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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sava2004</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=Sava2004"/>
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	<updated>2026-05-21T11:23:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sava2004&amp;diff=54687</id>
		<title>User:Sava2004</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sava2004&amp;diff=54687"/>
		<updated>2009-10-09T16:33:00Z</updated>

		<summary type="html">&lt;p&gt;Sava2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sava2004.&lt;br /&gt;
&lt;br /&gt;
I just created this page so that my signature wouldn't show up as red.&lt;br /&gt;
&lt;br /&gt;
--[[User:Sava2004|Sava2004]] 16:33, 9 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sava2004</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26813</id>
		<title>40d:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26813"/>
		<updated>2009-09-10T22:28:14Z</updated>

		<summary type="html">&lt;p&gt;Sava2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''mandate''' is a [[noble]]'s request that your [[dwarves]] produce a certain item or type of item.  Starting nobles such as the [[expedition leader]] will not make mandates, upgraded nobles like the [[mayor]] will.&lt;br /&gt;
&lt;br /&gt;
There are two types of mandates, production mandates and export bans.  Export bans forbid the export of some goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]]. While selecting goods to be brought to the depot, you can select &amp;quot;culling on mandates&amp;quot; so that the item list won't include objects you can't export due to a mandate. Items that are subject to export bans are displayed in purple text in the trade window.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single [[mug]] is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a [[caravan]] will not fulfill a mandate, but traded metal ore and bars can be used fine for further processing. Making metal items includes smelting [[ore]] to create metal [[bars]] of that type, notable for metals that have the brittle tag and thus can't be made into anything: [[pig iron]] and [[bismuth]]. Due to the mechanics of smelting, one job can produce up to 4 metal bars ([[bismuth bronze]], [[fine pewter]], [[rose gold]]...), these will count as 4 items. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without [[flux]] and a noble is requesting pig iron products, order some flux stones from the dwarven caravan. If the trade liaison isn't offering any, see below. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without [[sand]] and a noble is requesting windows, the recommended procedure is to arrange an [[unfortunate accident]]. Outbalancing the odd, or even regular, unsatisfied mandate with other happy thoughts is not that hard though.&lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Fulfilling the mandate gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
Higher ranking nobility can make multiple mandates at once. The [[count]] and [[count consort]] can each have two mandates active at once, and a [[duke]] and consort even three, while a [[baron]], [[baron consort]], [[mayor]],and [[tax collector]] can each only have one mandate active at a time.&lt;br /&gt;
&lt;br /&gt;
The [[hammerer]]and the [[philosopher]] make no mandates.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Sava2004</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26812</id>
		<title>40d:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26812"/>
		<updated>2009-09-10T22:27:19Z</updated>

		<summary type="html">&lt;p&gt;Sava2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''mandate''' is a [[noble]]'s request that your [[dwarves]] produce a certain item or type of item.  Starting nobles such as the [[expedition leader]] will not make mandates, upgraded nobles like the [[mayor]] will.&lt;br /&gt;
&lt;br /&gt;
There are two types of mandates, production mandates and export bans.  Export bans forbid the export of some goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]]. While selecting goods to be brought to the depot, you can select &amp;quot;culling on mandates&amp;quot; so that the item list won't include objects you can't export due to a mandate. Items that are subject to export bans are displayed in purple text in the trade window.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single [[mug]] is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a [[caravan]] will not fulfill a mandate, but traded metal ore and bars can be used fine for further processing. Making metal items includes smelting [[ore]] to create metal [[bars]] of that type, notable for metals that have the brittle tag and thus can't be made into anything: [[pig iron]] and [[bismuth]]. Due to the mechanics of smelting, one job can produce up to 4 metal bars ([[bismuth bronze]], [[fine pewter]], [[rose gold]]...), these will count as 4 items. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without [[flux]] and a noble is requesting pig iron products, order some flux stones from the dwarven caravan. If the trade liaison isn't offering any, see below. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without [[sand]] and a noble is requesting windows, the recommended procedure is to arrange an [[unfortunate accident]]. Outbalancing the odd, or even regular, unsatisfied mandate with other happy thoughts is not that hard though.&lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Fulfilling the mandate gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
Higher ranking nobility can make multiple mandates at once. The [[count]] and [[count consort]] can each have two mandates active at once, and a [[duke]] and consort even three, while a [[baron]], [[baron consort]], [[mayor]],and [[tax collector]] can each only have one mandate active at a time.&lt;br /&gt;
&lt;br /&gt;
The [[hammerer]] makes no mandates.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Sava2004</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12167</id>
		<title>40d Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12167"/>
		<updated>2009-05-31T00:25:04Z</updated>

