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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pariah</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=Pariah"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Pariah"/>
	<updated>2026-05-08T12:30:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Typical_Humie_Caravan.png&amp;diff=58230</id>
		<title>File talk:Typical Humie Caravan.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Typical_Humie_Caravan.png&amp;diff=58230"/>
		<updated>2009-11-13T02:41:02Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you unpause, do they get out and exchange insurance information, or perhaps have a fist fight depending on personality traits? --[[User:HebaruSan|HebaruSan]] 02:18, 13 November 2009 (UTC)&lt;br /&gt;
:Alas, no! It appears they are perfectly content to stand there. I didn't even see any of them wounded from being run over by a wagon. Needless to say, I'm disappointed. Perhaps they called AAA for roadside assistance. [[User:Pariah|Pariah]] 02:29, 13 November 2009 (UTC)&lt;br /&gt;
:And it gets worse (and simultaneously better, I suppose?); At first I was still able to trade with the sole pack animals, who weren't caught up in the knot of wagons, but immediately after arriving at my Trade Depot, they packed up and left. The wagons were untangled at that point as well. No human caravan for me this year. [[User:Pariah|Pariah]] 02:41, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Typical_Humie_Caravan.png&amp;diff=58227</id>
		<title>File talk:Typical Humie Caravan.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Typical_Humie_Caravan.png&amp;diff=58227"/>
		<updated>2009-11-13T02:29:56Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you unpause, do they get out and exchange insurance information, or perhaps have a fist fight depending on personality traits? --[[User:HebaruSan|HebaruSan]] 02:18, 13 November 2009 (UTC)&lt;br /&gt;
:Alas, no! It appears they are perfectly content to stand there. I didn't even see any of them wounded from being run over by a wagon. Needless to say, I'm disappointed. Perhaps they called AAA for roadside assistance. [[User:Pariah|Pariah]] 02:29, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pariah&amp;diff=58225</id>
		<title>User:Pariah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pariah&amp;diff=58225"/>
		<updated>2009-11-13T02:11:32Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Typical_Humie_Caravan.png]]&lt;br /&gt;
&lt;br /&gt;
The unparalleled brilliance of humans asserts itself.&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pariah&amp;diff=58224</id>
		<title>User:Pariah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pariah&amp;diff=58224"/>
		<updated>2009-11-13T02:10:57Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Typical_Humie_Caravan.png]]&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pariah&amp;diff=58223</id>
		<title>User:Pariah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pariah&amp;diff=58223"/>
		<updated>2009-11-13T01:58:50Z</updated>

		<summary type="html">&lt;p&gt;Pariah: Created page with 'The unparalleled brilliance of humans asserts itself.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Typical_Humie_Caravan.png|left|thumb|The unparalleled brilliance of humans asserts itself.]]&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Typical_Humie_Caravan.png&amp;diff=58222</id>
		<title>File:Typical Humie Caravan.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Typical_Humie_Caravan.png&amp;diff=58222"/>
		<updated>2009-11-13T01:55:29Z</updated>

		<summary type="html">&lt;p&gt;Pariah: Apparently these humies were &amp;quot;smart&amp;quot; enough to manage to tangle their wagons together. Praise human stupidity! And possibly Dwarven Atom Smasher engineering technology, if they find themselves unable to remedy their situation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apparently these humies were &amp;quot;smart&amp;quot; enough to manage to tangle their wagons together. Praise human stupidity! And possibly Dwarven Atom Smasher engineering technology, if they find themselves unable to remedy their situation.&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=58218</id>
		<title>40d Talk:Export</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=58218"/>
		<updated>2009-11-13T01:23:27Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When goods are offered (not traded) in the caravan menu, do they count as exported wealth ? --[[User:Aykavil|Aykavil]] 08:01, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If I understand you right, then no. --[[User:Koltom|Koltom]] 15:34, 23 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My imported wealth is at 525780 yet me exported wealth is stopping at 5000. I know I have sold more than 5k worth of items. Why wont it move from 5k?&lt;br /&gt;
: I am having a similar bug, i export many thousands at a time to attempt to adjust, yet it sticks at 50*--[[User:Loganis|Loganis]] 07:07, 23 July 2009 (UTC)&lt;br /&gt;
::You might be selling only grey, bracketed stuff you haven't produced yourself - that does not count towards exports. Only brown items without those brackets count. Also, the caravans have to make it off the map for the numbers to be updated. --[[User:Koltom|Koltom]] 15:34, 23 July 2009 (UTC)&lt;br /&gt;
:::Following this train of thought, doesn't this mean the very first paragraph is incorrect? The part about captured clothes directly contradicts the fact that said clothes are not locally made. [[User:Pariah|Pariah]] 01:23, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=58213</id>
		<title>40d Talk:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=58213"/>
		<updated>2009-11-13T00:42:41Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Organized by their menus under (b).&lt;br /&gt;
&lt;br /&gt;
*Armor Stand (a) - ''Needs armor stand''&lt;br /&gt;
*Bed (b) - ''Needs bed''&lt;br /&gt;
*Seat (c) - ''Needs chair or throne''&lt;br /&gt;
*Burial Receptacle (n) - ''Needs coffin''&lt;br /&gt;
*Door (d) - ''Needs door''&lt;br /&gt;
*Floodgate (x) - ''Needs floodgate''&lt;br /&gt;
*Floor Hatch (H) - ''Needs hatch cover''&lt;br /&gt;
*Wall Grate (W) - ''Needs grate''&lt;br /&gt;
*Floor Grate (G) - ''Needs grate''&lt;br /&gt;
*Vertical Bars (B) - ''Needs bars''&lt;br /&gt;
*Floor Bars (Alt+b) - ''Needs bars''&lt;br /&gt;
*Cabinet (f) - ''Needs ''&lt;br /&gt;
*Container (h) - ''Needs ''&lt;br /&gt;
*Kennels (k) - ''Needs ''&lt;br /&gt;
*Farm Plot (p) - ''Needs ''&lt;br /&gt;
*Weapon Rack (r) - ''Needs weapon rack''&lt;br /&gt;
*Statue (s) - ''Needs statue''&lt;br /&gt;
*Table (t) - ''Needs table''&lt;br /&gt;
*Paved Road (o) - ''Needs ''&lt;br /&gt;
*Dirt Road (O) - ''Needs ''&lt;br /&gt;
*Bridge (g) - ''Needs ''&lt;br /&gt;
*Well (l) - ''Needs blocks, empty bucket, chain, mechanisms''&lt;br /&gt;
*Siege Engines (i)&lt;br /&gt;
**Ballista (b) - ''Needs 3 ballista parts''&lt;br /&gt;
**Catapult (c) - ''Needs 3 catapult parts''&lt;br /&gt;
*Workshops (w)&lt;br /&gt;
**Leather Works (e) - ''Needs ''&lt;br /&gt;
**Quern (q) - ''Needs quern''&lt;br /&gt;
**Millstone (M) - ''Needs millstone, mechanisms''&lt;br /&gt;
**Loom (o) - ''Needs ''&lt;br /&gt;
**Clothier's Shop (k) - ''Needs ''&lt;br /&gt;
**Bowyer's Workshop (b) - ''Needs ''&lt;br /&gt;
**Carpenter's Workshop (c) - ''Needs ''&lt;br /&gt;
**Metalsmith's Forge (f) - ''Needs ''&lt;br /&gt;
**Jeweler's Workshop - ''Needs ''&lt;br /&gt;
**Mason's Workshop - ''Needs ''&lt;br /&gt;
**Butcher's Shop - ''Needs ''&lt;br /&gt;
**Tanner's Shop - ''Needs ''&lt;br /&gt;
**Craftsdwarf's Workshop (r) - ''Needs ''&lt;br /&gt;
**Siege Workshop (s) - ''Needs ''&lt;br /&gt;
**Mechanic's Workshop (t) - ''Needs ''&lt;br /&gt;
**Still (l) - ''Needs ''&lt;br /&gt;
**Farmer's Workshop (w) - ''Needs ''&lt;br /&gt;
**Kitchen (z) - ''Needs ''&lt;br /&gt;
**Fishery (h) - ''Needs ''&lt;br /&gt;
**Alchemist's Laboratory (a)&lt;br /&gt;
**Ashery (y) - ''Needs blocks, empty barrel, empty bucket''&lt;br /&gt;
**Dyer's Shop (d) - ''Needs empty barrel, empty bucket''&lt;br /&gt;
*Furnaces (e)&lt;br /&gt;
**Wood Furnace (w) - ''Needs ''&lt;br /&gt;
**Smelter (s) - ''Needs ''&lt;br /&gt;
**Glass Furnace (g) - ''Needs ''&lt;br /&gt;
**Kiln (k) - ''Needs ''&lt;br /&gt;
*Glass Window (y) - ''Needs window''&lt;br /&gt;
*Gem Window (Y) - ''Needs 3 cut gems''&lt;br /&gt;
*Wall/Floor/Stairs (C)&lt;br /&gt;
**Wall (w) - ''Needs ''&lt;br /&gt;
**Floor (f) - ''Needs ''&lt;br /&gt;
**Ramp (r) - ''Needs ''&lt;br /&gt;
**Up Stair (u) - ''Needs ''&lt;br /&gt;
**Down Stair (d) - ''Needs ''&lt;br /&gt;
**Up/Down Stair (x) - ''Needs ''&lt;br /&gt;
**Fortification (F) - ''Needs ''&lt;br /&gt;
*Trade Depot (D) - ''Needs ''&lt;br /&gt;
*Traps/Levers (T)&lt;br /&gt;
**Stone-Fall Trap (s) - ''Needs mechanisms''&lt;br /&gt;
**Weapon Trap (w) - ''Needs mechanisms, item''&lt;br /&gt;
**Lever (l) - ''Needs mechanisms''&lt;br /&gt;
**Pressure Plate (p) - ''Needs mechanisms''&lt;br /&gt;
**Cage Trap (c) - ''Needs mechanisms''&lt;br /&gt;
**Upright Spear/Spike (S) - ''Needs item''&lt;br /&gt;
*Machine Components (M)&lt;br /&gt;
**Screw Pump (s) - ''Needs ''&lt;br /&gt;
**Water Wheel (w) - ''Needs ''&lt;br /&gt;
**Windmill (m) - ''Needs ''&lt;br /&gt;
**Gear Assembly (g) - ''Needs ''&lt;br /&gt;
**Horizontal Axle (h) - ''Needs ''&lt;br /&gt;
**Vertical Axle (v) - ''Needs ''&lt;br /&gt;
*Support (S) - ''Needs ''&lt;br /&gt;
*Animal Trap (m) - ''Needs empty animal trap''&lt;br /&gt;
*Restraint (v) - ''Needs chain''&lt;br /&gt;
*Cage (j) - ''Needs cage''&lt;br /&gt;
*Archery Target (A) - ''Needs ''&lt;br /&gt;
&lt;br /&gt;
==User Talk==&lt;br /&gt;
I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article.&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:49, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building skill ==&lt;br /&gt;
&lt;br /&gt;
Question: What skill does constructing buildings use? Does it depend on the materials?&lt;br /&gt;
&lt;br /&gt;
:Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled.  It depends on the building.  Beds, doors, statues, tables, chairs, and the like require the &amp;quot;furniture hauling&amp;quot; labor.  For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors.  Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --[[User:Marble Dice|Marble Dice]] 17:59, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added Building Technicalities section. ==&lt;br /&gt;
&lt;br /&gt;
It's a good resource, but it has a few things that need to be worked out. The overall layout of it is a bit weird, admittedly, and I'm not too good with wikis, but you guys can work that out :P --[[User:Xonara|Xonara]]&lt;br /&gt;
&lt;br /&gt;
Oh, by the way. To clarify why I made the section, I thought it would be good to have everything compiled on one page for convenience, Toady is probably going to change these alot as he already has been. Also, there's a lot of info in the table that could be added to the main articles concerning each construction. --[[User:Xonara|Xonara]] 03:53, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refined table. ==&lt;br /&gt;
&lt;br /&gt;
I cleaned up all those bizarre footnotes and the table now displays whether or not a construction will be held up by a tile, vertically and horizontally. I'm starting to think that whether or not a construction is held up by a certain tile should be put in a separate table. Thoughts? --[[User:Xonara|Xonara]] 20:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, some buildings technically couldn't coexist with certain constructions/terrain, and overwrite these rather than not being able to be built at all. There's quite a few of them, but I simply marked them all as &amp;quot;yes.&amp;quot; --[[User:Xonara|Xonara]] 22:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I figured that having &amp;quot;is&amp;quot; and &amp;quot;is not&amp;quot; for the support stuff was redundant, especially since the &amp;quot;is&amp;quot; wasn't actually being used.  The table still needs work, verification, and probably corrections though.  I'll see about testing some of the stuff, but I can't do it all alone. And the &amp;quot;vertically/horizontally supported&amp;quot; definitions could use clarification, if somebody can do that. --[[User:LegacyCWAL|LegacyCWAL]] 13:55, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Took out bug. ==&lt;br /&gt;
&lt;br /&gt;
I tested the following again and found it was NOT true. I guess it was part of a bug that doesn't always show up. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Attempting to remove the constructed floor will only make it a terrain floor, unless the constructed floor isn't a a stone or soil type, in which case the floor is reverted to what it originally was.&amp;quot; --[[User:Xonara|Xonara]] 23:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm really impressed with the way you're tackling this aspect of buildings. However, it is considered poor wiki style to include any hypothesis or assumption. If you're going to state assumptions, state them as if they are facts and add the verify tag to the end of the sentence. Edit this comment to see what a verify tag looks like.{{verify}} I hope this helps, and keep up the good work! --[[User:RomeoFalling|RomeoFalling]] 02:57, 27 October 2008 (EDT)&lt;br /&gt;
:Thanks! Yeah, I'm a little new to editing wikis. I'll put in some verify tags. --[[User:Xonara|Xonara]] 03:03, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proof that wall-floors are constructions. ==&lt;br /&gt;
&lt;br /&gt;
Well, I built a wall under a terrain floor. The floor didn't change, and the view tile screen didn't indicate a constructed floor. but when I channeled the floor the wall-floor was revealed. So I've hypothesized that the wall-floor was a construction attribute added to the terrain floor, but it let the terrain floor overlap it. Once I channeled the floor there wasn't anything left to overlap the wall-floor and hence it was revealed. --[[User:Xonara|Xonara]] 03:31, 27 October 2008 (EDT)&lt;br /&gt;
:The fact that you can build things on top of it proves it's not a construction in its own right on the (wall Z)+1 tile; clearly there is some other code for both making it walkable and making it show up as a floor. [[User:Random832|Random832]] 11:28, 27 October 2008 (EDT)&lt;br /&gt;
::We can only make assumptions about how it works internally until someone asks Toady himself, but the only internal distinction we can make between a construction/wall-floor and a terrain object for now is the data for a construction/wall-floor is separate from the terrain data. The wall-floor is certainly a special case, but close enough to a construction that classifying it as something else entirely wouldn't really be necessary. I wrote my observations and hypothesis on the building page if you missed that. I might PM Toady about this myself, now that the bay12 site is up :) --[[User:Xonara|Xonara]] 04:12, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We don't know that there _is_ separate data for a wall-floor that is associated with the Z+1 tile, and I strongly suspect there is not. [[User:Random832|Random832]] 09:06, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Plants don't grow on building construction sites ==&lt;br /&gt;
&lt;br /&gt;
I am new to this and don't really know where to put this, feel free to move it or delete it of course.&lt;br /&gt;
&lt;br /&gt;
I have observed, while building paved roads, that new trees won't grow on the tiles where construction is still taking place.  I'm not sure about shrubs not growing too, or if this happens with other types of constructions.  Some of the construction sites have been there for more than a year, in game, and there have been no trees growing where they are.  -[[User:Mokkom|Mokkom]] 02:54, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Masterpiece Building ==&lt;br /&gt;
&lt;br /&gt;
My Mason just finished up with building a Magma Glass Furnace out of an Obsidian Block, and I was given the announcement &amp;quot;Zefon Inodtishis has constructed a masterpiece!&amp;quot; Has anyone else had this happen before? Will it have any effect on the worker, passersby, or serve any general purpose at all? I don't know by how much my fortress' value increased from its completion, so I can't say anything on that matter, either. Information would be appreciated. [[User:Pariah|Pariah]] 05:46, 12 November 2009 (UTC)&lt;br /&gt;
:Sure, and yes, good thoughts all around, even at levels below masterpiece. &amp;quot;Urist McHappyThought admired a fine smelter/well/bridge recently&amp;quot; - things like that. The downside is if you ever want to deconstruct it, as I do with workshops and bridges a LOT... --[[User:Albedo|Albedo]] 05:55, 12 November 2009 (UTC)&lt;br /&gt;
::Aha, that's right, I've seen happy thoughts about doors and cages and such, didn't make the connection that as they're buildings, workshops can get those thoughts too... I guess the fact that buildings don't [usually] have objects with quality modifiers as their materials threw me off. As for deconstructing, I doubt I'll be doing that. Channeled out from the center of the map to the corner to get that magma glass furnace near my fort, I'll keep it where it is. ;) [[User:Pariah|Pariah]] 09:47, 12 November 2009 (UTC)&lt;br /&gt;
:::There won't be any unhappy thoughts from deconstructing the building, though there will be if the building is ''destroyed'' (by a cave-in or a [BUILDINGDESTROYER]). If you use a highly skilled Architect, then you can also get buildings with masterwork '''design''', and that bonus seems to get added to the construction quality, meaning a masterfully designed and masterfully constructed building will be worth 24 times the value of its components (which can be ridiculously huge if you build a [[well]] out of artifacts). --[[User:Quietust|Quietust]] 16:36, 12 November 2009 (UTC)&lt;br /&gt;
::::What exactly determines construction skill? The level of the skill being used (e.g. Masonry, Carpentry, et cetera)? I just looked in the [[Building]] page, and it's not mentioned. When it's cleared up, would it be helpful to add this to that page? [[User:Pariah|Pariah]] 00:42, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building_designer&amp;diff=58212</id>
		<title>40d Talk:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building_designer&amp;diff=58212"/>
		<updated>2009-11-13T00:39:57Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* A bit confusing (as with all metal-related titles) */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we know how much the skill of the designer and the constructor affect the quality of the building? Does it just average out, or does the materials involved skew the results?--[[User:Xazak|Xazak]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Both are listed seperately when the structure is selected on the rooms list. Need to check if there are seperate happy thoughts for high quality design and high quality construction.--[[User:Metalax|Metalax]] 02:11, 11 November 2007 (EST)&lt;br /&gt;
::There were in the old .23a release.  I say this as the person who disassembled the game and found all of the thoughts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:07, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== What buildings need design? ==&lt;br /&gt;
&lt;br /&gt;
Is there a definitive list of what structures need an architect? There should be a list either here or on the [[architect]] page.--[[User:Strangething|Strangething]] 00:58, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quality of buildings and efficiency ==&lt;br /&gt;
Does the quality of a building affects its efficiency? For instance, is it faster to smelt ores at a masterpiece furnace ? --[[User:Aykavil|Aykavil]] 11:08, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nope.  [[Thought|admiration]] bonus only.--[[User:Maximus|Maximus]] 12:19, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Efficiency? ''Efficiency''? Philistine! My furnace is a work of ''ART''!&amp;quot; -- Urist Thikutud, Architect (--[[User:Navian|Navian]] 16:56, 27 November 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
==Leveling up an Architect==&lt;br /&gt;
&lt;br /&gt;
Most people think that leveling an architect is hard. It is really actually easy.  Turn all the other labors off and have them build 1x1 paved roads from all your stone.  Disassemble if needed.  At first the architect is slow, but after a year or so they reach proficient or better.  Now I just need to deconstruct all the old workshops and build pretty new ones.  :) --[[User:Kwieland|Kwieland]] 13:08, 18 February 2009 (EST)&lt;br /&gt;
==Mason Labor==&lt;br /&gt;
&lt;br /&gt;
I wanted to get a legendary Architect (just because it is cool, OK?).  Anyway, I enabled ONLY the architect labor, nothing else and designated a lot of one square roads.  Now my dwarf is legendary in Architecture but also (surprising to me) Adept Mason!  Figure that one out! Roads don't require a mason, do they?  Can anyone confirm this?--[[User:Kwieland|Kwieland]] 09:36, 27 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better late than never...&lt;br /&gt;
:Roads do not require a mason, but building a rock road gives xp in masonry.  Similarly, a metal road gives work in a metal skill (probably blacksmithing, but i'd have to actually do it again to confirm). --[[User:Squirrelloid|Squirrelloid]] 22:53, 29 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Building with Soap==&lt;br /&gt;
I'm pretty sure that constructions can be made with soap, and that the second part of construction uses Masonry but gives no experience to Masonry.  Could someone please verify? [[User:Bouchart|Bouchart]] 02:50, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Architecture Value ==&lt;br /&gt;
&lt;br /&gt;
I highly suspect that the value of a designed building is multiplied by the '''sum''' of the architecture and construction quality value modifiers (using the same 1x/2x/3x/4x/5x/12x scale as with [[item quality]]) - a [[well]] having both masterwork design and construction boosts my architectural value by 24 times the value of its components (which, considering two of them are adamantine artifacts, amounts to over ''80 million'' dwarfbucks). --[[User:Quietust|Quietust]] 22:10, 29 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A bit confusing (as with all metal-related titles) ==&lt;br /&gt;
&lt;br /&gt;
Under the Experience Gained section on this page, it states that, &amp;quot;... only Metalsmith experience will be granted.&amp;quot; I'm assuming this refers to Metal Crafter. If anyone could verify this (or refute and point out where I am making a mistake, if I am), I think it would be helpful to add the labor it influences in parentheses after the title, to clear up any confusion. I know I'll always need to check the [[Metalsmith]] page to get it right, and I can't be the only one (right?). [[User:Pariah|Pariah]] 00:39, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=58211</id>
		<title>40d Talk:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=58211"/>
		<updated>2009-11-13T00:29:29Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Non-currency coins */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Copper makes silver coins? ==&lt;br /&gt;
&lt;br /&gt;
When I mint copper coins and then check the currency display, I find they are counted as silver. --[[User:Geekwad|Geekwad]] 17:13, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's a bug, and has been reported on the forum [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002030]. All coins are counted as silver by the currency display. You can see the actual coins you have on the stocks screen. --[[User:Turgid Bolk|Turgid Bolk]] 17:17, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This has been fixed in the current version (38c). [[User:Yvain|Yvain]] 06:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Monies? ==&lt;br /&gt;
&lt;br /&gt;
Who coined this term, anyway?  It bugs me every time I see it.  I personally use &amp;quot;currency&amp;quot; (as a mass noun), if you're wondering. --[[User:JT|JT]] 03:00, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have no idea where it came from, but this isn't the first time I've seen it used; might be Engrish.--[[User:Eurytus|Eurytus]] 13:30, 20 April 2008 (EDT)&lt;br /&gt;
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::Monies is the correct English plural of money.--[[User:Niaba|Niaba]] 07:09, 28 April 2008 (EDT)&lt;br /&gt;
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::: And 'correct english plural' is actually kind of confusing, since its a mass noun.  If you have a lot of one type of money its all just money.  But if you have multiple types (gold, silver, copper) then it is both money (its all currency) and monies (multiple types of coins) depending on whether you're desiring to refer to them as one type of thing or care about there being multiple types of things.  Similarly, 'fish' and 'sheep' are also words whose normal plural is the same as the singular (many fish or many sheep), but if you have multiple species (types) you could use either 'fish' or 'fishes' depending on whether you were interested in in the subdivisions in the group.  Both of 'There are many fish in the sea' and 'These are the fishes of the amazon' are correct and necessarily include multiple species.  Note, fishes as a plural simply signifies number of species, there is no number of actual physical fish implied by that sentence.  Similarly, monies merely signifies number of coin types with no reference to a number of coins.  Ie, these plurals are conceptual plurals - they are only grammatically appropriate when talking about the conceptual organization of 'money' or 'fish'.  --[[User:Squirrelloid|Squirrelloid]] 13:15, 28 April 2008 (EDT) (I hope that isn't too complicated.)&lt;br /&gt;
&lt;br /&gt;
::::I can't see the need for 'monies' when DF has a single, universal currency. You wouldn't refer pounds and pence as different 'monies' even if it may be strictly correct. [[User:Extar|Extar]] 19:05, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Not ''quite'' true &amp;amp;ndash; a dwarven economy uses coins of different values, although such is unnecessary and can be worked around.&lt;br /&gt;
:::::At least, I'm pretty sure they did in 2D. --[[User:Savok|Savok]] 22:52, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Monies is a joke term used for comedic effect. Such as &amp;quot;I NEEDED THE MONIES!!&amp;quot;. --[[User:AlexFili|AlexFili]] 04:29, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Possibly it is used for comedic effect. However, it is actually the plural of &amp;quot;money.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::That in itself, is a joke. There is no plural of money. Just like there is no plural of Sheep or Deer. --[[User:AlexFili|AlexFili]] 09:26, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Reading is fundamental. --[[User:Mattmoss|Mattmoss]] 21:18, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Dictionary time! [http://dictionary.reference.com/search?r=73&amp;amp;q=monies Monies] [http://dictionary.reference.com/dic?q=deers&amp;amp;search=search Deers]&lt;br /&gt;
:::Yep, they be words. --[[User:Savok|Savok]] 15:31, 29 November 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
For what it's worth, I'm fairly certain this was popularized by the [http://durbutter.com/ bio force ape hoax]. --[[User:ThunderClaw|ThunderClaw]] 10:25, 18 December 2008 (EST)&lt;br /&gt;
:For what it's worth, I'm fairly certain that it is a correct spelling which has fallen out of usage. Also note that the term &amp;quot;monies&amp;quot; is correctly used as a meta-reference to multiple units of money, e.g. &amp;quot;The Member nations of the EU have many varied monies&amp;quot;, not as in &amp;quot;How much monies do you have in your bank account&amp;quot;. [[User:Riffraffselbow|Riffraffselbow]] 08:08, 23 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
This section has nothing to do with dwarf fortress, please stop adding to it.--[[User:CrazyMcfobo|CrazyMcfobo]] 16:48, 23 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monetary value NOT affecting their value to you as the fortress deity? ==&lt;br /&gt;
&lt;br /&gt;
What does this mean?--[[User:Richards|Richards]] 02:21, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Coins have both an [[item value]] and a (higher) money value - the question is which of the 2 is added to your created [[wealth]] totals. (deity refers to the player but i guess thats obvious)--[[User:Koltom|Koltom]] 08:12, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I will change this. This nickname for the player is confusing since the dwarves already have their own deities. In fact, I'll comment it out.  It is a bit redundant since the page already says the monetary and item values are independent. --[[User:RustyMcloon|Rusty Mcloon]] 05:54, 29 May 2008 (EDT)--&lt;br /&gt;
&lt;br /&gt;
:::Speaking of Deities, is it possible that a dwarf does not believe in any god at all? (ie. an atheist?). --[[User:AlexFili|AlexFili]] 04:30, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Not sure about dwarves. It is possible for powers. The correct term, according to Toady, is &amp;quot;godless.&amp;quot; --[[User:Savok|Savok]] 09:03, 9 June 2008 (EDT)&lt;br /&gt;
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== Vault ==&lt;br /&gt;
&lt;br /&gt;
One of the ideas presented was to mint coins but keep the dwarves from getting them. I've tried ordering the coins dumped, but they seem to be claimed immediately and the Dwarves walk off with them instead of taking them to the vault. Is there some easy way to get my coins into the vault and out of dwarven hands? [[User:Rkyeun|Rkyeun]] 01:30, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If I recall correctly you pretty much have to do it before the economy starts up to achieve that. However apparently not building coins at all works too. Personally, and much to my shame/annoyance I've never actually got that far into a game, I keep meaning to but then get bored when everything is just working after a year or so. --[[User:Shades|Shades]] 05:26, 21 May 2008 (EDT)&lt;br /&gt;
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== Other coins ==&lt;br /&gt;
&lt;br /&gt;
I'm not quite to the point of economy and tax collection yet. I have noticed that more than gold, silver, and copper can be minted. In particular, iron, steel, and platinum have sprung out at me (probably because of the number of RPG systems I've played who use one of those. Ah, and then there's electrum... halfway between silver and gold. :) But that's ''really'' telling my age.) So, does anyone know if these coins have any worth in this economy thingy? -[[User:Fuzzy|Fuzzy]] 15:41, 1 September 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
Just to follow up, the game does indeed ignore all other coins. I currently have Iron Pieces and Electrum Pieces, but I think the only thing I can do with them is either melt them down or trade them away. Bummer. -[[User:Fuzzy|Fuzzy]] 11:53, 8 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I made a bunch of nickel coins before the economy started, since I have loads of the stuff, and it seemed to make sense. They don't show up in the economy screen, but I see them in dwarven rooms all the time. --[[User:Pyrite|Pyrite]] 20:08, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The following tokens [[string dump|appear in the exe]], and therefore likely have some sort of hard-coded behavior: COPPER SILVER ELECTRUM GOLD PLATINUM DIAMOND EMERALD RUBY SAPPHIRE DRAGON ITEM_WEAPON_SWORD_2H ITEM_ARMOR_PLATEMAIL ITEM_ARMOR_CLOAK CAVE WHEAT. [[User:Random832|Random832]] 20:29, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::there us a section in the entity raw:&lt;br /&gt;
	[CURRENCY_BY_YEAR]&lt;br /&gt;
	[CURRENCY:COPPER:1]&lt;br /&gt;
	[CURRENCY:SILVER:5]&lt;br /&gt;
	[CURRENCY:GOLD:15]&lt;br /&gt;
maybe only the currency listed there will be counted as such&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 21:36, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::In the process of testing this, but I added another [CURRENCY] tag with a different metal to my civ, and am now attempting to induce the economy so that I can see if it gets listed as legal tender. I'm fairly sure it'll work, though.--[[User:Quil|Quil]] 22:27, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Why no coins==&lt;br /&gt;
The wiki is full of ominous rumblings about why you shouldn't make coins ever, and it will destroy your economy, and the dwarven gods will weep, and so on, but no one ever explains it. Could someone please either explain it, or link to somewhere where it has been explained. I would like to have more coins in my economy, but I want to know the effects before I doom my fortress to a hundred and seventy dwarves sitting in their rooms polishing their gold.--[[User:Pyrite|Pyrite]] 20:11, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I the problem you've heard about is about how you have a very hard time dealing with the hundreds of coin-stacks that tend to get spread throughout the fortress over time, and the only solution to it is to make a room for every dwarf and include '''MANY''' chests, in order to contain them. Then, you run into the problem of all the chests now costing the dwarf more in rent than they make, so you end up with all your non-legendary dwarves being evicted. The only alternatives to this cycle of doom are not minting/allowing access to coins ever, or having hundreds of coin-stacks scattered around, and more often than not, preventing you from building something where you want. I don't know if it's documented, but it's something I've personally dealt with, to include once making tens of thousands of coins and then locking them in a coin stockpile behind forbidden doors. That didn't go over too well, for the same reasons locking anything behind doors never goes well. (Things still try to pathfind to them.) --[[User:N9103|Edward]] 22:00, 17 December 2008 (EST)&lt;br /&gt;
