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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stromko</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-26T00:48:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=150322</id>
		<title>v0.31 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=150322"/>
		<updated>2011-06-13T05:55:58Z</updated>

		<summary type="html">&lt;p&gt;Stromko: /* Size &amp;amp; Permit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor raw changes==&lt;br /&gt;
Main armor types have been renamed to &amp;quot;breastplate&amp;quot; and &amp;quot;mail shirt&amp;quot; respectively.&lt;br /&gt;
Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.&lt;br /&gt;
&lt;br /&gt;
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.&lt;br /&gt;
&lt;br /&gt;
:The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results.  The current best description is to say that, for armor, adamantine&amp;gt;steel&amp;gt;bronze(bismuth or not)&amp;gt;iron&amp;gt;=copper&amp;gt;everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations).  Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --[[User:PencilinHand|PencilinHand]] 00:09, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Having worked on the problem some I must point out that there is an important difference between having no LBSTEP or UBSTEP and having zero LBSTEP and UBSTEP.  A lot of work still needs to be done, especially with regards to how materials work with armor.  Also, could everybody remember to sign their work [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal# like Zorro?]  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
Extensive coverage testing of various armors and UB/LBSTEP reveals some buggy behavior:&lt;br /&gt;
&lt;br /&gt;
-The only way to protect [STANCE], [GRASP], [HEAD], or [UPPERBODY] parts (feet, hands, head, and upperbody) is with armor worn on them specifically(LOWERBODY parts may be protected by armor worn on the UPPERBODY as well as the LOWEBODY).&lt;br /&gt;
&lt;br /&gt;
-[LIMB]s (arms and legs) are correctly protected by armors, pants, gloves, and gauntlets with appropriate UBSTEP and LBSTEP values.  For example, lower arms can be protected by body armor with UPSTEP &amp;gt;=2 as well as gloves with LBSTEP&amp;gt;=1.&lt;br /&gt;
&lt;br /&gt;
-Currently(31.03), the ONLY way to protect parts that are not [LIMB]s,[STANCE]s,[GRASP]s,[HEAD]s or [UPPER/LOWERBODY]s parts (such as facial features, toes, fingers, throat, vestigial wings, any cosmetic custom parts, etc)is by exploiting a bug. You need a robe, or a dress; an UPPERBODY armor with UBSTEP:MAX.  Armor configured this way will protect all [LIMB]s that are do not qualify for LBSTEP coverage, as well as fingers and toes etc, but it will NOT protect, hands, feet, or heads.  Gauntlets, boots, and helms currently protect hands, feet, and heads, but not fingers, toes, or facial features.  This is both counter intuitive, and at odds with toady's comments on the subject.&lt;br /&gt;
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--[[User:Derigo|Derigo]] 05:15, 11 May 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
Whether or not we know the exact mechanics of the various STEPS, I have added them to the Armor Tables so we can at least have a reference to what armor has what. Also, they are now sortable by those #s, because that was really bugging me. &lt;br /&gt;
&lt;br /&gt;
Does anyone know what the BONE/LEATHER/ETC categories are tracking? Because I think it is a holdover from 40d, but I wasn't going to delete them until I knew for sure. --[[User:Flaede|Flaede]] 10:08, 20 August 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
=== wooden armor ==== &lt;br /&gt;
just curious -- how does it rate?&lt;br /&gt;
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==New armor layering rules==&lt;br /&gt;
I added the new rules for layering armor.  It is kind of complicated and I only typed it up so it will need to be presented in a more user friendly format at some point but it is past 2 am here so I am going to bed now.  Also, we need to confirm that these rules hold for fortress mode.  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
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I don't understand something--in the example, you say you can get 2x socks, 2x high boots. But if high boots have size 25 permit 15, how do you get the second pair on? Wouldn't the third rule be violated? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:74.104.157.229|74.104.157.229]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I suspect he's accepting the fact that a dwarf has two feet - so he'd get one sock and one high boot on one foot, and one sock and one high boot on the other.  But that's just my interpretation - I don't try and optimize my fortress-mode armoring any better than &amp;quot;okay, high boots protect more than low boots, so I'll make those instead&amp;quot;. --[[User:DeMatt|DeMatt]] 07:41, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --[[User:Dapanman|Dapanman]] 22:00, 1 May 2010 (UTC)&lt;br /&gt;