		<summary type="html">&lt;p&gt;Sava2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THEY ARE EVIL. One killed 2 of my proficient miners on its own! It has a breath attack that shoots webs and it rips off people limbs! Dont attack them if you know whats good for you! --[[User:Diabl0658]]&lt;br /&gt;
:What is this? I did not write this in the comments! [[User:Diabl0658|Diabl0658]] 22:23, 31 October 2007 (EDT)&lt;br /&gt;
::The article page was cleaned up - less personal (the 'my' aspect of it - that only applies to ''your'' (Diabl0658's) experience and not necessarily that of any future editor).  JT copied the anecdote in the article to the talk page and attributed it to you.  (Side consideration sub pages of /anecdote for this type of thing?) --[[User:Shagie|Shagie]] 22:44, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What Shagie said.  I figure the articles themselves should be left for &amp;quot;fact&amp;quot; (you can inject subtle humour or hearsay if it's between the lines), while any personal experiences or questions can be mentioned on the Talk pages.  (I dunno if an anecdotal page is necessary.  Do we really need so many more stub pages?)  That's the general idea on Wikipedia, anyway... --[[User:JT|JT]] 23:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: The sub page idea could be a way of clearly making a place for anecdotes that would otherwise show up in article pages or talk pages (where talk pages would (in theory) be more about the factual/design content of the articles themselves. One of the wikis I am involved with is particularly prone to vandalism - the funny vandalism they move off to a sub page. This way, its still there as a record but isn't hampering discussion or reading the article itself.  Realize I'm not calling anecdotes vandalism, but rather suggesting a similar way that they can be put somewhere so they don't hamper discussion or the article.  --[[User:Shagie|Shagie]] 23:25, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this article not be under the &amp;quot;creatures&amp;quot; section? --[[User:Talith|Talith]]&lt;br /&gt;
&lt;br /&gt;
I've noticed a few references to &amp;quot;phantom spiders&amp;quot; in material lists and such.  Is it possible that a phantom spider is in fact what created that hellishly large web in the picture, or is it known that that was a regular giant cave spider? --[[User:AlBorland|AlBorland]]&lt;br /&gt;
&lt;br /&gt;
:Nope, that's a bona fide giant cave spider.  You can see it towards the centre of the web.  Phantom spiders are vermin-sized critters which appear only on evil maps. --[[User:JT|JT]] 01:06, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You should probably upload that web picture to the wiki rather than an external host.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:18, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Spidernator ==&lt;br /&gt;
&lt;br /&gt;
Added a line half intended to bring a chuckle to readers, though well with intent of warning of one of their greatest threats that wasn't previously mentioned; they can't be stunned or incapacitated in any way, due to having such tokens as [NOPAIN] and [NOSTUN], along with several other immunities. I modified the &amp;quot;quote&amp;quot; a bit so that it more accurately fits the description for more practical purposes. --[[Hesitris|Hesitris]] 21:53 EST, 15 November 2007&lt;br /&gt;
&lt;br /&gt;
== Giant Spider Silk ==&lt;br /&gt;
&lt;br /&gt;
Sure, they can poison you and web you up and eat you later. (Attercob! Attercob!) But don't their webs make the loveliest high-value [[silk]] shirts and cloaks? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:11, 1 October 2008 (EDT)&lt;br /&gt;
: I understand they can be tamed by a [[Dungeon Master]]; does anyone know if they will still produce silk for the loom if tame? Is the webbing they spray at attacking enemies collectible for the loom? --[[User:Jellyfishgreen|Jellyfishgreen]] 10:08, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Visible invisible web ==&lt;br /&gt;
&lt;br /&gt;
I've seen giant cave spider silk webs in my pit in my most recent fort (haven't bothered to touch them yet, haha). Could it be that new pieces of web are visible from creation point? --[[User:GreyMario|GreyMaria]] 17:30, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Escaping a web ==&lt;br /&gt;
&lt;br /&gt;
Could someone who knows include information in this article regarding whether a dwarf can escape a web or be freed from one?&lt;br /&gt;
When my dwarf gets stuck in a web he invariably gets killed...--[[User:Jpwrunyan|Jpwrunyan]] 00:30, 3 February 2009 (EST)&lt;br /&gt;
:Well, when the spider cannot reach entangled dwarf, the paralysis wears away pretty quickly.--[[User:Dorten|Dorten]] 01:40, 3 February 2009 (EST)&lt;br /&gt;
::Thanks, I think I understand now.  The web just &amp;quot;paralyzes&amp;quot; the dwarf for an amount of time after which he is able to move again and get stuck again.--[[User:Jpwrunyan|Jpwrunyan]] 02:23, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stray Giant Cave Spider (tame) bleeds to death ==&lt;br /&gt;
&lt;br /&gt;
Anyone have this problem?  I've a tame giant cave spider that just keeps randomly dying while staying in my meeting hall.  It was perfectly healthy.  I assume that the creature is somehow &amp;quot;freezing&amp;quot; to death, even though I'm on a warm map? I come to this conclusion because of its homeotherm:10040 and no layering, perhaps, and I'm thinking that it is too hot for the creature. -[[User:Belathus|Belathus]] 07:17, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Upon further review, I think a friendly trade caravan is killing it.  Either way, it is bothersome. -[[User:Belathus|Belathus]] 07:52, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wall climbing abilities? ==&lt;br /&gt;
I was in the middle of constructing my spider moat (it involves a sealed of room with a cow(and a trap in front of it), the other room contains the soon-to-be-captured GCS, my plan was to have the not tame GCS kill everything in my moat and then get re-caught but they i realized &amp;quot;couldn't it simply climb out?&amp;quot; How does GCS's move around in their almost cliff-like pits and chasms? do they have some kind of wall climb abilities? - [[User:Sava2004|Sava2004]] 20:04, 30 May 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sava2004</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4523</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4523"/>
		<updated>2009-02-05T21:03:55Z</updated>

