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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LegacyCWAL</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=LegacyCWAL"/>
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	<updated>2026-04-16T18:12:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=97468</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=97468"/>
		<updated>2010-04-22T17:49:47Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: /* This isn't funny, guys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Olivine&amp;diff=95774</id>
		<title>v0.31 Talk:Olivine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Olivine&amp;diff=95774"/>
		<updated>2010-04-19T21:44:37Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;why god why does this have its own page? --[[User:Squirrelloid|Squirrelloid]] 08:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
because this wiki is in chaos at the moment and olivine wasn't just another stone back in 40d.Also this is the first place i've seen that stones other than bauxite are magma proof but that's cos i'm not playing with any yet [[User:Cpad|Cpad]] 13:30, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, IIRC Olivine can contain [[DF2010:Native_platinum]].  If so, that would make Olivine patches one of the more useful non-economic deposits. --[[User:LegacyCWAL|LegacyCWAL]] 21:44, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=94131</id>
		<title>v0.31:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=94131"/>
		<updated>2010-04-17T03:56:17Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Just had an elf caravan with zillions of items, but not a single log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
Elves are humanoids ruthlessly dedicated to the protection of ''their'' concept of nature (focused on trees), and have no qualms about ending any life that isn't a tree.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive during the spring. During trade, elves will '''not''' accept wood, wooden items or any goods decorated with wood. This includes  ''clear'' glass ''items'', presumably because pearlash (&amp;lt;--potash&amp;lt;--ash&amp;lt;--wood) is used in their production. Elves will, however, gladly trade you their own wooden items. They will not, however, accept their wooden items back. Be careful to not offer them your wooden bins or barrels. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot.&lt;br /&gt;
&lt;br /&gt;
Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an {{l|ambush}}.&lt;br /&gt;
&lt;br /&gt;
Elves will generally '''accept''' items made of green glass, stone, metal, bone, shell, silk, leather and plant fiber cloth, meat, fish, totems and even plants.&lt;br /&gt;
&lt;br /&gt;
They also accept ''raw'' clear glass, ''raw'' crystal glass and raw green glass. (Which are classified as gems, possibly this makes the elves ignore the pearlash used in the first two.)&lt;br /&gt;
&lt;br /&gt;
It is currently unknown if they accept crystal glass ''items'' (a rather scarce trade good anyway).&lt;br /&gt;
&lt;br /&gt;
Elves generally bring all kinds of wooden items like barrels and cages, animals, alcohol, plant fiber and its products as well as smaller amounts of weapons and plants.&lt;br /&gt;
&lt;br /&gt;
Elves will only use water to wash themselves -- this is because soap is made from the fat of animals. A lack of soap leads to them always being slightly dirty, presumably to bring themselves closer to nature. This further reinforces the fact that they really are dirty hippies.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fuel&amp;diff=89068</id>
		<title>v0.31 Talk:Fuel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fuel&amp;diff=89068"/>
		<updated>2010-04-10T17:41:20Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Reusing still-accurate D40 stuff?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance to use an old page ==&lt;br /&gt;
&lt;br /&gt;
I've always thought that charts like the one on the old [[Fuel Industry]] page were quite helpful, so I think a similar chart would be very welcome on the new version of the page.  Since (as far as I can tell) the old chart is largely still accurate, it seems like it'd be a good idea just to port the old chart over and if necessary give it a tweak or two.  Any thoughts?  --[[User:LegacyCWAL|LegacyCWAL]] 17:41, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tame&amp;diff=38370</id>
		<title>40d:Tame</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tame&amp;diff=38370"/>
		<updated>2009-08-22T19:29:37Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tame''' is a designation given to [[animals]].  Tame animals will not attack dwarves (except if they tasted dwarf blood in the past ; in that case they will stay dangerous even if they are tamed), and can be taken as [[pet]]s.  Tame animals can only be [[butcher's shop|butchered]] if they are slaughtered; if they die by any other means, their [[corpse]]s will be left to rot until nothing remains but [[bones]] and a [[skull]].&lt;br /&gt;
&lt;br /&gt;
Taming a wild animal requires a [[kennel]], and uses the [[animal trainer]] skill. Tame [[dog]]s can be further trained into [[war dog]]s. &lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
&lt;br /&gt;
These are the prices you pay when you trade for caged tame animals and the amounts dwarfs have to spend to claim [[Pet|pets]] after the dwarven economy has started. An animal's [[Item value|value]] as a pet is independant of its [[Animal material multiplier|material multiplier]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! Pet value&lt;br /&gt;
! Pet name&lt;br /&gt;
|-&lt;br /&gt;
|10000||[[Dragon]], [[Hydra]]&lt;br /&gt;
|-&lt;br /&gt;
|2500||[[Giant cave spider]], [[Giant desert scorpion]]&lt;br /&gt;
|-&lt;br /&gt;
|1000||[[Basking shark]], [[Whale]], [[Whale shark]]&lt;br /&gt;
|-&lt;br /&gt;
|750||[[Cave crocodile]], [[Giant bat]], [[Giant olm]], [[Giant toad]], [[Polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
|700||[[Giant cave swallow]], [[Giant eagle]], [[Saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
|650||[[Alligator]]&lt;br /&gt;
|-&lt;br /&gt;
|500||[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Bonobo]], [[Bull shark]], [[Chimpanzee]], [[Elephant]], [[Frill shark]], [[Giant rat]], [[Gorilla]], [[Gray gibbon]], [[Great white shark]], [[Grizzly bear]], [[Hammerhead shark]], [[Longfin mako shark]], [[Manta ray]], [[Marlin]], [[Ocean sunfish]], [[One-humped camel]], [[Orangutan]], [[Pileated gibbon]], [[Shortfin mako shark]], [[Siamang]], [[Silvery gibbon]], [[Swordfish]], [[Tiger shark]], [[Two-humped camel]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
|400||[[Blue shark]], [[Conger eel]], [[Hippo]], [[Walrus]]&lt;br /&gt;
|-&lt;br /&gt;
|350||[[Naked mole dog]], [[Giant mole]]&lt;br /&gt;
|-&lt;br /&gt;
|300||[[Black bear]], [[Cow]], [[Muskox]], [[Nurse shark]], [[Sturgeon]]&lt;br /&gt;
|-&lt;br /&gt;
|250||[[Large rat]]&lt;br /&gt;
|-&lt;br /&gt;
|200||[[Angelshark]], [[Blacktip reef shark]], [[Bluefin tuna]], [[Bluefish]], [[Cheetah]], [[Cod]], [[Coelacanth]], [[Common skate]], [[Donkey]], [[Giant cheetah]], [[Giant grouper]], [[Giant lion]], [[Giant tiger]], [[Great barracuda]], [[Halibut]], [[Horse]], [[Lion]], [[Longnose gar]], [[Mule]], [[Opah]], [[Pike (fish)|Pike]], [[Sea lamprey]], [[Spiny dogfish]], [[Spotted wobbegong]], [[Stingray]], [[Tiger]], [[Tigerfish]], [[Whitetip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Cougar]], [[Elk]], [[Fox squirrel]], [[Giant jaguar]], [[Giant leopard]], [[Jaguar]], [[Knuckle worm]], [[Leopard]], [[Warthog]]&lt;br /&gt;
|-&lt;br /&gt;
|50||[[Carp]], [[Deer]], [[Gazelle]], [[Groundhog]], [[Hoary marmot]], [[Mandrill]], [[Milkfish]], [[Mountain goat]], [[Rhesus macaque]], [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Bat]], [[Blue jay]], [[Cardinal]], [[Cat]], [[Cave swallow]], [[Dog]], [[Grackle]], [[Oriole]], [[Red-winged blackbird]]&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Fox]], [[Raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Demon rat]], [[Fluffy wambler]], [[Moghopper]], [[Two-legged rhino lizard]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Chipmunk]], [[Gray squirrel]], [[Hedgehog]], [[Lizard]], [[Rat]], [[Red squirrel]], [[Toad]], [[Turtle]]&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Large roach]]&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Cave spider]], [[Fire snake]], [[Gremlin]], [[Olm]], [[Phantom spider]], [[Purring maggot]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Item value]]&lt;br /&gt;
* [[Animal material multiplier]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12886</id>
		<title>40d:Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12886"/>
		<updated>2009-08-22T19:23:10Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Biome#Arctic|Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]], some land is needed.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.&lt;br /&gt;
&lt;br /&gt;
Because ocean biomes contain salt water, it will be impossible&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while [[sparring]].&lt;br /&gt;
&lt;br /&gt;
(*) There is a way around this with screw pumps, see [[Screw_pump#Desalinization|Desalinization]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Life next to an ocean ==&lt;br /&gt;
&lt;br /&gt;
Despite the warnings that the fortress selection screen displays, oceanside [[location]]s can be quite habitable - provided they are chosen well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]&lt;br /&gt;
&lt;br /&gt;
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]] (Although this mist does not seem to generate [[Thought#Happy_thoughts | happy thoughts]]). The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.&lt;br /&gt;
&lt;br /&gt;
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree]]s and [[shrub]]s.&lt;br /&gt;
&lt;br /&gt;
== Draining the ocean ==&lt;br /&gt;
&lt;br /&gt;
Not a good idea. It is possible to reduce the water level near the shore to fordable depths by draining it into an aquifer layer or using an array of [[pump]]s. However, doing this will cause even a high-end computer to grind to a halt as the movement of each tile of water is calculated, and the water at the edge will refill faster than it can be drained. This can also easily turn into a fatal [[flood]] scenario, and the sheer quantity of rushing water tends to drag dwarves into the drain holes.&lt;br /&gt;
&lt;br /&gt;
It is however satisfying to watch the [[merperson]] corpses pile up in the shallow water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
[[Category:Water bodies]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sea_lamprey&amp;diff=46781</id>
		<title>40d:Sea lamprey</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sea_lamprey&amp;diff=46781"/>
		<updated>2009-08-22T19:22:18Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Sea lamprey|symbol=~|color={{COLOR:0:0:1}}|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|biome=&lt;br /&gt;
* [[Biome#Arctic|Arctic]] and [[Temperate]] [[ocean]]s&lt;br /&gt;
* [[Temperate]] freshwater [[river]]s&lt;br /&gt;
* [[Temperate]] brackishwater [[river]]s&lt;br /&gt;
* [[Temperate]] saltwater [[river]]s&lt;br /&gt;
* [[Temperate]] freshwater [[lake]]s&lt;br /&gt;
* [[Temperate]] brackishwater [[lake]]s&lt;br /&gt;
* [[Temperate]] saltwater [[lake]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_LAMPREY_SEA]&lt;br /&gt;
	[NAME:sea lamprey:sea lampreys:sea lamprey]&lt;br /&gt;
	[TILE:'~'][COLOR:0:0:1]&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:suckers]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR][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][SPECIALATTACK_SUCK_BLOOD:25:50]&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:larval sea lamprey:larval sea lampreys]&lt;br /&gt;
	[FAT:1]&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;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_SALTWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Purring_maggots&amp;diff=50586</id>
		<title>Purring maggots</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Purring_maggots&amp;diff=50586"/>
		<updated>2009-08-22T19:05:22Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Purring maggot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Purring_maggot]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Price&amp;diff=50585</id>
		<title>Price</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Price&amp;diff=50585"/>
		<updated>2009-08-22T19:03:27Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Dwarven economy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Dwarven_economy]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23352</id>
		<title>40d:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23352"/>
		<updated>2009-08-22T19:03:02Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pressing {{key|z}} during [[Dwarf Fortress Mode]] brings up the '''status screen'''.&lt;br /&gt;
&lt;br /&gt;
This screen contains a large amount of useful information about your fortress and its residents.&lt;br /&gt;
&lt;br /&gt;
=== Title Bar ===&lt;br /&gt;
The very top row of the screen shows the settlement name and class, followed by the year and season.&lt;br /&gt;
=== Menu Bar ===&lt;br /&gt;
Along the top of the status screen, are various choices for sub-menus.  Each can be highlighted with {{key|4}} and {{key|6}}, and then selected with {{key|Enter}}.  The menu bar consists of the following options:&lt;br /&gt;
&lt;br /&gt;
* [[Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves.&lt;br /&gt;
* [[Kitchen]] - The Kitchen Status screen allows you to set cooking and brewing permissions for any ingredients currently in your fortress.&lt;br /&gt;
* [[Stone]] - The Stone Status screen allows you alter permissions on various types of stones that may be reserved for specific uses by default.&lt;br /&gt;
* [[Stocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess.&lt;br /&gt;
* [[Price]]s - The Prices Status screen becomes available once you have an [[economy]].  It allows you to examine the fortress's item prices.&lt;br /&gt;
* [[Currency]] - The Currency Status screen becomes available once you have an economy.  It allows you to examine how much of each coin type you have (and recommendations from your broker on how many you ''should'' have).&lt;br /&gt;
* [[Justice]] - The Justice Status screen becomes available once you have a [[Sheriff]].  It allows you to examine any dwarves currently incarcerated, as well as their crime and sentence.&lt;br /&gt;
&lt;br /&gt;
=== Main Status Screen ===&lt;br /&gt;
This is the screen that appears by default when you press {{key|z}}.&lt;br /&gt;
&lt;br /&gt;
It lists a bunch of useful information, and grows more useful as your dwarves gain skills.  &lt;br /&gt;
* The upper left hand corner lists the amount of [[wealth]] created by your fortress.  This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported.  Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[immigration]], get be[[siege]]d, or get better trade goods from [[caravan]]s.  Note that this figure will only show if you have a [[broker]] with [[appraisal]].&lt;br /&gt;
* Below that, the status screen lists trade information.  This also requires a broker with the appraisal skill.&lt;br /&gt;
** Imports represent the total value of foreign made goods in your fortress.  Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth.  However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total.  Goods that are stolen (by [[rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map.&lt;br /&gt;
** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.&lt;br /&gt;
** A hypothetical example:&lt;br /&gt;
*** You buy (rope reed cloth) worth 50.  This increases imports by 50.  You then make this into a rope reed bag worth 100.  This reduces imports by 50 (since it is no longer considered by the game to be foreign made).  Fortress wealth increases by 100.  You then export this bag.  Fortress wealth decreases by 100, and exports increase by 100.&lt;br /&gt;
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a [[bookkeeper]] with the [[record keeper]] skill.  Depending on how skilled he is, and how accurate you want the counts, you will get better numbers.  Note that the Bookkeeper will need an [[office]] to take inventory, and it will take some time for him to count. Also note that the 'Other' class includes immediately edible items (eg. prepared meals, cheese), potentially edible items (eg. flour, syrup), and inedible items (eg. dye), and is therefore an unreliable indicator of a fortress' food stores.&lt;br /&gt;
** TODO:  Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc.&lt;br /&gt;
&lt;br /&gt;
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows.  &lt;br /&gt;
** An important note is that the right hand side, displaying military Dwarves, only includes dwarves that are currently active in the military.  When deactivated, these Dwarves are displayed in the left column, under their civilian job.&lt;br /&gt;
&lt;br /&gt;
=== Animal Status Screen ===&lt;br /&gt;
This screen shows a list of all animals that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.&lt;br /&gt;
&lt;br /&gt;
The animals are listed down the left hand column of the screen.  Some useful information about this list:&lt;br /&gt;
* The word &amp;quot;[[stray]]&amp;quot; indicates that the animal is not any Dwarf's pet. In the case of [[war dog]]s, it means the dog has not been assigned to a dwarf. &lt;br /&gt;
* Named animals are often a result of being named before joining your fortress, and usually means they are owned by an immigrant. Named animals may also have made a kill.&lt;br /&gt;
&lt;br /&gt;
The right hand column (owner) lists the current status of each individual animal in your fortress.  This status can take one of several forms:&lt;br /&gt;
* Available - This animal is available for adoption as a pet.&lt;br /&gt;
* Work Animal - This animal has been trained as either a hunting dog or war dog, and has not been assigned an owner.&lt;br /&gt;
* Unavailable - This animal currently cannot be claimed as a pet.&lt;br /&gt;
* Uninterested - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.&lt;br /&gt;
* A Dwarf's Name - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.&lt;br /&gt;
* Marked for Slaughter - This animal will be butchered when a [[butcher]] becomes available.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|Enter}} -  Toggles its availability.  This can only be done on &amp;quot;available&amp;quot; or &amp;quot;unavailable&amp;quot; creatures.&lt;br /&gt;
* {{key|b}} - Marks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Status Screen ===&lt;br /&gt;
This screen contains a list of all items currently within the fortress that can be used for either [[cooking]] or [[brewing]].  The items are listed down the left hand side of the screen.  A bit right of center, is a column listing the number of each ingredient currently possessed.  This number does not seem to rely upon the Bookkeeper, as it never seems to have question marks.  &lt;br /&gt;
&lt;br /&gt;
The permissions column to the right is subdivided into two additional columns.  One for cooking and one for brewing.  This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task.  Possible values are:&lt;br /&gt;
* Red - This item could be used for the task, but is currently disallowed. &lt;br /&gt;
* Blue - This items is able to be used for the task, and dwarves have permission to do so.&lt;br /&gt;
* ---- - This indicates that the given item cannot be used in this way.  For example, Deer Meat cannot be brewed. (Any [[Alcohol#Cooking|alcohol can be cooked.]])&lt;br /&gt;
&lt;br /&gt;
Note that if a new food is obtained, the default is &amp;quot;cook&amp;quot;.  This includes recently [[butcher]]ed animals, [[food]]stuffs gained from trading, first [[crop]]s from [[seed]]s, and plants [[Plant gathering|gathered]] from the wild.  Items that have been designated as [[forbid]]den will not be listed on this menu.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|c}} - Toggles permission to cook the highlighted item.&lt;br /&gt;
* {{key|b}} - Toggles permission to brew the highlighted item.&lt;br /&gt;
&lt;br /&gt;
=== Stone Status Screen ===&lt;br /&gt;
This screen lists all [[economic stones]] found within the game.  These are stones that have a value and purpose.  As an example, [[chalk]] can be used in the process of creating [[steel]].&lt;br /&gt;
&lt;br /&gt;
This screen can be critically useful to you, depending on where you choose to found your Fortress.  This is because, by default, economic stones can '''only''' be used for their given purpose(s) unless they are mentioned as the layer stone on the [[regions]] screen. Which means that if you happen to have access to only economic stones, your masons will be unable to use it for building buildings or furniture or the like.  If you attempt to do so, your mason will cancel the job, with the message that he &amp;quot;requires non-economic rock&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
By going into the stone status section, you can allow your dwarves to use economic stone for any purpose.  Simply scroll through the list to the particular stone you have an abundance of, and press {{key|Enter}} to toggle its availability for menial tasks.  This will change the stone's color from red to green.&lt;br /&gt;
&lt;br /&gt;
This screen also provides a full list of each stone type's economic uses.&lt;br /&gt;
&lt;br /&gt;
=== Stocks Status Screen ===&lt;br /&gt;
The stocks screen shows you a list of all of the goods your Dwarves own.  Its accuracy relies heavily upon the Bookkeeper.  &lt;br /&gt;
&lt;br /&gt;
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  The number to the left is the number of items accessible to use, (in a [[stockpile]] or scattered on the floor) and beside that in red is the number of inaccessible items. (parts of buildings, remains of pets and citizens, marked forbidden, marked for melting or dumping, belonging to traders, etc.)&lt;br /&gt;
&lt;br /&gt;
To the right of these numbers are the goods themselves.  By pressing {{key|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.&lt;br /&gt;
&lt;br /&gt;
=== Prices Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This screen lists the increase/decrease of the prices of (most) goods by category on the left. Example: at the start, stews may cost 20 dwarfbucks. However, you may run low on stews and have a noble decide the price should be changed. Thus on the screen it will say instead of 100%, 150%. (Most) Nobles can alter the price of a good. Prices are in the form of a percentage. It is only activated by getting the economy.&lt;br /&gt;
&lt;br /&gt;
=== Currency Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
This screen lists how many [[coin]]s of gold, silver and copper you have minted. It also listed how many your coins of each type that your bookkeeper recommends your fortress needs. Note that many players recommend not minting any coins and the figure given by the bookkeeper appears to have little to no affect on the game.&lt;br /&gt;
&lt;br /&gt;
=== Justice Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This option only appears when a fortress is large enough to need a [[sheriff]] to dispense [[justice]]. &lt;br /&gt;
&lt;br /&gt;
In the upper right of this screen is &amp;quot;Cages &amp;amp; Chains&amp;quot;, which shows the total number of combined  [[cage]]s plus [[restraints]] designated for justice out of the total currently available.  It's important to note that although it says &amp;quot;chains&amp;quot;, it's counting both ''ropes'' and chains as well as cages - and ropes are not as desirable as chains when used as [[restraint]]s for this purpose.  If you have adequate chains and cages (at least 1 cage, rope or chain for every 10 dwarves) the number will be blue, or red if you don't have enough. &lt;br /&gt;
&lt;br /&gt;
Along the left hand side is the list of people in the room. For actual prisoners, the number of days they have been jailed will be listed on the right hand side, along with the person who jailed them, and their title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6730</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6730"/>
		<updated>2009-08-22T18:54:54Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: /* Row 01 (000-015) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If you are on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;0&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;  {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt;  {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;3&amp;lt;/small&amp;gt;  {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;4&amp;lt;/small&amp;gt;  {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;5&amp;lt;/small&amp;gt;  {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;  {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;7&amp;lt;/small&amp;gt;  {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;8&amp;lt;/small&amp;gt;  {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;9&amp;lt;/small&amp;gt;  {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[Map tile|ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[floor grate]]s&lt;br /&gt;
*[[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;38&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;39&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;41&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;42&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Ore]]*, superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;43&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;44&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;45&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;46&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;47&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;49&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;51&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;52&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;53&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;54&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;55&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;56&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;57&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;58&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;59&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;61&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s&lt;br /&gt;
*[[Chert]]*, [[Gneiss]]*, [[Sylvite]]*, [[Chromite]]*, [[Kaolinite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;62&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;63&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;64&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;65&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;66&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;67&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;68&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;69&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;70&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;71&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;72&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;73&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;74&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;75&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;76&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;77&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;78&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;79&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;80&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;81&amp;lt;/small&amp;gt; {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;82&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;83&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;84&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;85&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;86&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;87&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;88&amp;lt;/small&amp;gt; {{TST|X}}&lt;br /&gt;
| [[Bin]], stone [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;89&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;90&amp;lt;/small&amp;gt; {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;91&amp;lt;/small&amp;gt; {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;92&amp;lt;/small&amp;gt; {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;93&amp;lt;/small&amp;gt; {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;94&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;95&amp;lt;/small&amp;gt; {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;96&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground&lt;br /&gt;
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;97&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;98&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;99&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text&lt;br /&gt;
*[[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text, Highwood in spring&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Larch and Pine in spring&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt; {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt; {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, side tiles for catapult, [[window]]&lt;br /&gt;
*[[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
*Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt; {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Wagon]] body, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt; {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt; {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt; {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt; {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt; {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt; {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt; {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt; {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt; {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt; {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt; {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt; {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt; {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt; {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt; {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt; {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt; {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt; {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt; {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt; {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt; {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt; {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt; {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt; {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt; {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt; {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt; {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt; {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt; {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt; {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt; {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt; {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt; {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt; {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt; {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt; {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt; {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt; {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt; {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt; {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt; {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt; {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt; {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal/glass [[floodgate]]s, floor [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ash|ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ash|ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel), Mudstone*, Serpentine*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:King&amp;diff=26538</id>
		<title>40d:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:King&amp;diff=26538"/>
		<updated>2009-08-22T18:47:41Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=King&lt;br /&gt;
| quarters=Royal [[Bedroom]]&lt;br /&gt;
| dining=Royal [[Dining Room]]&lt;br /&gt;
| office=Royal Throne Room&lt;br /&gt;
| tomb=Royal Mausoleum&lt;br /&gt;
| stands=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| arrival=&lt;br /&gt;
* [[Duke|Duchy]], high [[value]] of architecture, roads and offerings to a Dwarven [[caravan]]&lt;br /&gt;
* '''or''' discover [[Adamantine]] (bugged{{version|0.27.176.38c}})&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to Mountainhome&lt;br /&gt;
}}&lt;br /&gt;
The '''King''' is the [[dwarf]] named as ruler of the dwarf civilization in the [[civilization]]s screen. When the King arrives, your fortress will be promoted to Mountainhome and capital of that civilization.&lt;br /&gt;
&lt;br /&gt;
The king may, in fact, be a '''Queen'''.  She will be referred to as the King in text relating to the process of her arrival.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
Once your [[fortress]] becomes the capital of a [[Duke/Duchess|duchy]], 'The Incoming King' will appear on your nobles screen. You will need to reach a certain architectural [[value]], [[road]] value, and [[offering|offerings]] required (to the dwarven civ's merchants) for the King to arrive. The values needed for each vary from fort to fort, but can be viewed by examining 'The Incoming King' on the nobles screen. Offerings to merchants must actually reach the king: the merchants must make it safely off the map with your offerings.&lt;br /&gt;
&lt;br /&gt;
Alternately, if you find [[adamantine]], this [[noble]] will make a surprise arrival, dressed as a [[peasant]].  Despite arriving dressed as a peasant, he will make the same room and furniture demands as otherwise.  &lt;br /&gt;
&lt;br /&gt;
The adamantine king was bugged in some previous versions,{{version|0.27.176.38c}} where you were not guaranteed the ruler when you discover adamantine, but instead the first dwarf in the full civ list.  This may have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Arrival==&lt;br /&gt;
If the king arrives normally (i.e., not from adamantine), he will come with some Royal [[Guard]]s and an [[advisor]].  The spouses (if any) of the king's entourage will also arrive at this time, all in the form of peasants.  The [[king consort|king's spouse]] will also arrive if he or she is still alive (this is dependent on history generation).&lt;br /&gt;
&lt;br /&gt;
A king that comes dressed as a peasant will have no entourage, and therefore no advisor and no royal guards.&lt;br /&gt;
&lt;br /&gt;
The arrival of the king makes your fortress the mountainhome.  The foremost consequence of this is you will no longer receive a trade [[liaison]] from your civilization, so can no longer make special request of them, and you can no longer make offerings to the caravan. &lt;br /&gt;
&lt;br /&gt;
===Wounds===&lt;br /&gt;
Occasionally, a King or Queen will have received crippling [[wound|injuries]] during world generation, long before they arrive on your map.  These injuries will be permanent - either lost limbs ([[wound|dark grey]]) or non-healing spinal/nervous injuries.  That's life.&lt;br /&gt;
&lt;br /&gt;
==Demands==&lt;br /&gt;
Aside from his room and furniture requirements and the occasional [[demand]], the king issues no [[mandates]].&lt;br /&gt;
&lt;br /&gt;
==Non-dwarven Rulers==&lt;br /&gt;
It is possible to have non-dwarven rulers.  In these cases your liason may be of another race other than dwarf and when the king arrives, he will also be of that race.  All other nobles that come will still be dwarves.  Non-dwarven kings make no room demands, their advisor is also of the same non-dwarven race, and they do not move into your fortress.  In the unit list, they appear as &amp;quot;Friendly&amp;quot;.  They do not appear in your nobles list.  The length of their reign is usually limited to the next seige of your fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Losing_is_fun&amp;diff=50573</id>
		<title>Losing is fun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Losing_is_fun&amp;diff=50573"/>
		<updated>2009-08-19T23:33:02Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Losing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Losing]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24922</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24922"/>
		<updated>2009-08-11T17:29:18Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: /* Buckler vrs. training? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Boots==&lt;br /&gt;
Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==clothes layers==&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Protection values==&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that when setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 06 2007&lt;br /&gt;
&lt;br /&gt;
:In the old versions, the materials of the armor pieces were irrelevant, regardless of the fact that the lowest armor level is called &amp;quot;leather&amp;quot;.  Leather and chain wearers would wear any kind of legging or boot, and a plate wearer would wear even a pig tail helm, if they happened to come across one, showing no preference for better material types or quality.  Has this changed, or does the table in this article contain some wrong assumptions?--[[User:Maximus|Maximus]] 02:42, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall that 'light' materials like cloth, shell, and bone effectively 'downgraded' armor by one level, weighed half as much, and were 50% of the maximum effectiveness per their type. However! I can see right now in my current fortress a steel cap is 78 pounds and a cave spider silk cap is 13 pounds. This shows not all old information is correct. &lt;br /&gt;
&lt;br /&gt;
Furthermore, bone and shell doesn't become a 'lighter' class. Shell Gauntlets require Chain or above to be assigned, and Turtle Bone Greaves go un-used until a dwarf is set to Plate.&lt;br /&gt;
&lt;br /&gt;
However, I /can/ confirm from this very fortress I'm looking at right now, that dwarves assigned to leather went to pick up and wear Leather Helms. Unless, that is, they already have metal Caps. I'm looking at a marksdwarf right now assigned to wear Leather who has a Steel Cap, a pig tail hood (they all have hoods), and no helm. Everybody else has a leather helm.&lt;br /&gt;
&lt;br /&gt;
I should note my fortress has no metal helms lying around, nor does it have spare metal caps, so I'm unable to verify that dwarves set to Leather wouldn't wear metal Helms or preferentially choose caps (they'd probably choose /either/ Metal Caps or Leather Helms if given a choice). However, I'm pretty sure they would not. Therefore, it is my understanding that they make a distinction between different material types. --[[User:Stromko|Stromko]] 03:22 (PST), January 07 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Hmm it states here that dwarves can wear BOTH shields and bucklers, however in soldiering screen you can select EITHER shield OR buckler, but NOT both. Does this part of article apply to Adv. mode only? Could someone verify, please? --[[User:Digger|Digger]] 18:21, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would guess the trick is to tell them to use bucklers first, waiting til they pick one up, then telling them to use shields, at which point they'll pick up a shield without dropping the buckler first. Like how you can get dwarves to wear a leather armour, chain mail, and plate on top all at the same time if you set them to leather, then chain, then plate. [[User:Furiousfish|Furiousfish]] 20:54, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone ever determined whether the material of the shield has any effect? (i.e. is a leather shield as effective as a steel shield?) --[[User:3lB33|3lB33]] 13:33, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Natural Selection ==&lt;br /&gt;
&lt;br /&gt;
Being a bit of a nooblet, and not having much war in any of my fortresses, I'm confused as to how armor selection works. &lt;br /&gt;
&lt;br /&gt;
Would I be correct if I said &amp;quot;Setting a dwarf to wear Plate armor will cause him to grab plate whenever and wherever possible, but substitute leather, chain, or bone wherever no plate is available. So, for example, if my metalsmiths never make helms, but my leatherworker has caps and helms galore, they'll wear plate armor and a leather helm. Right?  If so, this should probably be mentioned. --[[User:Shadow archmagi|Shadow archmagi]] 19:24, 28 February 2008 (EST)&lt;br /&gt;
:I've found that a dwarf set to wear plate will grab the best available armor. More puzzling is that they will sometimes stack armor; IE dwarves wearing plate mail and chain mail at the same time. However, I never keep a stock of leather armor, so I wouldn't know if it can be used in conjunction with metal armor.--[[User:Eurytus|Eurytus]] 22:29 21 April 2008 (EDT)&lt;br /&gt;