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:The problem is that dwarves currently handle their hard assets so poorly that they spend an obscene amount of time stacking coins (it's a lot worse than the random &amp;quot;check chest&amp;quot; job that shows up on unowned chests), and they have a bad habit of leaving them lying around.  Since they're owned, coins that are just lying around cannot be moved by another dwarf who wants to build something.&lt;br /&gt;
&lt;br /&gt;
:Besides, the economy works 100% flawlessly on credit.  --[[User:ThunderClaw|ThunderClaw]] 10:29, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There are two main problems with the economy, as far as I can tell. The first is as people have said; coins cause the infrastructure to grind to a halt. Dwarves get paid each time they finish a job, which causes them to go and get more coins to match their account, even if it's just a single copper piece from completing a hauling job. The second is that currency is magically conjured out of thin air. When the economy begins, nobody has any money, and if you've not been minting coins, the fortress as a whole has no actual money either unless it's giving credit against its own material value. Then, when someone completes a job, credit is added to their account, seemingly from thin air. Similarly, shopkeepers don't actually overheads beyond the initial purchase of the shop, because all the goods in the shop are simply appropriated from the fortress stocks with no apparent need to pay for them (unless they're there before the shop is purchased by someone). Similarly, rent is seemingly collected by a black hole, since the money is paid to nowhere and simply vanishes (or the coins become unowned).&lt;br /&gt;
:What I'd like to see is some kind of &amp;quot;bank&amp;quot; building that held the fortress' money and everyone's accounts. If there's not enough currency to pay everyone for their jobs, they get an unhappy thought until their back-pay comes through. It would be similar to the current credit system, except that the money would actually exist somewhere and the entity that pays people wouldn't be able to spin unlimited amounts of credit from thin air, meaning the player would have to ensure they had enough money to cover everyone's accounts rather than it being an interesting mechanism for evicting poor dwarves.--[[User:Quil|Quil]] 14:01, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Honestly, the whole economy is so off-kilter right now I'm considering simply turning it off until it sees a major overhaul. I think I'll mess with it again when it's further along in development, as it seems a kind of placeholder right now. I'm sure Toady One can find some real, live economists on these boards to consult with in order to make the whole thing work. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::One option might be to count coins as a REALLY small item, so small that it doesn't actually appear in-game.  Smelted coins are instead simply added to the currency screen, and the dwarves continue about their lives as though on credit.  The credit system would be removed, and dwarves WOULD carry coins, but all transactions would be done &amp;quot;backstage.&amp;quot;  No running off to grab coins, no stashing them in chests, just a running tab of how much everyone is worth.  Basically I am suggesting that coins operate like the credit system does now.  That would give coins meaning, without making them obnoxiously inconvenient.  Bank officers could be appointed to record transactions (or the treasurer could handle it), so that all dwarves' accounts are balanced correctly, without them actually ever touching their money.  (BTW, I am not yet used to the whole wikipedia setup, so please bear with me.) --[[User:zipdog|zipdog]]&lt;br /&gt;
::::Brilliant Idea you could even control the money supply to avoid inflation or deflation and recessions. Knowing Toady tends to go overboard he will probably do something like this when he redoes the economy.--[[User:Mrdudeguy|Mrdudeguy]] 00:38, 24 July 2009 (UTC)&lt;br /&gt;
:::::If you want it to be all in the backround why don't you just stick with the credit system?--[[User:Dissimulation|Dissimulation]] 08:39, 28 July 2009 (UTC)&lt;br /&gt;
::::::I agree that it shouldn't always be a 'hauled item' persay, but coins that are initially minted should be brought to a bank, (I like the idea of a bin vault with a teller desk on the outside with a banker who distrubutes coinage to arriving dwarves). Leather, or cloth wallets could be made and the coins stored as other containers do (quivers, backpacks). They would all have a limit on the amount of coins stored in them, and every three months dwarves get their &amp;quot;paycheck&amp;quot; for the difference in the money that they haved earned and that amount is accredited to the dwarf by the bank. So if the dwarf wanted to go shopping he would simply go to the bank and transfer the coins into him wallet, (maybe the banker does this for him or they go in to the coin stockpile themselves).&lt;br /&gt;
&lt;br /&gt;
::::::Coins also allow the idea of &amp;quot;thieves&amp;quot; and if there were some dwarves with this personality they could go into other dwarves rooms, especially those with whom they have a grudge against, and steal their money out of their coffers. Causing new reasons and justification for justice to exist, (severe beatings causing thieves to loose that pesonality attribute).&lt;br /&gt;
&lt;br /&gt;
::::::This solves the problem of dwarves hauling their money over the map, the problem with stacking, (if you allow coins to be deposited side-by-side in bins and in the wallet), and adds some depth. As a side note, the Tax Collector should have a role in collecting taxes for the bank's services. [[User:Richards|Richards]] 22:05, 28 July 2009 (UTC)&lt;br /&gt;
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== As trade goods ==&lt;br /&gt;
&lt;br /&gt;
This page says that coins are valued at 10 times the metal [[value]].  And the [[Metalsmith's forge]] page says that one bar of metal makes 500 coins!  Even without [[quality]] levels wouldn't that make them vary good for trading?&lt;br /&gt;
&lt;br /&gt;
: The entire Stack has that value.[[User:Shardok|Shardok]] 23:26, 24 August 2009 (UTC)&lt;br /&gt;
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:: Should that be made more clear? --[[User:CoolMatthew|CoolMatthew]] 02:42, 25 August 2009 (UTC)&lt;br /&gt;
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::: Yes it should. I changed it. [[User:ManaUser|ManaUser]] 04:21, 27 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-currency coins ==&lt;br /&gt;
&lt;br /&gt;
I've read about the [extreme] problems of having hard currency and such, and I'm wondering if the same problem exists with non-copper/silver/gold coins. Will dwarfs hoard, and go out of their way for, coins of other metal? I know I could put my bars to other use, but I like flavor. And a room full of minted coins screams flavor to me. [[User:Pariah|Pariah]] 00:29, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=58133</id>
		<title>40d Talk:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=58133"/>
		<updated>2009-11-12T09:47:29Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Organized by their menus under (b).&lt;br /&gt;
&lt;br /&gt;
*Armor Stand (a) - ''Needs armor stand''&lt;br /&gt;
*Bed (b) - ''Needs bed''&lt;br /&gt;
*Seat (c) - ''Needs chair or throne''&lt;br /&gt;
*Burial Receptacle (n) - ''Needs coffin''&lt;br /&gt;
*Door (d) - ''Needs door''&lt;br /&gt;
*Floodgate (x) - ''Needs floodgate''&lt;br /&gt;
*Floor Hatch (H) - ''Needs hatch cover''&lt;br /&gt;
*Wall Grate (W) - ''Needs grate''&lt;br /&gt;
*Floor Grate (G) - ''Needs grate''&lt;br /&gt;
*Vertical Bars (B) - ''Needs bars''&lt;br /&gt;
*Floor Bars (Alt+b) - ''Needs bars''&lt;br /&gt;
*Cabinet (f) - ''Needs ''&lt;br /&gt;
*Container (h) - ''Needs ''&lt;br /&gt;
*Kennels (k) - ''Needs ''&lt;br /&gt;
*Farm Plot (p) - ''Needs ''&lt;br /&gt;
*Weapon Rack (r) - ''Needs weapon rack''&lt;br /&gt;
*Statue (s) - ''Needs statue''&lt;br /&gt;
*Table (t) - ''Needs table''&lt;br /&gt;
*Paved Road (o) - ''Needs ''&lt;br /&gt;
*Dirt Road (O) - ''Needs ''&lt;br /&gt;
*Bridge (g) - ''Needs ''&lt;br /&gt;
*Well (l) - ''Needs blocks, empty bucket, chain, mechanisms''&lt;br /&gt;
*Siege Engines (i)&lt;br /&gt;
**Ballista (b) - ''Needs 3 ballista parts''&lt;br /&gt;
**Catapult (c) - ''Needs 3 catapult parts''&lt;br /&gt;
*Workshops (w)&lt;br /&gt;
**Leather Works (e) - ''Needs ''&lt;br /&gt;
**Quern (q) - ''Needs quern''&lt;br /&gt;
**Millstone (M) - ''Needs millstone, mechanisms''&lt;br /&gt;
**Loom (o) - ''Needs ''&lt;br /&gt;
**Clothier's Shop (k) - ''Needs ''&lt;br /&gt;
**Bowyer's Workshop (b) - ''Needs ''&lt;br /&gt;
**Carpenter's Workshop (c) - ''Needs ''&lt;br /&gt;
**Metalsmith's Forge (f) - ''Needs ''&lt;br /&gt;
**Jeweler's Workshop - ''Needs ''&lt;br /&gt;
**Mason's Workshop - ''Needs ''&lt;br /&gt;
**Butcher's Shop - ''Needs ''&lt;br /&gt;
**Tanner's Shop - ''Needs ''&lt;br /&gt;
**Craftsdwarf's Workshop (r) - ''Needs ''&lt;br /&gt;
**Siege Workshop (s) - ''Needs ''&lt;br /&gt;
**Mechanic's Workshop (t) - ''Needs ''&lt;br /&gt;
**Still (l) - ''Needs ''&lt;br /&gt;
**Farmer's Workshop (w) - ''Needs ''&lt;br /&gt;
**Kitchen (z) - ''Needs ''&lt;br /&gt;
**Fishery (h) - ''Needs ''&lt;br /&gt;
**Alchemist's Laboratory (a)&lt;br /&gt;
**Ashery (y) - ''Needs blocks, empty barrel, empty bucket''&lt;br /&gt;
**Dyer's Shop (d) - ''Needs empty barrel, empty bucket''&lt;br /&gt;
*Furnaces (e)&lt;br /&gt;
**Wood Furnace (w) - ''Needs ''&lt;br /&gt;
**Smelter (s) - ''Needs ''&lt;br /&gt;
**Glass Furnace (g) - ''Needs ''&lt;br /&gt;
**Kiln (k) - ''Needs ''&lt;br /&gt;
*Glass Window (y) - ''Needs window''&lt;br /&gt;
*Gem Window (Y) - ''Needs 3 cut gems''&lt;br /&gt;
*Wall/Floor/Stairs (C)&lt;br /&gt;
**Wall (w) - ''Needs ''&lt;br /&gt;
**Floor (f) - ''Needs ''&lt;br /&gt;
**Ramp (r) - ''Needs ''&lt;br /&gt;
**Up Stair (u) - ''Needs ''&lt;br /&gt;
**Down Stair (d) - ''Needs ''&lt;br /&gt;
**Up/Down Stair (x) - ''Needs ''&lt;br /&gt;
**Fortification (F) - ''Needs ''&lt;br /&gt;
*Trade Depot (D) - ''Needs ''&lt;br /&gt;
*Traps/Levers (T)&lt;br /&gt;
**Stone-Fall Trap (s) - ''Needs mechanisms''&lt;br /&gt;
**Weapon Trap (w) - ''Needs mechanisms, item''&lt;br /&gt;
**Lever (l) - ''Needs mechanisms''&lt;br /&gt;
**Pressure Plate (p) - ''Needs mechanisms''&lt;br /&gt;
**Cage Trap (c) - ''Needs mechanisms''&lt;br /&gt;
**Upright Spear/Spike (S) - ''Needs item''&lt;br /&gt;
*Machine Components (M)&lt;br /&gt;
**Screw Pump (s) - ''Needs ''&lt;br /&gt;
**Water Wheel (w) - ''Needs ''&lt;br /&gt;
**Windmill (m) - ''Needs ''&lt;br /&gt;
**Gear Assembly (g) - ''Needs ''&lt;br /&gt;
**Horizontal Axle (h) - ''Needs ''&lt;br /&gt;
**Vertical Axle (v) - ''Needs ''&lt;br /&gt;
*Support (S) - ''Needs ''&lt;br /&gt;
*Animal Trap (m) - ''Needs empty animal trap''&lt;br /&gt;
*Restraint (v) - ''Needs chain''&lt;br /&gt;
*Cage (j) - ''Needs cage''&lt;br /&gt;
*Archery Target (A) - ''Needs ''&lt;br /&gt;
&lt;br /&gt;
==User Talk==&lt;br /&gt;
I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article.&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:49, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building skill ==&lt;br /&gt;
&lt;br /&gt;
Question: What skill does constructing buildings use? Does it depend on the materials?&lt;br /&gt;
&lt;br /&gt;
:Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled.  It depends on the building.  Beds, doors, statues, tables, chairs, and the like require the &amp;quot;furniture hauling&amp;quot; labor.  For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors.  Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --[[User:Marble Dice|Marble Dice]] 17:59, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added Building Technicalities section. ==&lt;br /&gt;
&lt;br /&gt;
It's a good resource, but it has a few things that need to be worked out. The overall layout of it is a bit weird, admittedly, and I'm not too good with wikis, but you guys can work that out :P --[[User:Xonara|Xonara]]&lt;br /&gt;
&lt;br /&gt;
Oh, by the way. To clarify why I made the section, I thought it would be good to have everything compiled on one page for convenience, Toady is probably going to change these alot as he already has been. Also, there's a lot of info in the table that could be added to the main articles concerning each construction. --[[User:Xonara|Xonara]] 03:53, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refined table. ==&lt;br /&gt;
&lt;br /&gt;
I cleaned up all those bizarre footnotes and the table now displays whether or not a construction will be held up by a tile, vertically and horizontally. I'm starting to think that whether or not a construction is held up by a certain tile should be put in a separate table. Thoughts? --[[User:Xonara|Xonara]] 20:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, some buildings technically couldn't coexist with certain constructions/terrain, and overwrite these rather than not being able to be built at all. There's quite a few of them, but I simply marked them all as &amp;quot;yes.&amp;quot; --[[User:Xonara|Xonara]] 22:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I figured that having &amp;quot;is&amp;quot; and &amp;quot;is not&amp;quot; for the support stuff was redundant, especially since the &amp;quot;is&amp;quot; wasn't actually being used.  The table still needs work, verification, and probably corrections though.  I'll see about testing some of the stuff, but I can't do it all alone. And the &amp;quot;vertically/horizontally supported&amp;quot; definitions could use clarification, if somebody can do that. --[[User:LegacyCWAL|LegacyCWAL]] 13:55, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Took out bug. ==&lt;br /&gt;
&lt;br /&gt;
I tested the following again and found it was NOT true. I guess it was part of a bug that doesn't always show up. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Attempting to remove the constructed floor will only make it a terrain floor, unless the constructed floor isn't a a stone or soil type, in which case the floor is reverted to what it originally was.&amp;quot; --[[User:Xonara|Xonara]] 23:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm really impressed with the way you're tackling this aspect of buildings. However, it is considered poor wiki style to include any hypothesis or assumption. If you're going to state assumptions, state them as if they are facts and add the verify tag to the end of the sentence. Edit this comment to see what a verify tag looks like.{{verify}} I hope this helps, and keep up the good work! --[[User:RomeoFalling|RomeoFalling]] 02:57, 27 October 2008 (EDT)&lt;br /&gt;
:Thanks! Yeah, I'm a little new to editing wikis. I'll put in some verify tags. --[[User:Xonara|Xonara]] 03:03, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proof that wall-floors are constructions. ==&lt;br /&gt;
&lt;br /&gt;
Well, I built a wall under a terrain floor. The floor didn't change, and the view tile screen didn't indicate a constructed floor. but when I channeled the floor the wall-floor was revealed. So I've hypothesized that the wall-floor was a construction attribute added to the terrain floor, but it let the terrain floor overlap it. Once I channeled the floor there wasn't anything left to overlap the wall-floor and hence it was revealed. --[[User:Xonara|Xonara]] 03:31, 27 October 2008 (EDT)&lt;br /&gt;
:The fact that you can build things on top of it proves it's not a construction in its own right on the (wall Z)+1 tile; clearly there is some other code for both making it walkable and making it show up as a floor. [[User:Random832|Random832]] 11:28, 27 October 2008 (EDT)&lt;br /&gt;
::We can only make assumptions about how it works internally until someone asks Toady himself, but the only internal distinction we can make between a construction/wall-floor and a terrain object for now is the data for a construction/wall-floor is separate from the terrain data. The wall-floor is certainly a special case, but close enough to a construction that classifying it as something else entirely wouldn't really be necessary. I wrote my observations and hypothesis on the building page if you missed that. I might PM Toady about this myself, now that the bay12 site is up :) --[[User:Xonara|Xonara]] 04:12, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We don't know that there _is_ separate data for a wall-floor that is associated with the Z+1 tile, and I strongly suspect there is not. [[User:Random832|Random832]] 09:06, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Plants don't grow on building construction sites ==&lt;br /&gt;
&lt;br /&gt;
I am new to this and don't really know where to put this, feel free to move it or delete it of course.&lt;br /&gt;
&lt;br /&gt;
I have observed, while building paved roads, that new trees won't grow on the tiles where construction is still taking place.  I'm not sure about shrubs not growing too, or if this happens with other types of constructions.  Some of the construction sites have been there for more than a year, in game, and there have been no trees growing where they are.  -[[User:Mokkom|Mokkom]] 02:54, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Masterpiece Building ==&lt;br /&gt;
&lt;br /&gt;
My Mason just finished up with building a Magma Glass Furnace out of an Obsidian Block, and I was given the announcement &amp;quot;Zefon Inodtishis has constructed a masterpiece!&amp;quot; Has anyone else had this happen before? Will it have any effect on the worker, passersby, or serve any general purpose at all? I don't know by how much my fortress' value increased from its completion, so I can't say anything on that matter, either. Information would be appreciated. [[User:Pariah|Pariah]] 05:46, 12 November 2009 (UTC)&lt;br /&gt;
:Sure, and yes, good thoughts all around, even at levels below masterpiece. &amp;quot;Urist McHappyThought admired a fine smelter/well/bridge recently&amp;quot; - things like that. The downside is if you ever want to deconstruct it, as I do with workshops and bridges a LOT... --[[User:Albedo|Albedo]] 05:55, 12 November 2009 (UTC)&lt;br /&gt;
::Aha, that's right, I've seen happy thoughts about doors and cages and such, didn't make the connection that as they're buildings, workshops can get those thoughts too... I guess the fact that buildings don't [usually] have objects with quality modifiers as their materials threw me off. As for deconstructing, I doubt I'll be doing that. Channeled out from the center of the map to the corner to get that magma glass furnace near my fort, I'll keep it where it is. ;) [[User:Pariah|Pariah]] 09:47, 12 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=58132</id>
		<title>40d Talk:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=58132"/>
		<updated>2009-11-12T09:43:55Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Underground bones ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure bone in refuse piles underground lasts a LOT longer, if not indefinitely.  This makes it helpful to have one place above ground that accepts everything, and then another underground that only collects bones for carving.  Can anyone verify this?  I don't want to put this information in the article in case it just SEEMS like a lot longer to me because my games run at 10fps. --Gotthard 08:56, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I use that underground refuse for bones,skulls and shells and never saw any bone to dissapear on any 'underground' tile in at least 8 years. A refuse pile is not needed (except to actually deliver the bones there in the first place). 'Inside' but 'above ground' refuse stockpiles don't help bones to last longer at all.--[[User:Another|Another]] 09:47, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried an experiment with keeping bones &amp;quot;inside&amp;quot;, and [[forbidden|forbade]] some turtle bones in my outside refuse pile, which I then built a roof over. Those bones persisted long after other bones, shells and vermin corpses had disappeared. ''However'', I've just reloaded that game and the turtle bones are no longer there. They certainly lasted from mid-winter to mid-spring though.&lt;br /&gt;
:: So in conclusion: Either or both of being &amp;quot;inside&amp;quot; or forbidden makes bones last longer; There is the possibility that such bones will disappear on reloading the game. --[[User:Raumkraut|Raumkraut]] 04:03, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Severed limbs ==&lt;br /&gt;
&lt;br /&gt;
:AFAIK, all refuse left above ground disappear at season changes (at least bones/shells/chunks, not sure about the limbs and corpses)&lt;br /&gt;
I'm interested in following - how much bones will the corpse leave, if it lacks limbs. It seems to me, that a goblin corpse will generate 6 bone stack in any case. In this case: you kill a goblin - you get 6 bones, but if you tear his legs before killing him, you'll get two bones for legs, and six for body. Can anyone verify and clear this out?--[[User:Dorten|Dorten]] 04:17, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From experience in past forts, I seem to remember each limb loss reduced the &amp;quot;main&amp;quot; stack by one.--[[User:Maximus|Maximus]] 18:09, 11 January 2008 (EST)&lt;br /&gt;
::In my current fort, I just had a bunch of goblins met a bunch of *large steel serrated disks*, so I had a LOT of limbs and a LOT of corpses. Some time passed. I have a LOT of &amp;quot;goblin bone&amp;quot;s and  a LOT of &amp;quot;goblin bone[6]&amp;quot;s. not a single &amp;quot;goblin bone[2]&amp;quot; (or [3/4/5]). Will investigate further, cause they could be just stripped of ALL their bones &amp;gt;;)--[[User:Dorten|Dorten]] 00:19, 4 February 2008 (EST)&lt;br /&gt;
::Made some tests: dropped kittens from very high. Result is always a corpse, four legs, head and tail. after rotting they leave 5 separate bones, two in a stack (body), and, strangely, no skull (no idea why, maybe bug). So, that's a way to farm bones!--[[User:Dorten|Dorten]] 08:10, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== butcher goblins ==&lt;br /&gt;
Does butchering goblin or elven corpses work? I also failed to butcher the corpse of a cat killed by goblins though it was right next to the butcher and the horse next to it was butchered (the cat was a pet). --[[User:Koltom|Koltom]] 18:17, 28 February 2008 (EST)&lt;br /&gt;
:Depending on the creature tags, some creatures cannot be butchered, and pet-like creatures usually can only be butchered live. If they die in battle they cannot be butchered (but you can still use the bones after they rot). --[[User:Alfador|Alfador]] 12:02, 29 February 2008 (EST)&lt;br /&gt;
::Well, that exactly fits my experience - should we put a note in the article? Saves all the hauling of goblins and ''accidently'' died elves ;). They also rot faster outside..--[[User:Koltom|Koltom]] 13:23, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bones ==&lt;br /&gt;
Is it possible to use dwarven bones for any kind of crafting? --[[User:AlexFili|AlexFili]] 06:30, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you edit the raws. Otherwise, if you get a fell mood. Otherwise, nope. --[[User:Savok|Savok]] 11:13, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, I think I'll modify the code. I think it makes sense if you use dwarven bones to make weapons; I mean come on, they're already dead so that harm is already done. Besides, dwarves don't care about using goblin bones, so why not dwarf bones?! :) --[[User:AlexFili|AlexFili]] 05:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Anyone know what I need to modify in order to allow dwarf bones to be used in boneworking? --[[User:AlexFili|AlexFili]] 05:52, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crossbows ==&lt;br /&gt;
&lt;br /&gt;
The [[crossbow]] page seems certain that the material of a crossbow only affects damage output if it's being used as a hammer. Bolts are affected as by material. &lt;br /&gt;
--[[User:Strangething|Strangething]] 11:55, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The [[crossbow]] page is right. --[[User:Savok|Savok]] 08:13, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== bonecarn ==&lt;br /&gt;
&lt;br /&gt;
I don't see this ever coming up in normal unmodded gameplay, but can creatures with the [BONECARN] tag eat things(armor, bolts, crafts) made from bone?&lt;br /&gt;
&lt;br /&gt;
:I don't think so. I'd imagine that anything made out of bone is a seperate kind of item, and so not edible. --[[User:AlexFili|AlexFili]] 04:49, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Value List ==&lt;br /&gt;
&lt;br /&gt;
Having a listing of notable bone type values here would be pretty convenient, if it can be set up. Or does it exist somewhere else and it either isn't linked from the Bone page or I missed it somehow? - [[User:E-mouse|E-mouse]] 20:15, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was just thinking of putting one these together, ordered by most bones returned. I guess I'll go ahead and start compiling info. Edit: Ok, i reread your post in a somewhat more coherent state (after eating) and we where thinking of completely different things. I was thinking of putting together a list of what animals drop what kinds of bones/meat/skin etc, not a list of the value (in dwarfbucks?) of each kind of bone. I have no idea how one would go about that, and if they even HAVE a value. --[[User:Sinergistic|Sinergistic]] 16:21, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fish bones? ==&lt;br /&gt;
&lt;br /&gt;
Do bones come from fish or not?  Will I still get the bones if I cook the fish?  Also, how do pearls work? [[User:Gairabad|Gairabad]] 16:21, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Fish, when eaten, will leave behind one bone.  Cooking will destroy the bones, which I feel is a bug.  I believe pearls are not yet implemented.--[[User:Maximus|Maximus]] 16:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Fish ''meat'', however, leaves behind nothing.  (The traders sometimes sell it -- for instance, &amp;quot;longnose gar meat&amp;quot;, as distinct from &amp;quot;longnose gar&amp;quot;.)  And raw fish (&amp;quot;raw longnose gar&amp;quot;) can't be eaten until it's cleaned at a fishery.--[[User:Maximus|Maximus]] 16:56, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Origin of bones ==&lt;br /&gt;
It's not entirely clear where bones come from.  I know they come from corpses and severed limbs.  I don't know whether they come from chunks or remains.  It would be great if this information was put here as well as under the Refuse page.  (For the record--I think remains is just things like rats, and I think they never drop bones, right?  That would mean that if you want to make a 'rot stuff into bones' stockpile, you want a refuse stockpile with all corpses and all body parts but *NO* Item Types?) --[[User:Sowelu|Sowelu]] 17:34, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You are correct - bones come only from corpses, severed body parts, and the eating of things such as turtle. Chunks are mainly flesh with little to no bone, so yeah. --[[User:GreyMario|GreyMaria]] 17:45, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Roght. Add fish and raw fish from 'item types' and you're set. Chunks are produced from butchery as waste, at the same time this produces bones (so 'meat' has no bones, either). --[[User:Navian|Navian]] 17:48, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Butchering baby animals ==&lt;br /&gt;
&lt;br /&gt;
Does butchering animals as soon they are made produce less or equal ammounts of bones when butchered? --[[User:Katieness|Katieness]] 04:49, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf in a fey mood who says &amp;quot;i need bones&amp;quot;, but i have dog bones in a stockpile, do you need to get lucky and hope you have the right type of bones they want?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frandude|Frandude]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Usually the bones don't matter on what type as far as I've ever had. But, you sure this isn't a morose mood? In which case it has to be dwarven bones...[[User:Shardok|Shardok]] 19:47, 15 August 2009 (UTC)&lt;br /&gt;
::The dog probably was a pet or war dog - those are not used for artifacts (or bone carving in general). Make a graveyard pile or build a coffin that allows pets - if they get transferred there they are unusable ones. --[[User:Birthright|Birthright]] 23:47, 16 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bones in Artifacts ==&lt;br /&gt;
&lt;br /&gt;
In the Legendary Artifact page, it says that each unit of material used (e.g. bar of metal for armor, et cetera) will provide the artifact with a free decoration. Does this apply to stacks of bones, or is it a waste to have a moody dwarf use &amp;quot;goblin bones [6]&amp;quot; rather than &amp;quot;goblin bones&amp;quot;? [[User:Pariah|Pariah]] 03:05, 12 November 2009 (UTC)&lt;br /&gt;
:The ''only'' &amp;lt;small&amp;gt;(I think?)&amp;lt;/small&amp;gt; time stack size matters with bones is in making bolts. Single bones ftw. --[[User:Albedo|Albedo]] 05:52, 12 November 2009 (UTC)&lt;br /&gt;
::Baw. Well, thank you for clearing that up. Good to know! No wasted bones for me. [[User:Pariah|Pariah]] 09:43, 12 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quarry_bush&amp;diff=58131</id>
		<title>40d:Quarry bush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quarry_bush&amp;diff=58131"/>
		<updated>2009-11-12T09:42:06Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color={{color|7|0}}|seed_color={{color|7|1}}|character=&amp;amp;#x2663;|name=Quarry bush|seed=Rock nut|edible=No|cookable=If processed|alcohol=No|rarity=Common|spring=1|summer=1|autumn=1|habitat=Subterranean|other_products=&lt;br /&gt;
* [[Quarry bush leaves]] (Process to bag)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''quarry bush''' is one of the six known [[subterranean]] [[crop]]s, and as such it may only be grown underground. Quarry bush [[seed]]s are known as '''rock nuts'''. They can be planted in [[Spring]], [[Summer]] and [[Autumn]]. &lt;br /&gt;
&lt;br /&gt;
Quarry bushes may be processed at a [[farmer's workshop]] into [[bag]]s of quarry bush leaves, which then must be cooked at the [[kitchen]] to be edible. You will need an empty bag to be available for this task. &lt;br /&gt;
&lt;br /&gt;
Processing quarry bushes at a [[farmer's workshop]] will produce 5 quarry bush leaves (and one rock nut) for every plant in a given stack of quarry bushes. Processing one bush will require one [[bag]] and can yield 5 leaves from each plant in stack. &lt;br /&gt;
[[Cooking]] quarry bush leaves can result in up to 160 meals in a single stack of Prepared Food, thus saving space and [[barrel]]s.  In a fortress that relies on selling large expensive stacks of Prepared Food, quarry bush leaves are great filler: a lavish meal made from [[whip wine]] and [[cheese|dwarven cheese]] with two stacks of quarry bush leaves for filler is worth almost ten times more than an easy meal made from wine and cheese alone.&lt;br /&gt;
&lt;br /&gt;
Rock nuts may be purchased on embark. &lt;br /&gt;
&lt;br /&gt;
Quarry bushes cannot be [[still|brewed]] into [[alcohol]]. &lt;br /&gt;
&lt;br /&gt;
*Grow time: 500&lt;br /&gt;
*Plant value: 4&lt;br /&gt;
*Leaf value: 5&lt;br /&gt;
*Seasons: Spring, Summer, and Autumn&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Much debate exists amongst dwarven scholars as to why the quarry bush, which never sees the light of the sun, should grow leaves.  While many of them have ultimately written the question off as unanswerable, some strange few have claimed that the bush is proof that they are nothing more than automata in a simulation of dwarven living, and that one of the mysterious controllers is dropping not-so-subtle hints like the quarry bush that there is another reality beyond the one all dwarves experience.  Unfortunately, said dwarves all too often have shortened lifespans as contemplating such great mysteries generally leads to melancholy or other madness. For the more bright dwarven scholars the matter is easier: The bush has evolved from a surface plant into a subterranean plant and simply kept its leaves.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Subterranean crops]]&lt;br /&gt;
[[Category:Spring crops]]&lt;br /&gt;
[[Category:Summer crops]]&lt;br /&gt;
[[Category:Autumn crops]]&lt;br /&gt;
[[Category:Non-brewable plants]]&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_syrup&amp;diff=58130</id>
		<title>40d:Dwarven syrup</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_syrup&amp;diff=58130"/>
		<updated>2009-11-12T09:40:08Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dwarven Syrup''' is made from [[sweet pod]]s at a [[farmer's workshop]] using the &amp;quot;process plants (barrel)&amp;quot; order and the [[Plant Processing|plant processing]] labor.  Five units of dwarven syrup are made from each sweet pod, and one seed per sweet pod will be left over.  Dwarven syrup cannot be eaten in its raw state, but can be made into edible food using [[cooking]]. As dwarven syrup is a moderately valuable good, a stack of dwarven syrup roasts can have a surprisingly high value, easily into the thousands even with a moderately-experienced cook.&lt;br /&gt;
&lt;br /&gt;
