittenykat]] 01:24, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Embark with several bags of plaster, it is not expensive. Alabaster, Selenite, Satinspar are finer gypsum and they are found only inside gypsum, which is found in sedimentary. But the new system seems to limit you to two ores max per biome.--[[User:TomiTapio|TomiTapio]] 14:40, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thankfully in the latest versions, plaster is a very common trade good brought to you mostly by the dwarves and (strangely) elves. To think, there's actual dwarf-like elves who bother to get their pretty tree-hugging hands dirty by digging rock. Scandalous! ;) --[[User:Kittenykat|Kittenykat]] 18:33, 28 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Kittenykat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kittenykat&amp;diff=159601</id>
		<title>User:Kittenykat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kittenykat&amp;diff=159601"/>
		<updated>2012-01-28T18:31:10Z</updated>

		<summary type="html">&lt;p&gt;Kittenykat: /* About the Kittay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Urdim Astenshal, Lumberjack has created Dasnastanam Shovethnefastkogan, a Mahogany floodgate!&amp;quot; -- Oh the gobbies can see it now: beaten to death by a ''dwarf'' wielding a wood and glass artifact ''floodgate''. What a way to go.&lt;br /&gt;
&lt;br /&gt;
== About the Kittay ==&lt;br /&gt;
Yaaaay... Me. ^_^ I immediately became a fan of the game and its silly dorfies the moment I was pointed to it (8/20/07). Since the release of 40D I've played that version only a little, but mostly I play the old &amp;quot;2D&amp;quot; version of the game still.&lt;br /&gt;
&lt;br /&gt;
Lately I've started to become adept with the latest version. It's taken a long time but I've finally grasped most of the changes! Yay. :3&lt;br /&gt;
&lt;br /&gt;
P.S. I hate reCAPTCHA. It's made of lies. Dirty, dirty lies.&lt;/div&gt;</summary>
		<author><name>Kittenykat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=159600</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=159600"/>
		<updated>2012-01-28T18:28:42Z</updated>

		<summary type="html">&lt;p&gt;Kittenykat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Limit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With default population cap of 200, I received a wave of migrants pushing me to 208, and then later received another wave of migrants (from 210, after children born) to 215. Population cap appears to be nonfunctional. [[User:RSOG|RSOG]] 11:49, 23 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cephalo said: &amp;quot;It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. &amp;quot; --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the population cap also affect important dwarves as dungeon master and other nobles?  --[[User:Blur|Blur]] 20:20, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the same problem.&lt;br /&gt;
I attended &amp;quot;Hermit&amp;quot; challenge, when i left only 2 dwarves from starter 7. I turned also the pop.cap to 2, so population doesn't grow. I also DON'T trade with any caravan. But these imigrants just blow up the challenge. Even without trading they keep coming every season (even with pop.capped at 2) about 4-7 dwarves per wave. I am forced to put them into DAS to get rid of them. But only get ghosts, for which i must build memorials to get rid of spirits. And here it is: a bunch of memorials and never ending imigrants and ghosts. Also suffer drop in FPS. Problem is - migrants don't stop to come even after 5 years. Can't manage to build much memorials to all of them...  --[[User:Akirasip|Akirasip]] 23:48, 19 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, at least ghosts don't tend to make massive lag, but migrants are main problem...  --[[User:Akirasip|Akirasip]] 23:05, 27 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The first two waves are hardcoded, and you must have &amp;gt;10 dwarves (I think I'll put the first one in keep the other one with a verify) But overall the population limit exceeds slightly, nor does it effect the baby limit. --[[User:IT 000|IT 000]] 10:37, 23 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
I've had 27. http://imgur.com/P32a8.png&lt;br /&gt;
13:32, 8 August 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just had 21 migrants. Up to now I had NO wealth created, never traded and only two dwarves survived till that point. Half the fortress flooded, Ogres everywhere. Don't know what they even want here... --[[Special:Contributions/194.156.172.203|194.156.172.203]] 10:07, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress?  The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth.  I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go.  -- MozeeToby&lt;br /&gt;
00:38, 17 September 2010&lt;br /&gt;
&lt;br /&gt;