::The dwarves seem to be notorious for pulling on a full suit of armour ie chain-then-plate, there's a reason a fort I made (whose metal industry relies on eg [[coal]] and [[lignite]]) is making all chain-mail, crossbows and shields to defend against gobbo raids ;)  --[[User:Frostedfire|Frostedfire]] 09:13, 3 June 2008 (EDT)&lt;br /&gt;
Just wanted to point out that leather armor and plate can't be put on together.&lt;br /&gt;
&lt;br /&gt;
== Gloves ==&lt;br /&gt;
My military is set to wear Leather armor, but they don't take leather gloves. High boots, leggings, armor and helmets are used OK. Is the article data incorrect?--[[User:Dorten|Dorten]] 04:51, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Some equipment is unavaliable for dwarf use because it is the incorrect size. --[[User:AlexFili|AlexFili]] 09:40, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My guess is that your dwarves are already wearing cloth gloves. This is considered clothing level armor, the same level as leather gloves. They see no reason to switch armor when the leather gloves provide the same &amp;quot;level of protection.&amp;quot; I think your best bet would be to dump their cloth gloves, if you're that worried about them. You can always reclaim them later. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:00, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
This has an excellent table defining the bonuses for quality/materials, but completely excludes artifact modifiers. I would assume that these would always be the best, regardless, of material, but I just found myself with a rhesus macaque leather shield and don't know if I should use it in place of, oh, I don't know, a more ''steel'' one.&lt;br /&gt;
:Currently, the exact modifier for artifact quality seems to be unknown. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fort-mode equipment quirks==&lt;br /&gt;
&lt;br /&gt;
The edit I just made was prompted by seeing a dwarf wearing ''twelve'' cloaks, and remembering the &amp;quot;cannot wear cloaks&amp;quot; phrase mentioned in the pre-edit version of the bit below the giant table.  I tried to reconcile the two statements that were already there, particularly in light of said cloak-happy dwarf.  However, there's also one thing I'm wondering about: is the number of equipped items partially determined by what order they're put on in fortress mode?  I ''think'' it is, but am not sure, so I decided not to include that.  If it's the case, however, I think it'd be worth mentioning along with the cloaks part (even in the old version of the page, should somebody decide to revert my edit or something). --[[User:LegacyCWAL|LegacyCWAL]] 20:23, 6 July 2008 (EDT)&lt;br /&gt;
:Dungeon masters wear nothing but 12 colors of cloaks and mittens. --[[User:Zchris13|Zchris13]] 13:07, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Over Under Armor Cover ==&lt;br /&gt;
&lt;br /&gt;
Besides sounding like a Daft Punk chorus, these are four LAYER values.  I know what Over and Under do with respect to each other:  You can't wear Under on top of Over.  Do the others follow the same pattern, are they all ordered?  Is there some more mysterious effect for &amp;quot;Cover&amp;quot; and &amp;quot;Armor&amp;quot;? --[[User:Sowelu|Sowelu]] 01:04, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Decorating Armor ==&lt;br /&gt;
Wasn't sure whether to ask this here or under gem setter - is it not possible to get a gem setter to decorate armor?  I know leather armor can receive images and bone/shell decorations (and presumably the bone/shell applies to metal as well), I can't fathom why you can't put gems on suits of armor given that.... --[[User:Squirrelloid|Squirrelloid]] 11:44, 5 December 2008 (EST)&lt;br /&gt;
:AFAIK no, it isn't possible to decorate armor or weapons.  That's one of the more frequently requested additions on the forums.[[User:LegacyCWAL|LegacyCWAL]] 14:33, 5 December 2008 (EST)&lt;br /&gt;
::It is, however, possible to acquire armor already decorated with gems via trade with a caravan. --[[User:Sev|Sev]] 16:09, 5 December 2008 (EST)&lt;br /&gt;
:::Said armor would unlikely to be masterwork, nor with masterwork decorations.  Nor would it be made of adamantine.  I'm afraid its no real supplement.  --[[User:Squirrelloid|Squirrelloid]] 16:35, 5 December 2008 (EST)&lt;br /&gt;
::::Oh, sure, if you want to, like, *survive*.  Instead of look pretty.  Where are your priorities? :) --[[User:Sev|Sev]] 16:50, 5 December 2008 (EST)&lt;br /&gt;
:::::I want to survive *and* look pretty.  When faced with a choice of two appealing options, the correct choice is obviously 'yes'. --[[User:Squirrelloid|Squirrelloid]] 17:01, 5 December 2008 (EST)&lt;br /&gt;
::::::I suppose you have a point.  Oh, well, back to [[Decoration|Stud with platinum]].  --[[User:Sev|Sev]] 19:25, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Markdwarves only work with bucklers?!?! ==&lt;br /&gt;
&lt;br /&gt;
I guess that makes sense since historically, bucklers were made to strap to the forearm and allow archers to use their bows...&lt;br /&gt;
&lt;br /&gt;
Anyway, it seems my markdwarves don't like it when I make them use a shield.  They stop carrying ammunition and won't practice shooting when off duty.&lt;br /&gt;
&lt;br /&gt;
Is this the reason or is something else going on?  Anyway, if it is indeed the case that markdwarves don't work with shields, it deserves mention, right?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 13:49, 20 May 2009 (UTC)&lt;br /&gt;
:It's unclear, for this reason: ThreeToe has stated, point blank, that '''&amp;quot;The two handed code is broken right now... the crossbow is always two handed.&amp;quot;''' So it's unclear if a marksdwarf ever actually uses a shield or buckler if they're holding a crossbow - they might be using it 2 handed in melee as well (and I more than suspect they are). &lt;br /&gt;
&lt;br /&gt;
:The way you suspect it to work is, I'd guess, the way it's ''supposed'' to work... whether that has anything to do with the way it ''does'' work is another guess.--[[User:Albedo|Albedo]] 14:24, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've found that the best way is not to assign a buckler/shield at all.  They then will use the free hand to carry practice bolts while off duty, while keeping metal bolts in the quiver for use at a moments notice. I suppose if the dwarf was done training, then you could assign a buckler.--[[User:Kwieland|Kwieland]] 19:37, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ARMOR ARTICLE SPLIT/COMBINING?==&lt;br /&gt;
&lt;br /&gt;
[[Leather Armor]], should have it's own page.  It is an item, like platemail.--[[User:Zchris13|Zchris13]] 17:22, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been thinking about the &amp;quot;armour&amp;quot; category in general - every different item does not need its very own page. What is there to say about &amp;quot;leather armour&amp;quot; (the item, not the suit)?  Look at [[low boot]], or [[leggings]] vs. [[greaves]] - waste of time to have to go to a diff page for each, and it currently takes ''how many'' to get a full picture of &amp;quot;armour&amp;quot;?  Isn't this the type of thing that can be all combined into one more useful page?&lt;br /&gt;
::*Armor - general &lt;br /&gt;
::*Suits of Armor - the 5 basic parts&lt;br /&gt;
:::*of leather&lt;br /&gt;
:::*of chain&lt;br /&gt;
:::*of plate&lt;br /&gt;
:*layering&lt;br /&gt;
:*known quirks and bugs&lt;br /&gt;
:Maybe one page with all pieces, and then another (this) with all the misc information.[[User:Albedo|Albedo]] 23:17, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm thinking of something more along the lines of a page for the different sets, combining the different separate pages for each item of armor.&lt;br /&gt;
&lt;br /&gt;
:::There is a discussion about this page on a user talk page. ''Please discuss the Armor page here.'' And please state any problems or conflicts with the Armor page, so they can be evaluated and discussed.&lt;br /&gt;
:::Personally, I have few problems with the page. But then I pretty much know everything the page states, and while I like the comprehensive, factual style of the page it may not be the best style for educating new players. --[[User:Nahno|Nahno]] 14:12, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
 (DELETED COMMENTS ON OVER-ENTHUSIASM. Non-relevant now. We move forward.) --[[User:Albedo|Albedo]] 00:00, 25 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Improving presentation of &amp;quot;Armor&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
I think the larger point (echoed from posts above) is that, as is, the article makes sense to those who understand it - but isn't optimized for those who don't.  There are 3 general problems that I perceive with the articles (plural) as they stand, and those same 3 areas I'd like to see addressed:&lt;br /&gt;
:* Scattered information - too many stub articles about individual armour pieces or one tiny facet of &amp;quot;armour&amp;quot;.&lt;br /&gt;
:* No clean, unified &amp;quot;This all you need (to know) for leather armor&amp;quot;, &amp;quot;This what you need (to know) for chain armor&amp;quot; (sub)articles.&lt;br /&gt;
:* This article is already borderline too long. Info is getting lost, readers are getting boggled - need a concept split between basic vs. advanced (or something sim). There are 11 sections, w/ some hefty sub-sections - that's too many by half.&lt;br /&gt;
&lt;br /&gt;
(And I think we have to concede that answering the rather arcane question of ''&amp;quot;How does it work, EXACTLY?&amp;quot;'' will be an ongoing process, I'm afraid.)&lt;br /&gt;
&lt;br /&gt;
Spotting problems is easy and cheap - solving them is the tough part. A user wants &amp;quot;all&amp;quot; relevant information in front of them, and not much more - and that'll be diff for each user.  But I think we can take a stab at a generally applicable organization.  I'd suggest this (as a starting point for this process, ~if~ it's agreed it needs to be addressed) -&lt;br /&gt;
&lt;br /&gt;
2 articles; #1 deals w/ armor at face value for those not interested in the details (what each piece is, how they fit together into suits, how a dwarf puts them on, what craft/shop builds what), and #2 deals with the numbers for the number crunchers and optimizers (repetition of quality/material tables, damblock numbers, and all that issue.)  For those Players who are comfortable in the simple (and correct) assumption that chain armour is &amp;quot;better&amp;quot; than leather, the first page gives them all they need to know (perhaps w/ hints &amp;amp; links beyond).  For those who need more (a little or a lot), they go to the second page, where they'll find the Protection and Weight tables, and all the details that are teased slowly from the tags and RAW's.&lt;br /&gt;
&lt;br /&gt;
Off the top of my head, I'd call the first page &amp;quot;Armor Guide&amp;quot; (fitting into Category: Guide) - all current &amp;quot;armor&amp;quot; articles would redirect to that one, at least.  The second (advanced) article might be titled something like &amp;quot;Armor details&amp;quot; or &amp;quot;Armor values&amp;quot; or &amp;quot;Armor explained&amp;quot;, and have all the stuff that boggles the unprepared.  --[[User:Albedo|Albedo]] 00:00, 25 May 2009 (UTC)&lt;br /&gt;
::I think the creation of armor belongs somewhere else in the wiki.  The types of armor should be defined first, with all the exceptions and rules explained in a single article.  Another article on the way the pieces layer on top of each other, and a final section of the second article for the defense bonuses of each item and the coverage, and all the other good and juicy technical things.&amp;lt;br /&amp;gt;The current layout is two biased towards traditional thinking, and is like trying to push the triangle block into the circle hole in those toys for tykes.  It just doesn't fit the technicality that is dwarf fortress.--[[User:Zchris13|Zchris13]] 18:53, 25 May 2009 (UTC)&lt;br /&gt;
:::I agree re &amp;quot;making armor&amp;quot; - under &amp;quot;Armorsmith&amp;quot; seems reasonable.  &amp;quot;Layering&amp;quot; is part of wearing, if an advanced part and one that is often overlooked ''(possibly because that article is lost among so much other bandwidth.)'' I think (depending on final size of the article, and number of sub-sections), that could be put at the bottom of the same page as definitions/how to use, so it's not separate from &amp;quot;suits&amp;quot;, but works hand in hand with that info. &amp;lt;br /&amp;gt;That would give us a format that looks ''something'' like...&lt;br /&gt;
:*Article #1: Armor Guide:&lt;br /&gt;
::*Individual Pieces - (copied &amp;amp; improved from the various stub articles, which all then become redirects)&lt;br /&gt;
::**the 3 (4?) Levels (lthr, chain, plate - and clothing)&lt;br /&gt;
::*Using Armor - basic &amp;quot;how to&amp;quot; (not &amp;quot;advice&amp;quot; or strategies, unless universal warnings)&lt;br /&gt;
:::*Layering&lt;br /&gt;
::*Shields &amp;amp; Bucklers&lt;br /&gt;
::*&amp;quot;Misc&amp;quot; (&amp;quot;oddities&amp;quot;) - sizes, wrestling, etc.&lt;br /&gt;
:::(deleted/redirected: &amp;quot;Making Armor&amp;quot; &amp;amp; &amp;quot;requirements&amp;quot; -&amp;gt; Armorsmith; possibly dump value table &amp;amp; quality table - redundant)&lt;br /&gt;
&lt;br /&gt;
:*Article #2: &amp;quot;Armor Analysis&amp;quot; - number cruncher's bible ''(needs a better name)''&lt;br /&gt;
::*damblock/protection values&lt;br /&gt;
::*Chart showing Analysis of diff types/combo's&lt;br /&gt;
::*weight explanation&lt;br /&gt;
::*size/permit explanation&lt;br /&gt;
&lt;br /&gt;
:::That puts everything the new/intermediate player needs to know about armour on 1 page, and all the &amp;quot;behind the scenes data&amp;quot; on another.  Easy conceptual split.--[[User:Albedo|Albedo]] 11:26, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plate over chainmail changed? ==&lt;br /&gt;
&lt;br /&gt;
I cannot get my dwarves to wear plate over chainmail.  If I order them to wear chainmail, they wear it, including both a cap and a helm.  If I order them to wear plate, they do indeed take off the chainmail first.  I think this has been fixed, so I'm putting the appropriate 'verify' tags on the article.  I also wonder if the helm-over-cap was always intended, rather than a glitch caused by stepping through armour levels. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 06:07, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This has always been treated as a feature, not a bug, but whatever. It is called &amp;quot;layering armor&amp;quot;. Dwarfs are also able to wear chain over leather, but not a &amp;quot;lighter&amp;quot; armor over a heavier one.  I just tried it, and it works fine - chain over leather, plate over chain, no problem. (Oddly, they won't wear plate mail over leather armor, but such a step-up will cause the cap/helm layering.) vanilla 40d.--[[User:Albedo|Albedo]] 07:42, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It's a little more complicated. The '''size and permit''' section of the article explains armor layering. [[User:VengefulDonut|VengefulDonut]] 12:22, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Well, that's very strange, then.  I've got steel chainmail and steel plate mail, and per above, if I go nothing &amp;amp;rarr; chain &amp;amp;rarr; plate (giving them time to put everything on at each step), they put almost everything on at the &amp;quot;chain&amp;quot; stage (including both a steel cap and steel helm), and then promptly ditch their chainmail in favour of plate at the &amp;quot;plate&amp;quot; stage.  Am I misunderstanding this? &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 17:36, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::&amp;quot;Chain&amp;quot; and &amp;quot;Plate&amp;quot; level armours (the full suits) both include boots, gauntlets, helmet and possibly a steel cap underneath.  Chain leggings would get ditched in favour of greaves, but the torso piece, the &amp;quot;chain armour&amp;quot;, should still be seen in inventory along with &amp;quot;plate armour&amp;quot;.--[[User:Albedo|Albedo]] 20:45, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Unless of course, we are totally wrong. Which is entirely possible.--[[User:Zchris13|Zchris13]] 00:16, 2 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, so I'm still trying this, and while I've gotten two dwarves to wear both cap + helm and chainmail + platemail, I can't seem to get a third one to do it.  I can get the cap + helm by forbidding leather helms and going leather, so he wears a steel cap.  Then, I go chain, so he wears a steel helm and a steel chainmail.  Then I go plate, and he runs to put the plate on, but drops the chainmail on the spot (in the stockpile) when he puts on the plate.  Am I doing something wrong here? &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 11:24, 7 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::What else is the dwarf wearing? Is the third dwarf wearing different 'clothing' than the other two? [[User:VengefulDonut|VengefulDonut]] 12:17, 7 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::One of the successful ones is wearing two pig tail dresses (one worn), trousers, and a sock.  One of the unsuccessful ones is wearing two leather robes and trousers (all worn).  Just retried that one, and still no go.  I assume the robes are the problem, but there's apparently no way to get them gone.  Guess I have to wait for them to wear out and fall off. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 22:57, 7 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::2 robes give a combined size of 40. Adding chainmail bumps that to 55. The permit of plate is 50, so you definitely cant wear plate over that. [[User:VengefulDonut|VengefulDonut]] 00:29, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Right, okay, so I have to wait for the dwarf to ditch the robes on his own (adding to the mess of discarded clothes already lying around the fort).  Ah well.  Thanks. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 01:41, 8 June 2009 (UTC)&lt;br /&gt;
::::::Remember that all clothes are &amp;quot;armour&amp;quot;, so 2 robes is still something. Turns out each robe is about 1/4 of leather - I'd rather have leather ''and'' a robe, but...--[[User:Albedo|Albedo]] 02:59, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::3 words: ten adamantine hoods. [[User:VengefulDonut|VengefulDonut]] 12:42, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Example/consider shell..? ==&lt;br /&gt;
So if i read this right a masterful shell item gives the same protection as a no quality iron item? Thus i might consider using it in early game or in a tough game with no iron/steel..not even copper - or if my armorsmith is not yet able to produce higher qualities, but my carver is?&lt;br /&gt;
&lt;br /&gt;
how to factor in weight? -is encumbrance only making dwarves slower or also fight worse?&lt;br /&gt;
:Not sure about %'s, but over-encumbrance will make a dwarf move slower, so less actions/second, so less combat - in theory. (See [[Speed]] and subsection on [[Encumbrance]].)  But at 50% for material x 2.0 for quality for masterful shell, vs 100% for material x 1.0 for quality for iron - yes, identical in protection. If you gained a Legendary bone carver, have no skilled armorsmith, and/or a lot more bone and shell than iron, that's a valid option until you can solve that lack.--[[User:Albedo|Albedo]] 00:41, 2 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Chain vrs. Plate ==&lt;br /&gt;
So maybe i straight overread that, but - we do know the protection of bone and leather as 50% vrs. Steel 133. Masterful armor is what to go for. Leather armor is limited by its material. &lt;br /&gt;
&lt;br /&gt;
But what really is the reason to go for chain instead of plate? do we have numbers? weight, sure, but not really. scarcity of steel etc.? what do greaves that leggins do not? --[[User:Confused|Confused]] 01:44, 21 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There's no long term reason, but in the beginning year or two I use chain as steel plate is a bit heavy, not to mention preparing for an early ambush always leaves a tight supply of steel. But really there's so many things in DF that are just there for flavor it's best not to dwell on it. [[User:Greep|Greep]] 08:03, 2 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Buckler vrs. training? ==&lt;br /&gt;
Could it be that a marksdwarf who wears a buckler will not train at an archery range, as he doesn't have a spare hand for bolts? --[[User:Höhlenschreck|Höhlenschreck]] 15:39, 14 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have never seen bucklers or shields keep marksdwarves from training at the archery range.  Make sure there's wooden or bone bolts to train with, and make sure he isn't holding something he isn't supposed to (like somebody's pants). --[[User:LegacyCWAL|LegacyCWAL]] 17:29, 11 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:War&amp;diff=50219</id>
		<title>40d:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:War&amp;diff=50219"/>
		<updated>2009-08-09T17:20:00Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''War''' is a specific state the player is at with another [[civilization]] that may either be present at [[embark]] or be caused during [[fortress mode]] by certain incidents. A proper war will be signaled on the embark screen with &amp;quot;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;WAR&amp;lt;/span&amp;gt;&amp;quot; and will be denoted in-game on the {{k|c}}ivilization screen.&lt;br /&gt;
&lt;br /&gt;
The player can be at war with any other race, but not with any [[dwarf|dwarven]] civilization.&lt;br /&gt;
&lt;br /&gt;
Starting out at war on embark can be achieved by checking the available dwarven civilizations and the tiles they occupy (blue) for symbols that normally signify settlements of other races.  Then move the cursor into a region relatively close by, and start a new fortress. If a fort is started too far away, perhaps into the territory of another civilization of that race, 'war' will disappear.&lt;br /&gt;
&lt;br /&gt;
The general state of hostility most [[goblin]]s show towards the player, complete with ambushes and sieges, doesn't even count as war. It is signified instead by &amp;quot;--------&amp;quot; on the embark screen.&lt;br /&gt;
 &lt;br /&gt;
== Causing war ==&lt;br /&gt;
Deliberately killing a civilizations' [[diplomat|envoy]]s or [[trader]]s is usually considered a hostile action. Too many of these actions can cause the civilization to attack the player.  It may only take a single diplomat's death to start a war.  Not keeping to agreements, clearcutting forests (in the case of elves), seizing whole caravans repeatedly and annoying elven traders by offering them wood till they leave are other aggressive actions that may lead to war.&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=20219</id>
		<title>40d:Meat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=20219"/>
		<updated>2009-08-06T16:59:59Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animals]] can be butchered for '''meat''' by a [[butcher]]. You will need a [[butchery]] for this.&lt;br /&gt;
Meat can be eaten raw or cooked at a [[kitchen]] by a [[cook]].  When uncooked, meat is subject to [[wear]].  Meat has a base value of 2☼ multiplied by the [[Item_value#Material_multipliers|MOD_VALUE]] of the animal the meat came from, so meat from exotic creatures is worth far more than meat from more common animals.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exceptional&amp;diff=50361</id>
		<title>Exceptional</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exceptional&amp;diff=50361"/>
		<updated>2009-08-06T16:43:17Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Item quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Item_quality]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quality&amp;diff=19513</id>
		<title>40d:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quality&amp;diff=19513"/>
		<updated>2009-08-06T16:42:48Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Item_quality]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exceptional&amp;diff=50360</id>
		<title>Exceptional</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exceptional&amp;diff=50360"/>
		<updated>2009-08-06T16:41:19Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Quality#Quality grades&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Quality#Quality_grades]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bilou&amp;diff=41742</id>
		<title>40d:Bilou</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bilou&amp;diff=41742"/>
		<updated>2009-08-04T18:14:58Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Bilou|symbol=b|color={{COLOR:0:0:1}}|bones=3|chunks=3|meat=3|fat=2|skulls=1|skin=Yes|biome= * Moist [[tropical]] [[broadleaf]] [[forest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bilou''' is a sub-species of the [http://en.wikipedia.org/wiki/Gibbon gibbon] family. They have black fur and resemble the [[siamang]] but are smaller. Like all gibbons they have long arms and no tail. In game they serve as a source of food and amusement. They can sing very beautifully, which is why your [[dwarves]] love them so much. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GIBBON_BILOU]&lt;br /&gt;
	[NAME:bilou:bilous:bilou]&lt;br /&gt;
	[TILE:'b'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:2:2]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:beautiful songs]&lt;br /&gt;
	[PREFSTRING:ability to swing through the trees]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS:5TOES]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:7]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Other_stone&amp;diff=50308</id>
		<title>Other stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Other_stone&amp;diff=50308"/>
		<updated>2009-08-04T18:10:35Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Stone#Other Stone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Stone#Other_Stone]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20020</id>
		<title>40d:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20020"/>
		<updated>2009-08-04T18:07:06Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves are fickle creatures, and when pressed to the breaking point of their happiness, they will '''tantrum'''.  A tantruming dwarf may attack people and animals, destroy buildings, or throw things.  The dwarf will receive happy thoughts from doing this.  Those acts are generally considered a [[justice|crime]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will tantrum if they are at the &amp;quot;very unhappy&amp;quot; level of happiness or worse. If a dwarf has created a masterpiece-level item, they will also throw a tantrum if it rots, or is ever destroyed or stolen.  Masterpiece engravings can be destroyed by miners digging out walls or floors.&lt;br /&gt;
&lt;br /&gt;
However, dwarves will not tantrum if a masterpiece building is dismantled.&lt;br /&gt;
&lt;br /&gt;
It is not impossible for a tantruming dwarf to destroy the [[bridge]] they are standing on and [[Swimmer#Drowning|drown]].&lt;br /&gt;
&lt;br /&gt;
A '''tantrum''' describes the actions of a dwarf who momentarily goes out of control, throwing things, breaking things, punching nearby dwarfs, and generally causing trouble.  In unlucky cases, this can cause the loss of valued items, or the injury or death of bystanders.  [[Justice]] will often fall upon a dwarf who has caused damage to body or property.&lt;br /&gt;
&lt;br /&gt;
A tantrum is usually due to, in that dwarf's opinion, the environment being personally unacceptable.  This can be due to a long series of substandard food, drink, shelter, and general living conditions, or a sudden and acute change brought on by the death of a [[friend]], [[spouse|family]] member, or favourite [[pet]], the loss of a [[masterpiece]], or other extreme, negative experience.&lt;br /&gt;
&lt;br /&gt;
Viewing a dwarf's [[profile]] ( {{k|v}}, {{k|p}}, {{k|z}}, {{k|Enter}} ), their [[thoughts]] will usually spell out their grievances in the form of good/bad thoughts.  &lt;br /&gt;
&lt;br /&gt;
A [[leader]] can often talk a dwarf down from the ledge with a [[meeting]].  If an unhappy dwarf is seeking a meeting (which is always with the leader), it's recommended to temporarily turn off all [[labor]] designations on the leader until the meeting is concluded.&lt;br /&gt;
&lt;br /&gt;
A tantrum from one dwarf can often trigger tantrums in others - this is known as a '''tantrum chain''', or, especially if it grows out of control and threatens the fortress as a whole, a '''tantrum spiral'''.  If any dwarf throws a tantrum that cannot be explained by a personal loss, '''it should be taken as a warning.''' When this happens, it often signifies that the ''other'' dwarves are unhappy--and if they aren't already, they probably/possibly will be soon.&lt;br /&gt;
&lt;br /&gt;
In more mature fortresses, tantrums have been known to have particularly nasty results. In [[Boatmurdered|extreme cases]], a chain of tantrums can bring a fortress to its metaphorical knees. Chains don't occur particularly often, but when they do, they are extraordinarily hard to stop.&lt;br /&gt;
&lt;br /&gt;
They generally play out something like this:&lt;br /&gt;
&lt;br /&gt;
:Dwarf A throws a tantrum, and punches Dwarf B.&lt;br /&gt;
:A recovers happily, but B throws a tantrum and smashes the butcher's workshop to bits.&lt;br /&gt;
:The butcher, C, tantrums and destroys the table of the closest noble, D.&lt;br /&gt;
:D tantrums, starting fights with three other dwarves--A, C, and E.&lt;br /&gt;
:All of ''them'' tantrum, and C is taken into custody.&lt;br /&gt;
:E gets busy and smacks B. Meanwhile, C is killed by the hammerdwarf, accidentally or otherwise.&lt;br /&gt;
:C's friends, F, G, H, I, J, ''and K,'' all tantrum and do other nasty things.&lt;br /&gt;
:Everybody eventually tantrums and the fortress production grinds to a halt.&lt;br /&gt;
:Everybody starves, throws themselves into a volcano, or otherwise dies.&lt;br /&gt;
&lt;br /&gt;
:* [[What's the easiest way to check dwarves happiness|Ways to check dwarfs's happiness]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Support&amp;diff=15531</id>
		<title>40d:Support</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Support&amp;diff=15531"/>
		<updated>2009-08-04T18:04:19Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Supports are pillars built to prevent [[cave-in]]s. They can be linked to [[mechanism]]s and collapse when [[lever|trigger]]ed, causing a cave-in if the support was the only thing preventing it.&lt;br /&gt;
&lt;br /&gt;
Supports are built through the {{k|b}}uild menu and require one [[stone]], [[log]], [[block]] or [[bar]] of any type.  They are built in two stages - first the material is moved into place by an [[architect]], and then (depending on material) completed by either a [[mason]] (for stone and soap), [[wood crafter]] (for wood) or [[metal crafter]] (for metals).&lt;br /&gt;
&lt;br /&gt;
Supports do not create a floor tile on the Z-level above.  Supports must be built on solid surfaces, so stacking supports atop each other only works if a floor is added between.  Supports do not block movement, fluids or missile fire.&lt;br /&gt;
&lt;br /&gt;
Supports can hold up both ceilings (from below) and floors (from above).&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fallow&amp;diff=50307</id>
		<title>Fallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fallow&amp;diff=50307"/>
		<updated>2009-08-04T18:01:25Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Farming#Planting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Farming#Planting]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_Bat&amp;diff=50306</id>
		<title>Giant Bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_Bat&amp;diff=50306"/>
		<updated>2009-08-04T17:58:07Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Giant bat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Giant bat]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43334</id>
		<title>40d:Defense guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43334"/>
		<updated>2009-08-01T21:19:14Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: /* pre-embark decisions */&lt;/p&gt;
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&lt;div&gt;In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of [[creature]]s can threaten your dwarves, and there is no one approach or philosophy that perfectly addresses every possibility.  Fortress layout, military organization and training, traps and more, all contribute to the overall &amp;quot;defense&amp;quot; and survivability of your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. This guide will pull from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there.&lt;br /&gt;
&lt;br /&gt;
There are three important things to consider when planning the defenses for your fortress.  First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves outside and topside as they go about their work is also important. These two goals can often be rather divergent, as your dwarves may need to wander the open countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, there is game style - you want the game to be &amp;quot;fun&amp;quot; for you, and with some strategies it's quite possible to defend yourself into complete boredom, or just go down a road that is not attractive style-wise. While this article cannot tell you how to have fun, it will comment on this when appropriate, and you should keep it in mind as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
For specific suggestions, descriptions, blueprints or examples, see also:&lt;br /&gt;
Trap Design&lt;br /&gt;
Military Design&lt;br /&gt;
Fortification(?) Design/Defense(?) Design/_________&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note''' - There is not room in this article to expand adequately on every sub-topic - ''please'' see specific articles for a ''complete'' discussion as desired.&lt;br /&gt;
&lt;br /&gt;
==General guidelines==&lt;br /&gt;
&lt;br /&gt;
While admitting that &amp;quot;Rules are made to be broken&amp;quot;, there are some general recommendations that have a proven value in defending a fortress:&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong and clear distinction between inside and outside. This usually corresponds to underground and surface, but not always - you can have a complete medieval-style castle complex on the surface.  But each point of entry should be hardened against attack.  Don't make more entrances than really necessary.  If there is a useless or redundant opening, seal it off, one way or another.  (Some creatures can destroy doors and drawbridges if they can reach them.)&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' Think redundancy - one wall may not be enough.  With the existence of door-destroying and bow-wielding attackers, double or multiple hard barriers between the inside and the outside is essential to fend off the worst assaults, and if they get inside one barrier it's nice to have another behind that. Sometimes captives will escape their [[cage]]s ''inside'' your fortress. The choke points between the circles are where you build traps and doors, and station troops.&lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]] archers, door-breaking [[troll]]s, invisible [[kobold]] master thieves, dive-bombing [[giant eagle]]s, flame-breathing [[fire imp]]s, angry [[elephants]], and a [[bronze colossus]] - ''all at once''. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet, and, more realistically, when things go wrong (and with dwarfs, they will, just believe it) you will have a buffer of defense to fall back on.&lt;br /&gt;
&lt;br /&gt;
==Threats==&lt;br /&gt;
Danger comes in a variety of forms in Dwarf Fortress. Understanding the diverse threats is the first step to keeping your dwarves alive.&lt;br /&gt;
&lt;br /&gt;
:*'''Wild animals'''&lt;br /&gt;
::Creatures vary in threat and habits.  Some [[animal]]s are quite dangerous, but most are easily excluded by the humble [[door]] or [[hatch]], even if it's not [[forbidden]]. Some few are able to destroy doors and hatches, statues and other [[building]]s, and some are thieves (see below), or will eat your food (such as [[Grizzly_bear|bear]]s).  A lone animal, even a clear predator, will usually flee from a stronger force, but some [[undead]] and evil creatures can be blindly aggressive. Combat is random, and any animal can kill any dwarf - and vice versa.&lt;br /&gt;
&lt;br /&gt;
::Wild animals can appear from the topside, but also from an [[underground river]] or [[underground pool|pool]] that you find by mining into it.  In evil or savage [[surroundings]], the creatures can be both much tougher and more aggressive.&lt;br /&gt;
&lt;br /&gt;
:*'''Thieves &amp;amp; child snatchers'''&lt;br /&gt;
::Many creatures are &amp;quot;thieves&amp;quot; in the general sense, and offer their own potential headaches -  a [[raccoon]] or small tribe of [[rhesus macaque]] or [[mandrill]] monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or three make off with some prized possessions.  But a creature with a listed ( {{k|u}} ) [[profession]] of [[Thief]] has a few additional nasty surprises, namely being invisible until spotted by your dwarves or [[domestic animal]]s, being able to bypass locked or forbidden doors, being armed with a real weapon, and some imperfect ability to avoid triggering traps (though some seem better at it than others).  [[Kobold]]s and [[goblin]]s are individually more dangerous than animals, but when spotted there's a special [[alert]] message, either &amp;quot;'''Protect the hoard!'''&amp;quot; or &amp;quot;'''Protect the children!'''&amp;quot;, as appropriate.&lt;br /&gt;
&lt;br /&gt;
:*'''Ambushes'''&lt;br /&gt;
::An [[ambush]] is a small number of enemies (less than ten) that are invisible until spotted, but are easier to spot than thieves.  The alert message is &amp;quot;'''An ambush! Curse them!'''&amp;quot;  They skulk around the outside of your fortress, unseen until they strike, looking for wandering dwarves or caravans entering or leaving.  They will often flee off the map if challenged.&lt;br /&gt;
&lt;br /&gt;
:*'''Siege'''&lt;br /&gt;
::A [[siege]] is a large number of armed and organized attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot;  While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. Some sieges bring dangerous creatures to aid the armed attackers.  If you are at [[war]] with a civilization, expect annual sieges at least.&lt;br /&gt;
&lt;br /&gt;
:*'''Enemy archers'''&lt;br /&gt;
::Attackers with [[bow]]s or [[crossbow]]s are worth separate mention as they are much, ''much'' more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Special techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
:*'''Building destroyers'''&lt;br /&gt;
::Some creatures have the [[BUILDINGDESTROYER]] [[creature tokens|tag]] in their [[RAW file]]. This gives them the fearful capacity of tearing apart your doors and bridges and anything else that is built with the {{k|b}} + {{k|C}} keys. (This does ''not'' include walls.)&lt;br /&gt;
&lt;br /&gt;
:*'''Flying animals'''&lt;br /&gt;
::Currently, without modding, the only flying creatures are wild animals, like the [[giant eagle]]. Being aware of their presence is often all you can do until they choose to come to you.&lt;br /&gt;
&lt;br /&gt;
:*'''Megabeasts'''&lt;br /&gt;
::A [[megabeast]] is a particularly powerful and dangerous creature, such as a [[dragon]] or [[titan]].  Megabeasts appear alone, with an alert message that mentions the beast by name. They often have unique characteristics which present unusual challenges, but are universally dangerous.&lt;br /&gt;
&lt;br /&gt;
:*'''War'''&lt;br /&gt;
::Before hitting that {{k|e}} and embarking, {{k|tab}} to civilizations on the pre-embark screen, and see if you are at [[war]] with anyone.  If so, things can get hot fast, with more and larger ambushes and sieges, and sooner.  This is unusual, but a nasty surprise if you didn't check.&lt;br /&gt;
&lt;br /&gt;
==Elements of a defense==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is very open-ended, and any number of defensive, engineering, fortification and military principles will work in DF that have worked in reality. Combine different elements into the defense you want.&lt;br /&gt;
&lt;br /&gt;
A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to Dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent [[caravan]]s and [[migrant]]s from arriving, will kill [[liaison]]s, and prevent any desired outdoor activities.  In addition, Dwarf Fortress players often find it enjoyable to perpetrate mass slaughter of invaders rather than helplessly glare at them from inside their caves.&lt;br /&gt;
&lt;br /&gt;
For this, you will need a more complicated defense than a passive ditch and walls.  One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are [[Ballista | ballista]]e waiting to unload at unfortunate monsters in the field of fire.  The variations are infinite.&lt;br /&gt;
&lt;br /&gt;
===Physical layout===&lt;br /&gt;
These are the [[wall]]s, [[floor]], [[fortification]]s and so on that create the towers and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements.  Creative use of layouts can achieve some quite satisfying results.&lt;br /&gt;
&lt;br /&gt;
For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and higher elevations do not extend range.&lt;br /&gt;
