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	<updated>2026-05-21T08:33:40Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Military_testing&amp;diff=172006</id>
		<title>Military testing</title>
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		<updated>2012-05-20T13:05:35Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page on the wiki houses trials run within the game by players, with the intention of arriving at conclusions on how certain combat situations work, or just combat in general.&lt;br /&gt;
&lt;br /&gt;
If you want to know more about how to do your own testing go to the [[DF2010:Arena]] wiki article. To learn more about the military and how it works in Dwarf Fortress, go to the [[DF2010:Military]] article.&lt;br /&gt;
&lt;br /&gt;
The format in which trials are presented here is by no means a strict rule. Feel free to add and change elements but make sure the information is easy to read and understand. Try to provide any information you think is relevant and useful without digressing too much.&lt;br /&gt;
&lt;br /&gt;
= Standard format for testing trials =&lt;br /&gt;
&lt;br /&gt;
Here's an example of how to present your test's information. If you're not sure how to make tables and stuff, just copy this from the edit page and fill it with your own information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || Grand Master Swordsdwarf&amp;lt;br&amp;gt; Grand Master Elf-hater || Tower-cap stake&lt;br /&gt;
|-&lt;br /&gt;
| #2: Corinthian Magma Weasel || 6 || -no skills- || -no items-&lt;br /&gt;
|-&lt;br /&gt;
| #3: Tea cup || 6 || Legendary Absurdist || Mustard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 0 || Severed limbs&amp;lt;br&amp;gt;Bruised internal organs || Tired&amp;lt;br&amp;gt;Bored&amp;lt;br&amp;gt;Extreme Pain || Infection&lt;br /&gt;
|-&lt;br /&gt;
| #2: Corinthian Magma Weasel || 3 || Broken nose&amp;lt;br&amp;gt;Broken toes || Nauseous || Severed head&lt;br /&gt;
|-&lt;br /&gt;
| #3: Tea cup || 1 || Cracked handle || -none- || Slippage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The creatures were placed in tight groups, spaced equally apart. The dwarves died fast from injuries caused by the tea cups the magma weasels were throwing. The weasels died from friendly fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The test was meant to test how 3 different sides interact in combat and if any creature uses other creatures as projectiles. As far as this test goes, it seems to be true.&lt;br /&gt;
&lt;br /&gt;
= DF2010 (0.31.16) tests =&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Skeletal Horses (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || -no skills- || full iron armor (with chain leggings and mail shirt),&amp;lt;br&amp;gt; shield and longsword&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal Horse || 3 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 6 || 4 have no injuries&amp;lt;br&amp;gt;2 badly wounded || Unconscious&amp;lt;br&amp;gt;Extreme Pain || -N/A-&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal Horse || 0 || -N/A- || -N/A- || Fatal injuries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Refers only to those injured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
I did this test to see if dwarves can survive horses if they've got full iron armor and weapons. The fight was short and it looks like the skeletal horses charge hard and if they hit, they stun and can kill pretty fast if they're not stopped. I tried it 6:3 because I didn't expect the dwarves to survive a 1:1 ratio against the horses anyway. And yes the amount of trials is pathetic :P&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Even if dwarves are fully equipped, skeletal horses are very hard to deal with without casualties or at least serious injuries. Going up to a herd requires at least double the dwarves (if they're unskilled at least) to make sure you'll win and even then you're very likely to end up with dwarves that need hospitalization.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against fire imps (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 4 || Grand Master Shield User || iron shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Fire imp || 6 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 4 || -no injuries- || -no tags- || -N/A-&lt;br /&gt;
|-&lt;br /&gt;
| #2: Fire imp || 0 || -N/A- || -N/A- || Fatal damage from shield attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The purpose of this test was to see how shields block fire. In that sense, it was a failure since none of the imps even had the time to attempt fire attacks. The dwarves use their shields as weapons when they don't have an actual weapon in hand and can use it to block at the same time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Dwarves with shields and the skill to use them can be very deadly and hard to kill as well. That and fire imps are easy to kill :P&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Dragon (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 4 || Grand Master Shield User || iron shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dragon || 1 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 0 || -N/A- || -N/A- || Severing of the body when incapable of blocking a biting attack&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dragon || 1 || All toes broken, nose broken&amp;lt;br&amp;gt;Severe bruising on the rest of the body || Pain || -N/A-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This is a test intended to test fire blocking with shields, in lieu of the previous test which failed at it. Dwarves can block fire breath fine with iron shields and the shields do not get worn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Again, dwarves capable of using shields properly are very hard to kill. These ones had very high skill and the only way the dragon was able to kill them was by knocking them over or stunning them and following through with a bite, severing them in half.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Dragon (2) (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 4 || Grand Master Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dragon || 1 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 3 || -no injuries- || -no tags- || Severing of the body when incapable of blocking a biting attack&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dragon || 0 || All toes broken, nose broken&amp;lt;br&amp;gt;Severe bruising on the rest of the body&amp;lt;br&amp;gt;Severe bruising of internal organs || Extreme Pain&amp;lt;br&amp;gt;Nauseous || Suffocation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This test was made to test the effectiveness of non-firesafe material shields against fire. Other than that, the setup is entirely identical to the previous test.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Shield material does not matter when used by a dwarf it seems and it also never gets worn, so technically a shield of any material is just as adequate for defense. The dwarves again used their shields to attack successfully. Fights with dragons also seem to always include the dragon getting all his toes broken and often his nose. It is also apparent that chance is an important factor when attacks that land by one side (the dragon in this case) are almost always fatal and the other side (the dwarves here) is capable of completely blocking the majority of these attacks. This demonstrated by the fact that in the previous test all dwarves died while in this one the dragon died instead, with all survivors being intact.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Skeletal Horses (2) (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || Grand Master Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal Horse || 3 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 6 || -no injuries- || -no tags- || -N/A-&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal Horses || 0 || -N/A- || -N/A- || Fatal injuries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This is a followup of the previous test to examine how effective shields are against skeletal horses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The dwarves are not only capable of killing the horses, but also prevent any injury to themselves. The horses still push them around a bit, but there is little they can do when dwarves gang up on them. The fight is also, quite short.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Horses (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || Skilled Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Horse || 3 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 0 || -N/A- || -N/A- || Fatal injuries&lt;br /&gt;
|-&lt;br /&gt;
| #2: Horses || 3 || Light bruising || -no tags- || -N/A-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This was done by accident, but serves as a comparison between Skeletal and regular Horses. There seems to be no comparison :P. The intent was to test how capable dwarves are with just a &amp;quot;Skilled&amp;quot; level of expertise with shields rather than Grand Master.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Contrary to Skeletal Horses, the regular ones are much harder to kill with shields. The important point here however is the immense difference of capability a dwarf has at a low skill level contrary to a high skill level. Dwarves at this level do not have a consistent ability to block attacks and use their shields enough to prevent quick death, especially by horses.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Horses (2) (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || Grand Master Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Horse || 3 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 3 || -no injuries- || -no tags- || Fatal injuries&lt;br /&gt;
|-&lt;br /&gt;
| #2: Horses || 0 || -N/A- || -N/A- || Fatal injuries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This is intended to test the actual effectiveness of dwarves as grand masters against regular horses, so as to compare to skeletal horses and the previous test that had dwarves using shields at a lower skill level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Arguably, a higher skill level is a lot more effective, but horses still are very hard to kill without casualties. The difference between fighting a bones-only Horse and an actual muscled Horse is very apparent.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Hydra (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 3&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Grand Master Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Hydra || 1 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;These are the dwarves that survived the previous test. They're completely unharmed, but I thought it good to mention this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 1 || Lost a leg || Tired || Fatal injuries&amp;lt;br&amp;gt;Severing of the body when incapable of blocking a biting attack&lt;br /&gt;
|-&lt;br /&gt;
| #2: Hydra || 1 || Severe bodily bruising&amp;lt;br&amp;gt;Internal organs bruised || Over-Exerted&amp;lt;br&amp;gt;Nauseous || -N/A-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This test was not completed, but the eventual outcome is fairly obvious. It was begun right after the previous one in order to compare how a stronger monster would fare against grand master shieldwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Like the dragon, the hydra has a very hard time with the dwarves. The fight is long and even though it can kill them all eventually, the damage it takes in the meantime is definitive. A slightly higher number of dwarves might have killed it and even if a whole squad dies, the threat the hydra poses is practically elimintated as it will probably eventually die on its own anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bronze vs. Iron ===&lt;br /&gt;
&lt;br /&gt;
To simulate Fortress mode, 8 battles of 8 vs. 8. Since goblins only use iron, both teams wore iron armour, only difference between the teams being iron vs. bronze short sword.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run: 8'''&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 8 || Proficient Swordsdwarf || Full iron set minus breastplate and shield, iron short sword&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 8 || Proficient Swordsdwarf || Full iron set minus breastplate and shield, bronze short sword&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Iron team || 4 lost rounds, 20 of 14 wounded || Severed limbs&amp;lt;br&amp;gt;cuts || Tired&amp;lt;br&amp;gt;Pale&amp;lt;br&amp;gt;Faint || Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| #2: Bronze team || 4 lost rounds, 24 of 21 wounded || Severed limbs&amp;lt;br&amp;gt;cuts || Tired&amp;lt;br&amp;gt;Pale&amp;lt;br&amp;gt;Faint || Bleeding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Casualty/wounded(bruises and missing tooth/broken noses etc not counting)/intact rates of 67/30/3% for bronze and vs. 72/19/8% for iron would suggest that while bronze might be better in bigger and longer fights, as in all but 1 of the battles the first casualty was for the bronze team. This is probably because all attacks, both edged attacks and both blunt attacks the short sword has were seen to be used and because good part of the attacks that hit armour were deflected(and effectively became blunt attacks), and because bronze as a heavier material works slightly better in blunting, while the iron seems to have a slight edge in edged attacks. This is also supported by the comparably much higher amount of wounded dwarves(presumably having been hit early in the battle, lots of missing feet, at times lower legs, hands, lower arms, ears and noses) in the bronze team, despite them losing less as KIA.&lt;br /&gt;
&lt;br /&gt;
A 52 vs 52 fight was also tested to see how much difference there would be when majority of the kills would be made when dwarves would be tired and suffering from broken bones(presumably the iron team more than bronze), and bronze team slightly more from cuts and missing body parts. The bronze team annihilated the iron team, having only 50% losses. Of its 26 survivors, however, 25(!) were wounded. Only one dwarf remained intact without cuts or body parts missing.&lt;br /&gt;
&lt;br /&gt;
=== Adamantine Axes vs. Silver Hammers (no armor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run: 10'''&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 10 || Grandmaster All Skills ||   Only silver war hammer&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 10 || Grandmaster All Skills ||   Only adamantine battleaxe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Wins&lt;br /&gt;
|-&lt;br /&gt;
| #1: Hammer team || Won 5 of 10 rounds&lt;br /&gt;
|-&lt;br /&gt;
| #2: Axe team || Won 5 of 10 rounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This study seems to show that (for legendary dwarfs), silver war hammers are about equal with adamantine battleaxes, even with both sides being unarmored. The previous time I ran this test, hammers actually won 6 of the 10 rounds, but this time it was evenly split.&lt;br /&gt;
&lt;br /&gt;
:(Is that because a grandmaster dwarf can disable or kill an unarmored dwarf with just one hit with either weapon?  Might be worth examining the combat logs.) [[User:Bognor|Bognor]] 09:08, 3 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Skeletal Horses (3) (tested by: Stormtemplar) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarfs || 6 ||   Proficient Fighter and swordsdwarf, skilled Dodger, Armor and Shield user&amp;lt;br&amp;gt;  || Full iron armor&amp;amp;Shortsword&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal horse || 6 || None || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarfs || 6 || 1 with minor wounds, one with head bruising and some broken parts || 1 unconscious (Dwarf with head bruising) ||&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal horse || 0 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Dwarfs began in a line, horses began slightly scattered&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The test was a test of how a middling military would fare against an equal force of skeletal horses. The dwarfs did excellently with only one badly wounded and one other with a minor wound.&lt;br /&gt;
&lt;br /&gt;
= DF2012 (0.34.02) tests =&lt;br /&gt;
&lt;br /&gt;
=== Maces VS war hammers (tested by: hostergaard) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Human male || 12 || -no skills- || Silver mace&lt;br /&gt;
|-&lt;br /&gt;
| #2: Human male || 12 || -no skills- || Silver warhammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Macemen || 0 || -N/A- || -N/A- || Getting their skulls jammed trough their heads&lt;br /&gt;
|-&lt;br /&gt;
| #2: Warhammermen || 12 || Some broken hands and fingers. Some smashed open. A few bruises. Some cuts. || 1 Unconscious || -N/A-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
I want to figure out how good the different blunt weapons are in relation to each other. For now I will test with silver only. &lt;br /&gt;
I placed them in two groups on different z-levels with 6 from each side in each group. Each side was ordered in lines (parallel to the y axis) with no space between the individuals. The lines from each side was place right next to each other in each group. Group one had the 6 macemen on left (on the x axis) and the 6 hammermen on the right. Group two had mace on the right and hammer on left.     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Leaves little doubt that in case of naked men fighting each other with warhammers and maces the hammers win. The hammerman who lost consciousness fought several macemen before fainting.&lt;br /&gt;
&lt;br /&gt;
= DF2012 (0.34.04) tests =&lt;br /&gt;
&lt;br /&gt;
=== Iron Spears VS Iron Warhammers (tested by: Naryar) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Speardwarves || 9 || -no skills || iron spear&lt;br /&gt;
|-&lt;br /&gt;
| #2: Hammerdwarves || 9 || -no skills- || iron war hammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Speardwarves || 6 || Minor injuries || None || Brain damage&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Hammerdwarves || 0 || Brain damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes : Each team was in a 3x1 line. Spears won easily. Now let's try better weapons and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Speardwarves || 9 || High Master Speardwarf || steel spear&lt;br /&gt;
|-&lt;br /&gt;
| #2: Hammerdwarves || 9 || High Master Hammerdwarf || silver war hammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Speardwarves || 0 || Brain damage&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Hammerdwarves || 5 || 3 had multiple fractures, 1 had multiple fractures and a lost hand, 1 had nothing || 1 pale&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
Notes : Each team was right next to each other, no more stacking dwarves like before. Hammerdwarves now won.&lt;br /&gt;
&lt;br /&gt;
= DF2012 (0.34.04) tests =&lt;br /&gt;
&lt;br /&gt;
=== 3 v 1 Mail Shirts (tested by: Waladil) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 12 || Grand Master Armor User || Steel gauntlets/greaves/high boots/helm, iron battle axe, 1 iron mail shirt&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarves || 12 || Grand Master Armor User || Steel gauntlets/greaves/high boots/helm, iron battle axe, 3 iron mail shirts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 0 || || || Suffocation/Bleeding out&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Dwarves || 12 || Minor cuts and bruises || 3 faint, 1 pale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So I've been wanting to test the common knowledge that more armor layering = better, so this is the test I set up. Both sides were identical, except that one team wore three mail shirts rather than one. Using steel as the rest of the armor and iron axes ensured that everything important happened around the iron armor. &lt;br /&gt;
The battle was slow, almost every hit being stopped by armor. Over time, team one's thinner armor let more blows through, and they eventually bled out or suffocated from lung damage.&lt;br /&gt;
This test proved that wearing more armor increases protection. However...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 12 || None || Steel gauntlets/greaves/high boots/helm, iron battle axe, 1 iron mail shirt&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarves || 12 || None || Steel gauntlets/greaves/high boots/helm, iron battle axe, 3 iron mail shirts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 9 || Minor cuts and bruises || Some faint/pale&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Dwarves || 0 || || || Suffocation/Bleeding out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This test was very similar to the last, except that the skill of armor user was set to zero. And that reversed the results. While team two was more protected, they were also considerably slower (606 v. 788) and I think they were also quicker to over-exert and pass out. &lt;br /&gt;
&lt;br /&gt;
Overall results: The added armor is only useful at higher levels of training. I didn't calibrate enough to find the actual midpoint, but it seems that the added layers drop off in efficiency and are not as useful, potentially being harmful if the user is unable to handle the weight.&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=170385</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=170385"/>
		<updated>2012-04-23T22:18:56Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Breathless */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
:- Nice try, vampire. --[[User:IC Pandemonium|IC Pandemonium]] 06:26, 13 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
:I've had several immigrants like this, so far they've turned out to be 'normal' and, if you save and reload, DT discovers them. My current theory, based on a large number of missing ears, is elven raiders jealous of dwarven ears.&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Very likely vampire's &amp;quot;hair is dark brown with flecks of grey&amp;quot; in my most recent fort (from v0.34.6) am adding a verify tag to the &amp;quot;white hair&amp;quot; section of identification... have a nasty feeling that the vamps have developed hair colouring. [[User:Earthfiredrake|Earthfiredrake]] 03:10, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a quick note about the &amp;quot;He has the appearance of someone (x) years old and is among the first of his kind&amp;quot; line. I don't know firsthand how useful this is for vampire ID in general, but in a world with a very short history, any dwarf older than the world will have this line for their age. So, for example, I've got a fortress in year 8 of its world, so any dwarf older than 8 years old has this. This caused me to briefly worry that I had an all-vamp fort before I figured it out. 19:00 9 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
&lt;br /&gt;
Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
&lt;br /&gt;
This issue is supposedly fixed according to the [http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=32 34.05 change log]. Testing is still required to see if vampire ghosts can be atom-smashed with impunity now (though the tearing off of limbs would probably still be a detriment).--[[User:Tenyn42|Tenyn42]] 20:42, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I smashed a vampire, they later popped back up again as a restless spirit (I'll need to check the legends to see just how troubled their life was). I'm using the vanilla edition, and once people noticed the ghost they were classed as 'deceased' and I could engrave a slab.&lt;br /&gt;
&lt;br /&gt;
== First vamp notes ==&lt;br /&gt;
&lt;br /&gt;
I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unconfirmed ==&lt;br /&gt;
&lt;br /&gt;
Think this is another instance of name bug.  I set one of my vampires up in a labyrinth (he can open goblin cages himself without a lever, woot!)  He has enough kills to warrant a longer name, at least according to therapist, but he still shows his original short name.  Presumably this would be an additional way to ID vamps if confirmed.&lt;br /&gt;
&lt;br /&gt;
== Vampire Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I just got a human law-giver vampire diplomat in my fortress. He just arrived so I don't know if he'll start anything funky, but I was wondering if anyone else had experience with this? Anything I've got to watch for? And if so, it may be worthwhile to add the possibility to this page. [[User:Angry B8|Angry B8]] 15:56, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I've just had the same experience - due to some past grievances with their kind, I'm going to try to dispose of them in a manner which probably won't be linked back to me, and I'll post the results up. (21 March 2012)&lt;br /&gt;
---Turns out the humans were remarkably ungrateful about the fact that I had delivered them from their vampire overlord, so they besieged me. He didn't go down without a fight - I released several goblins into his room, and he shoved his human-bone jewellery right through their skulls before going down after an armed swordsman struck him down. Conclusion from all of this, vampire diplomats exist and are still treated as respected members of their own civilisation.&lt;br /&gt;