I have played for 3 years now a fortress where I refused to dig, and therefore almost everything was made of wood (so low created wealth). I did make some glass things to trade so my trade rates were normal(ish), but my migrant waves were tiny (I've had about seven waves now, never more than 5 dwarfs). So I think it might be based on created wealth.&lt;br /&gt;
--Mr. Jim 18/7/11&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
::I just got a guy w/ 6 in knife, 5 in pike, and 8 in dodger, fighter, shield, and armor. I then looked over my 38 total dorfs in DT. None of my dorfs has had to fight so far, and I only gave skills to one at the start. With the exception of that one, they all followed a few patterns:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) A weapon-combat skill with x experience means they also get x in dodge, fight, shield and armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) A nonweapon-combat skill (I only have a couple biters -- someone check w/ wrestler, please) comes with equal experience in dodge, fight, and armor -- Not shield!&amp;lt;br /&amp;gt;&lt;br /&gt;
::3.) If a dorf comes in with x experience in one weapon and y experience in another (Like that guy with 6 in knife and 5 in pike) they get x+y in dodge, fight, armor, and shield. That one guy had 4500 in knife, and 3500 in pike -- and 8000 in the other 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
::4.) Nonmilitary combat/postcombat skills (Ambusher, crutchwalker, siege, etc) are not related to the above.&lt;br /&gt;
::Can someone get these data:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) Dorf with weapon skill and nonweapon skill (Like biter and lasher, or wrestler and axedwarf) and check to see what skills those match to? I _think_ they'll have exp from both in fighter, dodger, and armor, but only the weapon in shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) Wrestler data in general -- I think it'll follow the biter rules I'm sure of, but I don't know this.&amp;lt;br /&amp;gt; Need data!&amp;lt;br /&amp;gt;&lt;br /&gt;
::--[[User:Waladil|Waladil]] 19:47, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Just got a new migrant with the following mil skills:&lt;br /&gt;
&lt;br /&gt;
:::novice knife user&lt;br /&gt;
:::novice shield user&lt;br /&gt;
:::skilled armor user&lt;br /&gt;
:::proficient bowdwarf&lt;br /&gt;
:::novice fighter&lt;br /&gt;
:::proficient archer&lt;br /&gt;
:::skilled dodger&lt;br /&gt;
&lt;br /&gt;
:::.. which looks to me like &amp;quot;archer+related skills&amp;quot; (armor+dodge) added on top of &amp;quot;melee+related skills&amp;quot; (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More military skill patterns ==&lt;br /&gt;
&lt;br /&gt;
The section on military skils clearly needs some fixing. It's OK with regard to melee skills, but doesn't even mention the ranged skill combinations (ranged weapon + archer + armor + dodge (no shield)). Plus the archer patterns seem to only grant partial armor and dodge skill (something like 2/3 of the main skill?). Also, there is at least one civilian(ish) skillset which can mess with the patterns. For example, I've got an immigrant just now with the following skills:&lt;br /&gt;
&lt;br /&gt;
:novice swordsdwarf&lt;br /&gt;
:novice hammerdwarf&lt;br /&gt;
:talented marksdwarf&lt;br /&gt;
:adequate shield user&lt;br /&gt;
:proficient armor user&lt;br /&gt;
:proficient fighter&lt;br /&gt;
:competent striker&lt;br /&gt;
:professional(?!) dodger&lt;br /&gt;
:proficient observer&lt;br /&gt;
&lt;br /&gt;
..which caused me some headscratching until I noticed he also had &amp;quot;accomplished ambusher&amp;quot; and figured out the patterns were&lt;br /&gt;
&lt;br /&gt;
:novice melee (sword, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:novice melee (hammer, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:competent hand-to-hand (armor, fighter, striker, dodger, observer)&lt;br /&gt;
:accomplished hunter (ambusher, marksdwarf(2/3), dodger(2/3?))&lt;br /&gt;
&lt;br /&gt;
Also, as of some recent version (.14? .16?), observer skill is included in all the military skillsets. (up to .12, it was only included in the ranged skillsets).&lt;br /&gt;
&lt;br /&gt;
As far as I've seen, ''any'' combination of patterns is possible, leading to some pretty strange assortments of skills. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:54, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
Second wave brought a legendary leatherworker today. I play quite a bit and this is definitely a rare occurrence.  -=[[User:Uninvited Guest|Uninvited Guest]]&lt;br /&gt;
&lt;br /&gt;
: Legendary weaponsmith. what a roll THAT was.--[[Special:Contributions/75.6.235.84|75.6.235.84]] 04:24, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
&lt;br /&gt;
Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;br /&gt;
&lt;br /&gt;
I am having a similar problem, but I doubt my civ has been eradicated; On the civ screen it still says I have a general and a queen. But I get no immigrants, and the caravan from home won't leave. --[[User:HugoLuman|HugoLuman]] 06:36, 9 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