&lt;br /&gt;
'''Terrain'''&lt;br /&gt;
:The lay of the land can be your friend, but the way of the dwarf is to shape the land as needed.  Removing slopes can create safe, private terraces and valley walls that prevent all access.  Chasms and rivers (not brooks!) create hard barriers, but an open chasm or magma vent can be a source of dangerous creatures.  Small hills can serve as vantage points for archers (yours or theirs!), but if carved with stairs leading up from within, they can be quick strategic strongpoints.  Narrow valleys can become chokepoints for entrances, where your marksdwarfs can overlook any who come and go.  Augmented by constructions below, the terrain becomes your first option for defense.&lt;br /&gt;
&lt;br /&gt;
:Some players take quite a while before initially unpausing the game to look around and think about the terrain, planning their fortress entrance and envisioning basic defenses.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
:Constructing walls around your entrance is the simplest start, and an essential part of fortress defense, but a wall alone is not a complete defense.  Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To help protect against that, build [[fortification]]s. &lt;br /&gt;
&lt;br /&gt;
'''Fortifications'''&lt;br /&gt;
:[[Fortification]]s are the marksdwarf's friend. They do not allow passage, but allow hand-held missile weapons to pass through, and are often placed on top of walls for tactical advantage.  Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no chance of the missile being blocked if the firer is adjacent to the fortification, with increasing chances as any distance increases.  Keep your marksdwarves close and keep enemies away - if an enemy archer can walk up to your fortifications, now they're adjacent too, and the fortifications will have zero effect.  Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy.  Fortifications have no effect on [[siege engine]]s.&lt;br /&gt;
&lt;br /&gt;
:Like Fortifications, Vertical [[Bars]] and Wall [[Grate | Grates]] will also allow projectiles to fire through them while impeding units' movement, but these constructions provide no defense - the missile fire works both ways equally.. Unlike Fortifications, Bars and Grates may be connected to a [[Lever]], and opened or closed remotely - thus, they are good for forming a portcullis.&lt;br /&gt;
&lt;br /&gt;
'''Doors, and Hatches'''&lt;br /&gt;
:[[Door]]s and [[hatch]]es are the most obvious way to keep any enemy out.  Door can only be double-wide - not enough to seal up an entrance for a [[wagon]].  You can [[forbid]] doors to keep (most) hostile [[humanoid]] and creatures out, and your dwarves in.  Outer doors can be closed against animals, to keep beloved [[pet]]s from wandering into enemy fire. A [[floor hatch]] is just a vertical door.&lt;br /&gt;
&lt;br /&gt;
'''Floodgates'''&lt;br /&gt;
:[[Floodgate|Floodgates]], alone or in a line, may be used as removable walls, since they need no support and disappear when &amp;quot;opened&amp;quot; remotely, although using a wide drawbridge will be much more economical in terms of [[Mechanism]]s. (Be aware that Megabeasts can batter down both raised floodgates and drawbridges, and ''any object'' can prevent a floodgate from closing again, even a single, stray crossbow bolt or confused animal.)&lt;br /&gt;
&lt;br /&gt;
:A floodgate can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves. &lt;br /&gt;
&lt;br /&gt;
'''Moats'''&lt;br /&gt;
:Channeling a ditch is a fast and effective defense. The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an access/escape route for your moat, consider where it leads - the enemy might use that too.&lt;br /&gt;
&lt;br /&gt;
:A moat cuts off access for your dwarves as well, so a retractable- or drawbridge is usually included in the design.  But a moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow and predictable path. A drawbridge without a moat can be a big remote control door, sealing an entrance when it's &amp;quot;up&amp;quot;.  (This doesn't work with retracting bridges.)&lt;br /&gt;
&lt;br /&gt;
'''Bridges'''&lt;br /&gt;
:Bridges come in 3 forms - a permanent construction ''(a [[floor]] or top of a [[wall]] built out over a void)'', a retractable bridge, and a drawbridge. The movable type have a maximum size of 10x10 (including one solid &amp;quot;anchor&amp;quot; line of tiles at the base), and require a lever and two mechanisms to link them to be raised.  Permanent bridges can be designed or later modified to include the latter.&lt;br /&gt;
&lt;br /&gt;
:A retractable/raise-able [[bridge]] over a deep trench is a simple and almost air-tight defense - only flying creatures can pass it (''once the bridge is raised''). The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire for anything behind it. [[Channel]]s may be dug to form ditches, or moats - be aware of what might exist or be planned for the next [[z-level]] down.  For defensive purposes they do not need to be filled with anything - as in the middle ages, a dry ditch is more than enough to prevent ground units from approaching (though of course, projectiles may be launched over it with impunity). With a retracting [[Bridge]] over the moat, any units or items on top of the bridge will be dropped into the moat (and, if the moat is filled with water, drown unless they can swim out; if it is filled with magma, they burn to death.) With a drawbridge, they will be flung some tiles in a random direction, possibly being injured when they land.&lt;br /&gt;
&lt;br /&gt;
:Drawbridges can throw creatures a distance (in a random direction) when the bridge is raised, possibly injuring them on landing. Creatures on top of drawbridges will be utterly destroyed if they are flush against wall and have a floor tile above them, as will anything, friend, foe or object, on a floor that is covered when the drawbridge is lowered. This offensive use of drawbridges is known as the [[Dwarven Atom Smasher]].&lt;br /&gt;
&lt;br /&gt;
:A drawbridge works as a door when &amp;quot;raised&amp;quot;, sealing the passage it raises against.  Consider this, as well as security from [[building destroyer]]s, when choosing the direction a drawbridge is to raise.&lt;br /&gt;
&lt;br /&gt;
:There are three important things to remember: 1) Always build the bridge to raise towards the ''inside'' (so it cannot be destroyed when raised), 2) the [[lever]] has to be pulled by a civilian, not a soldier, and 3) water can freeze solid in cold weather. Also, some rare creatures can cross fluids, even magma. Nothing but flying creatures can get out of a channel.&lt;br /&gt;
&lt;br /&gt;
====Remote control====&lt;br /&gt;
:*'''Barriers'''&lt;br /&gt;
::If you link a [[lever]] to a door, hatch cover or floodgate, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. (It's unknown if thieves can bypass a closed door once it's linked to a lever or pressure plate.)  There is often a frustrating delay between ordering a lever pulled and when a dwarf pulls it, and another shorter one between between pulling the lever and the barrier responding.&lt;br /&gt;
&lt;br /&gt;
::Any item or creature in an open barrier at the moment it tries to close will not only prevent that barrier from closing, but that &amp;quot;close&amp;quot; signal will be lost.  Any lever will have to be pulled twice more - to reset to &amp;quot;open&amp;quot;, and then to (try to) close again.  This is not the case with drawbridges, which crush anything and everything below them when they close.&lt;br /&gt;
&lt;br /&gt;
:*'''Automated barriers &amp;amp; traps'''&lt;br /&gt;
::You can automate a barrier or trap by using a [[pressure plate]] instead of a lever, but there are complications there.  Only &amp;quot;enemies&amp;quot; or wild creatures will trigger a pressure plate - your dwarves and tame animals can walk on it all day long.  Also, no device, trap or barrier, can be constructed in a tile where a pressure plate is - that is the only constructed object that can be there.  But with creativity, this can still be a powerful addition to your fortress defense.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
{{main|Trap design}}&lt;br /&gt;
The most reliable way to stop intruders is lots of [[trap]]s, which, large or small, can become an essential part of your fortification design. A line of traps can wipe out an entire ambush, and inflict significant damage on a siege. A thief's trap avoidance is subject to chance, so the more the better.  However, be aware that vast numbers of traps have the potential to take some of the [[fun]] and challenge out of the game - use accordingly.&lt;br /&gt;
&lt;br /&gt;
There are several types of [[trap]]s that a [[mechanic]] can place in a single tile and that target a single creature, but there are larger, more complex traps that only you can design, using [[lever]]s or [[pressure plate]]s.  (See [[Trap design]].)&lt;br /&gt;
&lt;br /&gt;
Note that a few creatures and enemies have the &amp;quot;trap avoid&amp;quot; token, potentially negating this defense against them.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
{{main|Military}}&lt;br /&gt;
A [[sparring|trained]], [[weapon|armed]], and [[armor]]ed [[military]] is the only way to bring the fight to the enemy.  Building defenses to keep them safe is easy - keeping military ready and in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
A sufficiently large military can be used as a reactive force to rescue ambushed dwarves and safeguard the passage of caravans thru unknown dangers, or even to sally out and meet a sieging force ''mano a mano''.  The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarven lives may have already been lost.  And while squad organization may make ordering a large army easier, a squad commander who is sleeping, eating, or drinking prevents his entire squad from responding.  At best, an army should be considered supplemental for defending dwarves outside your fortress.See [[military design]] for different options.&lt;br /&gt;
&lt;br /&gt;
===Animals===&lt;br /&gt;
Any animal (or dwarf) can act as a sentry - if a hidden enemy comes adjacent to them, that enemy is revealed and an [[announcement]] is generated and the game paused (even by wild animals!).  Most animals aren't strong enough to take more than one armoured goblin warrior, and enemies with bows are even worse. The real purpose of guard animals is to spot thieves.  Anything will do here, even a kitten will do the job, and some players prefer not to risk a useful animal. '' &lt;br /&gt;
&lt;br /&gt;
Guard animals are a good second line of defense in open entrances after your traps.  A wardog can usually tear a thief apart, and will (briefly) delay goblin warriors while you respond.  Also, the death of any animal will be [[announcement|announced]] (but the game will not pause), alerting you to the threat if you were not already aware of it.  (Note - Some [[tame]]d animals will not fight goblins!)''&lt;br /&gt;
&lt;br /&gt;
Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress.  Such an animal chained out on the far side of the map can alert you to ambushes that start there before they threaten your local dwarves.&lt;br /&gt;
&lt;br /&gt;
[[Restrain]] animals in narrow corridors (width 1 or 2), or in matched pairs against the walls of 3-wide corridors, preferably in places where enemy archers can't easily fire at them. &lt;br /&gt;
&lt;br /&gt;
===Siege engines===&lt;br /&gt;
{{main|Siege engine}}&lt;br /&gt;
Siege engines take some planning to use effectively, and have a range of about 100 tiles compared to a crossbow's 20 or so.  Both catapults and ballistae can be very deadly, but both have their drawbacks.  The most important factors are 1) they do not have a fast rate of fire, 2) that, unlike [[crossbow]]s, both can only fire at targets on the same [[z-level]], and 3) that they are manned by civilians who will flee if any enemy gets too close. (See [[siege weapon]] for full information and suggestions.)&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Now you know what you might face, and what cards you have in your hand.  To that we add complications, things that make defense so much [[fun]]...&lt;br /&gt;
&lt;br /&gt;
===Surface jobs===&lt;br /&gt;
There are many times when dwarfs want to work on the surface. [[Wood cutting]], [[gathering plants]], [[hunting]], [[fishing]], [[mining]] exposed [[vein]]s or gems, building defenses or other structures, [[grower|growing]] above-ground [[crop]]s, [[Health care|helping wounded comrades]] or recovering dropped items are only the most likely.  Often they are alone and vulnerable to [[creature|wild beasts]] or [[ambush]]es.&lt;br /&gt;
&lt;br /&gt;
You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for Caravans, but the larger the area the vaster the project, the further your dwarves will be from existing defenses, and another example of dwarves working above ground. &lt;br /&gt;
&lt;br /&gt;
Making smaller enclosures in key areas with underground tunnels leading to them can be easier as a first step.  Likewise, tunneling to the inside of an exposed vein of ore keeps your miners sealed from the outside until you are prepared to mine the last tiles, possibly after placing doors or walls just inside that tunnel.&lt;br /&gt;
&lt;br /&gt;
Having military stationed or patrolling nearby is another option. &lt;br /&gt;
&lt;br /&gt;
===Water sources===&lt;br /&gt;
Access to [[water]] can be vital. Wounded dwarves need water, so if there's not an underground water source you'll lose valuable soldiers to thirst. Try to have a [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available.&lt;br /&gt;
&lt;br /&gt;
Some water sources are good locations for [[fishing]], providing food during longer sieges.&lt;br /&gt;
&lt;br /&gt;
===Civilians stay underground===&lt;br /&gt;
This setting, in the [[Standing_orders|orders and options]] menu is the easiest way to keep your non-military dwarves out of sight of the enemy. It is far from perfect, as dwarves will do the &amp;quot;entrance dance&amp;quot; - they will attempt to leave the fortress, and only cancel jobs once they reach the surface, as defined by the first &amp;quot;above ground&amp;quot; tiles they hit.  Having entries with a &amp;quot;skylight&amp;quot; a distance before the actual exit can solve this - and building walls around the skylight prevents archers from shooting down into it.  Doesn't protect against flying creatures, though.&lt;br /&gt;
&lt;br /&gt;
Similarly, keep in mind that the military access to defensive chokepoints should be outside. If you try to set up your defense at the edge of your underground area, ordering your civilian dwarves to &amp;quot;stay inside&amp;quot; has the result that your carefully designed &amp;quot;kill zone&amp;quot; will be chock full of your own dwarves at the critical moment.&lt;br /&gt;
&lt;br /&gt;
It takes a truly airtight fortress to turn this setting off while there are still enemies outside. It's only safe to turn this setting off once the drawbridges and such have sealed off your fortress entirely. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it. &lt;br /&gt;
&lt;br /&gt;
* '''Screen the entrance.''' Build a simple wall around your entryway. This will keep your dwarves safe from enemy fire while doing the entrance dance. &lt;br /&gt;
&lt;br /&gt;
* '''Seal the entrance.''' Prevents the entry dance, but also blocks your soldiers, which can trap them underground. &lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can easily delete your Graveyard [[stockpile]]s. Dwarves don't haul things if there's no stockpile to place them in. Turning off or removing [[coffin]]s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles.&lt;br /&gt;
&lt;br /&gt;
===Civilians trapped outdoors===&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy, and the enemy ''will'' find them. Having more than one entrance can be useful here, but each requires adequate defenses - the weakest link and all that.  If you make these entrances accessible by drawbridge only, with a (short) moat outside that, and keep the drawbridge up most of the time, having lots of entrances shouldn't be too much of a problem.&lt;br /&gt;
&lt;br /&gt;
===Trade depot &amp;amp; caravans===&lt;br /&gt;
Factoring in a 3-tile wide access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and they can arrive in the middle of a [[siege]]. If they do, they can be slaughtered before reaching your doors, and that hurts you, (as well as possibly causing your civilian dwarfs to want to go running out and collect their dropped items.)  Consider sending heavily armoured escorts when expecting a caravan.&lt;br /&gt;
&lt;br /&gt;
Only [[wagon]]s need a three tile wide path to the depot, so the [[elves]] and some of the dwarven and human merchants can still get through if it's only 1-tile wide. You will possibly want to build the depot underground, so civilian dwarves can access the depot and goods. Wagons can't use stairs, so you need a three-tile [[ramp]], unless you can dig into the face of a cliff.&lt;br /&gt;
&lt;br /&gt;
===Branching corridors===&lt;br /&gt;
Enemies will take the most direct path to your fortress, (even if it's not very direct at all). You can use this to your advantage.  Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
Alternately, you can have a primary, convenient, direct 3-wide path to your fortress open most of the time, with a convoluted detour that is forced (by drawbridges) only during sieges, lined with traps and overseen by marksdwarves.  The possibilities are infinite.&lt;br /&gt;
&lt;br /&gt;
===Levers===&lt;br /&gt;
Be careful where you place the [[lever]]s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarfs, or both - near a [[meeting area]] or bedrooms of [[nobles]] is often a good plan.  Make sure that the entire path to each lever is [[underground]] or your dwarves might be unable to reach them if told to &amp;quot;stay underground&amp;quot; (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time. &lt;br /&gt;
&lt;br /&gt;
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room.  Pumping is a good way to build up your dwarves' [[Attribute|attributes]] regardless of whether the pump is doing work or not.  If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators.  Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.&lt;br /&gt;
&lt;br /&gt;
For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial [[Waterfall|waterfalls]].  (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)&lt;br /&gt;
&lt;br /&gt;
Use [[Notes]] to label each lever and attached device and trap clearly - if you come back to a game after a week and can't remember your levers, they are useless (or, worse, dangerous!)  Color code your levers with different color [[stone]] if that works for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Suggestions==&lt;br /&gt;
&lt;br /&gt;
===First concerns===&lt;br /&gt;
&lt;br /&gt;
====pre-embark decisions====&lt;br /&gt;
Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.   If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe.  Picks make decent weapons, and a dwarf with the proper mix of [[ambusher]] skill starts with a [[Ambusher#Free equipment|free equipment]] - a suit of [[leather armor]], a [[crossbow]] and several dozen steel [[bolt]]s.  A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few [[bauxite]]?) allows you to make immediate workshops even before your miner has swung her pick.  While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.&lt;br /&gt;
&lt;br /&gt;
For most starts, unless your embark location is very close to a [[chasm]] mouth or open [[magma vent]], or you are starting in an [[evil]] biome ''(and that is only recommended for experienced players, so why are you reading this?)'', there should be no serious immediate threats.  Unless you are at [[war]] with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest.  So wild animals are your only concern, predators that might prey on lone dwarfs and thieving animals that will target your valuables.&lt;br /&gt;
&lt;br /&gt;
====Striking the earth====&lt;br /&gt;
First, look around.  At the terrain, at the animals present.  Scan the {{k|u|| menu before un-pausing the game at the start, and regularly.  More animals will enter the map, constantly and without warning, so keep an eye on visitors.&lt;br /&gt;
&lt;br /&gt;
One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft.  Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later.  Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress.  Balance convenience against your long-range plans and visible threats. &lt;br /&gt;
&lt;br /&gt;
Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff.  A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end.  It gives you time to prepare your military.  However, it also means that your dwarfs will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it.  Entrances vary from a few tiles to a many dozen.  Start with something smaller for now, but plan on how to develop the entrance you want later.&lt;br /&gt;
&lt;br /&gt;
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers.  Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.)  Using some of the principles above, it might look something like this...&lt;br /&gt;
&lt;br /&gt;
       #####################&lt;br /&gt;
  (a)  ?  (-trap      .....#&lt;br /&gt;
       ?     area-)   .   .# (A's/SE)&lt;br /&gt;
       ################....#&lt;br /&gt;
                      #    #&lt;br /&gt;
                      #D  D#&lt;br /&gt;
                      #    # &lt;br /&gt;
                   &amp;lt;Inner Fortress&amp;gt;&lt;br /&gt;
                        &amp;lt;sub&amp;gt;(Not to Scale)&amp;lt;/sub&amp;gt;&lt;br /&gt;
       &lt;br /&gt;
        (a)   = bait animal, on [[restrain]]t&lt;br /&gt;
         #    = tunnel walls, above-ground walls, valley walls with slopes removed, and/or channels&lt;br /&gt;
         ?    = ramp up, drawbridge, moat, defensive structures, or combination of all&lt;br /&gt;
        traps = mechanic's traps and/or complex death traps, as you wish.&lt;br /&gt;
        ....&lt;br /&gt;
        .  .  = area open to sky, to prevent &amp;quot;dwarves staying inside&amp;quot; from archers outside entrance&lt;br /&gt;
        ....&lt;br /&gt;
         D    = wardog on [[restrain]]t&lt;br /&gt;
      (A's/SE)= future site for archers and/or [[siege engine]]s (planning ahead)&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
The above might be longer or shorter, partially or entirely above or below ground, or have more turns.  The &amp;quot;inner fortress&amp;quot; might only be a Trade Depot, with another similar entryway behind that.  Instead of the turn, it might drop a level and dive below the sight of the Siege Engines. Since the first caravan won't arrive for at least 6 months, you can dig a 1-tile wide tunnel for now, or a staircase, and then dig out to another location for a more formal entrance.  This is only a very rough, very simple example of combining possibilities.&lt;br /&gt;
&lt;br /&gt;
====It's mine!====&lt;br /&gt;
Consider how you will secure your valuables, your entrance, and any land you want to claim as &amp;quot;dwarf only&amp;quot; - by channeling, removing the slopes from nearby hills, maybe walls?  At first, consider including at least enough above-ground terrain for any [[farm plot]]s and [[meeting area]]s.  This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map.  Any barrier limits your dwarfs, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly.  Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard &amp;quot;gate&amp;quot; that you can open and shut until you have a [[mechanic's workshop]] and some [[mechanism]]s for levers, to link to a [[drawbridge]].&lt;br /&gt;
&lt;br /&gt;
====Inside vs. outside====&lt;br /&gt;
Not &amp;quot;above ground&amp;quot; vs &amp;quot;subterranean&amp;quot;, but the border where the inside of your fortress starts, what you claim as &amp;quot;yours&amp;quot; vs &amp;quot;out there&amp;quot;.  Some fortresses just have one main gate, some try to own the entire map.  Some have an &amp;quot;airlock&amp;quot;, a middle ground (remembering multiple, layered defenses!) where a Trade Depot is kept, that visitors can access and is protected, but then a deeper, even more secure inner fortress - think of a castle courtyard - inside the walls but not yet inside the castle itself.  A safe zone for friends, still unfriendly for enemies but taking extra precautions against full intrusion. &lt;br /&gt;
&lt;br /&gt;
This can be above ground or deep underground, a direct line or a maze of z-levels - that's all up to you, how much work you think &amp;quot;security&amp;quot; is worth.  Hey, it's not like ''you'' have to do the heavy lifting.&lt;br /&gt;
&lt;br /&gt;
That line of defense - any line - can be passive (walls and barriers and traps only) or active, with military, either on permanent duty or with stations to report to when activated.  Remote controlled bridges create movable walls and closed gates or open hidden moats to reroute visitors, enemies and/or your dwarves depending on the situation, so there is no one &amp;quot;configuration&amp;quot;, but several different options all side by side.  &lt;br /&gt;
&lt;br /&gt;
====Mechanic's traps====&lt;br /&gt;
Traps are a good friend for the starting player.  We're talking the simple traps that a mechanic places - complex death traps are up to you.  Stone traps are a good start - they're easy, effective against all but the biggest creatures, and ammo is plentiful if you're mining in stone.  When goblins show, they can number less than a dozen to start, but grow over time.  Start with a row in an early chokepoint, maybe your entry hall or outside it, make that one row into a few, and go from there.  But lead your target - count on the next attack being larger than the last.&lt;br /&gt;
&lt;br /&gt;
If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat &amp;amp; etc from those corpses, just not breeding stock.)&lt;br /&gt;
&lt;br /&gt;
As your dwarfs creates weapons, as you trade for them, or (later) as you gather those of your fallen enemies, [[weapon trap]]s will become attractive. There is no hard rule or formula for all this - be creative.&lt;br /&gt;
&lt;br /&gt;
====Complex traps====&lt;br /&gt;
Between levers, pressure plates, water and magma, much fun can be had.  But this article won't deal with any specifics. (See [[Trap design]] for those.)  We will say - plan ahead.  Think about what you might want to do, and leave ample room for it, in all 3 dimensions.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
To start, you will probably have few if any full-time military standing guard over your dwarfs - there is just too much to do at first, and serious threats are (hopefully) several seasons away.  If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarfs can equip.  Eventually you might have perhaps a quarter (or more or less) of your dwarfs as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas.  When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See [[Military design]] for a more complete discussion on planning and deploying military and militia.&lt;br /&gt;
&lt;br /&gt;
==Different philosophies==&lt;br /&gt;
There are many, ''many'' ways to play DF. Some players play hard and tight, and some fast and loose. Some take no risks and protect every last dwarf and cat, and others happily leave a highway of dwarf and animal bodies for the next immigration wave to follow.  Some live for the slaughter of ascii goblins, and others for the mega-project.  No one &amp;quot;defense&amp;quot; will serve everyone's tastes.&lt;br /&gt;
&lt;br /&gt;
===Losing is fun===&lt;br /&gt;
There is no final &amp;quot;win&amp;quot; in Dwarf Fortress, no end point or Easter egg that says &amp;quot;Congratulations!&amp;quot; - it just keeps going, until, inevitably and unavoidably, you will lose.  That's part of the game.  So it's all about how you play until then, and finding your type of fun in that process.  &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Fun&amp;quot; vs. security===&lt;br /&gt;
It's not hard to create an acre of traps that, realistically, simply no threats can survive.  If you want to pursue a megaproject (that is not a defensive trap) in peace and security, this may be a good plan.  However, if you look forward to the military end of things, then you want to allow, or at least be able to invite combat at your choosing.  New players are recommended to use the hall-of-traps entryway, at least to start. Many experienced players challenge themselves by limiting their use of simple traps, or other voluntary handicaps.  It's all about what you think is [[fun]].&lt;br /&gt;
&lt;br /&gt;
==Specific suggestions==&lt;br /&gt;
&lt;br /&gt;
For specific suggestions, descriptions and blueprints for...&lt;br /&gt;
&lt;br /&gt;
* '''fortress layout''', see [[Defense design]].&lt;br /&gt;
* '''soldiers &amp;amp; military''', see [[Military design]].&lt;br /&gt;
* '''traps''', see [[Trap design]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:&lt;br /&gt;
:*[[Siege engine]]&lt;br /&gt;
:*[[Siege]]&lt;br /&gt;
:*&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=1030</id>
		<title>ASCII art reward</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=1030"/>
		<updated>2009-08-01T21:16:20Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: /* The Toad Preservation Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are sending a [[Dwarf_Fortress_Wiki:Site_support|donation]] to [http://www.bay12games.com/dwarves/ Bay12Games], they might send you an ASCII Art Reward in exchange. It is a small scene happening in the Dwarf Fortress world.  If the same donator gives more than one time, it is also possible that the bits of ASCII Art follow each other and form a story.&lt;br /&gt;
&lt;br /&gt;
Each piece of ASCII Art Reward belong to the donator who received it, but to appetize new potential donators, sharing them might be a good thing :&lt;br /&gt;
&lt;br /&gt;
==[[User:Beefx|Beefx]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;++@k@++&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul stood near the steel cage.  The brown humanoid inside sat with its hands on its knees, rocking back and forth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Clearly, the kobold was molded from stone.&amp;quot;  Zolon stroked his black beard. He then glanced at Morul, raising an eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not so fast...  the yellow eyes glow.  Fire was involved.&amp;quot;  Morul was a slow thinker, but he was not easily moved.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stagis!  Bacabadabis!&amp;quot;  The kobold began to screech in its low tongue.  Zolon and Morul observed in silence until the creature quieted down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Was that the wind then?&amp;quot;  Zolon asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems the interplay of the elements is nuanced in this one, even if the final realization is... lacking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morul did not disdain the beast so much that he did not feed it, now that the trapper had entrusted it into his keeping.  The philosopher had left a few pieces of old venison in the cage and the creature now lifted one and inspected it.  After a few sniffs, the kobold pitched it through the steel bars.  The dwarves watched as the meat spun through the air and landed a few yards from the cage.  When they turned back around, the kobold was inches away from them, its face pressed against the bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Augis,&amp;quot; it moaned.  &amp;quot;Augis!&amp;quot;  Louder and louder it wailed.&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul covered their ears.  &amp;quot;And this is a tempest?&amp;quot;  Zolon said facetiously.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's adjourn until the storm passes.  Perhaps we can find a meal the thing will accept.&amp;quot;  Morul turned and walked down a nearby corridor, toward the kitchen.  Zolon followed close behind.&lt;br /&gt;
&lt;br /&gt;
After they had left, the kobold stopped moaning and sat back on its haunches.  Opening its small clawed fingers, the creature smiled.  On its palm rested an iron key.&lt;br /&gt;
&lt;br /&gt;
==[[User:Bombcar|Bombcar]]==&lt;br /&gt;
===(30 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++g~~U~~C+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblins in tattered rags pulled the chains with speed as the whips&lt;br /&gt;
cracked.  Slowly the gate rose revealing a grotesque creature bent on&lt;br /&gt;
destruction.  Its three eyes bounced on their stalks as the monster&lt;br /&gt;
pulled itself forward on two huge, muscular arms.  It came to a sudden&lt;br /&gt;
halt as Ameltoss the wizard stepped into its path.  Though he had&lt;br /&gt;
raised it from a stinking poisonous egg, the wizard knew not whether&lt;br /&gt;
he still commanded the beast.  This was the final test.  He raised his&lt;br /&gt;
staff and commanded the monster to return to its lair.  The creature's&lt;br /&gt;
lips peeled back to reveal ten rows of razor sharp teeth.  Ameltoss&lt;br /&gt;
swallowed hard and shouted his command once more.  Now was the moment&lt;br /&gt;
of truth.&lt;br /&gt;
&lt;br /&gt;
===(13 April 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c+||@++c+cc+@@||,.,,.U,ggCgggT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf Frankle ran through the corridors, chasing after the many&lt;br /&gt;
cats that infested the fortress.  He stopped when the alarm was&lt;br /&gt;
sounded.  The captain of the guard shouted orders.  The dwarves rushed&lt;br /&gt;
to their stations.  Frankle, a reserve marks-dwarf, grabbed up a&lt;br /&gt;
crossbow from the arsenal and trotted up the stairs to man the&lt;br /&gt;
battlements.  When he reached the top he saw the other marks-dwarves&lt;br /&gt;
standing, shocked by what they saw.  Taking a deep breath, he looked&lt;br /&gt;
over the side.&lt;br /&gt;
&lt;br /&gt;
At the fortress gate stood an enormous monster, dragging itself upon&lt;br /&gt;
its vicious, clawed arms.  Goblins stood around it, jeering, and&lt;br /&gt;
hurling curses.  A feeling of terror gripped Frankle’s chest.  In all&lt;br /&gt;
his years in the service he had never fired his bow in anger, but no&lt;br /&gt;
bolt could take this beast down.  The captain put a hand on Frankle’s&lt;br /&gt;
shoulder.  Below, a robed man stepped out before the creature.  A&lt;br /&gt;
fresh scar transected his missing left eye.  It was the evil wizard&lt;br /&gt;
Ameltoss.&lt;br /&gt;
&lt;br /&gt;
“Lay down your weapons and accept a swift death,” shouted the wizard.&lt;br /&gt;
A bolt thudded down between his feet.  “Somehow I thought you’d&lt;br /&gt;
refuse.  Release the beast!”&lt;br /&gt;
&lt;br /&gt;
A troll stepped forward wielding a huge axe.  With several violent&lt;br /&gt;
chops, the chain binding the monster's wrist was broken.  The creature&lt;br /&gt;
surged forward.  Frankle screamed in fright and fired his crossbow.&lt;br /&gt;
His bolt, along with a dozen others, bounced harmlessly from the&lt;br /&gt;
creatures hide.  As the monster beat down the gate.  It seemed their&lt;br /&gt;
was no hope.  That was when champion dwarf Rokwan emerged from the&lt;br /&gt;
keep within the castle.&lt;br /&gt;
&lt;br /&gt;
==[[User:Bott Maggot|Bott Maggot]]==&lt;br /&gt;
===(03 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+&amp;amp;=o=@+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You've come, Kogan.  The Lordaxe.  It is said you have a mighty constitution, but can you hold your own at my table?&amp;quot;  The demon slammed the great flagon down on to the center of the table.  A few dark drops splattered on the stone and smouldered. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can take whatever you offer, fiend, and I'll count you a poor host if that brew there on the table doesn't move me half as much as the whiskey of my homeland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, your homeland.  It will make a fine gateway to the Underworld someday.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wish I could say the dwarves would enjoy making a mine of this palace, but alas, your halls reek of filth.  It would be difficult to persuade them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Less talk, more drink.  You call yourself a dwarf?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Without another word, Kogan seized the flagon with his scarred fist.  He could feel the infernal heat emanating from the brew, and the smell was appalling.  Even so, he hefted the drink to his open mouth and downed it completely, setting the empty flagon on the table in triumph. &lt;br /&gt;
&lt;br /&gt;
==[[User:Brownie210|Brownie210]]==&lt;br /&gt;
===(22 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+&amp;amp;@\O+||~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sweat glistened on the hairy dwarf's body as he wrestled the dark lord&lt;br /&gt;
Slandar.  Above them lay the steel orifice holding back the sea of&lt;br /&gt;
lava that was the last defense against the evil army, if only a dwarf&lt;br /&gt;
could pull the lever.  The dwarf held the evil general's arm in both&lt;br /&gt;
hands as the fiend tried to drive his dagger through the hero's heart.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Slandar,&amp;quot; asked the dwarf, &amp;quot;when did you become so hot-headed?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The dwarf let go of the villain's arm and pulled the lever.  As the&lt;br /&gt;
fiend drove his blade through the laughing dwarf's heart, the gates&lt;br /&gt;
opened above and a torrent of lava fell from the ceiling, incinerating&lt;br /&gt;
them both in a cloud of steam.&lt;br /&gt;
&lt;br /&gt;
==[[User:Caeonosphere|Caeonosphere]]==&lt;br /&gt;
===(07 January 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U-.,.GT.&amp;lt;/pre&amp;gt;&lt;br /&gt;
The mighty barbarian clenched his teeth as he snapped the arrow&lt;br /&gt;
protruding from his chest.  He laughed as he bounded through the brush&lt;br /&gt;
after the cowardly ambusher.  Just another scar among many, proving&lt;br /&gt;
his manhood like all the rest.  The foolish goblin archer tried to&lt;br /&gt;
scale a tree to lose him.  Smiling with anticipation of the kill, the&lt;br /&gt;
barbarian took a throwing axe from his belt and hurled it at his&lt;br /&gt;
enemy.  The blade struck the goblin in the helmet, splitting it in&lt;br /&gt;
two.  As the stunned goblin sank to the base of the tree, the&lt;br /&gt;
barbarian approached him, grabbing him by the throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, my friend,&amp;quot; said the barbarian.  &amp;quot;It looks as if this game has&lt;br /&gt;
come to an end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Davion|Davion]]==&lt;br /&gt;
===(28 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;bBbBbBbB####HU*########||+UU+||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master thief leapt from the tower, the royal jewels still in his&lt;br /&gt;
hands.  The pursuing guard ran to the side to watch in wonder as the&lt;br /&gt;
burglar plunged to his death.  But lo, a giant hawk flew down and&lt;br /&gt;
plucked him out of the sky.  The aging king stormed out onto the roof&lt;br /&gt;
of the tower, still in his bed clothes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Curse you Faltrix!&amp;quot; screamed the king as the bird flew toward the horizon.&lt;br /&gt;
&lt;br /&gt;
The rogue had known the hawk since it was a hatchling.  It was then he&lt;br /&gt;
had pulled an arrow from its wing.  Thus began the most famous&lt;br /&gt;
partnership of the age.  The hawk rider and his steed were known&lt;br /&gt;
throughout the land as heroes of the people, stealing from the rich&lt;br /&gt;
and giving to the poor.&lt;br /&gt;
&lt;br /&gt;
A dark cloud rose on the horizon.  The smile fell from Faltrix's lips&lt;br /&gt;
as the evil creatures sprung their ambush.  Bat men!  How had these&lt;br /&gt;
creatures strayed so far from the mountains?  The evil beings rode&lt;br /&gt;
giant bats and shot poison darts from their blow guns.  Faltrix&lt;br /&gt;
commanded his mount to dive low.  Perhaps he could lose them in the&lt;br /&gt;
trees of the forest below.&lt;br /&gt;
&lt;br /&gt;
===(28 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kbkkbkb,..,..HU,..*.@,...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Down, down into the forest canopy they flew.  Faltrix's heart raced as&lt;br /&gt;
they wove through the trees, the bat men close behind.  Just when he&lt;br /&gt;
thought he lost them, the hawk called out with a piercing cry.  A net&lt;br /&gt;
of vines dropped from the treetops above, fouling the bird's wings.&lt;br /&gt;
They crashed to the forest floor with a thud and slid forward in the&lt;br /&gt;
dirt.  Faltrix drew his sword and cut through the web.  High-pitched&lt;br /&gt;
cackling echoed from above.  Kobolds!  The rogue set about cutting his&lt;br /&gt;
avian steed free, but the hawk did not stir from unconsciousness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Agron!&amp;quot; screamed Faltrix.  &amp;quot;Agron!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black shadows dropped from vines above.  The kobolds drew their jagged&lt;br /&gt;
blades.  As they surrounded him the batmen caught up just it time to&lt;br /&gt;
finish him off.  A dozen poison darts landed at his feet.  Why didn't&lt;br /&gt;
