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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Klada</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Klada"/>
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	<updated>2026-04-16T03:07:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=485</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=485"/>
		<updated>2008-03-21T15:43:05Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Version updates ==&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
:::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Navigation on bottom ==&lt;br /&gt;
&lt;br /&gt;
Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sturgeon&amp;diff=27066</id>
		<title>40d:Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sturgeon&amp;diff=27066"/>
		<updated>2008-02-20T00:59:28Z</updated>

		<summary type="html">&lt;p&gt;Klada: adding game data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=?|symbol=?|color=rgb(0, 0, 0)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?|biome=?}}&lt;br /&gt;
&lt;br /&gt;
Sturgeon are large predatory fish. They can seriously wound or even kill a trained war [[dog]], though that dog can sometimes kill them. They will scare away civilian dwarves. They may also be able to kill a low level dwarf.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_STURGEON]&lt;br /&gt;
 	[NAME:sturgeon:sturgeons:sturgeon]&lt;br /&gt;
 	[TILE:224][COLOR:6:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
 	[MODVALUE:3]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PREFSTRING:bony scutes]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[BENIGN][NATURAL]&lt;br /&gt;
 	[PETVALUE:300]&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[SIZE:10]&lt;br /&gt;
 	[MAXAGE:20:30]&lt;br /&gt;
 	[NO_DRINK]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:sturgeon fry:sturgeon fry]&lt;br /&gt;
 	[FAT:5]&lt;br /&gt;
 	[BIOME:OCEAN_ARCTIC]&lt;br /&gt;
 	[BIOME:OCEAN_TEMPERATE]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_SALTWATER]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Longnose_gar&amp;diff=34020</id>
		<title>40d:Longnose gar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Longnose_gar&amp;diff=34020"/>
		<updated>2008-02-20T00:57:39Z</updated>

		<summary type="html">&lt;p&gt;Klada: adding game data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=?|symbol=?|color=rgb(0, 0, 0)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?|biome=?}}&lt;br /&gt;
&lt;br /&gt;
These animals are classified as fish and can be found in lakes or rivers. They are predatory and are known to be generated on a map with a specific name. (ex: Nefektusung, longnose gar).&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_GAR_LONGNOSE]&lt;br /&gt;
 	[NAME:longnose gar:longnose gars:longnose gar]&lt;br /&gt;
 	[TILE:'g'][COLOR:6:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
 	[MODVALUE:3]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PREFSTRING:long noses]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[BENIGN][NATURAL]&lt;br /&gt;
 	[PETVALUE:200]&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[SIZE:5]&lt;br /&gt;
 	[MAXAGE:20:30]&lt;br /&gt;
 	[NO_DRINK]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:longnose gar fry:longnose gar fry]&lt;br /&gt;
 	[FAT:2]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pike&amp;diff=27078</id>
		<title>40d:Pike</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pike&amp;diff=27078"/>
		<updated>2008-02-20T00:55:31Z</updated>

		<summary type="html">&lt;p&gt;Klada: adding game data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=?|symbol=?|color=rgb(0, 0, 0)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?|biome=?}}&lt;br /&gt;
&lt;br /&gt;
''For the weapon, see [[Pike (weapon)]]''&lt;br /&gt;
&lt;br /&gt;
Pike are medium-size predatory fish. They can wound or even kill an untrained [[dog]]. A single trained [[war dog]] can kill them.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_PIKE]&lt;br /&gt;
 	[NAME:pike:pike:pike]&lt;br /&gt;
 	[TILE:224][COLOR:2:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
 	[MODVALUE:3]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PREFSTRING:distinct markings]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
 	[PETVALUE:200]&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[SIZE:5]&lt;br /&gt;
 	[MAXAGE:20:30]&lt;br /&gt;
 	[NO_DRINK]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:pike fry:pike fry]&lt;br /&gt;
 	[FAT:2]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4971</id>
		<title>40d:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4971"/>
		<updated>2008-02-20T00:52:47Z</updated>

		<summary type="html">&lt;p&gt;Klada: adding game data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=?|symbol=?|color=rgb(0, 0, 0)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?|biome=?}}&lt;br /&gt;
&lt;br /&gt;
'' &amp;quot;I think I made fish too hardcore&amp;quot; ''--[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
These little monsters are challenging [[elephant]]s for the post of King of Beasts. Not only because they can drag a fully grown dwarf into the water and nibble him to death, but also because they can stare at your fisherdwarf and send them staggering back into a cliff. To make things worse, [[Ambusher|hunters]] will unload their whole quivers on them, oblivious to nearby animals walking on land. Carps will however die after the first winter if you are lucky enough to have a map which freezes. Alternatively, try draining all the rivers and lakes to air-drown the fish (but be wary not to water-drown your dwarves in the process).&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
&lt;br /&gt;
The carp's status as a cold-blooded dwarf killer is no doubt due to the fact that [[Toady One]] simply used a default bite attack for the carp (as with most of the new beings in v0.27.169.33a).  The carp, half the size of a dwarf, has a bite attack which inflicts 1-6 damage points.  Compared to the strength of a dwarven punch (1-2 damage points), it is easy to see that it is simply an oversight and will be fixed some time in the future.&lt;br /&gt;
&lt;br /&gt;
The carp's propensity to attack creatures outside of its element and its ability to scare away dwarves it could never really reach is better classifiable as a bug. The same could be said about the hunters ability to target and attack them.&lt;br /&gt;
&lt;br /&gt;
Carp also used to gain attributes from skill increases. Previously, innate swimmers gained attributes as they gained swim skill. This has been changed, and innate swimmers no longer gain swimming skill (or stat increases) as of 0.27.169.33b.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_CARP]&lt;br /&gt;
 	[NAME:carp:carp:carp]&lt;br /&gt;
 	[TILE:224][COLOR:3:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
 	[MODVALUE:3]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PREFSTRING:protruding mouths]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
 	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
 	[PETVALUE:50]&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[SIZE:3]&lt;br /&gt;
 	[MAXAGE:20:30]&lt;br /&gt;
 	[NO_DRINK]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:carp fry:carp fry]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19559</id>
		<title>40d:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19559"/>
		<updated>2008-02-20T00:50:47Z</updated>