:I tested this by editing the raws; if you multiply all the material size tokens by 150 you get the correct results (breastplates take 3 bars, chain shirts/greaves take 2, etc). So a breastplate should have material size 1350. (And if you don't have enough, it will again misrepresent it as &amp;quot;needs 450 bars&amp;quot; but oh well.) You have to gen a new world though. [[Special:Contributions/96.224.166.17|96.224.166.17]] 02:27, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Note that for optimal loadout in Fortress mode, be sure to select 'replace clothing' rather than 'over clothing' -- I tried to add breastplate, mail shirt and leather cloak to someone already wearing a shirt, and they'd just spin in 'Pickup Equipment' trying to overload themselves, swapping the mail shirt and breastplate.  If you don't mind specifying every piece of garb in their uniform, it's easier if they start naked and you build up from there.&lt;br /&gt;
&lt;br /&gt;
==Toga==&lt;br /&gt;
i dont see these on the table, yet i can create them in the '[j]obs' menu, in the leatherworks, and in the clothier's shop in both cloth and silk. surely it should be on there?--[[User:DJ Devil|DJ Devil]] 15:23, 28 May 2010 (UTC)&lt;br /&gt;
:i also cant make robes or coats. did anyone check the accuracy of this page before it was put on here..?--[[User:DJ Devil|DJ Devil]] 15:30, 28 May 2010 (UTC)&lt;br /&gt;
::Dunno why you can't make robes or coats - for me, my leatherworks has robes as the third choice, coats at fifth, and yes togas at sixth. Cloth has 'em in the same order, and the same for silk. Not in a position to comment on their protective capabilities, me, but they definitely exist. --[[User:DeMatt|DeMatt]] 16:43, 28 May 2010 (UTC)&lt;br /&gt;
:one possible reason could be that i'm still on 0.31.03, but i cant see that mattering too much - surely they didnt take any items out of that particular release which were in 40d, and then put it back in on 0.31.04? that'd be a bit bizarre.. but i cannot make robes or coats anywhere (i.e. not on the 'jobs' menu, or in the leatherworks, or in the clothier's). the list goes as such;&lt;br /&gt;
* leather armour (only in the leatherworks)&lt;br /&gt;
* dress&lt;br /&gt;
* shirt&lt;br /&gt;
* tunic&lt;br /&gt;
* toga&lt;br /&gt;
* vest&lt;br /&gt;
* cloak&lt;br /&gt;
* leggings (only in the leatherworks)&lt;br /&gt;
* trousers&lt;br /&gt;
* cap&lt;br /&gt;
* helm (only in the leatherworks)&lt;br /&gt;
* hood&lt;br /&gt;
* glove&lt;br /&gt;
* mitten&lt;br /&gt;
* sock (only in the clothier's (both materials))&lt;br /&gt;
* high boot (only in the leatherworks)&lt;br /&gt;
* shoe&lt;br /&gt;
very strange..--[[User:DJ Devil|DJ Devil]] 17:43, 28 May 2010 (UTC)&lt;br /&gt;
:The clothing objects you're able to make depend on your civilization - if you look, they're all in the raws. --[[User:Quietust|Quietust]] 18:00, 28 May 2010 (UTC)&lt;br /&gt;
::sorry, i dont quite understand. by 'civilisation', do you mean the race? i.e. goblin/human/dwarf? or do you mean specifically the settlement my town was created from? and in my raws it has robes and coats in the 'item_armor' file, along with togas, and the other stuff i CAN make.--[[User:DJ Devil|DJ Devil]] 18:15, 28 May 2010 (UTC)&lt;br /&gt;
:He does mean &amp;quot;specifically the settlement&amp;quot;, although the organization is not settlement-specific. Now that I look more closely, my leatherworks is missing &amp;quot;shirt&amp;quot; and &amp;quot;vest&amp;quot;, as is my clothier's shop. So yes, it varies depending on the civilization. You can get an idea of what your chosen civ has access to during the Embark phase. Just go to add a new item, and look at the Bodywear category. --[[User:DeMatt|DeMatt]] 19:46, 28 May 2010 (UTC)&lt;br /&gt;
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::I will edit the table to add togas and add a disclaimer about availability being based on civilization.  --[[User:PencilinHand|PencilinHand]] 16:50, 12 June 2010 (UTC)&lt;br /&gt;
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== Metal raws concerning armor ==&lt;br /&gt;
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What raws are related to how good a metal is as an armor material? [[User:Richards|Richards]] 21:23, 21 June 2010 (UTC)&lt;br /&gt;
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== Article quality ==&lt;br /&gt;
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&amp;lt;quote&amp;gt;&lt;br /&gt;
Exceptional Quality Articles have ALL of the following characteristics: &lt;br /&gt;
&lt;br /&gt;
Is properly categorized &lt;br /&gt;
Has a decent amount of information (is &amp;quot;complete&amp;quot; for the purposes of new players looking for information&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
Source: http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Quality#Tattered#ixzz0vc6YZ2ES&lt;br /&gt;