Value: 20&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]][[Category:Extracts]]&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_syrup&amp;diff=58129</id>
		<title>40d Talk:Dwarven syrup</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_syrup&amp;diff=58129"/>
		<updated>2009-11-12T09:39:15Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does Dwarven syrup have [[Quality]]?--[[User:Mrdudeguy|Mrdudeguy]] 06:21, 24 May 2009 (UTC)&lt;br /&gt;
:There is no visible quality. It could have an invisible quality like booze, but my guess is that like most intermediate materials it has no quality. [[User:Dangerous Beans|Dangerous Beans]] 07:39, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm adding in to this page that processing Sweet Pods will yield Dwarven Syrup 'and' seeds. I looked here first, wondering if that was the case, and just now found it in the Thresher page. Will also be adding similar information to Quarry Bush's page, if it isn't already mentioned there. [[User:Pariah|Pariah]] 09:39, 12 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=58115</id>
		<title>40d Talk:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=58115"/>
		<updated>2009-11-12T05:46:58Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Masterpiece Building */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Organized by their menus under (b).&lt;br /&gt;
&lt;br /&gt;
*Armor Stand (a) - ''Needs armor stand''&lt;br /&gt;
*Bed (b) - ''Needs bed''&lt;br /&gt;
*Seat (c) - ''Needs chair or throne''&lt;br /&gt;
*Burial Receptacle (n) - ''Needs coffin''&lt;br /&gt;
*Door (d) - ''Needs door''&lt;br /&gt;
*Floodgate (x) - ''Needs floodgate''&lt;br /&gt;
*Floor Hatch (H) - ''Needs hatch cover''&lt;br /&gt;
*Wall Grate (W) - ''Needs grate''&lt;br /&gt;
*Floor Grate (G) - ''Needs grate''&lt;br /&gt;
*Vertical Bars (B) - ''Needs bars''&lt;br /&gt;
*Floor Bars (Alt+b) - ''Needs bars''&lt;br /&gt;
*Cabinet (f) - ''Needs ''&lt;br /&gt;
*Container (h) - ''Needs ''&lt;br /&gt;
*Kennels (k) - ''Needs ''&lt;br /&gt;
*Farm Plot (p) - ''Needs ''&lt;br /&gt;
*Weapon Rack (r) - ''Needs weapon rack''&lt;br /&gt;
*Statue (s) - ''Needs statue''&lt;br /&gt;
*Table (t) - ''Needs table''&lt;br /&gt;
*Paved Road (o) - ''Needs ''&lt;br /&gt;
*Dirt Road (O) - ''Needs ''&lt;br /&gt;
*Bridge (g) - ''Needs ''&lt;br /&gt;
*Well (l) - ''Needs blocks, empty bucket, chain, mechanisms''&lt;br /&gt;
*Siege Engines (i)&lt;br /&gt;
**Ballista (b) - ''Needs 3 ballista parts''&lt;br /&gt;
**Catapult (c) - ''Needs 3 catapult parts''&lt;br /&gt;
*Workshops (w)&lt;br /&gt;
**Leather Works (e) - ''Needs ''&lt;br /&gt;
**Quern (q) - ''Needs quern''&lt;br /&gt;
**Millstone (M) - ''Needs millstone, mechanisms''&lt;br /&gt;
**Loom (o) - ''Needs ''&lt;br /&gt;
**Clothier's Shop (k) - ''Needs ''&lt;br /&gt;
**Bowyer's Workshop (b) - ''Needs ''&lt;br /&gt;
**Carpenter's Workshop (c) - ''Needs ''&lt;br /&gt;
**Metalsmith's Forge (f) - ''Needs ''&lt;br /&gt;
**Jeweler's Workshop - ''Needs ''&lt;br /&gt;
**Mason's Workshop - ''Needs ''&lt;br /&gt;
**Butcher's Shop - ''Needs ''&lt;br /&gt;
**Tanner's Shop - ''Needs ''&lt;br /&gt;
**Craftsdwarf's Workshop (r) - ''Needs ''&lt;br /&gt;
**Siege Workshop (s) - ''Needs ''&lt;br /&gt;
**Mechanic's Workshop (t) - ''Needs ''&lt;br /&gt;
**Still (l) - ''Needs ''&lt;br /&gt;
**Farmer's Workshop (w) - ''Needs ''&lt;br /&gt;
**Kitchen (z) - ''Needs ''&lt;br /&gt;
**Fishery (h) - ''Needs ''&lt;br /&gt;
**Alchemist's Laboratory (a)&lt;br /&gt;
**Ashery (y) - ''Needs blocks, empty barrel, empty bucket''&lt;br /&gt;
**Dyer's Shop (d) - ''Needs empty barrel, empty bucket''&lt;br /&gt;
*Furnaces (e)&lt;br /&gt;
**Wood Furnace (w) - ''Needs ''&lt;br /&gt;
**Smelter (s) - ''Needs ''&lt;br /&gt;
**Glass Furnace (g) - ''Needs ''&lt;br /&gt;
**Kiln (k) - ''Needs ''&lt;br /&gt;
*Glass Window (y) - ''Needs window''&lt;br /&gt;
*Gem Window (Y) - ''Needs 3 cut gems''&lt;br /&gt;
*Wall/Floor/Stairs (C)&lt;br /&gt;
**Wall (w) - ''Needs ''&lt;br /&gt;
**Floor (f) - ''Needs ''&lt;br /&gt;
**Ramp (r) - ''Needs ''&lt;br /&gt;
**Up Stair (u) - ''Needs ''&lt;br /&gt;
**Down Stair (d) - ''Needs ''&lt;br /&gt;
**Up/Down Stair (x) - ''Needs ''&lt;br /&gt;
**Fortification (F) - ''Needs ''&lt;br /&gt;
*Trade Depot (D) - ''Needs ''&lt;br /&gt;
*Traps/Levers (T)&lt;br /&gt;
**Stone-Fall Trap (s) - ''Needs mechanisms''&lt;br /&gt;
**Weapon Trap (w) - ''Needs mechanisms, item''&lt;br /&gt;
**Lever (l) - ''Needs mechanisms''&lt;br /&gt;
**Pressure Plate (p) - ''Needs mechanisms''&lt;br /&gt;
**Cage Trap (c) - ''Needs mechanisms''&lt;br /&gt;
**Upright Spear/Spike (S) - ''Needs item''&lt;br /&gt;
*Machine Components (M)&lt;br /&gt;
**Screw Pump (s) - ''Needs ''&lt;br /&gt;
**Water Wheel (w) - ''Needs ''&lt;br /&gt;
**Windmill (m) - ''Needs ''&lt;br /&gt;
**Gear Assembly (g) - ''Needs ''&lt;br /&gt;
**Horizontal Axle (h) - ''Needs ''&lt;br /&gt;
**Vertical Axle (v) - ''Needs ''&lt;br /&gt;
*Support (S) - ''Needs ''&lt;br /&gt;
*Animal Trap (m) - ''Needs empty animal trap''&lt;br /&gt;
*Restraint (v) - ''Needs chain''&lt;br /&gt;
*Cage (j) - ''Needs cage''&lt;br /&gt;
*Archery Target (A) - ''Needs ''&lt;br /&gt;
&lt;br /&gt;
==User Talk==&lt;br /&gt;
I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article.&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:49, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building skill ==&lt;br /&gt;
&lt;br /&gt;
Question: What skill does constructing buildings use? Does it depend on the materials?&lt;br /&gt;
&lt;br /&gt;
:Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled.  It depends on the building.  Beds, doors, statues, tables, chairs, and the like require the &amp;quot;furniture hauling&amp;quot; labor.  For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors.  Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --[[User:Marble Dice|Marble Dice]] 17:59, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added Building Technicalities section. ==&lt;br /&gt;
&lt;br /&gt;
It's a good resource, but it has a few things that need to be worked out. The overall layout of it is a bit weird, admittedly, and I'm not too good with wikis, but you guys can work that out :P --[[User:Xonara|Xonara]]&lt;br /&gt;
&lt;br /&gt;
Oh, by the way. To clarify why I made the section, I thought it would be good to have everything compiled on one page for convenience, Toady is probably going to change these alot as he already has been. Also, there's a lot of info in the table that could be added to the main articles concerning each construction. --[[User:Xonara|Xonara]] 03:53, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refined table. ==&lt;br /&gt;
&lt;br /&gt;
I cleaned up all those bizarre footnotes and the table now displays whether or not a construction will be held up by a tile, vertically and horizontally. I'm starting to think that whether or not a construction is held up by a certain tile should be put in a separate table. Thoughts? --[[User:Xonara|Xonara]] 20:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, some buildings technically couldn't coexist with certain constructions/terrain, and overwrite these rather than not being able to be built at all. There's quite a few of them, but I simply marked them all as &amp;quot;yes.&amp;quot; --[[User:Xonara|Xonara]] 22:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I figured that having &amp;quot;is&amp;quot; and &amp;quot;is not&amp;quot; for the support stuff was redundant, especially since the &amp;quot;is&amp;quot; wasn't actually being used.  The table still needs work, verification, and probably corrections though.  I'll see about testing some of the stuff, but I can't do it all alone. And the &amp;quot;vertically/horizontally supported&amp;quot; definitions could use clarification, if somebody can do that. --[[User:LegacyCWAL|LegacyCWAL]] 13:55, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Took out bug. ==&lt;br /&gt;
&lt;br /&gt;
I tested the following again and found it was NOT true. I guess it was part of a bug that doesn't always show up. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Attempting to remove the constructed floor will only make it a terrain floor, unless the constructed floor isn't a a stone or soil type, in which case the floor is reverted to what it originally was.&amp;quot; --[[User:Xonara|Xonara]] 23:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm really impressed with the way you're tackling this aspect of buildings. However, it is considered poor wiki style to include any hypothesis or assumption. If you're going to state assumptions, state them as if they are facts and add the verify tag to the end of the sentence. Edit this comment to see what a verify tag looks like.{{verify}} I hope this helps, and keep up the good work! --[[User:RomeoFalling|RomeoFalling]] 02:57, 27 October 2008 (EDT)&lt;br /&gt;
:Thanks! Yeah, I'm a little new to editing wikis. I'll put in some verify tags. --[[User:Xonara|Xonara]] 03:03, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proof that wall-floors are constructions. ==&lt;br /&gt;
&lt;br /&gt;
Well, I built a wall under a terrain floor. The floor didn't change, and the view tile screen didn't indicate a constructed floor. but when I channeled the floor the wall-floor was revealed. So I've hypothesized that the wall-floor was a construction attribute added to the terrain floor, but it let the terrain floor overlap it. Once I channeled the floor there wasn't anything left to overlap the wall-floor and hence it was revealed. --[[User:Xonara|Xonara]] 03:31, 27 October 2008 (EDT)&lt;br /&gt;
:The fact that you can build things on top of it proves it's not a construction in its own right on the (wall Z)+1 tile; clearly there is some other code for both making it walkable and making it show up as a floor. [[User:Random832|Random832]] 11:28, 27 October 2008 (EDT)&lt;br /&gt;
::We can only make assumptions about how it works internally until someone asks Toady himself, but the only internal distinction we can make between a construction/wall-floor and a terrain object for now is the data for a construction/wall-floor is separate from the terrain data. The wall-floor is certainly a special case, but close enough to a construction that classifying it as something else entirely wouldn't really be necessary. I wrote my observations and hypothesis on the building page if you missed that. I might PM Toady about this myself, now that the bay12 site is up :) --[[User:Xonara|Xonara]] 04:12, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We don't know that there _is_ separate data for a wall-floor that is associated with the Z+1 tile, and I strongly suspect there is not. [[User:Random832|Random832]] 09:06, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Plants don't grow on building construction sites ==&lt;br /&gt;
&lt;br /&gt;
I am new to this and don't really know where to put this, feel free to move it or delete it of course.&lt;br /&gt;
&lt;br /&gt;
I have observed, while building paved roads, that new trees won't grow on the tiles where construction is still taking place.  I'm not sure about shrubs not growing too, or if this happens with other types of constructions.  Some of the construction sites have been there for more than a year, in game, and there have been no trees growing where they are.  -[[User:Mokkom|Mokkom]] 02:54, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Masterpiece Building ==&lt;br /&gt;
&lt;br /&gt;
My Mason just finished up with building a Magma Glass Furnace out of an Obsidian Block, and I was given the announcement &amp;quot;Zefon Inodtishis has constructed a masterpiece!&amp;quot; Has anyone else had this happen before? Will it have any effect on the worker, passersby, or serve any general purpose at all? I don't know by how much my fortress' value increased from its completion, so I can't say anything on that matter, either. Information would be appreciated. [[User:Pariah|Pariah]] 05:46, 12 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=58107</id>
		<title>40d Talk:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=58107"/>
		<updated>2009-11-12T03:05:17Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Bones in Artifacts */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Underground bones ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure bone in refuse piles underground lasts a LOT longer, if not indefinitely.  This makes it helpful to have one place above ground that accepts everything, and then another underground that only collects bones for carving.  Can anyone verify this?  I don't want to put this information in the article in case it just SEEMS like a lot longer to me because my games run at 10fps. --Gotthard 08:56, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I use that underground refuse for bones,skulls and shells and never saw any bone to dissapear on any 'underground' tile in at least 8 years. A refuse pile is not needed (except to actually deliver the bones there in the first place). 'Inside' but 'above ground' refuse stockpiles don't help bones to last longer at all.--[[User:Another|Another]] 09:47, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried an experiment with keeping bones &amp;quot;inside&amp;quot;, and [[forbidden|forbade]] some turtle bones in my outside refuse pile, which I then built a roof over. Those bones persisted long after other bones, shells and vermin corpses had disappeared. ''However'', I've just reloaded that game and the turtle bones are no longer there. They certainly lasted from mid-winter to mid-spring though.&lt;br /&gt;
:: So in conclusion: Either or both of being &amp;quot;inside&amp;quot; or forbidden makes bones last longer; There is the possibility that such bones will disappear on reloading the game. --[[User:Raumkraut|Raumkraut]] 04:03, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Severed limbs ==&lt;br /&gt;
&lt;br /&gt;
:AFAIK, all refuse left above ground disappear at season changes (at least bones/shells/chunks, not sure about the limbs and corpses)&lt;br /&gt;
I'm interested in following - how much bones will the corpse leave, if it lacks limbs. It seems to me, that a goblin corpse will generate 6 bone stack in any case. In this case: you kill a goblin - you get 6 bones, but if you tear his legs before killing him, you'll get two bones for legs, and six for body. Can anyone verify and clear this out?--[[User:Dorten|Dorten]] 04:17, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From experience in past forts, I seem to remember each limb loss reduced the &amp;quot;main&amp;quot; stack by one.--[[User:Maximus|Maximus]] 18:09, 11 January 2008 (EST)&lt;br /&gt;
::In my current fort, I just had a bunch of goblins met a bunch of *large steel serrated disks*, so I had a LOT of limbs and a LOT of corpses. Some time passed. I have a LOT of &amp;quot;goblin bone&amp;quot;s and  a LOT of &amp;quot;goblin bone[6]&amp;quot;s. not a single &amp;quot;goblin bone[2]&amp;quot; (or [3/4/5]). Will investigate further, cause they could be just stripped of ALL their bones &amp;gt;;)--[[User:Dorten|Dorten]] 00:19, 4 February 2008 (EST)&lt;br /&gt;
::Made some tests: dropped kittens from very high. Result is always a corpse, four legs, head and tail. after rotting they leave 5 separate bones, two in a stack (body), and, strangely, no skull (no idea why, maybe bug). So, that's a way to farm bones!--[[User:Dorten|Dorten]] 08:10, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== butcher goblins ==&lt;br /&gt;
Does butchering goblin or elven corpses work? I also failed to butcher the corpse of a cat killed by goblins though it was right next to the butcher and the horse next to it was butchered (the cat was a pet). --[[User:Koltom|Koltom]] 18:17, 28 February 2008 (EST)&lt;br /&gt;
:Depending on the creature tags, some creatures cannot be butchered, and pet-like creatures usually can only be butchered live. If they die in battle they cannot be butchered (but you can still use the bones after they rot). --[[User:Alfador|Alfador]] 12:02, 29 February 2008 (EST)&lt;br /&gt;
::Well, that exactly fits my experience - should we put a note in the article? Saves all the hauling of goblins and ''accidently'' died elves ;). They also rot faster outside..--[[User:Koltom|Koltom]] 13:23, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bones ==&lt;br /&gt;
Is it possible to use dwarven bones for any kind of crafting? --[[User:AlexFili|AlexFili]] 06:30, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you edit the raws. Otherwise, if you get a fell mood. Otherwise, nope. --[[User:Savok|Savok]] 11:13, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, I think I'll modify the code. I think it makes sense if you use dwarven bones to make weapons; I mean come on, they're already dead so that harm is already done. Besides, dwarves don't care about using goblin bones, so why not dwarf bones?! :) --[[User:AlexFili|AlexFili]] 05:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Anyone know what I need to modify in order to allow dwarf bones to be used in boneworking? --[[User:AlexFili|AlexFili]] 05:52, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crossbows ==&lt;br /&gt;
&lt;br /&gt;
The [[crossbow]] page seems certain that the material of a crossbow only affects damage output if it's being used as a hammer. Bolts are affected as by material. &lt;br /&gt;
--[[User:Strangething|Strangething]] 11:55, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The [[crossbow]] page is right. --[[User:Savok|Savok]] 08:13, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== bonecarn ==&lt;br /&gt;
&lt;br /&gt;
I don't see this ever coming up in normal unmodded gameplay, but can creatures with the [BONECARN] tag eat things(armor, bolts, crafts) made from bone?&lt;br /&gt;
&lt;br /&gt;
:I don't think so. I'd imagine that anything made out of bone is a seperate kind of item, and so not edible. --[[User:AlexFili|AlexFili]] 04:49, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Value List ==&lt;br /&gt;
&lt;br /&gt;
Having a listing of notable bone type values here would be pretty convenient, if it can be set up. Or does it exist somewhere else and it either isn't linked from the Bone page or I missed it somehow? - [[User:E-mouse|E-mouse]] 20:15, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was just thinking of putting one these together, ordered by most bones returned. I guess I'll go ahead and start compiling info. Edit: Ok, i reread your post in a somewhat more coherent state (after eating) and we where thinking of completely different things. I was thinking of putting together a list of what animals drop what kinds of bones/meat/skin etc, not a list of the value (in dwarfbucks?) of each kind of bone. I have no idea how one would go about that, and if they even HAVE a value. --[[User:Sinergistic|Sinergistic]] 16:21, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fish bones? ==&lt;br /&gt;
&lt;br /&gt;
Do bones come from fish or not?  Will I still get the bones if I cook the fish?  Also, how do pearls work? [[User:Gairabad|Gairabad]] 16:21, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Fish, when eaten, will leave behind one bone.  Cooking will destroy the bones, which I feel is a bug.  I believe pearls are not yet implemented.--[[User:Maximus|Maximus]] 16:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Fish ''meat'', however, leaves behind nothing.  (The traders sometimes sell it -- for instance, &amp;quot;longnose gar meat&amp;quot;, as distinct from &amp;quot;longnose gar&amp;quot;.)  And raw fish (&amp;quot;raw longnose gar&amp;quot;) can't be eaten until it's cleaned at a fishery.--[[User:Maximus|Maximus]] 16:56, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Origin of bones ==&lt;br /&gt;
It's not entirely clear where bones come from.  I know they come from corpses and severed limbs.  I don't know whether they come from chunks or remains.  It would be great if this information was put here as well as under the Refuse page.  (For the record--I think remains is just things like rats, and I think they never drop bones, right?  That would mean that if you want to make a 'rot stuff into bones' stockpile, you want a refuse stockpile with all corpses and all body parts but *NO* Item Types?) --[[User:Sowelu|Sowelu]] 17:34, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You are correct - bones come only from corpses, severed body parts, and the eating of things such as turtle. Chunks are mainly flesh with little to no bone, so yeah. --[[User:GreyMario|GreyMaria]] 17:45, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Roght. Add fish and raw fish from 'item types' and you're set. Chunks are produced from butchery as waste, at the same time this produces bones (so 'meat' has no bones, either). --[[User:Navian|Navian]] 17:48, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Butchering baby animals ==&lt;br /&gt;
&lt;br /&gt;
Does butchering animals as soon they are made produce less or equal ammounts of bones when butchered? --[[User:Katieness|Katieness]] 04:49, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf in a fey mood who says &amp;quot;i need bones&amp;quot;, but i have dog bones in a stockpile, do you need to get lucky and hope you have the right type of bones they want?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frandude|Frandude]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Usually the bones don't matter on what type as far as I've ever had. But, you sure this isn't a morose mood? In which case it has to be dwarven bones...[[User:Shardok|Shardok]] 19:47, 15 August 2009 (UTC)&lt;br /&gt;
::The dog probably was a pet or war dog - those are not used for artifacts (or bone carving in general). Make a graveyard pile or build a coffin that allows pets - if they get transferred there they are unusable ones. --[[User:Birthright|Birthright]] 23:47, 16 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bones in Artifacts ==&lt;br /&gt;
&lt;br /&gt;
In the Legendary Artifact page, it says that each unit of material used (e.g. bar of metal for armor, et cetera) will provide the artifact with a free decoration. Does this apply to stacks of bones, or is it a waste to have a moody dwarf use &amp;quot;goblin bones [6]&amp;quot; rather than &amp;quot;goblin bones&amp;quot;? [[User:Pariah|Pariah]] 03:05, 12 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:DF_Cheese.jpg&amp;diff=58087</id>
		<title>File talk:DF Cheese.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:DF_Cheese.jpg&amp;diff=58087"/>
		<updated>2009-11-11T22:00:20Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BISHIEDORF [[User:KoboldInDisguise|KoboldInDisguise]] 12:21, 13 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Whoever made this, I adore you. [[User:Pariah|Pariah]] 22:00, 11 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:DF_Cheese.jpg&amp;diff=58086</id>
		<title>File talk:DF Cheese.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:DF_Cheese.jpg&amp;diff=58086"/>
		<updated>2009-11-11T22:00:06Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BISHIEDORF [[User:KoboldInDisguise|KoboldInDisguise]] 12:21, 13 October 2009 (UTC)&lt;br /&gt;
Whoever made this, I adore you. [[User:Pariah|Pariah]] 22:00, 11 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=58063</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=58063"/>
		<updated>2009-11-11T19:10:22Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Combat children? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
:You think that's bad? 241 dwarves, 70 children.  I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants.  It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Noble children don't become nobles right? ==&lt;br /&gt;
&lt;br /&gt;
I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Happy to be free ==&lt;br /&gt;
&lt;br /&gt;
I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
&lt;br /&gt;
:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something.  Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail.  By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I noticed the &amp;quot;happy to be free&amp;quot; thought in a baby that was actually freed after its kidnapper was taken down by dogs.  (It happened automatically once the bag was dropped.)  Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Child production ==&lt;br /&gt;
&lt;br /&gt;
Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children.  She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)&lt;br /&gt;
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items.  My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids.  However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Triplets... ==&lt;br /&gt;
&lt;br /&gt;
Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unusual Family Structures ==&lt;br /&gt;
&lt;br /&gt;
Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, &amp;quot;She is also my aunt.&amp;quot; o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)&lt;br /&gt;
* It makes sense, but only if you consider inbreeding.  And it makes a great deal of sense if you consider everything else. --[[User:FJH|FJH]] 15:12, 15 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Children strenght ? ==&lt;br /&gt;
&lt;br /&gt;
Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The only way I can think to test it is to have your dwarves haul some heavy things (&amp;gt;2000Γ) to the depot and see if the children do it slower than the adults.  My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat.  So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives.  I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught.  Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;abandoned&amp;quot; baby ==&lt;br /&gt;
&lt;br /&gt;
Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't believe babies receive food or drink at all (this leads to the &amp;quot;has not had a drink in far too long&amp;quot; message by the end of their infancy).  It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No Profession? ==&lt;br /&gt;
&lt;br /&gt;
One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hm.  I remember in older versions my harvesting children, upon reaching adulthood, became farmers.  Does he have Proficient or higher [[broker skills]]?  Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer.  He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level...  I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you use Dwarf Manager to set a fast-levelling labour on a child, like Pump Operating, you can actually end up with a Legendary Pump Operator &amp;quot;peasant&amp;quot; who still has the peasant cyan colour and even flashes appropriately.  My theory is that the game recalculates the appropriate label for a dwarf each time they gain a level in any skill, just in case it's changed.  Hence, getting any further skills of any sort will readjust them appropriately. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:27, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The bones of the young ==&lt;br /&gt;
&lt;br /&gt;
How many bones do you get from a dwarven baby? This seems odd and I find no page for the &amp;quot;baby&amp;quot; dwarf here on the wiki so.. it's like this:&lt;br /&gt;
&lt;br /&gt;
The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?&lt;br /&gt;
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults.  Babies might be distinct from children, however -- 1/3 size?  That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That makes sense. Thanks! - [[User:Aspgren|Aspgren]] 06:48, 23 December 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for forbidding the corpses, I don't believe this is necessary.  Dwarves will only make bolts and totems and stuff out of &amp;quot;refuse&amp;quot; bones, whereas dwarves and pets are considered &amp;quot;graveyard&amp;quot; (or coffin) bones and will not be used. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:24, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Birthdays? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to determine the birth date of a Dwarf, short of writing it down manually when a child is born?  The information must be stored by the game, since infants do become children and then adults. I've been unable to find anything more specific that the relationship tags (''younger'' brother, ''oldest'' daughter, etc.), which are pretty vague.&lt;br /&gt;
&lt;br /&gt;
And are children more likely to organize parties near their birthday?  --[[User:Oddrune|Oddrune]] 15:30, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nudists ==&lt;br /&gt;
&lt;br /&gt;
I took a look at the children in my fort and noticed that they are all '''NAKED'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Perhaps it should be added to the article? The only things the children had in their inventory was mud, vomit and blood splatter. Which I guess means they hang around the barracks alot.  --[[User:Aspgren|Aspgren]] 00:05, 8 February 2009 (CET)&lt;br /&gt;
:Actually, in the Middle Ages, children would often go naked; because clothes could cost more than a week's wages and children would just ruin them.  --[[User:Arkenstone|Arkenstone]] 15:23 18 August 2009&lt;br /&gt;
:As far as I know only children born in your fort are all-time-nudists. Migrantchildren wear clothes. I wonder if they keep on being naked even after getting to adulthood.(would save the entire clothing industries. :D ) Never had fort for bout... 14 years though. &lt;br /&gt;
Best regards --[[User:Laranto|Laranto]] 23:01, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't change parent's jobs ==&lt;br /&gt;
&lt;br /&gt;
When there's a dwarf you want to change a job on, but she's carrying a baby, you can't access her v-&amp;gt;p menu.The baby's v-&amp;gt;p menu takes precendence. Is this an oversight? [[User:Blargityblarg|Blargityblarg]] 09:24, 15 May 2009 (UTC)&lt;br /&gt;
:Press v again, this should switch to the mother instead of her baby. When there are multiple creatures layered on top of each other, pressing v should switch between them. Unless you are doing that and it is happening as you described. The Dwarfmanager utility can help you out here if you want to use it. --[[User:Smjjames|Smjjames]] 12:18, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What the heck, children can be assigned jobs? ==&lt;br /&gt;
I don't know whether this is a fluke or what, but after using Dwarf Manager to assign all dwarves the masonry task to quickly complete something and after I did that, I noticed that two of the kids were working in the masonry shop. If you don't believe me, look at the screenshot. No idea if this is a bug/exploit or what. I'm not planning on keeping the jobs there on the kids once that quick project is done. I checked again after that workshop task was done and they apparently will do a workshop task but not the construct wall/floor. It most likely has to do with the coding that allow them to use a workshop when in a mood.&lt;br /&gt;
[IMG]http://img.photobucket.com/albums/v214/smjjames/Untitled-6.png[/IMG]&lt;br /&gt;
&lt;br /&gt;
I don't know how to get images up here properly though.--[[User:Smjjames|Smjjames]] 23:34, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my experience, children are basically just dwarves with their labour screen disabled and most of their labours disabled as well.  So yes, you can make them do all kinds of things: Hauling, fishing, working in workshops, etc.  Personally, I order them to do nothing but work the pumps until adulthood, so they'll be ready for speedy hauling duty by the time they grow up.&lt;br /&gt;
&lt;br /&gt;
:Dwarf Manager is a memory hacking tool, and should be treated as such &amp;amp;mdash; i.e. while most of what it does is provide shortcuts to things you could do in-game, it's not going to prevent you from doing certain things that would indeed be considered cheating.  You can set labours on pretty much anything friendly: Children, babies, nobles, heroes/champions (not that they'll do anything since you can't undraft them), etc.  It simply doesn't discriminate between what you should and shouldn't be able to tweak. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:32, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== babies can swim? ==&lt;br /&gt;
i had a babie fall into some water, (well, the parents swam off without it), it will be find, drown for 1 second, be winded for a second, and then be fine again... [[User:Corhen|Corhen]] 01:30, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Combat children?==&lt;br /&gt;
I recently discovered a thief attempting to enter my fortress. The adults, including the Ultra-Mighty, Superdwarvenly Tough mechanic leading a war dog to a rope, all ran away, but one of the nearby children took it upon themselves to take down the thief. The child quickly punctured the thief's heart with his bare hands (all that partying made him Extremely Strong) and walked away without a scratch. Can anyone else confirm that children may gladly enter battle as though they were in the military?--[[User:King of the Internet|King of the Internet]] 15:03, 31 August 2009 (UTC)&lt;br /&gt;
:On that note, I begin my project of creating a holding cell for all children, and babies if possible, at the entrance to my fortress. They will be the first line of defense. [[User:Pariah|Pariah]] 19:10, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cliff-Chucking ==&lt;br /&gt;
&lt;br /&gt;
I'm currently looking at a pair of babies whose mother died of thirst while melancholy (following a failed possession - damn you, silk-seeking ghosts!). Going by the wiki's words, I tried to keep them from going anywhere at first to make sure that they wouldn't throw themselves off a cliff, but I got quickly tired of that and let them roam freely, where they instead wandered as they pleased and partook of food and drink like any other (albeit very slow) dwarf. Anyone got any idea if the cliff-chucking fact is still true?&lt;br /&gt;