		<summary type="html">&lt;p&gt;Klada: formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire Imp|biome=Subterranean lava|symbol=i|color=rgb(255, 255, 0)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?}}&lt;br /&gt;
&lt;br /&gt;
Fire imps are nasty little creatures that live in [[magma]] vents.  They usually don't roam far from the vent, but they will surface and attack the odd dwarf who dares use their vent to fuel his [[magma smelter]].  They are rather small and easy to kill, but are able to breathe fire that deals high damage and ignites objects and creatures.  If you insist on using imp-infested magma for your metalworks, consider setting traps or stationing marksdwarves around the furnaces.  They cannot be butchered, but once killed their corpses will decay.  Crafts made from their bones are quite valuable.&lt;br /&gt;
&lt;br /&gt;
== Upon Decay ==&lt;br /&gt;
&lt;br /&gt;
* fire imp [[bone]]s [3]&lt;br /&gt;
* fire imp [[skull]]&lt;br /&gt;
== Interesting Note  ==&lt;br /&gt;
When Fire Imps are injured, they bleed Goo.&lt;br /&gt;
[[Image:Pool of Goo.png|thumb|A Pool of Goo from an injured Fire Imp]]&lt;br /&gt;
{{Game_Data|[CREATURE:IMP_FIRE]&lt;br /&gt;
 	[NAME:fire imp:fire imps:fire imp]&lt;br /&gt;
 	[TILE:'i'][COLOR:6:0:1]&lt;br /&gt;
 	[MODVALUE:10]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:20]&lt;br /&gt;
 	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
 	[LARGE_PREDATOR]&lt;br /&gt;
 	[GENPOWER:5]&lt;br /&gt;
 	[BLOODTYPE:0]&lt;br /&gt;
 	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 	[BONECARN]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:terrifying features]&lt;br /&gt;
 	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[NOBREATHE]&lt;br /&gt;
 	[SIZE:3]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[CLUSTER_NUMBER:3:5]&lt;br /&gt;
 	[BIOME_SUBTERRANEAN_LAVA]&lt;br /&gt;
 	[NO_GENDER]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10095]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
 	[HEATDAM_POINT:13000]&lt;br /&gt;
 	[IGNITE_POINT:13500]&lt;br /&gt;
 	[LEATHER_HEATDAM_POINT:13000]&lt;br /&gt;
 	[LEATHER_IGNITE_POINT:13500]&lt;br /&gt;
 	[BONE_HEATDAM_POINT:14000]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Naked_mole_dog&amp;diff=37712</id>
		<title>40d Talk:Naked mole dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Naked_mole_dog&amp;diff=37712"/>
		<updated>2008-02-20T00:18:41Z</updated>

		<summary type="html">&lt;p&gt;Klada: Mole dogs?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To my knowledge, Naked Mole Dogs are the only type of mole dogs in the game. Why isn't this page called Naked Mole Dog instead? [[User:Klada|Klada]] 19:18, 19 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minor_river&amp;diff=36270</id>
		<title>Minor river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minor_river&amp;diff=36270"/>
		<updated>2008-02-03T00:59:06Z</updated>

		<summary type="html">&lt;p&gt;Klada: Redirecting to River&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[river]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Major_river&amp;diff=36269</id>
		<title>Major river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Major_river&amp;diff=36269"/>
		<updated>2008-02-03T00:58:45Z</updated>

		<summary type="html">&lt;p&gt;Klada: Redirecting to River&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[river]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stream&amp;diff=36268</id>
		<title>Stream</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stream&amp;diff=36268"/>
		<updated>2008-02-03T00:58:01Z</updated>