they kill him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Agron,&amp;quot; said the rogue, &amp;quot;if we get out of this, you can eat all the&lt;br /&gt;
giant rats you want.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobolds parted to reveal a short wizard in a glowing red robe, a&lt;br /&gt;
long hood covering his face.  Faltrix lowered his blade as the&lt;br /&gt;
menacing figure approached.  The wizard threw back his hood to reveal&lt;br /&gt;
the face of an evil dwarf.  Faltrix threw the stolen Eye of Atheria at&lt;br /&gt;
his feet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take the jewel,&amp;quot; said Faltrix, &amp;quot;just let Agron live.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Touching,&amp;quot; said the dwarf, &amp;quot;but fear not, I will have need of the&lt;br /&gt;
rider and his hawk to complete the ultimate quest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quest?&amp;quot; asked Faltrix.&lt;br /&gt;
&lt;br /&gt;
==[[User:Ergot|Ergot]]==&lt;br /&gt;
===(14 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;w&amp;quot;w@%&amp;quot;w&amp;quot;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran shifted from foot to foot as he looked from side to side.  Eventually the dwarf's head dropped and he clutched his beard, his wide eyes wild, staring at the dirt.  They were everywhere. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cave weevils.  Cave weevils on my crops.  My pig tails, all of my pig tails are gone.  But this season will be different, mark my words, by the Lordaxe it will.&amp;quot;  The dwarf pulled a bulky glove from his belt.  The knuckles were studded with iron.  Doran slid the glove over his hand, his mouth twisting into a cruel smile.  The farmer's eyes grew dark. &lt;br /&gt;
&lt;br /&gt;
One of the foot-long insects crawled in front of the dwarf, and he hammered it into the earth with his fist, smashing the weevil until it was well-ground.  &amp;quot;Flat.  I'll pound 'em all flat.  We might not have cloth this year, but we'll have plenty of meal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Furiousfish|Furiousfish]]==&lt;br /&gt;
===(14 July 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@g####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Tell me where the child is being taken and I'll let you live!&amp;quot; Kogan yelled down at the goblin, desperation marking his voice. Mul had shot this wretch in the leg, but the kidnapper had escaped. The goblin hanging by Kogan's hand over the chasm was just a bodyguard. The goblin smiled wickedly, taking delight in Kogan's distress. &amp;quot;Even now, your child is approaching the prison where he'll live out the next decade of his miserable life,&amp;quot; it spat. &amp;quot;And then, well...&amp;quot; The fiend began to chuckle. &amp;quot;Where is the child?&amp;quot; Kogan asked with finality. The goblin closed its eyes and was silent. Kogan let the creature drop away into the darkness.&lt;br /&gt;
&lt;br /&gt;
===(27 February 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;,&amp;quot;&amp;quot;.g%@.&amp;quot;,&amp;quot;&amp;quot;.&amp;quot;..&amp;lt;/pre&amp;gt;&lt;br /&gt;
Dorol struggled against the coarse sackcloth. The darkness was total,and it smelled even more foul than his uncle's rotten-toothed whiskeybreath. He had been playing with his miniforge by the cave river when everything had gone black. Dorol had heard a commotion shortly after, followed by terrible undwarven screaming, but afterward just the soft footfalls of somebody running quickly along with the rustling of the sack. At once, whoever was carrying him stopped and let the sack drop hard on the ground. There was a rustling, and the sack opened. It was nighttime, and Dorol could see the face of his captor looking down at him. A goblin! The fiend pulled the cloth down far enough that Dorol's head stuck up out of the opening. The dwarf held tightly onto his toy, uncertain and afraid. &amp;quot;Here, eat this,&amp;quot; the goblin said, holding out something. Dorol worked one of his hands out of the sack and took the offering. It wasa piece of spoiled meat, crawling with diseased larvae. The child dropped it on the ground by the sack. &amp;quot;Hey, that's good meat,&amp;quot; the goblin complained, reaching down to pick it up. &amp;quot;The master gave it to me just for you.&amp;quot; The goblin lowered its voice and mumbled. &amp;quot;I'd eat it, but he is always watching me, and he knows when I've been bad. &amp;quot;Now eat up,&amp;quot; the goblin drew closer and pushed the meat into the dwarf's face. Like a true smith, the dwarven child struck, smashing the hammer of his miniforge into the goblin's eye! The goblin cringed, clutching his face. After a moment he shook his head and looked up at the sack, but the dwarf was nowhere to be seen. Filling with rage, driven by fear of his master's torments, the goblin shouted, &amp;quot;You can't run, you hairy snot! I'll hunt you, and I'll find you!&amp;quot; Snatching up the sack, the goblin ran off into the wilds.&lt;br /&gt;
&lt;br /&gt;
==[[User:Fuzzy|Fuzzy]]==&lt;br /&gt;
===(31 October 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,G,@,,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarves buried Administrator Zarhan face down, so that when evil&lt;br /&gt;
spirits animated his soulless corpse, as surely they would, he would&lt;br /&gt;
dig straight down into the Underworld and away from the land of the&lt;br /&gt;
living.  For a season after, the fortress was beset by a horrible&lt;br /&gt;
howling that filled the corridors.  The dwarves of the fortress were&lt;br /&gt;
driven to near madness.  Eventually the sounds faded.&lt;br /&gt;
&lt;br /&gt;
It was not long after that a young engraver found a floor hatch, which&lt;br /&gt;
had not been there the previous night.  He opened the hatch and put&lt;br /&gt;
his head through.  Phantom arms grabbed him and pulled him inside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You fools didn't think I'd forget up from down did you?&amp;quot; hissed the&lt;br /&gt;
ghost of Zarhan.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Laod|Laod]] 15 October 2006&lt;br /&gt;
&lt;br /&gt;
==[[User:MacGyvers_Mullet|MacGyvers_Mullet]]==&lt;br /&gt;
===Rognar:(11 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%@%%%,../.,\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sword slid through the goblin's throat and the dying creature fell&lt;br /&gt;
to the ground sputtering.  Rognar had been born into a world of&lt;br /&gt;
violence, and he would not share it with these stinking beasts.&lt;br /&gt;
Striding upon their unnumbered broken bodies, the warrior reached the&lt;br /&gt;
summit of the corpse mound and surveyed the carnage.  The siege had&lt;br /&gt;
been broken.  Here and there, a wimpering slave of darkness put up&lt;br /&gt;
resistance or simply clung to life, but soon they would all be&lt;br /&gt;
vanquished and the sun would bring a glorious dawn to the blood-red&lt;br /&gt;
battlefield.  Rognar smiled.  It was a great day to be a dwarf.&lt;br /&gt;
&lt;br /&gt;
-Tarn&lt;br /&gt;
&lt;br /&gt;
===Neandar Begin:(3 July 2008)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;!!()!!,k,...@,..#######||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He would never let the fiend escape again.  That was what Neandar the&lt;br /&gt;
dwarf thought before he flung himself into the black air of the chasm&lt;br /&gt;
after the skulking kobold thief.  For many seconds they fell, time&lt;br /&gt;
enough for Neandar to recall his short life and short career on the&lt;br /&gt;
Fortress Guard.  Wet matter slammed into the dwarf's face and gave&lt;br /&gt;
way.  The dwarf smashed through a dozen giant spider webs and hit the&lt;br /&gt;
ground running, hot on the trail of the kobold scum.&lt;br /&gt;
&lt;br /&gt;
A huge standing ring of fire dominated the floor of the chasm.  The&lt;br /&gt;
kobold made for the hell portal with all speed.  Neandar stopped in&lt;br /&gt;
his tracks.  It was one thing to plunge to certain death in order to&lt;br /&gt;
retrieve a granite puzzle box.  It was quite another to cast oneself&lt;br /&gt;
into a dimension of ultimate evil.  Yet these kobold cowards could not&lt;br /&gt;
be allowed to run about as they pleased.  Lifting his axe over his&lt;br /&gt;
head, the dwarf charged into the portal of doom.&lt;br /&gt;
&lt;br /&gt;
-Zach&lt;br /&gt;
&lt;br /&gt;
==[[User:McDoomhammer|McDoomhammer]]==&lt;br /&gt;
===(6 May 2008)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T,.ggUggg..TT------,TT,.T.U.UU.,..TTT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three chosen warriors left the Citadel of Hope, strapped on with&lt;br /&gt;
all manner of magic weapons that the Council of Elders had presented&lt;br /&gt;
them.  Shizenbubin was the tracker of the group, always hot on the&lt;br /&gt;
trail of danger.  Shizentubin was her sister, skilled in the ways of&lt;br /&gt;
the blade so that no enemy neck was safe.  Azoul Buck was the leader.&lt;br /&gt;
She ran her fingers through her short blond hair, her muscular arm&lt;br /&gt;
flexing, covered with the crude tattoos of her tribe.&lt;br /&gt;
&lt;br /&gt;
This would be a short quest indeed.  A party of goblins had ambushed&lt;br /&gt;
the prince on his way to the castle.  All the heroes need do is return&lt;br /&gt;
him unspoiled.  It would be easy to intercept them then on their way&lt;br /&gt;
to the Black Fortress, given Shizenbubin's incredible skill.  However,&lt;br /&gt;
time was not on their side.  Goblins grew bored easily and might make&lt;br /&gt;
sport of the prince's bodily members.  Azoul set the pace, a quick&lt;br /&gt;
trot through the woods.  She smiled at the easily-won glory that&lt;br /&gt;
awaited her squad at the end of the journey.&lt;br /&gt;
&lt;br /&gt;
==[[User:Md5i|Md5i]]==&lt;br /&gt;
===(12 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||+++@+|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That ought to keep 'em out,&amp;quot; Doran said confidently, patting the granite&lt;br /&gt;
block which he had just slid into place.  Ever since the Baron had insisted&lt;br /&gt;
on mining out the gold vein in the wall, Doran had been dealing with the&lt;br /&gt;
rats.  It couldn't be helped.  Gold was gold after all, but it was just&lt;br /&gt;
Doran's luck that the miners had broken through to a large chasm not far&lt;br /&gt;
from the craftsdwarf's room.&lt;br /&gt;
&lt;br /&gt;
The dwarf laid down on his bed and began to think about the next project.  A&lt;br /&gt;
puzzlebox, perhaps, something challenging.  Just as Doran was drifting off&lt;br /&gt;
into dreams of the design, he heard a scratching on the block.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha!  Keep trying you little demons,&amp;quot; the dwarf chuckled.  The scratching&lt;br /&gt;
continued.  It was irritating, but the dwarf could block it out.  Then there&lt;br /&gt;
was a grating scrape as the block moved an inch.  The dwarf sat up and&lt;br /&gt;
stared at the wall in amazement.  Impossible, he thought.&lt;br /&gt;
&lt;br /&gt;
The block slid forward further.  Small, clawed fingers worked their way&lt;br /&gt;
around the stone until a gray, furry hand grasped one corner of the block.&lt;br /&gt;
The stone turned slightly.&lt;br /&gt;
&lt;br /&gt;
Doran seized his chisel from the nearby table and leapt toward the block,&lt;br /&gt;
stabbing downward.  The tool grazed the hand, leaving a spatter of blood on&lt;br /&gt;
the stone.  There was a shriek, and the bleeding hand disappeared into the&lt;br /&gt;
dark crack.&lt;br /&gt;
&lt;br /&gt;
The craftsdwarf pushed the block back into place and backed away, chisel in&lt;br /&gt;
hand.  After a moment, the scratching began anew.&lt;br /&gt;
&lt;br /&gt;
===(07 Jun 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||%r%+@+|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leave me be, you fiend!&amp;quot;  Doran yelled, his chisel held toward the stone&lt;br /&gt;
block.  The scratching became louder and more persistent.&lt;br /&gt;
&lt;br /&gt;
Once again, the block moved, but this time no fingers poked through the&lt;br /&gt;
crack.  The beast had learned.  The slab of granite was being pushed&lt;br /&gt;
directly from behind, and it glided slowly toward Doran.  The dwarf backed&lt;br /&gt;
toward his bed.&lt;br /&gt;
&lt;br /&gt;
The block stopped sliding.  There was now enough space to allow something to&lt;br /&gt;
pass through the hole in the wall, but the block was large and Doran could&lt;br /&gt;
not see behind it.  For a long moment, nothing stirred.  The craftsdwarf&lt;br /&gt;
knelt and opened the chest by the foot of his bed, muttering.&lt;br /&gt;
&lt;br /&gt;
At once, a creature leapt from behind the block and faced Doran.  It was a&lt;br /&gt;
ratman, ravening, its long yellow incisors surrounded by froth, its&lt;br /&gt;
patchy-furred flesh stretched tight over its starved body.  The thing&lt;br /&gt;
hungered and would have Doran for its meal.&lt;br /&gt;
&lt;br /&gt;
The dwarf stood, a vial in his hand.  The ratman lunged forward and Doran&lt;br /&gt;
hurled the vial at the beast's face.  The glass shattered, and the creature&lt;br /&gt;
clutched its black protruding eyes as they steamed.  Doran rushed forward&lt;br /&gt;
and stabbed the ratman repeatedly with the chisel until it stopped moving.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pity about that.  I was going to ask Mul to do some etchings for me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(15 Jul 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##===@=D####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, I'm sorry, Mul, it would have been a thrilling project,&amp;quot; Doran said,&lt;br /&gt;
pausing to take another swig of whiskey.  &amp;quot;I can't believe how much trouble&lt;br /&gt;
we've been having with ratmen lately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perhaps there's a larger beast down in the chasm riling them up,&amp;quot; Mul&lt;br /&gt;
replied.  &amp;quot;Kogan's child was taken not long ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, surely something unusual is afoot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Kogan stood with his axe by the chasm bridge.  Ever since the boy&lt;br /&gt;
Aliz had been lost, the soldier had tirelessly patrolled the walkways along&lt;br /&gt;
the deepest parts of the rift, killing dozens of ratmen and a few large&lt;br /&gt;
spiders.  He would not be satisfied until the depths were devoid of life.&lt;br /&gt;
&lt;br /&gt;
A foul wind blew up from the chasm.  Kogan leaned to the side and peered&lt;br /&gt;
down over the edge of the bridge.  The impact was sudden and the dwarf was&lt;br /&gt;
knocked on his back in the middle of the bridge.  Kogan heard the sound of&lt;br /&gt;
stone being scraped without respect, and he.found himself staring into the&lt;br /&gt;
rotten eyes of a giant decaying reptile.&lt;br /&gt;
&lt;br /&gt;
==[[User:Midelne|Midelne]]==&lt;br /&gt;
&lt;br /&gt;
===Fish Dwarf Begin: (6 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~@~~X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They called him Fish-Dwarf.  He was the only worker in the outpost willing to brave the depths of the cave river in order to service the floodgate mechanisms when they became clogged with the seasonal muds.&lt;br /&gt;
&lt;br /&gt;
It was that time again.  The farming gates weren't operational, and the planting had to begin immediately.  Fish-Dwarf had his tools, and the special fins he had manufactured were secured to broad feet.  Everything was ready.  The frightened faces of the onlooking children would not dissuade him.  Fish-Dwarf understood that this was his calling.  He was the only one that could save the outpost.  The dwarf inhaled, and his chest swelled to nearly double its original size.  Clearing his mind, the dwarf dove into the water.&lt;br /&gt;
&lt;br /&gt;
===(8 November 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~@%X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fish-Dwarf swam down the narrow tunnel to the gate mechanism.  The water was murky and even with his superior vision he could only just see his hands sweeping ahead of him.&lt;br /&gt;
&lt;br /&gt;
The upper portion of the mechanism appeared suddenly before him.  The dwarf inspected the machinery quickly, mindful of his air, yet confident that he had at least a few minutes left.  The top assembly was clear, so the mud must have worked itself into the lower gears.  Fish-Dwarf pushed his way down.&lt;br /&gt;
&lt;br /&gt;
The swollen rotting face of a lizardman greeted him, twisted into the gears.  Not again, Fish-Dwarf thought, dejected.  It would take at least three trips to dislodge all of the chunks.  The dwarf removed the chisel from his tool case and began working it into the sticking jam.&lt;br /&gt;
&lt;br /&gt;
===(10 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+@@+@@@+~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Fish-Dwarf, you have saved us!&amp;quot; the children shouted as the wet dwarf&lt;br /&gt;
pulled his way up on to the bank.  He had finished his last cleaning&lt;br /&gt;
run, and already the floodgate was rising, ushering in the waters that&lt;br /&gt;
would prepare the way for the summer harvest.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Truly, Fish-Dwarf, your mastery of the murky depths never ceases to&lt;br /&gt;
amaze us.  You are a hero,&amp;quot; the Mayor Kogan said, offering Fish-Dwarf&lt;br /&gt;
a mug of the outpost's best.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I am glad I could help,&amp;quot; Fish-Dwarf said, draining the mug in one&lt;br /&gt;
motion.  &amp;quot;If only the river waters were whiskey, my life would be&lt;br /&gt;
complete.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I fear we would never see you again if that were the case!&amp;quot; the Mayor jested.&lt;br /&gt;
 &lt;br /&gt;
Fish-Dwarf pondered a moment.  &amp;quot;Indeed.  Yet the search for the&lt;br /&gt;
Whiskey River is a quest for the young, I'm afraid.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We here at Gladanvil are happy to have you,&amp;quot; the Mayor replied as the&lt;br /&gt;
crowd dispersed.  As the others left, the mayor pulled Fish-Dwarf&lt;br /&gt;
aside.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;-- and yet, I fear you cannot stay long.  I've received word from&lt;br /&gt;
King Dorazar.  He has heard tell of your talents, and our liaison from&lt;br /&gt;
the Mountainhome has conveyed his request for your presence at the&lt;br /&gt;
capital.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;My presence?  Surely the engineers of the Mountainhome can manage the&lt;br /&gt;
mighty floodgates and channels of Steelpoint without my help.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It isn't farming trouble, Fish-Dwarf,&amp;quot; the Mayor said, lowering his&lt;br /&gt;
voice to a whisper. &amp;quot;Many fisherdwarves have been lost to the waters.&lt;br /&gt;
There is something lurking in the Lake of Columns.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(18 January 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~@/~~%OB%OO%%%~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Innumerable stalactites hung from the ceiling of the expansive gem-lit&lt;br /&gt;
cavern, many dipping down through the still surface of the black&lt;br /&gt;
waters.  This was the Lake of Columns, the source of life for&lt;br /&gt;
Steelpoint, and now a place of dread.&lt;br /&gt;
 &lt;br /&gt;
Fish-Dwarf fit the blades into place on his fins.  The citizens of&lt;br /&gt;
Steelpoint did not know what the creature was, but no fewer than seven&lt;br /&gt;
fisherdwarves had been lost at the shore. No matter, thought&lt;br /&gt;
Fish-Dwarf.  King Dorazar had charged him to slay the lurking threat,&lt;br /&gt;
and that is what he would do.  Still, the nature of the creature&lt;br /&gt;
eluded him.  It had been years since his last combat with an aquatic&lt;br /&gt;
beast, and then it was only the cave crocodiles and lizardmen that&lt;br /&gt;
occasionally harassed his own community.  Steelpoint would not have&lt;br /&gt;
sent for him over such a triviality.  Hefting his mighty trident,&lt;br /&gt;
Fish-Dwarf nodded to the gathered onlookers before leaping into the&lt;br /&gt;
lake.&lt;br /&gt;
 &lt;br /&gt;
The water was clear, and he could see the broad columns well ahead of&lt;br /&gt;
him down to where they joined the submerged floor of the cavern.&lt;br /&gt;
Behind any of these formations, the beast could lurk.&lt;br /&gt;
 &lt;br /&gt;
There!  Nestled between three columns was a gigantic bloated form on&lt;br /&gt;
the lake bottom.  Fish-Dwarf swam closer, almost drifting.  What&lt;br /&gt;
manner of beast was this?  Great tentacles it had, and a toothy maw&lt;br /&gt;
which flopped open as it slumbered, surrounded by half-consumed bodies&lt;br /&gt;
of the dead.&lt;br /&gt;
 &lt;br /&gt;
Fish-Dwarf was almost upon it now, his trident lifted above his head&lt;br /&gt;
as he sank slowly toward the sleeping fiend.  As he prepared to&lt;br /&gt;
strike, the lurid thing's lone eye flashed open.&lt;br /&gt;
&lt;br /&gt;
===(15 May 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;------------------------&lt;br /&gt;
~~~~~~~~~~~@/~%~~~~~~~~~&lt;br /&gt;
------------------------&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Tentacles lashed out, looping around Fish-Dwarf's torso and pinning&lt;br /&gt;
his arms to his chest.  A force stronger than any he had ever&lt;br /&gt;
experienced crushed his ribs and a stream of bubbles shot from his&lt;br /&gt;
mouth as the breath was squeezed from his body.  Fish-Dwarf&lt;br /&gt;
desperately slashed at the tentacles with his fin blades and as his&lt;br /&gt;
vision faded to black he saw that the water was thick with curling&lt;br /&gt;
purple ribbons of the foul beast's tainted blood.  The monster's grip&lt;br /&gt;
loosened and Fish-Dwarf was able to free his arms.  His sight had not&lt;br /&gt;
returned, but when he stabbed his trident downward, he felt it sink&lt;br /&gt;
deep into the creature.  The monster's body convulsed and it raced&lt;br /&gt;
into the open water, Fish-Dwarf still clinging to the imbedded weapon.&lt;br /&gt;
 &lt;br /&gt;
I cannot let go so long as I cannot see, or I will surely be devoured,&lt;br /&gt;
Fish-Dwarf thought, though the beast continued on into the depths at&lt;br /&gt;
such speed that the diver could not maintain his bearings, and&lt;br /&gt;
suddenly in the back of his mind arose a strange sensation...  it was&lt;br /&gt;
the need for air, such as he had not experienced for many years.  A&lt;br /&gt;
tingling came to his throat and nose, and his head began to feel numb&lt;br /&gt;
as he became more desperate for breath, and yet slowly, his vision was&lt;br /&gt;
returning.&lt;br /&gt;
 &lt;br /&gt;
The beast slowed, its energy spent, and it settled on to the lake&lt;br /&gt;
bottom, unmoving.  Fish-Dwarf jammed the trident into it a few times;&lt;br /&gt;
the thing was dead.  Now, the surface!  Fish-Dwarf pulled his weapon&lt;br /&gt;
from the monster and swam upward, but he stopped immediately.  As far&lt;br /&gt;
as he could see in the now-dark water, a smooth ceiling of limestone&lt;br /&gt;
greeted him.  The monster had fled into a great crack in the lake&lt;br /&gt;
bottom, so far and so deep that the light from the gem lamps was no&lt;br /&gt;
longer visible.   Just the endless water and rock of the submerged&lt;br /&gt;
tomb of Fish-Dwarf, he thought, as he chose a direction and swam.&lt;br /&gt;
&lt;br /&gt;
===Fish Dwarf End: (1 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,@!,.~~~~~~~~&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
He had chosen the wrong direction. Either that or the beast had&lt;br /&gt;
dragged Fish-Dwarf so far into the mountain that the fires of the&lt;br /&gt;
underworld were closer than the light of the lamps. His breath was&lt;br /&gt;
long since gone -- moving forward was all that could keep him from&lt;br /&gt;
panicking. After every few kicks, the dwarf would reach up to feel&lt;br /&gt;
the limestone. If anything, the rock was closing in. No... what's&lt;br /&gt;
this? His hand curled up around a sharp corner. Fish-Dwarf grabbed&lt;br /&gt;
it firmly with both hands and pulled, launching himself upward.&lt;br /&gt;
&lt;br /&gt;
The dwarf fully expected to meet a wall of rock, but instead he glided&lt;br /&gt;
freely until at long last he broke the surface of the water, gasping&lt;br /&gt;
for air. As the dwarf calmed down, he realized that he could still&lt;br /&gt;
see nothing. He felt walls close by in all directions, as if he had&lt;br /&gt;
just swum up a shaft, though there was a ledge overhanging the water&lt;br /&gt;
on to which he could haul himself and rest his weary body. Fish-Dwarf&lt;br /&gt;
passed in and out of consciousness for a time, perhaps an hour, before&lt;br /&gt;
he sat up and assessed his situation. &lt;br /&gt;
&lt;br /&gt;
He could dive back into the water with his lungs full of air and try&lt;br /&gt;
to find the lamps, now unmolested by great underwater beasts, but he&lt;br /&gt;
did not relish the idea of leaving the entrance to the shaft behind in&lt;br /&gt;
total darkness as he explored the crevice below. The only alternative&lt;br /&gt;
was to feel his way along the walls from this ledge above the grotto.&lt;br /&gt;
These limestone mountains were laced with natural caverns and after a&lt;br /&gt;
brief exploration of the surrounding stone he found this hollow was no&lt;br /&gt;
exception -- there was a mud-slicked passage that ran into the&lt;br /&gt;
mountain. Without hesitation, Fish-Dwarf struck out into the cavern.&lt;br /&gt;
&lt;br /&gt;
-- How long since he had started on this dreary journey? Though the mud&lt;br /&gt;
was often thick, Fish-Dwarf had not trudged through so much as a&lt;br /&gt;
puddle these many days. He thirsted for spirits, nay, even water, and&lt;br /&gt;
he longed to swim again. The dwarf had long since abandoned his fins&lt;br /&gt;
and other equipment as they encumbered him too much on the march.&lt;br /&gt;
Every so often, he imagined he saw the gem lamps ahead, though it&lt;br /&gt;
could just as easily be the cooking fires of a goblin encampment, or&lt;br /&gt;
some darker torture, as the lights of the capital he sought. There&lt;br /&gt;
they were, even now... lights! Or light at least, the barest speck&lt;br /&gt;
in the distance ahead. Fish-Dwarf moved swiftly, no longer plodding,&lt;br /&gt;
still careful of the stalactites but driving forward rapidly all the&lt;br /&gt;
same. The speck became an opening, and he could see the mud of the&lt;br /&gt;
passage floor illuminated in the distance, with stone walls further&lt;br /&gt;
beyond. Only a few more steps... &lt;br /&gt;
&lt;br /&gt;
The cavern opened out upon a rocky river valley in a canyon sheer to&lt;br /&gt;
the greatest heights yet welcoming the noon-day sun. The entrance&lt;br /&gt;
where Fish-Dwarf stood was at the bottom of the cliffs a short walk&lt;br /&gt;
down pebble-laden slopes to the stream below. Instantly, Fish-Dwarf&lt;br /&gt;
could tell that these were no ordinary waters. They were the color of&lt;br /&gt;
honey, yet the current flowed rapidly. And the aroma! The&lt;br /&gt;
intoxicating aroma! There was no question in his mind. Whether it&lt;br /&gt;
fell from the throne of some inebriated sky god and vanished into the&lt;br /&gt;
underworld to besot the armies of hell made no difference, for here,&lt;br /&gt;
in this world, in this very mountain range, ran the slightest stretch&lt;br /&gt;
of the Whiskey River. His mind unencumbered by thoughts of duty or&lt;br /&gt;
home, Fish-Dwarf made his way down to the riverside to drink his fill.&lt;br /&gt;
&lt;br /&gt;
===Hunger Begin (11 June 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,.++U+,.+,.+U~U||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suffering blighted the land with cruel hunger.  Wagons brought foul&lt;br /&gt;
fungus from the dwarven mountains.  It was barely enough to sustain&lt;br /&gt;
those base enough to eat such filth.  The rest died.  Paldadar rested&lt;br /&gt;
against the hilt of his great sword.  He looked over his shoulder at&lt;br /&gt;
the dark stone castle.  Turning his back on mud brick huts, the knight&lt;br /&gt;
passed by the scraggly bearded guards and entered the keep.&lt;br /&gt;
 &lt;br /&gt;
Form a high window, bright, mocking sunlight shone across the dark&lt;br /&gt;
wooden throne and the troubled king that sat upon it.  The old man&lt;br /&gt;
reached for his cup, and after taking a sip, spat the vile dwarven&lt;br /&gt;
brew unto the stone floor.  A herald in a mud-smattered tunic rushed&lt;br /&gt;
to wipe up the spill, but seeing the knight, rose to confront him.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You were not summoned, Sir Paldadar,&amp;quot; spit the herald.  &amp;quot;Go ask the&lt;br /&gt;
peasants instead of begging the king for scraps from the royal table.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Silence, Rodger,&amp;quot; said the king.&lt;br /&gt;
 &lt;br /&gt;
The herald jumped away like a whipped dog.  The king motioned the&lt;br /&gt;
knight to come forward.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;The gods have abandoned this place,&amp;quot; said the king.  &amp;quot;Only through&lt;br /&gt;
their glory will the days of bounty return.  It is for this reason you&lt;br /&gt;
must smite the heathen Farthlings where they dwell across the river.&lt;br /&gt;
When their land is in ruin, the gods at last will favor us.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The knight ground his teeth.  This was obviously High Priest Igland's&lt;br /&gt;
doing.  But perhaps there was wisdom in punishing the arrogant&lt;br /&gt;
Farthlings for their many insults.  Death by the sword was much&lt;br /&gt;
preferable to slow certain death by starvation.&lt;br /&gt;
&lt;br /&gt;
===(17 June 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;==?T?====,.UH,.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As Paldadar walked away from the keep, peasants averted their hungry&lt;br /&gt;
faces.  He was still a knight, even if he represented the most&lt;br /&gt;
wretched of kingdoms.  A frail sissy approached from behind, leading&lt;br /&gt;
two horses.  Paldadar swung around, drawing his sword.  There stood&lt;br /&gt;
Rodger, wearing the snottiest of faces, his nose in the air.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;By the will of the king,&amp;quot; he hissed, &amp;quot;I am to be your squire.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Paldadar prayed to the gods for mercy.  Would that a Farthling's bolt&lt;br /&gt;
find his heart soon that he be saved from further tortures.  Together&lt;br /&gt;
the pair made their way to the Temple of Love, where High Priest&lt;br /&gt;
Igland waited to bless their holy crusade.&lt;br /&gt;
 &lt;br /&gt;
The temple was built on a tall hill, a ring of marble columns&lt;br /&gt;
surrounding an enormous stone stele, pricking the sky with its&lt;br /&gt;
majesty.  All around the temple, peasants scrambled to snatch at the&lt;br /&gt;
scraps donated by the monks that poured rotten food down the hill.  As&lt;br /&gt;
Paldadar entered the temple, he was surrounded by fat priests and&lt;br /&gt;
priestesses that danced around him in a grotesque, undulating display. &lt;br /&gt;
&lt;br /&gt;
The knight refused a cup of offered wine, which Rodger snatched up&lt;br /&gt;
and drank freely.&lt;br /&gt;
 &lt;br /&gt;
At the center of the temple, High Priest Igland stood, wearing nothing&lt;br /&gt;
save a red loincloth.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;When you wake in the morning,&amp;quot; said Igland, &amp;quot;consider Love.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Many happy couplings,&amp;quot; said Paldadar as was the prescribed response.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You must put an end to the Farthling menace,&amp;quot; said the priest,&lt;br /&gt;
growing angry.  &amp;quot;If their God of Suicide spreads his faith to our&lt;br /&gt;
kingdom, none of our desperate peasants will survive.  You must strike&lt;br /&gt;
the heart of their kingdom and burn their temple to the ground.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Paldadar made the gesture of obedience and departed, pulling Rodger&lt;br /&gt;
away from the cavorting priests.&lt;br /&gt;
 &lt;br /&gt;
The kingdom of the Farthlings was separated from the kingdom of Love&lt;br /&gt;
by the River of Sorrow, whose wide fast-moving waters could only be&lt;br /&gt;
crossed in one place.  This was the Bridge of Destiny.  As the riders&lt;br /&gt;
approached, Rodger twitched with fear and apprehension, for it was&lt;br /&gt;
said the bridge was guarded by an evil water troll.  At the bridge,&lt;br /&gt;
Paldadar held up his gauntleted hand.  The horses stopped, and the&lt;br /&gt;
knight dismounted.  Paldadar drew his sword and walked out onto the&lt;br /&gt;
wooden planks.&lt;br /&gt;
&lt;br /&gt;
===(3 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%,..%,.|%.,.UH,%..%%UH,,%.~%,..(%).,.%|,..%&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Green flames shot up from beneath the bridge.  Horrid laughter pealed&lt;br /&gt;
across the blighted landscape.  The knight turned to see Rodger making&lt;br /&gt;
tracks back to the temple with the speed of a spooked hare.  Slowly&lt;br /&gt;
Paldadar looked over his shoulder to see the enormous bloated troll,&lt;br /&gt;
dripping with slime and black pus.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You seek to pass into the land of suicide bearing the message of&lt;br /&gt;
love,&amp;quot; said the troll.  &amp;quot;What will you tell them, knight?  Is slow&lt;br /&gt;
certain death by starvation superior than the final empowering&lt;br /&gt;
choice?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Where there is life, there is hope,&amp;quot; said Paldadar.  &amp;quot;Love will&lt;br /&gt;
overcome all obstacles!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Spoken like a true student of Igland,&amp;quot; said the troll, assuming a martial pose.&lt;br /&gt;
 &lt;br /&gt;
As Paldadar cut the monster down, his mind was wracked with doubt.&lt;br /&gt;
Was the nation of love superior?  He hailed from a place where young&lt;br /&gt;
people sold themselves for scraps of bread and yet he sought to bring&lt;br /&gt;
hope to a strange country.  He found Rodger hiding in a nearby bush&lt;br /&gt;
and hauled him, protesting, across the bridge.&lt;br /&gt;
 &lt;br /&gt;
The land of the Farthlings was lush and green compared to the land of&lt;br /&gt;
love.  Cherry blossoms rained down on the two riders as they wound&lt;br /&gt;
their way through the hills.  Even in these pleasant surroundings, the&lt;br /&gt;
demented nature of the Farthlings soon became evident.  Bodies dotted&lt;br /&gt;
the road here and there, swords plunged into their own guts.  Corpses&lt;br /&gt;
hung in the trees from hastily-tied nooses, over eager to take their&lt;br /&gt;
own lives.  As the riders passed, skeletal bodies lifted themselves&lt;br /&gt;
from the grass to watch them saunter on.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Make babies, make babies, make babies,&amp;quot; babbled Rodger, madly&lt;br /&gt;
reciting the Charm of Making.&lt;br /&gt;
 &lt;br /&gt;
At last they reached the capital of the Farthlings.  The wind blew red&lt;br /&gt;
rose petals through the cold, dead streets.  Even the cheerful sun&lt;br /&gt;
seemed dim in the vast tomb of a city.  Rodger stared straight ahead&lt;br /&gt;
as they made their way to the keep, careful not to look into the dark&lt;br /&gt;
doorway, behind which ominous rustlings could be heard.&lt;br /&gt;
 &lt;br /&gt;
The flag of Farthlingland flew above the ramparts of the citadel. At&lt;br /&gt;
the base of the wall lay the piles of bones of those who had&lt;br /&gt;
hopelessly thrown themselves over the side.  A wide moat circled the&lt;br /&gt;
castle.  As the two riders approached, a draw bridge was lowered over&lt;br /&gt;
the water.  Paldadar thought he could see a crowned figure on the wall&lt;br /&gt;
beckoning them inside.  As they crossed the bridge, Rodger made the&lt;br /&gt;
mistake of looking down into the water.  The currents were filled with&lt;br /&gt;
the souls of those who drowned themselves in desperate sorrow.  Eyes&lt;br /&gt;
shut tight, Rodger hugged the neck of his horse, and followed Paldadar&lt;br /&gt;
into the gate.&lt;br /&gt;
&lt;br /&gt;
==[[User:Onodera|onodera]]==&lt;br /&gt;
===(01 November 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;,&amp;quot;,.@,.T,&amp;quot;&amp;quot;&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't let the sun set on you in the Dark Wood,&amp;quot; said the dwarf&lt;br /&gt;
crones.  &amp;quot;Ole Brick-a-Branch will get you.&amp;quot;  Nonsense, thought young&lt;br /&gt;
Davik as he rode his mule along the twisting green deer path.  The&lt;br /&gt;
darkness came quickly as the sun slipped behind the trees.  As he set&lt;br /&gt;
about making a fire, Davik pondered the dark tales of Brick-a-branch&lt;br /&gt;
and his mischief.&lt;br /&gt;
&lt;br /&gt;
Not even the elves dared enter the Wood at night.  Something older&lt;br /&gt;
than time haunted these cursed trees, but this valley was the quickest&lt;br /&gt;
way to Port City, saving at least a month of travel.  As the night&lt;br /&gt;
grew darker and colder, Davik fumbled in his pack to retrieve the&lt;br /&gt;
charms and idols he had nearly refused as the journey began.&lt;br /&gt;
&lt;br /&gt;
A great shape emerged from the darkness.  It was a gnarled troll, as&lt;br /&gt;
old as the hills.  It picked up Davik by the ankle.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not much meat here,&amp;quot; it said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please, Ole Brick-a-Branch, don't eat me,&amp;quot; said Davik.&lt;br /&gt;
&lt;br /&gt;
Having said his name, the troll was force to lay the dwarf down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will not eat you,&amp;quot; said the monster, &amp;quot;If you can answer me these&lt;br /&gt;
riddles three.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Peristarkawan|Peristarkawan]]==&lt;br /&gt;
===(16 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=@()++@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran stirred the bubbling pot of syrup.  It was ready!  &amp;quot;Pour, pour, pour!&amp;quot; the dwarf sang.  Into the molds the syrup flowed.  &amp;quot;Another batch,&amp;quot; the dwarf said, satisfied.&lt;br /&gt;
&lt;br /&gt;
Just then, he noticed somebody standing in the doorway.  &amp;quot;Ah, Glornol.  What brings you to the kitchens this early?  Come to try a sticky treat?  I have some Anvil Drops cooling now.  Just a moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Doran turned to the tray on the table when he was startled by Glornol's shouting.  &amp;quot;What is the meaning of this?  Isn't there a war on?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even soldiers need sticky treats, Glornol!&amp;quot;  Doran picked up two chocolate goblins and began to speak in a high-pitched throaty voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ooo, it's Glornol!&amp;quot; the first chocolate goblin said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glornol's scared of the mean, mean goblins!&amp;quot; the second chocolate goblin observed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's eat the dwarf!  Yummies for tummies!&amp;quot; the first chocolate goblin offered.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarf might eat me instead!  Oh no!&amp;quot; the second chocolate goblin replied.  Doran held the goblin out to Glornol.&lt;br /&gt;
&lt;br /&gt;
Glornol was not amused, but he snatched the candy from Doran's hand.  &amp;quot;Hrmph,&amp;quot; he grunted, and biting the goblin's head off, he walked out of the kitchen.&lt;br /&gt;
&lt;br /&gt;
==[[User:Qwip|Qwip]]==&lt;br /&gt;
===(05 December 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;...@T@..###S#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Taking a break from their duty, the two guards sat at a table with a scenic view of the chasm.&lt;br /&gt;
They did not notice as they drained their mugs that they were being watched from the shadows &lt;br /&gt;
by clusters of pale eyes.  A table by the chasm?! &lt;br /&gt;
--[[User:Qwip|Qwip]] 05 December 2006&lt;br /&gt;
&lt;br /&gt;
===(09 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.@......####&lt;br /&gt;
...T@@~S####&lt;br /&gt;
.......#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Dolan was chatting with Aliz about the health benefits of dwarven beer when Aliz disappeared.  &lt;br /&gt;
Dolan sprang to his feet and saw that Aliz was being dragged toward the chasm, a thick rope of&lt;br /&gt;
translucent silk wrapped around his left ankle.  At the lip of the chasm, a bloated form slowly&lt;br /&gt;
reeled the line in with her spindly legs.  &lt;br /&gt;
Dolan knew immediately -- it was the Wolf-Mother of Darkness.  &lt;br /&gt;
He grabbed his axe and ran toward Aliz, who was now only a few more pulls from the beast.&lt;br /&gt;
&lt;br /&gt;
As he was hauling ore to the magma smelter, the peasant Kogarak saw the situation, screamed,&lt;br /&gt;
dropping his load, and ran toward the barracks.  As he heard the sound of an axe ring against&lt;br /&gt;