&lt;br /&gt;
I'm running v0.28.181.40d16, for the record. [[Special:Contributions/24.22.239.156|24.22.239.156]] 19:50, 16 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just killed off the mayor, since she was bugged for some reason, and both of her babies (Yes, she had TWO and seven more children in this fortress' nine year history) promptly threw themselves into the reservoir under my dining hall, requiring me to drain it so they can get the little carpers' bodies.  So yes, I'd say that babies are still suicidal if their mother dies. --[[Special:Contributions/97.104.167.109|97.104.167.109]] 18:03, 31 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Giving birth to babies doesn't interrupt sleeping ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf sleeping in her bed while it gave born to her baby. The dwarf &lt;br /&gt;
didn't wake up after this and the baby crawled away, i guess seeking for his father o.O. &lt;br /&gt;
But the baby didn't came far, the mother woke up a few minutes later and took her&lt;br /&gt;
baby into her arms. The mother is healthy and has no injuries. Happened with DF &lt;br /&gt;
v0.28.181.40d16 under linux. &lt;br /&gt;
[[Special:Contributions/95.33.103.233|95.33.103.233]] 06:57, 25 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:AbortedCrisis.png&amp;diff=58037</id>
		<title>File talk:AbortedCrisis.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:AbortedCrisis.png&amp;diff=58037"/>
		<updated>2009-11-11T17:09:41Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn't it be &amp;quot;AvertedCrisis&amp;quot;? --[[User:Dexterddawg|Dexterddawg]] 12:02, 14 July 2009 (UTC)&lt;br /&gt;
: because it's stopping [[Fun]] [[User:Soul4hdwn|Soul4hdwn]] 09:38, 18 August 2009 (UTC)&lt;br /&gt;
:: Nope, &amp;quot;Crisis aborted&amp;quot; is regularly used. [[User:Pariah|Pariah]] 17:09, 11 November 2009 (UTC)&lt;br /&gt;
This would be great for a dwarven Monty Hall game.  &amp;quot;Will you pick door number 1, door number 2, or door number 3?&amp;quot; &amp;quot;I choose door number 2!&amp;quot; &amp;quot;You get ... Magma!&amp;quot; [[User:Strant|Strant]] 18:11, 27 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46885</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46885"/>
		<updated>2009-07-06T22:46:49Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Master Thief? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
&lt;br /&gt;
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goes through walls? ==&lt;br /&gt;
&lt;br /&gt;
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards...  Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)&lt;br /&gt;
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)&lt;br /&gt;
:::It could be that you had something, no '''anything''' lying around outside. These guys steal your fired bolts, right?--[[User:Destor|Destor]] 16:52, 15 February 2009 (EST)&lt;br /&gt;
::::Except there were no socks or sandals lying outside the walls, only bolts. --[[User:Myroc|Myroc]] 10:11, 16 February 2009 (EST)&lt;br /&gt;
:::::Oh, I didn't see that part. Whoops. Um, in that case I have no idea how this would happen. I'm rather certain they can't go through walls, as they are no different from a normal creature. Go check the raws, and see if it has anything &amp;quot;funny&amp;quot; in for kobolds.--[[User:Destor|Destor]] 10:22, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Some thieves can bypass traps&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This phrase seems to imply that it's only a rare breed of thieves that bypass traps, but I've got an entire tunnel of 30+ layers of cage traps, and I've watched kobold thieves run in and out with impunity (though they've never made it through the war dog pit for obvious reasons).  Would stonefall / weapon traps work better, or are they just completely immune? &amp;amp;mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 03:59, 31 May 2009 (UTC)&lt;br /&gt;
:If I remember correctly, Kobold thieves will always walk right through traps regardless of type. I'm not sure if goblins will or not. Theres something in the raws like trap immune or something along those lines, so those creatures will only trigger traps by falling unconscious on them, if then. --[[User:Silver|Silver]] 06:17, 31 May 2009 (UTC)&lt;br /&gt;
::If this is just an urban rumour, or a legacy of versions long past, it should be expunged.  Would take some research/experimentation (or someone who knows how to read the data files, ahem).--[[User:Albedo|Albedo]] 05:08, 5 June 2009 (UTC)&lt;br /&gt;
: Raws have the flag TRAPAVOID for [[kobold]]s, [[gremlin]]s, and other things too dark to mention[[Demon|.]] In personal experience, a kobold has slipped in through a previously locked door (now &amp;quot;TAKEN BY INTRUDER&amp;quot;) and another past a cage and weapon trap, before being confronted. Version 40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:14, 5 June 2009 (UTC)&lt;br /&gt;
::Hm - Weapon traps still seem to work 40d, if i saw that right. Not 100% sure since they stopped coming for now :( Always a bit hard to tell cos you don't get a message, you just find small items in your weapon trap. Also, once spotted they will trigger any traps. Snatchers are caught by cage traps. --[[User:Höhlenschreck|Höhlenschreck]] 00:57, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revamp plan ==&lt;br /&gt;
&lt;br /&gt;
I plan on revamping this page later today or tomorrow. Things I plan on adding/changing:&lt;br /&gt;
&lt;br /&gt;
-Distinguishing snatchers/thieves&lt;br /&gt;
&lt;br /&gt;
-Defense against thieves&lt;br /&gt;
&lt;br /&gt;
-Why thieves come, what they lead to&lt;br /&gt;
&lt;br /&gt;
-Races/types of thieves&lt;br /&gt;
&lt;br /&gt;
-etc.&lt;br /&gt;
&lt;br /&gt;
Anything else you guys can think of? I also want to add some facts, such as artifacts being able to be stolen, etc. &amp;lt;sub&amp;gt;unsigned by [[User:SirPenguin]]&amp;lt;/sub&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:Add your sig? ;D  Quick bullet points of thieves here: [[Defense guide#Threats]]  The phrase ''&amp;quot;Some thieves can bypass traps as well&amp;quot;'' is annoyingly vague - any expansion/clarification on that? Threat assessment in combat, re those knives? (I believe a wardog or untrained wrestler can usually take them, but also often with some lower level of injury.) Confirm/refute the ability to bypass doors linked to levers? (this may take testing.) Comment on thieves sneaking in w/ caravans when &amp;quot;door is open&amp;quot;. I'd say keep side comment on &amp;quot;animal thieves&amp;quot; as is - about right imo. --[[User:Albedo|Albedo]] 18:11, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'd say the article should go &lt;br /&gt;
::-Types of thieves (races, levels, etc., include animals here)&lt;br /&gt;
::-Defense against thieves&lt;br /&gt;
::-Maybe why thieves come and what they lead to.&lt;br /&gt;
::It seems to me that the Distinguishing snatchers/thieves is redundant with the different types of thieves. Also, the Why thieves come and what they lead to could be explained in the introduction, unless there is a great deal more to this then &amp;quot;Thieves come if you have neighboring civilizations of the appropriate race. More wealth will generally lead to more thieves. If a fortress suffers enough successful thefts, the civilization may send ambushes&amp;quot;. But anyways, go for it. The article definitely needs a rewrite. --[[User:Mikaka|Mikaka]] 18:54, 4 June 2009 (UTC)&lt;br /&gt;
:::After thought - use the &amp;quot;What links here&amp;quot; link (in sidebar at bottom-left) to view those comments, and see if anything triggers any additional topics/points that should be addressed.&lt;br /&gt;
&lt;br /&gt;
== Master Thief? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed in my Announcements that, a few months back, my champions didn't kill a Thief but a 'Master' Thief. Would explain the high stats (Strength, Agility, Toughness) he had. Could someone find if there are any -significant- differences between a Thief and Master Thief? I believe he had a Large Iron Dagger instead of the usual Copper one, but I'm not positive from whence that came. [[User:Pariah|Pariah]] 22:46, 6 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wizard&amp;diff=42642</id>
		<title>40d Talk:Wizard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wizard&amp;diff=42642"/>
		<updated>2009-07-04T02:12:07Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a dwarf who likes wizards for their wonderful beards. Personally I like them for their pointy hats. --[[User:Diabl0658]]&lt;br /&gt;
&lt;br /&gt;
We're off to see the wizard, the wonderful wizard of Oz. --[[User:AlexFili]]&lt;br /&gt;
&lt;br /&gt;
One of my dwarves just made a image of a wizard skull in horse leather. They are not real, and yet they can die... [[User:Rickola]]&lt;br /&gt;
&lt;br /&gt;
:I have to wonder just what makes a wizard skull any different from, uh... dwarf or human skulls, whichever race they're of. I don't suppose they're an entirely different race. Maybe their bones are surrounded by a perpetual eldritch nimbus. [[User:Pariah|Pariah]] 02:12, 4 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24019</id>
		<title>40d Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24019"/>
		<updated>2009-07-03T23:11:59Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Combat Log? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question about ranged combat:  Can ranged weapons be fired between z-axes?  Either up stairs or down from a tower?  If so, do they have more range firing down than up?  [[User:Viper1969|Viper1969]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nope, bug. --[[User:Soyweiser|Soyweiser]] 15:49, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Could you be more specific?  [[User:Gairabad|Gairabad]] 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is this stuff all accurate for the most recent version? It wasn't just copied from the archived wiki? I'm surprised Toady hasn't updated Burn damage and fire creatures. --[[User:DDouble|DDouble]] 15:21, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Nope, was copied. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personally, I'd like to see another tag required to ignite things with burn damage rather than doing it by default.  More flexibility for modding and all that.  I suppose customizable damage types would be even better, but that'll probably have to wait another year or three.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:12, 10 November 2007 (EST)&lt;br /&gt;
:I suppose I should add that burn damage seems to cause an awful lot of organ damage, possibly matching piercing in lethality.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:16, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skill modifiers ==&lt;br /&gt;
&lt;br /&gt;
In the old versions, each &amp;quot;modifier&amp;quot; would reduce a creature's skills by 1 or 2, not by a fixed multiplier.  Has this changed?--[[User:Maximus|Maximus]] 15:10, 7 January 2008 (EST)&lt;br /&gt;
: AFAIK this is what is used at least for:&lt;br /&gt;
* the wrestler skill&lt;br /&gt;
* the armor user skill&lt;br /&gt;
* the shield user skill&lt;br /&gt;
&lt;br /&gt;
I have still some work to do to make sure of this, some warnings could of used here! [[User:Bartavelle|Bartavelle]] 15:28, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In my testing of [[encumbrance]] months ago, I found that each of the &amp;quot;impairment&amp;quot; states reduced the Armor User and Ambusher skills by exactly one (or two, for the more severe states).  I based that on what the displayed effect on [[speed]] was when burdened and/or sneaking in Adventurer mode.  The armor user skill reduces armor weight by skill/16, and and Ambusher reduces the &amp;quot;sneaking&amp;quot; penalty by skill/20.  This is detailed over on the [[speed]] page.  Was I incorrect, or has it changed?--[[User:Maximus|Maximus]] 20:06, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is right, and depends of the context. For example, when calculating what happens when you run into somebody, the game uses wrestler skill (modified like i described) + 2*strength + some unknown data (probably size?). For crafting it uses the function I described before, and add bonuses if that person &amp;quot;likes&amp;quot; the objet he is making. [[User:Bartavelle|Bartavelle]] 04:08, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind Corners ==&lt;br /&gt;
&lt;br /&gt;
What is the significance of a blind corner?  Are 90 degree turns still valuable if my passageway is 3 tiles wide? [[User:Gairabad|Gairabad]] 15:38, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe they're only of use against creatures with ranged attacks (bowmen, dragon breath, etc.).  If you are using crossbowdwarves or siege operators, then you want long, straight passageways through which you corral the enemy.  You can also use twisty passageways built from [[fortification]]s, which forces enemies to run through a hail of bolts before they can reach you.&lt;br /&gt;
&lt;br /&gt;
:Blind corners in [[adventurer mode]] are a mixed blessing.  You're best off [[ambusher|sneaking]] around whenever in a cave or fortress, so that you can get right up on top of an enemy before it can attack you.--[[User:Maximus|Maximus]] 17:31, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendly Fire in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Is friendly fire something I need to be concerned about in Fortress Mode?  [[User:Gairabad|Gairabad]] 16:03, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Only with siege engines, apparently.  I've never seen friendly fire injuries from crossbows or melee.--[[User:Maximus|Maximus]] 17:33, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nausea ==&lt;br /&gt;
&lt;br /&gt;
Hi. Currently the article says that pain can cause nausea, but the only time I've seen it is when damage is done to the lower body. --[[User:Xonara|Xonara]] 04:24, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I do believe I've seen an ogre in Adventurer Mode nauseated without having anything damaging done to its lower body (or the contents therein). Obviously the most common nausea is from damage to organs, the lower spine, or just the general &amp;quot;lower body&amp;quot; area. I'll be playing Adventurer a little bit more tonight, so hopefully I can witness nausea from general pain again (boy, that sounds awkward out of context), and if I do I'll confirm here. [[User:Pariah|Pariah]] 23:06, 3 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blood suckers ==&lt;br /&gt;
&lt;br /&gt;
I think bloodsuckers just replenish their blood supply when they suck blood. I haven't actually seen this but I think it'd be easy enough to strangle a lamprey until it's pale and let it suck your blood. I might test it. --[[User:Xonara|Xonara]] 04:27, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Once I broke a creatures neck and I think this paralyzed it because all it could do was &amp;quot;push&amp;quot; me. Pretty sure I've read somewhere else that spine damage can do this too. --[[User:Xonara|Xonara]] 07:47, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Log? ==&lt;br /&gt;
&lt;br /&gt;
Is there an accessilble combat log in dwarf mode, so that you can see what your dwarves are getting done in combat?  My specific experience was that I sent eight wrestler dwarves to kill a zombie mountain goat, the goat is dead, but I didn't see it die and I was curious to know both how it died and how my wrestlers did against it.  --[[User:Ninetails|Ninetails]] 17:29, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Toady has scheduled this to be added in the next release, but right now, no log in dwarf mode :) [[User:Timst|Timst]] 20:19, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Is there an entry for the adventure mode combat log?  I think either that (possibly hypothetical) entry or this one should mention that the log is only available, for now, in adventure mode. --[[User:Ninetails|Ninetails]] 20:37, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been hoping for this very same thing. :( A somewhat poor substitute (though not useful in your case, since the event already occurred), is watching their wounds in One-Step fashion. I am glad I was able to witness the terror that is the [[Giant Bat]] when it annihilated my Miner on his way to grab some clothes from his dead friend, though; otherwise I would've thought it was another freak accident where the enemy got in a lucky shot early. I find as long as the victim is attacked -while- doing a job, I can watch the fight progress (as nine champion wrestlers rush in, if need be :P). [[User:Pariah|Pariah]] 23:11, 3 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24018</id>
		<title>40d Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24018"/>
		<updated>2009-07-03T23:06:29Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Nausea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question about ranged combat:  Can ranged weapons be fired between z-axes?  Either up stairs or down from a tower?  If so, do they have more range firing down than up?  [[User:Viper1969|Viper1969]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nope, bug. --[[User:Soyweiser|Soyweiser]] 15:49, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Could you be more specific?  [[User:Gairabad|Gairabad]] 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is this stuff all accurate for the most recent version? It wasn't just copied from the archived wiki? I'm surprised Toady hasn't updated Burn damage and fire creatures. --[[User:DDouble|DDouble]] 15:21, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Nope, was copied. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personally, I'd like to see another tag required to ignite things with burn damage rather than doing it by default.  More flexibility for modding and all that.  I suppose customizable damage types would be even better, but that'll probably have to wait another year or three.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:12, 10 November 2007 (EST)&lt;br /&gt;
:I suppose I should add that burn damage seems to cause an awful lot of organ damage, possibly matching piercing in lethality.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:16, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skill modifiers ==&lt;br /&gt;
&lt;br /&gt;
In the old versions, each &amp;quot;modifier&amp;quot; would reduce a creature's skills by 1 or 2, not by a fixed multiplier.  Has this changed?--[[User:Maximus|Maximus]] 15:10, 7 January 2008 (EST)&lt;br /&gt;
: AFAIK this is what is used at least for:&lt;br /&gt;
* the wrestler skill&lt;br /&gt;
* the armor user skill&lt;br /&gt;
* the shield user skill&lt;br /&gt;
&lt;br /&gt;
I have still some work to do to make sure of this, some warnings could of used here! [[User:Bartavelle|Bartavelle]] 15:28, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In my testing of [[encumbrance]] months ago, I found that each of the &amp;quot;impairment&amp;quot; states reduced the Armor User and Ambusher skills by exactly one (or two, for the more severe states).  I based that on what the displayed effect on [[speed]] was when burdened and/or sneaking in Adventurer mode.  The armor user skill reduces armor weight by skill/16, and and Ambusher reduces the &amp;quot;sneaking&amp;quot; penalty by skill/20.  This is detailed over on the [[speed]] page.  Was I incorrect, or has it changed?--[[User:Maximus|Maximus]] 20:06, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is right, and depends of the context. For example, when calculating what happens when you run into somebody, the game uses wrestler skill (modified like i described) + 2*strength + some unknown data (probably size?). For crafting it uses the function I described before, and add bonuses if that person &amp;quot;likes&amp;quot; the objet he is making. [[User:Bartavelle|Bartavelle]] 04:08, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind Corners ==&lt;br /&gt;
&lt;br /&gt;
What is the significance of a blind corner?  Are 90 degree turns still valuable if my passageway is 3 tiles wide? [[User:Gairabad|Gairabad]] 15:38, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe they're only of use against creatures with ranged attacks (bowmen, dragon breath, etc.).  If you are using crossbowdwarves or siege operators, then you want long, straight passageways through which you corral the enemy.  You can also use twisty passageways built from [[fortification]]s, which forces enemies to run through a hail of bolts before they can reach you.&lt;br /&gt;
&lt;br /&gt;
:Blind corners in [[adventurer mode]] are a mixed blessing.  You're best off [[ambusher|sneaking]] around whenever in a cave or fortress, so that you can get right up on top of an enemy before it can attack you.--[[User:Maximus|Maximus]] 17:31, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendly Fire in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Is friendly fire something I need to be concerned about in Fortress Mode?  [[User:Gairabad|Gairabad]] 16:03, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Only with siege engines, apparently.  I've never seen friendly fire injuries from crossbows or melee.--[[User:Maximus|Maximus]] 17:33, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nausea ==&lt;br /&gt;
&lt;br /&gt;
Hi. Currently the article says that pain can cause nausea, but the only time I've seen it is when damage is done to the lower body. --[[User:Xonara|Xonara]] 04:24, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I do believe I've seen an ogre in Adventurer Mode nauseated without having anything damaging done to its lower body (or the contents therein). Obviously the most common nausea is from damage to organs, the lower spine, or just the general &amp;quot;lower body&amp;quot; area. I'll be playing Adventurer a little bit more tonight, so hopefully I can witness nausea from general pain again (boy, that sounds awkward out of context), and if I do I'll confirm here. [[User:Pariah|Pariah]] 23:06, 3 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blood suckers ==&lt;br /&gt;
&lt;br /&gt;
I think bloodsuckers just replenish their blood supply when they suck blood. I haven't actually seen this but I think it'd be easy enough to strangle a lamprey until it's pale and let it suck your blood. I might test it. --[[User:Xonara|Xonara]] 04:27, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Once I broke a creatures neck and I think this paralyzed it because all it could do was &amp;quot;push&amp;quot; me. Pretty sure I've read somewhere else that spine damage can do this too. --[[User:Xonara|Xonara]] 07:47, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Log? ==&lt;br /&gt;
&lt;br /&gt;
Is there an accessilble combat log in dwarf mode, so that you can see what your dwarves are getting done in combat?  My specific experience was that I sent eight wrestler dwarves to kill a zombie mountain goat, the goat is dead, but I didn't see it die and I was curious to know both how it died and how my wrestlers did against it.  --[[User:Ninetails|Ninetails]] 17:29, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Toady has scheduled this to be added in the next release, but right now, no log in dwarf mode :) [[User:Timst|Timst]] 20:19, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Is there an entry for the adventure mode combat log?  I think either that (possibly hypothetical) entry or this one should mention that the log is only available, for now, in adventure mode. --[[User:Ninetails|Ninetails]] 20:37, 6 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18380</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18380"/>
		<updated>2009-07-03T08:34:12Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Knock Away */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing {{K|A}} and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, [[weapon]]s with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon]] type, weapon material, weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality increases both damage and the user's effective skill level: each level of quality grants a 20% bonus to damage, plus one skill level.  It is unknown how large these increases are for [[artifact]] weapons, but it is presumed to be much higher than masterwork weaponry.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, [[wood]]en [[mace]] with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  Unless, of course, it simply kills you first.&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a [[sword]] causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/[[shield]], or make it unable to attack with that limb.  Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use {{K|s}} to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects: The first effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain). The more toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing {{K|I}} and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the {{K|I}} menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[blood]], and is immune to pain (e.g., [[undead]]), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and [[hammer]]s) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and [[axe]]s can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but otherwise uninjured.&lt;br /&gt;
&lt;br /&gt;
This can even be done by throwing weapons. It is unknown whether the chances of this happening are different from that of a melee attack with the weapon, although it is possible it relies on the throwing skill.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a [[wall]], tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide by two&lt;br /&gt;
* if the creature is drowning, divide by two&lt;br /&gt;
* if the creature is stunned, divide by two&lt;br /&gt;
* if unknown test, divide by four&lt;br /&gt;
* if pain &amp;gt; 100, divide by two&lt;br /&gt;
* exhaustion* - choose 1 of:&lt;br /&gt;
:* if exhaustion &amp;gt;= 2000, lvl = lvl x 3/4 (75%)&lt;br /&gt;
:* if exhaustion &amp;gt;= 4000, lvl = lvl x 9/16 (56%)&lt;br /&gt;
:* if exhaustion &amp;gt;= 6000, lvl = lvl x 27/64 (42%)&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide by two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide by two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide by two&lt;br /&gt;
&lt;br /&gt;
:''(* re exhaustion: each &amp;quot;step&amp;quot; is 3/4 of the previous - for example, a creature with exhaustion = 6500 has a new level = level x 3/4 x 3/4 x 3/4)''&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously in real life (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of both [[crossbow]]s, and especially [[bow]]s, in close combat suggests that ranged soldiers are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, [[human]]s, and [[goblin]]s; bows are used by [[elf|elves]], humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.  Blunt weapons are also unmatched when it comes to sending enemies flying.&lt;br /&gt;
&lt;br /&gt;
The [[maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves. (Mauls can, however, be used in [[traps]]).&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but slashing weapons tend to deal less damage than blunt weapons. Slashing weapons are also more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  [[Axe]]s generally do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards fighting large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield [[two handed sword]]s or [[halberd]]s, and dwarves cannot create [[scimitar]]s, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  Piercing weapons get stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a [[pike (weapon)|pike]]; it is a two-handed weapon, even for a human.&lt;br /&gt;
&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain. Also, gore attacks have a higher chance of dealing damage to sub-bodyparts like fingers or eyes. This gives whips a strong tendecy to break a victim's joints or poke out his throat or other vitals, thus rendering him unconscious quickly and eventually making him bleed to death, which makes them good against unarmored, living [[creatures]]. The downside of using whips is the low overall damage and chance to sever body parts, which makes them almost pointless against armored or [[undead]] enemies.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures, particularly [[giant cave spider|giant cave spiders]], shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing, you are completely immobilized until you can break free of the web. Currently, in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, this is most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latches and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing [[fire]] at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment they're wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]]s breathe dragon fire, which is more powerful than regular fire breath.  Creatures with normal fire immunities can be affected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47696</id>
		<title>40d Talk:Dual wielding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47696"/>
		<updated>2009-07-03T07:38:27Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;all combination dont matter, they only use one weapon to fight anyway, the second weapon is just for the case they lose the first one --[[User:Rhenaya|Rhenaya]] 17:06, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:then.. why won't a dwarf assigned two axes A) sling one over his back, and B) pick up a shield? infact, why would he pick up an axe in each hand? sword users pick up two swords and a shield when assigned two weapons, usually putting both swords in one hand, and the shield in the other. also, crossbows; why, when the marksdwarves are assigned two bows and have a quiver of arrows on them, wouldnt they put one crossbow away, and fire with the other? why do they (seem to) use both with the 'hammerdwarf' skill? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
::because its an '''alpha''' state game and not everything is working as intended. and dual wielding is stated as not ingame from the developer, also if you can read the comabt logs (with some tools) you will see they never use a second weapon... also you can wield two weapons in adventure mode but always attack with just one --[[User:Rhenaya|Rhenaya]] 05:18, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::i am fully aware that the game is still in alpha testing, thank you. :]  i am also lead to believe that dual wielding is to become part of the game. when? who knows. going from my (limited) experience in DF, axedwarves pick up two weapons (one in each hand), sacreficing their shield. if it wasnt at all possible to fight with an axe in either hand, why wouldnt they pick up an assigned shield instead? indeed, why would there be script to allow a dwarf to pick up an axe in each hand, if it then becomes useless? surely the script would read like &amp;quot;any axe-user holds the axe in his/her right hand&amp;quot;, and not &amp;quot;an axedwarf is allowed to hold an axe in either hand&amp;quot; perhaps the battle logs (no idea what they are; never used them) are only told that the dwarf is attacking with one weapon, but that doesnt imply that either A) the logs arent picking up the use of the second weapon, perhaps choosing to say it's the same weapon, or B) the damage done isnt a combined total of both weapons, as if they were one. i know the answer is probably going to be 'it's buggy', but that could also be true of the battle system in-game, allowing dwarves to dual-wield, in a sense, and the battle logs. who says they're the completed product? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
:::my legendary speardwarf was carrying two spears (both in the same hand, btw; his right one), even though he was assigned a shield. he was in battle not-so-long ago, and BOTH his weapons were covered in goblin blood (quote: &amp;quot;iron spear - contents: goblin blood covering&amp;quot;, not 'spatter' or whatever x]). it was a siege, so it could be that during the melee, blood was thrown all over the place, including the 'one on his back', but i'm starting to think that dual wielding is more and more possible.&amp;lt;br&amp;gt;of course, i followed him when i deselected 'number of weapons - 2', changed it back to '1', and he went to pick up a shield. he has no skill in shield user(not even 'dabbling'!), even though he's been sparring for years, and has been assigned a shield throughout.&amp;lt;br&amp;gt;on that note - he's also been assigned armour, and is only at 'talented armo(u)r user'. does armour/shield/weapon skill level up at the same time? 'cause, to me, 'talented' is about a quarter of the way to 'legendary', suggesting that he was levelling up double-quick on his weapon. (presuming, of course, that he'd hit some n00b axedwarf twice for every one he takes). i might need to add that he's up to '(no tag) wrestler', so he'll be dodging a few, but even so.. smells like someone's dual wielding to me! :D   -[[User:DJ Devil|DJ Devil]] 09:10, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'm fairly sure its mentioned somewhere in the combat mechanics or something that they will not fight with two weapons at the same time. If carrying a second weapon has other effects I dont recall; but I'm pretty sure that this is just excess. &lt;br /&gt;
&lt;br /&gt;