		<summary type="html">&lt;p&gt;Klada: Redirecting to River&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[River]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Eagle_of_Fire&amp;diff=23858</id>
		<title>User talk:Eagle of Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Eagle_of_Fire&amp;diff=23858"/>
		<updated>2007-12-23T06:57:12Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I know you! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
--[[User:SupSuper|SupSuper]] 12:13, 8 November 2007 (EST)&lt;br /&gt;
:What a coincidence! I do, too! ;) --[[User:Eagle of Fire|Eagle of Fire]] 22:30, 8 November 2007 (EST)&lt;br /&gt;
::Huzzah! ASCII FOREVA!! --[[User:SupSuper|SupSuper]] 08:02, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==To whomever it may concern...==&lt;br /&gt;
What the hell is the &amp;quot;rule P&amp;quot; I keep reading about? O_o --[[User:Eagle of Fire|Eagle of Fire]] 22:59, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: It's a bunch of [[DwarfFortressWiki:Community_Portal|stupid rules people have come up with]]. --[[User:Rick|Rick]] 23:48, 10 November 2007 (EST)&lt;br /&gt;
::Hummm... I think your description is pretty accurate. If they want to create rules, I'd be happy with that... But to hide them behind some kind of game... --[[User:Eagle of Fire|Eagle of Fire]] 00:15, 11 November 2007 (EST)&lt;br /&gt;
==Obsidian Short Sword==&lt;br /&gt;
Is it me or I noticed my dwarf taking up a log of wood to make an obsidian short sword? I wanted to check on the wiki to be sure, but there seem to be no particular page for the obsidian short sword that I could see with a quick search. --[[User:Eagle of Fire|Eagle of Fire]] 02:24, 11 November 2007 (EST)&lt;br /&gt;
:Your obsidian sword needs a hilt. That's why you need the wood. [[User:Boo radley|Boo radley]] 13:12, 11 November 2007 (EST)&lt;br /&gt;
::I think obsidian short swords are really supposed to resemble a dwarf-sized [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl], hence the wood.  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:47, 14 November 2007 (EST)&lt;br /&gt;
:::Would make sense, thanks for the link. :) --[[User:Eagle of Fire|Eagle of Fire]] 03:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Newbie nonsense ==&lt;br /&gt;
Thanks for that slap in the face there, chief. --[[User:JPolito|JPolito]] 12:26, 18 November 2007 (EST)&lt;br /&gt;
:If you don't even know why it was put there, I should probably go place it back again. It was probably because you made a bunch of edits one after the other on the same page. Use the preview button and it won't happen again. --[[User:Eagle of Fire|Eagle of Fire]] 17:48, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm well aware as to why it was put there, but it appears more as an insult than advice if you ask me. I did use the preview button, but I didn't see my mistakes until after published. Everyone makes simple mistakes. --[[User:JPolito|JPolito]] 19:02, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The reason why the &amp;lt;nowiki&amp;gt;{{newbie}}&amp;lt;/nowiki&amp;gt; tag was created was to be able to send some quick pointers to new users. Your user page was pretty bland and I can't really keep track of the new users since there is so many now. I simply used the tag in a quick edit. I'm pretty sure this kind of stuff is said almost everyday, using a generic tag is so less bothersome and that much quicker.&lt;br /&gt;
:::It should not be taken as an insult but rather as a friendly advice. It's really not that big of a deal. :) --[[User:Eagle of Fire|Eagle of Fire]] 19:08, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'd like to point out that since then I've made a point to doublecheck the last few times I used this tag in the sole purpose of not using it without a good reason. Also, I took the resolution to only use it in talk pages in the future. This should avoid further incidents on the matter. --[[User:Eagle of Fire|Eagle of Fire]] 02:40, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I think it would be better to do away with the &amp;quot;newbie&amp;quot; tag altogether.  The name of the tag is insulting itself and the text of the tag is less than useful when read by someone feeling insulted.  I propose a more respectful tag like &amp;quot;tips&amp;quot;.  --[[User:Geofferic|Geofferic]] 09:01, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::The tag is intended to be subst'd in so that user talk pages arent updated in case of template change. When used properly, the name of the template wont show up at all. &amp;lt;blockquote&amp;gt;&amp;lt;nowiki&amp;gt;{{subst:newbie}}&amp;lt;br&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/blockquote&amp;gt;Not as terrible now, eh? [[User:VengefulDonut|VengefulDonut]] 10:46, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::It's equally terrible if it's not used correctly.  Seems a silly extra step to boost the ego of the person placing the tag.  Makes more sense to rename in with something respectful.  --[[User:Geofferic|Geofferic]] 03:27, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::Ok. Do it :) [[User:VengefulDonut|VengefulDonut]] 11:31, 12 December 2007 (EST)&lt;br /&gt;
:::::::::I have no objection to have it renamed to newcommer or tips or whatever you think is better. It would change ''absolutly'' nothing to me and it's use anyways, I never saw it as a way to feel superior or anything of that kind of crap... For me it's a tool to use sparingly in the right situation. If you look at my user page, you'll see in my description that ''He dislike disorder and particularly hate spammers (bots in particular) and will hunt them down if necessary''. Use of this tool is simply a byproduct of this train of thought, by way of prevention. --[[User:Eagle of Fire|Eagle of Fire]] 15:40, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== orphaned redirect ==&lt;br /&gt;
&lt;br /&gt;
Why do you care so much about an orphaned redirect page? All that matters is that it points in the right direction. [[User:VengefulDonut|VengefulDonut]] 01:50, 10 December 2007 (EST)&lt;br /&gt;
:Well, even if I were not to point out that it's adding absolutly nothing to the Wiki, that people are more than ''extremely'' unlikely to actually search with such a long keyword and that the word &amp;quot;retarded&amp;quot; is immature and unneeded... I've clicked on the &amp;quot;what links here&amp;quot; button and found out that the redirect you're talking about is not even linked from either. What kind of purpose would it have other than sporting such a word in it's name?&lt;br /&gt;
:None. --[[User:Eagle of Fire|Eagle of Fire]] 02:36, 10 December 2007 (EST)&lt;br /&gt;
::There are quite a few orphaned redirects that have no purpose any more. For consistency's sake, you should either leave them all alone or hunt them all down ;) [[User:VengefulDonut|VengefulDonut]] 10:50, 10 December 2007 (EST)&lt;br /&gt;
:::I could not care less about &amp;quot;orphaned&amp;quot; redirects. I think you're completely missing my point... --[[User:Eagle of Fire|Eagle of Fire]] 13:15, 10 December 2007 (EST)&lt;br /&gt;
::::It seems I am missing it; care to enlighten me? It seems inconsistent to me to care about the miner redirect and not care about things like [[negociator]] or [[Quern (item)]]. What is the difference? [[User:VengefulDonut|VengefulDonut]] 15:16, 11 December 2007 (EST)&lt;br /&gt;
:::::The word &amp;quot;retarded&amp;quot;. Why would we need to be so crude in the wiki? There is no need, and the page itself was useless. Nobody's going to spell out a 15 word long search. Not to say that dwarves in DF can't really be &amp;quot;retarded&amp;quot;... It's all about how you make them do what you want which make them intelligent or not. When I was younger, we had an acronym to describe that... PIBKAC.&lt;br /&gt;
:::::The reason why I'm prompt to act on that particular page is because it's on my watchlist. I'd probably solve the problem if I realise another page is broken but I'm certainly not going to &amp;quot;hunt&amp;quot; those orphaned pages down for the fun of it. There's way more to do on the Wiki right now to stop at each peeble on the road. --[[User:Eagle of Fire|Eagle of Fire]] 17:30, 11 December 2007 (EST)&lt;br /&gt;
::::::We still use it ... PEBKAC.  ;)  --[[User:Geofferic|Geofferic]] 03:30, 12 December 2007 (EST)&lt;br /&gt;
::::::'''[Conversation cut -&amp;gt; See ''Language'' below.]'''&lt;br /&gt;
::::::If I realized that the first page had been deleted, wouldn't have remade it - just wanted to make sure everything was pointing to the proper location when I posted the redirect, and mentally kicked myself when I saw it was marked as (N)ew. :p --[[User:Jackard|Jackard]] 23:59, 11 December 2007 (EST)&lt;br /&gt;
:::::::Yeah, it happened to me once or twice too. I think it's in direct relation with moved pages. I clearly remember that I moved both the talkpage and the page itself to remove the word &amp;quot;retarded&amp;quot; myself. --[[User:Eagle of Fire|Eagle of Fire]] 15:20, 12 December 2007 (EST)&lt;br /&gt;
::::::You say the language &amp;quot;has no benefit.&amp;quot; That point becomes moot because the '''page''' doesn't have benefit either, as is the case with [[negociator]] and [[Quern (item)]]. I'm not going to say we were better off having it, but it wasn't worth the effort to look it up and &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; the bugger, nor is it worth bothering senso about to delete. [[User:VengefulDonut|VengefulDonut]] 00:57, 12 December 2007 (EST)&lt;br /&gt;
:::::::This argument doesn't make sense [[User:VengefulDonut|VengefulDonut]]. Let me copy and paste you the delete message when we add a del tag: ''This page is marked for deletion. Reasons could include a nonsense title, superfluous information, irrelevant/lack of material or the article could be outdated/duplicated.''&lt;br /&gt;
:::::::Had the page in question have a nonsense title? Yes, you said it yourself. Does it have irrevelant or a lack of material? Yes. Is the article outdated and/or duplicated? Yes.&lt;br /&gt;
:::::::Isn't that ''way'' enough to warrant the delete tag?&lt;br /&gt;
:::::::Oh, and BTW I've just checked your two links. [[Negociator]] have it's use for a search, I've added the delete tag to [[Quern (item)]] because I think it's outdated. Probably an old redirect from another page which got fixed/removed. ;) --[[User:Eagle of Fire|Eagle of Fire]] 15:20, 12 December 2007 (EST)&lt;br /&gt;
::::::::Almost every redirect merits the del tag going by the standards stated in the tag. Does this mean they warrant deletion? You might as well del [[Running pump with windmill]], too. From the start I was just pointing out that caring about the language use is silly on such a page and that your justification for deleting it applies to a wide spectrum of pages you aren't interested in. I am not saying that the page doesn't merit deletion -- I am saying it doesn't merit deletion '''more''' than all the pages I'm sure you've passed over from time to time and decided you might as well leave alone. [[User:VengefulDonut|VengefulDonut]] 03:38, 13 December 2007 (EST)&lt;br /&gt;
:::::::::I always do an edit if I think it waranted or needed. I very rarely wander on pages you're describing right now. I certainly would have no objection in deleting [[Running pump with windmill]] if you want to... &lt;br /&gt;
:::::::::On the subject of redirect, they serve their use if the redirect page is a word which could be commonly or wrongly used for another page or item described in another page. This is mainly to prevent double pages and to make it convenient to the visiting user who's not used to the wiki. But do I really need to explain this? --[[User:Eagle of Fire|Eagle of Fire]] 21:59, 13 December 2007 (EST)&lt;br /&gt;
::::::::::The fact that you would consider explaining it shows the high level of regard you have for me. Amazing how language can be used to transmit venom without the use of vulgar words. In general, all of the redirects with capitalized names that are no longer linked to are useless, as noone will search for them. [[User:VengefulDonut|VengefulDonut]] 01:05, 14 December 2007 (EST)&lt;br /&gt;
:::::::::::I had my doubts, but now it's pretty obvious you're just trying to mess with me. I'm not amused. --[[User:Eagle of Fire|Eagle of Fire]] 01:24, 14 December 2007 (EST)&lt;br /&gt;
::::::::::::I was talking about this with you because consistency in editing is important to me. It's your prerogative not to care what I think, but I would prefer that you don't insult me; directly or otherwise. A simple &amp;quot;I'm not interested in talking about this with you&amp;quot; gets the message accross in a much friendlier way. In any case, the message has been recieved. [[User:VengefulDonut|VengefulDonut]] 01:45, 15 December 2007 (EST)&lt;br /&gt;
:::::::::::::Your message about how important it is to explain everything was sarcastical, right? That's how I took it anyways and I was thinking that you were refering to me in regard to the poison  thing, but your very last message lead me to think it might not be the case. --[[User:Eagle of Fire|Eagle of Fire]] 17:59, 15 December 2007 (EST)&lt;br /&gt;
::::::::::::::The only time I intended to write something sarcastic in this conversation was when I pointed out the tone you used to write the 21:59 13 December 2007 (EST) comment, because things like that tend to escalate if ignored. Other than that, I was trying to convince you. I'm sorry if something I wrote came accross differently. [[User:VengefulDonut|VengefulDonut]] 19:20, 15 December 2007 (EST)&lt;br /&gt;
:::::::::::I apologize for stepping even close to this discussion, but links with capital letters were mentioned.  I have been trying to make multiple links like '''S'''hort '''S'''word and '''S'''hort '''s'''word into a link where the first letter is capitalized, and the rest are lower case.  This reduces the number of red links, and hopefully makes things more standard.  Should I be preforming re-directs instead?  It seems like a needless complication, but I'm no wiki expert so I'll follow the lead of whoever is. --Gotthard 14:06, 14 December 2007 (EST)&lt;br /&gt;
::::::::::::What you've been doing is correct. You can also help by letting the users who made the mistake know our naming conventions. [[User:VengefulDonut|VengefulDonut]] 01:45, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Societal standards ==&lt;br /&gt;
&lt;br /&gt;
I'm being serious.  Murder is flat-out worse than pedophilia; there's no denying that.  So how is it that jokes about the former can be acceptable, but jokes about the latter cannot? --[[User:Peristarkawan|Peristarkawan]] 16:50, 12 December 2007 (EST)&lt;br /&gt;
:1) I don't agree with you. My oppinion is pedophilia is worse because then the child may be left with permanent psychological scars for the rest of his/her life, which will be long because they're ''children'' who are not experienced enough to know better. Murder is about as bad, but since the murdered person won't suffer from it anymore I'm ranking pedophilia worse. Both are unacceptable.&lt;br /&gt;
:2) Jokes from both are unacceptable in a normal social situation. Try to make a joke about the murder of someone in front of his family, and see if they like you. Good luck with that. --[[User:Eagle of Fire|Eagle of Fire]] 17:03, 12 December 2007 (EST)&lt;br /&gt;
::Pedophilia can be viewed as &amp;quot;worse&amp;quot; because the victim is ''necessarily'' an innocent, whereas in a murder that is not the case.  Pedophilia is, truly, not funny in the normal sense.  Ephebophila, now, that's comedy gold.  --[[User:Geofferic|Geofferic]] 17:07, 12 December 2007 (EST)&lt;br /&gt;
:::1) I'm sorry, but if I had the choice of being molested/raped as a child or being murdered, I would choose the former without hesitation.  If it's truly worse to suffer from the trauma then to be dead, well, they can always just commit suicide.  But I seriously doubt that's the case (fortunately, I wouldn't know first-hand).&lt;br /&gt;
:::2) Yes, jokes about specific crimes can be very offensive.  Since we're not talking about specific crimes, I don't see how that's relevant.  In any case, your statement that both are unacceptable, while completely contradicted by the media in my opinion, differs from the statement I was responding to, so I retract my question.&lt;br /&gt;
:::Ephebophilia: That's a good point.  I was previously unaware of the distinction, and in fact usually when I think of pedophilia, it's actually ephebophilia that I'm thinking of (who wants to think about real pedophilia? That's creepy!).  I'll keep that distinction in mind in the future. --[[User:Peristarkawan|Peristarkawan]] 17:30, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Well I wasn't making a personal judgment call on what is or is not the worse crime. I was speaking from a societal point of view.  Pedophilia could easily be seen as a &amp;quot;worse&amp;quot; crime societally - and I'm, again, not making my personal judgment here.  I'd just as soon avoid murder and pedophilia, period.  Of course, since we're truly talking about murder versus ephebophilia - I would think the latter is far &amp;quot;preferred&amp;quot; societally - and not even criminal all the time.  --[[User:Geofferic|Geofferic]] 19:03, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::1) Unfortunatly, the whole point of a murder or pedophilia act is that you don't really have a say in the matter. Furthermore, if you really go to the lenght of suiciding after suffering from pedophilia, the end result is then exactly the same than an improved or move vicious murder. Which is why I rank it worse. :P --[[User:Eagle of Fire|Eagle of Fire]] 17:55, 12 December 2007 (EST)&lt;br /&gt;
:::::That makes no sense.  If you're molested, you have the choice of living with the trauma or committing suicide (not that I advocate the latter).  If you're murdered, you have no choice whatsoever. --[[User:Peristarkawan|Peristarkawan]] 18:05, 12 December 2007 (EST)&lt;br /&gt;
::::::Suiciding is something else. I was refering to the pedophilia and the murder acts concerning the &amp;quot;no choice&amp;quot; comment, not suicide. --[[User:Eagle of Fire|Eagle of Fire]] 18:12, 12 December 2007 (EST)&lt;br /&gt;
:::::::Since we're getting all technical about terminology, I'd like to point out that pedophilia is not a crime.  It's a sexual orientation.  It's acting on the urge (pederasty) that is the crime.&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:33, 12 December 2007 (EST)&lt;br /&gt;
:::::::I realize that.  My point is that choices made lead to new choices.  The only exception to that is the choice to end a life, which closes off future choices.  Life isn't fair, and sometimes our choices get made for us.  Sometimes those forced choices can be quite nasty.  But a person who is violated but not murdered still has plenty of choices: how they are going to cope, whether they will seek justice, whether they will have spaghetti or tuna salad for dinner, what they will study in school, what they will name their children, how they will spend their retirement, etc.  A person who is murdered has none of those choices; the act of ending their life robs them of all their choices, not just one.  You talk as if none of those other choices matter in light of the one choice that the molested person didn't get, yet they're the same choices that everybody is faced with.  In my view, a person who accepts that effectively has committed suicide, whether they're still physically alive or not. --[[User:Peristarkawan|Peristarkawan]] 18:48, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
We still use it ... PEBKAC.  ;)  --[[User:Geofferic|Geofferic]] 03:30, 12 December 2007 (EST)&lt;br /&gt;
:What does the E stand for? --[[User:Eagle of Fire|Eagle of Fire]] 15:20, 12 December 2007 (EST)&lt;br /&gt;
::&amp;quot;Exists&amp;quot;.  I've never even heard PIBKAC before.  lol  I suspect they're regional?  Wikipedia redirects PIBKAC to PEBKAC, fwiw.  --[[User:Geofferic|Geofferic]] 16:22, 12 December 2007 (EST)&lt;br /&gt;
:::Probably regional, as english is not my native language. It would simply refer as &amp;quot;is&amp;quot; in my version. E and I are phonetically exactly the same in french VS english, this is probably the reason of the difference. --[[User:Eagle of Fire|Eagle of Fire]] 16:38, 12 December 2007 (EST)&lt;br /&gt;
::::Oh now that makes perfect sense.  How would one say &amp;quot;Eagle of Fire&amp;quot; in French?  And are you speaking Algerian, Swiss, Quebecois, Parisian, etc?  What dialect do you have?  --[[User:Geofferic|Geofferic]] 17:09, 12 December 2007 (EST)&lt;br /&gt;
:::::My native language is french, I speak québéquois as the &amp;quot;subculture&amp;quot;. Normal québéquois dialect I think, no special accents and the like. At least I don't know we have a name for it. I'm near Montréal, so if there is a name it should be related to that area.&lt;br /&gt;
:::::Eagle of Fire end up being a name, my name when I'm on the internet. Which mean that if we follow french conventions, we'd (try to) say it exactly like in english. Literal translation would be &amp;quot;Aigle de Feu&amp;quot;, which mean exactly the same thing than in english: an eagle made of fire. Related information: Phoenix (Phénix)[[http://en.wikipedia.org/wiki/Phoenix_%28mythology%29]] --[[User:Eagle of Fire|Eagle of Fire]] 17:24, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
While we are on the subject of language, I'd like to thank everybody who did a grammar check on my edits. In the past and in the future. It is a great incentive to contribute to this wiki for someone like me which english is not his native language when, even when you know that what you add is or may not be gramatically correct, some people are always there in the end to correct the pitch. Thanks. --[[User:Eagle of Fire|Eagle of Fire]] 22:10, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Its VS It's ===&lt;br /&gt;
Could someone explain me the difference and why it is better to write ''its'' instead of ''it's'' in some circumstances? I'd appreciate it. --[[User:Eagle of Fire|Eagle of Fire]] 01:35, 23 December 2007 (EST)&lt;br /&gt;
:&amp;quot;Its&amp;quot; is the possessive form of &amp;quot;it&amp;quot;, while &amp;quot;it's&amp;quot; is a contraction of &amp;quot;it&amp;quot; and &amp;quot;is&amp;quot;. ''It's an elephant. Its eyes are bloodshot.'' [[User:Klada|Klada]] 01:57, 23 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:News&amp;diff=396</id>
		<title>Template:News</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:News&amp;diff=396"/>
		<updated>2007-12-15T07:45:34Z</updated>