		<summary type="html">&lt;p&gt;Sava2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Magnetite|tile=~|color=#888&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as large clusters&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
* Contains [[native platinum|platinum]] veins&lt;br /&gt;
}}&lt;br /&gt;
'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]] and [[limonite]].&lt;br /&gt;
&lt;br /&gt;
Magnetite is one of only 3 types of stones that can contain [[platinum nuggets]]. It is also the only ore to occur as a large clusters (750 pieces on average).&lt;br /&gt;
&lt;br /&gt;
== Magnetite and real world geology ==&lt;br /&gt;
&lt;br /&gt;
Although Magnetite seems to have no special properties at this time in Dwarf Fortress it is reasonable to assume that some have been contemplated. In real word geology magnetite is the most magnetic of all the naturally occurring minerals. For further reference see Wikipedia's article on [http://en.wikipedia.org/wiki/Magnetite Magnetite ]&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Sava2004</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4522</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4522"/>
		<updated>2009-02-05T21:03:38Z</updated>

		<summary type="html">&lt;p&gt;Sava2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Magnetite|tile=~|color=#888&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as large clusters&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
* Contains [[native platinum|platinum]] veins&lt;br /&gt;
}}&lt;br /&gt;
'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]]and [[limonite]].&lt;br /&gt;
&lt;br /&gt;
Magnetite is one of only 3 types of stones that can contain [[platinum nuggets]]. It is also the only ore to occur as a large clusters (750 pieces on average).&lt;br /&gt;
&lt;br /&gt;
== Magnetite and real world geology ==&lt;br /&gt;
&lt;br /&gt;
Although Magnetite seems to have no special properties at this time in Dwarf Fortress it is reasonable to assume that some have been contemplated. In real word geology magnetite is the most magnetic of all the naturally occurring minerals. For further reference see Wikipedia's article on [http://en.wikipedia.org/wiki/Magnetite Magnetite ]&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Sava2004</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hematite&amp;diff=4254</id>
		<title>40d:Hematite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hematite&amp;diff=4254"/>
		<updated>2009-02-05T21:03:04Z</updated>

		<summary type="html">&lt;p&gt;Sava2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Hematite|tile=£|color=#800&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* [[Igneous extrusive layer]]s&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hematite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] [[labor]] activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[magnetite]] and [[limonite]].&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Sava2004</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33763</id>
		<title>40d:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33763"/>
		<updated>2009-01-31T17:57:33Z</updated>