stone behind him, he wondered if he would make it in time.&lt;br /&gt;
:&amp;amp;mdash; [[User:Qwip|Qwip]] 08:40, 9 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===(18 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@...@.####&lt;br /&gt;
@..T..@S####&lt;br /&gt;
.......#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The axe had scored the stone floor where it had severed the silk line.  The Wolf-Mother chittered&lt;br /&gt;
angrily and pounced at Dolan, moving with surprising quickness.  Dolan was knocked to the ground,&lt;br /&gt;
the enormous body of the foul creature pressing him into the stone.  His axe clanged some distance&lt;br /&gt;
away.  The blunt knobs at the end of the Wolf-Mother's forelegs dug into Dolan's ribs as her&lt;br /&gt;
dripping mandibles drew closer to his face.  He grabbed her head with both hands, trying&lt;br /&gt;
desperately to keep her at bay.  A foul-smelling spittle dripped on to his cheek.&lt;br /&gt;
&lt;br /&gt;
Aliz, still dazed from his initial fall, slowly made his way to his feet.  Seeing Dolan's desperate&lt;br /&gt;
struggle, he drew his sword and hacked at one of the Wolf-Mother's legs.  The bumpy skin was&lt;br /&gt;
incredibly tough, but the steel blade left the appendage hanging by tatters.  The Wolf-Mother&lt;br /&gt;
belched a grating rasp and rolled away from Aliz and faced the dwarves.  Dolan crawled toward his&lt;br /&gt;
axe, but the nauseating venom drenching his face and beard had left him almost powerless.  The&lt;br /&gt;
Wolf-Mother hesitated, her wound oozing white ichor as Aliz stood his ground.&lt;br /&gt;
&lt;br /&gt;
There were several sharp cracking noises, and the Wolf-Mother crumpled, several iron bolts &lt;br /&gt;
protruding from her many eyes.  In the distance stood Bomtek and the other marksdwarves, &lt;br /&gt;
accompanied by Kogarak.  Aliz rushed to Dolan.  The dwarf was breathing heavily.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My body feels like gravel.  I need a drink,&amp;quot; Dolan said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wolf-Mother is dead.  Brace up.  I'll bring you your mug.&amp;quot;  Aliz fetched Dolan's mug from&lt;br /&gt;
the table and brought it to the dwarf where he lay on the stone floor.  The mug was almost empty.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The brood,&amp;quot; Dolan whispered.  &amp;quot;The night brood will come.&amp;quot;&lt;br /&gt;
:&amp;amp;mdash; [[User:Qwip|Qwip]] 12:28, 14 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==[[User:Rewolf31|Rewolf31]]==&lt;br /&gt;
===(13 April 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.B@.~~~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And so Alor, a wrestler of renown, found himself between a great boar and the wide river.  For six days they struggled, and as the sun descended behind the hills on the evening of the seventh day, Alor finally collapsed in exhaustion.  The boar spoke and said, &amp;quot;I too am tired.  The sun has fallen.  Let us rest.&amp;quot;  And so Alor and the boar slept, and the sun arose on the morning of the eighth day.&lt;br /&gt;
&lt;br /&gt;
===(21 July 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,B@~,~,~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whiskey?&amp;quot; Alor asked the boar, holding up his flask.  The wrestler had not spoken for a week.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gladly,&amp;quot; the boar said, taking the flask up in its mouth.  &amp;quot;You block my path to the river, and now you offer me your flask.  Strange are the ways of your people.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your path?  I was seeking to cross the river and found myself menaced,&amp;quot; Alor said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The squirrels tell me I am a terror to behold when I am thirsty,&amp;quot; the boar said as it drained the flask.  &amp;quot;Do I menace you now?&amp;quot;  The boar looked mild and plump.  Indeed, the gentle creature reminded Alor of his daughter. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, I am not menaced.  I am reminded of home,&amp;quot; Alor said fondly.  At that moment his stomach growled, for he had not eaten in some time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hopefully I do not remind you of your dinner table,&amp;quot; the boar laughed, &amp;quot;though it remains to be seen who would have the final mastery in our contest.&amp;quot;  Alor smiled broadly and the boar guided Alor to the ford, where they parted as friends.&lt;br /&gt;
&lt;br /&gt;
===(12 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@a@+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Daddy!  Daddy!&amp;quot; the little girl cried happily as she ran toward the mighty dwarf where he stood under the archway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I missed you, sweet pod!&amp;quot; Alor crouched down and lifted the child up to his shoulder, where she sat, beaming.  &amp;quot;Have you been good while I was away?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I made a puzzle box.  See!&amp;quot;  The girl held out a soapstone box.  The master craftsdwarf always started the young ones with the material since it required little strength to carve, though it crumbled easily.  Even so, the box was quite exquisite. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's beautiful.  Now let me see here...&amp;quot;  Alor pressed a button and the lid popped open.  There was nothing inside.  &amp;quot;Hey, where's my treasure?&amp;quot; he said in mock indignation.&lt;br /&gt;
&lt;br /&gt;
The girl took the box and made a series of complicated motions along the inside of the empty compartment.  A second lid opened, revealing a piece of dwarven sugar candy.  The child giggled and smiled broadly. &lt;br /&gt;
&lt;br /&gt;
Alor scratched his head and laughed.  Coren was only six, but she was already beyond him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you win, daddy?&amp;quot; Coren asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, the tournament?  Yes, sweet pod, there hasn't been a dwarf born yet that can beat your father,&amp;quot;  Alor looked at the puzzle box.  &amp;quot;At least not at wrestling.  And you know what else?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What else, daddy?  What else?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I met a talking boar and we became friends.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again?&amp;quot; Coren complained.  &amp;quot;I want to meet your animal friends soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'll invite them over for your party next month.  Until then, you have to work hard.  Do you have a lesson today?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes.  Mr. Goldlocket says he'll let me try marble today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marble, eh?  That's amazing.  You really are your mother's daughter.  I'll walk you to the shop.&amp;quot;  Together they strolled down the passageway.  Alor admired the carvings and architecture, occasionally pointing an engraving out and explaining its history, though his daughter had heard it all before.  It had been two months since he left for tournament, and the wrestler had missed his home very much. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The three of us should have a feast tonight.  What do you say?&amp;quot; Alor asked.  Coren did not respond.&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down.  His daughter was not there.  She was not in the passageway.  There was no sign of her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins!&amp;quot; A scream echoed through the tunnels.  &amp;quot;Goblins in the fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(18 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..|mBL@+++++++g+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm sure she's in there,&amp;quot; Alor said from his place behind the boulder where he looked down upon the rusted iron doors of Chatteltomb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must act now, while there's still time,&amp;quot; the boar urged.  This was the same boar that Alor had befriended by the riverbank, and it now came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The door is locked.  Even with our combined strength, I doubt we can force entry,&amp;quot; the leopard observed.  This was the same leopard that Alor had befriended in the high grasses, and it also came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry.  The guards were drunk in the ravine below,&amp;quot; the marmot announced as it scampered up the slope with the key in its mouth.  This was the same marmot that Alor had befriended on the mountainside, and it came to aid Alor after promises of food. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've only challenged the depths of this black pit once in my life.  It is a memory I have longed to forget, though it will serve me now,&amp;quot; Alor said.  &amp;quot;It sickens me that my daughter is kept there.  The way to the dungeons will not be heavily guarded, as fear of this place keeps all but the foolish at bay.  That said, the tower above is garrisoned with unnumbered horrors.  If the alarm is raised, escape will be impossible.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The group made their way down to the entrance.  With some effort, Alor forced the key into place.  The great doors swung open with a grating noise, exposing a palpable darkness that hung heavy in the stale air like a fog of soot.  The thick shadows were penetrated from beyond by sinister red lights which gave vague form to the smooth obsidian corridors. &lt;br /&gt;
&lt;br /&gt;
Once all had passed into the tower, they closed the door behind them.  &amp;quot;We can only hope it is not unusual for the doors to sound.  Do you see anything?&amp;quot; Alor whispered to the leopard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Several doors down, a goblin is standing,&amp;quot; the leopard spoke softly.  &amp;quot;It has turned to face us.  I don't think it can make us out yet, but its night eyes are almost as strong as my own.  It is coming this way.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Indeed, Alor could barely make out twin spots of crimson shining in the distance.  The dwarf felt the leopard slip from his side.  In a moment, the crimson spots disappeared from view.  No sound accompanied their departure.  Alor and the others padded quietly forward, approaching the stairway and the dungeons below.&lt;br /&gt;
&lt;br /&gt;
==[[User:Senso|Senso]]==&lt;br /&gt;
===(29 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;+@?++&amp;amp;~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wayward manager Aliz stepped quietly down the last flight of stairs into the lowest depths of the abandoned halls.  The air of the room was stale and warm.  The light of the dwarf's torch illuminated a stone pedestal, on which rested a gray book.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Tome of Suffering,&amp;quot; Aliz whispered.  In its blood-stained pages, the collected wisdom of countless outpost managers waited for his perusal.  Never again would his charges starve.  Never again would they complain for want of whiskey.  Never again would Aliz have to consult the half-baked scribblings of his uncle Toran.&lt;br /&gt;
&lt;br /&gt;
The ground shook and Aliz's ears were assailed by a deafening crash.  When the dust cleared, the entire chamber was illuminated by a sinister red glow.  In place of the far wall was a yawning pit filled with bubbling magma and flames.  From the inferno came a betusked fiend, ravening, its slavering maw belching foul vapors through which stared its cruel bulging eyes.  Its clawed hands kneaded the lardy folds of its corpulence as if it sought to make room for this latest morsel.&lt;br /&gt;
&lt;br /&gt;
Aliz was terrified.  The dwarf clutched the Tome to his chest.  The horrific beast crouched by the magma pool, muttering in a grating whisper:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will be eaten.  It will be eaten, the dwarf.  Eaten.  Eaten alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Shanty|Shanty]]==&lt;br /&gt;
===(30 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@+U@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar spun again and again, staring into the darkness.  The scraping had begun all at once and it seemed to come from every direction.  Nothing could be seen beyond the limit of the flickering torchlight.&lt;br /&gt;
&lt;br /&gt;
There!  A shadow moved slowly out of the darkness.  It had the stature of a dwarf, but Rogar knew the outpost had been abandoned for decades.  After a moment, the warrior could see clearly.  The shuffling thing had no flesh.  The bones of its feet clacked and slid across the stones.  The dead were walking in this place.&lt;br /&gt;
&lt;br /&gt;
There were more, many more.  Rogar was completely surrounded.  He held up his sword and turned from threat to threat.  The dwarves were unarmed, with tatters of cloth hanging over their skeletal remains. Bits of beard were still visible stuck around their garments and their skulls.  The dead stopped short of Rogar's weapon and stood completely motionless.  There was no way the warrior could pass without forcing his way through.&lt;br /&gt;
&lt;br /&gt;
The skeleton he had seen first raised its bony hand slowly, curling all of its fingers save one into its palm.  Its index finger pointed toward Rogar.  From somewhere within its skull, it emitted a long, low moan which ended in a hiss and faded into silence.&lt;br /&gt;
&lt;br /&gt;
==[[User:Spelguru|Spelguru]]==&lt;br /&gt;
===(19 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..@.M.~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The adventurer, transformed into a ghoul by strange forces, crawls toward the Everlasting River of Curing, barely clinging to his life, such as it had become.  Suddenly, from the ceiling dropped...  Adamantine Man!  Is there any hope?!&lt;br /&gt;
&lt;br /&gt;
===(19 December 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
...M.~~~~..&amp;quot;.&lt;br /&gt;
.....@~~~~...&lt;br /&gt;
....&amp;quot;~~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke and said, &amp;quot;Unfortunate stranger!  You wish to cast off your affliction?  Drink then, and be blessed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So the adventurer drank.  The soothing warmth of the water spread from the center of his body, out to his deformed fingers and toes.  Without pain, they shifted and were set in their proper places, along with the other marks of the affliction.  All was well. &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at Adamantine Man in awe and asked, &amp;quot;I am grateful, Adamantine Man, for I had been without hope.  For years unnumbered, my people have deemed the River unapproachable.  'Adamantine Man is there', they said, and yet, I have found naught here but a generous host and the cure to all that ailed me.  Tell me Adamantine Man, why are you so feared?  I am humbled by your graciousness, but am I truly free from danger?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a second time and said, &amp;quot;Indeed, be not afraid.  Your people regard me with terror, for they do not understand me, and verily, who among you can understand Adamantine Man, who does not understand himself?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer bowed his head and said, &amp;quot;It is true.  Even now I am unsettled, for though you have granted me renewed life asking for nothing, still, even now, I wish to leave and never return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a third time and said, &amp;quot;So it has always been.  Go now in peace.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer left without looking back.  Overjoyed, his family accepted him, no longer an outcast, and soon all in the land had heard that he who had once been tainted was made whole by the River.&lt;br /&gt;
&lt;br /&gt;
Some years later, a man, broken in body, came to the adventurer's abode.  &amp;quot;I seek your aid, for it is said that you who were once tainted were made whole by the River.  Tell me, where is the River, that I might be restored?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at the man, and he said, &amp;quot;Adamantine Man is there.  Be content now, as I shall never be again.&amp;quot;  The man departed, and the adventurer remained.&lt;br /&gt;
&lt;br /&gt;
===(25 March 2007)===&lt;br /&gt;
&lt;br /&gt;
The adamantine man story ended.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@-***=.T&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Pulson-9000 seared the sky trailing ion-energized purple lightning.  The XZ-Trollmech Mk7 didn't stand a chance.  Another contract, another payment.  Rogar was the last dwarf of his village, and after many hardships had fallen into the tough life of a mercenary warrior.  He had stolen his first fighting bot, but after three years he had enough money to build and repair his own.  He spent his offtime tinkering, which soothed his still-dwarven heart. &lt;br /&gt;
&lt;br /&gt;
For now though, he was in enemy territory.  True, the contract was complete, but he had fought his way deep into the personal citadel of the vile cyber-modded troll Vanquidor in order to blow his Mk7 body to pieces, and now he had to laze through the bodyguards and sentry droids he hadn't already obliterated.  The dwarf had very little ordinance remaining.  Rogar put on his shades.  Things were about to get hot, but he was cool as a sonic-fan.  Time to fire it up!  Yeah!&lt;br /&gt;
&lt;br /&gt;
==[[User:SupSuper|SupSuper]]==&lt;br /&gt;
===(19 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+R@%+@+%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hya!  Hya!&amp;quot;  Kogan screamed as he careened around the corner astride Lomrin.  He had acquired the giant rat from the dungeon master for a vial of liquid fire.  It had been a barrel of laughs, especially after a mug or three. &lt;br /&gt;
&lt;br /&gt;
As they passed the foodpile, Lomrin stopped suddenly to inspect a large plump helmet biscuit.  Kogan flew over the rat's ears and landed on his beard, sliding to a stop at a pair of black leather boots.  Kogan waited a moment for his head to clear, and then he rolled back on his bottom and stared up at the face of Mul.  It had to be Mul. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;On a bender again, are we Kogan?&amp;quot;  Mul admonished.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We?  I swear I haven't given Lomrin a drop!&amp;quot;  Kogan said indignantly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wouldn't be so sure...&amp;quot;  Mul said, indicating the food stockpile with a nod of his head. &lt;br /&gt;
&lt;br /&gt;
Kogan turned his head.  Lomrin had pried the lid off of a whisky barrel.  Only her rear legs and tail were now visible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She takes after her uncle Kogan!&amp;quot;  Kogan beamed proudly.  Mul knocked him down to the ground with a push from his foot.&lt;br /&gt;
&lt;br /&gt;
==[[User:Syndlig|Syndlig]]==&lt;br /&gt;
===(18 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;oU++@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
The man struggled against the chains.  The dwarves stared at him, smiling in satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That should ward you off our treasures, human.  Be glad we don't send for the Hammerer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The human scoffed.  &amp;quot;Ha!  I may be a thief, but at least I'm not a dwarf.  See how I tower above you!  I may not have a trade, I may not have any notable achievements whatsoever, but I am still a man.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The blackbearded dwarf turned to his companion.  &amp;quot;You know, Mul, I suppose we could call for the Hammerer.  The Baron will understand.  After all, it was the Baron's goblet we found in his pack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf named Mul considered this.  &amp;quot;The Hammerer could certainly give him a new perspective on life.  From two or three handspans lower down, at that.  Start at the ankles, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I always preferred the kneecaps, myself,&amp;quot; the blackbearded dwarf said as they turned to leave.  &amp;quot;It's really up to Rashok to decide though.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Mul hummed in disappointed affirmation.  &amp;quot;Hmm, Rashok gets to have all the fun doesn't he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait!  Don't leave, my little friends!&amp;quot; the man screamed as the dwarves disappeared through the iron gate. &lt;br /&gt;
&lt;br /&gt;
The blackbearded dwarf poked his head back into the dungeon.  &amp;quot;We'll spare some whiskey, don't worry!&amp;quot;  He disappeared again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Watered down, of course...&amp;quot; Mul could be heard saying as their footfalls faded away.&lt;br /&gt;
&lt;br /&gt;
==[[The Toad Preservation Society]]==&lt;br /&gt;
&lt;br /&gt;
Toady One and ThreeToe are continuously working on Dwarf Fortress since 4 years ago (well, when that was that written, in early 2007). On the same Idea, the Toad Preservation Society is trying to bring a very modest but continuous support. One result of this support is that ongoing series of art rewards. Slowly a story unfolds. Of course, the main target for the donation is not to get the reward, but to show the [http://www.bay12games.com/dwarves/ Bay12Games] team that we love their project and value their effort. So let's consider each bit of that series as a nice present.&lt;br /&gt;
&lt;br /&gt;
===(11 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.M.@$.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deep in the fortress, a lava man springs an ambush on the treasurer, who is happily &lt;br /&gt;
counting coins.  Could this be the beginning of the end?!&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 11 October 2006&lt;br /&gt;
&lt;br /&gt;
===(12 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
######.....M#~~~&lt;br /&gt;
@..@@@......M~~~&lt;br /&gt;
######..M%$.#~~~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Hammered and burnt by molten fists, the treasurer collapsed.  That will teach him to&lt;br /&gt;
count coins near the magma flow.  More lava men erupt from the magma as a fortress patrol &lt;br /&gt;
enters the room, one of them the treasurer's wife.  Fighting back tears, she screams in&lt;br /&gt;
wild rage as the soldiers charge the beasts.  Will vengeance prevail this terrible day?! &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 12 November 2006&lt;br /&gt;
&lt;br /&gt;
===(5 December 2006)===&lt;br /&gt;
&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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Indeed, vengeance did prevail, though it was bought with the lives of soldiers.  &lt;br /&gt;
The Axedwarf Aloran, wife of the treasurer, grieves now over the charred body of her&lt;br /&gt;
husband, her grief-stricken face shining red in the magma's light.  Yet the lava men&lt;br /&gt;
were only driven forth by rumors deep within the earth, ever rumbling now, ever&lt;br /&gt;
approaching the lip of the glowing pit discovered by the miners not long after the&lt;br /&gt;
bridging of the magma.  The sound reached even the heart of the fortress, where &lt;br /&gt;
Regukar the Mason has begun a mysterious construction.  What fey mood has possessed&lt;br /&gt;
Regukar?!  Will Aloran's mourning be troubled by even greater dangers?! &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 5 December 2006&lt;br /&gt;
&lt;br /&gt;
===(10 January 2007)===&lt;br /&gt;
&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;amp;.##&lt;br /&gt;
    %    #############~~~########..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A great crash echoed down the inward passageway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;More beasts deeper in the mines?&amp;quot; said Narol fearfully, a recruit, the only member of the patrol save Aloran to survive.  His right arm was burned horribly and he now held his axe in his left hand, weakly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell the Baron that lava men have entered the mines.  I'll remain here.&amp;quot;  Aloran unmoving eyes stared over the bridge toward the mines.  There would be no discussion.  Narol stumbled up the opposite passage to the workshops.&lt;br /&gt;
&lt;br /&gt;
Regukar was in the lower mason's shop, gazing into his hands, his face aglow with the light shining upward from his palms.  The Baron was there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is this?  Did I not commission an obsidian throne?  Why was this workshop built so near the magma flow if I'm to be seated on granite for the rest of my days?&amp;quot;  The Baron sounded annoyed, but he was also trying to stare over Regukar's shoulder to see the treasure.  The Baron reached for Regukar's wrist, and the mason turned violently and spat in the Baron's face just as Narol careened into the chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Stout Wheels have held the bridge, but lava men are in the mines!  Many are dead...  Aloran is guarding the mine entrance alone...&amp;quot;  Narol collapsed, breathing heavily.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Narol was gone, but Aloran did not notice.  &amp;quot;I will kill them all,&amp;quot; she said, and she walked down the bridge into the mines, leaving the bodies of her husband and the recruits behind.  As she descended into the mines, the magma's light faded and she was engulfed by the dimness in which she had spent most of her life.  Yet ahead she discerned an eerie glow.  The miners had located these pits not long ago as they hunted for hematite.  The lava men must be using them, accessing the mines away from the magma flow, Aloran thought, though she did not dwell on it long.  Soon her mind was focused again on death.&lt;br /&gt;
&lt;br /&gt;
Suddenly the light was blotted out, followed by a shaking that almost knocked Aloran from her feet.  &amp;quot;COAH!  So long I have waited for my master...  only to find this sweet hairy dumpling.  It must be time for the Great Feast.&amp;quot;  Aloran could discern its corpulence through the darkness.  A lardy bloated creature, like those that made raids from the river, yet more grotesque, covered with translucent boils -- and many times larger.  The thing croaked, &amp;quot;I sense...  COAH!  You have lost someone recently...  your husband.  Worry not, little dumpling!  You will be reunited in my innards when I am done feeding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aloran did not speak.  She would not entertain the creature -- she would have it dead.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 January 2007&lt;br /&gt;
&lt;br /&gt;
===(11 February 2007)===&lt;br /&gt;
&lt;br /&gt;
And it keeps going and growing !!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[..#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@.........@-....~~~#,&lt;br /&gt;
###############...%-.#~~~########&amp;amp;.&lt;br /&gt;
      ` '###########.=====@.@@.@%&amp;amp;##&lt;br /&gt;
    %    #############~~~########.&amp;amp; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aloran hacked at the thing's wide belly with her battle axe.  It lurched backward, avoiding the full force of the strike, and crashed into the cavern wall.  Immediately, as if its lardy mass had bounced off the barrier, it leapt forward and knocked Aloran to the ground, pressing down on her shoulders with its great slimy hands.  Its mouth opened, and a slick lolling tongue poured out like thick syrup and covered Aloran's face.  It was going to swallow her whole!  Unable to breathe, Aloran fumbled around in her boot and pulled out a small pointed hammer.  Struggling to maintain consciousness, Aloran swung the hammer from her elbow.  The point pierced one of the great creature's eyes, which popped and drained a viscous pus over the dwarf.  The thing backed off of the warrior's body, its fat tongue dragging on the ground, leaving a broad swath of spittle.  Aloran stood, breathing heavily, her axe secure in her right hand.  She advanced on the retreating beast, her weapon lifted over her head.  She wound further backward, then brought the axe blade around in a sweeping arc down on the bloated fiend's tongue, forking it.&lt;br /&gt;
&lt;br /&gt;
Two more silhouettes appeared in the eerie glow above the beast's quivering form.  As they approached, she could see they were gray and glistening, partially encased in shimmering pale shells, each walking on four stumpy legs.  They look like cave oysters, Aloran thought.  She raised her axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aloran!&amp;quot;  Three recruits with swords rushed down the passageway.  &amp;quot;The Baron sent for us.  Are you all right?&amp;quot;  Aloran did not turn to face them as the demonic oysters crawled over their bleeding companion.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How dare you spit on me!  You'll receive two hammerstrikes for this!&amp;quot;  The Baron was livid.  He had called for a peasant to notify reinforcements for the mines, of course, but now he was free to chastize Regukar.  Narol was still only semi-conscious, resting on the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I created it!  It is mine!&amp;quot;  Regukar's eyes were glowing with a fierce light.  He shifted his weight from foot to foot and held his arms close to his body, the light of his creation showing through his interlocked fingers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothing is yours!  You used stone from the miners, the miners carved that stone out of the mountain, and the mountain belongs to me.  Now hand the object over for inspection, and your past transgression might be forgiven.&amp;quot;  The Baron held out his hand.&lt;br /&gt;
&lt;br /&gt;
Before the Baron could react, Regukar grabbed his chisel and brought it down into the Baron's forehead.  The Baron crumpled, hitting the stone floor hard.  Regukar chuckled and ambled off down the passageway toward the mines. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 11 February 2007&lt;br /&gt;
&lt;br /&gt;
===(13 March 2007)===&lt;br /&gt;
Even if Toady is now deep into its work and the malor works on maps/moving armies, he took time adding a new part to these now ongoing story... &lt;br /&gt;
&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;amp;%##&lt;br /&gt;
    %    #############~~~########.. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aloran, still winded, faced the two oyster demons.  The recruits stood by her side in a line blocking off the passageway.  The beasts slid down the toad's massive body, landing before it with a splatter.  The fiends moved slowly, but they had almost reached the dwarves.&lt;br /&gt;
&lt;br /&gt;
Two of the recruits, Roal and Daron, cousins who had just began sparring two weeks ago, lifted their swords and assailed the creatures.  Roal brought his weapon down hard on the shell of one of the beasts, but it was deflected.  From the space between the shell plates, a massive slimy appendage burst forth, ringing Roal and dragging him inside.  His lower body dangled from the creature.  Daron grabbed his legs and pulled, but Roal would not budge.  The other oyster demon raised up on its back legs and came crashing down on Daron.  The dwarf's head slammed hard against the passage way and he went unconscious.  Roal's legs twitched as the second demon turned back to the remaining warriors.&lt;br /&gt;
&lt;br /&gt;
Aloran had regained her breath and charged with the other recruit, Nlan, a dwarf from the north burrow.  The recruit stabbed at the demon's body, sinking his sword deep into its flesh, while Aloran aimed low and hacked off one of its stubby legs with her axe.  As it toppled, the thing spit out a stream of goo onto Nlan's face, which began to steam.  The recruit chortled and fell to the ground, unrecognizable.  Aloran finished off the creature by hacking into its soft body repeatedly.&lt;br /&gt;
&lt;br /&gt;
The other demon had completed its meal.  Roal's lower body detached and fell to the ground, and the oyster beast let out a belching noise.  Another sound emanated from its shell soon after.  &amp;quot;I sense...  loss...  your husband...  reunite...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence, beast,&amp;quot; Aloran spat.  &amp;quot;The toad made the same promise and failed to keep it.  Your kind use hollow words.&amp;quot;  At that moment, the toad demon's bleeding body quivered, as if it were laughing.&lt;br /&gt;
&lt;br /&gt;
The oyster spoke again.  &amp;quot;Daron...  reunite...  Roal...&amp;quot;  The slimy appendage slid out and looped around Daron's right leg.  Aloran ran forward, swinging her axe down on the oozing tentacle.  It was cloven asunder and fell to the tunnel floor, pouring out a thick white paste.&lt;br /&gt;
&lt;br /&gt;
As the oyster backed into the toad demon's still quivering form, the entire tunnel filled with a blinding light.  Aloran turned and saw the vague form of a dwarf raising its hand, from which the radiance emanated.  The light faded just enough for Aloran to make out the details.  It was Regukar, the mason.  In his hand, he held a glowing schist mini-forge. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 13 March 2007&lt;br /&gt;
&lt;br /&gt;
===(16 April 2007)===&lt;br /&gt;
All right, the Reward continues (this is the same story):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@@.####&lt;br /&gt;
.@@++d+&lt;br /&gt;
@.@####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Captain Kogan stood with his dwarves on the stone road before the great arch, beard dripping from the drizzling rain that had been falling since the early morning.  No word had been sent from the Baron concerning the deep mining operation for nearly two weeks.  The King had grown impatient and the Captain had been sent to investigate.&lt;br /&gt;
&lt;br /&gt;
The soft patter of rain on stone was slowly drowned out by a series of whirs and chirps coming from within the fortress.  It was like nothing the Captain had heard before.  He had his soldiers position themselves before the entrance with the marksdwarves kneeling in front of the others.  The sounds drew closer, until a small shape could be discerned emerging from the shadows beyond the archway.&lt;br /&gt;
&lt;br /&gt;
It looked like a lizard, twisted into that form from rusted iron strips, but it walked on its rear legs with a jerking and uncertain gait.  In the center of its head, visible through the metal frame, was a drooping lump of granite that appeared to be molded around the iron.  The stone glowed with a faint red light.&lt;br /&gt;
&lt;br /&gt;
The dwarves watched awe-struck as the metallic creature continued advancing until it finally stopped under the great arch.  Its head swiveled back and forth, eventually settling on the group.  The lizard's body grated against itself, and from somewhere within, it emitted a piercing whistle and charged.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire, Bomtek!  Now!&amp;quot;  Kogan ordered.&lt;br /&gt;
&lt;br /&gt;
The marksdwarf shot a bolt at the creature.  It hit the granite lump, shattering it.  The iron strips collapsed into a pile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W.. what in the name of the Lordaxe was that?&amp;quot; Nunon stammered.  &amp;quot;Where are the guards?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your guess is as good as mine,&amp;quot; said Kogan.  He walked forward and pushed the remnants of the creature about with his hammer.  &amp;quot;Something sinister is afoot.  We'll scout as far as the upper meeting hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Captain Kogan and his dwarves passed under the arch and disappeared into the dimly lit fortress.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 16 April 2007&lt;br /&gt;
&lt;br /&gt;
===(10 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ##################&lt;br /&gt;
   #++++++++++d+++++++..&lt;br /&gt;
####+@+O++O++O+dOd+&amp;amp;#&lt;br /&gt;
+++++@+++++++++d+++@#&lt;br /&gt;
####+@+O++O++O++Od++#&lt;br /&gt;
   #++++++++++d+d++@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get out of there!&amp;quot; Kogan screamed.  It was too late.  Lokar was lost.  Only Bomtek, Nunon and Captain Kogan himself remained.  The rest had been mauled beyond recognition by the metallic beasts.  The passage to the upper hall had seemed clear, but it was a ruse.  The walls had come alive.  The lizards were everywhere.&lt;br /&gt;
&lt;br /&gt;
Now Kogan and the others were running for lives, pursued by the iron fiends.  They could outrun them if they didn't stop to fight.  The dwarves were approaching the meeting hall, though Kogan held little hope for that place now.  The only way out of the outpost lay behind them, through a maelstrom of metal fangs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The upper hall!&amp;quot; Kogan shouted when he spotted a light ahead.  The torches were still lit?  Perhaps the guards were able to stand after all!  Kogan and the others ran on, the din of whirs and chirps behind them driving them forward.  At last, the tired soldiers crossed under the arch and entered the upper meeting hall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm so pleased you could join us!&amp;quot; a voice boomed from the back of the chamber.  Kogan looked out between the pillars.  There on a granite throne sat a dwarf, his face twisted in madness.  In his hand he held a glowing object.  The stone floor before him was crawling with the metal lizards.  On his right, a fire burned in the shape of a tall man, lighting the entire hall.  On his left, a dwarf woman was tied, struggling against her bonds, hatred in her eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you like my little friends?  Arshosh and I will make more, many, many more.  The miniforge is all-powerful!&amp;quot;  The crazed dwarf cackled.  &amp;quot;With it, I enslaved the spirit of fire, bound stone and metal to my will, and soon, soon!  Oh, yes.  Soon I will use the power of the miniforge to create a new race of dwarves!  Aloran will be the first!  Then all of you will join her!  And you shall call Regukar your master!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 April 2007&lt;br /&gt;
&lt;br /&gt;
===(June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ##################&lt;br /&gt;
   #+d+++++++%++++++++..&lt;br /&gt;
####d@dO++O++O%%O+%&amp;amp;#&lt;br /&gt;
++++d@d+++%%++++%%%%#&lt;br /&gt;
####d@dO+%O%+O+%O%%@#&lt;br /&gt;
   #+d+d+%++%%%+++%@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The soldiers had been quickly subdued, lashed to the floor by a writhing mass of metallic lizard bodies.  Regukar walked slowly to the place where Aloran was restrained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, Aloran, let us begin the ritual of transformation.&amp;quot;  Regukar held the shining miniforge near to the dwarf warrior's face as she continued to strain against the ropes.  The crazed mason lifted a tiny hammer and struck the minianvil once.  The fires of Arshosh rose to the ceiling of the great hall and twisted around its many granite pillars.  A tongue of flame engulfed the miniforge and the anvil began to glow even more brightly.&lt;br /&gt;
&lt;br /&gt;
Aloran felt her skin breaking.  The unbearable pain spread throughout her entire body.  Metal blades tore through the flesh of her arms and legs, and she felt a force trying to subdue her will.  &amp;quot;Regukar is your master.  Regukar is your master,&amp;quot; a voice in her mind whispered.  The ropes snapped as the blood-covered blades continued to rise.  The voice became louder and louder until it was all she could hear, drowning out her own screams.&lt;br /&gt;
&lt;br /&gt;
Through her tears she could see Regukar had buckled over, laughing uncontrollably, and the sight filled Aloran with an all-consuming hatred.  This contemptible dwarf could never be her master.  The pain and the voice faded away, and her animosity began to manifest itself in the power of her limbs.  The metal was part of her body now, and she felt its presence as surely as that of her own hands.&lt;br /&gt;
&lt;br /&gt;
Looking up, Regukar noticed Aloran's steady gaze, and worry crossed his face.  &amp;quot;My slave, the transformation is complete.  Call me master,&amp;quot; the mason stammered.  Aloran said nothing and punched Regukar in the face with her metal-bladed fist.  The knives stuck in his head, and the full weight of his dying body hung limply from Aloran's straight arm.  Regukar's mangled face slid slowly backward, and free from the blades the dwarf crumpled to the floor and lay unmoving on the stones.&lt;br /&gt;
&lt;br /&gt;
The tongue of flame slowly lifted the miniforge from the mason's clinging hand.  As the glowing object slipped from his grasp, his raised arm fell back to the ground, and he breathed his last.  The spirit of fire withdrew its flames, bringing the miniforge to the center of its translucent body.  The demon turned to Aloran and faded from sight.  There was a sudden crash as the metallic lizards fell to pieces. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, June 2007&lt;br /&gt;