&lt;br /&gt;
- One of my two known vamps somehow became Baron so he's locked into his quarters with a couple wall grates and levers. Suddenly this Serpent Man vampire law giver diplomat shows up! I had to open the Baron's enclosure up and they are now negotiating. I'm quite excited to see what the result will be.&lt;br /&gt;
&lt;br /&gt;
== Zero Variation ==&lt;br /&gt;
Just adding a little note here, in case anybody else is curious about the same things as I am: I had a look through a lot of the vampires in my world.sav, and there was no variation between any of the vampire curses.  Every vampire curse was identical to the example curse: strength, agility, toughness+200, standard tag changes, nothing else.  --[[User:Vasiln|Vasiln]] 22:56, 31 March 2012 (UTC)&lt;br /&gt;
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== Blood vision ==&lt;br /&gt;
&lt;br /&gt;
I'm playing an adventurer vamp, and I've been getting red &amp;quot; marks where some enemies beyond my normal sight lines. Not all enemies get red &amp;quot; marks, so I think it's the ones who are bleeding. Can anyone verify or provide greater info? It's largely speculation now, so I don't wanna add it to the article. --[[User:Waladil|Waladil]] 22:56, 22 April 2012 (UTC)&lt;br /&gt;
:They're probably [[goblin]]s, which have [GLOWTILE:'&amp;quot;'] and [GLOWCOLOR:4:0:1]. Kobolds are the same way, except their eyes are yellow. --[[User:Quietust|Quietust]] 23:12, 22 April 2012 (UTC)&lt;br /&gt;
::That probably explains it, then. Considering it hasn't happened since then, and since some of the enemies were also not wounded. Thanks. --[[User:Waladil|Waladil]] 22:04, 23 April 2012 (UTC)&lt;br /&gt;
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== Breathless ==&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire adventurer, I'm noticing a few things that the article doesn't mention. For one, my vamp doesn't need to breathe. At all. He can go as deep underwater as needed and never starts to drown. Would this mean they're good candidates for killing toxin-breathing creatures? Also, whenever I swam a long time as a non-vamp, I'd inevitably freeze to death. As a vamp (After I pissed off the only major civ on a continent...) I swam to another continent, swimming for a full day, roughly from sunrise to sunset. He's also never been tired, even in during one of his several massacres. So I looked up the raws: NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]&lt;br /&gt;
So they cannot get tired, cannot feel pain, don't breathe (As I discovered), can't be stunned, made nauseous, feel dizzy, get fevers, be paralyzed... so they're pretty much perfect candidates for fighting random Forgotten Beasts that emit those gases. Of course, that NO_PHYS_ATT_GAIN is pretty annoying. &amp;lt;mods it out&amp;gt;. Much better. --[[User:Waladil|Waladil]] 22:18, 23 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=170384</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=170384"/>
		<updated>2012-04-23T22:04:55Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Blood vision */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
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I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
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:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
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:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
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Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
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I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
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Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
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A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
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: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
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--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
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&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
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-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
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-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
:- Nice try, vampire. --[[User:IC Pandemonium|IC Pandemonium]] 06:26, 13 April 2012 (UTC)&lt;br /&gt;
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Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
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-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
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-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
:I've had several immigrants like this, so far they've turned out to be 'normal' and, if you save and reload, DT discovers them. My current theory, based on a large number of missing ears, is elven raiders jealous of dwarven ears.&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
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I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
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Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
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Very likely vampire's &amp;quot;hair is dark brown with flecks of grey&amp;quot; in my most recent fort (from v0.34.6) am adding a verify tag to the &amp;quot;white hair&amp;quot; section of identification... have a nasty feeling that the vamps have developed hair colouring. [[User:Earthfiredrake|Earthfiredrake]] 03:10, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a quick note about the &amp;quot;He has the appearance of someone (x) years old and is among the first of his kind&amp;quot; line. I don't know firsthand how useful this is for vampire ID in general, but in a world with a very short history, any dwarf older than the world will have this line for their age. So, for example, I've got a fortress in year 8 of its world, so any dwarf older than 8 years old has this. This caused me to briefly worry that I had an all-vamp fort before I figured it out. 19:00 9 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
&lt;br /&gt;
Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
&lt;br /&gt;
This issue is supposedly fixed according to the [http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=32 34.05 change log]. Testing is still required to see if vampire ghosts can be atom-smashed with impunity now (though the tearing off of limbs would probably still be a detriment).--[[User:Tenyn42|Tenyn42]] 20:42, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I smashed a vampire, they later popped back up again as a restless spirit (I'll need to check the legends to see just how troubled their life was). I'm using the vanilla edition, and once people noticed the ghost they were classed as 'deceased' and I could engrave a slab.&lt;br /&gt;
&lt;br /&gt;
== First vamp notes ==&lt;br /&gt;
&lt;br /&gt;
I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unconfirmed ==&lt;br /&gt;
&lt;br /&gt;
Think this is another instance of name bug.  I set one of my vampires up in a labyrinth (he can open goblin cages himself without a lever, woot!)  He has enough kills to warrant a longer name, at least according to therapist, but he still shows his original short name.  Presumably this would be an additional way to ID vamps if confirmed.&lt;br /&gt;
&lt;br /&gt;
== Vampire Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I just got a human law-giver vampire diplomat in my fortress. He just arrived so I don't know if he'll start anything funky, but I was wondering if anyone else had experience with this? Anything I've got to watch for? And if so, it may be worthwhile to add the possibility to this page. [[User:Angry B8|Angry B8]] 15:56, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I've just had the same experience - due to some past grievances with their kind, I'm going to try to dispose of them in a manner which probably won't be linked back to me, and I'll post the results up. (21 March 2012)&lt;br /&gt;
---Turns out the humans were remarkably ungrateful about the fact that I had delivered them from their vampire overlord, so they besieged me. He didn't go down without a fight - I released several goblins into his room, and he shoved his human-bone jewellery right through their skulls before going down after an armed swordsman struck him down. Conclusion from all of this, vampire diplomats exist and are still treated as respected members of their own civilisation.&lt;br /&gt;
&lt;br /&gt;
- One of my two known vamps somehow became Baron so he's locked into his quarters with a couple wall grates and levers. Suddenly this Serpent Man vampire law giver diplomat shows up! I had to open the Baron's enclosure up and they are now negotiating. I'm quite excited to see what the result will be.&lt;br /&gt;
&lt;br /&gt;
== Zero Variation ==&lt;br /&gt;
Just adding a little note here, in case anybody else is curious about the same things as I am: I had a look through a lot of the vampires in my world.sav, and there was no variation between any of the vampire curses.  Every vampire curse was identical to the example curse: strength, agility, toughness+200, standard tag changes, nothing else.  --[[User:Vasiln|Vasiln]] 22:56, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blood vision ==&lt;br /&gt;
&lt;br /&gt;
I'm playing an adventurer vamp, and I've been getting red &amp;quot; marks where some enemies beyond my normal sight lines. Not all enemies get red &amp;quot; marks, so I think it's the ones who are bleeding. Can anyone verify or provide greater info? It's largely speculation now, so I don't wanna add it to the article. --[[User:Waladil|Waladil]] 22:56, 22 April 2012 (UTC)&lt;br /&gt;
:They're probably [[goblin]]s, which have [GLOWTILE:'&amp;quot;'] and [GLOWCOLOR:4:0:1]. Kobolds are the same way, except their eyes are yellow. --[[User:Quietust|Quietust]] 23:12, 22 April 2012 (UTC)&lt;br /&gt;
::That probably explains it, then. Considering it hasn't happened since then, and since some of the enemies were also not wounded. Thanks. --[[User:Waladil|Waladil]] 22:04, 23 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=170347</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=170347"/>
		<updated>2012-04-22T22:56:54Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Blood vision */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
:- Nice try, vampire. --[[User:IC Pandemonium|IC Pandemonium]] 06:26, 13 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
:I've had several immigrants like this, so far they've turned out to be 'normal' and, if you save and reload, DT discovers them. My current theory, based on a large number of missing ears, is elven raiders jealous of dwarven ears.&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Very likely vampire's &amp;quot;hair is dark brown with flecks of grey&amp;quot; in my most recent fort (from v0.34.6) am adding a verify tag to the &amp;quot;white hair&amp;quot; section of identification... have a nasty feeling that the vamps have developed hair colouring. [[User:Earthfiredrake|Earthfiredrake]] 03:10, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a quick note about the &amp;quot;He has the appearance of someone (x) years old and is among the first of his kind&amp;quot; line. I don't know firsthand how useful this is for vampire ID in general, but in a world with a very short history, any dwarf older than the world will have this line for their age. So, for example, I've got a fortress in year 8 of its world, so any dwarf older than 8 years old has this. This caused me to briefly worry that I had an all-vamp fort before I figured it out. 19:00 9 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
&lt;br /&gt;
Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
&lt;br /&gt;
This issue is supposedly fixed according to the [http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=32 34.05 change log]. Testing is still required to see if vampire ghosts can be atom-smashed with impunity now (though the tearing off of limbs would probably still be a detriment).--[[User:Tenyn42|Tenyn42]] 20:42, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I smashed a vampire, they later popped back up again as a restless spirit (I'll need to check the legends to see just how troubled their life was). I'm using the vanilla edition, and once people noticed the ghost they were classed as 'deceased' and I could engrave a slab.&lt;br /&gt;
&lt;br /&gt;
== First vamp notes ==&lt;br /&gt;
&lt;br /&gt;
I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unconfirmed ==&lt;br /&gt;
&lt;br /&gt;
Think this is another instance of name bug.  I set one of my vampires up in a labyrinth (he can open goblin cages himself without a lever, woot!)  He has enough kills to warrant a longer name, at least according to therapist, but he still shows his original short name.  Presumably this would be an additional way to ID vamps if confirmed.&lt;br /&gt;
&lt;br /&gt;
== Vampire Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I just got a human law-giver vampire diplomat in my fortress. He just arrived so I don't know if he'll start anything funky, but I was wondering if anyone else had experience with this? Anything I've got to watch for? And if so, it may be worthwhile to add the possibility to this page. [[User:Angry B8|Angry B8]] 15:56, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I've just had the same experience - due to some past grievances with their kind, I'm going to try to dispose of them in a manner which probably won't be linked back to me, and I'll post the results up. (21 March 2012)&lt;br /&gt;
---Turns out the humans were remarkably ungrateful about the fact that I had delivered them from their vampire overlord, so they besieged me. He didn't go down without a fight - I released several goblins into his room, and he shoved his human-bone jewellery right through their skulls before going down after an armed swordsman struck him down. Conclusion from all of this, vampire diplomats exist and are still treated as respected members of their own civilisation.&lt;br /&gt;
&lt;br /&gt;
- One of my two known vamps somehow became Baron so he's locked into his quarters with a couple wall grates and levers. Suddenly this Serpent Man vampire law giver diplomat shows up! I had to open the Baron's enclosure up and they are now negotiating. I'm quite excited to see what the result will be.&lt;br /&gt;
&lt;br /&gt;
== Zero Variation ==&lt;br /&gt;
Just adding a little note here, in case anybody else is curious about the same things as I am: I had a look through a lot of the vampires in my world.sav, and there was no variation between any of the vampire curses.  Every vampire curse was identical to the example curse: strength, agility, toughness+200, standard tag changes, nothing else.  --[[User:Vasiln|Vasiln]] 22:56, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blood vision ==&lt;br /&gt;
&lt;br /&gt;
I'm playing an adventurer vamp, and I've been getting red &amp;quot; marks where some enemies beyond my normal sight lines. Not all enemies get red &amp;quot; marks, so I think it's the ones who are bleeding. Can anyone verify or provide greater info? It's largely speculation now, so I don't wanna add it to the article. --[[User:Waladil|Waladil]] 22:56, 22 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Werebeast&amp;diff=166816</id>
		<title>v0.34 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Werebeast&amp;diff=166816"/>
		<updated>2012-03-11T18:17:57Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;Technically this refers to humans, but oh well&amp;lt;/s&amp;gt; [[User:Headjack|Headjack]] 22:29, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
So, how about some content around here? Anybody know something 'bout these Werebeasts? I don't.&lt;br /&gt;
[[User:Headjack|Headjack]] 23:41, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm going to try and help out here by experimenting with werebeasts and such in the arena, see if we can pin down some specific stats or characteristics. If anybody else encounters one (in Fortress) they should document it here, I propose. [[User:BaronNinja|BaronNinja]] 20:12, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think I did. I had a Human &amp;quot;arrive&amp;quot;, and he just left right after. I assume that was a werebeast.&lt;br /&gt;
[[User:Headjack|Headjack]] 09:48, 8 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a were attack. All of a sudden, I got a Forgotten Beast/Titan like text popup describing the creature, a weredeer. Then it got picked to death by my two miners. Apparently this one (at least) had stealth and I had no indication of it until it was right next to my miners and the box popped up. It was not one of my own people who turned, I checked. No data on bites. --[[User:Waladil|Waladil]] 18:17, 11 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Getting cursed ==&lt;br /&gt;
&lt;br /&gt;
Is a single bite that deals damage a sure way to get infected? Does the bite from a natural-formed creature transfer the infection (say, a human bite)?&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=166778</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=166778"/>
		<updated>2012-03-10T21:17:16Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* First vamp notes */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
&lt;br /&gt;
Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
&lt;br /&gt;
== First vamp notes ==&lt;br /&gt;
&lt;br /&gt;
I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reader&amp;diff=159700</id>
		<title>v0.31:Reader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reader&amp;diff=159700"/>
		<updated>2012-02-04T07:36:30Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|07:36, 4 February 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Reader&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Writer&amp;diff=159699</id>
		<title>v0.31:Writer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Writer&amp;diff=159699"/>
		<updated>2012-02-04T07:36:12Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|07:36, 4 February 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Writer&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wordsmith&amp;diff=159698</id>
		<title>v0.31:Wordsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wordsmith&amp;diff=159698"/>
		<updated>2012-02-04T07:36:07Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|07:36, 4 February 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Wordsmith&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Speaker&amp;diff=159697</id>
		<title>v0.31:Speaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Speaker&amp;diff=159697"/>
		<updated>2012-02-04T07:35:58Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|07:35, 4 February 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Speaker&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Poet&amp;diff=159696</id>
		<title>v0.31:Poet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Poet&amp;diff=159696"/>
		<updated>2012-02-04T07:35:52Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|07:35, 4 February 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Poet&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Druid&amp;diff=159695</id>
		<title>v0.31:Druid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Druid&amp;diff=159695"/>
		<updated>2012-02-04T07:35:48Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|07:35, 4 February 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Druid&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Coordination&amp;diff=159694</id>
		<title>v0.31:Coordination</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Coordination&amp;diff=159694"/>
		<updated>2012-02-04T07:35:42Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|07:35, 4 February 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Coordination&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Balance&amp;diff=159693</id>
		<title>v0.31:Balance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Balance&amp;diff=159693"/>
		<updated>2012-02-04T07:35:35Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|07:35, 4 February 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Balance&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Discipline&amp;diff=159692</id>
		<title>v0.31:Discipline</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Discipline&amp;diff=159692"/>
		<updated>2012-02-04T07:33:08Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|07:33, 4 February 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Discipline&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Symptoms&amp;diff=152080</id>
		<title>v0.31 Talk:Symptoms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Symptoms&amp;diff=152080"/>
		<updated>2011-08-04T09:11:56Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Numbness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;toady mentioned in a df talk that becoming enraged is a possible symptom of the new venom ( in relation to a question about 28 days later style zombies). Do we know if he was just being hypothetical or if this is a hidden syndrome?&lt;br /&gt;
&lt;br /&gt;
I think he was talking hypothetically, even if it was hidden, people would have found it by now, and why would he hide it in the first place? he made no effort to hide the &amp;quot;special metal&amp;quot; in the raws. But I do want to see this happen, finding horrors in the deep that drive men insane my mere sight. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In Regards To Bruising == &lt;br /&gt;
&lt;br /&gt;
Playing vanilla 0.31.03, I recently came upon a Forgotten beast with a breath weapon that caused bruising in all internal body parts. The dwarves affected bled to death a short time after killing the thing. The bruising was only visible in the dwarf profile, and not in the wounds screen. I believe this relates to some hemorrhaging symptom, as everyone affected bled to death as opposed to healing the normally easily treated bruises.&lt;br /&gt;
&lt;br /&gt;
== Bleeding ==&lt;br /&gt;
In [[adventure mode]] bleeding prevents Travel. The fun seems to stop by itself eventually... most of the time. Sometimes it doesn't, and in one case of this I discovered that I had several purple-font arrows in my inventory - some goblin generously shared them with me using her bow. By using the {{K|I}} (?) key (for &amp;quot;advanced inventory interaction&amp;quot;) I was able to pull them out and, IIRC, eventually the Bleeding stopped. [[User:Anacrucis|Anacrucis]] 15:53, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Numbness ==&lt;br /&gt;
I have encountered a forgotten beast that, for whatever reason, has left a large amount of &amp;quot;Forgotten Beast Extract&amp;quot; all over a cavern I have tapped. After draining it of water I discovered that any dorf walking through this extract causes them to become numbed. While I can't track it down to the exact forgotten beast, I'm guessing its the slug type one with deadly spittle that I've seen in the area. So it looks like numbness is in the game and works. If someone else con confirm this the page should be updated. This is with version 31.18. [[User:Lando242|Lando242]] 17:35, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have also encountered a forgotten beast that causes numbness. It was an iguana (not that it matters) with a breath attack (not sure which kind, but I think it was undirected because it hit itself with every shot). It caused full body rot to immediately set in on any dwarf that touched it, a fever, full body swelling, and numbness. I'm waiting to see how it plays out as we speak, but I think the full body rot might be the bigger concern.[[Special:Contributions/71.77.73.114|71.77.73.114]] 06:14, 14 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh yeah, no mods except for messing with the init.txt and d_init.txt and adding a tileset, and this is with 31.25[[Special:Contributions/71.77.73.114|71.77.73.114]] 06:18, 14 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've had a similar Forgotten Beast. A minerdwarf had some... adventures with one down in the caverns, and escaped nearly unscathed, but got the beast's disease. He's back and working acceptably, but all his body parts (even the normally unshown ones) show as bruised. The health overview shows &amp;quot;Sluggish&amp;quot;, &amp;quot;Slightly Numb&amp;quot;, and &amp;quot;Vision Slightly Impaired&amp;quot;. Wounds shows all parts with &amp;quot;minor swelling&amp;quot; and the Thoughts and Preferences screen shows each part is &amp;quot;Very swollen with Urist McSurvivor's dwarf blood.&amp;quot; It's been something like two years since then, and he's still around, so I guess it's not getting any worse. (I wonder if shooting him would cause a pop, though). Oh, and some random creatures I saw in the caverns that seemed to be more exposed to the beast had lots of necrosis. Ew. --[[User:Waladil|Waladil]] 09:11, 4 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sluggish ==&lt;br /&gt;
&lt;br /&gt;
I've also seen a creature get the 'Sluggish' status effect in (modded) adventure mode.&lt;br /&gt;