If having no notable figures for your parent civ means that it is eradicated, then I seem to have found a bug. I got two additional immigration waves besides the guaranteed first two waves. And if i'm not mistaken this isn't the first time it happened. That unless there have been some modifications about this aspect in v0.31.25. -- Gebel -- 23 November 2011&lt;br /&gt;
&lt;br /&gt;
== Worldgen Immigrants ==&lt;br /&gt;
&lt;br /&gt;
Any information? Are the (virtually useless) 'proffesioned' immigrants specific to .13 or do they include .14 and beyond? Any workarounds to make them useful? Can they function as useful nobles?&lt;br /&gt;
[[User:Shabang50|Shabang50]] 19:56, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:fixed in .31.14 [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worried Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have a fortress that has managed to survived for 16 years.  Now it's been made a capital and I have a king, I've gotten a message saying &amp;quot;Some Migrants have arrived, despite the danger.&amp;quot;, which I think is the first time in a few years I've had immigrants arrive.  I'm not sure what this danger is that is being referred to, but it seems that it could dissuade immigrants from coming.&lt;br /&gt;
&lt;br /&gt;
: The more dwarves that die in your fortress, the more dangerous it is perceived to be by migrants. At worst it can say &amp;quot;Some migrants have arrived, knowing that this place may be their grave&amp;quot;, I think. It's likely that over the years your fortress has been around you've racked up enough deaths to be considered a dangerous place. [[User:Calite|Calite]] 18:48, 11 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::hmm, I don't think it's &amp;lt;i&amp;gt;just&amp;lt;/i&amp;gt; based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be &amp;lt;i&amp;gt;recent&amp;lt;/i&amp;gt; deaths, or maybe &amp;lt;i&amp;gt;net&amp;lt;/i&amp;gt; deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a &amp;lt;i&amp;gt;one time&amp;lt;/i&amp;gt; danger message. Or something else, I dunno. But your (presumably) large, &amp;quot;dangerous&amp;quot; fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've had zero deaths, set up a healthy fortress in a calm area, yet I got the &amp;quot;No one even considered making the journey to such an accursed death-trap.&amp;quot; I think there are two possibilities: 1) There were a ton of carp in the river, but they all died in last winter's freeze. 2) I might be next to a hostile civ, but I'm not sure.--[[Special:Contributions/128.120.206.169|128.120.206.169]] 04:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigrant war dogs? ==&lt;br /&gt;
&lt;br /&gt;
Just had a migrant wave arrive with a &amp;quot;Stray war Dog (tame)&amp;quot;. Don't recall having had that happen before. Anyone else seen a war dog (or hunting dog) arrive with migrants? (v. .31.16) [[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 19 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Negative created wealth scares away migrants ==&lt;br /&gt;
&lt;br /&gt;
While doing some SCIENCE on migration, I found that if I modded my raws so that the fortress' created wealth was negative, then I'd get the message {{DFtext|Migrants were too nervous to make the journey this season|red}}.  Interesting. -- [[User:Khym Chanur|Khym Chanur]] 01:17, 12 June 2011 (UTC)&lt;br /&gt;
* There are many migration announcement messages that aren't listed on this (DF2010) page. I have just received the message that some migrants have arrived &amp;quot;despite the danger&amp;quot;, which according to the 40d version is due to the large amount of death my fortress has encountered (from population of 175 to 5, thanks to a forgotten beast and a vile force of darkness at the same time). Can we confirm the messages that are in 2010 and include them? I thought it added to the mood of my fortress incredibly! -- [[User:Kalon|Kalon]] 01:25, 8 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Max immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
The page states the maximum number of migrants in a wave as 10 or so. Help me. I've been swarmed by a total of 110 immigrants over 6 years, and I think I've seen waves of 15 or more in that time.&lt;br /&gt;
First of all, I'm a noob and I can't handle all of these useless morons standing around. Second of all, WHY AM I GETTING SO MANY MIGRANTS? It's not as if my fortress is even secured at all- The only reason I've survived is that for whatever reason I've never been attacked. Has anyone else had such an experience? [[Special:Contributions/74.98.229.82|74.98.229.82]] 02:11, 16 July 2011 (UTC)&lt;br /&gt;