		<summary type="html">&lt;p&gt;Klada: 33f&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: 125%; font-weight: bold; margin-bottom: 0.5em&amp;quot;&amp;gt;[http://www.bay12games.com/dwarves/index.html Download Dwarf Fortress]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The latest version is '''v0.27.169.33f'''.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[http://www.bay12games.com/dwarves/dev_now.html Changelog&amp;lt;noinclude&amp;gt; at Bay12 Games&amp;lt;/noinclude&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29106</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29106"/>
		<updated>2007-12-07T18:17:48Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Civilization&amp;diff=28108</id>
		<title>40d:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Civilization&amp;diff=28108"/>
		<updated>2007-12-07T02:10:57Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A civilization is a nation, with settlements and a capital city.&lt;br /&gt;
At the embark screen, you can select one of the controllable civilizations to play as.&lt;br /&gt;
Without [[:Category:Modding|Modding]]; these are all dwarves, but they may have different items available to start out.&lt;br /&gt;
&lt;br /&gt;
===Mountain Civilization (The [[dwarf|dwarves]])===&lt;br /&gt;
&lt;br /&gt;
Mountain civilizations build settlements on the edge of mountain ranges.&lt;br /&gt;
Their settlements are represented by {{Tile|Ω|#777|#000}} on the world map&lt;br /&gt;
&lt;br /&gt;
=== Plains Civilization (The [[human|humans]])===&lt;br /&gt;
&lt;br /&gt;
Plains civilizations build wooden towns in the lowlands.&lt;br /&gt;
Their settlements are represented by {{Tile|+|#777|#000}} and {{Tile|#|#777|#000}} on the world map&lt;br /&gt;
&lt;br /&gt;
=== Forest Civilization (The [[elf|elves]])===&lt;br /&gt;
&lt;br /&gt;
Forest civilizations build wooden towns in heavily forested areas.&lt;br /&gt;
Their settlements are represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map&lt;br /&gt;
&lt;br /&gt;
=== Evil Civilization (The [[goblin|goblins]])===&lt;br /&gt;
&lt;br /&gt;
Evil civilizations build towers in evil [[biome|biomes]].&lt;br /&gt;
Their settlements are represented by {{Tile|П|#707|#000}} on the world map&lt;br /&gt;
&lt;br /&gt;
=== Skulking Civilization (The [[kobold]]s)===&lt;br /&gt;
&lt;br /&gt;
Skulking civilizations populate [[caves]].&lt;br /&gt;
Their settlements are represented by ?{{Verify}} on the world map&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18304</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18304"/>
		<updated>2007-12-07T01:49:07Z</updated>