I hit it with an object covered with an extract that causes only paralysis, so low severity paralysis might have an effect other than a greater chance to resist it.&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tiger_iron&amp;diff=151677</id>
		<title>v0.31:Tiger iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tiger_iron&amp;diff=151677"/>
		<updated>2011-07-23T19:58:11Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Grammar update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:54, 7 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Despite their name, '''tiger irons''' cannot be used to make {{L|tiger}}s or {{L|iron}}. Rather, they are unremarkable low-value {{L|gem}}s found in {{L|sedimentary layer}}s.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Tiger irons are related to the {{L|tigereye}} and {{L|cat's eye}} gems, where {{L|iron}} striations in the stone give the appearance of a tiger's stripes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tiger_iron&amp;diff=151676</id>
		<title>v0.31:Tiger iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tiger_iron&amp;diff=151676"/>
		<updated>2011-07-23T19:57:32Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Changed for two reasons: A. Funnier. B. Technically more correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:54, 7 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Despite their name, '''tiger irons''' cannot be used to make {{L|tiger}}s nor {{L|iron}}. Rather, they are unremarkable low-value {{L|gem}}s found in {{L|sedimentary layer}}s.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Tiger irons are related to the {{L|tigereye}} and {{L|cat's eye}} gems, where {{L|iron}} striations in the stone give the appearance of a tiger's stripes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=149864</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=149864"/>
		<updated>2011-06-02T17:59:41Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Levels of sleepiness */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::There is a workaround... well, kind of. By replacing DEFAULT_SITE_TYPE and LIKES_SITE (latter could be an overkill) from CAVE_DETAILED to CITY in raw's &amp;quot;default_entity.txt&amp;quot; you can supply every dorf's civilization with human architector, who '''can''' design functioning shops and whistles (having bad habit of building things above the ground though)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Now DF .31.13, (alt-move, a, enter) lets you jump into river for a swim, and similarly climb out. --[[User:TomiTapio|TomiTapio]] 14:20, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
 &lt;br /&gt;
I definitely agree.  I've spent around half an hour trying to 'g'et prickleberries etc, starving to death while my human (who only started with copper spear and dagger, apparently due to hitting 'play now') merrily ignites everything. Getting a waterskin is nearly impossible, as there are no towns for miles in every direction from my starting place.  I'm not sure if this is a bug or not, but none of this really basic stuff is covered here.&lt;br /&gt;
* drink/lick the blood spatters off your clothes, for survival. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small Bugs - Conversations, Other little niggles ==&lt;br /&gt;
&lt;br /&gt;
What's the wiki's policy on minor bugs? I found that in adventurer mode, asking peasants their profession makes them reply &amp;quot;I am a .&amp;quot;, presumably because they have no job.  Should I post that here, or is that too small? I can imagine the list getting full quick otherwise.&lt;br /&gt;
&lt;br /&gt;
Ah - and apparently you can hold two things in one hand - although you need to juggle your inventory round to do it.  Weird.&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Does this mean that the companion limit has been decreased? &lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)&lt;br /&gt;
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&lt;br /&gt;
*The number of followers you can get is determined by your notoriety; when you first start out you'll only be able to get two warriors to join your band, but once you get some tasks under your belt and slay a dragon or two you can have upward of fifteen. More may be possible but I sort of figured 15 was enough and stopped there. [[Special:Contributions/72.230.201.43|72.230.201.43]] 20:41, 14 November 2010 (UTC)&lt;br /&gt;
*I am not able to get more than 19 companions, even after slaying lots of megabeasts. 19 seems to be the absolute maximum --[[User:Blur|Blur]] 13:32, 21 December 2010 (UTC)&lt;br /&gt;
*I once had 20 companions (I had to page down with * on the {{K|c}}ompanions screen to see my 20th guy). When one of them died during a raid on a bandit camp, I went to a fortress for a replacement and was surprised to find soldiers giving me the &amp;quot;With a band so large&amp;quot; line, even after reporting my success! At first I thought I had somehow lowered my fame by completing one of my earlier leftover &amp;quot;kill the bandit&amp;quot; quests I got from a peasant after accepting a &amp;quot;slay the dragon&amp;quot; quest from a lord. On a later adventurer I managed to get 4 companions without completing any quests or doing anything else that would increase my fame, and then I theorized that what really happened was that I had accidentally exploited a bug regarding companions leaving and re-joining. With this new adventurer, I raided a bandit camp with 2 companions and found myself hopelessly outnumbered and outgunned. One got knocked unconscious with a bruised brain, the other was still standing but severely cut up, likely to bleed out shortly (he was &amp;quot;Pale&amp;quot;). I turned tail and ran, intending to get some new companions from the nearby fortress. Because they were still alive, I knew I'd have to ditch my current companions to be able to pick up new companions. By the time I was far away enough from the site to {{K|T}}ravel, the cut-up guy was off my companions list, and the other guy was still unconscious, meaning he wouldn't follow me in travel mode. I get to the fortress with 0 companions, pick up 2 new ones, and head back to the camp, approaching from the same side I had previously fled from. As I approached the center of the camp, I started getting announcements of my previous companions still fighting the bandits. When I got within visual range, not only did I see they had recovered (with massive scars, but no longer suffering from concussion or blood loss), they still had the &amp;quot;companion&amp;quot; character (instead of the usual &amp;quot;U&amp;quot; for non-allied humans). I checked the {{K|c}}ompanions list, and sure enough, all 4 were listed. Although I wasn't paying attention, I think something similar happened with the earlier adventurer with 20 companions, although it did not involve {{K|T}}ravel. It was probably when I slept at a fortress, when I woke up one of my companions was outside the fortress walls. I then wandered to the middle of the fortress looking for more companions, moving far enough from the wall that the outside companion disappeared off my companions list, but still tried following me, making his way around the fortress edge. After gathering up my maximum of 19 companions, I headed for the fortress doors, where I met up with that other companion who had been outside, bringing my number of companions to 20. If my theory about how this bug works is correct, there may be no limit to how many companions you can have. The two exploit methods I stumbled on by accident probably aren't very reliable though, as the first depends on luck and the second could leave you with some severely crippled companions. I've thought up some methods to test, but they also slightly rely on luck to work:&lt;br /&gt;
:1) Sleep in a town/hamlet, and hope you wake up before your companions (perhaps sleeping while they are Drowsy and you are not will help?). {{K|T}}ravel as soon as you wake up, get replacement companions from a fortress, return to the hamlet to see if you can still get your original companions back.&lt;br /&gt;
:2) Find a fortress near a river. Stop traveling on the riverbank opposite the fortress, swim across, enter fortress, pick up new companions (by the time you reach the fortress, you should be far enough from the river that your companions are off the list), return to the river and see if your old companions are still hanging out, {{K|T}}ravel to get your full group across the river to wherever you're going next.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:MightyJAK|MightyJAK]] 18:30, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;Adventurer&amp;gt; was guided by forces unknown&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
That says if you check out your dead adventurer in legends.&lt;br /&gt;
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tips and tricks in.31.17 ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Some vanilla .17 adventuring... this might be helpful to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. start a demigod adventurer. Buy agility and dodging. Surrounded == dead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. run away from bogeymen, leave the low-agility ones far behind.&amp;lt;br&amp;gt;&lt;br /&gt;
3. no adventurer can ever start with armor, it seems.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. try aimed (&amp;quot;A&amp;quot;) easy attacks, stab torso with sword. Or slash at foot/hand. Miss because bogeymen have very good dodging skills.&amp;lt;br&amp;gt;&lt;br /&gt;
5. use trees to force enemies into single file.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;C&amp;quot; change combat mode to strike instead of charge. Charging makes you trip and fall often.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8. one bogeyman is about as difficult as .16 's elephant/ogre/giant/marshtitan. Because of dodging skill.&amp;lt;br&amp;gt;&lt;br /&gt;
9. fighting skill may give you lots of nice counterstrikes. You might want to practice fighting with slow-moving wildlife (not camels!)&amp;lt;br&amp;gt;&lt;br /&gt;
10. &amp;quot;mortal wound&amp;quot; means internal organ bruising, not dangerous, unlike &amp;quot;CANT STAND&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11. haul bogeyman body parts to town to show off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
12. inside a crowded building, would need a &amp;quot;swap places with friendly&amp;quot; key so can move around.&amp;lt;br&amp;gt;&lt;br /&gt;
Quote from: Miko19:   You can press &amp;quot;s&amp;quot; to lay on the ground, and then you can move on the same tile as an other person is&amp;lt;br&amp;gt;&lt;br /&gt;
Oookay... crawl under the moronic humans who cower inside their houses, check.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
13. goblins and dwarven bandits are nothing compared to bogeymen. (Or my skills got really high already.)&amp;lt;br&amp;gt;&lt;br /&gt;
14. cross the rivers and streams in travel mode, not with swimming.&amp;lt;br&amp;gt;&lt;br /&gt;
15. go thank Toady for adding bandits and &amp;quot;The quest for armor&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
16. some humans are morons and block doorways for hours on end.&amp;lt;br&amp;gt;&lt;br /&gt;
17. wear shirt, dress, dress, dress, robe for &amp;quot;protection&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
18. ask the cyan-coloured humans (who have no profession) to join you.&amp;lt;br&amp;gt;&lt;br /&gt;
19. your human companions will have a longer sight range than you, at least at night when the felines attack.&amp;lt;br&amp;gt;&lt;br /&gt;
20. wear one more dress. And two togas.&amp;lt;br&amp;gt;&lt;br /&gt;
21. the red-cross-blinking cyan @ draws you eye away from the brown, dirt-coloured @. And the companion will crawl miles and miles, matching your speed, faithfully following you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Q for quest log, z to see where the quest target is. Esc to exit quest log.&amp;lt;br&amp;gt;&lt;br /&gt;
Z, d, enter to sleep the night.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== .31.17 peasant/hero/demigod, thoughts ==&lt;br /&gt;
About the adventurer... think of &amp;quot;peasant&amp;quot; as &amp;quot;joe average who was the worst learner in the whole county&amp;quot;. Novice in seven skills after many years of trying.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;hero&amp;quot; could be a circus strongman, strong and tough, or a tumbler (acrobat) with superior agility and above average patience and focus, adequate in eight skills due to 1-2 years of training as a teenager.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;demigod&amp;quot; is one in a thousand, competent in nine skills, perhaps a former soldier with five years of experience. Or proficient in 4.5 skills (not even a legendary in fortress mode, that soldier.)--[[User:TomiTapio|TomiTapio]] 11:43, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Info on diff. between Adv Mode &amp;amp; Dwarf Mode ==&lt;br /&gt;
In adding some minor information to the Quick Start guide, I fell upon a conundrum. In that article I wanted to add a fair bit more information, but I wasn't sure that it belonged there (likely not as part of a quick start guide). Indeed, I'm not sure where to put them at all, whether they deserved their own page. I am thinking about: attributes and skills, which deserves more depth than what is necessary for dwarf mode (such as suggested skills to invest in, and the function of such skills and attributes in adventure mode); the benefits of the various races (which is not even covered in this article); probably known &amp;quot;quirks&amp;quot;, such as the virtual non-existance of &amp;quot;small&amp;quot; equipment for use by dwarves and that goblins are a source; among other things. Should they simply get their own page so they can belong specifically to an Adventure Mode category, or perhaps add an &amp;quot;In Adventure Mode&amp;quot; section to the relevant pages in order to detail those differences? &amp;lt;br&amp;gt;&lt;br /&gt;
I ask this question here since this seem to be a bit of catch all discussion area for adventure mode. Seemed better suited to it than the Quick Start discussion page, anyway.&lt;br /&gt;
: [[User:Niveras|Niveras]] 02:21, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is weird. I thought demigods were not allowed starting companions like heroes -- I tested it with two different demigods and the townspeople consistently gave me &amp;quot;I would....rather not&amp;quot; when asked about joining before I had completed any quest, and edited the page to reflect that. Yet, someone changed the edit back saying they *always* take two companions when playing demigod. Can anyone else test?&lt;br /&gt;
Is that right? Am I subject to a bug? &lt;br /&gt;
: Anonymous, Nov 15&lt;br /&gt;
&lt;br /&gt;
::I'm the one who made that edit, I think your problem is you were trying to recruit regular townspeople; look around towns/hamets for some actual fighters, or head to a fortress and try to recruit them there.  It takes a while before you can get non-fighters to come with you, because whether they join you or not doesn't depend on how much stronger you are than them like in previous versions, but by how famous you are for being a hero, and they know they're weak and probably just cannonfodder unless you're a legend. Or at least that's my theory.  I do admit that I haven't played any Peasant-class or Hero-class adventurers yet, so I can't say there is ''no'' difference between their abilities to recruit, but I can say for sure that I can get two swordsmen before I do a quest with my demigods. [[Special:Contributions/72.230.201.43|72.230.201.43]] 19:55, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghost towns? ==&lt;br /&gt;
&lt;br /&gt;
Is it a bug that I found ghost towns? Towns where there were no surviving inhabitants, but the stores are still stocked (and the items owned so I couldn't purchase anything without theft.) Was everyone just out in the fields or something?&lt;br /&gt;
&lt;br /&gt;
(Also, I found a phantom hamlet, which I'm pretty sure *is* a bug. It showed up on the world map, but not the travel map. The local map had a pointer to the town, and as I walked there I hit the center but there were no buildings or people. It was safe to sleep, though, thankfully, 'cause I'd just lost all my companions to a troll attack and the sun had gone down.)&lt;br /&gt;
&lt;br /&gt;
 -- Anonymous, November 14, 7:08 pm pacific time&lt;br /&gt;
&lt;br /&gt;
== Difficulty settings ==&lt;br /&gt;
&lt;br /&gt;
What exactly are the differences between Peasant, Hero, and Demigod difficulties?&lt;br /&gt;
:I am fairly sure the only difference between them are the number of points you begin with to divide among your attributes and skills. [[Special:Contributions/72.230.201.43|72.230.201.43]] 02:17, 17 November 2010 (UTC)&lt;br /&gt;
::Further testing may be needed. I've gone through a spate of demigods who died suddenly, while my current character, a peasant, has developed very well through skill training and has lived long enough to get a nearly full set of steel armor in dwarf size. I don't know if he's been plain lucky, or I'm getting better, or if there's some mitigating factor in the code that takes it easier on peasants than demigods. -Anonymous, 20 November 2010&lt;br /&gt;
:::Seconding this. At first glance, it appears that Demigod is easymode and Peasant is hardmode, but I've had similar experiences to Anonymous above. Even with good armor and high starting levels in Armor User, Shield User, and Dodger, many of my Demigods get OHKOed by the first bandit they come across, with the bandit getting a lucky shot at the brain or heart right away. I'm thinking either Demigods get sent after more skillful bandits for initial quests, or Toady programmed in a hidden &amp;quot;Luck&amp;quot; stat to be high for peasants and low for Demigods. Alternate theory: this &amp;quot;Luck&amp;quot; stat is not determined by your choice of Peasant, Hero, or Demigod, but by how many stat and skill points you actually use. In that case, making an adventurer with every skill at &amp;quot;Not&amp;quot; and every stat at &amp;quot;Very Low&amp;quot; would give you a super-lucky weakling. I think I'll test this and report back. --[[User:MightyJAK|MightyJAK]] 15:01, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting Armor ==&lt;br /&gt;
&lt;br /&gt;
From 31.17 and continuing in 31.18, is it correct that adventurers only start with leather clothes and never any metal armor except for a shield? - Anonymous, 18 November 2010, 3:14 UTC&lt;br /&gt;
:Having played about a dozen characters, this appears to be true. Currently you've got to find armor in shops, lairs, caves, and bandit camps. - Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Equipping ==&lt;br /&gt;
&lt;br /&gt;
I cannot find a way to equip a weapon.... And i searched all over the wiki and i still cannot find any place where it tells me how to equip a weapon. Any help??? -- Anonymous 198.53.163.246, 08:27 UTC, 28 November 2010&lt;br /&gt;
&lt;br /&gt;
:Anything held in your hands is an available weapon. Drop what's in your hands on the ground (or 'p'ut it in a container if you have one that has room) and then get your weapon -- either 'g'etting it off the ground or 'r'emoving it from a container. It will automatically go into your primary hand (depending on handedness; DF has a lot of lefties) and be used as a weapon. Then grab your shield if you use one, or offhand weapon if you're training another skill, or leave that hand empty for choking throats if you like. -- Anonymous 74.37.93.115, 28 Nov 2010&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
==This article is terrible==&lt;br /&gt;
it doesnt describe much of any of the specifics of adventure mode, its all generalized ideas on the basic concept of it, with a sprinkling of various outdated versions thrown in for &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; measure. There needs to be a section on the (Q)uest section (which even i dont really get that still, companions, basic combat strategy's, and a whole crap load of other st00f. --[[User:Dudemcman|Dudemcman]] 05:18, 3 December 2010 (UTC)&lt;br /&gt;
:Alright i'll have time to work on this page in about a week. In the meantime suggestions anybody? [[User:LightBearer|LightBearer]] 18:23, 12 December 2010 (UTC)&lt;br /&gt;
::Edit I know I said I'd be working on this by now but im still working on testing for a new jewelry page so maybe ill have time in another week...[[User:LightBearer|LightBearer]] 06:36, 20 December 2010 (UTC)&lt;br /&gt;
:::I've started to work on it, but don't hold your breath. . . [[User:Freya|Freya]] 12:56, 3 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions choose the innocent over you. ==&lt;br /&gt;
&lt;br /&gt;
In my experiences, attacking civilians will cause your companions to turn on you, but they still flash blue (i use maydays graphics, so its blue for me atleast), and try to kill you, im not sure how they react if you attack a soldier in a castle, or a town. more testing needed. --[[User:Dudemcman|Dudemcman]] 05:22, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They still attack you. I dare you to kill a lord/lady/other royal person. Everyone'll be out to get you. --[[User:ANormalUsername1|ANormalUsername1]] 21:14, 12 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Backpacks ==&lt;br /&gt;
&lt;br /&gt;
It seems that if you are caught in frost wyrm breath, your backpack will be damaged and disappear. Also, removing one's backpack (in an effort to leave it outside the lair and pick it back up when exiting) causes it to disappear as well.&lt;br /&gt;
:what mod is this? also leave the backpack just inside the lair. Anything left Anywhere that is not A in a lair, B in a camp or C in a cave will disappear forever. and sign your talk [[User:LightBearer|LightBearer]] 06:03, 15 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Trading problem?==&lt;br /&gt;
&lt;br /&gt;
I tried to trade with clerk and sold something for 7 coins, picked up the coin traded again  but when I get things for 4 coins ten when i offer 4 coins he says &amp;quot;perchaps if you throw some more goods i can make an offer&amp;quot;what i am doing wrong?[[Special:Contributions/85.222.75.88|85.222.75.88]] 13:26, 29 January 2011 (UTC)&lt;br /&gt;
&amp;lt;br&amp;gt;I now checked and i can't buy anything! I Tried to buy spiny dogfish leather skirt (1 coin) and i gave ashen shest full of money which was worth 12 coins and he sais the same thing! [[Special:Contributions/85.222.75.88|85.222.75.88]] 14:17, 29 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nobody home? ==&lt;br /&gt;
&lt;br /&gt;
Heya, I've been wandering around in the adventurer mode for ages now, and seem to come across empty 'Dark Fortresses', 'Mountain Homes' and 'Forest Retreats'. So far as I can see, only human settlements and castles are there. All the other sites, aside from lairs, caves and the occasional bandit camp, are completely void of any life or buildings whatsoever.&lt;br /&gt;
&lt;br /&gt;
12:36, 6 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bandit leader ran away ==&lt;br /&gt;
&lt;br /&gt;
Playing as an &amp;quot;ambusher&amp;quot; adventurer, I seem to encounter this problem at least once per world. I take a quest to kill a bandit leader, proceed to murder all of his companions, but get spotted along the way. If instead of attacking me he runs away and I'm too slow to catch up, is there any way to find him later? The adventure log still points to the deserted camp, and my plan to stalk him through Legends mode didn't work because the current world has &amp;quot;Reveal all history&amp;quot; set to 0.&lt;br /&gt;
:If you wait a while the leader might return to his camp, or he may ambush you if you travel around near the camp. However, it's possible neither of these will happen if you really did kill every single one of his companions. If the leader only runs when all of his friends are dead, you may be able to prevent this situation by sneaking around the companions and trying to take the leader out first. If the leader has his buddies too close (meaning you'd get slaughtered if you get spotted), you could bring some companions of your own to take the heat off you. When your companions are spotted, swing around sideways to stay hidden and sneak up behind the boss. Then even if you are spotted, the leader's buddies will be too busy dealing with your buddies to be able to interfere with your 1-on-1 duel. This strategy works best with archer-type leaders, as melee leaders are likely to charge your companions first, leaving flunkies behind to cover their flank. Sorry I couldn't be more help, even when I play ambush-style I never have the problem (the leader sometimes runs, but I always catch him).--[[User:MightyJAK|MightyJAK]] 19:39, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wounds on Foes in Adventure? ==&lt;br /&gt;
&lt;br /&gt;
Recently started playing Adventure mode and am loving it really. Though I do have to say, I'm wondering if there's a way to check wounds on my opponents in battle, or if I just have to guess based on the combat logs in announcements. As a newbie to the game it's probably astounding I've made it past the 6 hour mark, but this still confuses me and the want to see the enemies gain wounds as I slowly slice them apart is all-consuming. Anyone know if I'm doing something wrong, or care to give me a tip to make it work better?&lt;br /&gt;
&lt;br /&gt;