:10 is the max for the first two waves which appear in the fortress's first summer and first autumn.  Immigration waves after that can be larger. -- [[User:Khym Chanur|Khym Chanur]] 16:23, 16 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Controlling Arrival Points ==&lt;br /&gt;
&lt;br /&gt;
Now I've got a question I've been wondering about for a while - I used to play the &amp;quot;2D&amp;quot; version of DF for a while, and back then you could control where caravans and migrants would arrive from by building a road to the edge of the map. Is that still possible now somehow? I'm tired of them showing up in all the most random directions possible! D: --[[User:Kittenykat|Kittenykat]] 18:28, 28 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Kittenykat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=159590</id>
		<title>v0.31 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=159590"/>
		<updated>2012-01-28T00:34:05Z</updated>

		<summary type="html">&lt;p&gt;Kittenykat: /* Fully Automated Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swimming training ==&lt;br /&gt;
&lt;br /&gt;
The page text says that &amp;quot;[t]raining your little ones just requires a place of constantly or temporarily 4-6/7 water. To keep them there you can use military orders or make rooms like a meeting hall.&amp;quot; However, I have found that filling a room with water and then making it a meeting hall does ''not'' work for swimming training -- dwarves with no swimming skill refuse to enter the room. And I don't want to draft my initial 7 dwarves into the military yet, since they have so much civilian work to do getting my fortress built.&lt;br /&gt;
&lt;br /&gt;
One approach that should work, though I have not yet tested it, would be to get idle dwarves into a meeting hall, lock the doors, and then have Urist McLeverpuller empty a carefully-measured reservoir into the room.&lt;br /&gt;
&lt;br /&gt;
:Yeah, that works (at least in 40d), but in 40d they don't really gain swimming experience all that fast.  It took quite a while even to get to novice - like months of game time.  Don't know if it is the same now or not.&lt;br /&gt;
&lt;br /&gt;
:: Make a burrow within a room which is nothing but water and force them in this way? Will they refuse then? Needs testing.... [[User:Djsmiley2k|Djsmiley2k]]&lt;br /&gt;
&lt;br /&gt;
It doesn't appear swimming training is even remotely easy anymore.  I ordered my military into a chamber, flooded it, and they were swept up in 5-6 level water.  They gained a tiny bit of swimming experience, but then absolutely would not move further, so they got no further experience.  It would be grueling leveling up swimming for your dwarves this way, since you'd have to empty and reflood chambers every single time you wanted them to gain even a little bit of experience.  Maybe someone has a better, or at least better-explained, way.  [[User:Dkarrde|Dkarrde]]&lt;br /&gt;
&lt;br /&gt;
==Isn't it ironic==&lt;br /&gt;
&lt;br /&gt;
That an article about Swimmer starts with '''Drowning'''?--[[User:Kwieland|Kwieland]] 01:40, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== utility ==&lt;br /&gt;
&lt;br /&gt;
Can a skilled swimmer use any other skills in water? Do hunters hunt waterlife, do trappers or mechanics place traps, can ballista fire underwater? Other than the attribute gain and reducing the risk of drowing, how can this skill be used? [[User:Uzu Bash|Uzu Bash]] 20:25, 15 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:when I assigned my military to kill a deer, one of the squad members followed the deer into the water. The deer lived, but the he drowned. might have helped if he was a novice swimmer.&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
I had an adventure pass out underwater twice and live.  The character was an adequate swimmer, but began to drown due to 'extreme pain'.  Once it went down to a red coloured pain the character could swim normally again.&lt;br /&gt;
*Possibly adventurers don't need to breathe while unconscious? I had a companion suffer a broken upper spine resulting in the 'Winded' status. He gave in to pain, stayed passed out for a LONG time, and when he came to he immediately suffocated.--[[User:MightyJAK|MightyJAK]] 19:49, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== water preference toggle ==&lt;br /&gt;
&lt;br /&gt;
What effect does this have, if any? [[User:Uzu Bash|Uzu Bash]] 01:22, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== most recent edit by 209.184.114.93==&lt;br /&gt;
&amp;quot;..encases you in ice and ''leaves your frozen corpse'' as a valuable find for archeologists.&amp;quot; Is this a joke, or is your corpse actually preserved? I thought it was replaced by a solid block of ice, ala the dwarven atom smasher...--[[User:MightyJAK|MightyJAK]] 17:01, 19 April 2011 (UTC)&lt;br /&gt;
:In Fortress mode, digging out the tile will reveal the original contents. --[[User:Quietust|Quietust]] 19:57, 19 April 2011 (UTC)&lt;br /&gt;
::Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had ''cryogenic'' freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --[[User:MightyJAK|MightyJAK]] 20:46, 19 April 2011 (UTC)&lt;br /&gt;
:::With Toady's new update for reanimation of the dead, cryogenics is closer then you'd think...&lt;br /&gt;
&lt;br /&gt;
== Swimming speed in Adventurer Mode ==&lt;br /&gt;
Is it just me or does swimming speed actually surpass land speed at legendary? or at least it seems to do so for me with my peasant adventurer... Note, his base land speed is only around 730 or so. - TrueWolves&lt;br /&gt;
&lt;br /&gt;
This ended up happening with all my adventurer's by legendary, their swimming speed passes their land speed (To rather scary effect with a Superelvenly agile elf with legendary swimming) - TrueWolves&lt;br /&gt;
&lt;br /&gt;
== Fully Automated Training ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm new to DF, would it be possible for there to be a image of this in action? Or better explanation. Must involve pumps?--[[Special:Contributions/78.146.188.24|78.146.188.24]] 01:35, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded, I would greatly appreciate if anyone could be so kind as to add a diagram to this section of the article, please! :) --[[User:Kittenykat|Kittenykat]] 00:34, 28 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Kittenykat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=138513</id>
		<title>v0.31 Talk:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=138513"/>
		<updated>2011-03-18T01:24:15Z</updated>

		<summary type="html">&lt;p&gt;Kittenykat: Forts without Plaster?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems to be intended to be stored in hospitals and used for plaster casts, but I can't seem to get it to work. -[[User:Soronhen|Soronhen]] 04:09, 2 April 2010 (UTC)&lt;br /&gt;
:Same here. [[User:Garanis|Garanis]] 23:09, 2 April 2010 (UTC)&lt;br /&gt;
:It seems to be bugged, currently. [[User:BaronVonYiffington|BaronVonYiffington]] 23:53, 2 April 2010 (UTC)&lt;br /&gt;
::seems to work fine now&amp;lt;sup&amp;gt;(x.12)&amp;lt;/sup&amp;gt;. The article is updated to show how to store plaster bags. --[[Special:Contributions/87.215.138.2|87.215.138.2]] 03:25, 13 August 2010 (UTC)&lt;br /&gt;
== gypsum plaster ==&lt;br /&gt;
&lt;br /&gt;
so, it seems to be called gypsum plaster no matter what rock you make it out of, is this intentional? --[[Special:Contributions/68.13.196.21|68.13.196.21]] 22:47, 4 April 2010 (UTC)&lt;br /&gt;
:Obviously not intentional. Confirmed bug, anyone?[[User:The Architect|The Architect]] 06:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:When I use gypsum to make plaster, it results in an item of powder called &amp;quot;Adamantine&amp;quot;!  Worth three hundred dwarfbucks, but I can't find any use for it.  It shocked me to see it in the trade screen.&lt;br /&gt;
&lt;br /&gt;
==Powder Page==&lt;br /&gt;
Given the stocks menu category listing multiple things under Powder, should there be a disambiguation page, or at least tags on this page? The previous Powder page has been moved here rather than linked to all of the item types listed as Powders.--[[User:The Architect|The Architect]] 23:29, 8 April 2010 (UTC)&lt;br /&gt;
==Links==&lt;br /&gt;
The link for Plaster Cast needs to go to the specific section of the Healthcare page, and not just to the top of that long dissertation. Unfortunately, I just don't remember how to do that. Note that some of the other links may also need &amp;quot;doctoring&amp;quot;.[[User:The Architect|The Architect]] 06:37, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stockpile ==&lt;br /&gt;
&lt;br /&gt;
I cannot figure out what stockpile settings specify a bag of Gypsum plaster.&lt;br /&gt;
&lt;br /&gt;
They seem to fall under the 'Furniture/Siege Ammo' category, but I cannot make a stockpile that will take them to the exclusion of other furniture.  The 'Sand Bags' setting doesn't seem to affect bags of plaster, nor can I get the Material and Metal settings to just choose plaster.&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to do this?  If so please add it to the Wiki!&lt;br /&gt;
--[[User:Cubittus|Cubittus]] 13:45, 22 April 2010 (UTC)&lt;br /&gt;
:I'm not sure about a bag of gypsum plaster but gypsum plaster shows up Stones&lt;br /&gt;
::The article is updated to show how to store plaster bags. --[[Special:Contributions/87.215.138.2|87.215.138.2]] 03:26, 13 August 2010 (UTC)&lt;br /&gt;
::: There seems to be no way to store just bags of plaster and exclude empty bags as far as I can tell. Hopefully we will get an option for that in the stockpile menu in the future. --[[User:Telarin|Telarin]] 16:10, 13 August 2010 (UTC)&lt;br /&gt;