		<summary type="html">&lt;p&gt;Klada: /* Paralysis */  &amp;quot;more slower&amp;quot;?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing ['''shift-a'''] and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, weapons with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon damage|weapon]] type, weapon [[Weapon Damage#Material Damage Effects|material]], weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality can increase your skill by up to double.  Each level of quality grants a 20% bonus to skill, plus one skill level.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, wooden mace with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  (or, more likely, kills you first.)&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a sword causes cuts and bad gashes.  Although these indicators tell you the condition of the limbs, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/shield, or make it unable to attack with that limb.  Breaking a leg will cause a two-legged creature to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use ['''s'''] to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects:  First effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain).  More toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
===Getting Weapons Stuck===&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing ['''shift-i'''] and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the ['''shift-i'''] menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[Blood|blood]], and is immune to pain (e.g., undead), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
===Knock Away===&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and hammers) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and axes can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but uninjured.&lt;br /&gt;
Additionally, if the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
Some creatures have special attacks that can inject a paralyzing poison into other creatures.  When this happens to you in Adventure Mode, you'll usually receive the first warning, &amp;quot;You feel numb!&amp;quot;.  When you receive this warning, it's best that you deal with any threat very quickly.  &lt;br /&gt;
&lt;br /&gt;
As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, it would be most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
As for right now, there are currently no ways to cure poison.&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of crossbows, and especially bows, in close combat suggests that ranged weapons are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves and humans; bows are used by elves, humans and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second throat.  Blunt weapons don't hurt internal organs much, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt weapons are also supreme at causing enemies to fly away when struck with enough force.&lt;br /&gt;
&lt;br /&gt;
The maul, despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build flails, morningstars, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but does less damage than blunt weapons. Slashing weapons are more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  Axes do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield two-handed swords or halberds, and dwarves cannot build scimitars, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a spear is somewhat of a luck-based weapon.  It gets stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a pike; it is a two-handed weapon, even for a human.&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do, by far, the least damage, and do &amp;quot;gore&amp;quot; type damage, the effect of which is unknown; perhaps it causes extra bleeding.  Whips are rarely used, but presumably they're good against unarmored, small, living creatures.  These kind of weapons are pointless against the undead and other non-living creatures.&lt;br /&gt;
&lt;br /&gt;
====Burning====&lt;br /&gt;
There are no burning weapons, or weapons with &amp;quot;burn&amp;quot; type attack, in the game (however you can mod them in).  There are, however, creatures that can do burn damage.  It is believed that what makes BURN attacks special is that they inflict more pain.  Strangly, burn-type damage isn't really related to fire, so fire-immune creatures can be harmed with burning attacks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30753</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30753"/>
		<updated>2007-12-06T00:50:31Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure how important the number of dwarves is on the framerate.  I was getting about 12 to 15 with 22 dwarvs, and this has fallen to 9 with 97 dwarves.  I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves.  The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it just me, or with weather turned trees will not grow back. Most sapplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them%3F&amp;diff=31075</id>
		<title>How do I stop miners from falling in channels as they dig them?</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them%3F&amp;diff=31075"/>
		<updated>2007-12-06T00:35:28Z</updated>