&lt;br /&gt;
==TomTheHand==&lt;br /&gt;
&lt;br /&gt;
===(20 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..g#o@.%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shrolnak glared through the rusty iron bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat yer meat, ya hairy maggot,&amp;quot; the goblin snarled as it pushed the bowl back towards the dwarven child.  &amp;quot;It'll make yer beard longer.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Aliz kicked the bowl away again.  &amp;quot;I'm not eating until I get my mini-forge!&amp;quot;  Aliz crossed his arms above his plump little belly and turned away.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minnn..  what's yer mini-forge?&amp;quot;  The goblin was confused.  The only toy it had ever owned was a cracked elf skull. &lt;br /&gt;
&lt;br /&gt;
The dwarf child's eyes lit up.  &amp;quot;Uncle Kogan made it!  It glows in the dark!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glows in the dark, eh...  I'll poke around.&amp;quot;  The goblin scrambled away from the prison and disappeared around a corner.  In a few minutes, it returned, its hand cupped around something that glowed purple through its bony fingers. &lt;br /&gt;
&lt;br /&gt;
Aliz moved toward the bars, his wide eyes reflecting the eerie light.  The goblin held its right hand through the bar and dropped the glowing object into the child's waiting palms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now eat yer meat.&amp;quot;  The goblin wandered off. &lt;br /&gt;
&lt;br /&gt;
Aliz was still staring into his hands.  A sinister smile spread slowly over his face.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.T.g..@..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is the Soul of the Dark Power?!&amp;quot;  Arugor was screaming now.  He had fooled a dragon to obtain the wicked gem, and now it was nowhere to be found.  Shrolnak groveled before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master, I..  I don't know...&amp;quot;  Shrolnak had never truly adjusted to kneeling before the troll, but it couldn't be helped.  His master had been gifted with a cunning far beyond others of his kind, and Shrolnak was powerless before him. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lies!  Your hands still shine with its aura!  Where have you hidden my treasure?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;T.. that gem?  I thought that's all it was.  I... I let the dwarf child play with it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?!  Fool!  I must reclaim it before it is too late.&amp;quot;  Arugor was bothered that Shrolnak had somehow managed to avoid the intricate traps in the Soul Chamber, but he would leave that matter alone until the gem was reclaimed. &lt;br /&gt;
&lt;br /&gt;
Just as Arugor turned to leave, a plump dwarven child floated into the throne room, trailed by a billowing mist.  In his hands, he clutched a deep purple gem.  The hovering child had a wicked grin twisted into his bearded face.  Arugor and Shrolnak shielded their faces, helpless before the radiance of the wielded Soul. &lt;br /&gt;
&lt;br /&gt;
The child levitated higher, close to the ceiling, and looked down upon the quivering monsters.  &amp;quot;With my power, I shall build the greatest mini-forge the world has ever known!&amp;quot;  The dwarf was enveloped by the purple light and passed through the ceiling.&lt;br /&gt;
&lt;br /&gt;
==[[User:Trukkle|Trukkle]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%%@##B#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;There it goes!&amp;quot; Doran hollered as the bit of plump helmet sailed out into the darkness.  The mason had been at the whiskey all morning, and now he was dangling his legs over the chasm with his lunch, throwing mushroom pieces to the gray fliers.  One of the bats sailed silently into view and snatched the food as it fell. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A bat's a bat, and bats like mushrooms!&amp;quot; Doran slurred as he took another swig from the flagon.  &amp;quot;Let's try something a little larger.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf ripped the cap from one of his plump helmets and tossed it out into the abyss.  It dropped out of view, without any sign of the fliers.  Doran pouted. &lt;br /&gt;
&lt;br /&gt;
Suddenly, a great shape flew up from the chasm, right by Doran's face, blowing the braids of his beard back over his shoulders.  It looked like a gray flier, but many, many times larger, as large as one of the brown bears out in the forest.  He watched as it disappeared off above into the distance. &lt;br /&gt;
&lt;br /&gt;
Doran looked down at his lunch.  &amp;quot;I...  I guess I'll finish the rest myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Xarph|Xarph]]==&lt;br /&gt;
===(20 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;###=@=##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kogan hurtled through the darkness, the two long braids of his golden beard streaming behind him.  It was too much weight!  The wings tied to his arms, made from stretched frogman skin and giant cave spider legs, fluttered uselessly as the chasm walls rushed by.  He had been nervous the night before and, as usual, had gorged himself on plump helmet biscuits and dwarven rum.  Now he was falling like a granite block.  Kogan wondered if the philosophers were correct -- were these chasms were bottomless?  He would be able to survive for several days without food or alcohol.  Seeing nothing but blackness below, Kogan resigned himself to the journey ahead and began to sing his favorite drinking song.&lt;br /&gt;
&lt;br /&gt;
===(19 May 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;*###*****##**&lt;br /&gt;
#*#*##*##**##&lt;br /&gt;
##*#*****#*##&lt;br /&gt;
#*#*##*##*#*#&lt;br /&gt;
#*#*##S##*#*#&lt;br /&gt;
#*#*#*#*#*#*#&lt;br /&gt;
#*##*###*@#*#&lt;br /&gt;
##**#***##*##&lt;br /&gt;
#*#*******#*#&lt;br /&gt;
*###########*&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It had been two days.  Kogan was dehydrated, and he had begun mumbling to himself.  &amp;quot;Whiskey...  my dear whiskey...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly his fall was arrested by a force which seemed to hold him by the arms and legs.  He still fell, but slower, and slower still, until he stopped entirely and hung in space.  The dwarf tried to spin, but he was unable to move.  Thick, translucent ropes held him.  The reality of the situation dawned on him, and he felt sick.  It was a giant web.  He had been ensnared by one of the dark huntresses of the deep.&lt;br /&gt;
&lt;br /&gt;
As he strained his eyes in the near-total darkness, Kogan could see her.  A bloated many-legged creature, her body clear, her organs visible within.  She was already moving toward Kogan, deliberately picking her way along the lines that were safe for her to grasp with her cruel claws.  The creature chittered in anticipation as the dwarf struggled against the webs. &lt;br /&gt;
&lt;br /&gt;
===(20 September 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;*###*****##**&lt;br /&gt;
#*#*##*##**##&lt;br /&gt;
##*#*****#*##&lt;br /&gt;
#*#*##*##*#*#&lt;br /&gt;
#*#*#####*#*#&lt;br /&gt;
#*#*#*#*S*#*#&lt;br /&gt;
#*##*###*@!!!&lt;br /&gt;
##**#***##*##&lt;br /&gt;
#*#*******#*#&lt;br /&gt;
*###########*&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The spider was upon him.  With what little motion Kogan had in his arms, he tried to bring the wings between himself and the voracious beast.  He flailed helplessly, marshalling a defence that would embarrass even a child of his people.&lt;br /&gt;
&lt;br /&gt;
Yet the spider stopped.  She looked upon him with her many emotionless eyes.  The dwarf could discern nothing.  The spider's head bobbed up and down slowly, and she lifted several of her legs and waved them in simple patterns above the web.&lt;br /&gt;
&lt;br /&gt;
A sudden realization struck Kogan -- the spider legs in the wing frames.  She thinks I'm trying to speak to her!  Kogan continued to wave his arms around as best he could, and she responded in kind.  Giant cave spiders are solitary creatures, Kogan thought, so it must be a mating ritual.  &amp;quot;But giant spiders eat their mates after breeding with them,&amp;quot; Kogan muttered in horror.  &amp;quot;I can't think of a worse way to die!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===(13 November 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+g++%@%%+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The movement of the spider's legs had ceased.  Now she simply looked&lt;br /&gt;
upon Kogan with her cold, glassy eyes.  Her sinews tensed -- she was&lt;br /&gt;
ready to pounce!  To what end, none dare say, though many a gruesome&lt;br /&gt;
and unseemly scenario had played themselves out in the recesses of&lt;br /&gt;
Kogan's strained mind.&lt;br /&gt;
&lt;br /&gt;
A moment passed, and the bloated thing leapt forward!  As she landed&lt;br /&gt;
on Kogan with the full weight of her body, the dwarf felt himself tear&lt;br /&gt;
free, and the web and spider passed up and beyond his sight as he&lt;br /&gt;
plummeted downward.  Oh, what happy chance is this!  Kogan thought.&lt;br /&gt;
He was free from fear now.  If his body was broken into a thousand&lt;br /&gt;
pieces on some protruding rock, what would matter?  At least he would&lt;br /&gt;
no longer sire an army of evil.&lt;br /&gt;
&lt;br /&gt;
Soon enough, Kogan sensed that the walls were closing in.  He could&lt;br /&gt;
not see well enough in the oppressive darkness of this deepest part of&lt;br /&gt;
the earth, but he felt their nearness.  The dwarf said a prayer to the&lt;br /&gt;
Lordaxe to grant him a swift death.&lt;br /&gt;
&lt;br /&gt;
Kogan felt his bottom smack hard into a smooth slope and he slid&lt;br /&gt;
disoriented into a twisting tunnel.  The friction burned, but his&lt;br /&gt;
descent was slowed, and Kogan found himself gliding down an obsidian&lt;br /&gt;
tube.  Out of a hatch he fell, landing face first in a pile of stone&lt;br /&gt;
trinkets.  Uninjured, but sore, the dwarf stood.  It still felt as if&lt;br /&gt;
the air was rushing by him, but he was teetering on solid ground.&lt;br /&gt;
&lt;br /&gt;
The chamber was lit by torches.  It was almost cheerful.  The trinkets&lt;br /&gt;
were all finely crafted.  It wasn't dwarven work, but each object had&lt;br /&gt;
its own peculiar charm.  Kogan picked up a slate carving.  It was a&lt;br /&gt;
rabbit wearing a jester's hat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey oh, what are you doing in the figure room?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan looked up.  A mountain gnome was peering around a doorway.  Only&lt;br /&gt;
its tilted head was visible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fell,&amp;quot; Kogan said, indicating the hatch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh my!&amp;quot; the gnome said with an equal measure of elation and surprise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You're our first visitor in years!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Visitor?&amp;quot; Kogan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, my friend!  I'm Largee Pottums!  Welcome to Toy Land!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(27 February 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+g+@+%%%%+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toy Land,&amp;quot; Kogan said flatly, utterly dumbfounded.  The sheer&lt;br /&gt;
implausibility of the situation managed to drive all feelings of&lt;br /&gt;
hunger and thirst from his body.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Kogan, it's Toy Land!&amp;quot; Largee Pottums exclaimed, jumping out&lt;br /&gt;
into full view.  &amp;quot;Where do you think all of your toys come from?  Your&lt;br /&gt;
crafts shops?  Hoy hey!  That would be the day!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, our cr...  wait, how did you know my name?&amp;quot; Kogan scratched his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you remember the miniforge you got when you were six?&amp;quot; Largee Pottums asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Th..  yes,&amp;quot; Kogan finally resolved to think a little less about his situation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gnomes!&amp;quot; Largee Pottums said proudly.  &amp;quot;And the toy axe you got when&lt;br /&gt;
you were eight?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That too?!&amp;quot; Kogan exclaimed.  He had such fond memories of the axe.&lt;br /&gt;
He used to beat his friends with it mercilessly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gnomes,&amp;quot; Largee Pottums replied, nodding in satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What about the puzzle box I got when I was nine?&amp;quot; Kogan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That was your uncle Dorol.  And you just hated it didn't you?  Oh&lt;br /&gt;
ho!&amp;quot; Largee said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Y... yes,&amp;quot; Kogan said, disappointed.  He had hoped to have somebody&lt;br /&gt;
to blame after all these years.  At least he could confront Dorol&lt;br /&gt;
should he ever return home.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gnomes make the best toys!&amp;quot; Largee concluded.  &amp;quot;Mountain gnomes for&lt;br /&gt;
the dwarves, garden gnomes for the humans, and dark gnomes for the&lt;br /&gt;
goblins.  Toys, toys and more toys!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gob... what about the elves?&amp;quot; Kogan asked, not knowing why he cared.&lt;br /&gt;
Like any able-bearded dwarf, he held elves in contempt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The elves?  Hey oh!  The garden gnomes used to make their toys.  But&lt;br /&gt;
they're so finicky!  One deer bone figurine and they found us out.&lt;br /&gt;
Humans can appreciate a deer bone figurine.  The garden gnomes are&lt;br /&gt;
much happier now, if I do say so myself.  And I do!  Oo hoo!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan grunted in affirmation.  He could emphathize with the garden&lt;br /&gt;
gnomes.  Elves were nonsensical creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, my friend, it's time to talk to the Boss,&amp;quot; Largee Pottums&lt;br /&gt;
announced, clapping his hands.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Boss?&amp;quot; Kogan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can't make toys without a Boss.  Let's go!  We haven't had a&lt;br /&gt;
visitor in so long, he'll be excited to see you.  Oh yes he will, sure&lt;br /&gt;
as sweet pods!&amp;quot;  With that, Largee Pottums skipped through the&lt;br /&gt;
doorway, with Kogan following after him.&lt;br /&gt;
&lt;br /&gt;
===(1 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##################&lt;br /&gt;
###.........%....#&lt;br /&gt;
###....%.......%.#&lt;br /&gt;
###..............#&lt;br /&gt;
gg@+++g+=g%g=%/=|#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now tell me, Kogan,&amp;quot; said the white-bearded gnome from his plush&lt;br /&gt;
gaudy chair, &amp;quot;why you leapt into the chasm in the first place.&amp;quot;  The&lt;br /&gt;
Boss's coat was nearly bursting at the buttons; the red fabric made&lt;br /&gt;
his belly looked like one of his puffy cheeks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was my dream.  I wanted to fly,&amp;quot; Kogan said sheepishly, &amp;quot;like a&lt;br /&gt;
bat, soaring through the still air free as a spark, but my&lt;br /&gt;
calculations failed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ho ho ho,&amp;quot; the plump gnome merrily laughed.  &amp;quot;What a brave dwarf you&lt;br /&gt;
are!  Now that you're here in our secret workshop, I was concerned&lt;br /&gt;
about letting you return home, but perhaps you wouldn't stay up above&lt;br /&gt;
very long before daring the chasm again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The chasm...  the spider...&amp;quot;  The dwarf shuddered at the memory.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Largee!  Largee Pottums!&amp;quot; the Boss of Toy Land shouted.  &amp;quot;Our friend&lt;br /&gt;
Kogan needs some ease for his troubled mind.  Why don't you show him&lt;br /&gt;
around Wimble Wizzer's workshop?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hoo hey!  Right away!&amp;quot; came the familiar voice from the doorway.&lt;br /&gt;
Kogan bowed awkwardly to the Boss and followed Largee out of the cozy&lt;br /&gt;
room.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Kogan was awestruck.  It was like a scene out of his wildest&lt;br /&gt;
imaginings during one of those late nights at the drawing table.&lt;br /&gt;
Airborne contraptions looped and soared beneath the high stone ceiling&lt;br /&gt;
as gears turned and wings flapped or rotated according to the whims of&lt;br /&gt;
a particular design.  Down below, three gnomes repaired and tinkered&lt;br /&gt;
with the devices on creaky wooden tables.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wimble-wee, Wimble-woo!&amp;quot;  Largee shouted into the workshop.  &amp;quot;I have&lt;br /&gt;
a guest for you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the gnomes inside turned toward the door and smiled weakly&lt;br /&gt;
while shaking his head, &amp;quot;Largee, my boy, who ever taught you to speak&lt;br /&gt;
in such a manner?  Surely it was a gnome no less exuberant than&lt;br /&gt;
yourself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Largee presented the still-stunned Kogan to the master of the&lt;br /&gt;
workshop.  &amp;quot;This is Kogan, a dwarf, as you can see (hoo-ee!), and a&lt;br /&gt;
fellow maker of flying machines.  The Boss has sent him down here to&lt;br /&gt;
have a look.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah?  So it's to be an inspection, is it?&amp;quot; Wimble replied gruffly.&lt;br /&gt;
&amp;quot;Well, you won't find these topside, but we're planning to sneak a few&lt;br /&gt;
of the truest models in during the next festival.  The timetable is a&lt;br /&gt;
strict one, and we're still struggling with accidents.&amp;quot;  At this,&lt;br /&gt;
there was the sound of metal grinding on metal above as one of the&lt;br /&gt;
machines lurched and crashed into a table below.  &amp;quot;The Boss is jolly&lt;br /&gt;
as they come, but he is also a grueling taskmaster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ho ho ho,&amp;quot; came the laughter from the doorway.  &amp;quot;Wimble Wizzer, you&lt;br /&gt;
grumpus, is that the way to greet a new worker?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan turned toward the Boss, who was now standing beside him.  A new&lt;br /&gt;
worker?  The dwarf's eyes were wider than ever, and he turned slowly&lt;br /&gt;
back to the workshop, wearing a smile more full of unabashed joy than&lt;br /&gt;
any he had worn in his entire life.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, you know, Largee,&amp;quot; the Boss said, turning to the other gnome&lt;br /&gt;
standing at the door.  &amp;quot;If he wants, we could just let him go back&lt;br /&gt;
home, if we found a way to make him forget all about Toy Land.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We could bonk him on the head!  Hee-whoa...  bonk!&amp;quot; Largee yelled,&lt;br /&gt;
snapping his hand at the wrist.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ho ho ho,&amp;quot; the Boss chuckled.  &amp;quot;Don't you remember?  Sometimes you&lt;br /&gt;
have to bonk them again and again, and they still won't forget!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan missed all of this banter, bent over the tables as he was,&lt;br /&gt;
looking over the damaged machine with Wimble and the others.  After a&lt;br /&gt;
moment, Largee and the Boss slipped out of the room, leaving the new&lt;br /&gt;
worker to his workshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The End&lt;br /&gt;
&lt;br /&gt;
==[[User:Darksaiyan|Darkie]]==&lt;br /&gt;
===(14 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,.O@T,...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Surrounded by a troll on one side and an ogre on the other, dwarf&lt;br /&gt;
master Alrin knew these could be the last seconds of his life.  As he&lt;br /&gt;
gripped the handle of his axe he recalled the teachings of Azrom, god&lt;br /&gt;
of war.  Matters of great importance should be given the slightest&lt;br /&gt;
thought.  It was only the minor matters that must be given the most&lt;br /&gt;
delicate care.  So, without conscious thought, Alrin slammed his axe&lt;br /&gt;
handle into the ogre's toe.  Swiftly, the dwarf ran between the&lt;br /&gt;
monster's legs and delivered a swift kick to its backside.  As the&lt;br /&gt;
ogre toppled over, the hairy troll launched over the fallen monster&lt;br /&gt;
and leaped toward Alrin.  As time slowed in an adrenalin rush, Alrin&lt;br /&gt;
readied his axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Draigh|Draigh]]==&lt;br /&gt;
===(13 Augustus 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.@@|,-.-.kk,k,.k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malgar, warrior dwarf woman, fought on against the onslaught of&lt;br /&gt;
kobolds, her newborn baby still strapped to her back.  She lifted her&lt;br /&gt;
shield to block another volley of poison darts.  She had been hunting,&lt;br /&gt;
far from the entrance of the fortress, when she stumbled upon the&lt;br /&gt;
skulking trash, no doubt planning a cowardly raid on the fortress&lt;br /&gt;
vault.  She had to warn the others.  With one hand she held the bugle&lt;br /&gt;
to her lips, while with the other she parried another deadly strike.&lt;br /&gt;
&lt;br /&gt;
==[[User:Minion21g|Minion21g]]==&lt;br /&gt;
===(28 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;||,g.g,gg....,.UU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fiends pounded the trail, hunting Belmir and his thieving partner.&lt;br /&gt;
The two had stolen into the dark goblin tower in the dead of night and&lt;br /&gt;
taken the vial that held the demon king's essence.  By destroying it,&lt;br /&gt;
they could stop the war and put an end to the demon forever.  Why&lt;br /&gt;
destroy it, thought Belmir, when it obviously held so much value?  He&lt;br /&gt;
and Gal would be rich men.  Or, he thought, looking at Gal with&lt;br /&gt;
murderous intent, perhaps just me.&lt;br /&gt;
&lt;br /&gt;
==[[User:NoNotTheBees|No Not The Bees]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.M%,..U.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The lonely cottage stood underneath a great hill of snow that had been&lt;br /&gt;
born of the great blizzard.  Wind and sleet kept the pioneers indoors.&lt;br /&gt;
That, and the promise of hated predators searching for meat in the&lt;br /&gt;
frozen wastes.  But as his family grew hungry, Fram knew that he must&lt;br /&gt;
join the hunters outside.&lt;br /&gt;
&lt;br /&gt;
Almost immediately Fram saw the danger.  Bloody footprints of a great&lt;br /&gt;
creature circled the cottage as if a monster sought a way inside.&lt;br /&gt;
Grimly, Fram gripped his spear.  He must persevere lest his family&lt;br /&gt;
starve.  He followed the monster's tracks away from his home as he&lt;br /&gt;
pulled his furs tight against the freezing winds.&lt;br /&gt;
&lt;br /&gt;
Ahead he saw a shape, a black mound against an ocean of white.&lt;br /&gt;
Cautiously, Fram approached.  It was the half eaten body of a black&lt;br /&gt;
bear.  But what could kill such a large beast.  As if to answer, a&lt;br /&gt;
monster loomed into sight, its body covered with long icicles.  A&lt;br /&gt;
blizzard man!&lt;br /&gt;
&lt;br /&gt;
==[[User:Scrollhaven|Scrollhaven]]==&lt;br /&gt;
===(28 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;@,.UE,.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With one mighty swing, Alfonso knocked away the prone elf's sword and&lt;br /&gt;
placed his boot on his wrist.  Many moons had past since the vile&lt;br /&gt;
creature had killed poor Jim and ate him.  Even now the elf looked up&lt;br /&gt;
in defiance.  Finally, in these haunted woods far from home, vengeance&lt;br /&gt;
would be served.  Alfonso held the tip of his sword over the&lt;br /&gt;
creature's heart, wondering vaguely if it had one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back off, human,&amp;quot; came a voice from behind, &amp;quot;this is my kill.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The human ranger turned to see a dwarf holding a crossbow.  By the&lt;br /&gt;
state of his boots and armor, Alfonso could tell the dwarf too, had&lt;br /&gt;
been on a long quest.  The elf saw its chance and snaked its way out&lt;br /&gt;
from between the ranger's legs and was off into the brush in an&lt;br /&gt;
instant.  Alfonso cursed and charged after him, the dwarf close&lt;br /&gt;
behind.&lt;br /&gt;
&lt;br /&gt;
==[[User:ToonyMan|ToonyMan]]==&lt;br /&gt;
===(16 January 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;DDDDDDM,..@EU@@EU@UE,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sword and axe clashed again and again as the fighters struggled to&lt;br /&gt;
best each other in mortal combat.  Arrows rained down on the field of&lt;br /&gt;
battle as man, elf and dwarf fought at once to win the day.  Randar&lt;br /&gt;
took up the sword for the dwarves.  With his mightiness he tried to&lt;br /&gt;
kill Giltra of the elves, but the champion was too fast.  The battle&lt;br /&gt;
seemed endless.  Roars of terror and pain were everywhere.  Just then&lt;br /&gt;
a squadron of dragons appeared, lead by Madnar the Evil.  Could there&lt;br /&gt;
be any hope?&lt;br /&gt;
&lt;br /&gt;
==[[User:AbuDhabi|AbuDhabi]]==&lt;br /&gt;
===(5 February 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;CCCCCCC,.,.,.|||@+@+&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned at the edge of the vast grassland, holding back the&lt;br /&gt;
darkness before the dwarf fortress.  All night baleful howls could be&lt;br /&gt;
heard on the plain, undead cows brought back to life by the evil&lt;br /&gt;
wizard Maxelman.  He had allowed the dwarves to live in his domain of&lt;br /&gt;
evil, if they but bestowed on him one artifact a year.  Nothing,&lt;br /&gt;
however, could measure the greed of a dwarf.  Nothing, that is, save&lt;br /&gt;
his thirst for strong whiskey.&lt;br /&gt;
&lt;br /&gt;
A dwarf stood atop the battlement, laughing drunkenly.  &amp;quot;Get down&lt;br /&gt;
Twan,&amp;quot; whispered his fellow guardsman.  &amp;quot;The night-wings will snatch&lt;br /&gt;
you off the wall!&amp;quot;  Twan threw his stein off the wall in defiance.&lt;br /&gt;
Such was his vanity that he thought that they only need live through&lt;br /&gt;
the night.  Little did he know, the dawn would never come.&lt;br /&gt;
&lt;br /&gt;
===(24 February 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;DgDgg%@@%@~~++++++&amp;gt;&amp;gt;&amp;gt;&amp;gt;^+^+^+^+^%%%%%@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Twan held his helmet over his eyes and screamed.  Fireballs smashed&lt;br /&gt;
into the walls, shot from the gullets of a dozen dragons circling in&lt;br /&gt;
the smoke-choked sky.  Marksdwarves dove from the walls and smashed&lt;br /&gt;
into the courtyard below.  &amp;quot;Stand and fight!&amp;quot; shouted Captain Krandle.&lt;br /&gt;
&amp;quot;Fear no devil!&amp;quot;  Twan reached the courtyard just as the gate broken&lt;br /&gt;
open wide.  Pike-wielding goblins poured through the opening.  Captain&lt;br /&gt;
Krandle threw his great braided beard over his shoulder and called&lt;br /&gt;
forth his squad of elite axe-lords, The Chosen.&lt;br /&gt;
&lt;br /&gt;
Pike and axe clashed again and again as Twan crawled between the legs&lt;br /&gt;
of the combatants.  A head dropped onto the ground before him.  It was&lt;br /&gt;
the head of Captain Krandle.  Twan pressed on.  He would not be&lt;br /&gt;
paralyzed with fear.  It seemed that the power of Maxelman knew no&lt;br /&gt;
bounds, but not even he could breach the inner mines.  Dodging the&lt;br /&gt;
deadly weapons, and slithering over the bodies, Twan made his way the&lt;br /&gt;
center of the fortress.&lt;br /&gt;
&lt;br /&gt;
A dark tunnel lay beyond the entrance to the keep.  Twan danced down&lt;br /&gt;
the corridor in the intricate steps that avoided the complex mass of&lt;br /&gt;
triggers and tripwires that guarded the entrance.  Inside were the&lt;br /&gt;
mines, stocked with enough dwarven wine to keep them in the cups for&lt;br /&gt;
ten years.  Twan reflected for a moment on those above who had died.&lt;br /&gt;
It wasn't important.  He was alive, and would remain so, so long as he&lt;br /&gt;
avoided the king and any quests he might have in store.&lt;br /&gt;
&lt;br /&gt;
===(13 May 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%@/%+++@+@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“That blasted wizard Maxelman,” came a booming voice.  &amp;quot;He shall not&lt;br /&gt;
have my artifact staff!”&lt;br /&gt;
&lt;br /&gt;
Curses, thought Twan from his hiding in the cellar, the king!  The&lt;br /&gt;
dwarf lord paced back and forth, followed by a pleading train of&lt;br /&gt;
aristocrats, tears of rage streaming from his eyes.  The staff, the&lt;br /&gt;
cause of all the suffering the dwarves now endured, was only ten short&lt;br /&gt;
steps away.  In near berserker rage, the king threw the staff down,&lt;br /&gt;
startling the nobles.  Twan saw his chance.  He shot between the&lt;br /&gt;
nobles and snatched up the artifact.&lt;br /&gt;
&lt;br /&gt;
“Scoundrel,” roared the king, “unhand the magic staff!”&lt;br /&gt;
&lt;br /&gt;
Twan leapt onto a keg, holding the staff high.&lt;br /&gt;
&lt;br /&gt;
“Maxelman will burn this fortress to the ground to gain this staff,”&lt;br /&gt;
said the rude dwarf.  “I will have this power for myself!”&lt;br /&gt;
&lt;br /&gt;
The king growled, plucking the gold rings from his fingers.  He hurled&lt;br /&gt;
them at Twan, one striking the dwarf in the teeth.  “Seize him!”&lt;br /&gt;
shouted the besieged ruler.  Twan jumped from barrel to barrel as the&lt;br /&gt;
purple clad nobles chased him.  As he ran from the cellar he heard&lt;br /&gt;
king’s cry, “Guards, guards!”&lt;br /&gt;
&lt;br /&gt;
In the enemy camp, the vile wizard Maxelman puzzled over his battle&lt;br /&gt;
plans.  A dwarf fortress is always a hard nut to crack.  One of his&lt;br /&gt;
generals, a skeletal shade from the netherworld, summoned him from his&lt;br /&gt;
tent.  The wizard straightened his aching back, brushed his long black&lt;br /&gt;
beard, and stepped to the door.  There, standing between two fierce&lt;br /&gt;
goblin guards, was Twan, holding the king’s staff.&lt;br /&gt;
&lt;br /&gt;
==[[User:DaWarMage|DaWarMage]]==&lt;br /&gt;
===(8 February 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@||~3--~~U~gUGUUG~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves howled as the gladiators fought and bled.  They were men and&lt;br /&gt;
goblins, imprisoned since the great siege.  Now, with the promise of&lt;br /&gt;
freedom, they fought.  Hanson knew the goblins could not be trusted,&lt;br /&gt;
but he had included them in an escape plan with his fellow humans out&lt;br /&gt;
of necessity.  The dwarves had been foolish to wait so long to condemn&lt;br /&gt;
them.  It had allowed them to organize.&lt;br /&gt;
&lt;br /&gt;
Once out onto the sand, the gladiators fell in behind Hanson.  The&lt;br /&gt;
dwarves grew quiet.  The Baron stepped to edge of his platform.  &amp;quot;What&lt;br /&gt;
is the meaning of this?&amp;quot; cried the dwarven noble.  Hanson took his&lt;br /&gt;
trident up and ran toward the platform, hurling the weapon with all&lt;br /&gt;
his might.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[User:NobbZ|NobbZ]] ==&lt;br /&gt;
===(16 February 2009)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@$@,.~~@,..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven toughs stood around the curve in the corridor, taunting&lt;br /&gt;
the dwarf lasses as they passed.  A particularly vicious young dwarf&lt;br /&gt;
fingered his crossbow as he saw a dwarf he knew.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, Moody,&amp;quot; said a thug.  &amp;quot;There's the dwarf that owes you that coin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Moody, stepping up to the dwarf, pointing his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You owe me,&amp;quot; said Moody.  &amp;quot;Hand over the purse.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don't have your money!&amp;quot; said the dwarf.&lt;br /&gt;
&lt;br /&gt;
The dwarven outlaws piled onto the dwarf, beating him near to death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'll be back,&amp;quot; said the blood-soaked dwarf over his shoulder as he&lt;br /&gt;
ran.  &amp;quot;I'll be back!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You're never coming back coward!&amp;quot; shouted Moody.&lt;br /&gt;
&lt;br /&gt;
==[[User:crash2455|crash2455]]==&lt;br /&gt;
===(22 June 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;@++@&amp;gt;&amp;gt;&amp;gt;+++@gggggggggggg&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Torin felt the prick of blade in his spine.  It was his curse to guard&lt;br /&gt;
the gate to the lower reaches.  He had been chosen because of his&lt;br /&gt;
great size.  The dwarf’s expansive belly was enough to block the&lt;br /&gt;
portal by itself.  You were wrong, thought Torin.  Someone braver must&lt;br /&gt;
protect us, not a fat waste of flesh like me.  Sharp claws reached out&lt;br /&gt;
from the gate and pulled the heavy dwarf back inside.  With a whimper,&lt;br /&gt;
Torin disappeared into the darkness.&lt;br /&gt;
&lt;br /&gt;
“Where is that ogre of a dwarf?” asked Malak the guards-dwarf.&lt;br /&gt;
“Captain, Torin’s late again!”&lt;br /&gt;
&lt;br /&gt;
The captain set his shiny metal cap forward on his head as he&lt;br /&gt;
descended the stairs.  Another day begins in the fortress, and with&lt;br /&gt;
it, another failure in discipline.  The captain brought his rod down&lt;br /&gt;
onto the table where Malak had been munching on a chicken leg.  “See&lt;br /&gt;
to it, dwarf!” shouted the captain.  “Are you a member of the castle&lt;br /&gt;
guard, or aren’t you?”&lt;br /&gt;
&lt;br /&gt;
Malak descended the stairs to the dungeon, axe in hand.  It wasn’t&lt;br /&gt;
like Torin to miss a meal.  Below, in the darkness, were a dozen&lt;br /&gt;
shining red eyes.  Goblins!  The guard knocked a flying blade out of&lt;br /&gt;
the air with the hilt of his weapon.  He reached for his whistle, but&lt;br /&gt;
before he could put it to his lips, they were on him, clawing, biting,&lt;br /&gt;
evil!&lt;br /&gt;
&lt;br /&gt;
== [[User:Shzar|Shzar]] ==&lt;br /&gt;
===(July 16 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;D###ggggggg,.|@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The demon king rode high on his dragon as his vast army assaulted the&lt;br /&gt;
dwarf fortress below.  Catapults smashed the battlements with huge&lt;br /&gt;
balls of fire.  Bolts and arrows filled the air in a deadly exchange&lt;br /&gt;
of fire.  Armored trolls ran into the stone gates, smashing into the&lt;br /&gt;
rock and sending shards flying.  Not one space above ground was safe.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;How could it come to this?&amp;quot; cried Durkan, hands over his ears.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Courage,&amp;quot; said the warrior dwarf Glamsfir.&lt;br /&gt;
 &lt;br /&gt;
Pebbles fell from the ceiling as another bombardment rocked the&lt;br /&gt;
fortress.  Glamsfir stood and peered out of an archery portal.  The&lt;br /&gt;
situation was fatal.  He lifted his crossbow and put down a goblin&lt;br /&gt;
archer in an act of defiance, though it mattered little.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We have not long to live,&amp;quot; said Durkan, &amp;quot;do we Glamsy?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I told you not to call me that,&amp;quot; said the dwarf hero.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone_carver&amp;diff=37385</id>
		<title>40d Talk:Bone carver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone_carver&amp;diff=37385"/>
		<updated>2009-07-21T20:53:00Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is bone carving ever producing smth else than cheap crap and bolts, also with decorating? What skill level is necessary for worthwile export items?&lt;br /&gt;
&lt;br /&gt;
Masterwork bone crafts are worth 120 money, so if you have a peasant go fey and become a legendary bonecrafter it's a nice way to clear out garbage while making a profit. A few types of bones, like dragon and ogre are actually worth a good bit of money.[[User:Moonman|Moonman]] 14:23, 19 March 2008 (EDT)&lt;br /&gt;
:I've found Masterwork bolts to be a better deal especially if you have larger stacks of bones.  It only takes one bone to decorate an entire stack of bolts, quickly turning that 330 coin stack into 3300.  Plus, bolts are useful. --[[User:Chrispy|Chrispy]] 20:11, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Higher skilled bone carvers ==&lt;br /&gt;
&lt;br /&gt;
Do higher skilled bone carvers produce a greater number bolts per bone?--[[User:Richards|Richards]] 20:10, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:No. --[[User:LegacyCWAL|LegacyCWAL]] 18:06, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No workshop ==&lt;br /&gt;
&lt;br /&gt;
This skill doesn't list any workshop. [[User:Coleste|Coleste]] 02:32, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== value of different animal bones ==&lt;br /&gt;
&lt;br /&gt;
I haven't found anywhere, what the value of bones of different animals are worth (beyond &amp;quot;dragon bones are worth more than cat bones&amp;quot; type comments).&lt;br /&gt;
&lt;br /&gt;
Anyone feel like looking through the raws and putting it &amp;quot;somewhere&amp;quot;?&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 14:24, 21 July 2009 (UTC)&lt;br /&gt;
:There's a list at the [[Item_value#Material_multipliers|Item value]] page. --[[User:LegacyCWAL|LegacyCWAL]] 20:53, 21 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gold&amp;diff=14018</id>
		<title>40d:Gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gold&amp;diff=14018"/>
		<updated>2009-07-09T17:08:34Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Gold|color=#FF0|bgcolor=#880&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Gold nuggets]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[black bronze]] at [[smelter]]&lt;br /&gt;
* Make [[rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[electrum]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold''' is a valuable [[metal]].  [[Native gold]] [[ore]] is a source of [[gold nuggets]], which can be [[smelting|smelted]] into gold [[bar]]s.&lt;br /&gt;
&lt;br /&gt;
'''Gold''' can be used for minting at a [[metalsmith's forge]], creating [[coin]]s used in the [[economy]] system. Using coins as trade goods is not advisable as they have no [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
Another use of '''gold''' is to build [[furniture]] such as [[statue]]s to be displayed all over a fortress, or to build [[road]]s and/or [[bridge]]s of great [[value]].&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Version_0.28.181.40d&amp;diff=49948</id>
		<title>Category talk:Version 0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Version_0.28.181.40d&amp;diff=49948"/>
		<updated>2009-07-08T18:56:16Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this category really necessary?  I mean, unless the articles say otherwise, they ''already'' talk about how things currently are, so do we need an entire category devoted to telling readers that the article is, indeed, saying how things are?  It's redundancy incarnate.  If there's changes for .40d#, then they can be put in their own category.  Otherwise, virtually every single line of pretty much every single article currently on the wiki would belong in this category. --[[User:LegacyCWAL|LegacyCWAL]] 18:17, 6 July 2009 (UTC)&lt;br /&gt;
:It might be useful for things specific to this particular version.  It might also become more relevant when a new version becomes available... --[[User:Corona688|Corona688]] 18:37, 6 July 2009 (UTC)&lt;br /&gt;
::But unless otherwise noted, ''everything'' on the wiki is specific to this version.  We'd have to tag every single sentence if we wanted to be consistant.  And the next version is such a massive change that we're going to be completely overhauling everything anyways. --[[User:LegacyCWAL|LegacyCWAL]] 18:56, 8 July 2009 (UTC)&lt;br /&gt;
: Unless a new version fork from the main branche of development, I don't see the point either. Since this wiki is always reflecting the latest stable release. --[[User:Karl|Karl]] 18:49, 6 July 2009 (UTC)&lt;br /&gt;
::When .41a or .42a or whatever comes out then this category becomes a list of things that need to be rechecked. As soon as a new version is it, then the wiki is no longer reflecting the latest stable release and needs a lot of review to be brought up to date. The point of these categories is to help streamline that process when it comes about. The correct usage is as follows:&lt;br /&gt;