::::Ah here's the bit I was referencing; http://dwarf.lendemaindeveille.com/index.php/Talk:Military#Carrying_two_weapons. I doubt that it is going to change until more is done with the army arc and combat. May be as soon as next release but it doesn't work yet. --[[User:Silver|Silver]] 20:05, 17 March 2009 (UTC)&lt;br /&gt;
::::Upon having a bunch of free time and stumbling through edits I'm back to this. Armor user gets exp for getting hit. Wrestler gets exp for dodging or doing wrestling moves. Weapon user gets exp for every time you hit someone else. Shield user for every time you block a  hit. So on average the your probably looking at weapon exp if you only use one type being about the same as wrestler, armor user, and shield user added together.--[[User:Silver|Silver]] 03:44, 15 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: DJ - You state ''&amp;quot;i am also lead to believe that dual wielding is to become part of the game. who knows...&amp;quot;'' This is exactly why this page should be dumped.  You are &amp;quot;led&amp;quot; to believe - how? Says who? From what hard information?  With what accuracy?  Two weapons covered in blood? So can be any part of a dwarf after a serious combat.  Dogs have all paws covered in blood - are they attacking with all 4 feet?  Who's to say they don't alternate weapons? These assumptions are being presented as fact - that's bad.  Even &amp;quot;implying&amp;quot; it is not a good thing.&lt;br /&gt;
&lt;br /&gt;
:This is the worst aspect of a wiki - generating and perpetuating urban myth and personal assumption. A wiki is supposed to be about &amp;quot;what is&amp;quot;, not &amp;quot;what might possibly be I think and certainly hope but really have no idea&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Further, threetoe (toady's co-moderator) states flat out that &amp;quot;The two handed code is broken right now...&amp;quot; ''(&amp;amp; now added to top of page)''.  Broken... how?  We don't know, but I'll believe that it simply is.  So, for the game this wiki &amp;quot;supports&amp;quot; - imo - we can dump this page without loss. --[[User:Albedo|Albedo]] 20:31, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I believe, Albedo, that you present some valid points; however, this page is important to have, in the sense that some players may be curious about dual wielding and wish to know about it. Although not much is confirmed when it comes to dual wielding, it is important to tell those wondering that we -don't- know much about it. I know, for myself, I would not assume that nothing is known about a topic if a page about it doesn't exist; I would believe that no one got around to making a page about it, but the knowledge exists. Simply stating within the article that which is known juxtaposed that which is not known about dual wielding would suffice for many players wondering about the topic. [[User:Pariah|Pariah]] 07:26, 3 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just added the &amp;quot;Bottom line...&amp;quot; paragraph to specify that it is not known about dual wielding. I've already given my opinion on this article, so I'm going to leave this alone for now. Going to see if I can do any more testing myself in Fortress mode. [[User:Pariah|Pariah]] 07:38, 3 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47695</id>
		<title>40d Talk:Dual wielding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dual_wielding&amp;diff=47695"/>
		<updated>2009-07-03T07:26:51Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;all combination dont matter, they only use one weapon to fight anyway, the second weapon is just for the case they lose the first one --[[User:Rhenaya|Rhenaya]] 17:06, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:then.. why won't a dwarf assigned two axes A) sling one over his back, and B) pick up a shield? infact, why would he pick up an axe in each hand? sword users pick up two swords and a shield when assigned two weapons, usually putting both swords in one hand, and the shield in the other. also, crossbows; why, when the marksdwarves are assigned two bows and have a quiver of arrows on them, wouldnt they put one crossbow away, and fire with the other? why do they (seem to) use both with the 'hammerdwarf' skill? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
::because its an '''alpha''' state game and not everything is working as intended. and dual wielding is stated as not ingame from the developer, also if you can read the comabt logs (with some tools) you will see they never use a second weapon... also you can wield two weapons in adventure mode but always attack with just one --[[User:Rhenaya|Rhenaya]] 05:18, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::i am fully aware that the game is still in alpha testing, thank you. :]  i am also lead to believe that dual wielding is to become part of the game. when? who knows. going from my (limited) experience in DF, axedwarves pick up two weapons (one in each hand), sacreficing their shield. if it wasnt at all possible to fight with an axe in either hand, why wouldnt they pick up an assigned shield instead? indeed, why would there be script to allow a dwarf to pick up an axe in each hand, if it then becomes useless? surely the script would read like &amp;quot;any axe-user holds the axe in his/her right hand&amp;quot;, and not &amp;quot;an axedwarf is allowed to hold an axe in either hand&amp;quot; perhaps the battle logs (no idea what they are; never used them) are only told that the dwarf is attacking with one weapon, but that doesnt imply that either A) the logs arent picking up the use of the second weapon, perhaps choosing to say it's the same weapon, or B) the damage done isnt a combined total of both weapons, as if they were one. i know the answer is probably going to be 'it's buggy', but that could also be true of the battle system in-game, allowing dwarves to dual-wield, in a sense, and the battle logs. who says they're the completed product? - [[User:DJ Devil|DJ]]&lt;br /&gt;
&lt;br /&gt;
:::my legendary speardwarf was carrying two spears (both in the same hand, btw; his right one), even though he was assigned a shield. he was in battle not-so-long ago, and BOTH his weapons were covered in goblin blood (quote: &amp;quot;iron spear - contents: goblin blood covering&amp;quot;, not 'spatter' or whatever x]). it was a siege, so it could be that during the melee, blood was thrown all over the place, including the 'one on his back', but i'm starting to think that dual wielding is more and more possible.&amp;lt;br&amp;gt;of course, i followed him when i deselected 'number of weapons - 2', changed it back to '1', and he went to pick up a shield. he has no skill in shield user(not even 'dabbling'!), even though he's been sparring for years, and has been assigned a shield throughout.&amp;lt;br&amp;gt;on that note - he's also been assigned armour, and is only at 'talented armo(u)r user'. does armour/shield/weapon skill level up at the same time? 'cause, to me, 'talented' is about a quarter of the way to 'legendary', suggesting that he was levelling up double-quick on his weapon. (presuming, of course, that he'd hit some n00b axedwarf twice for every one he takes). i might need to add that he's up to '(no tag) wrestler', so he'll be dodging a few, but even so.. smells like someone's dual wielding to me! :D   -[[User:DJ Devil|DJ Devil]] 09:10, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'm fairly sure its mentioned somewhere in the combat mechanics or something that they will not fight with two weapons at the same time. If carrying a second weapon has other effects I dont recall; but I'm pretty sure that this is just excess. &lt;br /&gt;
&lt;br /&gt;
::::Ah here's the bit I was referencing; http://dwarf.lendemaindeveille.com/index.php/Talk:Military#Carrying_two_weapons. I doubt that it is going to change until more is done with the army arc and combat. May be as soon as next release but it doesn't work yet. --[[User:Silver|Silver]] 20:05, 17 March 2009 (UTC)&lt;br /&gt;
::::Upon having a bunch of free time and stumbling through edits I'm back to this. Armor user gets exp for getting hit. Wrestler gets exp for dodging or doing wrestling moves. Weapon user gets exp for every time you hit someone else. Shield user for every time you block a  hit. So on average the your probably looking at weapon exp if you only use one type being about the same as wrestler, armor user, and shield user added together.--[[User:Silver|Silver]] 03:44, 15 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: DJ - You state ''&amp;quot;i am also lead to believe that dual wielding is to become part of the game. who knows...&amp;quot;'' This is exactly why this page should be dumped.  You are &amp;quot;led&amp;quot; to believe - how? Says who? From what hard information?  With what accuracy?  Two weapons covered in blood? So can be any part of a dwarf after a serious combat.  Dogs have all paws covered in blood - are they attacking with all 4 feet?  Who's to say they don't alternate weapons? These assumptions are being presented as fact - that's bad.  Even &amp;quot;implying&amp;quot; it is not a good thing.&lt;br /&gt;
&lt;br /&gt;
:This is the worst aspect of a wiki - generating and perpetuating urban myth and personal assumption. A wiki is supposed to be about &amp;quot;what is&amp;quot;, not &amp;quot;what might possibly be I think and certainly hope but really have no idea&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Further, threetoe (toady's co-moderator) states flat out that &amp;quot;The two handed code is broken right now...&amp;quot; ''(&amp;amp; now added to top of page)''.  Broken... how?  We don't know, but I'll believe that it simply is.  So, for the game this wiki &amp;quot;supports&amp;quot; - imo - we can dump this page without loss. --[[User:Albedo|Albedo]] 20:31, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I believe, Albedo, that you present some valid points; however, this page is important to have, in the sense that some players may be curious about dual wielding and wish to know about it. Although not much is confirmed when it comes to dual wielding, it is important to tell those wondering that we -don't- know much about it. I know, for myself, I would not assume that nothing is known about a topic if a page about it doesn't exist; I would believe that no one got around to making a page about it, but the knowledge exists. Simply stating within the article that which is known juxtaposed that which is not known about dual wielding would suffice for many players wondering about the topic. [[User:Pariah|Pariah]] 07:26, 3 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Expedition_leader&amp;diff=14338</id>
		<title>40d:Expedition leader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Expedition_leader&amp;diff=14338"/>
		<updated>2009-07-02T22:42:53Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Mayor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every fortress has one dwarf that is informally known as '''the leader'''. The leader is not chosen by the player (but the player can sometimes influence the selection). As the population of the fortress grows, the title and responsibilities of the leader change, and the dwarf who is leader may change also, but there is always just one, or will be again if the last one dies.&lt;br /&gt;
&lt;br /&gt;
The leader is what is called an &amp;quot;[[Noble#Appointments|appointed noble]]&amp;quot; position, meaning they come from the dwarfs within the existing population of your fortress, as opposed to [[noble#Immigrant Nobles|immigrant nobles]] like a [[philosopher]], [[hammerer]] or [[king]] who arrive from off-map.  Your leader will perform any jobs you assign them as well as any other dwarf (unlike immigrant nobles).&lt;br /&gt;
&lt;br /&gt;
At the start of a new game, the duties of [[manager|Outpost Manager]], [[Treasurer]], and [[broker|Outpost Broker]] are automatically assigned to the designated Leader.  However, in the {{k|n}}obles screen, any of these can be {{k|r}}eplaced as the player wishes.  With a small fortress, these positions often consume very little time, so it is common to leave some or all to the leader, at least to start, but they are separate and not to be confused with the position and duties of &amp;quot;your leader&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Expedition Leader==&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Expedition Leader&lt;br /&gt;
| arrival=&lt;br /&gt;
* none, designated upon embark&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with liaison&lt;br /&gt;
* Listen to complaints &lt;br /&gt;
}}&lt;br /&gt;
Every fortress starts with an '''Expedition Leader''', a low-grade [[noble]] position that is automatically appointed when you start your game.  It is not possible to choose a new expedition leader while the current one remains alive. Your first expedition leader is semi-randomly chosen from the starting dwarves. Giving one dwarf [[social skill]]s will greatly increase the chance that this dwarf is chosen as the leader; otherwise it is completely random.  &lt;br /&gt;
&lt;br /&gt;
If your Expedition Leader is slain and you do not choose a new one from the {{k|n}}obles screen, a new dwarf will be automatically, semi-randomly designated for the job after about half a season.&lt;br /&gt;
&lt;br /&gt;
When the population of a fort reaches 50, the expedition leader becomes the '''Mayor'''.&lt;br /&gt;
&lt;br /&gt;
==Duties in common==&lt;br /&gt;
&lt;br /&gt;
Both '''Expedition Leaders''' and '''Mayors''' have only one real duty, and that is meeting with other dwarfs.  The other dwarf will attempt to schedule a meeting with the Leader. An &amp;quot;Attend Meeting&amp;quot; job will be started for the other dwarf, and a &amp;quot;[[Meeting|Conduct Meeting]]&amp;quot; job will be started for the Leader, ''if'' they are not doing anything else.  If a dwarf is following your leader around and around, chances are they want to meet with them but the leader is too busy with other jobs to do it.  (The dwarf who wants the meeting will have the &amp;quot;Attend Meeting&amp;quot; job showing, even if the leader has not yet joined in the process.)&lt;br /&gt;
&lt;br /&gt;
:''Note - If the leader is interrupted out of their Conduct Meeting, the &amp;quot;Attend Meeting&amp;quot; dwarf has been known to get stuck. {{k|A}}ssigning that dwarf to the military, and then unassigning them, usually fixes this, if with an unhappy thought if they are not a [[soldier]].''&lt;br /&gt;
&lt;br /&gt;
Dwarfs want to meet for important reasons (to them, at least), and ignoring them is not a good plan.  This can possibly cause the dwarf to become [[Insanity|depressed]] or go [[berserk]] if they are ignored long enough.  Be warned that if your Expedition Leader is set to perform any other tasks, he may be too busy to conduct a meeting, or not soon enough to suit the other party.   If this is occurring, it is ''strongly recommended'' that all jobs be turned off for the leader until all meetings are over.  In extreme situations, if the leader is asleep, deconstructing the [[bed]] will wake them (and give them an unhappy thought). If they are in a [[party]], undefining/deconstructing the furniture that defines the meeting area will break up that party.&lt;br /&gt;
&lt;br /&gt;
The leader meets with other dwarfs for one of two reasons:&lt;br /&gt;
&lt;br /&gt;
=== 1) Meet with Liaison ===&lt;br /&gt;
Leaders meet with a [[liaison]] to discuss [[trade#liaison|trade arrangements]] or other political issues.  (Human liaisons will only meet with the designated [[broker]] to discuss trade issues - they have no refined sense of etiquette.)&lt;br /&gt;
&lt;br /&gt;
:In the process, the Leader uses the following skills:&lt;br /&gt;
&lt;br /&gt;
:* [[Persuader]]&lt;br /&gt;
:* [[Intimidator]]&lt;br /&gt;
:* [[Negotiator]]&lt;br /&gt;
:* [[Flatterer]]&lt;br /&gt;
:* [[Judge of intent]]&lt;br /&gt;
&lt;br /&gt;
Once the fortress has certain [[noble#Immigrant Nobles|immigrant nobles]], liaisons will meet with them instead (see below).&lt;br /&gt;
&lt;br /&gt;
=== 2) Counsellor ===&lt;br /&gt;
Leaders meet with seriously unhappy dwarfs to listen to their complaints, and (hopefully) make them feel better. You can think of a leader as something like your fortress psychiatrist in this manner. &lt;br /&gt;
&lt;br /&gt;
:In doing this duty, the leader uses the skills:&lt;br /&gt;
:* [[Consoler]]&lt;br /&gt;
:* [[Pacifier]]&lt;br /&gt;
&lt;br /&gt;
:When a dwarf has experienced a personal loss, or is just fed up with the general conditions, a good leader can talk them down from the ledge, and get them back to work.&lt;br /&gt;
&lt;br /&gt;
Complaining will give the complainer a happy thought, while giving the leader an unhappy one (and most probably save much worse in the complainer). No un/happy thoughts are generated while meeting with liaisons.&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Mayor&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Election&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with [[Liaison]]&lt;br /&gt;
* Listen to complaints&lt;br /&gt;
}}&lt;br /&gt;
When the population of a fortress reaches 50, the [[Expedition leader]] automatically becomes the '''Mayor''', another, similar [[Noble#Appointments|appointed noble]] position.&lt;br /&gt;
&lt;br /&gt;
After a period of time, the fortress's [[dwarves]] may elect a new Mayor, who will demand improved [[room|accomodations]] accordingly. The former Mayor will revert to the job they had previously and will no longer require those rooms. Becoming Mayor gives a happy [[thought]]. Dwarves currently in the military are not eligible to be elected as mayor.&lt;br /&gt;
&lt;br /&gt;
The amount of [[friends]] a [[dwarf]] may be the main factor in his election to the office of Mayor. However, there is a random element to it, and so it is quite possible for a dwarf with no [[social skill]]s and fewer friends to be elected over a dwarf who has either or both.&lt;br /&gt;
&lt;br /&gt;
A Mayor will sometimes make [[mandate]]s, which can include banning [[trade|exports]] or producing certain [[goods]].  If a new Mayor is elected when a mandate is in effect, that mandate will end, and no dwarves will be punished for not meeting it.&lt;br /&gt;
&lt;br /&gt;
== Immigrant/Promoted nobles ==&lt;br /&gt;
&lt;br /&gt;
[[Count|Countesses and Counts]], [[Duke|Duchesses and Dukes]], [[Baron|Baronesses and Barons]], and [[King|Queens and Kings]] may immigrate to your fortress, or be promoted from lesser titles.  Liasons will meet with them rather than your Mayor, but the Mayor will still remain the &amp;quot;leader&amp;quot; of your fortress, and still bear the duties of meeting with unhappy dwarfs.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode - Human mayors ==&lt;br /&gt;
In [[Adventure mode]], [[Human]] towns each have their own Mayor, and almost every one of them is a master of a weapon skill. The Mayors give [[quest]]s out to [[adventurer]]s, and no matter how much you might plead they never join adventurers on their travels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Kimberlite&amp;diff=48374</id>
		<title>40d Talk:Kimberlite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Kimberlite&amp;diff=48374"/>
		<updated>2009-07-02T22:34:04Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cobaltite is blue, so I have removed &amp;quot;uniquely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Well, seems someone added it back in. I think the &amp;quot;uniquely&amp;quot; is due to it being the only -dark- blue stone, whereas cobaltite is a more generic &amp;quot;blue&amp;quot; shade (with  microcline, of course, being the glaringly bright one). [[User:Pariah|Pariah]] 22:34, 2 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31206</id>
		<title>40d Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31206"/>
		<updated>2009-07-02T06:21:34Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Will CoG do jobs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it just me, or can this dwarf not be assigned a room once the economy starts (and thus cannot satisfy his &amp;quot;Quarters&amp;quot; requirement)? --[[User:Bobson|Bobson]] 09:11, 6 December 2007 (EST)&lt;br /&gt;
:This same thing seems to apply to the mayor. Assigning bedrooms can only be done for migrated nobles and legendary dwarves during the economy for some reason. --[[User:Pigbuster|Pigbuster]] 12:35, 6 December 2007 (EST)&lt;br /&gt;
---I'm pretty sure the mayor and captain could be assigned quarters under the economy in .33c, but I don't have that fort anymore to check it.  Administrators (broker, trader..) needed to rent though. [[User:Coelocanth|Coelocanth]] 13:13, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Anarchy ==&lt;br /&gt;
&lt;br /&gt;
Is it necessary to have a standing guard? Will my fortress revolt if there isn't one?--[[User:Benitosimies|Benitosimies]] 03:54, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nope. This article [http://archive.dwarffortresswiki.net/index.php/Fortress_Guards here], in the archive, does a good job on the guards, but I don't know whether or not it is completely accurate in this version.&lt;br /&gt;
:It will give unhappy thoughts to certain nobles, though. --[[User:Savok|Savok]] 10:01, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captain unnecessary for fortress guard ==&lt;br /&gt;
&lt;br /&gt;
I tend to put off assigning a Sheriff, so I recently discovered that dwarves can still be assigned to the fortress guard, even if the Captain's position is vacant.&lt;br /&gt;
&lt;br /&gt;
I'm not sure if they actually dispense justice, though.  Can anyone confirm that?&lt;br /&gt;
[[User:Medi|Medi]] 20:58, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Put Captain Into Actual Guard Unit? ==&lt;br /&gt;
&lt;br /&gt;
This may seem like an odd question, but do I have to literally put my Captain of the Guard into the Guard (&amp;quot;C&amp;quot; in prefs)?&lt;br /&gt;
[[User:Squints|Squints]] 10:23, 20 January 2009 (EDT)&lt;br /&gt;
:No, the captain of the guard does their job regardless, I do believe.--[[User:Quil|Quil]] 11:59, 20 January 2009 (EST)&lt;br /&gt;
::I'm not contradicting you, but it seems like having the Captain of the Guard as part of the guard would be one less dwarf you would need tied up with guard related jobs... but then I guess the Captain wouldn't do other civilian tasks, eh?  Oh, and I suppose the weaker he is from sitting around, the less likely he'll kill someone with a beating.--[[User:Jpwrunyan|Jpwrunyan]] 14:56, 4 May 2009 (UTC)&lt;br /&gt;
:::Unless hes been sitting around with people. Those mouth muscles get surprisingly strong... --[[User:Katieness|Katieness]] 17:28, 9 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31205</id>
		<title>40d Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31205"/>
		<updated>2009-07-02T06:02:38Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Will CoG do jobs? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it just me, or can this dwarf not be assigned a room once the economy starts (and thus cannot satisfy his &amp;quot;Quarters&amp;quot; requirement)? --[[User:Bobson|Bobson]] 09:11, 6 December 2007 (EST)&lt;br /&gt;
:This same thing seems to apply to the mayor. Assigning bedrooms can only be done for migrated nobles and legendary dwarves during the economy for some reason. --[[User:Pigbuster|Pigbuster]] 12:35, 6 December 2007 (EST)&lt;br /&gt;
---I'm pretty sure the mayor and captain could be assigned quarters under the economy in .33c, but I don't have that fort anymore to check it.  Administrators (broker, trader..) needed to rent though. [[User:Coelocanth|Coelocanth]] 13:13, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Anarchy ==&lt;br /&gt;
&lt;br /&gt;
Is it necessary to have a standing guard? Will my fortress revolt if there isn't one?--[[User:Benitosimies|Benitosimies]] 03:54, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nope. This article [http://archive.dwarffortresswiki.net/index.php/Fortress_Guards here], in the archive, does a good job on the guards, but I don't know whether or not it is completely accurate in this version.&lt;br /&gt;
:It will give unhappy thoughts to certain nobles, though. --[[User:Savok|Savok]] 10:01, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captain unnecessary for fortress guard ==&lt;br /&gt;
&lt;br /&gt;
I tend to put off assigning a Sheriff, so I recently discovered that dwarves can still be assigned to the fortress guard, even if the Captain's position is vacant.&lt;br /&gt;
&lt;br /&gt;
I'm not sure if they actually dispense justice, though.  Can anyone confirm that?&lt;br /&gt;
[[User:Medi|Medi]] 20:58, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Put Captain Into Actual Guard Unit? ==&lt;br /&gt;
&lt;br /&gt;
This may seem like an odd question, but do I have to literally put my Captain of the Guard into the Guard (&amp;quot;C&amp;quot; in prefs)?&lt;br /&gt;
[[User:Squints|Squints]] 10:23, 20 January 2009 (EDT)&lt;br /&gt;
:No, the captain of the guard does their job regardless, I do believe.--[[User:Quil|Quil]] 11:59, 20 January 2009 (EST)&lt;br /&gt;
::I'm not contradicting you, but it seems like having the Captain of the Guard as part of the guard would be one less dwarf you would need tied up with guard related jobs... but then I guess the Captain wouldn't do other civilian tasks, eh?  Oh, and I suppose the weaker he is from sitting around, the less likely he'll kill someone with a beating.--[[User:Jpwrunyan|Jpwrunyan]] 14:56, 4 May 2009 (UTC)&lt;br /&gt;
:::Unless hes been sitting around with people. Those mouth muscles get surprisingly strong... --[[User:Katieness|Katieness]] 17:28, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Will CoG do jobs? ==&lt;br /&gt;
&lt;br /&gt;
Unsure of who to make the Captain of the Guard, mainly due to the question of whether they will continue doing jobs I want them to do (in this case, engraving). Do they become basically a useless dwarf other than dispensing justice and dealing with baddies? Or can I continue to order them around? [[User:Pariah|Pariah]] 06:02, 2 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Unfortunate_accident&amp;diff=45693</id>
		<title>40d Talk:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Unfortunate_accident&amp;diff=45693"/>
		<updated>2009-07-01T22:53:41Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Platform Collapse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Walk the Plank ==&lt;br /&gt;
&lt;br /&gt;
''These threads were formerly at [[Talk:Walk the Plank]], which was merged with this article.''&lt;br /&gt;
&lt;br /&gt;
===Applied use===&lt;br /&gt;
How, precisely, are you supposed to get your victim to walk to the kill zone?  I don't see that mentioned here. --[[User:ThunderClaw|ThunderClaw]] 09:51, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
''...Build another lever at the end of the plank and link it to both the bridge and the support; Set the workshop profile for the lever to the noble you would like to be rid of; Pull the lever '' [[User:Random832|Random832]] 10:29, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Though it's not clear to me why the bridge needs to be retractable. It seems like this would work just as well with a permanent bridge. [[User:Random832|Random832]] 10:31, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why do you need all the trouble with bonus mechanisms and supports? Just build a bridge over the lava and put the lever on it. That way it is even re-usable. You might want to mention this here, because this seems needlessly complex.--[[User:Destor|Destor]] 11:12, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can you actually build the lever ''on'' the bridge though? I don't think you can stack things like that. --[[User:Bilkinson|Bilkinson]] 11:17, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Indeed you can't.--[[User:Maximus|Maximus]] 11:20, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, you build the lever on the platform that gets collapsed, which is not a bridge. The bridge is so the platform can be walked to without being connected to adjacent floors. [[User:Random832|Random832]] 01:20, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Bridges are way better way of doing this... Just get the noble between 2 locked doors (lock them when he/she comes in) and bridge and you're done. It is also reusable. --[[User:Someone-else|Someone-else]] 18:15, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Suggest Merge ===&lt;br /&gt;
&lt;br /&gt;
This should be merged into [[Unfortunate accident]].&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Macdjord|Macdjord]] 14:47, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded.&lt;br /&gt;
:--[[User:Maximus|Maximus]] 19:20, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can someone add the &amp;quot;This page has been suggested for merging&amp;quot; template to the article? I don't know how.&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 10:53, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Since there were no objections, I just went ahead and merged it.  The merge can be undone if objections arise.--[[User:Maximus|Maximus]] 13:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Right now, [[Unfortunate accident]] has ''no'' talk page. Could you merge this the talks as well as the article?&lt;br /&gt;
&lt;br /&gt;
:::::Done.--[[User:Maximus|Maximus]] 16:15, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Platform Collapse ===&lt;br /&gt;
How is one supposed to build the lever at the end of the bridge?  I tried building a floor to plant the lever on, and while the dwarves did try, the floor just instantly collapsed when complete. --[[User:Corona688|Corona688]] 14:00, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I can't seem to figure this out either. Could someone elaborate? By the sounds of it, there's the edge of the cliff, with a support on it, a floor on top of that with bridge extending outwards from the support's floor, and a lever on top of the support? I really don't see how it's supposed to work, and I'd really love to be able to make some children kill themselves by falling into the chasm I've got waiting. [[User:Pariah|Pariah]] 22:53, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should that really be here? ==&lt;br /&gt;
I don't know about that 'walk the plank' section being in this article, it runs counter to the tone of the rest of it. The other sections are tongue-in-cheek, and then suddenly it starts blowing a raspberry all over your face. Unless someone could rewrite it to fit the tone. That'd be impressive.  &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Navian|Navian]] 10:23, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Your lever is ready, m'lord.&lt;br /&gt;
:--[[User:Maximus|Maximus]] 13:24, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well-done, sir. Well done. You are a champion! &lt;br /&gt;
::--[[User:Navian|Navian]] 13:33, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Indeed. It's actually clearer in what to do and what the effect will be than the original version.&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 14:13, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Simpler to use an atomizer? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to install a 2 or 3-square atom smasher directly above the noble's bed? Or rather, to install the atom smasher first, raise it, then place the bed? Easier than channeling water, I should think.&lt;br /&gt;
&lt;br /&gt;
I suppose replacing the smashed bed would be sort of troublesome though. --[[User:5parrowhawk|5parrowhawk]] 09:21, 11 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gnomeblight&amp;diff=41532</id>
		<title>40d:Gnomeblight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gnomeblight&amp;diff=41532"/>
		<updated>2009-07-01T22:37:09Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Gnomeblight''' is an extract of [[kobold bulb]] prepared using process plants ([[vial]]). It has no known use except as a trade good. Each vial is worth 100☼.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]][[Category:Extracts]]&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gnomeblight&amp;diff=49751</id>
		<title>40d Talk:Gnomeblight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gnomeblight&amp;diff=49751"/>
		<updated>2009-07-01T22:36:34Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Gnomeblight page missing value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Inter-race trade==&lt;br /&gt;
Is this worth more to any race compared to any other? ie is it worth buying from elves to trade to dwarves/humans in any combination?&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]] 05:20, 14 June 2009 (UTC)&lt;br /&gt;
:Haven't noticed any such diffs, but that doesn't mean there are none.  As a guess, I'd say only if one of the liaisons offered a bonus for &amp;quot;extracts&amp;quot; (or possibly, more specifically, &amp;quot;plant extracts&amp;quot;).--[[User:Albedo|Albedo]] 14:07, 14 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gnomeblight page missing value ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to find it in my folders, if someone could update the page and throw it in, that would be great. [[User:Pariah|Pariah]] 22:34, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Derp, scratch that, found it in the Kobold Bulb's page. Value of 100☼. [[User:Pariah|Pariah]] 22:36, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gnomeblight&amp;diff=49750</id>
		<title>40d Talk:Gnomeblight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gnomeblight&amp;diff=49750"/>
		<updated>2009-07-01T22:34:48Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Gnomeblight page missing value */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Inter-race trade==&lt;br /&gt;