		<summary type="html">&lt;p&gt;Klada: adding catagories and whatnot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miners will '''mine out from each other's feet''' if you let them. This is a bug. Currently the best way to prevent this from happening is to turn off the mining [[labor]] off all dwarves but one. Push {{k|v}} near a miner to view the dwarf, then push {{k|p}} to bring up Preferences. Next push {{k|l}} to bring up the labor screen. Push enter to deselect mining. It will be white when enabled and grey when disabled. Or, you can simply busy your miners with other tasks while leaving one free.&lt;br /&gt;
&lt;br /&gt;
==Getting Stuck in a Corner While Channeling==&lt;br /&gt;
Another problem with channeling is that miners have no problem channeling themselves into a corner. If you wanted to dig out an area that looked like this (where the hashes are solid rock and the hyphens are the places you wanted to channel):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
### #&lt;br /&gt;
#---#&lt;br /&gt;
#---#&lt;br /&gt;
#---#&lt;br /&gt;
#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You would either have to tell the miner to dig the back row and wait for him to do it, then tell him to dig out the middle row, and then next the far left square, then the middle square, and lastly the far right square, like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
### #&lt;br /&gt;
#345#&lt;br /&gt;
#222#&lt;br /&gt;
#111#&lt;br /&gt;
#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Or you could dig a path around the part you wished to channel, taking care that the miner dug out the middle channel before digging out all the channels on the sides.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
##### #&lt;br /&gt;
#     #&lt;br /&gt;
# --- #&lt;br /&gt;
# --- #&lt;br /&gt;
# --- #&lt;br /&gt;
#     #&lt;br /&gt;
#######&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them%3F&amp;diff=31074</id>
		<title>How do I stop miners from falling in channels as they dig them?</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them%3F&amp;diff=31074"/>
		<updated>2007-12-06T00:34:12Z</updated>