:::: As far as I see it the bags and boxes under furniture shouldn't include bags with things in, like seed bags (sand bags don't count as there is a separate option). The only explanation for filled bags to get there is if there is no stockpile that needs the contents: for instance if you didn't have a seed stockpile, seed bags could end up on a furniture stockpile. If you wanted a pile of empty bags, use 'boxes and bags' from furniture and the one for plaster would be 'gypsum plaster' from stone. If this doesn't work, it is probably bugged.&lt;br /&gt;
:::::Technically, this probably goes along with the same issue that prevents locally made Golden Salve or Gnomeblight from being stored in food stockpiles - instead, they get stored in finished goods stockpiles that accept vials. Interestingly, back in 40d and earlier, it was possible to make a plant whose liquid extract would be stored in a bag (like dwarven syrup, not like quarry bush leaves), and said bags would just get stored in furniture stockpiles. --[[User:Quietust|Quietust]] 20:49, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forts without Plaster ==&lt;br /&gt;
&lt;br /&gt;
Someone should discuss what layers plaster bearing stones can be found in, and what you can/should do if your fortress lacks any plaster stone at all. --[[User:Kittenykat|Kittenykat]] 01:24, 18 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Kittenykat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kittenykat&amp;diff=69677</id>
		<title>User:Kittenykat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kittenykat&amp;diff=69677"/>
		<updated>2010-03-09T21:42:48Z</updated>

		<summary type="html">&lt;p&gt;Kittenykat: Created page with '&amp;quot;Urdim Astenshal, Lumberjack has created Dasnastanam Shovethnefastkogan, a Mahogany floodgate!&amp;quot; -- Oh the gobbies can see it now: beaten to death by a ''dwarf'' wielding a wood a…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Urdim Astenshal, Lumberjack has created Dasnastanam Shovethnefastkogan, a Mahogany floodgate!&amp;quot; -- Oh the gobbies can see it now: beaten to death by a ''dwarf'' wielding a wood and glass artifact ''floodgate''. What a way to go.&lt;br /&gt;
&lt;br /&gt;
== About the Kittay ==&lt;br /&gt;
Yaaaay... Me. ^_^ I immediately became a fan of the game and its silly dorfies the moment I was pointed to it (8/20/07). Since the release of 40D I've played that version only a little, but mostly I play the old &amp;quot;2D&amp;quot; version of the game still.&lt;/div&gt;</summary>
		<author><name>Kittenykat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=69676</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=69676"/>
		<updated>2010-03-09T21:37:48Z</updated>

		<summary type="html">&lt;p&gt;Kittenykat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
Would be great to get the majority of these uploaded to the [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)].  I'm having trouble with some of the currently linked hosting sites.  I've just gotten Regional Prospector, so I'll see about getting that one up.  Thanks guys! --[[User:SlMagnvox|SlMagnvox]] 14:33, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accent Removal ===&lt;br /&gt;
I added the accent removal utility here from [[Accent Removal]], since that's about to be deleted. However, none of Wikipedia's show-hide-box stuff works here (I assumed it would...), so it's a big glob of pre-formatted text in there that should be hidden. Could someone do it? [[User:Zardus|Zardus]] 00:51, 15 May 2008 (EDT)&lt;br /&gt;
:[[User:Jackard/Accent_Removal|Accent removal tutorial]] contains detailed instructions on the subject. I think, we could replace the whole thing on utility page with one link. [[User:Nophotoavailable|Nophotoavailable]] 20:58, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Just tested, and the weird behavior of AHK does not happen in DF 38c, but does happen in 40d11 (I came back to DF after time away).   I have tried altering my scripts in a ton of ways to get them working with 40d11, to no avail (Changing key delay, using sendplay or sendinput instead of send, etc).  So, perhaps there is hope that it will magically work right again in a later release.  [[User:Nephelim|Nephelim]] 00:06, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Foreman ===&lt;br /&gt;
Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
:It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there any info on what the offsets (dwarfidpos, critter_start, profession_start) actually refer to?  I'm capable enough with finding memory addresses, but exactly what profession_start is eludes me.  Even dwarfidpos is a little unclear.&lt;br /&gt;
&lt;br /&gt;
 dwarfidpos = Address of Dwarf Race ID&lt;br /&gt;
 critter_start = Start of Main Creature Vector&lt;br /&gt;
 profession_start = Offset into Main Creature Vector the array of jobs.&lt;br /&gt;