:You can {{K|l}}ook at your enemy to see what parts of their body have been damaged and check their current status. Refer {{l|Wound|here}} to decipher the color codes. All wounds also appear on creature's {{K|d}}escription page with more details, such as whether the body part is bruised, cut apart or missing. However, the most detailed description of each wound can only be found in the log.&lt;br /&gt;
&lt;br /&gt;
== No warriors? ==&lt;br /&gt;
&lt;br /&gt;
For some reason in adventurer mode for me, no warriors seem to spawn. I've gone to fortresses, towns, and none of them have had any warriors whatsoever. This makes it very hard for me to survive the night, as you need companions to not get attacked by the bogeymen, and no one else will join you. Please help me out on this. It used to work, and it seems to be a recent problem. --Aardvarkperson 5:16 PM 3/26/2011&lt;br /&gt;
&lt;br /&gt;
:If you have a world with a history that's longer than 100 years or so, forts are likely to be abandoned. Try playing with a world with &amp;quot;Medium&amp;quot; history length. --[[User:Ral|Ral]] 06:28, 28 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've got a world in year 1050 with no abandoned fortresses, but that may just be because the human civilizations have been very successful. On the other hand, I've also generated a world with minimum savagery set to 16, and even though humans were still pretty successful (HUGE sprawling towns and hamlets), every fortress I've explored has been infested with Lions and Rhinos.--[[User:MightyJAK|MightyJAK]] 13:57, 28 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reorganization ==&lt;br /&gt;
&lt;br /&gt;
If there are no objections I will work on reorganizing and improving this article tomorrow.&lt;br /&gt;
--[[User:Ral|Ral]] 03:23, 30 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Many updates made ==&lt;br /&gt;
&lt;br /&gt;
Major updates and rewrite. Comments requested. --[[User:Ral|Ral]] 06:21, 6 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Levels of sleepiness ==&lt;br /&gt;
&lt;br /&gt;
As I played, I thought there were three main levels of sleepiness:&lt;br /&gt;
Tired, Drowsy, and Very Drowsy.&lt;br /&gt;
And then I was running a macro to walk back and forth inside some guys house (I needed to train crutch-walking) and I discovered a new level: Slumberous. On the main screen, the status is Sleep! and is flashing red an purple and on my z-screen it's Slumberous and is also red and purple. It also took my character OVER A FULL WEEK of sleeping to get less sleepy. (The script file I was running was over 200 kilobytes of 82). On the plus side, I'm now Legendary+ something crutch-walker. (I need 4600 exp for next level, and I don't know what that translates to off the top of my head) --[[User:Waladil|Waladil]] 17:59, 2 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
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		<updated>2011-05-30T01:19:02Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;45&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
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		<updated>2011-05-30T01:18:31Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|0}}}|&lt;br /&gt;
|1=Preparing a ballista.&lt;br /&gt;
|2=Belal's 16x16 tileset&lt;br /&gt;
|3=Use utilities like 3Dwarf to render your fortresses&lt;br /&gt;
|4=Communal living: who needs walls?&lt;br /&gt;
|5=This is how we handle diplomatic relations with goblins.&lt;br /&gt;
|6=A baby crawling through the aftermath of a human siege at Ringfissures&lt;br /&gt;
|7=The dwarves have found a way to paint their walls. It's a shame they ran out of paint when they were half-way done.&lt;br /&gt;
|8=With friends like these...&lt;br /&gt;
|9=Some fish are better left alone.&lt;br /&gt;
|10=No matter what your orders may be, your dwarves know the real matters of importance.&lt;br /&gt;
|11=Maybe Little Miss Muffet was a dwarf?&lt;br /&gt;
|12=All the comforts of home.&lt;br /&gt;
|13=Remember, only you can prevent forest fires!&lt;br /&gt;
|14=GODS DANGIT MELBUL AND YOUR WATERFALLS! &lt;br /&gt;
|15=Ah... the great outdoors.&lt;br /&gt;
|16=A colossus makes short work of captured goblins in an arena.&lt;br /&gt;
|17=Is that a euphemism?&lt;br /&gt;
|18=Pain and hardship start at a young age in dwarven culture.&lt;br /&gt;
|19=The vanity of dwarven engravers is not to be underestimated.&lt;br /&gt;
|20=Goblins have a very fickle relationship with their body parts. A skilled Axedwarf can quickly have them calling for a divorce.&lt;br /&gt;
|21=The King is dead. Long live the King!&lt;br /&gt;
|22=A mechanical binary addition engine.&lt;br /&gt;
|23=I can make it on my own!&lt;br /&gt;
|24=Hydras probably have severe psychological issues regarding decapitation.&lt;br /&gt;
|25=Dwarves are alot like ants. Except that instead of using pheromones to mark their trails they use vomit and useless crap.&lt;br /&gt;
|26=This bin is worshiped by three different kobold civilisations. Kobold children everywhere dream of stealing it.&lt;br /&gt;
|27=A booze stockpile is a meeting zone in its own right.&lt;br /&gt;
|28=Ianuamania; madness relating to the obsessive placement of doors.&lt;br /&gt;
|29=Wharf Fortress.&lt;br /&gt;
|30=Who needs pikes to put heads on when you have statues?&lt;br /&gt;
|31=What every child one day wishes to be!&lt;br /&gt;
|32=Fifteen seconds after the player founds a &amp;quot;Cold&amp;quot; fortress, the World Gen algorithm discovers climate change.&lt;br /&gt;
|33=Oh, the names humans give themselves...&lt;br /&gt;
|34=Cacame gives a human sieger and his horse the power of flight. The human politely lets his horse go first.&lt;br /&gt;
|35=The Almighty Dwarven Calculator solves only the most prestigious equations.&lt;br /&gt;
|36=It was the most crucial point of that battle. Really. Every educated dwarf should know that. &lt;br /&gt;
|37=Tragic snowball fight is... oh wait, it was an elf&lt;br /&gt;
|38=Most dwarven soldiers are kept awake by the things they had done in battle, others make sure their deeds rob the goblins of sleep.&lt;br /&gt;
|39=Dwarves live so that they may die a gruesome and pointless death. But once their bodies are interred in their magma-tomb it was all worth it.&lt;br /&gt;
|40=Crundles, the wolves of the underground.&lt;br /&gt;
|41=Accommodating dwarves in the afterlife is central to what managing a fortress is about.&lt;br /&gt;
|42=A true dwarf does not care for pretty designs or &amp;quot;privacy&amp;quot;. For a dwarf, a bedroom is a hole where he dumps his body for rest and his Useless crap for storage, to never touch again.&lt;br /&gt;
|43=I am sure the constitutionalists haven't finished the debate on the desirability of the king running for democratic office.&lt;br /&gt;
|44=Wooden training axes are for elves!  Real dwarves use masterwork steel when sparring!&lt;br /&gt;
|45=Oh no! The microcline's possessing my dwarves! Or maybe the ghost, I guess.&lt;br /&gt;
|#default=No caption? Add one!}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Sg/image&amp;diff=149735</id>
		<title>Template:Sg/image</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Sg/image&amp;diff=149735"/>
		<updated>2011-05-30T01:18:17Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|0}}}|&lt;br /&gt;
|1=13 Gobby4.jpg&lt;br /&gt;
|2=Belal Example.png&lt;br /&gt;
|3=Cathedral.jpg&lt;br /&gt;
|4=Communal.gif&lt;br /&gt;
|5=Goblin_slaying_Mayor.png&lt;br /&gt;
|6=RingfissuresYear4-26.jpg&lt;br /&gt;
|7=Oceanside-202-05.jpg&lt;br /&gt;
|8=Focusgroup 16.PNG&lt;br /&gt;
|9=Zombiecod.png&lt;br /&gt;
|10=Attend party.png&lt;br /&gt;
|11=GiantSpiderAttack.png&lt;br /&gt;
|12=Shootcommon 1063 main.png&lt;br /&gt;
|13=Girdertan7.gif&lt;br /&gt;
|14=Doom.png&lt;br /&gt;
|15=Outdoor_Scuplture_Garden-Vomitorium.png&lt;br /&gt;
|16=Colossus in Arena.png&lt;br /&gt;
|17=Palace of Seducing.PNG&lt;br /&gt;
|18=Damaged baby.jpg&lt;br /&gt;
|19=DF Cheese.jpg&lt;br /&gt;
|20=Champions.png&lt;br /&gt;
|21=Regicide.PNG&lt;br /&gt;
|22=Addition.PNG&lt;br /&gt;
|23=Wolf.jpg&lt;br /&gt;
|24=Heads.png&lt;br /&gt;
|25=Vomit_Trail.png&lt;br /&gt;
|26=Artifact_Storage.png&lt;br /&gt;
|27=Thirsty_Dwarves.gif&lt;br /&gt;
|28=Doors!.png&lt;br /&gt;
|29=Harbor.png&lt;br /&gt;
|30=Heads-on-statues.PNG&lt;br /&gt;
|31=Aspirations.png&lt;br /&gt;
|32=olonbekorn_003.jpg&lt;br /&gt;
|33=Df2010isfabulous.PNG&lt;br /&gt;
|34=Cacamefight.gif&lt;br /&gt;
|35=7x191.PNG&lt;br /&gt;
|36=Historical Finger.png&lt;br /&gt;
|37=Snowball_fight.png&lt;br /&gt;
|38=Herbs.png&lt;br /&gt;
|39=MagmaTomb.png&lt;br /&gt;
|40=Crundles.png&lt;br /&gt;
|41=Catacombs.png&lt;br /&gt;
|42=Dwarven_Housing.png&lt;br /&gt;
|43=CityState.gif&lt;br /&gt;
|44=Dwarves Sparring.PNG&lt;br /&gt;
|45=Evil microcline.png&lt;br /&gt;
|#default=dwarf.png}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Sg/caption&amp;diff=149734</id>
		<title>Template:Sg/caption</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Sg/caption&amp;diff=149734"/>
		<updated>2011-05-30T01:17:46Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|0}}}|&lt;br /&gt;
|1=Preparing a ballista.&lt;br /&gt;
|2=Belal's 16x16 tileset&lt;br /&gt;
|3=Use utilities like 3Dwarf to render your fortresses&lt;br /&gt;
|4=Communal living: who needs walls?&lt;br /&gt;
|5=This is how we handle diplomatic relations with goblins.&lt;br /&gt;
|6=A baby crawling through the aftermath of a human siege at Ringfissures&lt;br /&gt;
|7=The dwarves have found a way to paint their walls. It's a shame they ran out of paint when they were half-way done.&lt;br /&gt;
|8=With friends like these...&lt;br /&gt;
|9=Some fish are better left alone.&lt;br /&gt;
|10=No matter what your orders may be, your dwarves know the real matters of importance.&lt;br /&gt;
|11=Maybe Little Miss Muffet was a dwarf?&lt;br /&gt;
|12=All the comforts of home.&lt;br /&gt;
|13=Remember, only you can prevent forest fires!&lt;br /&gt;
|14=GODS DANGIT MELBUL AND YOUR WATERFALLS! &lt;br /&gt;
|15=Ah... the great outdoors.&lt;br /&gt;
|16=A colossus makes short work of captured goblins in an arena.&lt;br /&gt;
|17=Is that a euphemism?&lt;br /&gt;
|18=Pain and hardship start at a young age in dwarven culture.&lt;br /&gt;
|19=The vanity of dwarven engravers is not to be underestimated.&lt;br /&gt;
|20=Goblins have a very fickle relationship with their body parts. A skilled Axedwarf can quickly have them calling for a divorce.&lt;br /&gt;
|21=The King is dead. Long live the King!&lt;br /&gt;
|22=A mechanical binary addition engine.&lt;br /&gt;
|23=I can make it on my own!&lt;br /&gt;
|24=Hydras probably have severe psychological issues regarding decapitation.&lt;br /&gt;
|25=Oh no! The microcline's possessing my dwarves! Or maybe the ghost, I guess.&lt;br /&gt;
|25=Dwarves are alot like ants. Except that instead of using pheromones to mark their trails they use vomit and useless crap.&lt;br /&gt;
|26=This bin is worshiped by three different kobold civilisations. Kobold children everywhere dream of stealing it.&lt;br /&gt;
|27=A booze stockpile is a meeting zone in its own right.&lt;br /&gt;
|28=Ianuamania; madness relating to the obsessive placement of doors.&lt;br /&gt;
|29=Wharf Fortress.&lt;br /&gt;
|30=Who needs pikes to put heads on when you have statues?&lt;br /&gt;
|31=What every child one day wishes to be!&lt;br /&gt;
|32=Fifteen seconds after the player founds a &amp;quot;Cold&amp;quot; fortress, the World Gen algorithm discovers climate change.&lt;br /&gt;
|33=Oh, the names humans give themselves...&lt;br /&gt;
|34=Cacame gives a human sieger and his horse the power of flight. The human politely lets his horse go first.&lt;br /&gt;
|35=The Almighty Dwarven Calculator solves only the most prestigious equations.&lt;br /&gt;
|36=It was the most crucial point of that battle. Really. Every educated dwarf should know that. &lt;br /&gt;
|37=Tragic snowball fight is... oh wait, it was an elf&lt;br /&gt;
|38=Most dwarven soldiers are kept awake by the things they had done in battle, others make sure their deeds rob the goblins of sleep.&lt;br /&gt;
|39=Dwarves live so that they may die a gruesome and pointless death. But once their bodies are interred in their magma-tomb it was all worth it.&lt;br /&gt;
|40=Crundles, the wolves of the underground.&lt;br /&gt;
|41=Accommodating dwarves in the afterlife is central to what managing a fortress is about.&lt;br /&gt;
|42=A true dwarf does not care for pretty designs or &amp;quot;privacy&amp;quot;. For a dwarf, a bedroom is a hole where he dumps his body for rest and his Useless crap for storage, to never touch again.&lt;br /&gt;
|43=I am sure the constitutionalists haven't finished the debate on the desirability of the king running for democratic office.&lt;br /&gt;
|44=Wooden training axes are for elves!  Real dwarves use masterwork steel when sparring!&lt;br /&gt;
|#default=No caption? Add one!}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Evil_microcline.png&amp;diff=149733</id>
		<title>File:Evil microcline.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Evil_microcline.png&amp;diff=149733"/>
		<updated>2011-05-30T01:16:14Z</updated>

		<summary type="html">&lt;p&gt;Waladil: It's evil!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's evil!&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=136726</id>
		<title>v0.31 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=136726"/>
		<updated>2011-02-21T14:02:04Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Friendly Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Starting with bolts at embark==&lt;br /&gt;
When buying bolts from the [[df2010:starting build|&amp;quot;prepare for the journey carefully&amp;quot;]] screen, they come in [[stack]]s of 5. Interesting...--[[User:Albedo|Albedo]] 05:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolt Quality==&lt;br /&gt;
Does bolt quality have any effect on combat effectiveness? or does it just affect value? --[[User:Shabang50|Shabang50]] 17:02, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .31.09 ==&lt;br /&gt;
Need some testing with the new values to see how they work now. [[User:Richards|Richards]] 22:15, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Made by who? ==&lt;br /&gt;
Metal bolts are made by weaponsmiths or bowyers? --[[User:Romeofalling|Romeofalling]] 04:30, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Weaponsmiths.  See {{L|Bowyer}} for full details.  Probably either that info should be repeated here, or (preferably I think) this page merged with {{L|Crossbow}}. [[User:Bognor|Bognor]] 12:28, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Encrust Ammo==&lt;br /&gt;
Is there any reason that you would want to encrust ammo with gems? I can only think of trading them but they are much more valuable as ammunition.--[[Special:Contributions/98.193.70.214|98.193.70.214]] 15:25, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Friendly Fire==&lt;br /&gt;
is this an issue? e.g. if i have a melee of goblins and dwarves fighting in an enclosed space, will my marksdwarves hiding behind nearby fortifications hit, injure or kill dwarves by accident? and if so, would it still be likely to occur if the marksdwarves are trained?--[[User:DJ Devil|DJ Devil]] 02:51, 15 December 2010 (UTC)&lt;br /&gt;
:This is untested, but I believe FF is a danger. From what I can tell, DF does calculate a full trajectory for weapons, and this game doesn't pull punches. --[[User:Waladil|Waladil]] 14:02, 21 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=136725</id>
		<title>v0.31 Talk:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=136725"/>
		<updated>2011-02-21T13:46:57Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Demon populations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== FPS ==&lt;br /&gt;
I have opened HFS by carving fortification and walling the thing back with raw adamantine. The fortress have been saved, but FPS decreased and that the fortress became unpleasant to play: it fell from 30+ to 13. Does anyone experience the same?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, it's very common. It's most likely because the demons will continue to try and path to the surface. [[User:Naros|Naros]] 14:16, 18 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== LOLSPOILER ==&lt;br /&gt;
 DF2010:Hell&lt;br /&gt;
 (Redirected from DF2010:Hidden Fun Stuff)&lt;br /&gt;
 &lt;br /&gt;
 { { spoiler } }&lt;br /&gt;
&lt;br /&gt;
WTF is the point of a spoiler tag concealing the contents of the clowncar '''IF YOU NAME THE DAMN ARTICLE ''&amp;quot;HELL&amp;quot;'''''&lt;br /&gt;
==HFS -&amp;gt; Hell==&lt;br /&gt;
&lt;br /&gt;
Just to be clear: HFS ''is'' Hidden Fun Stuff - in the last version HFS was the [[40d:Eerie glowing pit|eerie glowing pits]], but in this version it's Hell, so that's what we're officially referring to it as (though the nickname of HFS will still stand). I imagine Demonic Fortresses will be moved to their own page eventually but for now it'd be too stubby. --[[User:Retro|Retro]] 00:35, 4 April 2010 (UTC)&lt;br /&gt;
:Actually, upon realizing that curious structures are demonic fortresses, I merged their info into the Demonic Fortress page. --[[User:Retro|Retro]] 01:15, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Title ==&lt;br /&gt;
&lt;br /&gt;
Should the article be renamed? The game refers to the demons as denizens of the Underworld unless I'm mistaken. Using tangentially related Judeo-Christian terminology for something that already has an official name seems unnecessary. --[[User:Pilsu|Pilsu]] 8:35, 17 July 2010 (UTC)&lt;br /&gt;
:'''Hell''' is an English word that is not specific to any one religion, or any collection of religions. You can have Christian hells, Buddhist hells, Marriage hells, Voodoo hells, any underworld abode of the damned can be described by the word hell. -- [[User:Ancient History|Ancient History]] 15:12, 17 July 2010 (UTC)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
== Demon populations ==&lt;br /&gt;
&lt;br /&gt;
From my limited observations the demon population is infinite, but beyond the initial dozens (or hundreds?) that you get when you first breach, the rest are merely migrants just as you'd see with more mundane creatures on the surface or passing through caverns. These migrants are probably &amp;quot;aggressive&amp;quot; - seeking dwarves if they have a path - but unless you've built a path from the pillar to hell's surface, it can mean your fort is entirely safe if all your demon types are &amp;quot;terrestrial&amp;quot; and cannot fly. Safe after dealing with the initial invasion of course - the initial demon always seem to crawl up the pillar even if they cannot normally fly. [[User:Niveras|Niveras]] 16:29, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are there any success stories of people actually being able to fight of the initial invasion? In my experience, striking hell means almost immediate game over.&lt;br /&gt;
&lt;br /&gt;
::I managed to stop the demon hordes of hell once! Ok, technically I messed up -- I accidentally breached the magma sea a few frames after I accidentally opened hell. Long story short, flooding hell with magma does not kill the demons, but is an effective enough method of stopping them from coming up. Also an effective method of killing FPS. --[[User:Waladil|Waladil]] 13:46, 21 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I observe the same thing. We should probably change the article text so it's less misleading. Currently, it's worded as if the demon attacks never end. [[User:Umiman|Umiman]] 04:29, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearly not hell==&lt;br /&gt;
There is no way that this is hell. Hell is an unending tide of nobles that make constant demands, which can never die. --[[Special:Contributions/98.215.50.77|98.215.50.77]] 05:47, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Win? ==&lt;br /&gt;
&lt;br /&gt;
So i found a adamantine pillar of 6 z levels tall, started digging the highest level (of course), channeled a part of it and as soon as the game paused, announcing my discovery of hell, I listed &amp;quot;raw adamantine&amp;quot; as non economic, and then using a second miner with masonry skills, I built a adamantine floor covering the hole and sealed the demons and HFS.&lt;br /&gt;
&lt;br /&gt;
That's a good strategy to avoid fun.--[[Special:Contributions/200.82.91.216|200.82.91.216]] 23:19, 10 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano Hell? ==&lt;br /&gt;
&lt;br /&gt;
Sometimes when embarking in an area with a Volcano, the volcano itself seems to reach all the way down into hell, triggering the initial demons and allowing me to see a good portion of Hell even before unpausing to start out. Unfortunately my framerate got killed before I had a chance for the demons to reach me, but should it be mentioned that Volcanoes can pierce into hell?--[[User:Twilightdusk|Twilightdusk]] 03:44, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm this, however, I believe it is a bug. Still, it is worth a mention as I have seen it, you have seen it, and I know people on the forums have seen it. Happens with magma tubes, as well.[[User:GhostDwemer|GhostDwemer]] 22:56, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hell can be a good thing in DF ==&lt;br /&gt;
&lt;br /&gt;
It's extremely easy to wall or floor off. Since it just revealed a massive vein of over 100 adamantine, it's more of a good thing than a bad thing. --[[Special:Contributions/41.0.10.9|41.0.10.9]] 07:17, 12 February 2011 (UTC) (Ruan942)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Waladil&amp;diff=135553</id>
		<title>User talk:Waladil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Waladil&amp;diff=135553"/>
		<updated>2011-01-30T15:27:38Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* 40d:Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since you should try to follow wiki standards, and you probably don't know ours yet, we've made a list of basic guidelines. Note that this is a template, not a customized message for you.&lt;br /&gt;
* To tell us who you are when you talk, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Don't put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. In general, put exactly one empty line between comments by different users but do not use blank lines inside of a comment.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Putting things in the wrong sections is confusing. You can create a section!&lt;br /&gt;
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf Fortress Wiki:Versions]] ==&lt;br /&gt;
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion.  Please bring in your comments on this page and on it's talk page and let everyone know what you think.  Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=135552</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=135552"/>
		<updated>2011-01-30T15:27:11Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* User:Esitowipefy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Page visit counter ==&lt;br /&gt;
&lt;br /&gt;
Before the wiki move, (I think), every game article had a [http://en.wikipedia.org/wiki/Web_counter web counter] at the bottom of the page. It used to be pretty neat. You could create an article and then see how many hits it was getting down at the bottom. It was one incentive to expand on the article, knowing that thousands were reading it.&lt;br /&gt;
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I think and vote that this should be brought back. --[[User:Richards|Richards]] 21:44, 27 November 2010 (UTC)&lt;br /&gt;
: The amount of load this causes on the servers is cost prohibitive.  --[[User:Briess|Briess]] 01:46, 28 November 2010 (UTC)&lt;br /&gt;
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== Two DF2010 main pages ==&lt;br /&gt;
Why are there two DF2010 main pages? When I check the wiki, I see the one with the missing hydra heads image, and the http://df.magmawiki.com/index.php/Main_Page address, but when I check the 40d version and go back to DF2010 main page, I get Belal's tileset image and the http://df.magmawiki.com/index.php/DF2010:Main_Page address. Then, when I check the discussion page and return to the main page, it's http://df.magmawiki.com/index.php/Main_Page again. Is redirecting messed up or what? --[[Special:Contributions/109.93.118.60|109.93.118.60]] 09:37, 4 June 2010 (UTC)&lt;br /&gt;
:There is only one main page for DF2010 - the image shown on it is '''randomly selected'''. The page [[DF2010:Main Page]] is just a redirect to [[Main Page]]. --[[User:Quietust|Quietust]] 12:36, 4 June 2010 (UTC)&lt;br /&gt;
Except that one shows &amp;quot;'''28.3 out of 100 quality rating for DF2010 namespace (approximate)'''&amp;quot; and the other shows: &amp;quot;'''29.8 out of 100 quality rating for DF2010 namespace (approximate)'''&amp;quot;. Not to mention that the page that contains &amp;quot;''(Redirected from DF2010:Main Page)''&amp;quot; in the top left corner is ''http://df.magmawiki.com/index.php/DF2010:Main_Page'' It redirects to itself. Also, I get one image on the DF2010:Main_Page, and a different one one at Main_Page. When I check DF2010:Main_Page, it's the first picture again. I made sure that it isn't the same page already. Repeat the steps I mentioned in my first comment and see for yourself. It's not a redirect, those are two different pages. --[[Special:Contributions/109.93.118.60|109.93.118.60]] 17:05, 4 June 2010 (UTC)&lt;br /&gt;