Is this worth more to any race compared to any other? ie is it worth buying from elves to trade to dwarves/humans in any combination?&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]] 05:20, 14 June 2009 (UTC)&lt;br /&gt;
:Haven't noticed any such diffs, but that doesn't mean there are none.  As a guess, I'd say only if one of the liaisons offered a bonus for &amp;quot;extracts&amp;quot; (or possibly, more specifically, &amp;quot;plant extracts&amp;quot;).--[[User:Albedo|Albedo]] 14:07, 14 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gnomeblight page missing value ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to find it in my folders, if someone could update the page and throw it in, that would be great. [[User:Pariah|Pariah]] 22:34, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lead&amp;diff=30127</id>
		<title>40d Talk:Lead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lead&amp;diff=30127"/>
		<updated>2009-07-01T22:23:04Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've yet to find any lead, and I was wondering- does it have any adverse effects on dwarves? I assume not, since a rotting body inside of a well doesn't cause any problems, but it would be good to know. --[[User:Linktoreality|Linktoreality]] 12:53, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There are no adverse effects from using lead for anything.  Lead is also only made from galena, so if your map doesn't have any galena you can't make lead.  You can still import lead bars though.  [[User:Bouchart|Bouchart]] 14:35, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
shame you can't make sinkers or something useful out of it :S --[[User:Frostedfire|Frostedfire]] 03:29, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Death trap bridges over chasms, magma, or a pit are always useful! Be imaginative! [[User:Pariah|Pariah]] 22:23, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Blood&amp;diff=33945</id>
		<title>40d Talk:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Blood&amp;diff=33945"/>
		<updated>2009-07-01T20:43:41Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Blood depth, possibly in the future? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spreading mud/blood issue is fixed as of 0.27.169.33f. Toady One has disabled mud/blood spreading for the time being.&lt;br /&gt;
&lt;br /&gt;
:Did it spread like infinite water?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:36, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: afaik, the blood/mud became fresh any time anything stepped in it, so if it got into a major hallway or a chokepoint, it covered your whole fortress... [[User:Twiggie|Twiggie]] 16:24, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Since all my goblin gear is in brackets like (this), I assume that indicates something covered in blood? I know elves don't buy bloodied items, but does it otherwise affect the price? And does blood eventually wear off? Hopefully some important tidbits to add to the page. [[User:Bryan Derksen|Bryan Derksen]] 19:22, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
objects in (brackets) mean that they were imported or produced off site. &amp;lt;br /&amp;gt;&lt;br /&gt;
As far as I know, the only way to check blood is to open the full detail page.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 19:47, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:(edit conflict)&lt;br /&gt;
:No, parenthesized items are ones created by people other than yours -- they don't count in your &amp;quot;created wealth&amp;quot;. You can see blood by viewing description in the stock menu, inventory or otherwise: for instance an axe will show &amp;quot;Contents: goblin blood covering&amp;quot;. Blood seems to last a long time still, not sure if it ever goes away. All my cats are covered in blood, vomit, and ichor spatters. Ick. [[User:Anydwarf|Anydwarf]] 19:50, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
how do you clean it/disable it? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Seaneat|Seaneat]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Get rid of it?  Hell, I want MORE of it!  Any way one can keep blood from being cleaned up by dwarves with the cleaning job?  The sacrificial pit in my temple must run red! --[[User:Eddie|Eddie]] 00:38, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::More to the point, is there any REASON to get rid of it? Does having blood staining your walls (or clothes, or skin, or pets...) have any negative effect? I haven't seen anywhere that it does, nor vomit. Makes the Cleaning labor seem like a waste of time to me, other than for aesthetic purposes. [[User:Kirig Stonebeard|Kirig Stonebeard]] 08:52, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Creatures have a limited amount of blood&amp;quot;  This means that things bleed to death once they run out of blood.  However, once things STOP bleeding, do they regain that blood?  Or, does it also mean that if the creature bleeds enough times--even for short time periods--they will eventually run out.  Does this make sense?  Can anyone answer this question?--[[User:Zipdog|Zipdog]] 02:09, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blood depth, possibly in the future? ==&lt;br /&gt;
&lt;br /&gt;
I read above about blood once having the spreading feature, and the problems it caused. Will Toady ever consider making blood have depth as well, like water and magma do? Because I would dearly love making a contraption to drown migrants, nobles, invaders, et cetera, with blood. Armok would be pleased. Bonus points if one could boil the blood first. Or freeze the bodies in. [[User:Pariah|Pariah]] 20:43, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41400</id>
		<title>40d Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41400"/>
		<updated>2009-07-01T19:10:49Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* War animals */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==War dog==&lt;br /&gt;
is it  me or can only male dogs become war dogs? i got a bitch that isnt recognized as trainable to war dog status... [[User:Twiggie|Twiggie]] 14:25, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not at all.  She's probably someone's pet already.  Pet's can't be trained. [[User:Mzbundifund|Mzbundifund]] 13:42 27 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Is it just for me, or are war dogs completely useless other than cannon fodder when restrained? When I assign them to dwarves they seem somewhat useful as they swarm the enemy. However, when I chain a line of 4-6 dogs at a choke point, 3+ goblins just plow through them unscathed and it seems like the dogs are trying to run from them rather than attack. [[User:Sphexx|Sphexx]]&lt;br /&gt;
:Chained war dogs are very useful to deter theify kobolds and snatchy goblins.  These units ignore traps and stealth everywhere, but dogs chained near the fort entrance will eat them immediately.--[[User:Dadamh|Dadamh]] 16:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what are the advantages of hunting dogs as opposed to war dogs. As far as i can tell the only one is that theyre weaker. --[[User:Makuus|Makuus]] 17:53, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It sounds like Hunting dogs behave as if 'harass animals' was set to 'yes.'&amp;quot; --[[User:Kefkakrazy|Kefkakrazy]], from the old wiki. Also, see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000334 this thread], in which Toady says what exactly hunting and war dogs do in the 2D version.&lt;br /&gt;
:In short, war dogs do double damage and hunting dogs are useless. --[[User:Savok|Savok]] 18:31, 30 May 2008 (EDT)&lt;br /&gt;
::Useless? Doesn't the increased detection range count for anything, like guard duty? ( Ironic that war dogs spot enemies slower... )--[[User:Karpatius|Karp]] 17:45, 4 July 2008 (EDT)&lt;br /&gt;
::: From the words in the current wiki and elsewhere, it sounds like hunting dogs only work when they're assigned to someone.  It may be even more strict and require the person to whom they're equipped be &amp;quot;hunting,&amp;quot; but I can't confirm this.  Would a hunting dog be able to see someone who is hidden from a distance, such as ambushers? --[[User:FJH|FJH]] 18:11, 16 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Annoying problem with training dogs ==&lt;br /&gt;
&lt;br /&gt;
I have tons of puppies, set to &amp;quot;Unavaliable&amp;quot;, yet I never get any non-pet dogs to train. Is there any way to disable pets? This is getting ridiculous now. --[[User:AlexFili|AlexFili]] 05:46, 4 June 2008 (EDT)&lt;br /&gt;
:unavailable means you can change it to available or ready for slaughter using b for butcher&lt;br /&gt;
: only mature dogs can be trained&lt;br /&gt;
&lt;br /&gt;
::Only mature dogs, that are not in a setup cage(it can be in a stockpile though), can be trained. --[[User:PencilinHand|PencilinHand]] 19:02, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Life of a dog ==&lt;br /&gt;
&lt;br /&gt;
A dog amazingly took down a troll by itself and now is dying from injuries. They don't heal right? Oh yeah it was a war dog.--[[User:Seaneat|Seaneat]] 06:14, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
(note, I have deleted two unsigned and very unhelpful comments here)&lt;br /&gt;
Dogs with a caretaker will heal.  Assign the dog to a dwarf (any dwarf will do), and turn on the Animal Care labor on that dwarf.  After that, dogs will heal any wound that dwarves can.&lt;br /&gt;
&lt;br /&gt;
I had a puppy that was wounded in a cave-in once: 2 mangled legs, 1 broken paw, moderate (brown) lower spinal chord injury.  When it grew to a dog, I trained it as a War Dog and assigned it to my Captain of the Guard.  2 seasons later, the dog was fully healed except for the lower spinal chord injury, which didn't seem to slow it down at all.  It went on to kill 4 goblins before I got bored of the game and abandoned the fort. --[[User:ThunderClaw|ThunderClaw]] 17:21, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Do puppies provide the same items if slaughtered as full grown dogs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MrMustard|MrMustard]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As of currently, yes. They will provide bones, meat, fat, skin, and chunks just like dogs. (I know you meant quantity. People are speculating that the numbers are 2/3 the full-grown animal except for fat.) --[[User:GreyMario|GreyMaria]] 17:11, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I dunno about dogs, but kittens provide 2 meat and 2 bone, instead of 3 each for cats. --[[User:RomeoFalling|RomeoFalling]] 09:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs flow==&lt;br /&gt;
&lt;br /&gt;
I can verify that unassigned hunting dogs follow the trainer just like war dogs. --[[User:PencilinHand|PencilinHand]] 19:09, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Impotent war dogs==&lt;br /&gt;
It seems to me that trained war dogs do not make puppies, regardless if they are assigned or not. Can anyone confirm/deny? --[[User:Liqum|Liqum]] 08:30, 8 February 2009 (EST)&lt;br /&gt;
: I can deny that. [[image:WarDogPuppies.JPG]] [[User:Zchris13|Zchris13]] 16:52, 8 February 2009 (EST)&lt;br /&gt;
::What if all of your dogs are war dogs? Do male wardogs &amp;quot;mate&amp;quot; at all?&lt;br /&gt;
:::I'm fairly certain they can, I train all of my dogs to wardog status as soon as the mature. [[User:HeWhoIsPale|HeWhoIsPale]] 13:25, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm/deny about a dog or animal limit? It seems I'm not getting any more puppies.... I have about 56 dogs and a total of 101 animals. At first I thought it was because I'd split up my war dogs among warriors, but putting stray war dogs in a single cage did not change the situation. Any info on this? [[User:Chess123mate|Chess123mate]] 19:27, 26 February 2009 (EST)&lt;br /&gt;
:Considering that I've spent the last two in-game years culling my animal population down from over 300, I'm pretty sure there's no limit on animals in general.  --[[User:LegacyCWAL|LegacyCWAL]] 02:09, 27 February 2009 (EST)&lt;br /&gt;
::The explanation I recall is that there is an animal limit on births and migrations, but these don't apply to pets (who can continue having children indefinitely). I can't actually verify that, however. --[[User:Squirrelloid|Squirrelloid]] 02:15, 27 February 2009 (EST)&lt;br /&gt;
:::I've noticed the same thing that [[User:Chess123mate|Chess123mate]] noted above. I also know that war dogs normally reproduce as shown above.  None of my many (&amp;gt;50) dogs have had puppies in the last 3-4 game years.  I thought of the animal limit as well (I had near 200) so I [[butcher|took care of it]]. Still no new dogs.  Another strange thing is I've caught lots of my own cats in traps.  I've never seen that before.  I cannot assign the caught cat (like normally possible for caged animals), either.  If I do build the cage and release it, it gets caught again (lucky) or squished (rock trap).  Any thoughts?--[[User:Kwieland|Kwieland]] 08:37, 27 February 2009 (EST)&lt;br /&gt;
::::I wonder if that's related to something I'm seeing in my current fort.  I've been breeding [[Cave crocodile|Cave Crocodiles]] out of a pair that I caught in my underground river, but lately a few of them have started being treated as only &amp;quot;half-tame&amp;quot;, so to speak.  They don't attack or scare dwarves, they are chained and caged exactly as normal, and they breed perfectly normally.  However, I have to go to the {{k|z}} menu to butcher them, they get stuffed in a spare cage when unchained, and they show up as red on the overview map.  One even started knocking over statues for no reason.  I figured it was something about them being tamed &amp;quot;dangerous&amp;quot; animals, but it might be related to what you mention. --[[User:LegacyCWAL|LegacyCWAL]] 11:44, 27 February 2009 (EST)&lt;br /&gt;
:There is no limit to how many of an animal you can have, but if you get to 50 then they will stop becoming pregnant. Any already pregnant will eventually still give birth, pushing you over 50. I don't know if this limit applies to pets or not, but I know it applies to unassigned non-pet animals because I always embark with 49 dogs. (I fill my moats with war dogs, not water or magma.) [[User:Rkyeun|Rkyeun]] 08:46, 27 February 2009 (EST)&lt;br /&gt;
::That must be it.  I have been able to buy them.  Any idea on the cats issue?--[[User:Kwieland|Kwieland]] 11:36, 27 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::This would fit with what I've witnessed then.  Although I personally prefer leaving my moats empty with a path back to the outer edge of my defenses...if you still want in after falling in the moat, you get to go the long way.  While being filled with bolts =) --[[User:LegacyCWAL|LegacyCWAL]] 11:44, 27 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== War Dog Burials, possible? ==&lt;br /&gt;
&lt;br /&gt;
Just curious if any other players have been able to bury war dogs. Never used hunting dogs, so unsure about that. War Dogs are considered &amp;quot;pets&amp;quot; to some degree, but yet they don't seem to be buried in any caskets despite being &amp;quot;open&amp;quot; for pets.--[[User:DracoG|DracoG]] 20:54, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== War animals ==&lt;br /&gt;
&lt;br /&gt;
Unsure where else to put this, but what are some of the more useful animals to have as war animals (raws edited to allow them to be, of course)? Currently I'm going on whatever the elves bring me in cages (so far, only a jaguar, and I'm thinking of putting a bull from the Dwarven caravan into the military). I was hoping to catch a giant bat, but after it went ninja and mauled my legendary miner, I had a squad of nine champions annihilate it. :(&lt;br /&gt;
&lt;br /&gt;
Anyone else have any good experience in the best animals to use for this? [[User:Pariah|Pariah]] 19:10, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wrestling&amp;diff=22272</id>
		<title>40d:Wrestling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wrestling&amp;diff=22272"/>
		<updated>2009-07-01T15:24:30Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Wrestling strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The text below applies to using wrestling in [[Adventure Mode]]. Wrestling in [[Fortress Mode]] is presumed to use the same mechanics, although the player has no direct control over how the wrestling is performed.&lt;br /&gt;
&lt;br /&gt;
== Initiating wrestling ==&lt;br /&gt;
&lt;br /&gt;
While standing next to an opponent, the &amp;quot;Attack&amp;quot; key {{K|Shift}}+{{K|a}} by default will give you a list of targets, and allow you to switch modes by pressing {{K|Enter}}.&lt;br /&gt;
Press enter until you are in wrestling mode, then chose your opponent as you would for a normal attack.&lt;br /&gt;
You should now be on the wrestling screen ready to initiate a wrestle.&lt;br /&gt;
&lt;br /&gt;
== Wrestling screen ==&lt;br /&gt;
&lt;br /&gt;
The wrestling screen is divided into the current holds at the top of the screen and the wrestling options at the bottom.&lt;br /&gt;
&lt;br /&gt;
== Current holds ==&lt;br /&gt;
&lt;br /&gt;
The current holds are displayed at the top of the screen in the following format&lt;br /&gt;
&lt;br /&gt;
You &amp;lt;Your Limb&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;Hold Type&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;Their Limb&amp;gt; Them&lt;br /&gt;
&lt;br /&gt;
the two direction symbols are always either pointing from you toward them to indicate that you are holding them, or from them toward you, indicating that they are holding you.&lt;br /&gt;
&lt;br /&gt;
The Hold Type progresses from holds to locks, and the limbs includes all sorts of limbs appendages, and also weapons.&lt;br /&gt;
&lt;br /&gt;
== Wrestling technique ==&lt;br /&gt;
&lt;br /&gt;
Wrestling generally progresses over a number of actions.&lt;br /&gt;
&lt;br /&gt;
The first step to wrestling is to get a grip on your opponent.&lt;br /&gt;
&lt;br /&gt;
From here, you can either attempt to throw or &amp;quot;take down&amp;quot; your opponent (take down meaning forcefully place on the floor) or progress to a lock.&lt;br /&gt;
&lt;br /&gt;
From a lock you can attempt to do some serious damage.&lt;br /&gt;
&lt;br /&gt;
== Training strategies ==&lt;br /&gt;
&lt;br /&gt;
You can train up quickly by breaking a zombie's limbs, then choking it repeatedly. Take a break from time to time, because you will get tired. (Oddly enough, walking will cause you to become less tired.)&lt;br /&gt;
Alternatively you can train wrestling along with your weapon skill by doing a single takedown, or breaking a single joint before finishing an enemy.&lt;br /&gt;
&lt;br /&gt;
== Wrestling strategies ==&lt;br /&gt;
&lt;br /&gt;
If your enemy is wielding a weapon, it is a good idea to break his weapon arm.&lt;br /&gt;
&lt;br /&gt;
Knocking them down without breaking their legs is rather sneaky, as you can wait for them to get up, then charge at them again and keep alternating moves.&lt;br /&gt;
&lt;br /&gt;
You can also use it to grab worn items (including weapons) to prevent them being used against you, and even snatch them away. Beating an [[undead]] pike master with his own weapon is always fun. (Press &amp;quot;shift + i&amp;quot;. It displays the inventory. Select the object written in red : It is the one that both you and your opponent are holding) NOTE: This is only possible with a free hand. If you are already holding, say, a crossbow, and attempt to wrest said undead pike master's pike away, you will not be able to take it from it.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in the current version{{version|0.28.181.40d}}, you can {{k|r}}emove several things from your backpack into your hands, allowing you to use each held item to grab at an opponent, essentially giving you an extra limb to grapple with.&lt;br /&gt;
&lt;br /&gt;
== What grabs do ==&lt;br /&gt;
&lt;br /&gt;
Breaking joints disables limbs and does not cause bleeding.&lt;br /&gt;
* Arm will stop the opponent from using that arm to attack (at least effectively)&lt;br /&gt;
* Leg will cause the opponent to fall to the floor and dramatically reduce their movement speed&lt;br /&gt;
* Strangling an opponent damages the throat location. A red throat injury is a mortal wound which will inevitably cause the victim to bleed to death. Also makes them winded, which lowers movement speed and may cause suffocation.&lt;br /&gt;
* Gouging eyes out will cause incredible pain as well as blinding opponents or at least greatly reducing accuracy and vision. (also causes heavy bleeding)&lt;br /&gt;
* Pinching will cause pain/unconsiousness to an opponent without wounding them. You can pinch any part of an opponent, as long as you are using a hand to grab that part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ '''How To Hurt People Limb By Limb'''&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Limb !! Held By !! Grip Actions !! Lock Actions &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Head || Hand || Pinch, Gouge,Take down || None&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Neck || Any || None || Strangle&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Upper Arm || Any || Throw, Take Down || Break Shoulder&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Lower Arm || Any || None || Break Elbow&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Hand || Any || None || Break Wrist&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Upper Body || Any || Take Down, Throw || None&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Lower Body || Any || Take Down, Throw || None&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Upper Leg || Any || None || Break Hip&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Lower Leg || Any || None || Break Knee&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Foot || Any || None || Break Ankle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Changes in the future ==&lt;br /&gt;
&lt;br /&gt;
[[Toady One]]'s mentioned that the system's going to be changed at some point; I can only assume (without looking at his dev/bloat lists) that means the menu will be changed so have you to work by the limb you want to use and the part you want to grab in turn, not all in a list at once. There's the promise of 'dirty' moves he mentioned too, such as slitting your foes throat. That one I’m looking forward to most. I mean... err...&lt;br /&gt;
&lt;br /&gt;
I hope that helps you some.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23032</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23032"/>
		<updated>2009-07-01T09:20:59Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* What the various gems look like in real life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Large Gems==&lt;br /&gt;
So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
::So how do I make large gems for a mandate? All the ones I have cut just end up ordinary sized (no label). [[User:Yvain|Yvain]] 04:45, 3 April 2008 (EDT)&lt;br /&gt;
:::Ok there is a small percentage chance that a gem will be cut into a large gem. Had to cut some 20+ gems to fill my mandate. [[User:Yvain|Yvain]] 06:12, 3 April 2008 (EDT)&lt;br /&gt;
:::You make large gems by having a legendary gem cutter try several times. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
::::Actually, when a rough gem is cut into a large gem, is the large gem is a by-product (meaning a cut gem AND a large gem are produced) or is it that only a large gem is produced?&lt;br /&gt;
:::::A large gem is produced ''instead'' of a cut gem. [[User:HeWhoIsPale|HeWhoIsPale]] 17:59, 27 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
::Can't make glass bars. You can make raw glass which comes out as a rough gem, or you can make glass blocks. Glass blocks are not gems and one cannot become the other. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable metamorphic, sedimentary and igneous extrusive only gems. Since those layers never reach the necessary depth. It also means that more valuable metamorphic, sedimentary and igneous extrusive only gems are a lot more rarer than their igneous intrusive counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;br /&gt;
:Whoops! I messed up the layers! Fixed it. Oh, and the rarity of a gem seems to be dependent on it's value. [[User:Noctis|Noctis]] 08:58, 21 November 2007 (EST)&lt;br /&gt;
:Have you tried maps with steep cliffs? [[User:VengefulDonut|VengefulDonut]] 14:37, 21 November 2007 (EST)&lt;br /&gt;
::I haven't run tests on steeper than 4 Z-level cliffs, but from what I gather, the maximum rarity of gems available at the any given depth is calculated based on the relative depth not absolute depth. Meaning that, wherever you are, you need to dig the same amount of Z-levels to reach any specific rarity of gems. It's the same as stone layers. If there's a cliff within a biome, then the underlaying layers will begin at a higher Z-level below the cliff, depending on high the cliff is. I hope, that I'm not too confusing here... [[User:Noctis|Noctis]] 08:38, 22 November 2007 (EST)&lt;br /&gt;
:::I suspect it may work by the listed depth. The number that shows up when you loo{{k|k}} at a tile, which refers how many levels you would need to count directly upward to reach the surface. On a severe cliff map you can easily have a &amp;quot;depth&amp;quot; of 15+ among the sedimentary layers. [[User:VengefulDonut|VengefulDonut]] 16:36, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Once I found a star sapphire(?) quite shallow within the mountain, I found it when I was building my prison so I only had about 70 Dorfs at the time, bug or luck? [[User:Hoborobo|Hoborobo]] 08:30, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rock crystal ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that this gem can be found in this version? In what stone layers/at what depth did you find one? It's material value should better be like that of a diamond because raw crystal glass is needed for moods from time to time.--[[User:Another|Another]] 09:38, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
According to forum, people have round it [[User:Coelocanth|Coelocanth]] 12:24, 23 November 2007 (EST)&lt;br /&gt;
: I can confirm finding a cluster of rock crystal in ver 40d. It was on the bottom level of my map (z=134) in a layer of diorite. --[[User:Jellyfishgreen|Jellyfishgreen]] 16:37, 5 January 2009 (EST)&lt;br /&gt;
::I found some recently, but then lost the fortress so I can't tell you the level. I'm using version 40d. [[Special:Contributions/76.21.242.134|76.21.242.134]] 15:26, 11 March 2009 (UTC)&lt;br /&gt;
::: Just got some, in a layer of diorite, too. It was the bottom layer. --[[User:Karl|Karl]] 20:08, 11 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
There should be a redirect for each gem type to the subsection containing that gem. For example, I just created [[Heliodor]] as &amp;lt;nowiki&amp;gt;#REDIRECT [[Gem#Semi-Precious]]&amp;lt;/nowiki&amp;gt;. IMO, any game item should go straight from the search box to the most relevant article: that is what redirects do.&lt;br /&gt;
So &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when a whole slew of redirects show up linking here... yeah, ididit.[[User:GarrieIrons|GarrieIrons]] 04:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What the various gems look like in real life ==&lt;br /&gt;
&lt;br /&gt;
I got bored one afternoon and put together a website with pictures of most of the various gems listed in the game. It is located at [http://www.geocities.com/dwarven.gemologist]&lt;br /&gt;
--[[User:Dwarven Gemologist|Gemmy]] 16:04, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;http://www.geocities.com/dwarven.gemologist/gems.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;quot;Sorry, the page you requested was not found.&amp;quot; --[[User:Savok|Savok]] 18:00, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow, I thought after ten years of building websites that I would automatically double check my links. It's fixed now. --[[User:Dwarven Gemologist|Gemmy]] 01:05, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have to say, Gemmy, that is awesome! [[User:Pariah|Pariah]] 09:20, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
:Is there any reason the page is organized as it is?  Wouldn't it make more sense to sort gems alphabetically within rarity categories?  Or at least group similar gems (ie, Opals, etc...) within rarity categories?  Because the current layout is not useful for locating particular gems.  --[[User:Squirrelloid|Squirrelloid]] 01:02, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You're right. You should go and organize it.--[[User:Richards|Richards]] 01:11, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Went ahead and did it, since it was getting on my nerves as well. --[[User:Sinergistic|Sinergistic]] 22:22, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Ok, the current setup is nice, it's alphabetized, but I was just looking at the [[creatures]] page, and it hit me. Why don't we do the same thing for the gems page? We could sort it by name, value and location. However, I don't know how the wiki syntax for that would work. I will attempt to figure it out for my self unless someone wants to point me in the right direction. I was thinking of just adapting the creature page to the gems page, but the more I look at it, the more I think it was written excusivily for the creature page. I shall investigate. --[[User:Sinergistic|Sinergistic]] 19:05, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It's possible - it just takes some time. Which I don't have as I'm currently supposed to be working on a school project. Btw, if you're curious, [[Template:Creature table head|header template]], [[Template:Creature table row|row template]], [[Template:Creature table footer|redundant footer template]]. --[[User:GreyMario|GreyMaria]] 19:20, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: Sweet, that worked wonderfully. I think it looks much better now! --[[User:Sinergistic|Sinergistic]] 21:06, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: If the gems were named backwards (Jasper, brown) then similar types of gems would end up together alphabetically. [[User:VengefulDonut|VengefulDonut]] 09:36, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== quality ==&lt;br /&gt;
&lt;br /&gt;
can gem cuts get quality modifiers?&lt;br /&gt;
:no, but normal rough gems will occasionally be cut into a large gem- the item does get a quality modifier. (and that is usually how legendary gem cutters are born)&lt;br /&gt;
&lt;br /&gt;
== moonstone ==&lt;br /&gt;
&lt;br /&gt;
isn't a gem unless some new version was released&lt;br /&gt;
:Yep, it is a gem. I can post a screencap if needed. --[[User:Toloran|Toloran]] 21:16, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I found it t0o... I'll see if I can add the info. [[User:Zara|Zara]] 11:45, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{game Data|&lt;br /&gt;
[MATGLOSS_STONE:MOONSTONE]&lt;br /&gt;
&lt;br /&gt;
[VALUE:2][COLOR:7:7:1][TILE:15][GEM:moonstone:STP]&lt;br /&gt;
&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]}}[[User:VengefulDonut|VengefulDonut]] 11:25, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Game vs. Real Gem Locations ==&lt;br /&gt;
&lt;br /&gt;
Am I the only one getting annoyed at some of the bizarre decisions made by Toady One with respect to gems?  Rubies and Sapphires are both produced in igneous rock, although generally mined from placer deposits because they are sparsely distributed.  Ruby forms in extrusive igneous, typically basalt.  Why they are found in Bauxite in the game I can't even begin to fathom, especially as Bauxite is only notable as an *aluminum* ore (although not within the technology level of the game).  Placer deposits should be gravels or the sedimentary compressions thereof (probably sand and/or sandstone in the game, although that's not quite right because the game doesn't handle riverine deposits at all - or we should have dwarves able to pan for gold/gems).&lt;br /&gt;
&lt;br /&gt;
And diamonds igniting when contacting magma is really funny considering Kimberlite is cooled magma that brought the diamonds up from the lower mantle.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 11:14, 3 December 2008 (EST)&lt;br /&gt;
:I don't know enough geology to say anything about the Rubies and Sapphires, but the Diamonds catching fire does actually make sense.  Diamonds are nothing but pure carbon, add a bit of oxygen and a good deal of heat and soon nothing will be left.  The Diamonds form slowly as the magma cools into Kimberlite, and the reason they don't combust when surrouned by warm stone is due to the lack of oxygen for the carbon to bond with and the massive pressure. --[[User:Alkyon|Alkyon]] 13:24, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Diamonds are much older than the Kimberlite deposits.  They don't form in the Kimberlite - they form in the upper mantle and are brought to/near the surface by the Kimberlite.  Most diamonds on the market are over 1 billion years old.  So the actual diamond survives magma temperatures for its trip to the surface.  Just because they're carbon doesn't mean that carbon is easily available for oxidation - at some temperature diamonds revert to graphite and then can burn, but that requires temperatures in excess of 1700 degrees C.  As magma (in-game) is between 1300-1400 deg C, it shouldn't cause diamonds to become graphite, and thus they shouldn't burn.  --[[User:Squirrelloid|Squirrelloid]] 14:00, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The thing that really gets to me is the adamantine.  [[User:Gairabad|Gairabad]] 18:22, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question ==&lt;br /&gt;