[[User:Jifodus|Jifodus]] 00:41, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone know the values for v0.28.181.39f? --[[User:Aristoi|Aristoi]] 18:18, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Still no word on 39f? Perhaps we can get a little write-up on how to discover the appropriate values added to the foreman homepage. That way, when a new version of DF is released, any number of people could search for and contribute the new values, instead of depending on the few people who already know the process. --[[User:SWSaunders|SWSaunders]] 09:10, 12 August 2008 (ADT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Jerethi50, beat me to it.  When I went to enter the values you already had!  SWSaunders:  What I did (having never done this before) was to download a memory viewer (HxD hexeditor) and then look at the old version vs the new version in memory.  In the old version, I found the character at the dwarfidpos address and searched forward till I found that in the new file.  For critter_start I went to the old process and found it there, then searched forward in the new process till I found the pattern match (it wasn't too far).  The data was different but the pattern was the same.  The profession offset hasn't changed so I left it as is. --[[User:Aristoi|Aristoi]] 11:13, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That's exactly how I do it, except I have written a program that does it for me, since it saves time. I also tend to forget to post Dwarf Foreman's new config during updating. Usually I remember to update the tables at http://www.geocities.com/jifodus/tables/ini_jifodus/ and that has all the information you'd need (critter_start=[creature_data].base; profession_start=[creature_data].jobs); however, it seems I didn't update it this last go around. If you wander around my website, you should be able to find enough information posted there (provided you can understand it all) to learn how to update foreman for yourself. --[[User:Jifodus|Jifodus]] 22:22, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Can someone that understands all this go through and get up to 40d13 information for what to put in the config file? Because I honestly have no idea where to start on this, but I really don't want to downgrade to an earlier one after seeing how much better 40d13 is running for me than the older versions were. [[User:Shardok|Shardok]] 20:30, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with previous versions of Dwarf Fortress, update the config file as shown below.&lt;br /&gt;
&lt;br /&gt;
==== v0.27.168.33g ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.173.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01aa9d3a&lt;br /&gt;
critter_start=015124f4&lt;br /&gt;
dwarfidpos=0131f1b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01a16957&lt;br /&gt;
critter_start=015134f4&lt;br /&gt;
dwarfidpos=013201b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b89dbc&lt;br /&gt;
critter_start=01513514&lt;br /&gt;
dwarfidpos=013201d8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39d ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b0747e&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39e ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b76baa&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39f ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=036276be&lt;br /&gt;
critter_start=01575dec&lt;br /&gt;
dwarfidpos=01382690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=03186cb3&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=032e896f&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d2 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01807735&lt;br /&gt;
critter_start=014D1404&lt;br /&gt;
dwarfidpos=012DD2F8&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d3 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0191B535&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d4 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0190599F&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d5 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=019687A7&lt;br /&gt;
critter_start=014D5434&lt;br /&gt;
dwarfidpos=012E1328&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d6 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=018D14AA&lt;br /&gt;
critter_start=014EDE3C&lt;br /&gt;
dwarfidpos=012F9D30&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d7 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01A78193&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d8 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01860A3C&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d9 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01318B82&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Prospector?==&lt;br /&gt;
I notice the Regional Prospector utility is no longer listed - what happened to it and did it get updated to the newest version? --[[User:Squirrelloid|Squirrelloid]] 05:20, 20 November 2008 (EST)&lt;br /&gt;
:The functionality is now provided on the embark screen, so the utility is obsolete. [[User:Random832|Random832]] 08:38, 20 November 2008 (EST)&lt;br /&gt;