&lt;br /&gt;
This article is mostly useless for a new play, badly formated for the information it does present, and utterly fails to give a wide range of information.  how can this be &amp;quot;exceptional?&amp;quot;&lt;br /&gt;
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[[Special:Contributions/152.91.9.144|152.91.9.144]] 05:52, 4 August 2010 (UTC)&lt;br /&gt;
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==Leather vs Chain vs Plate==&lt;br /&gt;
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Am I missing something, or is listing the distinction in the table between these types of armor an outdated concept? As far as I know, the game doesn't currently use these terms to categorize armor, and some of them don't even make sense anymore, like metal caps being categorized as &amp;quot;leather&amp;quot;. Surely the &amp;quot;Armor Level&amp;quot; column covers the concept comprehensively without causing confusion? --[[User:Soronhen|Soronhen]] 16:53, 15 October 2010 (UTC)&lt;br /&gt;
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== Human-sized armor ==&lt;br /&gt;
&lt;br /&gt;
Is there any issue with dwarves wearing human-made and human-sized armor pieces, e.g., &amp;quot;large cap&amp;quot;, &amp;quot;large breastplate&amp;quot;?  (If dwarves can wear them, why can't they make them?)  Elf-sized armor?  And would humans be interested in elf-made armor pieces?&lt;br /&gt;
It seems an obvious issue to ask about, but I haven't seen any answers... --  [[User:Maunder|Maunder]] 05:21, 26 October 2010 (UTC)&lt;br /&gt;
:Any armor/clothing that is labeled as &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; cannot be equipped; thus, gear worn by {{L|Human}}s, {{L|Troll}}s, and {{L|Kobold}}s is useful only for melting or for trading. {{L|Goblin}}s and {{L|Elf|Elves}} are the same size as Dwarves, so your dwarves can wear them just fine. --[[User:Quietust|Quietust]] 21:43, 27 October 2010 (UTC)&lt;br /&gt;
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== Adamantine dress and robe ==&lt;br /&gt;
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I verified that adamantine dresses and robes will protect everything except hands, feet, and heads. (Including toes, fingers, necks, and noses.) I believe that this makes adamantine robes the mose efficient use of the metal, granting near-immunity to piercing and slashing attacks. [[User:Decius|Decius]] 23:57, 7 November 2010 (UTC)&lt;br /&gt;
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However, it seems that other materials might be better vs. blunt weapons. It seems that blunt attacks will do damage &amp;quot;through the pig tail fiber cloak&amp;quot; instead of an adamantine dress or shirt. Has anyone tested nonmetals for protection from blunt? [[User:Decius|Decius]] 00:28, 28 April 2011 (UTC)&lt;br /&gt;
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Arena mode results: Troll fur, pig tail, toad leather, and steel all provide roughly the same protection vs silver whips. Blows would regularly chip bone through the armor, damage organs, and kills were from putting the skull through the brain. A mixture of goblins and dwarves was used, 1v1, competent lasher and no other skills. Fortress mode confirms the adamantine robe hypothesis: Ten pages of fortress mode combat logs of a lasher and axegoblin beating on an unconscious swordsdwarf wearing adamantine robe, gauntlets, helm and high boots. The lasher inflicted massive organ damage, the axegoblin inflicted nothing. Somehow the dwarf managed to survive long enough to be carried to the hospital, and appears to be breathing now. Surprisingly, only the lower body and upper body were targeted during the curbstomp. [[User:Decius|Decius]] 01:47, 28 April 2011 (UTC)&lt;br /&gt;
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== Changes in 0.31.17? ==&lt;br /&gt;
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I've just had a strike to a goblin toe deflected by his copper low boot. The article claims that it is impossible due to a bug. Recheck of armor coverage rules is in order.[[File:Foot_toe-deflected.png]]--[[User:Another|Another]] 16:37, 12 November 2010 (UTC)&lt;br /&gt;
:You must have updated to the latest version. 31.17 made toes and fingers covered by boots and gauntlets respectively.--[[User:Furlion|Furlion]] 17:24, 12 November 2010 (UTC)&lt;br /&gt;
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== Modding Gloves ==&lt;br /&gt;
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I'm working on a mod to be able to produce armor in adventure mode -- but I've hit a snag.  Gloves of all sorts are in &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot; pairs.  I can't figure out the raws to stop producing &amp;quot;cheetah leather glove&amp;quot; as opposed to &amp;quot;cheetah leather right glove&amp;quot;.  Anyone happen to know this? --[[User:Aescula|Aescula]] 02:31, 27 November 2010 (UTC)&lt;br /&gt;