		<summary type="html">&lt;p&gt;Sava2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term &amp;quot;'''moat'''&amp;quot; refers to a defensive [[channel]] that may or may not be filled with [[water]] or [[magma]]. There is no structure called a moat, but any [[channel]] defensively placed to block invaders can be considered one.&lt;br /&gt;
&lt;br /&gt;
A moat is an effective way to keep [[siege]]s away from your [[wall]]s and [[fortification]]s. This gives your [[marksdwarf|marksdwarves]] protection from enemy archers, and protects your [[fortress]] from [[door]] destroyers such as [[troll]]s. It prevents the passage of any creature traveling on foot. Those who can swim will cross water, and fliers will be able to cross any moat.&lt;br /&gt;
&lt;br /&gt;
[[Water]]-filled moats can freeze, allowing foot traffic across the [[ice]]. In any [[biome]] cold enough to freeze, an empty moat will be more effective than a moat full of water, since fewer [[creatures]] can cross it. One could also argue that while creatures knocked into an empty moat will be unharmed, those knocked into a full one will drown. Additionally, the ice can easily be mined away. Another more elaborate method would be [[pump]]ing the water out before [[winter]] and back in before [[spring]]. Another method is to dig a 2 z-level deep channel and fill only the bottom z-level with water. that way only fliers will be able to cross it. &lt;br /&gt;
&lt;br /&gt;
A [[magma]]-filled moat is the deadliest: It does not solidify in the winter and it instantly kills all that fall in. That could also be a serious disadvantage. 'Twould be lovely to have your [[champion]] [[hammerdwarf]], who's good friends with all of the best warriors, skillfully dodge a [[goblin]], get fried, and send the fort into [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
If you wish to combine safety and offensive value, consider a channel lined with your favorite [[traps]].&lt;br /&gt;
&lt;br /&gt;
A very deadly combination, is to first, create a moat. Then, put a retractable bridge across it. On the outside of the moat, next to the bridge, put [[pressure plate]]s surrounding the bridge. Link them all to the [[bridge]], and watch as invaders step on the pressure plates, then step on the bridge, the bridge retracts, they fall in, and drown/burn.:)&lt;br /&gt;
&lt;br /&gt;
==Reverse Moat==&lt;br /&gt;
&lt;br /&gt;
Digging channels for a moat interferes with the top layer of your fortress. But it's possible to get the benefits of a moat without channeling from the surface. Construct two walls around your entrance, and connect them by a [[drawbridge]]. Build [[ramp]]s or [[stair]]s on the inside of the inner wall, and the outside of the outer wall. To cross the moat, a creature has to climb up, cross the bridge, and climb back down. If the bridge is wide enough, and lined up with three ramps on either side, merchant [[wagon]]s can enter.&lt;br /&gt;
&lt;br /&gt;
==Trap Moat==&lt;br /&gt;
&lt;br /&gt;
Essentially, the Trap Moat is an empty moat with a retracting bridge. However, the inside of the moat is filled with upright [[menacing spike|spike]] [[traps]]. The idea is, when enemies get on the bridge, you pull the [[lever]] to retract it and pull the lever to spring the traps. When they fall, they get perforated. However, there's ramps at the end of the moat so friendly dwarves can get out and surviving enemies can futilely try to cross the bridge before they bleed out.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Moat==&lt;br /&gt;
&lt;br /&gt;
Like the trap moat, only the channel is filled with cage traps instead so you can expand your [[zoo]].  If you use this strategy, it is recommended that you connect all your moats together, so that if all the cages in one moat are full, hostiles will (hopefully) wander over to the bottom of another moat and get caught.&lt;br /&gt;
&lt;br /&gt;
You will need an entrance into the network to retrieve captured enemies.  This entrance should also be controlled via drawbridge/moat access, and the moat it uses can connect via stairway to the dungeon you've already built.&lt;br /&gt;
&lt;br /&gt;
You might also want to include some upright spike traps in case all the cages are filled.  Otherwise you could potentially have the entire enemy army wandering around in your fort's dungeon.  Of course, that might be a problem you ''want'' to have.&lt;br /&gt;
&lt;br /&gt;
This idea would be more fun if you had a reliable way of getting enemies inside the dungeon.  For example, you could restrict entrance to your fortress along a narrow passageway, and then replace the passageway with a retracting bridge over your dungeon.  (Hint: You'd have to build the retracting bridge first, then turn the bridge into the only means of getting into the fortress using channels.)&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: I haven't actually tried any of this out yet; something will probably go wrong (for example, enemies that fall into the moat might be too stunned to wander around and find an open trap.)&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Sava2004</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33762</id>
		<title>40d:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Moat&amp;diff=33762"/>
		<updated>2009-01-31T17:56:49Z</updated>