		<summary type="html">&lt;p&gt;Klada: New page: Miners will '''mine out from each other's feet''' if you let them. This is a bug. Currently the best way to prevent this from happening is to turn off the mining labor off all dwarves ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miners will '''mine out from each other's feet''' if you let them. This is a bug. Currently the best way to prevent this from happening is to turn off the mining [[labor]] off all dwarves but one. Push {{k|v}} near a miner to view the dwarf, then push {{k|p}} to bring up Preferences. Next push {{k|l}} to bring up the labor screen. Push enter to deselect mining. It will be white when enabled and grey when disabled. Or, you can simply busy your miners with other tasks while leaving one free.&lt;br /&gt;
&lt;br /&gt;
==Getting Stuck in a Corner While Channeling==&lt;br /&gt;
Another problem with channeling is that miners have no problem channeling themselves into a corner. If you wanted to dig out an area that looked like this (where the hashes are solid rock and the hyphens are the places you wanted to channel):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
### #&lt;br /&gt;
#---#&lt;br /&gt;
#---#&lt;br /&gt;
#---#&lt;br /&gt;
#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You would either have to tell the miner to dig the back row and wait for him to do it, then tell him to dig out the middle row, and then next the far left square, then the middle square, and lastly the far right square, like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
### #&lt;br /&gt;
#345#&lt;br /&gt;
#222#&lt;br /&gt;
#111#&lt;br /&gt;
#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Or you could dig a path around the part you wished to channel, taking care that the miner dug out the middle channel before digging out all the channels on the sides.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
##### #&lt;br /&gt;
#     #&lt;br /&gt;
# --- #&lt;br /&gt;
# --- #&lt;br /&gt;
# --- #&lt;br /&gt;
#     #&lt;br /&gt;
#######&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them/old&amp;diff=31071</id>
		<title>How do I stop miners from falling in channels as they dig them/old</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them/old&amp;diff=31071"/>
		<updated>2007-12-06T00:33:39Z</updated>