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== Growing attached ==&lt;br /&gt;
One of my dwarves just grew attached his the left mitten. This means that armor probably can also be named like a weapon. I'll do mre research. --[[User:Blur|Blur]] 08:51, 27 December 2010 (UTC)&lt;br /&gt;
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== quality of armor? ==&lt;br /&gt;
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I was wondering, how does the crafted quality of armor affect its performance in combat? --Mark 20:28, 21 January 2011 (UTC)&lt;br /&gt;
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== Foreign Boots ==&lt;br /&gt;
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I was preparing my military uniform, when it said high boots were foreign. They weren't foreign in my other save which is the same version. I have v.31.18. What's going on? --[[User:Joejr50|Joejr50]] 21:53, 9 February 2011 (UTC)&lt;br /&gt;
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:Some dwarf civs can make high boots, some can only make low boots. You got a low-boot one. [[Special:Contributions/220.253.80.140|220.253.80.140]] 10:03, 20 February 2011 (UTC)&lt;br /&gt;
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== Size &amp;amp; Permit ==&lt;br /&gt;
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These are confusing... e.g., the helmet + 2 caps example. Why is this allowed? The sizes, added together, are 50. This is not LESS than the helmets size + permit. Wouldn't this violate the 2nd rule?&lt;br /&gt;
&lt;br /&gt;
Also, isn't the first rule identical to the last rule? (If an item is not a layer:cover item, the last rule applies, if it is a layer:cover item, both the first &amp;amp; the last rule apply, but will always evaluate the same, as written.) - Morik 2011-03-28&lt;br /&gt;
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:The examples were quite confusing, and poorly written. I discussed the topic on the DF forums, and have posted a new section explaining the equipment process. &lt;br /&gt;
:However, the information you are referring to may still hold some useful information, so I am leaving it intact. Someone more experienced may want to clean it up. --[[User:RadGH|RadGH]] 15:35, 6 June 2011 (UTC)&lt;br /&gt;
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:Every time that I have assigned dwarves to wear caps with helms, they do not wear caps, no matter what material (or any material) the caps are made of. Even if I tell them to remove all civilian clothing and wear exact matches, they will not wear caps with helms. Anyone else experiencing this? ----[[User:Stromko|Stromko]] 05:55, 13 June 2011 (UTC)&lt;br /&gt;
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== Equipping Clothing ==&lt;br /&gt;
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I added a verify link in hopes that someone can confirm the equipping logic for the following line:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If two items share the same permit value, the highest size item will be equipped first.&amp;quot; --[[User:RadGH|RadGH]] 15:12, 6 June 2011 (UTC)&lt;br /&gt;
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== Cleanup Request ==&lt;br /&gt;
&lt;br /&gt;
Many of the examples following my new &amp;quot;Equipping Clothing&amp;quot; section are unclear, poorly written, and/or redundant information. While the information held there may still have use, it might be worth cleaning up. I will leave that to someone else, as writing the section which makes these redundant seems to put me in an awkward position. --[[User:RadGH|RadGH]] 15:37, 6 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Indecisive%27s_illustrated_fortress_mode_tutorial&amp;diff=20994</id>
		<title>40d Talk:Indecisive's illustrated fortress mode tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Indecisive%27s_illustrated_fortress_mode_tutorial&amp;diff=20994"/>
		<updated>2008-02-25T13:39:25Z</updated>

		<summary type="html">&lt;p&gt;Stromko: /* Recipe for disaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Image Thumbnailing ==&lt;br /&gt;
&lt;br /&gt;
This page is huge as it is. I'm considering thumbnailing the images. Good idea / bad idea? [[User:EighenIndemnis|EighenIndemnis]] 13:58, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, please. Thumbnailing would be good - we could probably stand to remove some of the images entirely, as many are redundant or very obvious. It's important to be clear, but some of these are truly unnecessary. --[[User:Turgid Bolk|Turgid Bolk]] 14:34, 5 November 2007 (EST)&lt;br /&gt;
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::Okay, gave it a shot. Will clean up and add more captions later. [[User:EighenIndemnis|EighenIndemnis]] 14:54, 5 November 2007 (EST)&lt;br /&gt;
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== Crashes ==&lt;br /&gt;
&lt;br /&gt;