I'm still new to DF, and I'm wondering if there's any strategy I should be following to try to find gem stone.  Currently I just dig long thin tunnels semi-randomly in the hopes of hitting something.  Are there certain types of rock where gems are more likely?  I have a dwarf in a mood who wants rough gems, but I can't find any around. --[[User:Emeraldemon|Emeraldemon]] 18:07, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Use [[exploratory mining]] and hope you hit something. --[[User:LegacyCWAL|LegacyCWAL]] 19:07, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, read the gem listing for the type of stone it's found in. And, as suggested, read [[exploratory mining]].&lt;br /&gt;
&lt;br /&gt;
By the way - &amp;quot;sortable&amp;quot; listings ROCK!&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29186</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29186"/>
		<updated>2009-07-01T07:39:11Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Lopped off limbs */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seizures maybe?----&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner who was wounded in a mine collapse lie where he fell for a long time before someone came to pick him up, even after prioritizing that a single peasant would do nothing but Health Care.  I had even made sure that the Health Care dwarf had &amp;quot;likes doing stuff for others&amp;quot; in his profile/thoughts. --[[User:FJH|FJH]] 15:40, 25 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Brown Wounds ==&lt;br /&gt;
&lt;br /&gt;
my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
 (a non tough dwarf healed yellow in 2 days before even sitting in his rest bed - &lt;br /&gt;
 we need to revisit the info here) [[ User:Höhlenschreck]]&lt;br /&gt;
&lt;br /&gt;
Did a season change in those 2 days? Does this actually contradict the model we currently have?--[[User:Albedo|Albedo]] 12:48, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No.&amp;lt;br&amp;gt; &lt;br /&gt;
:Not entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:Just pointing out that healing may have become faster or different. --[[User:Höhlenschreck|Höhlenschreck]] 16:24, 2 June 2009 (UTC)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
&lt;br /&gt;
:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
&lt;br /&gt;
What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
&lt;br /&gt;
The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
&lt;br /&gt;
Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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I've got a war dog with lightly-wounded right lung, left lung, and heart.  From combat (with a kobold thief), not from temperature exposure. -[[User:Greycat|Greycat]] 19:57, 12 April 2009 (UTC)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
&lt;br /&gt;
If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
:::I have an ex-guard with a red lung injury. He's been that way for about 4 years so is it possible that lungs can't heal? At first he passed out a lot from being winded but after training him up as an engraver to improve his toughness he's able to go about a normal dwarven life. I've had a lot of odd injuries in this fortress; two guys lost both eyes somehow. One of them, a champion, seemed unperturbed by this and went on with his job for about a year until a goblin bowman took him out with a lucky shot. The other was a hunter and spammed up the announcements with &amp;quot;cancelled job: unconcious&amp;quot;. He had to be... disposed of. Later, after accidentally releasing a caged titan in my entrance hall, my bone carver got a mangled stomach and lower body. I was preparing for him to die but amazingly he recovered his stomach in a season but it took him a lot longer to heal his other injury. Finally, one of my champions managed to break his lower back while sparring. I've provided him with a nice hospital where he can be looked after for the rest of his days but I fear one day he'll go beserk due to loneliness and boredom. --[[User:Paradigmlost|Paradigmlost]] 19:24, 11 February 2009 (EST)&lt;br /&gt;
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This is caused by some problem with the bed they are placed on.  Removing the bed they are on seems to fix the problem for me everytime it happens.  --[[User:Engy|Engy]] 22:46, 27 March 2009 (UTC)&lt;br /&gt;
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== broken leg ==&lt;br /&gt;
&lt;br /&gt;
can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
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I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
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I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
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I had a dwarf with a broken leg fall into a strange mood.  He got up off his sickbed, limped to a workshop, claimed it, etc. -- all at a fraction of normal dwarf walking speed.  He finished the artifact, then went back to his sickbed to finish healing. -[[User:Greycat|Greycat]] 19:55, 12 April 2009 (UTC)&lt;br /&gt;
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== Broken brain? ==&lt;br /&gt;
&lt;br /&gt;
I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
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:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
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== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
::::::The simplest method I've found for silencing Dwarves (Usually to put them out of their misery) is to have the a room of hospital beds connected to a pump with a nearby water source (aquifer or brook, usually). In the event that a dwarf has permanently debilitating wounds, you can simply flood the room. Even a normal door will hold back 7/7 tiles of water, so all you have to do is lock them in to make sure no other dwarves decide to open it. [[User:Xennith|Xennith]] 10:45 AM, 2 March 2009 (PST)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
&lt;br /&gt;
==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
&lt;br /&gt;
:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
&lt;br /&gt;
:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
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:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
*sorry to interrupt*&lt;br /&gt;
i have a war dog with a red (mangled?) 'right rear leg' and 'head'. it's been like that for about a year now, crawling aruond the fortress and sitting where it's former master died (with it's/another dog's two puppies, might i add), passing out all the time. will it die soon? infact, shouldnt it be dead already, having a mangled head? (no internal organs seem to be damaged)&lt;br /&gt;
&lt;br /&gt;
== Down, but not Out ==&lt;br /&gt;
&lt;br /&gt;
Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
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:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;br /&gt;
&lt;br /&gt;
:this worked for me, too.  I also don't know whether he'll recover yet, but the bolt is out of his arm. --[[User:Khummsein|Khummsein]] 01:11, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Worked all the way.  Legendary carpenter was up and running around, eating up all my wood again.  Really quickly, too (maybe a month or two game time?  This after lying in bed for almost 2 years). --[[User:Khummsein|Khummsein]] 10:08, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::i'll edit the page accordingly then [[User:Kotekzot|Kotekzot]] 17:31, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dismembered Dwarves Permanently Bedridden? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who got his hand bitten off and his upper and lower body broken.  After a year or so he was completely healed, albeit still handless.  He still hasn't gotten out of bed, though.  Will he ever recover, or is this a bug?--[[User:Zipdog|Zipdog]] 05:22, 14 April 2009 (UTC)&lt;br /&gt;
: Maybe try deconstructing the bed in question, as above? (Next release will bring doctors and splints, apparently; maybe lopped off limbs will be colored purple or something other than another shade of lightly wounded gray...) --[[User:Jellyfishgreen|Jellyfishgreen]] 21:04, 16 April 2009 (UTC)&lt;br /&gt;
::Lopped off eyes don't prevent people from running around.  Miner took a fire imp to the face. Broke hus upper body. Ouch. --[[User:Zchris13|Zchris13]] 16:33, 12 May 2009 (UTC)&lt;br /&gt;
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== No sparring for nervous wounds, but hunting allowed? ==&lt;br /&gt;
&lt;br /&gt;
Seems like you can turn your melee dwarves with mild spinal injuries to hunters and they will practice that way ;) Although it is rather a waste of time if they are not at least very agile [[User:Greep|Greep]] 04:33, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lopped off limbs ==&lt;br /&gt;
&lt;br /&gt;
I've a wrestling champion who, unfortunately, lost his entire left leg to a swordsgoblin's first strike, and is now bedridden.&lt;br /&gt;
&lt;br /&gt;
It's not covered very clearly in the article just how badly lost limbs affect dwarves. I'd rather not kill him off (he happens to be quite popular), but I don't think he'll ever be getting out of bed again. If anyone has any evidence pointing to the contrary, I'd appreciate it.&lt;br /&gt;
&lt;br /&gt;
For now, I'll just back up the save and lock him up. [[User:Pariah|Pariah]] 07:39, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trifle_pewter&amp;diff=49890</id>
		<title>40d Talk:Trifle pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trifle_pewter&amp;diff=49890"/>
		<updated>2009-07-01T03:47:57Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Advantages to Trifle Pewter? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advantages to Trifle Pewter? ==&lt;br /&gt;
&lt;br /&gt;
Are there any? It says in this page, both fine pewter and bronze use the same exact ingredients, but are worth more; do they take longer to make? Or is there no use to trifle pewter except perhaps pissing off a player whose dwarf wants some trifle pewter bars for an artifact, and they don't realize it? (Note: that isn't drawing from personal experience, though I can expect it to happen months from now after saying it, I'm sure...)&lt;br /&gt;
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And forgot to sign, my bad! [[User:Pariah|Pariah]] 03:47, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=14565</id>
		<title>40d Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=14565"/>
		<updated>2009-07-01T03:47:11Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Adamantine at gobbo fortresses? */ new section&lt;/p&gt;
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&lt;div&gt;Has anyone found any yet?&lt;br /&gt;
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:I've heard so, yes.  I forget which talk page it was on.--[[User:Draco18s|Draco18s]] 22:52, 1 November 2007 (EDT)&lt;br /&gt;
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::It isn't anywhere on the wiki, if a search for &amp;quot;adamantine&amp;quot; would show it. --[[User:Savok|Savok]] 22:54, 1 November 2007 (EDT)&lt;br /&gt;
::Cancel that. You can't find it by searching for &amp;quot;adamantine&amp;quot; but &amp;quot;addy&amp;quot; gave me [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 this forum thread]. --[[User:Savok|Savok]] 22:56, 1 November 2007 (EDT)&lt;br /&gt;
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== Where to find it ==&lt;br /&gt;
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http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176&lt;br /&gt;
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In the above thread, Toady mentions the pits (and therefore adamantium) are located on every map tile which is displayed as a mountain. He then notes that it might only place them on mountain squares in the local map as well, but that he wasn't sure. So, that detail needs verification. Also, from testing out about a dozen volcano tiles (using reveal.exe) I found adamantine and the pits on every one. So, I've assumed that volcano tiles count as mountains for pit placement. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
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This seems to be generally true, but not absolutely true. I found a volcano in a desert on a completely flat map, and there was no adamant. Perhaps there is a depth requirement. --[[User:Qalnor|Qalnor]]&lt;br /&gt;
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:Was this on an actual volcano tile, or just an adjacent tile with a magma vent? --[[User:Janus|Janus]] 02:11, 19 November 2007 (EST)&lt;br /&gt;
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::It was on an actual volcano tile. I probably can find it this evening if you'd like me to snag the seed so you can see for yourself. --[[User:Qalnor|Qalnor]] 15:36, 19 November 2007 (EST)&lt;br /&gt;
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== Old info ==&lt;br /&gt;
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I also ported over parts of the old adamantine info which seemed to still be correct for this version, and trimmed out the bits which no longer seemed to be true. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
:There now only seems to be one labor directly related to adamantine, and that is Strand Extraction. Presumably weaving, smelting to wafers, and forging with the wafers now use the relevant &amp;quot;normal&amp;quot; skills but perhaps with a penalty to speed. I have not yet found adamantine, so if anybody has succeeded in analyzing its use, please correct the information in the wiki! --[[User:Alfador|Alfador]] 00:56, 6 November 2007 (EST)&lt;br /&gt;
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:Okay, since I've been playing around with adamatine in 33a and 33b for a little while now, I've edited the page a fair bit.  In particular, I've eliminated the Old Info section, wrapping that into the main body where it's correct, and eliminating it where it's not.  I further added notes about treating the ore as a stone, since the value is a little different (I've got an Adamantine Ashery due to the ore not being an economic stone in 33a).  I mentioned the apparent relationship between discovering adamantine and the King arriving.  I removed the &amp;quot;ver&amp;quot; tag and replaced it with normal text, since it was forcing the page into the &amp;quot;outdated info&amp;quot; category, and I think we're now accurate to 33b.  The only thing we still need to check is whether magma version of shops are still needed to handle the processing.  (A magma clothier's shop... hmmm). [[User:Doctorlucky|Doctorlucky]] 04:02, 19 November 2007 (EST)&lt;br /&gt;
::Since apparently someone has verified that magma smelters are not needed to make wafers, can we take this to be a concession from Toady due to magma not being available in all mountain tiles that adamantine is? --[[User:Alfador|Alfador]] 11:38, 19 December 2007 (EST)&lt;br /&gt;
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== Demon pit image ==&lt;br /&gt;
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I believe that's just a magma vent, which may or may not contain adamantine, though there's bound to be some somewhere in a mountain range. --[[User:Maximus|Maximus]], 20 November 2007&lt;br /&gt;
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:I moved the above comment from the edit summary[http://www.dwarffortresswiki.net/index.php?title=Adamantine&amp;amp;diff=10287&amp;amp;oldid=10117]. It is an example of where adamantine can be found, and where one person found it. I think it's useful on this article, so I'll put it back with a caption explaining it's an example. --[[User:Turgid Bolk|Turgid Bolk]] 13:23, 21 November 2007 (EST)&lt;br /&gt;
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::Well, I'm not going to nix your edit, I'll leave that decision up to you or others. But I have to say I don't really see that image as being remotely useful without a lot more context than 'this is an example'. What exactly is it an example of? What information is actually being provided? I can't really see how the image generates anything except confusion because it happens to be a magma square. --[[User:Qalnor|Qalnor]] 17:09, 21 November 2007 (EST)&lt;br /&gt;
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::The image doesnt seem helpful as is. Perhaps with a world seed and a little more explanation [[User:VengefulDonut|VengefulDonut]] 18:34, 21 November 2007 (EST)&lt;br /&gt;
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::Unless a demon pit can always be found to the east of a magma tile, the image is misleading.  The text in the Location section is more accurate, though it needs some more verifying and fleshing out.--[[User:Maximus|Maximus]] 18:46, 21 November 2007 (EST)&lt;br /&gt;
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:::All good points. I removed the image again. Maybe we can get a more helpful image at some point. --[[User:Turgid Bolk|Turgid Bolk]] 13:30, 23 November 2007 (EST)&lt;br /&gt;
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== Standardized spelling ==&lt;br /&gt;
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I just want to point out, despite it being definitively spelled [[Adamantine]] consistently in Dwarf Fortress, people still will spell it &amp;quot;adamantium&amp;quot; or &amp;quot;adamantite,&amp;quot; presumably due to previous experience with Marvel Comics or World of Warcraft, respectively. (At least those are the places where ''I've'' seen those alternative spellings.) --[[User:Alfador|Alfador]] 14:15, 23 November 2007 (EST)&lt;br /&gt;
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== Strands and loom ==&lt;br /&gt;
Are adamantine strands automatically processed at loom, if 'auto weave thread into cloth' option is on? I think, it's important to know. --[[User:Dorten|Dorten]] 23:29, 16 January 2008 (EST)&lt;br /&gt;
:They are not. There is anew Loom job, &amp;quot;a: Weave Metal Cloth&amp;quot; --[[User:Mitchy|Mitchy]] 00:11, 17 January 2008 (EST)&lt;br /&gt;
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==Verification==&lt;br /&gt;
Verify tag was questioning whether Adamantine appears more often on mountain tilesets than on others. Definately, in a ratio of 100:1 or more. Confirmed using the regional prospector.--[[User:Richards|Richards]] 01:23, 21 April 2008 (EDT)&lt;br /&gt;
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== Adamantine bolts ==&lt;br /&gt;
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In the article, it says that everything made out of adamantine uses 3 wafers in the place of one bar. This is usually correct, but in the case of making bolts, I'm pretty sure you just need one wafer to make a stack of 25 bolts. It might work for coins and other stacked things as well, I'm not sure. Can someone confirm this? --[[User:Obsidian|Obsidian]] 15:37, 4 July 2008 (EDT)&lt;br /&gt;
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== merge? ==&lt;br /&gt;
I was wondering, should this be merged with raw adamantine? they both have extremely similar facts, and there are little differences. I don't know how to do this, and I think that some people might object, so any thoughts on this, go here. [[User:Destor|Destor]] 21:29, 3 October 2008 (EDT)&lt;br /&gt;
:Vote: '''No merge.''' The pages are seperate because [[Adamantine]] refers to the processed metal and [[Raw adamantine]] refers to the ore. It's basically the standard. --[[User:GreyMario|GreyMaria]] 22:09, 3 October 2008 (EDT)&lt;br /&gt;
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== The ominous timer ==&lt;br /&gt;
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...'''Too Deep'''. What, exactly, does it mean? I've heard it in some places, but this quote from Boatmurdered got me wondering for a while:&lt;br /&gt;
 In my knowledge the Too Deep timer starts if you mine somewhere between 10-99 adamantium /.../&lt;br /&gt;
(Quote source: Guerilla Medic)&lt;br /&gt;
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So, this ominous sounding thing, along with the mention (above) of mining adamantine resulting in an 'invariable game over' has gotten me quite curious.&lt;br /&gt;
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Just what happens? What are the mechanics, how is it triggered, and most importantly--&lt;br /&gt;
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''How does the game end?'' ~ [[User:Midna|Midna]] 22:14, 27 October 2008 (EDT)&lt;br /&gt;
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:This is from the 2D version. (and it's incorrect, the timer is started based on a random roll that gets a higher chance the more Ad you've mined) Maybe we should have a page about the 2D version and all the major ways it's different from the current version. [[User:Random832|Random832]] 22:43, 27 October 2008 (EDT)&lt;br /&gt;
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::I am aware of that; so is the magma river which I so dearly wish I was there to see. But I don't really want to use the 2D version because of all the bugs and everything.&lt;br /&gt;
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::A few searches (using Google) said that the timer's purpose was to eventually lead to that final game over. So why's it gone and all? Shouldn't it be an option?&lt;br /&gt;
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::And if Toady ever reads this, I think a whole lot of features from the 2D version should be brought back, hopefully in a toggleable manner (e.g. magma river--I want to pull a Boatmurdered, and a '''river of magma''' sounds pretty awesome in itself); I feel this would be great for the oldbies as well as midbies, and the newbies would eventually tromp on over and discover a few options that made the game more fun for them.&lt;br /&gt;
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::Oh, and one last thing: Random, that's a great idea. I'd help, but I've never so much as downloaded the 2D version. ~ [[User:Midna|Midna]] 18:37, 28 October 2008 (EDT)&lt;br /&gt;
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:::Well, I'll help get it started, by describing the differences I remember.  Some important changes came post-3D, too, but I stopped playing DF for most of 2008, so I didn't notice what changed when.&lt;br /&gt;
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:::*Z-levels (the biggie).  Among other things, channels were no impediment unless they were filled with fluid.  There was no fluid &amp;quot;pressure&amp;quot;; fluids were infinite, and if a floodgate was destroyed or otherwise unclosable, the resulting flood could easily destroy your entire fort.  Being infinite, it also had no &amp;quot;depth&amp;quot; (x/7).&lt;br /&gt;
:::*The chasm would contain primarily antmen, ratmen, or batmen, and 5-15 of them would spontaneously crawl out of it on a fairly regular basis until you poured enough magma in there to &amp;quot;kill&amp;quot; the chasm.  Frogmen, snakemen, or lizardmen would also show up spontaneously along the banks of the river (and also crawl out of wells), though much less often.  The underground river would flood once each spring, summer, and fall (in the form of waves sweeping out up to 20 tiles from its banks), and the floods would tend to sweep dwarves into the river, who would almost always drown.  Items swept into the river would permanently disappear.&lt;br /&gt;
:::*Terrain layout -- previously there was just an &amp;quot;outside&amp;quot;, with a river zig-zagging north to south (except in scorching/freezing climates), a nearly flat cliff face, and cave river, chasm, magma river and demon pits at fairly regular distances eastward from the cliff face, that were present in every fortress.  Behind the pits, forming the eastern edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw).  Oh, and the cave river was always lined with limestone and the magma river was always lined with obsidian.  Gold, platinum, hematite, and coal could be found in any mountain, though always to the east of the chasm.  Gem types were also tied to depth.  There were no geographic-style stone layers, and there were only a handful of different types of stone, which were either &amp;quot;light&amp;quot; (limestone, moonstone, or marble), &amp;quot;dark&amp;quot; (obsidian, jet, or onyx), or just &amp;quot;stone&amp;quot;.  Limestone was the only usable flux, and coal was coal (no lignite or bituminous, and it always produced 2 bars from smelting).&lt;br /&gt;
:::*Mining even a little bit of adamantine set into motion an eventual and unavoidable end-of-game (&amp;quot;Too deep&amp;quot;).  Mining a lot of adamantine would cause it to happen at the start of the next season.&lt;br /&gt;
:::*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about anywhere on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.&lt;br /&gt;
:::*Cave-ins would happen pretty much automatically if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a pillar).&lt;br /&gt;
:::*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight... something like a quarter of what they are now.&lt;br /&gt;
:::*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).&lt;br /&gt;
:::*You couldn't build traps or farms outdoors.  You could build bridges outdoors but not make them raisable/retractable.&lt;br /&gt;
:::*You couldn't build/rebuild walls or any of the other [[constructions]].&lt;br /&gt;
:::*Activity zones, including dumps, were introduced with the 3D version.&lt;br /&gt;
:::*Sand was always available, from the banks of the indoor or outdoor river.&lt;br /&gt;
:::*Machines (gears, pumps, windmills, etc.) did not exist.  There was a &amp;quot;mill&amp;quot; workshop that had to be built on one of the rivers.&lt;br /&gt;
:::*Nobles changed a lot.  There used to be &amp;quot;guildmasters&amp;quot; corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no &amp;quot;trader&amp;quot; noble or trade skills; you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and  &amp;quot;Order of the &amp;lt;weapon&amp;gt;&amp;quot; nobles and you could easily have 30 nobles in your fort.&lt;br /&gt;
:::*Dwarves who created artifacts would carry those artifacts non-stop for the next several years.&lt;br /&gt;
:::*Mining would leave behind stones or gems 50% of the time, regardless of miner skill.  Ore would be left behind 100% of the time by legendary miners, less often for lower skill.  All mining byproducts now follow the &amp;quot;ore&amp;quot; formula; up to 100% of the time, dependent on skill.&lt;br /&gt;
:::*Encumbrance changed at some point (post-3D?).  The Γ unit was made 1/10th its former weight, and much greater variation in material weights was introduced.&lt;br /&gt;
:::*Custom stockpiles were introduced before the 3D version -- this was probably the most revolutionary change introduced during the 2D era.  Well, no, fire was probably bigger... and so buggy when it was first introduced you were best off turning it off.  I believe temperature was introduced at the same time, which was also pretty buggy.&lt;br /&gt;
:::That's all I can remember for now.--[[User:Maximus|Maximus]] 00:07, 29 October 2008 (EDT)&lt;br /&gt;
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:Based on the boatmurdered screenshots, it appears that discovery of the chasm/cave river depended on line-of-sight (i.e. the whole thing wouldn't appear all at once the moment you breached it) [[User:Random832|Random832]] 01:51, 29 October 2008 (EDT)&lt;br /&gt;
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::That's correct.--[[User:Maximus|Maximus]] 02:57, 29 October 2008 (EDT)&lt;br /&gt;
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:I think artifacts no longer being held on to by dwarves who made them was post-3D, I remember reading an old post in a penny arcade forum on their 3D succession game. [[User:Random832|Random832]] 01:54, 29 October 2008 (EDT)&lt;br /&gt;
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:It's very sad that I've learned most of what I know about this from Boatmurdered.&lt;br /&gt;
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:So, wouldn't it be good, then, if things like the magma river (with the obsidian lining working as it does now) were brought back? Also, the floods would be great as a toggleable option (only) in my opinion; heck, have it depend upon where you've settled, too. Like a possible Nile setup, if the conditions are similar. So you'd have a '''predictable''' flood which'd make muddy soil and all, maybe fertilize it (if there's a difference, and if it does any good as of yet). A modified, toggleable cave-in system would be nice, too; I don't like how the tiles just support themselves. (You can build a huge pier leading straight into the ocean, then drop a building into it, or make an aquaduct in the same manner to make lava and water create obsidian to build into or whatever...underwater base, done.) Maybe as a 'new player' option.&lt;br /&gt;
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:Also, could you explain ''exactly'' what the &amp;quot;'''Too Deep'''&amp;quot; timer did when it finished counting down? Was some kind of animation displayed, and if so, what did it show? Or what did it do to end the game? Etcetera... If it's just one screen, screenshots would be good too. ~ [[User:Midna|Midna]] 03:25, 29 October 2008 (EDT)&lt;br /&gt;
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::This reminds me; daemons need a ''serious'' difficulty boost. Sure, they'll simply ''destroy'' the random new player who stumbles across them, but then again, so will [[carp]]. So I propose that somebody make the daemons absolute rape machines; the first (all-'round) daemon to spawn should be essentially ten times as strong as the daemons that spawn right afterwards or something to that effect. Spirits of fire could be given dragon-level breath, and all daemons would get super fire resistance.&lt;br /&gt;
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::Among other things, such as [DAMBLOCK] boosts, more demons, etcetera. ~ [[User:Midna|Midna]] 18:02, 29 October 2008 (EDT)&lt;br /&gt;
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http://archive.dwarffortresswiki.net/images/3/3c/Adamantite_game_over.PNG&lt;br /&gt;
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I remember Toady saying somewhere that he wanted to make cave-ins as much of a challenge as in the 2D versions, but there may be game-slowdown issues.  In a recent dev_now he talked about making the chasm civilization more dynamic again (not just a bunch of monsters that are gone once killed).&lt;br /&gt;
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Balancing the difficulty of the demons is hard, since you either know how to fight them and have a long time to prepare, or you don't, and you'll get massacred.  But if you want Toady to hear any of these things, say them on the forums -- he doesn't hang around the wiki.&lt;br /&gt;
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(Some) players did indeed use the river flooding for Nile-style farming in the 2D version.--[[User:Maximus|Maximus]] 20:53, 29 October 2008 (EDT)&lt;br /&gt;
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:Interesting. Basically, though, what I'm trying to aim for is to make daemons like they were when one went Too Deep; but without a game-over screen. So you're probably going to be absolutely ''destroyed'', but you just ''might'' have a chance if you're extremely lucky.&lt;br /&gt;
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:It'd make things easier if we had more elemental attacks; but that makes it start sounding like Pokemon after a while. But if we had, say, 'holy' weapons, then they could be made to be the only things that would do squat against daemons. Maybe the only holy weapons would be artifacts; in fact, that sounds like a great idea to me, because that means it's a lot harder to 'cheat' the system to get the weapons you'd need early.&lt;br /&gt;
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:Also, wow, this talk section has gotten simply massive. Never thought such a large discussion would be sparked.... ~ [[User:Midna|Midna]] 21:59, 29 October 2008 (EDT)&lt;br /&gt;
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::Those are some interesting ideas, though, again, Toady's the one that needs to hear them.&amp;lt;br&amp;gt;I've copied my 2D vs. 3D list into an actual article, and expanded its purpose: [[History of Dwarf Fortress]].--[[User:Maximus|Maximus]] 02:22, 30 October 2008 (EDT)&lt;br /&gt;
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::: And what happened if, after the &amp;quot;Too deep&amp;quot; game over, you tried to explore the fortress in Adventurer mode ? [[User:Timst|Timst]] 04:38, 30 October 2008 (EDT)&lt;br /&gt;
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::::You would find a single adjectiveless &amp;quot;Demon&amp;quot; in it, of slightly larger size than the pit demons.  All raw adamantine left in the fort would supposedly turn into silver.  I never tried it myself.--[[User:Maximus|Maximus]] 13:35, 30 October 2008 (EDT)&lt;br /&gt;
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::::: Oh wow. That sure was a nice, intriguing game over. [[User:Timst|Timst]] 18:29, 30 October 2008 (EDT)&lt;br /&gt;
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==Adamantine Strand Stockpiling==&lt;br /&gt;