		<summary type="html">&lt;p&gt;Klada: New page: Miners will '''mine out from each other's feet''' if you let them. This is a bug. Currently the best way to prevent this from happening is to turn off the mining labor off all dwarves ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miners will '''mine out from each other's feet''' if you let them. This is a bug. Currently the best way to prevent this from happening is to turn off the mining [[labor]] off all dwarves but one. Push {{k|v}} near a miner to view the dwarf, then push {{k|p}} to bring up Preferences. Next push {{k|l}} to bring up the labor screen. Push enter to deselect mining. It will be white when enabled and grey when disabled. Or, you can simply busy your miners with other tasks while leaving one free.&lt;br /&gt;
&lt;br /&gt;
==Getting Stuck in a Corner While Channeling==&lt;br /&gt;
Another problem with channeling is that miners have no problem channeling themselves into a corner. If you wanted to dig out an area that looked like this (where the hashes are solid rock and the hyphens are the places you wanted to channel):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
### #&lt;br /&gt;
#---#&lt;br /&gt;
#---#&lt;br /&gt;
#---#&lt;br /&gt;
#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You would either have to tell the miner to dig the back row and wait for him to do it, then tell him to dig out the middle row, and then next the far left square, then the middle square, and lastly the far right square, like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
### #&lt;br /&gt;
#345#&lt;br /&gt;
#222#&lt;br /&gt;
#111#&lt;br /&gt;
#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Or you could dig a path around the part you wished to channel, taking care that the miner dug out the middle channel before digging out all the channels on the sides.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
##### #&lt;br /&gt;
#     #&lt;br /&gt;
# --- #&lt;br /&gt;
# --- #&lt;br /&gt;
# --- #&lt;br /&gt;
#     #&lt;br /&gt;
#######&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24978</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24978"/>
		<updated>2007-12-05T06:53:09Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold temperatures, usually because of [[winter]]. Any water that is [[outside]] will freeze during winter, while it will stay the same if it is [[inside]]. &lt;br /&gt;
&lt;br /&gt;
A tile of water will freeze into an '''ice wall''', while creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. The floor can be walked on freely, and there doesn't seem to be any kind of thin, breakable ice. The ice wall can be [[mine]]d through, which leaves the above ice floor intact. [[Channel]]ing the ice floor will destroy both the floor and the wall. The ice wall will apparently melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive. Presumably the ice floor will melt as well, but whether it turns into water or just disappears is unknown at the moment.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined through without causing a [[flood]], making Winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
== Ice as a Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to Ice boulders as &amp;quot;water&amp;quot;. It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Out of Water ==&lt;br /&gt;
&lt;br /&gt;
As ice takes the place of water, entire water supplies can be completely frozen on colder areas. This can depopulate an entire fortress in just the first winter if they're unprepared. The only way to counter this is to make a water pit inside beforehand, or brew enough drinks. Oddly enough, drinks do not require water to make.&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
&lt;br /&gt;
== Melting Ice ==&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with magma. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Above_ground&amp;diff=22492</id>
		<title>40d:Above ground</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Above_ground&amp;diff=22492"/>
		<updated>2007-12-04T03:08:54Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[map tile]] is considered '''above ground''' if it has, at some point, been bleached by the [[light|everlasting day]] that casts shadows across the world. Any channel [[digging|dug]] from the surface by your [[miner]]s will expose [[subterranean]] to light creating new ''above ground''. Walls and floors constructed by dwarves also create new above ground tiles. The [[sky]] is considered above ground.&lt;br /&gt;
&lt;br /&gt;
''Above ground'' is the opposite term for [[subterranean]]. The terms are used opposingly in dwarf fortress when viewing a tile using the {{Key|k}} look at menu. Above ground can be combined with [[light]] and [[dark]] as well as [[inside]] and [[outside]].&lt;br /&gt;
&lt;br /&gt;
The effect of being above ground is unknown on dwarves, nor on other creatures. However, any dwarf suffering from [[cave adaptation]] may have unhappy thoughts and vomit upon going above ground.&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Klada&amp;diff=30843</id>
		<title>User:Klada</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Klada&amp;diff=30843"/>
		<updated>2007-12-04T02:12:17Z</updated>

		<summary type="html">&lt;p&gt;Klada: New page: &amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;text-decoration:blink&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;ಠ_ಠ&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt; &amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;text-decoration:blink&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;ಠ_ಠ&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;text-decoration:blink&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;ಠ_ಠ &amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;text-decoration:blink&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;ಠ_ಠ &amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;text-decoration:blink&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;ಠ_ಠ&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;text-decoration:blink&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;ಠ_ಠ&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;text-decoration:blink&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;font color=&amp;quot;indigo&amp;quot;&amp;gt;ಠ_ಠ&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;text-decoration:blink&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;ಠ_ಠ &amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24977</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24977"/>
		<updated>2007-12-04T01:55:49Z</updated>

		<summary type="html">&lt;p&gt;Klada: Dropping ice in a cave in no longer melts it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold temperatures, usually because of [[winter]]. Any water that is [[outside]] will freeze during winter, while it will stay the same if it is [[inside]]. &lt;br /&gt;
&lt;br /&gt;
A tile of water will freeze into an '''ice wall''', while creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. The floor can be walked on freely, and there doesn't seem to be any kind of thin, breakable ice. The ice wall can be [[mine]]d through, which leaves the above ice floor intact. [[Channel]]ing the ice floor will destroy both the floor and the wall. The ice wall will apparently melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive. Presumably the ice floor will melt as well, but whether it turns into water or just disappears is unknown at the moment.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined through without causing a [[flood]], making Winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
== Ice as a Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to Ice boulders as &amp;quot;water&amp;quot;. It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Out of Water ==&lt;br /&gt;
&lt;br /&gt;
As ice takes the place of water, entire water supplies can be completely frozen on colder areas. This can depopulate an entire fortress in just the first winter if they're unprepared. The only way to counter this is to make a water pit inside beforehand, or brew enough drinks. Oddly enough, drinks do not require water to make.&lt;br /&gt;
[[category:Map_tiles]]&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26830</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26830"/>
		<updated>2007-12-04T01:55:19Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29102</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29102"/>
		<updated>2007-12-02T04:50:08Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29101</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29101"/>
		<updated>2007-12-02T04:49:49Z</updated>

		<summary type="html">&lt;p&gt;Klada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Klada</name></author>
	</entry>
</feed>