All of the crashes you were having might be because of the well you built. Other people have mentioned that building wells causes their game to freeze up multiple times, I've noticed the same thing too. In a fortress where I saved just before building a well, I hadn't crashed once. I built the well, then about 5 minutes later I froze completely. Reloading the save, I didn't build the well, and have gone another two or three years without seeing a single crash. --[[User:The Cheshire Cat|The Cheshire Cat]] 15:18, 9 November 2007 (EST)&lt;br /&gt;
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== Guide overwhelming to new players ==&lt;br /&gt;
&lt;br /&gt;
This tutorial is very expansive and can be a confusing read for a new player.  Perhaps sections could be split up into their own page, like a workshops guide, farm guide or well guide to reduce this article's size.  While it does cover many topics in brief, I'm not sure what this guide is accomplishing that [[your first fortress]] isn't. Perhaps this article should be viewed as more of an ''example'' and less of a tutorial. - [[User:Mad Mallard|Mad Mallard]] 02:30, 24 November 2007 (EST)&lt;br /&gt;
:New Player here, this guide taught me how to play the game. The pictures add a lot to comprehension compared to YFF (Your First Fortress), also the instructions are more in depth and better explain mechanics, plus it takes the gameplay much further than YFF (which hints at possible futures but doesn't really help me understand why I need those futures) I didn't find the guide overwhelming because I would read a bit, play, pause, read a bit, play, explore, read a bit, etc. It works fine the way it is, in my opinion and it is a great resource that doesn't need any more mucking about with then has already been done :) --[[User:Vanan|Vanan]] 02:38, 24 November 2007 (EST)&lt;br /&gt;
::Good good good!  I'm glad.  When I started playing I used a little of both YFF and IIFMT, learning the interface here and the game mechanics there, but new people I've brought to the game just can't seem to figure out the UI.  The tutorial won't win any awards for being concise, but then again, neither would dwarf fortress. =P --[[User:Mad Mallard|Mad Mallard]] 02:50, 24 November 2007 (EST)&lt;br /&gt;
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== Recipe for disaster ==&lt;br /&gt;
&lt;br /&gt;
Something that really jumped out at me was that the /first/ thing you're told to do is destroy the wagon. I kind of speedread through the rest, looking for where it said to make a food stockpile first, but don't see it, at least not with my tired eyes. With that wagon removed, all the food will rot. It needs to be either inside the wagon or transferred to an interior food stockpile. There's really no good reason to destroy the wagon first things first, if you don't like your dwarves milling around it you could always create a Meeting Area zone someplace else.&lt;br /&gt;
--[[User:Stromko|Stromko]] 05:39, 25 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Indecisive%27s_illustrated_fortress_mode_tutorial&amp;diff=20993</id>
		<title>40d Talk:Indecisive's illustrated fortress mode tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Indecisive%27s_illustrated_fortress_mode_tutorial&amp;diff=20993"/>
		<updated>2008-02-25T13:38:09Z</updated>

		<summary type="html">&lt;p&gt;Stromko: Recipe for disaster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Image Thumbnailing ==&lt;br /&gt;
&lt;br /&gt;
This page is huge as it is. I'm considering thumbnailing the images. Good idea / bad idea? [[User:EighenIndemnis|EighenIndemnis]] 13:58, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, please. Thumbnailing would be good - we could probably stand to remove some of the images entirely, as many are redundant or very obvious. It's important to be clear, but some of these are truly unnecessary. --[[User:Turgid Bolk|Turgid Bolk]] 14:34, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Okay, gave it a shot. Will clean up and add more captions later. [[User:EighenIndemnis|EighenIndemnis]] 14:54, 5 November 2007 (EST)&lt;br /&gt;
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== Crashes ==&lt;br /&gt;
&lt;br /&gt;
All of the crashes you were having might be because of the well you built. Other people have mentioned that building wells causes their game to freeze up multiple times, I've noticed the same thing too. In a fortress where I saved just before building a well, I hadn't crashed once. I built the well, then about 5 minutes later I froze completely. Reloading the save, I didn't build the well, and have gone another two or three years without seeing a single crash. --[[User:The Cheshire Cat|The Cheshire Cat]] 15:18, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Guide overwhelming to new players ==&lt;br /&gt;
&lt;br /&gt;