::[http://df.magmawiki.com/index.php?title=DF2010:Main_Page&amp;amp;redirect=no DF2010:Main Page - Redirect page - Main Page]. It is a redirect. When you load a redirect page, it does not actually forward you to the destination page but simply displays it immediately, so the redirect's URL is still in the address bar. Either your web browser or the server itself is caching different versions of the page depending on whether or not you viewed it through the redirect.  --[[User:Quietust|Quietust]] 17:31, 4 June 2010 (UTC)&lt;br /&gt;
Well, it stopped happening after the new-version change of the main page, whatever the cause was. Thanks anyway. --[[Special:Contributions/79.101.254.106|79.101.254.106]] 19:30, 4 June 2010 (UTC)&lt;br /&gt;
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== HFS creatures ==&lt;br /&gt;
We don't seem to have any pages for them, shouldn't they have pages like normal creatures? --[[Special:Contributions/78.151.176.4|78.151.176.4]] 13:09, 11 April 2010 (UTC)&lt;br /&gt;
:Aren't they randomly generated during worldgen?--[[User:SanDiego|SanDiego]] 13:29, 11 April 2010 (UTC)&lt;br /&gt;
Oh right, didn't realise that. Thought that they were just lacking raws. --[[Special:Contributions/92.29.248.178|92.29.248.178]] 14:42, 11 April 2010 (UTC)&lt;br /&gt;
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Well, you're both right :P. They're randomly generated, and they lack raws! --[[User:612DwarfAvenue|612DwarfAvenue]] 06:20, 18 April 2010 (UTC)&lt;br /&gt;
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== Random page function ==&lt;br /&gt;
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I'm not familiar with how the Special:Random function works, but would it be possible to restrict it to random pages from particular namespaces? Getting 23a, 40d and DF2010 pages returned isn't very helpful. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
:That would require (iirc) some fairly heavy editing to the mediawiki code. We're trying to avoid modding the code because that creates problems with updating the mediawiki software to new versions. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:51, 8 April 2010 (UTC)&lt;br /&gt;
::Just a little correction, you an get to just DF2010 pages by appending &amp;quot;/DF2010&amp;quot; to the end of special random.&lt;br /&gt;
:: For example. [[Special:Random/DF2010]], [[Special:Random/Utility]], ect.&lt;br /&gt;
:: Perhaps this link might be useful as a more available link? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:19, 15 April 2010 (UTC)&lt;br /&gt;
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== DF2010 Title needs changing ==&lt;br /&gt;
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The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
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:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
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::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
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Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
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Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
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So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
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Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
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:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
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::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
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:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
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:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
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:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
::::::::::Toady's response to what to call this version. http://www.bay12forums.com/smf/index.php?topic=60554.msg1636714#msg1636714 (7th reply) probably not as satisfactory/definitive as hoped :) --[[User:Quatch|Quatch]] 16:26, 13 October 2010 (UTC)&lt;br /&gt;
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== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
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:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
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== French language wiki ==&lt;br /&gt;
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Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
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== Add a CptnDuck page? ==&lt;br /&gt;
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Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
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:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
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== Articles on Olivine and other generic stones ==&lt;br /&gt;
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There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
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:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
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:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
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:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
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:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
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:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
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:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
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::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
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:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
[[User:LogicalDash|LogicalDash]] 22:08, 5 August 2009 (UTC)&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
::Eagle's right. A roguelike game plays somewhat like Rogue and has ascii graphics. Fortress mode DF is a tactical/strategic/sandbox ascii game, not a roguelike. And isn't there general intent for it to have graphics one day, once it's out of the design stages? --Kydo 01:58, 8 April 2010 (UTC)&lt;br /&gt;
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DF is closer to Civilisation than ADOM, at least in the Fortress regard. --KingAuggie&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
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Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
::They get archived at some point, so no need. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:33, 15 April 2010 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
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Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
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:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
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After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
::These should of course go under D for Dwarf.&lt;br /&gt;
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== Images ==&lt;br /&gt;
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So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
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== No link to World Generation? ==&lt;br /&gt;
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Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
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== Namespaces ==&lt;br /&gt;
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As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
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Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
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:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
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== Tutorials clutter ==&lt;br /&gt;
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Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
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Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
&lt;br /&gt;
I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If [[40d:Quickstart guide]] is obsolete, you should definitely remove the links to it from the front page (both &amp;quot;Your first fortress&amp;quot; and &amp;quot;Quickstart guide&amp;quot; end up there). As a new player pointed at this wiki by the game, I wasted twenty minutes trying to load in the save game (was I being unlucky, or does it simply not work with the new version?) and gave up on trying to play Dwarf Fortress, as a result. --[[User:Gritspeck|Gritspeck]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm all for this, this is a terrible organization.  I like your plan.  Given further agreement (or at least no opposition) I say go for it.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:38, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, I went ahead and did my best.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:13, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the frontpage would benefit from highlighting a couple well-written and important pages as well. A &amp;quot;featured article,&amp;quot; perhaps. --[[User:Falldog|Falldog]] 01:16, 6 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think it does highlight important pages. See the blue boxes. A 'featured article' would (further) clutter the front page while not being of any value to viewers of the front page or users of this wiki in general. --[[User:Nahno|Nahno]] 17:33, 6 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Let me rephrase. The main page would benefit from the inclusion of links to the most often used reference pages (like the stone summary and the metal summary) than the section on &amp;quot;Playing Dwarf Fortress.&amp;quot; It is redundant as there is already a Newbie section and an Advanced tutorials section. I think we agree about that. --[[User:Falldog|Falldog]] 21:22, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What happened to the link to the dev changelog? ==&lt;br /&gt;
&lt;br /&gt;
There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;br /&gt;
:-That's a link I used almost daily. While I realize I'm an idiot for not just bookmarking it, it is a little disconcerting for it to :be gone. Either way, I've always thought it was one of the most relevant links on the main page—it let's you know where the game :project is at ''right now''.&lt;br /&gt;
:Wow, forgot sig and indent. I'm amazing. :P ----[[User:Njero|Njero]] 01:03, 8 April 2010 (UTC)&lt;br /&gt;
Found the template in question, figured there was no reason for the changelog link not to be there so I put it back; it seemed like it was removed by mistake anyway. Also renamed the link to the release information so there wouldn't be two links entitled &amp;quot;changelog.&amp;quot; --[[User:Untelligent|Untelligent]] 02:22, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Announcements Hider==&lt;br /&gt;
The announcement-hiding script on Briess's page no longer works--it's checking the contents of an id that no longer exists. Replacing the conditional with collapseTable(0) works, but sidesteps the original intent of the conditional, which I presume is to display the options if they've changed since last visit. Does that functionality still apply? While we're at it, is it possible to assign a named value to the collapsible table, so that it can be collapsed without referring to its position relative to other collapsible tables (which breaks the hider script on certain skins)? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==How will merging/splitting topics work for backward compatibility linking==&lt;br /&gt;
I got thinking about this when helping work on the military pages, we're branching this out into squads/military/schedule/etc. because of how much more complex things have suddenly got with the military system. It was a natural direction to take things. What's the correct way to handle backward compatibility links in this situation? And now that I'm thinking about it, how about page merging? If we decide to merge anything how will that be handled? [[User:Doctorzuber|Doctorzuber]] 03:59, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Game object date boxes ==&lt;br /&gt;
&lt;br /&gt;
These boxes on  the creature pages need some kind of text formatting to stop them expanding to far. Just an example try the [[dog|dog]] page. --[[User:AKAfreaky|AKAfreaky]] 12:54, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Carrying over saved games? ==&lt;br /&gt;
&lt;br /&gt;
Hi, is it possible to carry over savegames from one version to the next, and if so, how do I do this? Thanks [[User:EddyP|EddyP]] 10:27, 13 April 2010 (UTC)&lt;br /&gt;
:It is possible - go to the /data folder and just copy the file called &amp;quot;save&amp;quot; to the /data folder in the new DF. You'll then have to edit the raws in each region folder (inside the save folder) to match the new raws in the main /raw folder (or just copy them over). --[[User:AKAfreaky|AKAfreaky]] 20:22, 13 April 2010 (UTC)&lt;br /&gt;
::As long as the &amp;quot;different versions&amp;quot; are within the same &amp;quot;generation&amp;quot; of Dwarf Fortress (i.e. 0.21 thru 0.23, 0.27 thru 0.28, or 0.31), this'll work. If you actually try to copy a saved game from 0.28.101.40d to 0.31.xx, expect it to fail in a very spectacular way. --[[User:Quietust|Quietust]] 20:51, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quote wrong on main page==&lt;br /&gt;
The quote on the main page comes up with something to the effect that you cannot milk creatures.  This was true for 40d, but not for the most recent edition.--[[User:Kwieland|Kwieland]] 12:23, 21 April 2010 (UTC)&lt;br /&gt;
: ''&amp;quot;The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined scheduling.&amp;quot;'' &lt;br /&gt;
: Is this really intended to be a main page quote? I thought the main pages quotes were usually . . . funny. [[User:Doctorzuber|Doctorzuber]] 02:38, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Your ad here, free!&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What's up with another ad space on the bottom of every page? We're getting to a point where more ads just cause more annoyance, not more profit. {{unsigned|213.157.252.41}}&lt;br /&gt;
:There are ads? Where? *turns off adblock* OH HOLY CRAP *quickly turns adblock back on* Yeah, if there are more ads than page it kinda defeats the point doesn't it? [[User:Volatar|Volatar]] 14:00, 5 May 2010 (UTC)&lt;br /&gt;
::The ad stuff is trying to get a baseline for different types of ads. We're hoping the button ads perform well enough that we can get rid of the larger banner ads. In 5 or so days the number of ads will decrease depending on what we find. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 20:31, 5 May 2010 (UTC)&lt;br /&gt;
::Also, the &amp;quot;free&amp;quot; part is that ads with no bids can be obtained freely, but that'll disappear in the next few days as the ads establish a page view trend. (Which is why in 5 or so days we'll be getting rid of some ads.) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 20:33, 5 May 2010 (UTC)&lt;br /&gt;
:::Good enough. Thanks for the explanation! {{unsigned|213.157.252.41}}&lt;br /&gt;
&lt;br /&gt;
::There are ads?? *switches to IE* oh, yeah, ads.. *switches back to opera* --[[Special:Contributions/92.202.79.42|92.202.79.42]] 11:48, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The wiki currently has 3 articles. &amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming this has something to do with the recent namespace thing? --[[Special:Contributions/217.132.92.69|217.132.92.69]] 10:27, 6 May 2010 (UTC)&lt;br /&gt;
:Haha, yes, I'll get right on that. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:04, 6 May 2010 (UTC)&lt;br /&gt;
::Looks like someone beat me too it. :( [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:05, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
I really like how the bar is counting down to zero. Keep templating, rawing and tableing all you want, eventually you will have to face the truth: to make a helpful wiki you need to ''play'' the game and add ''content''. --[[Special:Contributions/68.161.167.37|68.161.167.37]] 02:09, 9 May 2010 (UTC)&lt;br /&gt;
:What are you objecting to?  Someone said it would be a good idea to know &amp;quot;how close to 'complete' the wiki is&amp;quot;, we did that.  If you don't like it then you don't have to look at it.  I'd also like to ask why you think you have such a right to critisize others work after your... 3 edits?  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:26, 10 May 2010 (UTC)&lt;br /&gt;
::I think the big problem is that the vast majority of 40d pages are still completely accurate or near-completely accurate to the new version, but little to no effort has been made to port them over.  Now that the latest version has been out for a while, I think it's reasonable to say that it's obvious that 'nuking' the 40d version by forcing it into a separate namespace instead of just trying to update it normally was a terrible mistake -- as was setting up this wretched namespace system, given that this is intended to be the ''last'' such gap between releases.  The change from 40d to 2010 wasn't nearly as sweeping in terms of underlying mechanics as some people on the Wiki thought it would be -- but now, because of the way the changeover was mishandled here, we're left basically rewriting or copy-pasting a bunch of pages for stuff that hasn't changed, and nobody actually wants to waste time doing that when perfectly good and accurate articles exist in 40d namespace.  Look at [[Animal Trap]], say -- the 40d version is detailed and near-perfectly accurate to DF2010, while the DF2010 version is barely more than a stubby paragraph.  This happens all over the place, because people were eager to rewrite (or create) the articles related to stuff that changed, but nobody wanted to waste time rewriting all the relatively accurate articles that were mindlessly pushed into a separate namespace in the botched shift.  --[[User:Aquillion|Aquillion]] 16:51, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Legacy? SDL? ==&lt;br /&gt;
Could someone explain the difference between the legacy and SDL releases? Seems that information ought to be around here somewhere. Can't seem to find it if it is. --[[User:Doctorzuber|Doctorzuber]] 00:12, 21 June 2010 (UTC)&lt;br /&gt;
:From my guess, Legacy is the old version (without SDL), and the SDL... well you get it. --[[User:Hugna|Hugna]] 03:55, 21 June 2010 (UTC)&lt;br /&gt;
== New website==&lt;br /&gt;
I've got a new website up and running with drupal. It is about dwarf fortress and you can find it [http://darkcloudterrace.dyndns.info/drupal6/ Here darkcloudterrace] it has a forum for dwarf fortress&lt;br /&gt;
&lt;br /&gt;
== Download Mirrors Working or Broken ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to download df_31_13 from any of the three mirrors on the front page. Is anyone else having a problem with them?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:55, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unworthy Self-link ==&lt;br /&gt;
&lt;br /&gt;
Would it be improper to add a link to [[Bentgirder]] on the home page?&lt;br /&gt;
&lt;br /&gt;
== Dwarf Forttress Wiki Portable ==&lt;br /&gt;
Hello all.&lt;br /&gt;
I'm building a portable, well somewhat portable, version of the Dwarf Fortress Wiki site. It is being made with Personal Brain (www.thebrain.com) and I will be importing everything I can find.&lt;br /&gt;
Admittedly I will need some help with this project. Any volunteers?--[[User:SpyMaster356|SpyMaster356]] 20:58, 4 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
And another note: The finished &amp;quot;Brain&amp;quot; can be used as a navigator for this wiki too.--[[User:SpyMaster356|SpyMaster356]] 21:00, 4 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm sorry to say at this rate, that finishing the first wiki is more helpful that creating a new one. -- KingAuggie&lt;br /&gt;
&lt;br /&gt;
== Front Page Links ==&lt;br /&gt;
I recently added [[Industry]] as a front page link, as well as [[Important Advice]] and others, but I'm afraid that, for a helpful wiki, we need to group things better, into more &amp;quot;portal pages&amp;quot;.  This wiki is edited only by seasoned guys like us, but is sposed to be read by noobs.  At the moment, there are far too many choices to make, even in the &amp;quot;New to DF&amp;quot; box. Any thoughts on thinning the herd? Maybe create a new page that can then direct people elsewhere? -- KingAuggie&lt;br /&gt;
&lt;br /&gt;
* I vote for removing the 'New To Dwarf Fortress?' block, making a page with its contents and more, and linking to that page with a nice big link under the &amp;quot;Playing Dwarf Fortress&amp;quot; section. Something like &amp;quot;Beginners Go Here&amp;quot; centered and at the top of the section. [[User:Calite|Calite]] 17:43, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[User:Esitowipefy]] ==&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Esitowipefy, Troll, has gone berserk!|4:1}}&lt;br /&gt;
Personal advice: &amp;lt;del&amp;gt;[[Unfortunate accident]]&amp;lt;/del&amp;gt; ban. Please kick this user as far as you can and make a *warning sign* out of his skin. --[[Special:Contributions/212.201.74.67|212.201.74.67]] 23:04, 17 November 2010 (UTC)&lt;br /&gt;
:: I concur. Avast was warning me that the links were attempting to download a trojan horse, just making him worse. [[User:Neo Kabuto|Neo Kabuto]] 23:07, 17 November 2010 (UTC)&lt;br /&gt;
::: Done. --[[User:Quietust|Quietust]] 00:25, 18 November 2010 (UTC)&lt;br /&gt;
Same thing with http://df.magmawiki.com/index.php/User:Westhara. For one thing, he just changed the main page to nothing! Someone else fixed it. I would've, but DF wiki was dragging it's feet on sending me my confirmation e-mail. --[[User:Waladil|Waladil]] 15:27, 30 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Please redirect... ==&lt;br /&gt;
&lt;br /&gt;
...[[DF2010:Glob]] to [[DF2010:Fat]]. Anonymous page creation is currently prohibited. Thanks :). --[[Special:Contributions/217.225.113.232|217.225.113.232]] 23:41, 29 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flash Blind! ==&lt;br /&gt;
Gah! Dorf Fort has a black background.  This site has a white background.  Every time I switch from DF to magmawiki I get blinded by the light.  Does anyone else have this problem?  And if so, should we change it? [[Special:Contributions/76.21.249.47|76.21.249.47]] 03:33, 29 January 2011 (UTC)&lt;br /&gt;
:Ha! Sounds to me like you just need to turn down the brightness on your screen.  Then again, the fawn background at the [http://www.uesp.net/wiki/Oblivion:Oblivion Oblivion wiki] is very attractive...  Maybe you're onto something... [[User:Bognor|Bognor]] 05:15, 29 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Joining_the_Succession_League&amp;diff=123386</id>
		<title>Bloodline Talk:Joining the Succession League</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Joining_the_Succession_League&amp;diff=123386"/>
		<updated>2010-08-02T06:15:14Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had NO IDEA there was still this much interest. This project was put on hold for two reasons:&lt;br /&gt;
1) A severe falling off of interest in all succession and community games during the last few months pre-2010 release.&lt;br /&gt;
2) A crippling inability for the Wiki to properly serve as the home for this project. The code makes what should be a quick update process a matter of hours (really) for the simplest things, even once you've gotten used to it. It's also nearly impossible to maintain communications (notice all of the red links for names?).&lt;br /&gt;
&lt;br /&gt;
The Bay12 forum proved to be even worse, as I can't mass email there (limit a couple of emails per hour, to 10 players at a time, means that it became impossible for me to work with back when we hit around 30 players).&lt;br /&gt;
&lt;br /&gt;
It appears there is once again a rising need for /interest in an organized and accessible community of succession games and players. The problem now is that the wiki is truly incapable of serving as its home, and so is the current Bay12. I'll start asking around for help again, but I'm a busy person with work, college, and social life. It will happen at a crawl unless someone can step in. Even ideas would be helpful. [[User:The Architect|The Architect]] 06:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Join=&lt;br /&gt;