::-When writing information that you suspect will change in a future release, tag it with &amp;lt;nowiki&amp;gt;{{subst:current}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
::-When the future release comes out, look at things in the outdated categories to see if they have actually changed.&lt;br /&gt;
::[[User:VengefulDonut|VengefulDonut]] 14:12, 7 July 2009 (UTC)&lt;br /&gt;
:::Like I mention above, the sheer scale of the next update means that ''literally half the wiki'' would have to be rechecked and updated.  Every single page related to combat, military, creature data, labors, injury, nobles, HFS, skills, and modding is going to need a complete rewrite.  Hell, I wouldn't be surprised if we have to start putting disclaimers on all those pages (like the ones on the pages that still haven't been updated from the 2D version).&lt;br /&gt;
:::To put it another way, if we're going to have a category for pages that will have to be updated for the next version, we'd better get to work and start putting half the wiki in there. --[[User:LegacyCWAL|LegacyCWAL]] 18:56, 8 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Helm&amp;diff=28085</id>
		<title>Helm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Helm&amp;diff=28085"/>
		<updated>2009-07-08T17:43:54Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Helm is a piece of [[armor]] covering the head.  It can be made from [[leather]], [[metal]], [[bone]] and [[shell]].  Helms made from leather, bone, or shell are considered part of the [[Armor#Armor_Levels|leather armor class]], while those made from metal are within the [[Armor#Armor_Levels|chain class]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17811</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17811"/>
		<updated>2009-07-06T18:48:14Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: /* Active Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''(If looking for articles on catapults and ballistae, see [[Siege engine|Siege Engines]].)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''siege''' is a special, [[fun]] time in [[Fortress mode]] when an army attempts to attack and kill all of your [[dwarves]]. It is at this time you should activate your [[military]], keep civilians indoors, raise the [[drawbridge]]s and pray you have your defenses ready.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
A siege is not to be confused with other types of hostile encounters - if you are besieged you will ''know''. If you are unsure, you are ''not'' under siege. When you receive a siege, you receive a full-screen message &amp;quot;a vile force of darkness has arrived!&amp;quot; and the top of the screen reads &amp;quot;SIEGE&amp;quot; in yellow and red. Siegers are immediately visible at the map edge, whereas [[ambush]]ers or [[thief|thieves]] are not.&lt;br /&gt;
&lt;br /&gt;
During a siege supply lines are cut, and no caravans will visit your fortress.  Unlike a caravan passing your fort due to an inaccessible trade depot, the traders don't appear on the map at all, and no message informs you of this. However, caravans that are already on the map will continue to your fortress as normal, assuming the besiegers don't kill them.&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send kidnappers and ambushers once your fort's population or [[wealth]] reaches a certain amount{{Verify}}, and will start sieging once your total population reaches 80. (Dead dwarves count){{Verify}}. Sieges will increase in intensity depending only on how many previous sieges you have survived - a population higher than 80 does not increase the number of goblin siegers.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even babysnatched/refugee [[human]]s and [[elves]]) and sometimes mounted on [[beak dog]]s, and occasionally accompanied by up to 3 squads of 5-8 [[troll]]s. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
Trolls are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for [[buildings]] and start demolishing. Locked [[door]]s will keep the goblins out, but can be demolished by trolls. Note that [[Constructions]] are treated as inert terrain objects and therefore can't be destroyed by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
Goblins are less than stalwart, and once a siege sustains significant casualties, there will come a rousing cry of &amp;quot;Screw you guys, I'm going home&amp;quot; as the survivors retreat at full pelt.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Humans can siege your fortress, letting too many caravans get lost to enemies may provoke them.  On entry to the map they will set up a Campfire and wait there for a while, making attacks of opportunity on dwarves that come to the surface, before taking the final headlong charge in much the same way as goblins. &lt;br /&gt;
&lt;br /&gt;
The message is slightly different from the goblin sieges: &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They may be mounted on horses.&lt;br /&gt;
&lt;br /&gt;
They may eventually send a diplomat, who will parley with your leader and offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
As of Version 39f it is possible for [[Elves]] to lay siege to your fortress.  You will get the standard message notifying you of a Siege; however, you will not be able to see any enemy units and the SIEGE banner across the top will instantly disappear. This is because all elven siegers enter the map [[ambusher|sneaking]]; isn't that [[fun]]?  The Elven squads typically consist of a mix of swordselves and wrestlers, all of whom will be using wooden equipment. Later sieges may also feature archers and spearelves, again with wooden weapons. The first time this happens, if your military consists of untrained dwarve, an Elven siege could be an extreme problem. Otherwise, most will not have much trouble resisting the sieges. Difficulty may eventually increase, but this has not been confirmed.&lt;br /&gt;
&lt;br /&gt;
Elves may be mounted on [[unicorn]]s.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or, rather, [[wealth]]. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously.&lt;br /&gt;
&lt;br /&gt;
Kobold archers tend not to directly siege your fort, but prefer to pick off individual Dwarves who may be working in the surrounding wilderness. They will leave once their [[arrow]]s have been exhausted.&lt;br /&gt;
&lt;br /&gt;
=== Megabeasts ===&lt;br /&gt;
Megabeasts are a siege consisting of one enemy. A certain wealth or a population of around 100 may trigger one.{{Verify}} A megabeast, such as a [[bronze colossus]], [[dragon]], or [[titan]], will arrive on the map and head towards your fortress.&lt;br /&gt;
&lt;br /&gt;
Megabeasts rely entirely on [BUILDING_DESTROYER:2] to path to your fortress. Unlike other sieges, they can be stopped simply by shutting a door behind another door. Vanilla megabeasts are easy to defeat and by default only 20% will survive worldgen.{{version|0.28.181.40d}} Can be set higher via /data/init/worldgen.txt.&lt;br /&gt;
&lt;br /&gt;
Increasing [DAMBLOCK] or [SIZE] can help buff up megabeasts, as well as editing their body to be more complex (realistic dragons with scales, for example) and setting them to be made out of certain materials (steel or adamantine, for example){{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Defending against a Siege ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksdwarf|marksdwarves]] where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortification]]s.)&lt;br /&gt;
** A good tip for your military is to make sure that you take out goblin squads early. They tend to arrive all over the map, so you have a chance to strike while they are still scattered. Send groups of dwarves large enough you know you will win with no causualties (normally, a modestly trained group around three-quarters the size of a goblin group has nothing to fear unless there are crossbows, but use extra dwarves just in case) to each squad, so that you don't have to deal with 50 goblins beating down your door in one massive group. In such large numbers, goblins are far more likely to seriously injure or kill even the hardiest of dwarven warriors, while when they are in their initial squads dwarves have much less to fear.&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and release them via [[lever]]/[[pressure plate]] as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, [[catapult]]s and [[ballista]]e, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the [[weapons]]' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help. [[Cage]] [[traps]] are one guaranteed removal in most cases (even some [[megabeasts]] can be siezed by these) and there are a lot of entertaining ways of dealing with [[Captured creatures#Execution|captured creature]]s once their friends have been beaten back.&lt;br /&gt;
&lt;br /&gt;
*Locked (forbidden) doors will keep [[invader]]s out indefinitely, if locked before they seize the door. Doors won't keep siege trolls out, but drawbridges will. Closing all entrances will result in enemies milling around outside your walls without a destination. The siege will end after some (LONG) time have passed, but if you intend to sit it through, make sure you have enough wood, a well and a food source.&lt;br /&gt;
&lt;br /&gt;
*A [[moat]] can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results. Even when not filled, a 1-tile wide [[channel]] is a fast and effective way of stopping besiegers or to guide them into areas you want. Note that water in moats may freeze over during winter (in some maps) providing a possible, if temporary, [[losing|weak point]].&lt;br /&gt;
&lt;br /&gt;
== Civilians ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves will still attempt to do their jobs during a siege, including cutting down [[tree]]s or hauling in items and [[corpse]]s from outdoors. Dwarves will run from invaders, but only ''after'' getting within [[crossbow]]-range, so their self-preservation skills are lackluster when the enemy has ranged weapons, or moves more quickly than them. There are [[Help! My civilians keep running into combat!|several strategies]] to preserve your civilians' lives, none of them perfect.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
:* [[Help! My civilians keep running into combat!]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;br /&gt;
[[Media:Example.ogg]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Peasant&amp;diff=46757</id>
		<title>40d:Peasant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Peasant&amp;diff=46757"/>
		<updated>2009-07-06T18:46:37Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[fortress mode]], a dwarf who has no [[skill]]s above [[dabbling]] level (no skills at [[Novice]] or better, military and social skills excluded) has no [[profession]], and is listed as a &amp;quot;peasant&amp;quot; on the screen listing all creatures on the game map ( {{key|u}} ) and the status screen ( {{key|z}} ).  By default they are shown as light blue, a color (almost?) identical to that of [[craftsdwarfs]]. &lt;br /&gt;
&lt;br /&gt;
Peasants commonly arrive with new [[immigrants]]. All [[children]] (even children of [[noble]]s) become peasants when they reach adulthood. If you have &amp;quot;All Dwarves Harvest&amp;quot; set on the {{k|o}}rders menu, it is possible that when a child becomes an adult, they will already have advanced skills (even [[legendary]]) as a [[Planter]] (see [[harvest]]ing).  However, they will still be a peasant until any one skill granting job is done.  Then their title will change to reflect their highest skill (planting).&lt;br /&gt;
&lt;br /&gt;
Peasants have default [[Labor#Default_labors|labor]]s enabled when they arrive or become adults. By turning on different [[labor]]s*, peasants can accomplish any task (at an untrained level of competence) and eventually be trained in any skill, or used as-is as an unskilled, no-[[attribute]] [[hauler]].  They are often chosen to be trained for [[military]] purposes, or dragooned into the [[Fortress Guard]] to make up the numbers.&lt;br /&gt;
&lt;br /&gt;
''(* This can be done a variety of ways, &amp;quot;{{key|v}}iew, {{key|p}}references, {{key|l}}abor&amp;quot; being one of the more common.)''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[profession]]&lt;br /&gt;
:* [[immigrants]]&lt;br /&gt;
:* [[cross-training]]&lt;br /&gt;
:* [[mood|moodable skills]]&lt;br /&gt;
:* [[attribute]]s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This page is (still) a stub.  If you've verified that's something missing or incorrect here, add it in or discuss it on the talk page!}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Fortress mode]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pearl&amp;diff=49844</id>
		<title>40d:Pearl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pearl&amp;diff=49844"/>
		<updated>2009-07-06T18:42:36Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Little is known about the famed '''pearl'''. Its existence is shrouded in myths. It is said to arrive from [[Fish#List_of_catchable_fish|mussel]]s and [[Fish#List_of_catchable_fish|oyster]]s{{verify}} (presumably when eaten uncooked, possibly only when fished from the [[ocean]], but not when acquired in [[trade]]).&lt;br /&gt;
&lt;br /&gt;
It is currently unknown to what [[stockpile]] pearls would go and where they show up in the z-[[stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
Some dwarves have a [[preference]] for pearls, but it is undetermined how this preference could be satisfied.&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Easter_eggs&amp;diff=24110</id>
		<title>40d:Easter eggs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Easter_eggs&amp;diff=24110"/>
		<updated>2009-07-06T18:39:45Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Hidden Fun Stuff redirects here. It can also refer to... well, [[glowing pit|do you really want us to spoil it for you]]?'' It is also used in the [[dev logs]] to refer to anything Toady doesn't want us to know about until we find it ourselves.&lt;br /&gt;
&lt;br /&gt;
This page is a list of hidden or unexpected aspects of the game.&lt;br /&gt;
&lt;br /&gt;
=== Fluctuating Subtitle ===&lt;br /&gt;
When [[Your first fortress|starting up the game]], on the title screen where the player first chooses what to do, the top reads:&lt;br /&gt;
 Slaves to Armok: God of Blood&lt;br /&gt;
 Chapter 2: Dwarf Fortress&lt;br /&gt;
 Histories of ...&lt;br /&gt;
'...' will be generated each time the game is opened. Some combinations include &amp;quot;Histories of Avarice and Resourcefulness&amp;quot; and &amp;quot;Histories of Jealousy and Tenacity.&amp;quot; Generally, the words will include a synonym each of &amp;quot;greed&amp;quot; and &amp;quot;stubbornness&amp;quot;, which as we all know fit the hairy little blighters like a [[Cave spider silk]] [[Clothing#Articles|glove]].&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Daydreams ===&lt;br /&gt;
 &lt;br /&gt;
Some dwarves like Toads for their beauty, an obvious inside reference to [[Toady One]].&lt;br /&gt;
&lt;br /&gt;
=== So What If I'm Dead? ===&lt;br /&gt;
&lt;br /&gt;
Checking the [[weather]], temperature, or [[Calendar|date]] in [[Adventure Mode]] after dying will instead return a snarky message reminding you of your current medical state.&lt;br /&gt;
&lt;br /&gt;
=== Bey@nd Quality?! ===&lt;br /&gt;
&lt;br /&gt;
For about one frame, the word &amp;quot;Beyond&amp;quot; in the Bay 12 Games Beyond Quality intro turns into &amp;quot;Bey@nd&amp;quot;. Nobody knows why.&lt;br /&gt;
&lt;br /&gt;
=== Oink! ===&lt;br /&gt;
&lt;br /&gt;
In the Bay 12 Games Beyond Quality intro, when the program is saying &amp;quot;Quality&amp;quot;, grab the title bar and drag it around a bit. Release, and when the lines appear, you'll hear a pig sound.&lt;br /&gt;
&lt;br /&gt;
=== Help Screen ===&lt;br /&gt;
&lt;br /&gt;
If you press the ? on the help screen you will go to the help screen of the help screen, now press it twice more :-)&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=48153</id>
		<title>Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=48153"/>
		<updated>2009-07-06T18:35:29Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: just linkified a couple things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Planepacked''' is a [[Limestone]] [[Statue]], now known as the most epic [[artifact]] ever created by dwarvenkind, without cheating or exploiting. Since nothing remotely similar has ever been reported, Planepacked is certainly some sort of bug, or some unintended result of modding [[goblin]]s to be twelve times stronger.  However, it is still considered &amp;quot;official&amp;quot; by those who care about such things.&lt;br /&gt;
&lt;br /&gt;
= The Statue=&lt;br /&gt;
The statue itself contains an ungodly amount of items built into it, and contains what would appear to be the entire history of the world in which it was created. It also includes 73 images of itself, leading one to believe that either the designs engraved upon it are minutely fractal, or that where Planepacked stands the universe folds. It also most likely contains several pictures of toads, and squares, but strangely, no cheese.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* [[Limestone]]&lt;br /&gt;
* [[Gypsum]]&lt;br /&gt;
* [[Native platinum]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Pig iron]]&lt;br /&gt;
* [[Cave lobster]] [[shell]]&lt;br /&gt;
* [[Dog]] [[leather]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Oak]]&lt;br /&gt;
* [[Orthoclase]] &lt;br /&gt;
* [[Steel]] &lt;br /&gt;
* [[Brown jasper]]&lt;br /&gt;
&lt;br /&gt;
See external links for a complete list of materials and item detail.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Planepacked is worth an amazing 3,105,600☼, an extremely high amount in relation to its standard materials.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
According to its owner, creation took over a year to gather all of the materials, and then the standard amount of time to make the item. Why the [[dwarf]] didn't go [[insane]] in the middle of collecting items is unknown, but may have to do with the fact that all the items he needed were there, just not at the [[workshop]] yet.&lt;br /&gt;
&lt;br /&gt;
==The Description==&lt;br /&gt;
&lt;br /&gt;
This is a [[Limestone]] [[statue]].  All craftsdwarfship is of the highest quality.  It is encrusted with [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]], [[Limonite]] and [[Malachite]], studded with [[Pig iron]], decorated with [[cave lobster]] [[shell]] and [[dog]] [[leather]] and encircled with bands of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Native gold]], [[Malachite]], [[Limonite]] and [[Oak]].  This object is adorned with hanging rings of [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]] and [[Limonite]] and menaces with [[decoration|spikes]] of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Limonite]], [[Malachite]], [[Orthoclase]], [[Steel]] and [[Brown jasper]].  On the item is an  image of Dimpledflags the [[Iron]] [[hatch cover]] in [[Limestone]]. &lt;br /&gt;
  &lt;br /&gt;
On the item is an  image of Ngokang Haterampart the [[goblin]] and [[dwarves]] in [[Limestone]].  Ngokang Haterampart is  surrounded by the [[dwarves]].  The artwork relates to the rise of the [[goblin]] Ngokang Haterampart as an enemy of The Arrow of Tournaments in the late summer of 204.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mistem Puretown the dwarf and Crazethin the grimeling in Limestone.  Crazethin is  striking down Mistem Puretown.  The artwork relates to the killing of the dwarf Mistem Puretown by the grimeling Crazethin in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of diamonds in Limestone.  On the item is an  image of buckets in Limestone.  On the item is an  image of shining suns in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of toads in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of a shortfin mako shark in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Imush Towerurged the dwarf and Aslot Spideryurges the goblin in Limestone.  Aslot Spideryurges is  shooting Imush Towerurged.  The artwork relates to the shooting of the dwarf Imush Towerurged by the goblin Aslot Spideryurges in Ravenlabors in the midsummer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a Oak in Limestone.  On the item is an  image of a shining sun in Limestone.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of a purring maggot in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of a Longland grass in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of thick crescents in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a diamond in Limestone.  On the item is an  image of a wave in Limestone.  On the item is an  image of two Oaks in Limestone.  On the item is an  image of sweet pods in Limestone.  On the item is an  image of a toad in Gypsum.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of three Oaks in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Gypsum.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Ago Menacetrap the goblin and Alath Helmedabbey the Imperial Spring of Drills the dwarf in Limestone.  Alath Helmedabbey the Imperial Spring of Drills is  striking down Ago Menacetrap.  The artwork relates to the killing of the goblin Ago Menacetrap by the dwarf Alath Helmedabbey the Imperial Spring of Drills in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Gypsum.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of squares in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Gypsum.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Drufuchakin the kobold and Datan Treatydawned the dwarf in Gypsum.  Datan Treatydawned is  striking down Drufuchakin.  The artwork relates to the killing of the kobold Drufuchakin by the dwarf Datan Treatydawned in Ravenlabors in the early winter of 206 during The Fourth Attempted Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two toads in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a thick crescent in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a rope reed in Gypsum.  On the item is an  image of two full moons in Gypsum.  On the item is an  image of circles in Limestone.   &lt;br /&gt;
On the item is an  image of Aslot Spideryurges the goblin and dwarves in Limestone.  Aslot Spideryurges is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Aslot Spideryurges as an enemy of The Arrow of Tournaments in the midsummer of 204.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Tun Racewheel the dwarf in Limestone.  Tun Racewheel is  laboring.  The artwork relates to the settling of the dwarf Tun Racewheelin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of two Maples in Limestone.  On the item is an  image of diamonds in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two Larchs in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a sweet pod in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of mountains in Limestone.  On the item is an  image of hidden moons in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of Cilob Racetrade the dwarf in Limestone.  Cilob Racetrade is  laboring.  The artwork relates to the settling of the dwarf Cilob Racetradein  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of mountains in Limestone.  On the item is an  image of a Longland grass in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin and dwarves in Limestone.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty as an enemy of The Arrow of Tournaments in the early summer of 204.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of cages in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of four mountains in Limestone.  On the item is an  image of a plump helmet in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of waves in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thin cross in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two toads in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a cloud in Limestone.  On the item is an  image of a barrel in Limestone.  On the item is an  image of two narrow crescents in Limestone.  On the item is an  image of narrow crescents in Limestone.  On the item is an  image of a barrel in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Cani Lustrousduties the human and Atu Seduceshameful the goblin in Limestone.  Cani Lustrousduties is  making a plaintive gesture.  Atu Seduceshameful is  striking a menacing pose.  The artwork relates to the mortal wounding of the human Cani Lustrousduties by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atu Seduceshameful the goblin and `Hammermaker' Lettership the Flute of Bands the dwarf in Limestone.  `Hammermaker' Lettership the Flute of Bands is  striking down Atu Seduceshameful.  The artwork relates to the killing of the goblin Atu Seduceshameful by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early autumn of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of two circles in Limestone.   &lt;br /&gt;
On the item is an  image of Sigun Whippedbridges the dwarf and dwarves in Limestone.  Sigun Whippedbridges is  surrounded by the dwarves.  The artwork relates to the appointment of the dwarf Sigun Whippedbridges as the outpost liaison for The Arrow of Tournaments in 171.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a Oak in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Ilral Roughnesstraded the dwarf and Dostngosp Stinkthief the goblin in Limestone.  Ilral Roughnesstraded is  making a plaintive gesture.  Dostngosp Stinkthief is  laughing.  The artwork relates to the mortal wounding of the dwarf Ilral Roughnesstraded by the goblin Dostngosp Stinkthief in Ravenlabors in the late autumn of 203 during The Third Attempted Abduction at Ravenlabors.   &lt;br /&gt;
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On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of crescent moons in Limestone.  On the item is an  image of a dwarf in Limestone.  On the item is an  image of two Oaks in Limestone.   &lt;br /&gt;
On the item is an  image of Ilral Channeledhalls the dwarf and Ago Menacetrap the goblin in Limestone.  Ago Menacetrap is  striking down Ilral Channeledhalls.  The artwork relates to the killing of the dwarf Ilral Channeledhalls by the goblin Ago Menacetrap in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of narrow crescents in Limestone.  On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two half moons in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Alders in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202. &lt;br /&gt;
And you are still serious reading this i mean omg the item is awesome but fucking seriously dude you are reading the whole thing. Good luck man your about halfway through so keep reading good buddy you will make it there, the next part should really get the whole statue about a staute. So i hope i entertained you and made your reading experence a postitive one. Goodnight and Good luck. ~Lord Shadow  &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a Longland grass in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of  the muskox and Atu Seduceshameful the goblin in Limestone.  Atu Seduceshameful is  striking down .  The artwork relates to the killing of the muskox  by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of waves in Limestone.  On the item is an  image of a narrow crescent in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a wave in Limestone.   &lt;br /&gt;
On the item is an  image of Morul Loverorbs the dwarf and Dissolvedchains the Conjurer of Riddling the cave lobster shell mask in Limestone.  Morul Loverorbs is  raising Dissolvedchains the Conjurer of Riddling.  The artwork relates to the creation of Dissolvedchains the Conjurer of Riddling in Ravenlabors by the dwarf Morul Loverorbs in the midwinter of 204.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of a common skate in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of three-pointed stars in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a shining sun in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Limonite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Dishmab Floorcleans the dwarf and dwarves in Magnetite.  Dishmab Floorcleans is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Dishmab Floorcleans as an enemy of The Arrow of Tournaments in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of shining suns in Malachite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Alder in Limonite.  On the item is an  image of a cave wheat in Limonite.  On the item is an  image of a Tower-cap in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a dwarf in Magnetite.  On the item is an  image of a blazing sun in Magnetite.  On the item is an  image of a diamond in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a shining sun in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of two toads in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of half moons in Limonite.  On the item is an  image of waves in Limestone.   &lt;br /&gt;
On the item is an  image of Thlulugrayber the kobold and a Steel chain mail in Limonite.  Thlulugrayber is  raising the Steel chain mail.  The artwork relates to the theft of a Steel chain mail from Ravenlabors by the kobold Thlulugrayber in the early summer of 205 during The Fifth Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a circle in Limonite.  On the item is an  image of a cloud in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of wild strawberries in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a narrow crescent in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a mountain in Limonite.  On the item is an  image of narrow crescents in Limonite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of three-pointed stars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a crescent moon in Magnetite.  On the item is an  image of dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a blade weed in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of a thick crescent in Limonite.  On the item is an  image of toads in Limestone.  On the item is an  image of a sasquatch in Magnetite.  On the item is an  image of cougars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a Ash in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of three dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Malachite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Meng Treatychant the dwarf in Magnetite.  Meng Treatychant is  laboring.  The artwork relates to the settling of the dwarf Meng Treatychantin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a four-pointed star in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a diamond in Magnetite.   &lt;br /&gt;
On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of a wild strawberry in Magnetite.  On the item is an  image of a bucket in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of prickle berries in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Tangledgold the donkey in Limonite.  Tangledgold is  striking down .  The artwork relates to the killing of the donkey  by the donkey Tangledgold in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of pig tails in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.  On the item is an  image of two elk in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of dimple cups in Magnetite.  On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Ash in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of four Tower-caps in Magnetite.  On the item is an  image of dwarves in Limonite.  On the item is an  image of a Larch in Magnetite.  On the item is an  image of a Alder in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of two waves in Magnetite.  On the item is an  image of thick crescents in Magnetite.   &lt;br /&gt;
On the item is an  image of Kilidilruldin the kobold and a giant cave spider silk sock in Magnetite.  Kilidilruldin is  raising the giant cave spider silk sock.  The artwork relates to the theft of a giant cave spider silk sock from Ravenlabors by the kobold Kilidilruldin in the early summer of 204 during The Third Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.  On the item is an  image of two toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.   &lt;br /&gt;
On the item is an  image of Kulet Floorportent the dwarf and Ngerxung Bridgehate the goblin in Limonite.  Ngerxung Bridgehate is  striking down Kulet Floorportent.  The artwork relates to the killing of the dwarf Kulet Floorportent by the goblin Ngerxung Bridgehate in Ravenlabors in the late spring of 205 during The Fifth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of four-pointed stars in Limonite.   &lt;br /&gt;
On the item is an  image of Tekkud Clutchrough the dwarf and Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin in Magnetite.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  striking down Tekkud Clutchrough.  The artwork relates to the killing of the dwarf Tekkud Clutchrough by the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a barrel in Limonite.  On the item is an  image of raccoons in Magnetite.  On the item is an  image of a hidden moon in Limonite.  On the item is an  image of bloated tubers in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of diamonds in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Stleelbis the kobold and `Hammermaker' Lettership the Flute of Bands the dwarf in Limonite.  `Hammermaker' Lettership the Flute of Bands is  striking down Stleelbis.  The artwork relates to the killing of the kobold Stleelbis by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early winter of 204 during The Theft of Crevicepaddled at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Oaks in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of plump helmets in Limonite.  On the item is an  image of tall crosses in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Rith Frostrope the dwarf in Magnetite.  Rith Frostrope is  laboring.  The artwork relates to the settling of the dwarf Rith Frostropein  Ravenlabors in the midautumn of 203.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Whipworshipped the dwarf in Magnetite.  Kol Whipworshipped is  laboring.  The artwork relates to the settling of the dwarf Kol Whipworshippedin  Ravenlabors in the midspring of 205.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of shining suns in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Pulledstalk the alligator and dwarves in Limonite.  Pulledstalk is  surrounded by the dwarves.  The artwork relates to the rise of the alligator Pulledstalk as an enemy of The Arrow of Tournaments in 173.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a bluefin tuna in Limonite.  On the item is an  image of two toads in Limonite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of diamonds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Limonite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of mountains in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a tall cross in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of barrels in Magnetite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a Longland grass in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of squares in Magnetite.  On the item is an  image of wizards in Magnetite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Dangleburst the grimeling and dwarves in Limonite.  Dangleburst is  surrounded by the dwarves.  The artwork relates to the rise of the grimeling Dangleburst as an enemy of The Arrow of Tournaments in 130.   &lt;br /&gt;
On the item is an  image of a satyr in Magnetite.   &lt;br /&gt;
On the item is an  image of Zulban Staticcloistered the dwarf and Zolak Doomedrelic the goblin in Magnetite.  Zolak Doomedrelic is  striking down Zulban Staticcloistered.  The artwork relates to the killing of the dwarf Zulban Staticcloistered by the goblin Zolak Doomedrelic in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of mountains in Magnetite.  On the item is an  image of Highwoods in Malachite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two barrels in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of broad crosses in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Magnetite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of a thin cross in Limonite.  On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thick crescent in Magnetite.  On the item is an  image of diamonds in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a barrel in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a ballista arrow in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a wave in Magnetite.  On the item is an  image of waves in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Magnetite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of circles in Limonite.  On the item is an  image of three prickle berries in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two clouds in Limonite.  On the item is an  image of flasks in Magnetite.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in cave lobster shell.&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=28232.0 Thread about Planepacked on Bay12Games forum]&lt;br /&gt;
* [http://bartabox.banquise.net/df/planepacked.txt Total list of materials and artwork detail]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:[IMG]http://i191.photobucket.com/albums/z200/tyranitar23/Planepacked.jpg[/IMG]|Artist's Rendition of Planepacked.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Refuse_stockpile&amp;diff=15316</id>
		<title>40d:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Refuse_stockpile&amp;diff=15316"/>
		<updated>2009-07-06T18:32:06Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your [[dwarves]] will bring mostly animal items to a '''refuse stockpile''', such as [[chunk]]s, [[Vermin#Eliminating_vermin|remains]], [[bone]]s, [[shell]]s, [[skull]]s, [[corpse]]s, raw hides and any rotten items. This helps in avoiding [[miasma]] from rotting items in your fortress, if the stockpile is placed right.&lt;br /&gt;
&lt;br /&gt;
It is useful to keep a [[refuse]] stockpile outside, where no [[miasma]] is created, and/or in an enclosed [[room]] next to your [[butcher]]'s shop to store [[corpse]]s waiting to be slaughtered, prevent [[clutter]], and lock in [[miasma]] from rotting butcher leftovers. Butcher's shops tend to become cluttered very quickly, as a single [[animal]] already &amp;quot;bursts&amp;quot; into many items.&lt;br /&gt;
&lt;br /&gt;
It is also useful to keep a refuse stockpile holding only [[shells]], [[skulls]] and [[bones]] near your [[craftsdwarf]]'s shop for [[bone carving]] and [[bowyer]]'s shop for making bone [[crossbow]]s. Such a stockpile will not create [[miasma]] because nothing in it can rot.&lt;br /&gt;
&lt;br /&gt;
You can provide your stockpile with 2 [[door]]s arranged as an airlock. This will mostly prevent [[miasma]] from spreading when a dwarf steps through. You can contain miasma completely by building a diagonal entrance to the refuse area, since miasma cannot travel diagonally. {{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
Corpses, chunks, body parts, [[Skin|skin]], and food all can rot, emitting [[Miasma|miasma]] when stored on {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Subterranean|#808080}} tiles. It is important to know where you want to place your refuse stockpile beforehand, as miasma causes an [[Thought#Unhappy_thoughts|unhappy thought]]. Designating a refuse stockpile on any tile with {{DFtext|Light |#ff0}}{{DFtext|Above Ground|#0f0}} will prevent miasma and makes the items subject to seasonal cleanups (this includes bones, skulls, and shells). &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can dig an open pit down to the [[Z-axis|z-level]] most convenient for you. Light need only touch the tile once for it to become permanently {{DFtext|Light |#ff0}}{{DFtext|Above Ground|#0f0}}, after which you can rebuild the roof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Extrusive&amp;diff=49951</id>
		<title>Extrusive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Extrusive&amp;diff=49951"/>
		<updated>2009-07-06T18:27:46Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Igneous extrusive layer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Igneous extrusive layer]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intrusive&amp;diff=49950</id>
		<title>Intrusive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intrusive&amp;diff=49950"/>
		<updated>2009-07-06T18:27:07Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Igneous intrusive layer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Igneous intrusive layer]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wage&amp;diff=49949</id>
		<title>Wage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wage&amp;diff=49949"/>
		<updated>2009-07-06T18:25:44Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Redirected page to Dwarven economy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Dwarven_economy]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10779</id>
		<title>40d:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10779"/>
		<updated>2009-07-06T18:22:40Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are a few things to keep in mind when playing Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&amp;lt;!-- General suggestions and philosophy --&amp;gt;&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition: It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the [[controls]]. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.  [[Efficient_gameplay|Efficient Gameplay]] offers some time-saving tips.&lt;br /&gt;