This tutorial is very expansive and can be a confusing read for a new player.  Perhaps sections could be split up into their own page, like a workshops guide, farm guide or well guide to reduce this article's size.  While it does cover many topics in brief, I'm not sure what this guide is accomplishing that [[your first fortress]] isn't. Perhaps this article should be viewed as more of an ''example'' and less of a tutorial. - [[User:Mad Mallard|Mad Mallard]] 02:30, 24 November 2007 (EST)&lt;br /&gt;
:New Player here, this guide taught me how to play the game. The pictures add a lot to comprehension compared to YFF (Your First Fortress), also the instructions are more in depth and better explain mechanics, plus it takes the gameplay much further than YFF (which hints at possible futures but doesn't really help me understand why I need those futures) I didn't find the guide overwhelming because I would read a bit, play, pause, read a bit, play, explore, read a bit, etc. It works fine the way it is, in my opinion and it is a great resource that doesn't need any more mucking about with then has already been done :) --[[User:Vanan|Vanan]] 02:38, 24 November 2007 (EST)&lt;br /&gt;
::Good good good!  I'm glad.  When I started playing I used a little of both YFF and IIFMT, learning the interface here and the game mechanics there, but new people I've brought to the game just can't seem to figure out the UI.  The tutorial won't win any awards for being concise, but then again, neither would dwarf fortress. =P --[[User:Mad Mallard|Mad Mallard]] 02:50, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Recipe for disaster ==&lt;br /&gt;
&lt;br /&gt;
Something that really jumped out at me was that the /first/ thing you're told to do is destroy the wagon. I kind of speedread through the rest, looking for where it said to make a food stockpile first, but don't see it, at least not with my tired eyes. With that wagon removed, all the food will rot. It needs to be either inside the wagon or transferred to an interior food stockpile. There's really no good reason to destroy the wagon first things first, if you don't like your dwarves milling around it you could always create a Meeting Area zone someplace else.&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37923</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37923"/>
		<updated>2008-02-25T00:25:52Z</updated>

		<summary type="html">&lt;p&gt;Stromko: New page: [re: Creating separate .txt file for new creatures]  This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Kla...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24848</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24848"/>
		<updated>2008-01-07T11:26:35Z</updated>

		<summary type="html">&lt;p&gt;Stromko: /* Leather Armor re: Caps and Helms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 23.130.23a ==&lt;br /&gt;
&lt;br /&gt;
We had much more info on armor in the [http://archive.dwarffortresswiki.net/index.php/Armor old wiki]. Could someone with an account there bring the relevant bits over? [[User:VengefulDonut|VengefulDonut]] 11:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 06 2007&lt;br /&gt;
&lt;br /&gt;
:In the old versions, the materials of the armor pieces were irrelevant, regardless of the fact that the lowest armor level is called &amp;quot;leather&amp;quot;.  Leather and chain wearers would wear any kind of legging or boot, and a plate wearer would wear even a pig tail helm, if they happened to come across one, showing no preference for better material types or quality.  Has this changed, or does the table in this article contain some wrong assumptions?--[[User:Maximus|Maximus]] 02:42, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall that 'light' materials like cloth, shell, and bone effectively 'downgraded' armor by one level, weighed half as much, and were 50% of the maximum effectiveness per their type. However! I can see right now in my current fortress a steel cap is 78 pounds and a cave spider silk cap is 13 pounds. This shows not all old information is correct. &lt;br /&gt;
&lt;br /&gt;
Furthermore, bone and shell doesn't become a 'lighter' class. Shell Gauntlets require Chain or above to be assigned, and Turtle Bone Greaves go un-used until a dwarf is set to Plate.&lt;br /&gt;
&lt;br /&gt;
However, I /can/ confirm from this very fortress I'm looking at right now, that dwarves assigned to leather went to pick up and wear Leather Helms. Unless, that is, they already have metal Caps. I'm looking at a marksdwarf right now assigned to wear Leather who has a Steel Cap, a pig tail hood (they all have hoods), and no helm. Everybody else has a leather helm.&lt;br /&gt;
&lt;br /&gt;
I should note my fortress has no metal helms lying around, nor does it have spare metal caps, so I'm unable to verify that dwarves set to Leather wouldn't wear metal Helms or preferentially choose caps (they'd probably choose /either/ Metal Caps or Leather Helms if given a choice). However, I'm pretty sure they would not. Therefore, it is my understanding that they make a distinction between different material types. --[[User:Stromko|Stromko]] 03:22 (PST), January 07 2007&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24846</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24846"/>