Post your decision to join, along with your wiki stamp if you have one, or just a nickname you can be known by. A Bay12 forum name is acceptable as well, and should be posted to the appropriate thread linked to the main joining page.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This sounds very fun!  I would love to join.  I can only commit to about an hour’s worth of play per day due to real life stuff, but I think that should be plenty.  I’ve been playing the game now for a couple of years off and on and I think I have a handle on the basics. [[User:Frewfrux|Frewfrux]] 20:21, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'd like to join too, I am very familiar with dwarf fortress and really want to try this out--[[User:Supercharazard|Supercharazard]] 19:23, 18 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'd like to join, but I'm on a Mac, so I guess I'd have to be in a separate league for any pass-along-the-savefile games, and possibly any worldgenned games?  Compatibility across various versions/platforms is not well documented. [[User:Cheepicus|Cheepicus]] 02:29, 9 October 2009 (UTC) (&amp;quot;fleacircus&amp;quot; on forums)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I would also like to join.  I'm totally new to Dwarf fortress.  But I can see the potential for much fun and [[fun]] with a succession game.  However I have the same problem as above; I'm using a Mac.  --[[User:Kelsa|Kelsa]] 20:19, 11 October 2009 (UTC)  (also &amp;quot;kelsa&amp;quot; on the forums)&lt;br /&gt;
: For what it's worth, I have the Mac and PC versions of Dwarf Fortress set up in the same folder on my thumb drive so I can play the same saved games on both platforms. So far this has worked fine. --[[User:HebaruSan|HebaruSan]] 03:31, 20 October 2009 (UTC)&lt;br /&gt;
----&lt;br /&gt;
Very interested in joining. I'm familiar with Dwarf Fortress, on a PC with Vista. Nothing much else on my mind to ask/say! --[[User:Rogabeetah|Rogabeetah]] 12:44, 12 October 2009 (UTC) (now registered as &amp;quot;Rogabeetah&amp;quot; on the forums *15 October 2009*)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
I'm interested in joining. I' not exactly new to Dwarf Fortress, also I can write eloquently and design forts very well.  -- [[User:DJ Work Safety|DJ Work Safety]] 3:57, 12 October 2009 (UTC) (Same name on forums)&lt;br /&gt;
------&lt;br /&gt;
I too find an opportunity to participate enthralling. I play dwarf fortress a good bit and am pretty skilled at managing dem dorfs. I'm not gonna be a jerk and run the fort into the ground and leave you with one engraver in the fort's lowest level with nothing to do but engrave until he drowns either. --[[User:Qcrane|Qcrane]] 8:22. 12 October 2009 (UTC)(not registered on the forums)&lt;br /&gt;
&lt;br /&gt;
:Hey, I only did that ONCE. -- DJ Work Safety&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
::Wow, I need to apologize to all of you. Sorry, but I somehow failed to Watch this page and thus had no idea people were responding like this. You will all be added promptly, and if you need an email let me know. Also let me know what kind of games you want to see and if you need help starting them.&lt;br /&gt;
--[[User:The Architect|The Architect]] 14:28, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'm interested in joining. I posted on the forums under the same name. I'm somewhat new to DF (I've been at it for about a month) but I'm ready to try a few succession games.&lt;br /&gt;
--[[User:Chicken Launcher|Chicken Launcher]] 18:27, 18 October 2009 (UTC)&lt;br /&gt;
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I am very interested in playing a bloodline game. --[[User:Notquitethere|Notquitethere]] 01:30, 20 October 2009 (UTC)&lt;br /&gt;
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I think I'd like to get in on this. My school work kinda waxes and wanes, so I should be around at least a decent amount of time. I go by Vicas on Bay12 and that works or here, too. I'm familiar with DF (been playing since the 2D version) but I'm very rusty, since I haven't played in a little under a year. - Vicas&lt;br /&gt;
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I would love to join this! I made an account just for that. I'm interested in any kind of game, fun is present in most of them! --[[User:Jokim|Jokim]] 01:46, 3 November 2009 (UTC)&lt;br /&gt;
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This sounds awesome and I would like to join. I've played DF quite a bit and at least know how not to cause a fortress to die immediately. I would be interested in pretty much any sort of game. --[[User:Hyperbox|Hyperbox]] 21:59, 4 November 2009 (UTC)&lt;br /&gt;
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well iam quite new to dwarf fortress but iam following the tuttorials and would be very interested in playing a succession game :] &lt;br /&gt;
. --[[User:Denisol|Denisol]] 15:23 , 17 december 2009&lt;br /&gt;
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Ever since I read the legendary tales of Boatmurdered and Nist Akath (even though Nist Akath wasn't a succession game) I've wanted to try this.  Count on me, I know what it takes to get a fort up and running smoothly and in good order.  Please sign me up!&lt;br /&gt;
--[[User:Xvareon|Xvareon]]  10:26 PM, 25 December 2009&lt;br /&gt;
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I would love to join this. I've played DF for awhile and I think I have it all down up to the dwarven economy and noble swarms. [[User:Bentusi16|Bentusi16]] 5:00 PM, 27 December 2009&lt;br /&gt;
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Sign me up! I'm pretty knowledgable, general fortress defence, dealing with water, magma, nobles, military, above ground construction etc...&lt;br /&gt;
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I would NOT say I'm an expert though, just up for a good laugh! -- [[User:Melek|Melek]] 17:55, 31 December 2009 (UTC)&lt;br /&gt;
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:Well, for those interested I got bored waiting and have decided to start two games of my own. Check my user page for more info! -- [[User:Melek|Melek]] 19:35, 4 February 2010 (UTC)&lt;br /&gt;
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::I'm up for this :D --[[User:Defiance|Defiance]] 21:22, 7 January 2010 (UTC)&lt;br /&gt;
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Count me in. --[[User:Gyron|Gyron]] 14:13, 12 January 2010&lt;br /&gt;
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I'm in. --[[User:Schiller|Schiller]] 20:26, 14 February 2010 (UTC)&lt;br /&gt;
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All for having lots and lots of [[fun]] :D --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:21, 23 February 2010 (UTC)&lt;br /&gt;
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Sign me up and ship me off, lets play! --[[User:Dissimulation|Dissimulation]] 16:47, 12 March 2010 (UTC)&lt;br /&gt;
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I wish I had known about this earlier... I'm definitely interested in joining, and I already have my own succession game started [http://www.bay12games.com/forum/index.php?topic=52361.0 here]. I'm willing to join any others, as well. --[[User:AzureShadow|AzureShadow]] 01:59, 5 April 2010 (UTC)&lt;br /&gt;
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I'd like to join - I usually use Linux, but I can dual boot into windows if needed for compatibility. --[[User:Bdunderscore|Bdunderscore]] 01:58, 9 April 2010 (UTC)&lt;br /&gt;
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That sounds great, I always wanted to participate in a Succession game. I´m really interested in other players building-style. Sign me up! :3 ~ [[User:Felcis|Felcis]] 12:06, 19 April 2010 (UTC)&lt;br /&gt;
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I'd like to join too, I've been playing DF for a while now and I'd like to try a succession game. I'm not familiair with talking trough a wiki so please tell me if there is anything I'm doing wrong now (like not having a user tag, how and where do I make one?). For now you can call me Vex.&lt;br /&gt;
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I'm definitely interested.  On the Bay12 forum I'm &amp;quot;Chaoseed&amp;quot;. By the way, what's needed for this community?  The ability to send mass emails?  Is that truly necessary?  What technical features are holding us back?&lt;br /&gt;
--[[User:JohnEvans|JohnEvans]] 02:39, 16 May 2010 (UTC)&lt;br /&gt;
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Hi, I would like to join b12 forum nick is Nishi.&lt;br /&gt;
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New and frankly stink, but would like to join. [[User:Linkhyrule5|Linkhyrule5]] 17:14, 23 May 2010 (UTC)&lt;br /&gt;
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I'd love to join. Bloodline/Succession games are awesome :D Oh, my name is Briggs, btw. [[User:Briggs|Briggs]] 12:28, 11 July 2010&lt;br /&gt;
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I would like to join the Succession League.  I need more practice at working with weird DF setups, rather than my &amp;quot;I'll just make things easy on myself&amp;quot; attitude.--[[User:DeMatt|DeMatt]] 07:22, 12 July 2010 (UTC)&lt;br /&gt;
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Interested! Though I'm  new, I have figured out how to navigate the menus! --[[User:toescs|toescs]] 13 July 2010&lt;br /&gt;
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Finally willing to play with others. I started playing about Sept of 2009, and still prefer 40d, but have experience in both it and DF2010. I take great care not to lose dwarfs, unless that is they deserve it. One note; I'm on an EEE PC, meaning that a population over say, 40, is enough to crush my very soul. Experienced dwarfer with plenty of time to spare. --[[User:Ripple in Eternity|Ripple in Eternity]] 17:04, 20 July 2010 (UTC)&lt;br /&gt;
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Very interested in participating in bloodline or succession games. System can handle 100+ citizens. [[User:Tzalumen|Tzalumen]] July 31 2010&lt;br /&gt;
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Ooh! Let me join! Let me join! --[[User:Waladil|Waladil]] 06:15, 2 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=123171</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=123171"/>
		<updated>2010-07-30T19:47:29Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* pattern with military skills? */&lt;/p&gt;
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&lt;div&gt;== Population Limit ==&lt;br /&gt;
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&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
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I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
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Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
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Cephalo said: &amp;quot;It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. &amp;quot; --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)&lt;br /&gt;
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==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
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 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
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==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
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:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
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::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
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Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
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I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
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Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
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Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
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Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
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== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
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== pattern with military skills? ==&lt;br /&gt;
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It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
::I just got a guy w/ 6 in knife, 5 in pike, and 8 in dodger, fighter, shield, and armor. I then looked over my 38 total dorfs in DT. None of my dorfs has had to fight so far, and I only gave skills to one at the start. With the exception of that one, they all followed a few patterns:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) A weapon-combat skill with x experience means they also get x in dodge, fight, shield and armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) A nonweapon-combat skill (I only have a couple biters -- someone check w/ wrestler, please) comes with equal experience in dodge, fight, and armor -- Not shield!&amp;lt;br /&amp;gt;&lt;br /&gt;
::3.) If a dorf comes in with x experience in one weapon and y experience in another (Like that guy with 6 in knife and 5 in pike) they get x+y in dodge, fight, armor, and shield. That one guy had 4500 in knife, and 3500 in pike -- and 8000 in the other 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
::4.) Nonmilitary combat/postcombat skills (Ambusher, crutchwalker, siege, etc) are not related to the above.&lt;br /&gt;
::Can someone get these data:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) Dorf with weapon skill and nonweapon skill (Like biter and lasher, or wrestler and axedwarf) and check to see what skills those match to? I _think_ they'll have exp from both in fighter, dodger, and armor, but only the weapon in shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) Wrestler data in general -- I think it'll follow the biter rules I'm sure of, but I don't know this.&amp;lt;br /&amp;gt; Need data!&amp;lt;br /&amp;gt;&lt;br /&gt;
::--[[User:Waladil|Waladil]] 19:47, 30 July 2010 (UTC)&lt;br /&gt;
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== HA! ==&lt;br /&gt;
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Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
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== Crash bug ==&lt;br /&gt;
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Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
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== Never Legendary? ==&lt;br /&gt;
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So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
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: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
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== Odd thingy ==&lt;br /&gt;
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I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
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== No Migrants After first year ==&lt;br /&gt;
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My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
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I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
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Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
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Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Brook&amp;diff=123162</id>
		<title>v0.31 Talk:Brook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Brook&amp;diff=123162"/>
		<updated>2010-07-30T18:09:34Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Constructions */ new section&lt;/p&gt;
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&lt;div&gt;I have just finished updating the rivers page to be accurate in DF2010 to the best of my knowledge. Having looked at the content in brooks and rivers I really see no reason to keep these as separate pages and think that brooks should be simply redirected over to rivers. &lt;br /&gt;
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On a humorous personal note I also generated a map and embarked on a major river having never actually looked at one of these before. Wow they're big! [[User:Doctorzuber|Doctorzuber]] 01:42, 8 April 2010 (UTC)&lt;br /&gt;
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== Constructions ==&lt;br /&gt;
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I think it may be worth noting that on the walkable brook tiles, you can also build stuff, including walls and workshops... they seem to be considered full tiles except for the fluid stuff and the fishing. Do floor grates allow you to build on top of them? If so, they're like the exact same thing, then. --[[User:Waladil|Waladil]] 18:09, 30 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Equipment&amp;diff=122524</id>
		<title>v0.31:Equipment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Equipment&amp;diff=122524"/>
		<updated>2010-07-26T01:14:26Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Waterskins */&lt;/p&gt;
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&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
You can currently read about this topic on the  '''{{L|Squads#Equipping_Soldiers|Squads Page}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Outside of armour, clothing and weapons, there are only five equippable or otherwise usable items in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
* Picks allow your dwarves to mine.&lt;br /&gt;
* Waterskins allow your dwarves to carry water.&lt;br /&gt;
* Flasks also allow your dwarves to carry alcohol and water.&lt;br /&gt;
* Backpacks allow your dwarves to carry rations.&lt;br /&gt;
* Quivers allow your dwarves to carry additional ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Picks==&lt;br /&gt;
A pick is a digging implement that can be forged from most common metals like copper and iron.  It is required by {{l|miner}}s to dig through the earth, carve staircases and everything else related to the removal of rock and soil tiles.  You will need to supply picks on embark as miners won't bring their own.  The material used when making a pick doesn't have any effect on its speed at digging through rock, that depends on the user's {{l|Mining}} skill level.  &lt;br /&gt;
&lt;br /&gt;
Picks can be used as crude weapons in a pinch, though. They seem to inflict piercing damage and gain damage bonuses by the user's Mining skill level.&lt;br /&gt;
&lt;br /&gt;
==Waterskins==&lt;br /&gt;
&lt;br /&gt;
Waterskins are made at a Leather works from any form of leather. 3 waterskins are produced for every 1 piece of leather used, much like goblets. So don't make the mistake of ordering the production of 15 waterskins for your military or you'll end up with 45 of them in total. Soldiers can be ordered to carry water using their waterskins from their specific squad menu. This is useful because they will not have to leave their post to get a drink for an extended period of time. This can also be bad because they will only fill their skin with water, and eventually will become unhappy due to alcohol deprivation. When filling a waterskin a soldier or a hunter will always fill it to the level of 3 units of water. &lt;br /&gt;
&lt;br /&gt;
When in adventurer mode the water in the waterskin will freeze after some time in very cold weather. The resulting ice can be licked instead of drunk but doesn't quench thirst or melt from this action. &lt;br /&gt;
&lt;br /&gt;
Waterskins are stored in Finished Goods stockpiles as flasks.&lt;br /&gt;
&lt;br /&gt;
==Flasks==&lt;br /&gt;
A flask, similar in nature to a waterskin, is a container used by your dwarves to carry alcohol or water while on hunting or military duty. Flasks are made from metal at a Metalsmith's Forge by a dwarf with the metalcrafting labor enabled. &lt;br /&gt;
&lt;br /&gt;
One bar of metal produces 3 flasks. &lt;br /&gt;
&lt;br /&gt;
They are more valuable than waterskins and, with the abundance of ore, may be more easily produced in some situations. Dwarves prefer to drink alcohol over water, even while on duty, and receive a happy thought for doing so. This can help keep military dwarves happier, so that bad thoughts from long patrols are less of a factor. Another bonus is that alcohol does not freeze in cold environments, so that dwarves may consume drink outside even in freezing biomes.&lt;br /&gt;
&lt;br /&gt;
Flasks can carry a maximum of 3 units of alcohol.&lt;br /&gt;
&lt;br /&gt;
==Quivers==&lt;br /&gt;
&lt;br /&gt;
A Quiver is an item used to store bolts or arrows. It is worn on the body, like a backpack. &lt;br /&gt;
&lt;br /&gt;
Dwarves require a quiver to hold their {{L|ammo}} whenever engaging in any kind of shooting.  Therefore, you'll need at least one quiver for each {{L|hunter}} and each crossbowdwarf in your military.&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather at a {{L|leatherworks}}.  Invaders, merchants, and migrants often have silk and cloth quivers, even though you can't make them yourself. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, a quiver can hold any number of arrows and bolts.&lt;br /&gt;
&lt;br /&gt;
==Backpacks==&lt;br /&gt;
In {{L|fortress mode}}, {{L|soldier}}s who are ordered to carry food (from the military menu) will equip a backpack to carry the rations in it, which saves them from going to a {{L|food}} {{L|stockpile}} whenever they are hungry. This does not mean that they will eat or drink while on duty, it only means that they will save time on their breaks. To prevent extreme hunger and thirst while dwarves are on an active schedule, you must lower the amount of soldiers required for a scheduled task, so that soldiers can be free to eat and drink.&lt;br /&gt;
&lt;br /&gt;
Backpacks can be sewn from leather at the {{L|leatherworks}}.&lt;br /&gt;
&lt;br /&gt;
In {{L|adventurer mode}}, a backpack is required if you want to carry more than you can hold in your hands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Waterfall&amp;diff=122514</id>
		<title>v0.31 Talk:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Waterfall&amp;diff=122514"/>
		<updated>2010-07-26T00:04:54Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Water shooting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water shooting ==&lt;br /&gt;
&lt;br /&gt;
Do the current fluid dynamics allow pressurized water to shoot off cliffs rather than just falling down?&lt;br /&gt;
Also, does this apply to magma? --[[User:Waladil|Waladil]] 00:04, 26 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.08&amp;diff=119337</id>
		<title>v0.31:Release information/0.31.08</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.08&amp;diff=119337"/>
		<updated>2010-06-23T02:24:17Z</updated>

		<summary type="html">&lt;p&gt;Waladil: More stuff from the dev-log. The previous change was me, too (the thing logged me out and I forgot to log back in)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Release notes for .31.08 (June 19th, 2010):&lt;br /&gt;
&lt;br /&gt;
* Issue with backing out of embark and crash during look command hopefully patched up from 0.31.07 to 0.31.08.&lt;br /&gt;
From the developer log:&lt;br /&gt;
* Made stockpiles able to take from other stockpiles again.&lt;br /&gt;
* Made ownable items like cloaks that are part of uniforms not put soldiers into pickup/drop loops.&lt;br /&gt;
* Made cooking require a non-liquid object to start (prevents liquid food errors, powders okay).&lt;br /&gt;
* Fixed crash associated to assigning daggers to dwarven soldiers.&lt;br /&gt;
* Fixed crash when over 200x200 in some screens.&lt;br /&gt;
* Fixed some job overwrite issues.&lt;br /&gt;
* Made alcohol turn into separate liquid objects less often.&lt;br /&gt;
* Made non-brewing events that create liquids handle alcohol correctly.&lt;br /&gt;
* Allowed options screen from dwarf/adv mode setup.&lt;br /&gt;
* Made workers stop taking new jobs if they can and want to eat/drink/sleep instead.&lt;br /&gt;
* Reduced hunger/thirst/drowsiness skill/speed penalties.&lt;br /&gt;
* Made hunger/thirst/drowsiness thoughts occur a bit later in the process.&lt;br /&gt;
* Made certain jobs like updating records and partying quittable at any time due to hunger/thirst/drowsiness.&lt;br /&gt;
* Stopped doctors from picking up and dropping their patients repeatedly when it was time to carry them.&lt;br /&gt;
* Restricted doctors to using tables and traction benches in hospital zones.&lt;br /&gt;
* Fixed pathfinding problem in special features that were placed within surrounding liquid layers.&lt;br /&gt;
* &amp;quot;A few crashes on the military screen and cleaned up some of the rules governing commander assignment. Feeding and watering of injured dwarves should happen for a lot of the dwarves that were being neglected. A few item attachment/naming spam bugs removed, fixed up some weirdness with craftsdwarf shop interface and traction bench manager orders.&amp;quot;&lt;br /&gt;
* &amp;quot;Got rid of some of the flashing and debris from the SDL version.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Waladil&amp;diff=118204</id>
		<title>User:Waladil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Waladil&amp;diff=118204"/>
		<updated>2010-06-12T04:36:05Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;reader.print(&amp;quot;Hello World!&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
Oh, crap. Wrong language.&lt;br /&gt;
&lt;br /&gt;
I w177 pwn joo n00b!&lt;br /&gt;
&lt;br /&gt;
Wait... Still wrong language.&lt;br /&gt;
&lt;br /&gt;
Da tovarishch!&lt;br /&gt;
&lt;br /&gt;
Nope. Still off.&lt;br /&gt;
&lt;br /&gt;
Hello everyone!&lt;br /&gt;
&lt;br /&gt;
Cool. Got it that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Umm... nothing else to put here atm. If you see a person online called Waladil, it's either me or someone's comitting a copyright violation. Feel free to check somehow.&lt;br /&gt;
&lt;br /&gt;