::Except it really isn't.  Yeah, I can have it search the world for a site for me, but it doesn't tell me where exactly those features are - so if I want to play with size or location a little bit I don't know if I'm losing anything.  It also returns only one hit, which can make finding the type of site you want hard, especially as some variables (tree cover, relative elevation, diversity of alignment/biomes) can't be searched over making that first hit with an underground river and magma pipe (or whatever) not necessarily the one you want.  --[[User:Squirrelloid|Squirrelloid]] 10:42, 20 November 2008 (EST)&lt;br /&gt;
:::Yes, it is. Regional Prospector would make the game show various features on the local embark map such as chasms, magma vents and magma pools. This is now supported natively by changing the &amp;quot;SHOW_EMBARK_???&amp;quot; variables in the init.txt file to &amp;quot;ALWAYS&amp;quot;. Same functionality. The site finder feature which you're referring to is an additional feature, which indeed doesn't yet work perfectly. --[[User:Janus|Janus]] 11:06, 20 November 2008 (EST)&lt;br /&gt;
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::::Similar variables have to be set during worldgen, although I believe they are set to &amp;quot;show&amp;quot; by default.--[[User:Maximus|Maximus]] 12:44, 20 November 2008 (EST)&lt;br /&gt;
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: Say, does anyone know of a list that explains the symbols that Prospector uses? It took me forever to be certain that a red single tilde was a magma pool, while a red double-tilde (a.k.a. squiggly equal sign) was a magma ''pipe'', and there are still a couple symbols I'm not sure about...&lt;br /&gt;
:--[[User:Macdjord|Macdjord]] 13:12, 20 November 2008 (EST)&lt;br /&gt;
:: There used to be a map key in the '''RP''' section.   [[http://www.dwarffortresswiki.net/index.php?title=Utilities&amp;amp;oldid=28602#Regional_Prospector history]]&lt;br /&gt;
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== Lifevis?! ==&lt;br /&gt;
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There's a realtime replacement for 3Dwarf out: [http://www.bay12games.com/forum/index.php?topic=29314.0] (yes, i made the thread, but no i don't claim any credit for the util.) It should '''totally''' be added to the list! But where?&lt;br /&gt;
:Wow I just took a look at Lifevis, it's really something special! I guess it would come under &amp;quot;Movies, Screenshots, Map Files&amp;quot; best, although perhaps we need a whole new &amp;quot;3d utilities&amp;quot; section. Either way, it should definitely be included.&lt;br /&gt;
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== Dwarf Foreman Vista ==&lt;br /&gt;
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Whenever I try to run Dwarf Foreman in Vista I get a message saying &amp;quot;Couldn't connect to Dwarf Fortress, Is it Running?&amp;quot;.  Any ideas?  I'm using 40d9 and have the latest updates to the config file.&lt;br /&gt;
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:As is standard for most DF Utilities, you'll probably need to be running in Admin, or otherwise ensure that the program has access to edit memory locations of another program. Other than that, Sorry, no idea. --[[User:N9103|Edward]] 11:15, 20 March 2009 (UTC)&lt;br /&gt;
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::Problem's probably &amp;quot;40d9&amp;quot;, most of the utilities haven't been upgraded since &amp;quot;40d&amp;quot; --[[User:Solarshado|Solarshado]] 21:49, 20 March 2009 (UTC)&lt;br /&gt;
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:Try this: rename the &amp;quot;Dwarf Fortress.exe&amp;quot; file to &amp;quot;dwarfort.exe&amp;quot;.  Also use put this text in a file named &amp;quot;config&amp;quot; in the Foreman directory:&lt;br /&gt;
&amp;lt;pre&amp;gt;check=01318B82&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&amp;lt;/pre&amp;gt;&lt;br /&gt;
:That got Foreman working for me under XP.  It is my understanding that there are issues for some Vista users &amp;lt;small&amp;gt;(the Dwarf Fortress executable is being relocated away from its natural base address for some currently-unknown reason)&amp;lt;/small&amp;gt;, so this may not work for you.  Please post a reply especially if it does not work for you.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:48, 21 March 2009 (UTC)&lt;br /&gt;
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=== Other ===&lt;br /&gt;
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So, what happened to the utilities such as granite.exe and ore.exe? No mention of them anymore, or did just nobody bother remaking them for 40d? Honestly I still play the old '2D' version of the game without the z axis, so I like being able to find those utils. xD --[[User:Kittenykat|Kittenykat]] 21:37, 9 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kittenykat</name></author>
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