		<updated>2008-01-07T06:09:21Z</updated>

		<summary type="html">&lt;p&gt;Stromko: /* Leather Armor re: Caps and Helms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 23.130.23a ==&lt;br /&gt;
&lt;br /&gt;
We had much more info on armor in the [http://archive.dwarffortresswiki.net/index.php/Armor old wiki]. Could someone with an account there bring the relevant bits over? [[User:VengefulDonut|VengefulDonut]] 11:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 08 2007&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24845</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24845"/>
		<updated>2008-01-07T03:58:23Z</updated>

		<summary type="html">&lt;p&gt;Stromko: Leather Armor re: Caps and Helms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 23.130.23a ==&lt;br /&gt;
&lt;br /&gt;
We had much more info on armor in the [http://archive.dwarffortresswiki.net/index.php/Armor old wiki]. Could someone with an account there bring the relevant bits over? [[User:VengefulDonut|VengefulDonut]] 11:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem, with the weight reduction from using leather it should be 15 stones vs the 5 stones that a leather cap should be. I'd go ahead and add this to the article but I'm worried I'd mess up the table. :) --[[User:Stromko|Stromko]] 19:57:15 (PST), January 08 2007&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11188</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11188"/>
		<updated>2008-01-06T10:23:22Z</updated>

		<summary type="html">&lt;p&gt;Stromko: /* Flow? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11187</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11187"/>
		<updated>2008-01-06T10:22:26Z</updated>

		<summary type="html">&lt;p&gt;Stromko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel.&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20400</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20400"/>
		<updated>2007-11-05T14:18:27Z</updated>

		<summary type="html">&lt;p&gt;Stromko: /* Injuries while sparring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proof, though, and I can't check just ATM - can someone look at this?[[User:Thexor|Thexor]] 20:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I checked a little.  Dabbling skills are not enough, but novice military skills are sufficient to prevent unhappiness about being drafted, while novice civilian skills prevent angst when the dwarves are relived.  Is it ok as long as they don't become peasants or recruits? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Tests:&lt;br /&gt;
* Novice Jeweler&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - did not complain&lt;br /&gt;
* Dabbling Butcher&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - unhappy&lt;br /&gt;
Will update again when dwarfs are no longer unhappy.  Also, it seems to me that marksdwarves need to be stationed near the barracks to practice when they are standing down - can anyone confirm this? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can also add results to the tests above:&lt;br /&gt;
* Novice Marksdwarf / Novice Butcher&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - No unhappy thought&lt;br /&gt;
* Novice Butcher only&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** unenlisted - no unhappy thought&lt;br /&gt;
* Novice Axedwarf / Dabbling Planter&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - unhappy.&lt;br /&gt;
Dwarves don't need to be stationed near the barracks for sparring practice when off-duty, mine (Axedwarves and Marksdwarves) are stationed almost 5 full screens away. [[User:Matryx|Matryx]] 03:59, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injuries while sparring ==&lt;br /&gt;
&lt;br /&gt;
It IS still possible to get grievous injuries while sparring. I currently have two guards resting with injuries, one maimed and one with a broken limb. Mitigating circumstances? Near-masterwork steel battleaxes and no armor. On the other hand, none of them are Strong or anything (or Tough, for that matter). Also I just checked and I have a Wrestler with a left lung and upper spine maimed too, couldn't be from anything else but sparring with the over-equipped guards, and he was wearing iron chainmail AND was Agile, Tough. I'd make the change myself but I'm too clueless about wikis and don't want to break some law of etiquette.&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19862</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19862"/>
		<updated>2007-11-05T14:17:03Z</updated>

		<summary type="html">&lt;p&gt;Stromko: /* Training / Sparring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (note: 'A', not 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question (note: 'a', not 'A' on this screen).&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally produce an unhappy thought. Dwarves with little or no (non-dabbling) &amp;quot;normal&amp;quot; skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads.&lt;br /&gt;