No, I will not tell you: how old I am, where I live, my gender, my real name, or whether or not I will marry you. Any requests for this information should be redirected to my Questions and Complaints bins, which can be found in most rooms, usually about one to two feet tall and either rectangular or circular. Many times they can be found with plastic liners, and this is simply for more efficient transport of the Question or Comment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In more dwarfly news... I did it. I found the fabled Golden Tilde!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tilde vein.png|Golden Tilde!&lt;br /&gt;
&lt;br /&gt;
Image:Tall legs.png|Really tall legs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Tall_Legs.png&amp;diff=118203</id>
		<title>File:Tall Legs.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Tall_Legs.png&amp;diff=118203"/>
		<updated>2010-06-12T04:34:47Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Man, those must be some really tall legs :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Man, those must be some really tall legs :P&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Troll&amp;diff=117989</id>
		<title>v0.31 Talk:Troll</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Troll&amp;diff=117989"/>
		<updated>2010-06-11T09:01:31Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;err.. a &amp;quot;troll architect&amp;quot; just showed up in a seige. closely followed by troll weaver and miner. I assume this is part of trolls now being civilisation-able. I am kind of worried if the miner is gonna dig me out though [[User:Cpad|Cpad]] 01:04, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Every troll that came with the goblins had professions, the funny thing is that none of them were warrios. Beware though - the woodcutters, miners and hunters bring weapons! - [[Special:Contributions/187.20.115.116|187.20.115.116]] 01:24, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suspect that while the trolls are intelligent enough to pick up professions, forming their own military is a thing that surpasses them, so they simply tag along with the goblins (for the time being, at least). --[[User:Bronzebeard|Bronzebeard]] 01:51, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can out-funny you guys. I got, not only a troll Diagnoser (I suppose for medical support?) and a troll Weaver (to make the goblins nice body bags), but a troll Administrator. It's not a good siege unless the bureaucrats are running it, right? --[[User:Waladil|Waladil]] 09:01, 11 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=117963</id>
		<title>v0.31:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=117963"/>
		<updated>2010-06-11T02:57:02Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' are extremely useful buildings for crossing dangerous terrain and also for fortress defence. Using them to control [[flow|fluids]] can save one a ton of mechanisms and time, especially when the fluid in question is free-flowing and not pressurized (by pump, river or hydrostatic anything) and needs a wide tunnel.&lt;br /&gt;
&lt;br /&gt;
==Building Bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of metal, stone or wood. They are first designed by an architect, then require a specialist worker for the material used (e.g. a mason for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.&lt;br /&gt;
&lt;br /&gt;
==Raising/Retracting Bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be raised or retracted by linking it to a {{L|lever}}. This requires a mechanics workshop and a dwarf with a the mechanic labour activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).&lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when the lever is pulled, the bridge becomes a wall along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the width of the bridge. The bridge also &amp;quot;moves&amp;quot; to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies.&lt;br /&gt;
&lt;br /&gt;
The lowering of a drawbridge can also be used as a waste disposal for unwanted stones, refuse, goblins (dead or alive) and nobles, to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the new version). However, lowering a drawbridge onto a sufficiently large creature (such as a {{L|forgotten beast}}) simply destroys the bridge.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Retractable bridges (possibly raising bridges, but this is untested) will not retract when a mounted unit (a unit riding another) is on the bridge. Attempting to do so will create odd results if multiple bridges are connected to the same lever[http://www.youtube.com/watch?v=mS5f_Snz-Y8].&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&lt;br /&gt;
&lt;br /&gt;
Non-[[magma-safe]] bridge will heat up and eventually melt if a tile, which would be normally part of a lowered bridge gets covered in magma. State of the bridge (raised/lowered) doesn't matter, if it's within the bridge's rectangle, it endangers the whole bridge.&lt;br /&gt;
&lt;br /&gt;
Bridges do not provide structural support -- but the game thinks they do. Sorry two random masons. I already forgot you.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=117962</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=117962"/>
		<updated>2010-06-11T02:42:45Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* I think we need to do complete rearrange on mood materials */  siggy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
&lt;br /&gt;
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
&lt;br /&gt;
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
&lt;br /&gt;
== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
&lt;br /&gt;
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
&lt;br /&gt;
I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
&lt;br /&gt;
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=117961</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=117961"/>
		<updated>2010-06-11T02:42:30Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* I think we need to do complete rearrange on mood materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars?&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
&lt;br /&gt;
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
&lt;br /&gt;
== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
&lt;br /&gt;
== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
&lt;br /&gt;
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
&lt;br /&gt;
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=117942</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=117942"/>
		<updated>2010-06-11T00:48:29Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Springs? */&lt;/p&gt;
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&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cusion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=117333</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=117333"/>
		<updated>2010-06-08T04:34:12Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Sourced Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids move in 10 directions, up, down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can be pushed up until the pressure equalizes.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry. With springs and {{l|underground river|underground rivers}} it may be possible to destroy this source of water by causing a {{l|Cave-in|collapse}} that removes the tiles this water originally flows from.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated. Water can be desalinated through the construction of a pump that pumps water into a completely constructed cistern. A well no longer desalinates water.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=117332</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=117332"/>
		<updated>2010-06-08T04:33:47Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Sourced Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids move in 10 directions, up, down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can be pushed up until the pressure equalizes.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry. With {{l|spring|springs}} and {{l|underground river|underground rivers}} it may be possible to destroy this source of water by causing a {{l|Cave-in|collapse}} that removes the tiles this water originally flows from.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated. Water can be desalinated through the construction of a pump that pumps water into a completely constructed cistern. A well no longer desalinates water.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=117331</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=117331"/>
		<updated>2010-06-08T04:33:25Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Springs? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cusion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=117312</id>
		<title>v0.31 Talk:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=117312"/>
		<updated>2010-06-08T02:53:58Z</updated>

		<summary type="html">&lt;p&gt;Waladil: Created page with 'Always lead into underground caverns? : I don't think they do, but caverns are so common now that they will probably nearly always lead in. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Always lead into underground caverns?&lt;br /&gt;
: I don't think they do, but caverns are so common now that they will probably nearly always lead in. --[[User:Waladil|Waladil]] 02:53, 8 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Marriage&amp;diff=103900</id>
		<title>v0.31:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Marriage&amp;diff=103900"/>
		<updated>2010-05-05T21:47:32Z</updated>

		<summary type="html">&lt;p&gt;Waladil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
It appears that in DF2010, marriages are sometimes or always held off until springtime; I had two marriages on the first day of my fortress' second spring, and none before that point.&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=76930</id>
		<title>40d Talk:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=76930"/>
		<updated>2010-03-30T03:18:03Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Experience question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading &amp;amp; Gaining Experience==&lt;br /&gt;
So is experience gained quicker through single large transactions, that is trading loads of goods and clearing out the caravan in one transaction, or is offering more smaller transactions a better way? I've not been able to tell any difference so far but it seems reasonable that one way would be better. [[User:Extar|Extar]] 19:47, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've noticed that actual trades do not affect the Apprasial Skill. Instead, When the Broker actually goes to the depot when the Merchants are there, the skill increases. It seems like when I start a new fortress, if I use a dwarf without appraisal skill, he'll already have Dabbling Appraiser before I actually trade goods. Anyone else notice this? --[[User:Wahnsinniger|Wahnsinniger]] 12:58, 19 November 2007 (EST)&lt;br /&gt;
::I thought the appraiser skill was only really used to be able to see the price of the goods when you trade? Thus, it doesn't have much use in itself, it's simply pretty neat to actualy know accuratly what you're trading for and against in term of price. --[[User:Eagle of Fire|Eagle of Fire]] 13:50, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have noticed this as well. Further, it appears that only the first dwarf to examine a given set of trade goods will gain skill. --&lt;br /&gt;
&lt;br /&gt;
::::I think the statement that &amp;quot;Selecting items to trade doesn't give skill&amp;quot; is incorrect, and actually ''is'' giving skill. I recently selected a whole slew of items with my non-legendary mayor/trader, but noticed I didn't have enough to afford all the caravan's goods so backed out of the trade window... then I noticed he just hit legendary. I could be mistaken and he had already been legendary before he got to the depot, but I'm fairly sure he wasn't.[User:Lightning4|Lightning4]] 19:35, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Rule 1 - ''never'' apply &amp;quot;reason&amp;quot; or &amp;quot;logic&amp;quot; or &amp;quot;common sense&amp;quot; to DF.  It's a trap!  Appraise is gained solely when the first designated Broker opens the {{k|t}}rading screen, and those goods are seen for the first time. Doesn't have to actually &amp;quot;examine&amp;quot; them one by one - it all immediately comes crashing down for that one dwarf, and only them.  Multiple transactions are the way to improve ''other'' [[broker skills]], and if trading away items is no obstacle, you can keep pyramiding your trades, trading for your own goods back and again and again, until you make one final 5- or 6-figure trade and call it good.  But Appraise is one-shot, done when that screen is opened the first time.--[[User:Albedo|Albedo]] 19:05, 23 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Appraiser &amp;amp; Bookeeping ==&lt;br /&gt;
&lt;br /&gt;
Are we sure that bookkeeping gives appraiser experience? Because I have a new bookkeeper in training, and she hasn't gained any appraiser skill. --[[User:Strangething]], unsigned&lt;br /&gt;
&lt;br /&gt;
:You are correct; it does not give that experience. --[[User:Savok|Savok]] 17:48, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just got into dwarven economy mode on a fortress of mine, and it seems that my shops are owned by appraisers. Is this a coincidence? --[[User:Kim Bruning|Kim Bruning]] 19:56, 1 December 2007 (EST)&lt;br /&gt;
:Do you mean that the shopkeepers happen to be dwarves that already has appraisal, or that the shopkeepers gained the appraisal skill?--[[User:Karlito|Karlito]] 20:43, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Shopkeepers gain appraisal skill, apparently.--[[User:Albedo|Albedo]] 19:05, 23 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== need goods? ==&lt;br /&gt;
&lt;br /&gt;
My broker wouldn't go to the elves to trade until all the goods were there, but I had already traded by enabling anyone can trade. do they only go when all the goods are there, and why does anyone can trade make a difference? btw I don't keep all can trade on ever, only when I need it, and my broker had no job at all to do.--[[User:Destor|Destor]] 21:12, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think you can go to trade at any point after the caravan &amp;quot;starts unloading its goods&amp;quot;.  If all the traders haven't arrived yet, however, they'll tell you, &amp;quot;we're still unloading&amp;quot;.  I'm not sure why you experienced that problem... maybe you have the &amp;quot;trader requested&amp;quot; on the wrong setting?  The way it says &amp;quot;t: trader requested&amp;quot; makes it seem like you have to ''hit'' t to make the request, but whatever is showing at the moment is what you are requesting.--[[User:Maximus|Maximus]] 21:31, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It seems that the ''Bring item to depot'' job has higher priority than the ''Trade at depot'' one. However, once a broker has started the ''Trade'' job, (s)he will be unconcerned by any additionnal good hauling request.--[[User:Aykavil|Aykavil]] 10:27, 24 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identical goods? ==&lt;br /&gt;
&lt;br /&gt;
Is it verified that goods with different prices - especially by 20 - are in fact identical? That pig tail rope that goes for 80 instead of 60 (fake numbers, except for the 20) may look to be just another (normal quality) &amp;quot;pig tail rope&amp;quot;, but if you actually look at the details, I've often found that the one for 80 was dyed. --[[User:Shurhaian|Shurhaian]]&lt;br /&gt;
:I, too, suspect this is what's really going on, and that Appraisal skill above Novice is entirely meaningless (probably a holdover from the 2D days when the Broker was an immigrant Noble which didn't even have any skill levels to begin with). --[[User:Quietust|Quietust]] 03:09, 22 March 2010 (UTC)&lt;br /&gt;
::I have a new appraiser I'm training - when they get to 1, I'll run some tests. Other users are encouraged to as well - more data, more data! ''SCIENCE!''--[[User:Albedo|Albedo]] 19:05, 23 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Experience question==&lt;br /&gt;
The article states &amp;quot;However, the skill is learned very fast from just looking at goods in the trade window, even for a no-skill dwarf.&amp;quot;  I don't think this is true.  I am late in the game (15 game years) and produce a lot of trade items that I prefer to export to keep the game speed up.  I had over thirty bins full of master rock goods and probably over fifty roast stacks, some over 20k in value.  I had the anyone can trade selected, and the tax collector (no previous skill as an appraiser) came to trade.  I traded all the goods away, but at a massive loss, since I wanted to get rid of the items.  I checked the skill of the tax collector afterwards and he wasn't even dabbling. Can someone verify that simply looking at the goods increases the skill?  I think skill must be in the trading ratio.  --[[User:Kwieland|Kwieland]] 23:57, 11 March 2010 (UTC)&lt;br /&gt;
:I just ran the same test - elf caravan came, and I Activated all my previous Brokers Appraisers into military duty (so they wouldn't respond), and selected &amp;quot;Anyone can trade&amp;quot;.  My Cook (no Appraise skill) showed up. One click into the trade, he had 333 experience in Appraise (according to [[dwarf therapist]]).  After trading all the stuff, he still had 333. Not sure what happened with your Tax Collector, unless, somehow, he wasn't the first one to show up? --[[User:Albedo|Albedo]] 00:32, 13 March 2010 (UTC)&lt;br /&gt;
::Thanks.  I don't know why unless the &amp;gt;$550,000 somehow was over a limit or something.  Like I said, I had TONS of stuff to trade.  What if another dwarf showed up, then was interrupted by going to drink or something.  I would think it is the dwarf that is active when the trade window is brought up. &amp;lt;br /&amp;gt;What do you think the 333 was based on?  Number of &amp;quot;new&amp;quot; items?  I haven't used [[dwarf therapist]] before, but I guess you could save scum and see if it depends on the amount of stuff (or actual value) of the items they bring or simply the amount of different things the traders bring. Maybe with the new version I'll play with it some more. --[[User:Kwieland|Kwieland]] 16:01, 13 March 2010 (UTC)&lt;br /&gt;
:::The experience is, I believe, based on the number of separate items brought by a caravan (a bin w/ 10 leather = 11 items), and then that's multiplied by a randomized number.  More items = more experience. I don't think the items traded away matter, but the number of trades (and/or trade attempts) do improve some of the other broker skills, so one massive trade is &amp;quot;one trade&amp;quot; - you could, in theory, go from no &amp;quot;other&amp;quot; Broker skills to Legendary in one sitting, if you kept trading back and forth for your own stuff, constantly offering about 140% of the value of each, then buying back all the small stuff and doing it again and again. No limit on that.--[[User:Albedo|Albedo]] 16:16, 13 March 2010 (UTC)&lt;br /&gt;
::I see.  I recently traded 2,500,000☼ and the experience in appraisal for the dwarf trading went from proficient to adept (or something similar).  It didn't make them legendary, even though there were over 1000 items traded away.  I remember previous games in which I had caravans show up with much fewer items and made a dwarf legendary in appraisal (from no skill) in one go.  So I guess the random number was high in that case.  Perhaps as you say, it is only based on the number of items the traders bring.   I guess my main question is how to maximize the amount of appraisal experience that a dwarf gets from trading?   --[[User:Kwieland|Kwieland]] 20:41, 14 March 2010 (UTC)&lt;br /&gt;
::: I'm 99% sure that it's not &amp;quot;perhaps&amp;quot; - it ''is'' dependent on the # of items that the Trader brings, which means there is no way to maximize it, it's a flat amount. Think about it - your dwarfs know the value of your stuff - they don't have to appraise that.  If a dwarf went from zero to Legendary there must have been a MESS of items that the Traders brought - or a bug.--[[User:Albedo|Albedo]] 15:07, 15 March 2010 (UTC)&lt;br /&gt;
:::Follow up - Okay, just had an Elven Caravan with 94 items (7 screens of 13 each + 3 more).  Saved the game, and ran thru 5 different dwarves assigned as Broker each with ZERO starting Appraiser experience.  Timing, random events different (harpy attack between save and trade).  Each time, each dwarf, 349 Experience.  Now, intuitively, I want to say that it ''should'' be 3.725 experience per item (30 exp/8), but 94 x 3.725 = 350.15, or ~1 exp too much for that theory - but it seems very consistent, and very close to that math.  Didn't notice any aberrant items that would make sense to be an exception to Appraisal, except perhaps a single wild animal (macaque) cage. But 93 x 3.725 = 36.4+ - so I don't know where that math leaves us. Except &amp;quot;close&amp;quot;, which is not completely satisfying.--[[User:Albedo|Albedo]] 04:45, 20 March 2010 (UTC)&lt;br /&gt;
:::(Edit - later experiments with other trading seems to support that math - experience consistently seems to be ''just'' less than 3.725 x # items brought by the caravan.)--[[User:Albedo|Albedo]] 19:05, 23 March 2010 (UTC)&lt;br /&gt;
::::Thanks for looking into that.  Have you noticed any broker skills changing with trading?  The article suggests that conversational skills can be learned via trading.--[[User:Kwieland|Kwieland]] 16:57, 26 March 2010 (UTC)&lt;br /&gt;
: I think to answer your original question about why didn't your tax collector get exp, I suggest that someone else beat him to it and got the exp, then wandered away to eat/drink/sleep before you noticed him. I'd say coincidence. --[[User:Waladil|Waladil]] 03:18, 30 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Waladil&amp;diff=76928</id>
		<title>User talk:Waladil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Waladil&amp;diff=76928"/>
		<updated>2010-03-30T03:11:44Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* 40d:Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Remember.  &amp;quot;She&amp;quot;.  I know it's hard to do, but you've gotta help me keep up the appearance.--[[User:Aescula|Aescula]] 08:54, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf Fortress Wiki:Versions]] ==&lt;br /&gt;
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion.  Please bring in your comments on this page and on it's talk page and let everyone know what you think.  Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==[[40d:Challenges]]==&lt;br /&gt;
RL concerns and &amp;quot;accuracy&amp;quot; really have no relevance to or place in DF articles.  It's like arguing whether a pike should be better than a spear - it is in DF, and that's where we are, so end of discussion.  All good, readya later.--[[User:Albedo|Albedo]] 18:45, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You may want to check who you're upbraiding: When you undid my comment about the real slope of mountains, it was in fact a reply to somebody else's comment. You seem to be set on believing I'm in the wrong. However, when I took a moment to compare _your_ changes to _my_ comments, we are in fact in total and complete agreement. You changed a dome from being 20 wide and 20 tall to being 20 wide (10 in radius) and 10 tall (10 in radius again) which was pretty much my point. You deleted a total of four sentences, two of which were written by me. The other two weren't me.&amp;lt;br /&amp;gt;All I wrote was &amp;quot;Actually, any mountain that went five feet up for every twenty feet across would be nearly impossible to climb. Try it sometime.&amp;quot; My point was that if a mountain went up five feet (my personal approximation for a tile/z-level) every fifteen or twenty feet that would make it a very steep hill.&amp;lt;br /&amp;gt;However, the person before me said &amp;quot;1 tile does '''NOT''' necessarily equal 1 Z-level; after all even the steepest mountains change a Z-level only every 3 or 4 tiles.&amp;quot; Therefore, my rebuttal was centered around the fact that the steepest mountains would change approximately 5 feet per fifteen, making DF's steepest mountains approximately on par with our own.&amp;lt;br /&amp;gt;The end result of all this is simple: Somebody made an incorrect comment, and I provided a rebuttal. In what appears to be a fit of self-righteous arrogance, you attributed a much larger quantity of writing to me than was accurate and managed to agree with me, then tell me how wrong I am. Moreover, if you had been spending time reading on the forums, you would understand that Toady does attempt to model DF on reality, even if it's sometimes off. For example, the funky crook symbol is actually supposed to represent a kilogram, and is being made accurate to that measurement in the next version.&amp;lt;br /&amp;gt;However, if you think you know better than Toady, then be my guest. --[[User:Waladil|Waladil]] 03:11, 30 March 2010 (UTC) &amp;lt;br /&amp;gt;P.S. Putting the &amp;quot;minor change&amp;quot; tick-mark on the box doesn't actually make it a minor change. That box is for things like spelling and grammar, not deleting a paragraph.&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=74702</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=74702"/>