&lt;br /&gt;
* If your game is running slowly, learn how to [[Maximizing framerate|maximize your framerate]].&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.&lt;br /&gt;
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.&lt;br /&gt;
&lt;br /&gt;
* Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor then they if they're 20 tiles away down the hallway. Also note that, with the default [[tilesets|tileset]], your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&amp;lt;!-- Little facts about the game to keep in mind --&amp;gt;&lt;br /&gt;
* Dwarves thrive on [[alcohol]]. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.&lt;br /&gt;
* Dwarves also need [[food]], obviously - and a good [[cook]] (and a nice dining hall) go a long way towards keeping your fortress happy.&lt;br /&gt;
** Don't cook all your alcohol or all your [[seed]]s (or all the things that leave seeds). ({{k|z}} &amp;gt;&amp;gt; Kitchen).&lt;br /&gt;
* Dwarves tend to get trapped easily. They like [[Digging#Dig_Priority|building and digging things from certain directions]], so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.&lt;br /&gt;
&lt;br /&gt;
* Workshops, construction and combat are [[noise|noisy]]. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf gets badly [[Wound|injured]], he'll need a hospital bed and someone to bring him [[water]] in a [[bucket]]. It's probably a good idea to have a set of those sitting around.&lt;br /&gt;
&lt;br /&gt;
* [[Traps]] can help take care of invaders at no risk to your dwarves. Any fortress can build a &amp;lt;!-- tub style mechanical chicken plucker --&amp;gt; bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).&lt;br /&gt;
&lt;br /&gt;
* Having a dwarf with the Appraiser skill to be your [[outpost broker]] will help a lot when [[trading]]. Otherwise, you can't see how much an item is worth.&lt;br /&gt;
&lt;br /&gt;
* [[Chain]]ing some [[dog]]s by your front door may deter thieves.&lt;br /&gt;
&lt;br /&gt;
* Remember that dwarves can be assigned new [[labor|jobs]] at any time. If your carpenter has died, your farmer can start making beds. (He probably won't be very good at it, since he doesn't have the skill, but it's better than sleeping on the ground.)&lt;br /&gt;
&lt;br /&gt;
* Idle carpenters? It's hard to have too many [[barrel]]s (or too many [[bin]]s... [[bed]]s for the next wave of [[immigrant]]s are pretty handy too). Idle masons? You can fit a lot of [[door]]s into your fortress.&lt;br /&gt;
&lt;br /&gt;
* Too many [[immigrant]]s? Don't know what to do with them? Have you started an [[army]] yet?&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
&amp;lt;!-- Specific little actions the users can take to make their lives better --&amp;gt;&lt;br /&gt;
* To find a dead dwarf, go under status ({{k|z}}), then select stock&amp;gt;&amp;gt;corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.&lt;br /&gt;
&lt;br /&gt;
* Don't like all the stone laying around? Instead of using a stone [[stockpile]] create a 1-square garbage [[zone]] and [[dump]] the stone. Reclaim the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop).&lt;br /&gt;
&lt;br /&gt;
* Usually the closest available material is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for [[bauxite]]) next to your workshop and close the dwarf in. Don't forget theres a z-axis, so make sure there aren't unwanted materials above/below your workshop.&lt;br /&gt;
** If you bring [[bauxite]] to a [[magma]] map, you can build the workshop next to the wagon and get your magma-proof grates/floodgate/mechanisms immediately.&lt;br /&gt;
** Lock your [[gem setter]] in a room with some cut [[gem]]s and a [[stockpile]] set to gather quality [[furniture]], so that he doesn't waste time (and valuables) encrusting stupid things like barrels.&lt;br /&gt;
&lt;br /&gt;
* The Standing Orders ({{k|o}}) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood, or all hide inside for a siege, or making your weavers stop heading outside all the time to collect spiderwebs and get slaughtered by wild animals.&lt;br /&gt;
&lt;br /&gt;
* Hitting {{k|x}} when building a building expands the list of items, so you can pick one with a specific [[quality]] (a nice bed for a noble's bedroom, or a cheap door for the garbage room).&lt;br /&gt;
&lt;br /&gt;
* If you're scanning the outdoors for your next swath of [[tree]]s, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.&lt;br /&gt;
** Speaking of timber, try designating some high-traffic lanes ({{k|d}} {{k|o}} {{k|h}}) outside radiating away from your front door  to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly [[sand]] spots scattered around on a sandy map.)&lt;br /&gt;
&lt;br /&gt;
* Build a walled [[statue]] garden outside your fortress so that your dwarves don't get [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
* Bring along a few [[turtle]]s or [[cave lobster]]s when you start the game. Make sure the dwarves eat them raw ({{k|z}} &amp;gt;&amp;gt; Kitchen). This way you will have a [[shell]] - useful in case you ever run into a [[fey mood|(spoiler)]].&lt;br /&gt;
&lt;br /&gt;
* Fell free to [[trade]] for basic items like [[meat]] and [[wood]]. They're cheap, and it's easier than gathering them yourself.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=34894</id>
		<title>40d:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=34894"/>
		<updated>2009-07-06T18:21:40Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every dwarf is born with a unique [[personality]] that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.&lt;br /&gt;
&lt;br /&gt;
== Possible Objects of Affection or Revulsion ==&lt;br /&gt;
Each dwarf prefers particular materials, objects, animals, and foods.  These types may or may not be generally thought of as preferable, valuable or even useful.  A given dwarf may display many, a few, or (theoretically) even none of these preferences.&lt;br /&gt;
&lt;br /&gt;
Preferences will include:&lt;br /&gt;
:* one type of [[stone]], [[soil]], [[ore]], or [[raw adamantine]]&lt;br /&gt;
:* one type of [[metal]], or [[adamantine]]&lt;br /&gt;
:* one type of [[gem]]&lt;br /&gt;
&lt;br /&gt;
Preferences may also include:&lt;br /&gt;
:* a type of decoration material: a specific type of [[bone]], horn, pearl, etc&lt;br /&gt;
:* a specific type of [[wood]]&lt;br /&gt;
:* a type of [[glass]]&lt;br /&gt;
:* a color&lt;br /&gt;
:* a type of [[cloth]] or [[leather]]&lt;br /&gt;
:* a design/motif&lt;br /&gt;
:* a [[weapon]] (inc. picks) &lt;br /&gt;
:* a specific piece of [[armor]] or [[clothing]]&lt;br /&gt;
:* a type of finished goods or craft&lt;br /&gt;
:* a type of [[furniture]] (inc. anvils)&lt;br /&gt;
:* [[trap]] or [[siege weapon]] components&lt;br /&gt;
:* one or more [[domestic animal]]s, [[creature]]s or [[vermin]] ([[domestic animal]]s seem to dominate)&lt;br /&gt;
:* a type of [[crop]]&lt;br /&gt;
:* one or more favourite [[food]]s&lt;br /&gt;
:* one or more favourite [[alcohol|drink]]s&lt;br /&gt;
:* detesting a type of [[vermin]]&lt;br /&gt;
&lt;br /&gt;
This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.}}&lt;br /&gt;
:{{gametext|She is quick to anger. She feels strong urges and seeks short-term  rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}&lt;br /&gt;
&lt;br /&gt;
Note that it is guaranteed that each of your initial seven dwarfs &amp;quot;likes working outdoors&amp;quot; and &amp;quot;grumbles only mildly at inclement weather&amp;quot;.  [[Immigrant]]s most likely will not have these preferences.&lt;br /&gt;
&lt;br /&gt;
All dwarfs &amp;quot;need alcohol to get through the working day&amp;quot; - that's part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
== Effect on Skill Use (Crafting) ==&lt;br /&gt;
A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object.  This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects.  The dwarf above is not only an ideal candidate to become a [[glassmaker]], she has real potential as a [[carpenter]] or even [[trapper]] as well.&lt;br /&gt;
&lt;br /&gt;
Note that the material preferences can affect more than one stage in the production chain.  If you're fortunate enough to have a dwarf who likes [[pig tail]] [[cloth]], or [[giant cave spider]] [[silk]], it will improve both their [[weaving]] and [[clothesmaking]] with those materials.  It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material.&lt;br /&gt;
&lt;br /&gt;
== Effect on Thoughts and Behavior ==&lt;br /&gt;
Dwarves prefer particular foods and/or drinks.  They will (probably) seek them out instead of always choosing whatever's closest{{verify}}, and get a more intense happiness boost from a given quality of food or drink.  The dwarf above will be especially grateful if you find some turtles or include quarry bush leaves in your prepared meals.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also try to acquire items they like; adopting [[pet]]s, purchasing items from a [[shop]], and in the case of [[noble]]s, [[demand|demanding]] furniture in their [[room]]s or [[mandate|mandating]] construction of items in their favourite metal/stone.&lt;br /&gt;
&lt;br /&gt;
Of particular note, dwarves that like [[cat]]s are more vulnerable to [[Catsplosion|cuddly-wuddly syndrome]]. &lt;br /&gt;
&lt;br /&gt;
== Effect on Artifacts and Demands ==&lt;br /&gt;
A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]].  If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will.  Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway!  This can result in things like [[magnetite]] [[bed]]s (normally only wood can be used to make beds) or [[billon]] [[armor|plate mail]] (normally billon is not suitable for weapons or armor).  &lt;br /&gt;
&lt;br /&gt;
In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. [[blue shark]] [[bone]] [[instrument|piccolo]]).  Any noble that likes a material you cannot create (for example, one who likes [[green glass]] items on a map without sand) should probably be dealt with at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
== Civilian and Military Positions ==&lt;br /&gt;
The preferences screen also contains a short section detailing any positions a dwarf holds, his squad of dwarves and enemies of this particular dwarf. While an entire fortress may be at war with another civilization, specific dwarves only become enemies after entering into direct combat with opponents of these civilizations.  &lt;br /&gt;
&lt;br /&gt;
== Continuing Study ==&lt;br /&gt;
Dwarven [[personality]] is a newer addition to Dwarf Fortress and still a work in progress.  Also &amp;quot;under construction&amp;quot; is our ''knowledge'' of what certain traits mean and how they affect gameplay.  We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind.  The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Version_0.28.181.40d&amp;diff=49944</id>
		<title>Category talk:Version 0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Version_0.28.181.40d&amp;diff=49944"/>
		<updated>2009-07-06T18:17:10Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Created page with 'Is this category really necessary?  I mean, unless the articles say otherwise, they ''already'' talk about how things currently are, so do we need an entire category devoted to t...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this category really necessary?  I mean, unless the articles say otherwise, they ''already'' talk about how things currently are, so do we need an entire category devoted to telling readers that the article is, indeed, saying how things are?  It's redundancy incarnate.  If there's changes for .40d#, then they can be put in their own category.  Otherwise, virtually every single line of pretty much every single article currently on the wiki would belong in this category. --[[User:LegacyCWAL|LegacyCWAL]] 18:17, 6 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4011</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4011"/>
		<updated>2009-06-23T17:01:49Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: /* Greenhouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
&lt;br /&gt;
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Farming aboveground issue ==&lt;br /&gt;
&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
&lt;br /&gt;
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mixed Plots ==&lt;br /&gt;
&lt;br /&gt;
The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Food Hauling caveat ==&lt;br /&gt;
&lt;br /&gt;
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
: I don't think dwarfs will recognize food that hasn't been hauled from the field when they search for something to eat, that is, food doesn't normally go directly to the plate.  There's also the part where foodstuff can wither in the fields if no one picks it up and moves it to a stockpile in time. --[[User:FJH|FJH]] 20:50, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&lt;br /&gt;
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. &lt;br /&gt;
&lt;br /&gt;
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. &lt;br /&gt;
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships &amp;amp; alternatives, like &amp;quot;What are all the crops that I can use to make fabric?&amp;quot;. [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Re-Irrigation ==&lt;br /&gt;
&lt;br /&gt;
I noticed that my unused farms, after a time, will show &amp;quot;No seeds available for this location&amp;quot;. There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ooh, that happens? That's really important. Off the top of my head, I can think of at least two important things that need revision.&lt;br /&gt;
:However, I use soil for farming (so far), so I shouldn't be the one to fix them. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red crops ==&lt;br /&gt;
&lt;br /&gt;
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it. Sounds implausible, but I wouldn't put it past Toady to implement it that way. Had your farmers ever planted quarry bushes &amp;quot;too late&amp;quot; before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This is strange. It reddened out after I selected it and let it run for a game day (there were 39 days left in the season). Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Plants will red out if there is not enough time for them to grow in this season ''and'' they can't be grown in the next season (Otherwise they are just transferred to the next season). ''Dark'' red means there are still seeds on the plot of that plant. --[[User:Koltom|Koltom]] 22:38, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've experienced something completely wierd. My pump helmets have red out. I am in a Scorching environment and the field had just been made. It always happens towards the end of Winter as well. Currently in-game it's the 17th obsidian. It turned back to normal the first day of spring.[[User:Mission0|Mission0]] 03:29, 4 August 2008 (EDT)&lt;br /&gt;
:::::My environment isn't scorching, but I also have red plump helmets; it's the 15th obsidian, so perhaps it's a calender bug (no wrap-around check)? [[User:Chess123mate|Chess123mate]] 17:09, 13 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I've a farm plot where Plump Helmets are red - and you can grow them all year round! --[[User:Theory|Theory]] 13:50, 13 August 2008 (EDT)&lt;br /&gt;
:Was this during the winter? The last time I looked into this (though I think it's fixed), crops don't wrap around from year to year- so they don't check to see if you still want this growing in Spring during Winter like they check Winter during Autumn. [[User:Vaniver|Vaniver]] 22:47, 24 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fertilization ==&lt;br /&gt;
&lt;br /&gt;
So you can choose to fertilise your plots with potash. How long does this last? How much more crop does a fertilised plot produce and if I fertilise more than once in short succesion, does it produce even more? [[User:Robje|Robje]] 17:33, 21 January 2008 (EST)&lt;br /&gt;
And what does ''seas fert'' option mean?--[[User:Dorten|Dorten]] 07:48, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:seas fert - seasonal fertilization? - auto fertilize every season?&lt;br /&gt;
:: It seems so. The first time I saw it, I thought it meant fertilize with seaweeds (LOL).--[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I cant fertilize my indoor clay loam plot (probably not needed) - will now check silt. Muddy rock seems to work? --[[User:Koltom|Koltom]] 23:03, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:IIRC, adds +3 to crop yield. I may be wrong. [[User:VengefulDonut|VengefulDonut]] 00:06, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Ow. The Ghost of the English Language has been offended once more. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Double-check ===&lt;br /&gt;
&lt;br /&gt;
I've made 20 units of potash since starting my fortress (two 10-unit orders from the job manager) and have bought at least one unit from a dwarf caravan. Each indoor plot says Ft: 0/1, and the outdoor plots say Ft: 0/8. I have double-checked that all my plots say &amp;quot;Seas Fert (Y).&amp;quot; So why is it that I still have 21 units of potash on my inventory screen? Have they not been fertilizing? Why not? --[[User:RomeoFalling|RomeoFalling]] 09:11, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Fertilization is indoors-only on muddy plots, afaik. --[[User:GreyMario|GreyMaria]] 16:22, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: So you can't fertilize indoor soil plots? All my farms are on Silty Clay Loam. *boogle* Now I'll have to figure out how to set up an irrigation system. Or, I suppose, just convert the potash to pearlash....--[[User:RomeoFalling|RomeoFalling]] 19:07, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Okay, now I'm even more confused. Today I loaded up the game, and within an hour, they fertilized my outdoor farms. The only difference is that I started filling the moat, which borders the outdoor farms on two sides each (one tile barrier). One of my indoor farms borders the moat on one side, but that wasn't fertilized. o.O --[[User:RomeoFalling|RomeoFalling]] 23:26, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Greenhouse ==&lt;br /&gt;
&lt;br /&gt;
To my experience, the ceiling on a &amp;quot;greenhouse&amp;quot; can be made out of anything, my rock salt greenhouses work just fine. [[User:Eurytus|Eurytus]] 20:03, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is accurate. Floors of any variety let in light, even though dozens of levels of flooring. You can have an 'above ground' farm hundreds of feet underground.--[[User:Dadamh|Dadamh]] 13:36, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::IIRC, most (all?) floors do not let in light, but they do let in abovegroundness. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cancel that. It's ''outsideness'' that they don't let it.&lt;br /&gt;
&lt;br /&gt;
The paragraph on chanelling+roof to build a greenhouse seems off base. If you're going to build a roof, you may as well build walls around your field on high ground. --[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not really, no.  Using floors is just as good for farming as being aboveground, and just as secure as staying underground.  Plus, just walling in an area has problems on top of that, such as triggering cave adaptation. [[User:LegacyCWAL|LegacyCWAL]] 16:29, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Umm... pardon me, but walling an area in does NOT trigger cave adaptation, but building floors does. Walling the area in will cause them to vomit if they are cave-adapted, if that's maybe what you meant...? --[[User:Drake1500|Drake1500]] 02:48, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, that's what I meant.  If you wall in an area, you're liable to have cave-adapted farmers barfing all over their fields. --[[User:LegacyCWAL|LegacyCWAL]] 17:01, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Personally, I dislike the section Greenhouse, since it boils down to &amp;quot;constructions don't block light, so you can build an aboveground farm plot deep in the earth,&amp;quot; which is one of those telling-people-how-to-play-the-game-not-just-how-the-game-works things that I find detract. Opinions? --[[User:Savok|Savok]] 11:28, 13 February 2009 (EST)&lt;br /&gt;
: Rip out that guide and give it to 'em bluntly, like you say. But do note it's an exploit, we just consider it less of an exploit to use glass or grates. Isn't it really a &amp;quot;once lit by the sun, always lit by the sun&amp;quot; bug? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:46, 13 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6223</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6223"/>
		<updated>2009-06-23T01:42:25Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: Almost the entire section is wrong as far as I can tell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress defense==&lt;br /&gt;
See:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
== 3D map format ==&lt;br /&gt;
It's important to remember that 1 [[z-level]] up or down is the same distance for dwarf to walk as 1 tile in any horizontal direction.  So, rather than moving from a workshop a couple tiles to the door, and then a few tiles down a short hall, and then a couple or more into the side entrance of a &amp;quot;nearby&amp;quot; storeroom (total of maybe 7+), it's closer to put a [[stair]] or [[ramp]] in that workshop, and for that same dwarf to move over 1, down or up 1, and directly into the what could be the middle of a storeroom on the next level.  While this is example uses tiny distances, the idea is the same for larger ones - 15 tiles on one level is the same &amp;quot;distance&amp;quot; as 14 z-levels up or down. And when that distance is repeated hundreds (or thousands?) of times over the life of a fortress, for workshops, for bedrooms, for dining and drinking and breaks, it adds up fast.  Optimally, a fortress should be more like a cube, rather than a pancake.&lt;br /&gt;
&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
== Interior design ==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bedroom design===&lt;br /&gt;
See [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
One way of doing this is with the stockpiles on the next Z-level like this:&lt;br /&gt;
&lt;br /&gt;
(view from above)&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|.|.|&amp;gt;|&amp;gt;|.|.|`|.|.|&amp;gt;|&amp;gt;|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|.|.|.|&amp;lt;|&amp;lt;|.|.|.|.|.|&amp;lt;|&amp;lt;|.|.|.&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
i=input item o=output item W=workshop&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot. Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
==== Moody Dwarves ====&lt;br /&gt;
One important consideration of workshops includes design to account for moody dwarves. Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult.  One such layout that takes this into consideration is as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|`|`|`|X|`|`|`|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and a door can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
====Decentralized Workshop Complex====&lt;br /&gt;
Designed for use with the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because [[peasant]] haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
====Fluid workshop locations====&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
&lt;br /&gt;
===Curtain Walls, Orchards and Farmland===&lt;br /&gt;
Just because your fortress is underground doesn't mean it has to start there! If you have the labour and the means, a wall outside of your fortress gate, enclosing an area, can be a great way to claim a little land for yourself. You don't even necessarily have to use your front gate either, as you can wall in an area completely, with no entrance, and then open a door through the mountain. Though time-consuming, this will allow you to better weather sieges, by a variety of means. The area can be used to plant above-ground crops, or allow trees to grow as an emergency reserve. Natural ponds can be walled into your fortress's overall design, and clever use of underground rivers to feed them can provide fish and turtles even in a siege. Dwarves can also safely work here to avoid cave adaptation. Furthermore, with a good supply of stone you can just mine straight down and build a curtain wall around the entrance, so if you're challenging yourself on a map without a mountain, this is a good long-term strategy for defense against siege.&lt;br /&gt;
&lt;br /&gt;
===C-Chute===&lt;br /&gt;
The C-Chute, or Casualty Chute, is a special internal construction for fortresses with large underground areas mostly disconnected with the surfaces, especially if a fortresses defenses are primarily internal. Basically, a deep pit within the fortress walls, down which goes any dead goblins, wildlife, kolbolds and so forth. They are allowed to decay, but the miasma is too far from the areas dwarfs use to affect your fortress. Once they have rotted away completely, you can enter the chute to retrieve their bones, without ever having to go outside! Also useful for fortresses often under siege, where moving bodies outside is not always possible. This is better than using a room to dispose of the bodies, as the dwarfs dumping the bodies will not have to deal with miasma from other corpses in the dump zone.&lt;br /&gt;
&lt;br /&gt;
===Dams===&lt;br /&gt;
See [[dam]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7445</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7445"/>
		<updated>2009-06-23T01:40:36Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: /* Cave Adaptation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The idea is good but what I saw on those screenshots had immediately looked flawed to me. Even back when siege AI was broken trolls wandered to my experimental flood-the-sigers device (ironically) and quickly destroyed both the screw pump and the windmill. I am sure that they will also try to break any accessible axles and gears. So you should modify the design to keep all building destroyers (ideally including flying ones but not necessary as dragons are really rare and demons are avoidable) from leaving you with a permanently flooded entrance. The problem can be even worse with lava.--[[User:Another|Another]] 17:59, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded. That would be indeed useful. --[[User:UltimaPhantom|UltimaPhantom]] 13:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Defense Designs== &lt;br /&gt;
I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. [[User:Jikor|Jikor]] 06:29, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nifty designs? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this is right page, but I'd love a step-by-step about building arenas. [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop layout ==&lt;br /&gt;
&lt;br /&gt;
Why are the inputs placed so far off the hallway in the &amp;quot;Wio&amp;quot; design? Wouldn't it make more sense to have a 'ladder' layout where each rail was a hallway and each rung was &amp;quot;iWo&amp;quot;, so that haulers had easy access to both piles?  Or better yet, a hallway with input stockpiles below the workshops, and another with output stockpiles above the workshops?  I think the layout presented is pretty inefficient given the new 3rd axis.&lt;br /&gt;
&lt;br /&gt;
=== Indeed... ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I strongly agree, workshop layout needs it's own page first of all, and second of all it needs to be expanded more, with the z layout there is a large difference on working out the workshop layout, I'm sure it will eventually get edited in, if you feel like it, you can edit it in yourself as well.&lt;br /&gt;
(In the future, please sign your edits, especially on discussion pages, it makes it easier for people to contact you)&lt;br /&gt;
&lt;br /&gt;
[[User:Pyrofyr|Pyrofyr]] 06:12, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This page is strange to edit ==&lt;br /&gt;
If you edit a section of the page, it totally screws up the formatting of the entire page.  I think it might have to do with the code and pre tags. [[User:Julius|Julius]] 14:21, 13 November 2007 (EST)&lt;br /&gt;
:I stripped out the code and pre tags and replaced them with leading spaces to preserve fixed width formatting.[[User:Julius|Julius]] 14:34, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That wasn't a good idea, and to be honest the problem isn't the pre tags, it's the way people are editing the page, they need to treat it like MediaWiki not like it's some random thing they don't know. [[User:Pyrofyr|Pyrofyr]] 16:01, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Access to Trade Depot ==&lt;br /&gt;
&lt;br /&gt;
I thought it would be a good idea to have a seperate three-tile wide entrance to have the trade depot underground, behind defences, with a single tile wide access from a store-room for finished goods.&lt;br /&gt;
&lt;br /&gt;
HOWEVER: If the drawbridge blocking the three-wide entrance is raised: the human merchant wagons bypass my settlement!&lt;br /&gt;
&lt;br /&gt;
Maybe, closed drawbridges need to be included as accessable in the pathfinding algorithm?&lt;br /&gt;
&lt;br /&gt;
Yes, my &amp;quot;Access to depot&amp;quot; screen is ''totally different'' with the drawbridge up vs down. It should be the same though.[[User:GarrieIrons|GarrieIrons]] 07:14, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Radial Design==&lt;br /&gt;
I've been using a radial design that works superb.  The entire fortress is designed around a principle somewhat similar to that presented in the 'Moody Dwarves' section on the main page.  With a single staircase running up and down the entire fortress, which everything is connected around.&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those I start mining in straight lines and start a grid pattern.  Storage floors I leave the wall of stone around the staircase with only one or two walls mined out for access and put doors there; everything around this is mined out.  First floor is usually farm workshops, kennel, barracks, and dining.  On the ground level I start by mining into a cave, clear out space for a trade depot, and mine out one spot where I build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
For defense I prefer to locate the starting digging point up high and build a bridge to an inaccessible area of cliff.  The bridge is retracted as invaders stream across it.  Again, it takes a while to get started because you have to build a huge bridge, but worth it.  The sole entrance to your fortress is also a single down stairway (unless you have backdoors or additional stairways), making it somewhat easy to defend here too.&lt;br /&gt;
&lt;br /&gt;
I'm still a noob, so I'm sure people can add to this, but of my several fortresses the one I went with this design on has been my favorite and I think best operating establishment.&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
W= workshop&lt;br /&gt;
D= door&lt;br /&gt;
┼= path&lt;br /&gt;
`= wall&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Omnirizon|Omnirizon]] 23:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I started using this design, but ran into a small problem: For some reason, even with all four diagonals leading into the room, they're unable to build a workshop though. I've so far only tried a mason's workshop since I'm interested in getting rid of all my excess stone by turning it into blocks for roads and walls (I want to have smooth roads and walls), and no matter which square I stick it in, they say that they &amp;quot;Cannot reach the work site&amp;quot; once they begin building. [http://img.photobucket.com/albums/v478/urth/workshop.png] There's a link to a picture of the layout thus far. The workshop is in the bottom square, and when completed would only block out access from the top-right corner, still allowing traffic via the top-left corner. It even says they cannot reach the site if I stick it in the far north square, where both current entrances would remain intact. Why is it doing this? --[[User:Urthdigger|Urthdigger]] 04:44, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't tried this setup myself and I don't know why it didn't work for you, but solving it ought to be rather easy simply by not extending the diagonals beyond the initial hallways, like so:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██████▓███▓█▓███▓█&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW██X██WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
████▓█▓███▓███████&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.██▓██.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█████.██████&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You'd get an unsmoothable section of workshop wall, but it's better than nothing. It'd also allow you to incorporate a door if you were adapting the design a bit. [[User:Kirig Stonebeard|Kirig Stonebeard]] 00:46, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I get the &amp;quot;Cannot reach the work site&amp;quot; cancel message a lot with my current fortress. It seems to happen when there is too much loose stone on the work site; kind of the workshop equivalent of &amp;quot;item blocking site&amp;quot; cancel messages. I wait for haulers to clear it or just designate it all for dumping. Once there's no more stone they'll build workshops just fine even with only diagonal access. [[User:Bitbender|Bitbender]] 16:42, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Beware: Traffic Problems ==&lt;br /&gt;
&lt;br /&gt;
I think that one of the biggest mistakes new fortress designers make is not leaving enough space for traffic.  If you build a fortress that is too compact/tight, you'll begin to see problems when you have 80+ dwarves all running around.  This will be especially problematic in fortresses that use single width hallways.  I'd suggest using 4-wide for main arteries, 3-wide for secondary roads, and 2-wide at minimum for anything other than a work/access tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gairabad's shameless self-promotion ==&lt;br /&gt;
&lt;br /&gt;
I added a bunch of stuff to my [[User:Gairabad|user page]] on workshop layout design.  In my humble opinion, it blows all the existing designs on this page right out of the water.  You're welcome to incorporate it if you like.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave Adaptation ==&lt;br /&gt;
&lt;br /&gt;
Not sure why, but when I follow the intructions on this section the stairway ends up listed as 'inside' and 'light'.  As I understand it, unless it says outside it won't work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I noticed that the instructions as listed say to replace the channeled area with flooring, that may be a missunderstanding there.  This is in response to the person talking about things being inside anyway.  I will try to give it a try soon and see what I get.  Anyway, on to my actual comment.  The posting mentions that telling dwarves to stay inside forbids them from using the stairs, a possible way arround this is to make sure that the exit has a door of some sort (since it is suggested to build a wall at the top level anyway) and then when you tell all dwarves to stay inside, lock the door, then tell them they can go outside again. [[User:Burlingk|Burlingk]] 23:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As far as I can tell, virtually the entire section in question is just plain ''wrong''.  About the only thing it gets right is the part about putting chairs out in the light...which it then ruins with the bridge comment.  I'm going to go ahead and remove it. --[[User:LegacyCWAL|LegacyCWAL]] 01:40, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:03, 18 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7147</id>
		<title>40d:Mason</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7147"/>
		<updated>2009-06-22T21:33:27Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: A little tidying up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #fff&lt;br /&gt;
| skill      = Mason&lt;br /&gt;
| speciality = Mason&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = Masonry&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Construction]] (stone)&lt;br /&gt;
* Work in [[Mason's workshop]]&lt;br /&gt;
| workshop = [[Mason's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
'''Masons''' are responsible for creating [[furniture]] and other objects out of [[stone]] in a [[mason's workshop]]. Masonry is also required for building [[construction]]s ([[wall]]s, [[floor]]s, etc.) out of stone, stone [[block]]s or [[glass]] blocks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! !! Masonry... !! !! !!&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Task !! [[labor]] needed !! [[experience]] granted !! [[skill]] affects [[quality]] !! skill affects speed&lt;br /&gt;
|-&lt;br /&gt;
| Working in a [[mason's workshop]] || yes || yes || yes || yes&lt;br /&gt;
|-&lt;br /&gt;
| Building [[architecture|designed]] constructions made from stone or glass ([[trade depot]]s, [[archery target]]s, [[support]]s, etc.) || yes || yes || yes || no{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| Building paved [[road]]s || no || yes || no{{verify}} || no{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| Building other constructions made from stone or glass ([[wall]]s, [[stair]]s, etc.) || yes || no || no || no{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As stone is plentiful in even the newest fort, and the [[table]]s, [[chair]]s, and [[door]]s a mason can build are immediately desirable, bringing a mason along is a sensible choice in any [[starting build]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24040</id>
		<title>40d:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24040"/>
		<updated>2009-06-22T21:29:38Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: If anybody knows how they're used, they can update the page to say so.  Until then, you can't verify a negative&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''window''' is an item of [[furniture]] that can be constructed to form solid [[wall]]s surrounding a [[room]]. A window is not considered [[support]] for the purposes of preventing [[cave-ins]], but it will block the flow of [[water]]. [[Glass]] windows can be made with any type of glass at a [[glass furnace]], and are placed similarly to furniture.  Alternatively, a [[gem]] window can be directly constructed from three [[jeweler's workshop|cut gems]] of any type (including cut glass). If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.  As of version 27.176.38c, [[magma]] does not melt constructed windows, no matter what they are made of, but ''unconstructed'' glass windows will melt in magma.&lt;br /&gt;
&lt;br /&gt;
It is not known how [[dwarves]] use windows, but it is known that dwarves will get a happy [[thought]] from windows built of a material they like.&lt;br /&gt;
&lt;br /&gt;
Light from a window built into a cliff face will not illuminate a room and will not prevent cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves can see through windows, and will run away from creatures standing on the other side of the window.&lt;br /&gt;
&lt;br /&gt;
A [[noble]] may request a window, no matter how far underground his rooms are.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bars&amp;diff=18917</id>
		<title>40d Talk:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bars&amp;diff=18917"/>
		<updated>2009-04-25T13:52:00Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be tested: on what conditions does water passing through bars creates mist, is it possible to shoot through bars? [[User:Noctis|Noctis]] 06:59, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think I read Toady saying that there was no functional difference between grates and bars, (horizontal or vertical) at the moment, so if you can shoot through grates, you can shoot through bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page violates '''N''', and should be swapped with [[bar]] --[[User:LegacyCWAL|LegacyCWAL]] 13:05, 22 April 2009 (UTC)&lt;br /&gt;
: &amp;quot;The exceptions are terms that are always plural and proper nouns.&amp;quot; Bars (construction) are always plural in the game, unless you speak about [[metal]] bars. --[[User:Aykavil|Aykavil]] 13:22, 22 April 2009 (UTC)&lt;br /&gt;
::In which case [[bar]] should redirect to [[metal]] instead of here. --[[User:LegacyCWAL|LegacyCWAL]] 13:52, 25 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bars&amp;diff=18915</id>
		<title>40d Talk:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bars&amp;diff=18915"/>
		<updated>2009-04-22T13:05:12Z</updated>

		<summary type="html">&lt;p&gt;LegacyCWAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be tested: on what conditions does water passing through bars creates mist, is it possible to shoot through bars? [[User:Noctis|Noctis]] 06:59, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think I read Toady saying that there was no functional difference between grates and bars, (horizontal or vertical) at the moment, so if you can shoot through grates, you can shoot through bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page violates '''N''', and should be swapped with [[bar]] --[[User:LegacyCWAL|LegacyCWAL]] 13:05, 22 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LegacyCWAL</name></author>
	</entry>
</feed>