This is done by pressing 'enter' on recruits.  You cannot task a soldier with leading dwarves more skilled than they are.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a weird screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issueing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty.&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the military screen will head to the barracks and begin sparring to train their skills.  In previous versions of Dwarf Fortress it was possible to get horrendous injuries by letting your dwarves spar with weapons, but there hasn't been a reported case of this in the current version.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19861</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19861"/>
		<updated>2007-11-05T14:16:31Z</updated>

		<summary type="html">&lt;p&gt;Stromko: /* Training / Sparring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (note: 'A', not 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question (note: 'a', not 'A' on this screen).&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally produce an unhappy thought. Dwarves with little or no (non-dabbling) &amp;quot;normal&amp;quot; skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads.&lt;br /&gt;
This is done by pressing 'enter' on recruits.  You cannot task a soldier with leading dwarves more skilled than they are.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a weird screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issueing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty.&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the military screen will head to the barracks and begin sparring to train their skills.  In previous versions of Dwarf Fortress it was possible to get horrendous injuries by letting your dwarves spar with weapons, but there hasn't been a reported case of this in the current version&amp;lt;!-- Fraid they can indeed, check Discussion --Stromko --&amp;gt;.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20801</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20801"/>
		<updated>2007-11-05T14:12:54Z</updated>

		<summary type="html">&lt;p&gt;Stromko: Training with Crossbows, Wooden/Bone Bolts more than preferred&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20399</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20399"/>
		<updated>2007-11-05T14:08:31Z</updated>

		<summary type="html">&lt;p&gt;Stromko: Injuries while sparring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proof, though, and I can't check just ATM - can someone look at this?[[User:Thexor|Thexor]] 20:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I checked a little.  Dabbling skills are not enough, but novice military skills are sufficient to prevent unhappiness about being drafted, while novice civilian skills prevent angst when the dwarves are relived.  Is it ok as long as they don't become peasants or recruits? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Tests:&lt;br /&gt;
* Novice Jeweler&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - did not complain&lt;br /&gt;
* Dabbling Butcher&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - unhappy&lt;br /&gt;
Will update again when dwarfs are no longer unhappy.  Also, it seems to me that marksdwarves need to be stationed near the barracks to practice when they are standing down - can anyone confirm this? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can also add results to the tests above:&lt;br /&gt;
* Novice Marksdwarf / Novice Butcher&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - No unhappy thought&lt;br /&gt;
* Novice Butcher only&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** unenlisted - no unhappy thought&lt;br /&gt;
* Novice Axedwarf / Dabbling Planter&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - unhappy.&lt;br /&gt;
Dwarves don't need to be stationed near the barracks for sparring practice when off-duty, mine (Axedwarves and Marksdwarves) are stationed almost 5 full screens away. [[User:Matryx|Matryx]] 03:59, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injuries while sparring ==&lt;br /&gt;
&lt;br /&gt;
It IS still possible to get grievous injuries while sparring. I currently have two guards resting with injuries, one maimed and one with a broken limb. Mitigating circumstances? Near-masterwork steel battleaxes and no armor. On the other hand, none of them are Strong or anything (or Tough, for that matter). Also I just checked and I have a Wrestler with a left lung and upper spine maimed too, couldn't be from anything else but sparring with the over-equipped guards, and he was wearing iron chainmail AND was Agile, Tough.&lt;/div&gt;</summary>
		<author><name>Stromko</name></author>
	</entry>
</feed>