		<summary type="html">&lt;p&gt;Sava2004: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term &amp;quot;'''moat'''&amp;quot; refers to a defensive [[channel]] that may or may not be filled with [[water]] or [[magma]]. There is no structure called a moat, but any [[channel]] defensively placed to block invaders can be considered one.&lt;br /&gt;
&lt;br /&gt;
A moat is an effective way to keep [[siege]]s away from your [[wall]]s and [[fortification]]s. This gives your [[marksdwarf|marksdwarves]] protection from enemy archers, and protects your [[fortress]] from [[door]] destroyers such as [[troll]]s. It prevents the passage of any creature traveling on foot. Those who can swim will cross water, and fliers will be able to cross any moat.&lt;br /&gt;
&lt;br /&gt;
[[Water]]-filled moats can freeze, allowing foot traffic across the [[ice]]. In any [[biome]] cold enough to freeze, an empty moat will be more effective than a moat full of water, since fewer [[creatures]] can cross it. One could also argue that while creatures knocked into an empty moat will be unharmed, those knocked into a full one will drown. Additionally, the ice can easily be mined away. Another more elaborate method would be [[pump]]ing the water out before [[winter]] and back in before [[spring]]. Another method is to dig a 2 z-level deep channel and fill only the bottom z-level with water that way only fliers will be able to cross it. &lt;br /&gt;
&lt;br /&gt;
A [[magma]]-filled moat is the deadliest: It does not solidify in the winter and it instantly kills all that fall in. That could also be a serious disadvantage. 'Twould be lovely to have your [[champion]] [[hammerdwarf]], who's good friends with all of the best warriors, skillfully dodge a [[goblin]], get fried, and send the fort into [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
If you wish to combine safety and offensive value, consider a channel lined with your favorite [[traps]].&lt;br /&gt;
&lt;br /&gt;
A very deadly combination, is to first, create a moat. Then, put a retractable bridge across it. On the outside of the moat, next to the bridge, put [[pressure plate]]s surrounding the bridge. Link them all to the [[bridge]], and watch as invaders step on the pressure plates, then step on the bridge, the bridge retracts, they fall in, and drown/burn.:)&lt;br /&gt;
&lt;br /&gt;
==Reverse Moat==&lt;br /&gt;
&lt;br /&gt;
Digging channels for a moat interferes with the top layer of your fortress. But it's possible to get the benefits of a moat without channeling from the surface. Construct two walls around your entrance, and connect them by a [[drawbridge]]. Build [[ramp]]s or [[stair]]s on the inside of the inner wall, and the outside of the outer wall. To cross the moat, a creature has to climb up, cross the bridge, and climb back down. If the bridge is wide enough, and lined up with three ramps on either side, merchant [[wagon]]s can enter.&lt;br /&gt;
&lt;br /&gt;
==Trap Moat==&lt;br /&gt;
&lt;br /&gt;
Essentially, the Trap Moat is an empty moat with a retracting bridge. However, the inside of the moat is filled with upright [[menacing spike|spike]] [[traps]]. The idea is, when enemies get on the bridge, you pull the [[lever]] to retract it and pull the lever to spring the traps. When they fall, they get perforated. However, there's ramps at the end of the moat so friendly dwarves can get out and surviving enemies can futilely try to cross the bridge before they bleed out.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Moat==&lt;br /&gt;
&lt;br /&gt;
Like the trap moat, only the channel is filled with cage traps instead so you can expand your [[zoo]].  If you use this strategy, it is recommended that you connect all your moats together, so that if all the cages in one moat are full, hostiles will (hopefully) wander over to the bottom of another moat and get caught.&lt;br /&gt;
&lt;br /&gt;
You will need an entrance into the network to retrieve captured enemies.  This entrance should also be controlled via drawbridge/moat access, and the moat it uses can connect via stairway to the dungeon you've already built.&lt;br /&gt;
&lt;br /&gt;
You might also want to include some upright spike traps in case all the cages are filled.  Otherwise you could potentially have the entire enemy army wandering around in your fort's dungeon.  Of course, that might be a problem you ''want'' to have.&lt;br /&gt;
&lt;br /&gt;
This idea would be more fun if you had a reliable way of getting enemies inside the dungeon.  For example, you could restrict entrance to your fortress along a narrow passageway, and then replace the passageway with a retracting bridge over your dungeon.  (Hint: You'd have to build the retracting bridge first, then turn the bridge into the only means of getting into the fortress using channels.)&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: I haven't actually tried any of this out yet; something will probably go wrong (for example, enemies that fall into the moat might be too stunned to wander around and find an open trap.)&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Sava2004</name></author>
	</entry>
</feed>