		<updated>2010-03-24T03:10:05Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Underwater fortress */  added accuracy note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]], keeping their people alive, and expanding just aren't enough anymore. They begin to experiment with different sets of starting builds, arbitrary requirements and restrictions, and even feats of construction to appease Armok, in search of more difficulty and [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
==Pre-Embark Build Ideas==&lt;br /&gt;
Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of [[fun]]), leaving you to other challenges.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Minimalist/Survivalist build===&lt;br /&gt;
&lt;br /&gt;
* 1 anvil&lt;br /&gt;
* 2 copper ore&lt;br /&gt;
&lt;br /&gt;
Nothing else. From that alone, forge your pick and axe.  (Figure it out yourself, or see the [[DIY#Minimalist_challenge_build|Do it Yourself]] article for a step-by-step &amp;quot;how to&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
===Peasantry===&lt;br /&gt;
* Spend 0 Points on embark&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
* Military skills&lt;br /&gt;
* Weapons, ammunition, armor, war dogs&lt;br /&gt;
* Picks are not weapons&lt;br /&gt;
&lt;br /&gt;
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.&lt;br /&gt;
&lt;br /&gt;
===Elves - The Ultimate Hippy Challenge===&lt;br /&gt;
Peace, man.&lt;br /&gt;
* Don't gather plants except those you plant yourself. &lt;br /&gt;
* Don't gather wood nor trade for it with humans or dwarves. &lt;br /&gt;
* Trade for plants and wood only with the elves; they understand your environmental code. &lt;br /&gt;
* Don't burn any [[fuel|coal]]. Do you know what that does to the environment, man?&lt;br /&gt;
**Magma-smelting is an option, but steel can't be had.&lt;br /&gt;
* Don't cause any creature's death, except in self-defense.&lt;br /&gt;
**No military, induced submerging, or lethal implementation of corkscrews.&lt;br /&gt;
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.&lt;br /&gt;
* [[Elf|Hippies]] prefer sunlight and wooded areas, with minimal use of rock (digging and building).&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
===Humans - Living Large and Standing Tall===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|human]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.&lt;br /&gt;
** Or better than that, create an open pit mine / quarry, with ramps to access lower floors.&lt;br /&gt;
* BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.&lt;br /&gt;
* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.&lt;br /&gt;
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc.&lt;br /&gt;
* BONUS: Easy Play: Embark on top of a Human Town.&lt;br /&gt;
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as [[mega constructions|one huge arcology]].&lt;br /&gt;
* MEGABONUS: Build your City in a giant, artificial cave.&lt;br /&gt;
&lt;br /&gt;
===Luddite===&lt;br /&gt;
Shun technology and contraptions. Who can really trust them, with those [[Gremlin|gremlins]] around. This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
===Earthworms===&lt;br /&gt;
Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..&lt;br /&gt;
* Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end. &lt;br /&gt;
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.&lt;br /&gt;
* To make it easier, you can come up to the surface now and then.&lt;br /&gt;
* Try to keep the tunnel as short as possible.&lt;br /&gt;
* Like this: ||||||||==========&amp;gt; (| is walled off end section, = is tunnel and &amp;gt; is the miners.&lt;br /&gt;
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!&lt;br /&gt;
* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!&lt;br /&gt;
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them!&lt;br /&gt;
&lt;br /&gt;
==Utter Dwarfiness==&lt;br /&gt;
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?&lt;br /&gt;
&lt;br /&gt;
===Bandit Camp===&lt;br /&gt;
* Three or more Marksdwarves (perhaps with [[Ambush|ambushing]])&lt;br /&gt;
* Embark site featuring places to hide&lt;br /&gt;
&lt;br /&gt;
Attack and loot every enemy sentient creature you can find, such as goblins &amp;amp; kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.&lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
* All dwarves embark as peasants&lt;br /&gt;
* 7 or multiple of 7 of everything you bring (especially picks and axes)&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
This challenge may be easier to perform after Burrows are implemented.&lt;br /&gt;
&lt;br /&gt;
===Dwarftopia===&lt;br /&gt;
*Find a place that has at least magma, preferably with and underground river and/or chasm too; everything a fully self-sufficient underground city need.&lt;br /&gt;
*Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.&lt;br /&gt;
*Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.&lt;br /&gt;
**BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.&lt;br /&gt;
*Throw all low-skill immigrants into the pits, were they will spend the rest of their lives (unless called up for the draft).&lt;br /&gt;
*'''DO NOT UNDER ANY CIRCUMSTANCES''' let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.&lt;br /&gt;
**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system).&lt;br /&gt;
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers.  Watch what happens and laugh as the laborers die out and high society breaks down.&lt;br /&gt;
&lt;br /&gt;
===Equaland===&lt;br /&gt;
* No embark requirements&lt;br /&gt;
* Construct a successful fortress&lt;br /&gt;
* All dwarves are given equal attention regarding quarters, dining, armament and burial&lt;br /&gt;
* One dwarf elected to be &amp;quot;The Leader&amp;quot; commands a lever system capable of killing a single dwarf of your choice in their room, however you wish&lt;br /&gt;
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment&lt;br /&gt;
&lt;br /&gt;
===Hermit===&lt;br /&gt;
* Spend points ONLY on ONE [[Pick]]&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
To moderate difficulty, feel free to allow these exceptions:&lt;br /&gt;
* Keep one male and one female dwarf as the Dwarven Adam and Eve. &lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
===Hunting Party===&lt;br /&gt;
* One Marksman+Ambusher&lt;br /&gt;
* One Cook+Farmer&lt;br /&gt;
* One Brewer+Farmer&lt;br /&gt;
* Four exclusively social dwarves&lt;br /&gt;
* Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)&lt;br /&gt;
&lt;br /&gt;
===Immigration and customs enforcement===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
* Embark into a canyon or on a road&lt;br /&gt;
* Don't embark with an anvil&lt;br /&gt;
&lt;br /&gt;
Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose).&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Let Loose the Dogs of War&amp;quot;===&lt;br /&gt;
* No military Dwarves are permitted, including Fortress Guard.&lt;br /&gt;
* No weapons or armor may be forged, and any obtained from looting must be melted down.&lt;br /&gt;
* War dogs must be your only form of attack and defense.&lt;br /&gt;
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.&lt;br /&gt;
&lt;br /&gt;
===28 Days Later===&lt;br /&gt;
&lt;br /&gt;
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected.&lt;br /&gt;
*Bonus: If you have &amp;quot;reason&amp;quot; to believe the migrants are infected, sacrifice them to the Blood God. Remember he loves Magma.&lt;br /&gt;
*Bonus: Only Marksdwarves for defence, You shouldn't get near the zombies, as they bite.If they are wounded, they must be quarantined, and shall therefore die.&lt;br /&gt;
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. &lt;br /&gt;
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.&lt;br /&gt;
Remember Elves can not be trusted and should be treated as infectees, and should be Dwarven atom smashed(Magma and Chasms work equally well).(Note this is also true for normal Dwarf Fortress). &lt;br /&gt;
**Elf skin clothing anyone?  &lt;br /&gt;
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated.&lt;br /&gt;
&lt;br /&gt;
===Master Of One===&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* All starting dwarves must have only one skill&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except to ''disable'' hauling labors (enabling hauling is forbidden)&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
'''Variant:'''&lt;br /&gt;
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Monarch with a grudge===&lt;br /&gt;
* Forbid any and all use of stone and metal&lt;br /&gt;
* No exposed tile may be labeled &amp;quot;Underground&amp;quot;&lt;br /&gt;
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the [[Dwarven_Atom_Smasher|DAS]])&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nay, no ponderous stone doors or shining silver arcades, not while I live!&amp;quot;&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Embark with no construction materials, into an area devoid of trees.&lt;br /&gt;
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.&lt;br /&gt;
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice &amp;quot;Economical&amp;quot;.&lt;br /&gt;
* Bonus points: Stone is forbidden along with digging&lt;br /&gt;
&lt;br /&gt;
===Noblesse requiro===&lt;br /&gt;
* Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)&lt;br /&gt;
* Criminals who deserve justice should be incarcerated, tortured, and executed for ''any'' offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.&lt;br /&gt;
* All Nobles must be treated to the highest quality living conditions&lt;br /&gt;
* All others must be treated to the bare minimum needed to physically keep them alive&lt;br /&gt;
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice&lt;br /&gt;
&lt;br /&gt;
===Sitting on trees===&lt;br /&gt;
* Construct a wooden &amp;quot;tree&amp;quot; or several, spanning many (a dozen or so) z-levels&lt;br /&gt;
* Establish a successful fortress not inside, but around, these constructed trees&lt;br /&gt;
&lt;br /&gt;
===Stop, Hey, What's that Sound===&lt;br /&gt;
* (Optionally) Generate a world with abundant cave systems&lt;br /&gt;
* Establish a fort near a very large cave&lt;br /&gt;
* Imitate the role of &amp;quot;Angband&amp;quot;, leading small parties inside on military excursions&lt;br /&gt;
* No more than 3 dwarves can enter at a time&lt;br /&gt;
* Siege equipment and other weapons (or dangerous contraptions) that a dwarf can't carry on him is forbidden when cave-exploring&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Only solo adventurers are allowed to enter the dungeon&lt;br /&gt;
* Only use 'Thieves' to steal loot and create traps inside the dungeon&lt;br /&gt;
&lt;br /&gt;
===The Mad Butcher===&lt;br /&gt;
* One dedicated Butcher+Tanner&lt;br /&gt;
* Minimal supplies and skills, so you can bring...&lt;br /&gt;
* As many puppies and kittens you can afford&lt;br /&gt;
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden&lt;br /&gt;
&lt;br /&gt;
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.&lt;br /&gt;
&lt;br /&gt;
===The World is Flat===&lt;br /&gt;
* No pre-embark requirements&lt;br /&gt;
* You'll probably want a region with lots of hills/mountains. &lt;br /&gt;
* You may only work/build/live on the original Z level where your wagon was&lt;br /&gt;
* No moats allowed, as this requires a channel, which goes below your z-level&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;I guess it's up to us to repopulate the planet...&amp;quot;===&lt;br /&gt;
* Embark on a loner site - this means one where traders, siegers, migrants, etc. simply don't show up, ever.&lt;br /&gt;
* Kill five of your starting seven, leaving one male and one female.&lt;br /&gt;
* You will get no population influx in any way (ever!) aside from breeding. Uncertain if inbreeding is possible for more generations of dwarves - unlikely. Hope the McUrists are prepared for a big family...&lt;br /&gt;
&lt;br /&gt;
===Hunter and Gatherer===&lt;br /&gt;
Pre-Embark (World-Gen)&lt;br /&gt;
* Try creating a world in year 1 (optional)&lt;br /&gt;
Post-Embark&lt;br /&gt;
* Everything allowed except Farming.&lt;br /&gt;
Bonus&lt;br /&gt;
* Embark in a desert, so only hunting and (aquifier) fishing.&lt;br /&gt;
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?&lt;br /&gt;
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.&lt;br /&gt;
*** Extended version: Fill the pyramid with magma!&lt;br /&gt;
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe).&lt;br /&gt;
&lt;br /&gt;
==Arbitrary Law==&lt;br /&gt;
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===ASPCA===&lt;br /&gt;
* [[Animals]] are forbidden from the fortress&lt;br /&gt;
* Animals following immigrants cannot enter the fortress&lt;br /&gt;
* Lethal traps forbidden, caged non-sentients must be immediately released&lt;br /&gt;
* Butchery is forbidden, but leatherworking is allowed&lt;br /&gt;
&lt;br /&gt;
Rather than forbidding immigrant pets from entering, you can choose to deal with the owner of that pet instead for a more sadistic challenge.&lt;br /&gt;
&lt;br /&gt;
===Commune===&lt;br /&gt;
* After embarking, enable all labors on all dwarves (including immigrants)&lt;br /&gt;
* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)&lt;br /&gt;
* Coins are forbidden&lt;br /&gt;
* Be aware that nobles are to be considered part of the &amp;quot;bourgeoisie&amp;quot; and [[Unfortunate accident|dealt with]] immeadiatly&lt;br /&gt;
&lt;br /&gt;
===Couples only===&lt;br /&gt;
* As soon as a married couple exists in your fortress:&lt;br /&gt;
** Kill all single dwarves (or put them in a meeting area for a year to find a lover. Kill the rest)&lt;br /&gt;
** Kill all incoming single dwarves&lt;br /&gt;
** Try to save children, until they are adult and single&lt;br /&gt;
&lt;br /&gt;
===Dieting Dwarves===&lt;br /&gt;
* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)&lt;br /&gt;
* Optionally, forbid alcohol consumption to limit carbohydrate intake&lt;br /&gt;
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death&lt;br /&gt;
&lt;br /&gt;
===Dwarf Liberation Movement===&lt;br /&gt;
* Nobles are worthless scum, we give them nothing!&lt;br /&gt;
* As soon as possible, cage your expedition leader.&lt;br /&gt;
* Never appoint any dwarf into becoming a noble.&lt;br /&gt;
* Cage any dwarf that appears on the nobles and administrators screen.&lt;br /&gt;
* When your population elects a new mayor, release your old one and cage the new one.&lt;br /&gt;
** Bonus : Cage the king and all of his escorts!&lt;br /&gt;
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them.&lt;br /&gt;
&lt;br /&gt;
===Fight for your name===&lt;br /&gt;
* Before embarking, randomly generate a fortress name and be sure to know its English translation&lt;br /&gt;
* Do the same with your group name&lt;br /&gt;
* Creatively designate a serious goal for your fortress, based on these names&lt;br /&gt;
* Fanatically reach your goal&lt;br /&gt;
&lt;br /&gt;
===Fort Geneva===&lt;br /&gt;
* Lethal traps are forbidden&lt;br /&gt;
* Caged sentient creatures are to be considered prisoners of war and treated humanely&lt;br /&gt;
&lt;br /&gt;
Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured. For more inspiration, go to: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
===Government in Exile===&lt;br /&gt;
* Only Military and Social skills can be purchased and enabled in your entire fortress&lt;br /&gt;
&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
===Hardcore Altruism===&lt;br /&gt;
* Do not allow the death of any Dwarf&lt;br /&gt;
&lt;br /&gt;
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.&lt;br /&gt;
&lt;br /&gt;
===Industrial Plant===&lt;br /&gt;
* Choose one industry that produces commercial goods&lt;br /&gt;
* No other industries permitted, only imported&lt;br /&gt;
&lt;br /&gt;
===Johannesfort===&lt;br /&gt;
* Find a starting location with a lot of gabbro, containing Kimberlite&lt;br /&gt;
* Mine and cut all the diamonds on the map&lt;br /&gt;
* Only gems can be traded.&lt;br /&gt;
&lt;br /&gt;
===Sexist Segregation===&lt;br /&gt;
* Establish two functioning and stable fortress&lt;br /&gt;
* One must be entirely male, the other entirely female&lt;br /&gt;
* Married couples are to be processed&lt;br /&gt;
&lt;br /&gt;
===THIS! IS! SPARTAAAA!===&lt;br /&gt;
* At least half of your fortress population must be active in the military.&lt;br /&gt;
* Crossbows and traps are forbidden.&lt;br /&gt;
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.&lt;br /&gt;
** BONUS: All weapons and armour must be made from bronze.&lt;br /&gt;
* Civilian dwarves have all labors enabled.&lt;br /&gt;
** If ever activated, cannot use quality weapons or armor.&lt;br /&gt;
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)&lt;br /&gt;
* Devise methods of dropping Liaisons down pits during meetings. Yell, &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor.&lt;br /&gt;
* Demand goods be turned over from all caravans.&lt;br /&gt;
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields).&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].&lt;br /&gt;
&lt;br /&gt;
===Mesoamerican Dwarfs===&lt;br /&gt;
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)&lt;br /&gt;
** BONUS: Flood the farms annually.&lt;br /&gt;
* All buildings must be above ground.&lt;br /&gt;
* Capture as many of your enemies as possible.&lt;br /&gt;
* Build a massive step pyramid at the center of your fortress. Appoint one dwarf high priest and have him kill the prisoners at the top.&lt;br /&gt;
** BONUS: Build it upside-down.&lt;br /&gt;
*** MEGABONUS: Build the entire city on top of the upside-down pyramid, with another pyramid-temple in the middle.&lt;br /&gt;
* Surround your fortress with an artificial lake.&lt;br /&gt;
** BONUS: Build it in the middle of a natural lake.&lt;br /&gt;
* Use only copper or bronze metal (except for iron anvils).&lt;br /&gt;
* Soldiers can only use obsidian short swords. Axes are only for wood cutting.&lt;br /&gt;
* No armor except leather and only let champions use it. All others must fight unarmored.&lt;br /&gt;
** BONUS: Divide your soldiers into &amp;quot;Jaguar[http://en.wikipedia.org/wiki/Jaguar_warrior]&amp;quot; and &amp;quot;Eagle[http://en.wikipedia.org/wiki/Eagle_warrior]&amp;quot; warrior societies and outfit them with leather armor made from their respective animals. &lt;br /&gt;
* Demand that all non-dwarf caravans surrender their goods as tribute.&lt;br /&gt;
* Build a giant, multistory building for holding skulls.&lt;br /&gt;
&lt;br /&gt;
==Megaprojects==&lt;br /&gt;
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where [[Stupid_dwarf_trick|stupid dwarves try crazy tricks]]. [[Mega construction|Incredible feats of construction]] are usually very [[Fun|fun]] so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a [[magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma pipe]] and [[engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different [[traps]] in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be locked and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, human fat is ideal...&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room.&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding [[booze]] as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable [[ramp]] for boarding.&lt;br /&gt;
*BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of [[steel]].&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; Magma Channels in time for merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼peasant‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
** NOTE: Actually, a dome 20 tiles wide should be 10 tiles tall, or less, since the steepest dome will be only semi-spherical, and most domes will start out at an angle anyway.&lt;br /&gt;
*** ANOTHER NOTE: &amp;lt;s&amp;gt;1 tile does '''NOT''' necessarily equal 1 Z-level; after all even the steepest mountains change a Z-level only every 3 or 4 tiles.&amp;lt;/s&amp;gt; Actually, any mountain that went five feet up for every twenty feet across would be nearly impossible to climb. Try it sometime.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===World Domination===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with laser beams attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mega_construction&amp;diff=74669</id>
		<title>40d Talk:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mega_construction&amp;diff=74669"/>
		<updated>2010-03-23T08:58:15Z</updated>

		<summary type="html">&lt;p&gt;Waladil: /* Other Mega constructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The example diagrams for building a tower only work if you have a 'floor' (ie, walls from below) at the same width as the tower floor you are building - if you are trying to make a larger room above a smaller one, scaffolding (i prefer floors) will need to be appended to build the corners, because you cannot build a wall diagonally.  Having built an inverted pyramid, this is a mildly annoying building concern, and the diagram should reflect the presence of a wall below where you are building.  --[[User:Squirrelloid|Squirrelloid]] 19:50, 12 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It should probably also be noted on this page that you can hang up stairs off a ledge, but not downstairs, which means building down (without carving stairs into something) is hard.  This would really only come up if you were trying to build something above and going down towards (or going down into!) a lake, ocean, lava pool, or sufficiently wide chasm, and avoidable in some of those cases. (Yes, I am trying to build down through ocean right now). --[[User:Squirrelloid|Squirrelloid]] 19:50, 12 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tower Guide Showdown ==&lt;br /&gt;
&lt;br /&gt;
The first section of this page duplicates my [[tower guide]]. I know I'm pimping my pages here, but perhaps a link there would make more sense. &lt;br /&gt;
&lt;br /&gt;
Honestly, I think my version is better. --[[User:Strangething|Strangething]] 15:15, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think merging the tower page into this one would be a good idea. [[User:VengefulDonut|VengefulDonut]] 11:01, 20 August 2008 (EDT)&lt;br /&gt;
:Oh, it seems there has already been talk about this on [[talk:tower guide]]. [[User:VengefulDonut|VengefulDonut]] 11:02, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 3x3 towers ==&lt;br /&gt;
&lt;br /&gt;
3x3 towers are more or less worthless, I'll admit, but they're really simple to build. A diagram, each block is a different Z level:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
|000|&lt;br /&gt;
| X |&lt;br /&gt;
|000|&lt;br /&gt;
-----&lt;br /&gt;
|0 0|&lt;br /&gt;
|0X0|&lt;br /&gt;
|0 0|&lt;br /&gt;
-----&lt;br /&gt;
|000|&lt;br /&gt;
| X |&lt;br /&gt;
|000|&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Legend: O= wall, X= up/down staircase&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lather, rinse, repeat. Just alternate the two lines of walls, then fill in the gaps when complete. I'm probably not the first one to think of it, but I haven't seen it anywhere. The walls give floors to allow dwarves to stand on during construction. They're useful for buildig guard towers with fortifications (may spread out at top), or an escape route, but not too much else, I'll admit. I use both up and down staircases because at the bottom level you can include storage for supplies for guards, or additional water storage/drainage.&lt;br /&gt;
&lt;br /&gt;
Feel free to delete if it's not appropriate, I don't care.&lt;br /&gt;
&lt;br /&gt;
[[User:Erathoniel|Erathoniel]] 22:08, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other Mega constructions ==&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, the article begins:&amp;lt;blockquote&amp;gt;There comes a time in every dwarfs life when he says to himself- why not? Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, you can build anything!&amp;lt;/blockquote&amp;gt;Then is goes on to explain how to build towers, and just towers, as if that's the only mega construction. This should be put back into a tower guide page. You can't have much of a guide for how to build mega constructions, aside from a few general tips, as they're so varied. I suggest redoing the article, and having it give general ideas for what to do, along with general tips of how to do it, and maybe a few different pictures of completed mega constructions. [[User:DanielLC|DanielLC]] 12:53, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Big Obsidian Castle anyone? Carved, of course, without constructed walls.&lt;br /&gt;
[[User:WFrag|WFrag]] 15:46, 29 August 2009 (UTC)&lt;br /&gt;
:Tip 1: don’t forget about the magma evaporation! When filling the layers with magma you either need to fill it quickly or split layer into separate areas, filling one by one.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:WFrag|WFrag]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magma Pipe Tower:&lt;br /&gt;
I decided to make me a tower. It was something I'd never gotten around to doing though... so I went to the bottom level, excavated a giant region, and am currently draining my magma pipe. As soon as I've gotten it low enough, I will quickly install a tower inside the magma pipe, and allow it to refill. Then, I'll have this random tower sticking out of a magma pipe! --[[User:Waladil|Waladil]] 08:58, 23 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Waladil</name></author>
	</entry>
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