So, Adamantine strands are apparently placed in cloth stockpiles, as claimed, but there doesn't seem to be any way to turn adamantine *off* for cloth stockpiles, as adamatine strands do not appear in the cloth stockpile item types options (your options under cloth are: thread(silk), thread(plant), cloth(silk), and cloth(plant)).  Furthermore, all cloth apparently counts as non-plant/animal, because deselecting allow plant/animal in additional options doesn't prevent non-adamantine cloth/thread from being placed in the stockpile (and regular cloth is removed from stockpiles for which you deselect 'allow non-plant/animal').  Basically, there is no way to tell your cloth stockpiles to only accept adamantine strands, which contradicts elements of this and related pages.  --[[User:Squirrelloid|Squirrelloid]] 10:38, 25 November 2008 (EST)&lt;br /&gt;
:As in the article, having a Stockpile set to take from all other cloth stockpiles, but set to accept no &amp;quot;known&amp;quot; types of cloth, works. Incidentally a dyer has just dyed some Adamantine strands blue with Dimple dye. --[[User:Jellyfishgreen|Jellyfishgreen]] 13:47, 4 June 2009 (UTC)&lt;br /&gt;
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==A Little Unclear==&lt;br /&gt;
How many adamantium strands are produced from one raw adamantium? [[User:Bouchart|Bouchart]] 12:20, 17 January 2009 (EST)&lt;br /&gt;
:One.  --[[User:Squirrelloid|Squirrelloid]] 15:04, 18 January 2009 (EST)&lt;br /&gt;
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==Adamantine==&lt;br /&gt;
Adamantine is used in several mythologies to bind some sort of great evil.  This is relevant to our interests.--[[User:Zchris13|Zchris13]] 01:42, 24 May 2009 (UTC)&lt;br /&gt;
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== Adamantine at gobbo fortresses? ==&lt;br /&gt;
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Wondering if it's possible or not. Any help on this would be great! [[User:Pariah|Pariah]] 03:47, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trifle_pewter&amp;diff=49889</id>
		<title>40d Talk:Trifle pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trifle_pewter&amp;diff=49889"/>
		<updated>2009-07-01T01:15:37Z</updated>

		<summary type="html">&lt;p&gt;Pariah: Created page with '== Advantages to Trifle Pewter? ==  Are there any? It says in this page, both fine pewter and bronze use the same exact ingredients, but are worth more; do they take longer to ma...'&lt;/p&gt;
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&lt;div&gt;== Advantages to Trifle Pewter? ==&lt;br /&gt;
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Are there any? It says in this page, both fine pewter and bronze use the same exact ingredients, but are worth more; do they take longer to make? Or is there no use to trifle pewter except perhaps pissing off a player whose dwarf wants some trifle pewter bars for an artifact, and they don't realize it? (Note: that isn't drawing from personal experience, though I can expect it to happen months from now after saying it, I'm sure...)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10888</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10888"/>
		<updated>2009-04-03T14:03:08Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* &amp;quot;Your fortress attracted no migrants this season.&amp;quot; */&lt;/p&gt;
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&lt;div&gt;==Multiple civs==&lt;br /&gt;
What information do we have about the relationship between immigration rate and the number of dwarven civs? Is there info? Is there a relation? [[User:VengefulDonut|VengefulDonut]] 18:35, 22 August 2008 (EDT)&lt;br /&gt;
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==Comments regarding new version==&lt;br /&gt;
Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==migration vs location on world map==&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
:::::Just to confirm, I have to confirmed marriages at my fortress (these were both from my original seven dwarves) [[User:Shabang50|Shabang50]] 06:01, 5 October 2008 (EDT)&lt;br /&gt;
::::::Uh, this has been known since, like, version 0.27.176.38a. Did you not read that comment properly, much less check the date of it? --[[User:GreyMario|GreyMaria]] 21:57, 5 October 2008 (EDT)&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==clarification on editing ini file==&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
&lt;br /&gt;
The section where it says &amp;quot;A '''migrant''' is a member of a wave of immigration.&amp;quot; is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --[[User:Tachyon|Tachyon]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it depends a bit on how multi-skilled they are: if he had been a [[woodcutter]] he would have had an axe but as he was a woodworker... well, carpenters need a workshop not an axe.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
:: Might as well add some info. While testing, I lost 4 of my initial dwarf. I digged a 3x3 up/down stair (mined some gold), build one bed, one armor rack. And that's it. Well I did kill some rhesus macaque and stole some food from a caravan. Yet 5 migrants still came anyway without a lot of wealth. --[[User:Karl|Karl]] 15:54, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
::Multiple waves of immigration isn't unusual, I often get migrants in both autumn AND spring.[[User:GarrieIrons|GarrieIrons]] 21:19, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just had an immigrant wave arrive mid-summer in my first year. 6th Malachite, to be specific.--[[User:Mabmoro|mabmoro]] 15:07, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Headline text ==&lt;br /&gt;
&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I seem to get this a lot - the wealth embodied by all those new clothes on the backs of the immigrants might push the fortress wealth over a level needed to trigger a strange mood, perhaps. Then it's luck of the draw whether it strikes a settled dwarf or a new immigrant. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:50, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lone Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The population cap is only checked to see if another migrant wave is allowed. It is entirely possible, often likely, that the actual number of migrants in the wave pushes the population over the value set. IIRC, pregnancies will also bypass the cap. The softness of this limit is a well known... feature... :) --[[User:Raumkraut|Raumkraut]] 00:13, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:However I had mine set to 50, had a wave of immigration that pushed it from &amp;lt;50 to 59, and have just gotten another load of migrants. Is there some hard coded minimum population? [[User:Dangerous Beans|Dangerous Beans]] 21:05, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It won't stop at exactly 50 -- you just stop getting immigrant waves after you exceed your cap.--[[User:Maximus|Maximus]] 22:36, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've got a cap of 0 and I still get bleeding migrant waves. I still get them with a cap of 1, too. Is there any way to turn them off? --[[User:Simmura McCrea|Simmura McCrea]] 12:46, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Migrant skills ==&lt;br /&gt;
&lt;br /&gt;
Does the amount of workshops you have for a skill affect how many immigrants have that skill? I've had no dyer's shop for a really long time, and I notice I have only one dyer, whereas I have plenty of dwarves with every other skill. --[[User:Tachyon|Tachyon]] 21:19, 10 August 2008 (EDT)&lt;br /&gt;
: I don't think so, because I always get hordes of dyers, cheese makers, and woodburners, even when I don't have any of the appropriate workshops. I really miss the days of getting miners, siege operators, growers, and masons.--[[User:DDouble|DDouble]] 16:59, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Your fortress attracted no migrants this season.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm playing a Haunted fortress on a volcano for the first time, and I got this message in my first summer.  It seemed odd because I almost never get migrants during the first summer, but this is the first time that fact was announced.  Is this a tweak in the new version (181.40c), which I just downloaded today, or is it because I'm in a haunted map?  I got the message again in the fall.  --[[User:Ookpik|Ookpik]] 17:05, 21 August 2008 (EDT)&lt;br /&gt;
:lots of people dying discourages immigration, as well as certain import/export/mining and immigration map factors, as far as i can tell.--[[User:Eerr|Eerr]] 21:04, 21 August 2008 (EDT)&lt;br /&gt;
:Id say its a new feature of the game, since it didn't occur before that version.--[[User:Mabmoro|mabmoro]] 15:08, 9 September 2008 (EDT)&lt;br /&gt;
::I noticed an extension of this- I got a message just now, all in red, saying &amp;quot;Migrants refused to journey to such a dangerous fortress this season.&amp;quot; Ive been raided near constantly by goblins over the last year of this game, so maybe that influences immigrants now? .--[[User:Mabmoro|mabmoro]] 13:47, 22 September 2008 (EDT)&lt;br /&gt;
:::I'd imagine it's due to the number of recent deaths, specifically. [[Immigration#How_can_I_curb_immigration.3F|That's covered in the article]]. --[[User:Janus|Janus]] 13:11, 23 September 2008 (EDT)&lt;br /&gt;
:^_^ I got a new message about immigration recently. &amp;quot;Some migrants have decided to brave this terrifying place, knowing it may be their tomb&amp;quot;. Seriously, I get very few deaths normally... this last season was bad because I've been building roads to try to entice the king, so I have more dwarves ranging far from the fortress. -[[User:Fuzzy|Fuzzy]] 22:00, 27 September 2008 (EDT)&lt;br /&gt;
::&amp;quot;No one even considered making the journey to such a cursed death-trap this season.&amp;quot; Can you tell I just breached the [[Glowing pits|Fun stuff]]? 150 Dwarfs dead in less then a season.[[User:HeWhoIsPale|HeWhoIsPale]] 09:09, 7 October 2008 (EDT)&lt;br /&gt;
:::I don't think it takes much... losses of about 4-5 dwarfs over the course of a year resulted in my getting both of the above messages about cursed death traps and probable tombs. Maybe it was the horrific way in which they happened... the Duchess's consort was ripped limb from limb right in front of the forest by an ambushing goblin party and I lost a few other people to goblin raids where they had every single body part broken and mangled before they died (sometimes a high toughness is a bad idea... as Jame said in ''Godstalk'', it's a good idea to always have the option of dying). -[[User:Fuzzy|Fuzzy]] 09:46, 7 October 2008 (EDT)&lt;br /&gt;
:: I've got many time this message : &amp;quot;Migrants were too nervous to make the journey this season.&amp;quot;. &lt;br /&gt;
I don't really know where does this come from... facts that can explain that are :&lt;br /&gt;
&lt;br /&gt;
* I've been raided many times (something like 3-4 ambushes a year, and it's my 4th year) by goblin ambushers, and have been besieged by humans. But the last ambushers hadn't killed many dwarves (1 dwarf and 2 kittens last time).&lt;br /&gt;
* I settled on cold (north) and freezing (south, my fortress being approximatively in the north) biomes. The river in the south part of the map is always frozen, and the north murky pools freezes something like 6 months a year.&lt;br /&gt;
* Merchants (human, that's what caused the siege, but also -maybe- dwarves) has been killed during ambushes. I don't remember how many, but it may have scared the mountainhomes.&lt;br /&gt;
&lt;br /&gt;
Also, immigration seems to be much slower than in my precedents forts (one wave per year or so, when it's not cancelled by the above message), and I noticed that I haven't received caravans since a year or so (maybe related with the above statement about merchants deaths). -[[User:Timst|Timst]] 12:58, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've killed off nearly every single dwarf that's immigrated to my fortress. I've got a nasty infestation of Carp (40+, with the assorted Sturgeon, Sea Lamprey, and Longnose Gar) in my river, and I've been sending the immigrants I didn't like to their deaths to whittle away at their numbers. The only immigration messages I've gotten are &amp;quot;Some immigrants have arrived, despite the danger,&amp;quot; and &amp;quot;No immigrants have arrived this season.&amp;quot; Odd that no one seems to be concerned about the high percentage of deaths in my immigrants any more than to say, &amp;quot;Well, it seems kind of dangerous there, but let's go anyway!&amp;quot; Then they end up being ripped limb from limb by vicious schools of Carp. Why is my fortress not yet labelled a death trap? [[User:Pariah|Pariah]] 14:03, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No immigration?==&lt;br /&gt;
I just played a game with no immigration. There were no dwarven civilizations nearby. How did that even happen? --[[User:Fringd|Fringd]] 22:10, 8 November 2008 (EST) (Moved from article page --[[User:Navian|Navian]] 08:23, 9 November 2008 (EST))&lt;br /&gt;
: You didn't start the game on an island, did you?  It's not entirely impossible to find a location where there are no other civilizations near you, but the world gen certainly does a good job at making this difficult.  Can you post an export or seed of your map? --[[User:FJH|FJH]] 17:01, 15 March 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Totem&amp;diff=39926</id>
		<title>40d Talk:Totem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Totem&amp;diff=39926"/>
		<updated>2009-04-01T02:27:21Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Dwarf Skull Totems? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If I could, I would use the totems to scare away elves, as they are my least favorite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Technically you could always try to trade them totems, which would make them leave because they're made of skulls. --[[User:Blakyoshi7|Blakyoshi7]] 07:32, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trade Good ==&lt;br /&gt;
&lt;br /&gt;
I don't see totems in any of the Trade Depot categories except 'ALL'.  Am I blind?  &lt;br /&gt;
&lt;br /&gt;
If they're in a bin with other goods (like shell crafts or some such), the whole bin will show up, but if they're loose, they're kind of hard to select for trade.  --[[User:Oddrune|Oddrune]] 10:48, 17 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Skull Totems? ==&lt;br /&gt;
&lt;br /&gt;
My dwarves refuse to make a totem out of a Dwarf Skull. They're not forbidden, they're waiting in a pit where I send the migrants I don't want to their death. They're not forbidden or marked for dumping, and they're not currently in use in a &amp;quot;Store Item in Stockpile&amp;quot; task. Can Dwarven Skull Totems not be made?&lt;br /&gt;
[[User:Pariah|Pariah]] 01:41, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It might have something to do with this tag :  [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE] Dwarf by default have this [ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING]. Don't know if it is the tag for that but AFAIK you can't make dwarf totem --[[User:Karl|Karl]] 02:00, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I actually -just- found that on the &amp;quot;Bones&amp;quot; page; I feel stupid for not looking there first. Thanks a lot for that tag, though, hopefully I can edit the right raws into making them available. Dunno what else to do with dwarf bones. [[User:Pariah|Pariah]] 02:27, 1 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Totem&amp;diff=39923</id>
		<title>40d Talk:Totem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Totem&amp;diff=39923"/>
		<updated>2009-04-01T01:48:43Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Dwarf Skull Totems? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If I could, I would use the totems to scare away elves, as they are my least favorite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Technically you could always try to trade them totems, which would make them leave because they're made of skulls. --[[User:Blakyoshi7|Blakyoshi7]] 07:32, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trade Good ==&lt;br /&gt;
&lt;br /&gt;
I don't see totems in any of the Trade Depot categories except 'ALL'.  Am I blind?  &lt;br /&gt;
&lt;br /&gt;
If they're in a bin with other goods (like shell crafts or some such), the whole bin will show up, but if they're loose, they're kind of hard to select for trade.  --[[User:Oddrune|Oddrune]] 10:48, 17 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Skull Totems? ==&lt;br /&gt;
&lt;br /&gt;
My dwarves refuse to make a totem out of a Dwarf Skull. They're not forbidden, they're waiting in a pit where I send the migrants I don't want to their death. They're not forbidden or marked for dumping, and they're not currently in use in a &amp;quot;Store Item in Stockpile&amp;quot; task. Can Dwarven Skull Totems not be made?&lt;br /&gt;
[[User:Pariah|Pariah]] 01:41, 1 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25431</id>
		<title>40d Talk:Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25431"/>
		<updated>2009-04-01T01:47:57Z</updated>

		<summary type="html">&lt;p&gt;Pariah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Here kitty!===&lt;br /&gt;
What are the triggers for semi- and megabeasts? Is there any way to encourage them? [[User:Runspotrun|Runspotrun]] 16:47, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Pretty sure semimegabeasts don't attack in fortress mode. Don't know what triggers megabeasts in this version. On my current fort, I saw my first (a hydra) after 100 pop, don't know if that's the trigger or if it was just a coincidence.&lt;br /&gt;
&lt;br /&gt;
::Megabeasts used to attack based on your total fortress value. Semi-megabeasts are found in caves and such. --[[User:Nitem4re|Nitem4re]] 17:23, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reason for ordering? ==&lt;br /&gt;
&lt;br /&gt;
Is there any particular reason why these aren't alphabetised? --[[User:Nunix|Nunix]] 17:20, 5 March 2008 (EST)&lt;br /&gt;
: You could put each group of creatures into a table, such as:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name!!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Common domestic&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rhesus macaque]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Temperate shrubland, Temperate savanna, Temperate grassland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is acceptable, I can begin changing them to use this format (perhaps a template would be useful?). --[[User:SeiferTim|SeiferTim]] 13:53, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Cleanup ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I've begun a mission to clean up the creatures page.  So far, I made a couple of templates for the sortable table, and I've started converting the currently existing lists into tables.  Phase II will be to alphabetize the tables.&lt;br /&gt;
Would it make sense to change the way the creatures are categorized?  It seems less helpful (at least to me) to have them grouped by Neutral, Benign, Evil, etc, then to group them by type or biome?&lt;br /&gt;
&lt;br /&gt;
For example, would it be better to have the table look like this:&lt;br /&gt;
&lt;br /&gt;
=== Natural ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:6:0:0}};&amp;quot; |  d&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|None&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:0:0:1}};&amp;quot; |  r&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Large rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Neutral&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chasm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:1:0:0}};&amp;quot; |  c&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Coelacanth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  ~&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Eel conger|Eel, conger]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Arctic ocean, Temperate ocean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  C&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:2:0:0}};&amp;quot; |  f&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Frogman]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|}&lt;br /&gt;
--[[User:SeiferTim|SeiferTim]] 04:50, 8 March 2008 (EST)&lt;br /&gt;
:Perhaps it would be easier to automatically convert the raw data to wikitext than do this all by hand. That way we can avoid errors like listing dogs as benign. If you tell me what creature properties and format you want, I can start doing that. Although if you really prefer doing it by hand, I guess that's fine, too. [[User:VengefulDonut|VengefulDonut]] 11:48, 9 March 2008 (EDT)&lt;br /&gt;
:: If you can do that, it would be a lot easier ;)&lt;br /&gt;
The format I have for each row is this:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Creature table row|symbol= |color= (format X:0:X) |name= |type= |align= |size= |biome= }}&amp;lt;/nowiki&amp;gt;--[[User:SeiferTim|SeiferTim]] 12:13, 9 March 2008 (EDT)&lt;br /&gt;
::: Also, I'm curious to know what you would do to convert the raw data... --[[User:SeiferTim|SeiferTim]] 14:38, 10 March 2008 (EDT)&lt;br /&gt;
::Wrote a c++ program to do it. What do you mean by type? What values can type have? Also, you can see what it's currently producing [[User:VengefulDonut/r|here]]. [[User:VengefulDonut|VengefulDonut]] 19:11, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I haven't used C++ in like 8 years... I've been meaning to brush up on it.... Anyway, I think what you have looks brilliant (and here I was using Copy/Paste like a sucker!)  I was planning to use 'Type' to be able to group different creatures, such as Aquatic, Fliers, Natural, etc... but as I dig deeper into the various creatures, I'm seeing that it's very, very hard to split them up in a way that would make sense to someone who just wants to browse a list... we can't very well say &amp;quot;Type: Aquatic, Natural, Predator&amp;quot; and &amp;quot;Type: Flier, Intelligent, Evil&amp;quot;,  etc, it would end up being too cluttered... unless you can think of anyway to catogorize them in a sensible fashion, I say we just throw that column out...  --[[User:SeiferTim|SeiferTim]] 23:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm. Right now sorting by alignment doesn't mean very much. Perhaps we should split it into a good/neutral/evil column and a benign/neutral/savage column. With what I have now, adding more properties to pull and format won't take much effort. Is there anything else you think we could use? Maybe modvalue? It would be nice if we could have hideable table sections that would have other misc properties to sort by. Without that I guess we need to stick to those common to most creatures. [[User:VengefulDonut|VengefulDonut]] 01:52, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It looks great!  I'm going to go through and try to add in the missing creature pages.  I realized that we could probably use the name of the file to determine the creature type... for example: creature_reptiles, creature_large_tundra, etc, could drop the &amp;quot;creatures_&amp;quot;, and convert the remaining &amp;quot;_&amp;quot; into spaces... I don't know that it would be particularly necessary... --[[User:SeiferTim|SeiferTim]] 16:23, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Magma Creatures ===&lt;br /&gt;
&lt;br /&gt;
We really need a page just listing all the magma creatures and vermin. --[[User:RomeoFalling|RomeoFalling]] 22:52, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Fire imp]], [[fire man]], [[magma man]], [[fire snake]].  That's it, according to the raws.--[[User:Maximus|Maximus]] 18:48, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Think I should list that under the [[magma]] page. I was trying to search for &amp;quot;magma creature&amp;quot; and found nothing. --[[User:RomeoFalling|RomeoFalling]] 19:32, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me.--[[User:Maximus|Maximus]] 23:34, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
Is there any way for you to make your own creatures for use in the game? You like messing around with the files and stuff? I really want to make Triffid you know from 'Day of the Triffids' [[User:Hoborobo|Hoborobo]] 11:52, 9 May 2008 (EDT)Hoborobo&lt;br /&gt;
:You can try the [[Modding Guide]]. [[User:Hex Decimal|Hex Decimal]] 12:36, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
is there anything about how creatures spawn naturally out in the &amp;quot;wild&amp;quot;?&lt;br /&gt;
like if you hunt too much of them they will go extinct or disappear&lt;br /&gt;
but if you leave them alone, more will be available or something?--[[User:Seaneat|Seaneat]] 13:33, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Named creatures ==&lt;br /&gt;
&lt;br /&gt;
I think it should be noted that any creature that kills a dwarf receives a specific name. I noticed this a while back when wolves would kill my marksn00bs. My friend also concluded that this might be the case (All the elephants in his fortress had names. ;-)  --[[User:PrettyGrizzly|PrettyGrizzly]] 05:46, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, this can happen in both fortress and adventure mode. I guess hunters often give nicknames to dangerous/well-known animals that have been harassing local citizens. Note that your own wolves can get names as well. Also, I think that mass killings will cause even more names to appear, and possibly even a nickname as well? --[[User:AlexFili|AlexFili]] 05:36, 16 July 2008 (EDT)&lt;br /&gt;
::They don't appear to need to even be dangerous. I have quite the colony of cave swallowmen sharing the chasm with me, none of them have interrupted/attacked my dwarfs, but after about two seasons (right after the first dwarven caravan left) I got a whole swath of &amp;quot;The dwarves have given a resident Cave Swallowman the name ...&amp;quot;. [[User:HeWhoIsPale|HeWhoIsPale]] 12:01, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tamed Dangerous Creatures? ==&lt;br /&gt;
&lt;br /&gt;
If you train a dangerous creature like a Tiger or alligator or Megabeast will they help you defend your fortress?&lt;br /&gt;
&lt;br /&gt;
:I believe tamed creatures will attempt to run from danger, just like civilian dwarves, although I expect they'll fight to defend themselves if cornered. Trained creatures (e.g. War dogs) will attack, though. However, IIRC only dogs can be war trained at the moment. I believe it's possible to mod any creature to be trainable though - probably a simple operation if you learn the basics. [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes but on the wiki page for creatures it says that tiger's will help defend the fortress, and I can't really imagine a hydra running from a kobold archer...&lt;br /&gt;
&lt;br /&gt;
== Missing Creatures pages ==&lt;br /&gt;
&lt;br /&gt;
Several creatures lack even a basic page, leaving their entry red-linked. This includes such interesting monsters as gremlins and nightwings. Would any enterprising editors that know their way around the raw files be interested in creating these pages and filling them with the basic information? [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== healing rates ==&lt;br /&gt;
&lt;br /&gt;
is there anywhere that says how long it takes for a creature to heal? my poor marksdwarf managed to inflict some slight injuries to an iron man before the iron man beat the marksdwarf to pulp ... is the iron man gonna get better or not?&lt;br /&gt;
&lt;br /&gt;
my postscript is, novices with obsidian short swords seemed more effective than marksdwarves against the iron man.[[User:GarrieIrons|GarrieIrons]] 23:27, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The dwarves have given a resident Cave Swallowman the name Ducim Isethilral. ==&lt;br /&gt;
They can do that now? What gives? Someone explain me. --[[User:GreyMario|GreyMaria]] 23:19, 28 September 2008 (EDT)&lt;br /&gt;
:Basically, any creature near your fortress that is suitably badass can be given a name by the Dwarfs. For example, if the creature in question has a high kill count or something similarly infamous. [[User:HeWhoIsPale|HeWhoIsPale]] 09:12, 29 September 2008 (EDT)&lt;br /&gt;
::But these cave swallowmen did nothing. Just flew 'round. --[[User:GreyMario|GreyMaria]] 14:38, 29 September 2008 (EDT)&lt;br /&gt;
:::He may be a historical badass, was he named on embark or have you been there for a while before it happened? Perhaps [[Urist]] just likes him for his coloration. [[User:HeWhoIsPale|HeWhoIsPale]] 20:24, 29 September 2008 (EDT)&lt;br /&gt;
::::I'll have to check the preferences of my original seven dwarves, then. I was there for like about 3/4 of a year before they were all named. --[[User:GreyMario|GreyMaria]] 20:37, 29 September 2008 (EDT)&lt;br /&gt;
:::::As per my new comment above, it seems that dwarves may just decide to name wild creatures that don't migrate in and off site after a few seasons. [[User:HeWhoIsPale|HeWhoIsPale]] 12:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Any creature who kills another named creature gets a name.  Some creatures have a history and start out with a name (I had a named tiger at my fort when I first started out).  Any individual creature that your dwarves encounter often or long enough (not sure of the exact details) gets named by the dwarves, even if they do nothing special.  I had a few zombie cave swallowmen and batman that were named by my dwarves, though they only did so about 4 years in.  There were dozens more that were not encountered by my dwarves until I finally sent someone to kill them all -- none of them got a name.--[[User:Maximus|Maximus]] 13:06, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Value of creatures ==&lt;br /&gt;
&lt;br /&gt;
I'm rather sure the value of caged creatures must have something to do with it's modvalue.  However, I don't see it stated clearly anywhere.  Anyone help? (Probably a good thing to add to the page)&lt;br /&gt;
&lt;br /&gt;
== Metamorphosis ==&lt;br /&gt;
&lt;br /&gt;
This is rather weird.  I had 7 elks on my map when I started, just by the (frozen) brook (I remember for sur because I looked them up).  I dig out stuff, make stockpiles, start to build farms and then I look around the brook again.  At exactly the same spot, there is now 7 two-humped camels.&lt;br /&gt;
No more elks on my map, at all (also checked on the units page). What the hell?  For the info, my game isn't modded at all and I didn't leave the game meanwhile.  Is it possible for wild animals to leave the map or am I facing some supernatural metamorphosis/bug here?  Do elks become two-humped camels when they lose their horns lol?&lt;br /&gt;
It's rather annoying because it seems elks are less violent then camels.&lt;br /&gt;
&lt;br /&gt;
I have had animals come and go, so I am pretty sure that this is a normal happening. the number is probably just a coincidence. also, sign your posts with -- ~ ~ ~ ~ (without the spaces) --[[User:Destor|Destor]] 19:46, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creature Skill Increases ==&lt;br /&gt;
&lt;br /&gt;
I've been looking around for this, and I haven't been able to find it so far, figured this was the best place to ask. Do creatures gain skill increases? And, in the case that they do, do they show up on their general profile? I've seen Kobolds and Goblins with varying levels of strength, but I'm not sure if that's because they're one of the &amp;quot;civilization&amp;quot; species or not. I'm asking this because I've got a school of Carp in the river (and I'm carefully avoiding them right now, no casualties yet except one [possibly mentally challenged] puppy); I've been sending out migrants I don't want to fight them (to their deaths, of course... Forty Carp make the river run red with the blood of civilians).&lt;br /&gt;
&lt;br /&gt;
While I plan to use a safer method to dispose of them than waves of trained Marksdwarves eventually, should I be worried about Carp strong enough to nudge mountains around and faster than your average Horse?&lt;br /&gt;
[[User:Pariah|Pariah]] 01:47, 1 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Totem&amp;diff=39922</id>
		<title>40d Talk:Totem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Totem&amp;diff=39922"/>
		<updated>2009-04-01T01:41:29Z</updated>

		<summary type="html">&lt;p&gt;Pariah: /* Dwarf Skull Totems? */&lt;/p&gt;
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&lt;div&gt;If I could, I would use the totems to scare away elves, as they are my least favorite.&lt;br /&gt;
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Technically you could always try to trade them totems, which would make them leave because they're made of skulls. --[[User:Blakyoshi7|Blakyoshi7]] 07:32, 1 September 2008 (EDT)&lt;br /&gt;
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== Trade Good ==&lt;br /&gt;
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I don't see totems in any of the Trade Depot categories except 'ALL'.  Am I blind?  &lt;br /&gt;
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If they're in a bin with other goods (like shell crafts or some such), the whole bin will show up, but if they're loose, they're kind of hard to select for trade.  --[[User:Oddrune|Oddrune]] 10:48, 17 February 2009 (EST)&lt;br /&gt;
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== Dwarf Skull Totems? ==&lt;br /&gt;
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My dwarves refuse to make a totem out of a Dwarf Skull. They're not forbidden, they're waiting in a pit where I send the migrants I don't want to their death. They're not forbidden or marked for dumping, and they're not currently in use in a &amp;quot;Store Item in Stockpile&amp;quot; task. Can Dwarven Skull Totems not be made? [[User:Pariah|Pariah]] 01:41, 1 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pariah</name></author>
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